texts: How to bake multiple sounds to f-curve to the same object

texts:
So im animating a characters mouth using shapekeys and baking them to an audio clip. I want to add three different audio clips to the same character's mouth using bake sound to f curve. But, when i try baking the second audio clip, it replaces the previous audio clip.

My question is, how do I add multiple audio clips to same object using bake sound to f-curve. (I don't want to use armatures)

I've heard that you can use the NLA editor in order to then push the action from the action editor or something... I have no idea how that works, can you help me?

Thanks in advance!


texts: How to snap to vertex on an unstraight/uneven axis?

texts:
I'm trying to mode the selected edge so that it's aligned with the vertex below. As you can see all the similar edges are uneven, made with the knife tool.

If I hold the red arrow on the gizmo I can snap to the vertex but it would ruin my angled plane at the top of the bridge.

Does anyone know how to do this? Thank you so much!


texts: AutoMatic Bone weighing does not work, even after cleanup

texts:
Im trying to make a very simple Avatar, but i cant get the rig to move with the mesh. I am new at this. I have tried parenting, Automatic weighing, and even tried the work around, Mesh Clean up, and Remove Doubles. Im providing the blend file if you know how to fix it. And if you could, detail each step, So i can do this right.
https://www.filehosting.org/file/details/889936/betterman.blend
Thank you in advance.


texts:
Well, I thought of something like this:

But I couldn't figure out, how to achieve a similar material.
I messed around with the nodes and that's how my material looks like:

Can someone help me? -Thanks, beforehand.

(Sorry for my English, but I'm Austrian.)


texts: How to animate vertex colors using animation nodes

texts:
How can animation nodes drive vertex colors on an object?
Details
I have a time varying dataset the defines the color for each vertex in a model. I'd like to use animation nodes to drive the colors of the vertices.
The best solution found so far requires a very complex setup.
It requires defining vertex groups and assigning colors to the vertex groups. This could require assigning a larger number of vertex groups. The preferred solution is to work directly with the vertices.

Add the object.
Assign vertex groups. These are used to get access to the vertices.

Assign a texture to the object using vertex colors.

Setup animation nodes using a script to assign colors to the vertex groups. In this example, instead of colors, a temperature is used, and converted to a color.

A script is used to assign the list of values passed to colors for the vertex groups.

def fraction(x,idx,n):
    # on a domain of 0,1 with n center points and
    center = idx/(n-1)
    dist_2_center = center-x
    portion = 1-abs(dist_2_center*(n-1))
    fract = max(0,portion)
    return fract

def find_color(x,colors):
    n = len(colors)
    f = [fraction(x,idx,n) for idx in range(n)]
    c = [0,0,0,0]
    for ii,ff in enumerate(f):
        for jj,cc in enumerate(c):
            c[jj] += ff*colors[ii][jj]
    return c

def t_color(t):
    colors = [ (0,0,0,1),(0,0,1,1),(0,1,1,1),(0,1,0,1),(1,1,0,1),(1,0,0,1),(1,1,1,1)]
    c = find_color(t,colors)
    return c

####################################################################

import bmesh

o = Object       # passed into node

colors = [t_color(t) for t in Temps]   # passed into node

#print(colors)

#########################
mesh = o.data        # get the mesh
bm = bmesh.new()     # place holder for working bmesh
bm.from_mesh(mesh)   # create a copy of the mesh

#build list of vertex indices in each group
vert_group_indices = []
for vg in o.vertex_groups:
    # check if vertex is in this vertext group using indexes
    vert_indices = [v.index for v in o.data.vertices if vg.index in [ vv.group for vv in v.groups]]
    vert_group_indices += [vert_indices]

# walk list of vertex groups, assign colors based on vertext groups

#colors = [(0,0,0,1),(1,0,0,1),(0,1,0,1),(0,0,1,1)]
color_layer = bm.loops.layers.color[0] # use first color layer
for vg_idx,vert_indices in enumerate(vert_group_indices):
    c = colors[vg_idx]
    for face in bm.faces:
        for loop in face.loops:
            if loop.vert.index in vert_indices:
                loop[color_layer] = c

bm.to_mesh(mesh)   # put mesh in the object

The result is an object with vertex group assigned colors that can be animated.

Is there any easier way? Is there a way to assign colors to vertices without using vertex groups when using animation nodes? Is there anything in animation nodes that makes this easier?
A sample file with this setup from Blender 2.83 is here :


texts: Rip secret door, showing no trace of edges, into shade smooth sphere

texts: I want to create an invisible door in a sphere that has been shaded smooth. But when I select some vertices from the sphere and do rip vertices to them (without move vertices) I have a trace on the sphere that shows placement of my door.


texts: Can Animation Nodes be used to move AND steer an object around a scene in the direction of its local axis?

texts:
I hope I can explain my scenario clearly, it seems like it should be simple but it is proving to be impossible!
In my scene I am using a Wii remote as the control device to send MIDI CC values between 0-127 into blender via the AddRoutes add-on directly into a Number float node to control the position vector and Euler rotation of an object. I would like to have complete control to move and rotate this object around my scene in its local X,Y and Z axis WITHOUT using a follow path constraint and without the object snapping back to its World coordinates/orientation. A simple comparison would be driving a car around an environment or moving a 3rd person character within a scene.
With limited understanding of Animation Nodes and a lot of trial and error the best I have managed to come up with is a basic node tree set up that enables me to freely move the object within the scene ONLY in the world XYZ coordinates, leaving the object in its new position when the buttons on the control device are released. Whilst also within the same Node tree using a simple rotation setup that enables me to rotate the object in its LOCAL XYZ axis, BUT... it snaps back to its local 0,0,0 orientation when the button on the control device is released. Below is an image of my Node Tree set up to move and steer a default cube.
I would like to use button presses on my control device to input a value between 0-127 to move and rotate an object about its local axis and have the object retain its new position/orientation when the button is released and the value of the Number Float is once again equal to 0.
Is this even possible? Thank you in advance if anyone can offer any advice, steer me in the right direction or even provide a solution...!


texts: How to pass parameter(s) to a Python script via the command line and also render in the same command?

texts:
I am trying to render a scene where I run a script with given parameters and then render the animation by passing parameters to the blender executable through the command line.

Given the following example for the command passed:

blender <file_path> -P <python_script> -- <input_parameters> --frame-start <num> --frame-end <num> -a

When executed it does not render and I presume it treats what ever is after the '--' as parameters for the python script. I am aware that I can pass these parameters and use the Blender API in the python script to render the scene with these parameters but for my case this does not suit.


texts:
So new to blender if this is super easy my bad.

I have created a plane with lots of small holes in it to replicate the mesh on the front of a speaker by subdividing a plane and using the Wireframe and Subdivision Modifiers. Creating this

 I want a circle shape not a square though how can I get the above image to be on a flat circle rather than a flat square to be like this but with my first pictures design not the hex pattern

I hope this edit cleared it up a bit


texts: 2.81 Smooth shading not working with normal map

texts:
I am just testing this out with a regular UV sphere and a noise texture. I'm seeing  hard cornered of the mesh (like flat shading)what am I doing wrong?

.


texts: Select/Remove vertices joining only two edges

texts:
I'm trying to find a way to select (and remove) vertices on the edge of a subdivided plane without having to go round and highlight each one separately.
I want to keep vertices terminating three or more edges, but remove those linking only two (leaving a contiguous edge, naturally) – any ideas? I'm thinking either there's an embarrassingly easy solution or it's not possible and I'm the only person not to know it.


texts: Why does the mirror tool generate inside faces, and how do I fix this?

texts:
I have used and applied a mirror modifier, but when I go into edit mode and select inside faces, the mirrored side is all inside faces. I have selected these and tried shift+N to recalculate normals but it isn't working, the faces are still designated as "inside faces", which as far as I understand it means the normals are pointing inward. Is there a way to fix this?
Thank you!


texts: Cutting hole into a face with a line loop?

texts: How do I cut a hole in the plane using the hollow line loop in the middle they're part of the same mesh and both 2d.


texts:
I am trying to replace the sky of an image with another image in the blender 3d compositor. I selected the sky with a mask and I also combined then but I still see some parts of the original image so how can I remove that?? I tried changing the mix nodes values but that did not make any sense so can somebody help me out?

(so the clouds should be removed)


texts: Trapezopid shaped face to square UV coordinates has unfavourable skewing

texts:
When I map a trapezoid shaped face to square shaped uv coordinates it doesnt skew how I would expect it to. I want it to go to from fat to slim pixels. Instead it seems to skew based on triangles maybe?

(object scale is applied btw)


texts:
i've finished rigging and skinning my character in my blender file...  Now i want to animate my character, but when i try the pose mode, i can't move my bones...  I've tried everything.  I've also noticed my bones are blue when i select them.

You can find the .blend file here:  http://dropcanvas.com/1p1r0

thanks a lot for your help


texts: How do I get rid of the small line that appears in-between offsets when using array?

texts:
I'm new to blender and was following along a tutorial but when I got to using the array tool on my model I noticed that mine was different to the video. When I use array with relative offset I can notice a small gap or line in-between each offset. It may not seem like a big thing but once I add a simple deform to get the shape I want it becomes a big problem. I feel like I followed the tutorial almost perfectly but seeing as it has no voice over its possible I made a mistake somewhere. I've added the images of the gaps below. If you have any ideas please let me know.

youtube tutorial


texts: What methods can I use to reduce such a visible seam?

texts:
I never noticed this seam on my rocks till I decided to modify the main texture for them to emit light from some of the low spots. This is a texture on all 6 sides of a cube, and subdivided a few times.

What methods are available to reduce the visibility of this seam?

Edit: Looks like I use texture painting to do what I need! Only issue is is that some sort of symmetry mode is on where both sides of the seam mirror each other.


texts:
Imagine extruding a wall profile from the flat floor plane, constraining the extrusion to the Z-Axis. It must meet the pitched ceiling angle above. Is there a simple way to perform this without knife cuts after the fact? I'm currently using the TinyCAD add-on to extend edges to the ceiling face, but this is tedious and I have to perform this function very frequently. Any simpler ideas that I've missed?

Thanks for the clear reply, Robin. Your second solution worked perfectly. Those snap options do so much more than I realize. The first, however, is still giving me trouble. The vertexes do not snap to the roof angle, and they are variably snapping to whatever point on the roof edge that I am hovering over. I try it a second time with "Align Rotation to Snap Target" at the end of the gif, the result is just crazed. I must have some setting incorrect. See here:


texts:
I want the user to be able to select some data from a CollectionProperty

audioFiles = CollectionProperty(type=AudioFileNameGroup)

holding data of a custom PropertyGroup type:

class AudioFileNameGroup(types.PropertyGroup):
    fileName = StringProperty(name="File Name", subtype='FILE_NAME')

To enable the selection for the user, in a panel I'm using prop_search on that:

navStateCol.prop_search(obj, "audioAction", context.scene.frameworkReferences, 'audioFiles', translate=False,
                        icon='PLAY_AUDIO')

but I can't get it to work:

If the obj.audioAction property is a StringProperty

audioAction = StringProperty(name="Audio Effect", subtype='FILE_NAME')

i don't get anything to select from:

This makes sense, as the system has no way of knowing, that it should refer to the fileName StringProperty inside the AudioFileNameGroup.

If the obj.audioAction property is

audioAction = PointerProperty(type=AudioFileNameGroup, name="AudioAction")

it is not editable, and the ui is disabled:

How can I use prop_search on the audioFiles collectionproperty?


texts:
Ok...
I have an imported fb, lots of separate mesh, all needing to be separated (editmode/mouse over+L/P and repeat) a majority of the mesh items are the same. I would like to model  a simpler geometry, as the original FBX is a tech render from rhino with dirty mesh... so remodeling items in blender and replace... its a routine that I do often, but I need to stream line more, and have questions.
if my created instance is on the orgin point (0,0,0) with the rotation 0'd as well... is there an easy routine to match the rotation and position of the fbx originals... mainly to match the rotation... the position is easy as they are spherical objects with an easy set origin, but this still leaves me with the guesswork of rotation. but I think its an impossible feet, but I thought I would throw it out there and see if I was overlooking something.


texts:
so I cut my model in half to add a mirror modifier. Once applied I select the entire mesh, duplicate and seperate to create a body suit so to speak.
To lift it away from the body I Alt-S just like the tutorial im watching and my mesh goes nuts! It looks like the mesh is trying to attach the some faces to the mirrored side.

Can anybody help??

Thank you
will


texts:
I want to spin my propeller blade along its axis, but this axis needs to rotate as part of the aircraft.

As you can see, the ducted fans rotate about a central axis and i want the propellers inside of them to rotate as well while spinning, but have no idea how to animate this


texts: Neutralising a photos lighting by using a rebuilt scene to imitate the original light and using that as a counterbalance

texts:
I have this picture and I've recreated the scene (in its entirety, including off screen objects) in a bid to remove the lighting (sunlight coming through windows). So i created a sun lamp and tried to mimic the sun in the picture, rendered the image and took the diffuse direct because i assumed that would be the light, i inverted it so it would be the shadow instead of the light and tried to introduce it to the picture but it just looks terrible. My idea has failed miserably, i wonder if anyone else has an idea for how i could approach this.

Thanks for your time, it means a lot.

The rebuilt scene


texts: Rotate Individual Origins Of An Array Of Faces With Proportional Editing On

texts:
I am trying to rotate an array of faces with with proportionally edit on:

Each face needs to rotate on its on individual origin.
Proportional editing should gradually diminish rotation from the first to last faces.

I am blocking out the vertebrae of the human spine.

L1 faces (the unhidden faces) need to be rotated and L2 - L5 should inherit this rotation but L2 - L5 must inherit the rotation in diminishing amounts and must rotate on their individual origins.

How do I do this?


texts:
I have this sort of sci-fi scene with ambient emission lights. I would like to have a gradient for each of them. Somehow my setup creates a gradient over the entire image rather than localized for each plane that emits. How would I have to change my setup in the node editor to get both emissions upper and lower to have a gradient in Z?
Thank you very much in advance!
Marlon


texts: Inhibit suspend (prevent computer sleep) while rendering

texts:
Blender, at least on Ubuntu, doesn't prevent the computer from entering sleep while rendering, thus borking the render and combined with a (driver) bug that disables CUDA after suspend, it makes a user's life miserable.

I'm opening this question in order to gather python scripts for various platforms that prevent computer sleep while rendering.


texts: Glass material isn't transparent when looked through another glass material?

texts:
I know that this question has been asked a LOT of times before, but none of the answers suited me, so...

This is a mesh  with glass material applied. And everything is perfect. I can see everything through clearly (just a UV Sphere behind mesh).

But when I add "liquid" inside, with the same glass material applied, it is not transparent.It is on the other hand transparent when i hide the cup, but when it is looked through the cup, it is not.

I use cycles, and I tried to tweak everything, but with no luck.
I would not like to reset blender to default, because I have startup file finely tweaked.


texts: Can you export thousands of objects in a blender scene to .obj format Individually (and automatically)

texts:
I have a model of a large city, where every house or cityblock is an object. I can manually pick each object and export them, but it is very tedious since there can be thousands of objects, and i would like to do this generally.

Does there exist such a tool in blender or anywhere else, that can take a large grouped scene and export the objects (Houses and the like) individually with some form of naming convention?

Thank you.


texts:
I want to animate a lounger's legs in such way so they are folding together but I don't know how to make so only the legs are moving and not the rest of the lounger without separating the legs from the lounger.

I don't want to separate the legs because it looks weird when I subdivide the mesh.

Thanks in advance.

How I want them to fold:

When separate and subdivided (I don't want them to look like that):


texts: How do I create a particle system with an object that already has a particle system

texts: I am working on a project and used a particle system to create the branches of a tree. I am now trying to make take that tree and create another particle system in order to create a forest with many of these trees. The problem is when I create the second particle system the trees show up without the branches of the tree or the first particle system. Lmk what I can do to solve this problem or if there is any other information you need to answer.


texts: How are the floats (0.0 to 1.0) mapped to ints (0 to 255) for pixel colors?

texts:
I'm fighting somewhat with Blenders image creation module. I struggle to map my calculated colors to the required range from 0.0 to 1.0. I need it to be very precise.

For example: I have a value 0.5 that will result in a value of 128 in the related color channel of the image. Then I have a value of 0.50390625 that I expected to result in 129, but becomes a 128 as well. Is there a formula or a list somewhere that shows exactly what ranges of floats are mapped to what integers? Or maybe someone can point me to the source-files, then I'd try to figure it out by myself. (I tried to locate the source file for this module but couldnt find it.)


texts: How would I animate cutting through cloth?

texts:
I'm trying to animate an object tearing through cloth (more of a banner) using the Boolean modifier. The animation in the viewport is almost workable, but baking and rendering the animation results in heavy deformation of the cloth object/simulation (see gif below).
I'm relatively new to Blender and this is my first time posting to Stack Exchange. I've been stuck on this for a week and there doesn't seem to be much information about this online, so any advice/suggestions/answers would be appreciated. I'm also posting the Blend file.


texts: Diagnosing pixelation in mantaflow fire render

texts:
I've been working on a fire composite whose settings keep a persistent pixelation even at high division resolutions and noise upres/strength (working in cycles, blender 2.91).
I have baked the domain as high as 1000 resolution divisions with noise settings varying around 2/2/2 and yet I still get this sort of blocky, blurry, structural pixelation. I'm generally happy with the render/glow/composite, but I feel like I'm missing something as far as how to dial in these bake settings correctly.
From what I've read, I understand the ideal resolution settings are usually capped at a few hundred division resolutions and then adding the detail in the noise, but I'm finding that 300 divisions is not salvaged by noise settings.
Current settings in this most recent take are 600 divisions, noise with an upres of 2, strength of 5. Looking at this, I'm skeptical this is the route since I'm used to the material bake of the fire showing the flame licks a little more clearly pre-render (left hand of the 3d viewport in image 1) rather than this sort of aerosolized fuzz, but I also think the general structure of the flames are actually good in the render, just noticeably low-quality.
One thought I've had: I am working in a 3d scale of about 1 square meter. I notice most examples of this type of flame are done larger, so I'm curious if I just need to break all the rules and just keep going even higher divisions.


texts: adjust rigid body objects' position without affecting the whole shape

texts:
I made a logo animation using a rigid body but do not like how the blocks are spread. Moving the blocks one by one did not work because the new position affects how they are gathered together at the end. Is there a way to change the positions of each block when they are on the floor without affecting the final shape, M?

Just in case you need,
Blender File: https://drive.google.com/file/d/1ihkPV4s9GIScB96JlefOpgUTSIalKrT4/view?usp=sharing


texts: why do not have a " export uv layout option"

texts: when I unwrap a mesh I can't export it like the tutorials say. when I go to uv menu and look for the export uv layout.  that is supposes to be in top of show hide option is not there. is something i am doing wrong or is just blender?


texts:
Beginner working through Grant Abitt's seashack tutes.
Eevee renders too bright. The colour is ridiculous. Like a nuclear bomb exploding overhead.
I turn down the world strength, I delete lights, I turn the sun down to zero, and it makes no difference. The render is still ridiculously bright.
If anyone can help, here's a link to the blend file.
https://www.dropbox.com/sh/kaz5jgkt4zl1914/AACu4HlwYoTb8ClGhusl-WEka?dl=0


texts:
I am learning how to create an add-on for Blender, by watching this tutorial:  https://www.youtube.com/watch?v=uahfuypQQ04
But when I try to run it with blender I have this message:

  "Access denied: 'c:\Program Files\Blender
  Foundation\Blender\2.80\python\Lib\site-packages\pip' Consider using
  the --user option or check the permissions."

The code:

#_init_.py

    bl_info = {
    "name" : "Bruh",
    "author" : "JP",
    "description" : "Simple Test Addon",
    "blender" : (2, 80, 0),
    "version" : (0, 0, 1),
    "location" : "",
    "warning" : "",
    "category" : "Generic"
}

def register():
...

def unregister():
...

import bpy

from . test_op    import Test_OT_Operator
from . test_panel import Test_PT_Panel

classes = (Test_OT_Operator, Test_PT_Panel)

register, unregister = bpy.utils.register_classes_factory(classes)

=

 #test_op.py

import bpy

class Test_OT_Operator(bpy.types.Operator):
    bl_idname = "view3d.cursor_center"
    bl_label = "Simple operator"
    bl_description = "Center 3d cursor"

    def execute(self, context);
        bpy.ops.view3d.snap_cursor_to_center()
        return {'FINISHED'}

=

#test_panel.py

impot bpy

class Test_PT_Panel(bpy.types.Panel):
    bl_idname = "Test_PT_Panel"
    bl_label = "Test Panel"
    bl_category = "Test Addon"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

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

        row = layout.row()
        row.operator('view3d.cursor_center', text = "Center 3D cursor")

Does anyone know a way to give this access or solve this problem in any way?


texts: I have sculpture with uneven geometry. In sculpting workspace, I go to remesh and set the voxel size to 0.007 anywhere below 0.01, then blender hangs. It doesn't work at all, until it closes automatically. What to do?


texts: Material Preview is not displaying correctly!

texts:
I downloaded a Material via Bridge to Blender. Assigned it to a Mesh.
But unfortunately, it is not displaying correctly. It is kinda grayed out?!

Can someone help out?
Best regards
Til


texts:
Let's say I have a surface, which is divided as follows:

  A   B   C   D
0 +---+---+---+
  |   |   |   |
1 +---+---+---+
  |   |   |   |
2 +---+---+---+
  |   |   |   |
3 +---+---+---+

This surface also have a subdivision-surface modifier added to it, with level 3.
What I want to achieve is, when I grab each of the above points, the other points should "react" along with it as well.

So for example: if I grab A:0 my grab will also effect its closest neighbors: B:0, B:1 and A:1 as well. Now, here comes the hard part, which I couldn't solve because of the dependency cycles it might generate when I try it with bones: if I grab B:0 it should effect C:0, C:1, B:1, A:1 and A:0 as well. Which basically means, "for one second" B:0 becomes the parent of A:0, which of course is not possible, as I already assigned B:0 as a child of A:0.

So what I'm looking for is either a trick to have this grid like bone rig, or some other solutions (such as a 2D lattice or anything) which is available through BGE.

Thanks in advance!


texts:
I have a chain of three bones and I want them to follow a curve (bezier curve). I've tried  to do this creating a bone constraint follow path but it doesn't work. I've tried putting four emptys and creating two constraints for each bone: one constraint child of and another one track to. It doesn't work. In both cases the bones move but not aligned following the curve.

Also, I've noticed that sometimes the bones are in different positions in Edit Mode or Object Mode.

This is the screenshot:

Please help me. Thank you!


texts: How to avoid extraneous edges when using loop cut?

texts:
In order to create the detail for the shape on the right of the image below:

I had to create a lot of loop cuts. But the loop cuts create all the extra edges further to the left of the model, which don't really serve a purpose. I'm trying to create this as an asset for a game, so keeping it low-poly is important. How could I have modeled it without creating so many extra edges? Should I just create an extra mesh (in the same object)?


texts: I cant get my textures in final rendered image

texts:
Hi i am a noob to blender. I was trying this tutorial on youtube on creating a sword and i cant seem to get my textures appear in final render. Everything shows up fine in rendered view and material view as well.I tried both cycles and evee rendering engine. I am attaching link to my file below.Please help me..

edit:
i reattached the file with textures and all. Sorry for the huge filesize its probably because of huge soundtrack..
link


texts: Ball & Chute Interaction - Ball "sits on top" of chute

texts:
I'm very new to Blender, and I want to roll a ball down a chute. I stretched out a cube, deleted three of its faces, then smoothed it out to make a trough shape & solidified it. Then I made a cylinder, deleted the face on either edge, and solidified it into a tube. Both are set as passive rigid bodies.

My ball does not recognize the empty space these deletions have created, however. If I try to drop my ball into the chute, it slides  along an invisible field and doesn't fall through the tube. If I try to put the ball "into" the trough instead of dropping it in, it flies away in a huff.

I think you can tell from the gifs what I'm trying to accomplish. Any idea what I'm doing wrong?


texts: Hair not growing in the direction of the direction of normal

texts:
So I am trying to make some simple bunny ears and adding hair to them, but when the hair is added it doesn't grow in the direction of the normals of the faces of the mesh, instead they seem to grow straight up or straight down in the global Z axis and I have no idea how to fix it.

Also the hair is impossible to comb or straighten as you can see in the gif below where I an trying to comb it, but the hair seems to be stuck in the Z axis.

I made the mesh by placing a cylinder, making a bunch of loop subdivides on it, flattening it in the Y axis and then scaling each edge loop to look like a rabbit ear and finally giving them some curvature by moving the tip of the mesh with proportional editing enabled.


texts: How to make cave pieces modular so they are seamless?

texts:
Am trying to reduce the amount of cave models by trying to make them modular, but am not sure how to do the in between of them so they look seamless.

I have 2 cave objects (of many) in this image, I want to somehow make them modular so that I can reuse them.

These caves pieces will be low poly and UV texturing isn't important as they will likely just be a single color.  These will be used in a game engine.


texts: Render time triples after updating to 2.82 from 2.81

texts:
I just re-rendered a project I'm working on after updating to 2.82 from 2.81 and my render time looks to have tripled after the update. I checked my render settings in the project as well as the render device settings in my preferences and nothing seems to have changed. I can't remember all the places I ticked boxes to optimize my render times as I'm pretty new to Blender, so I'm wondering if there's something else I should look at or any likely culprits?

FYI I'm rendering using Cycles, 500 samples, max total bounces at 4 with GPU Compute selected under Scene settings and CUDA (geforce + intel cpu) selected under preferences. I'm using the detailed denoise information in my denoise node on the compositing screen.


texts: How to set a camera to catch the exact same configuration as the 3D viewport?

texts:
I have seen this answer, Is there a Way to Align Camera to View and Fit the View?.

But to me it does not do the job : what I want to do is to capture the exact 3D view as I see it (with its aspect ratio and ortho or perspective) in a camera.

Imagine it as some kind of screen capture of what can be obtained in render mode, but into a camera view so that you can apply the render process.


texts: I have a little, though important issue with the Compositor. I had a Backdrop and everything worked well until I wanted to check what the Viewer Border checkbox does (red in the image). I clicked, the backdrop disappeared and I can't get it back in any way (unchecking the checkbox won't help). I also checked that it is file dependent, in a new file everything is ok. What to do?


texts: Blender is not updating to a new animation when i click render animation

texts: I have an animation i'm doing which i've animated as a test earlier in the creation, with less frames, objects and different materials. When i try to render the current animation, it just re-animates the old one, with empty frames at the end. How do I get blender to update the Rendered animation to the current one?


texts: Can blender be used to model an object from accelerometer data?

texts:
If I use the accelerometer in my phone to record data at 100hz, can I then use that data to model how my phone was moving during that time?

Would I also be able to get "kind of" accurate velocity from this as well?

For reference I am part of a dragon boat racing team and I am trying to find a way to appropriately measure the acceleration and velocity of the boat while my team is paddling.

I have successfully gotten the readings in python with pyqt and graphed them in real time (replay from the data) but I cannot see how to get the 3d object simulation like I would like to see in the end...


texts: Texture Paint and UV map on render cycles disappears after restart blender

texts: I have a problem when using the texture of paint on rendering cycles . I do the mapping texture and works properly . But when I restart the blender , the UV map and texture disappears and the material becomes black . So I have to paint the texture again. Does anyone know how to fix this ?


texts: why doesn't texture paint show up on polygon materials?

texts: I'm trying to texture paint details on top of a poliigon material and it doesn't show upon any other mode. How can I fix this?enter image description here


texts:
I have two properties keyframed, call em A & B. They both go form point 1 to point 2 from 0 to 90, but B also goes from point 2 to piont 3, from 90 to 130. But as a result of this, property B has a different speed than A over the trajectory 1 - 2, and thus isn't in sync.
How can I fix this? I want both properties to have the same speed from piont 1 to piont 2.
I hope this isn't too confusing


texts:
I am currently making an roulette simulation.
I have 4 main objects: the bowl, the sphere, the spinner in the middle and the separators which separate the numbers (I don't know the correct name for these).
I have animated the spinner to rotate on the z axis and linked the separators to it, so they rotate with it. The ball runs in the opposite direction.
I have set to origin for all objects to center of mass. All objects are declared as passive, except for the sphere.
The bowl is declared as mesh, the separators as convex hull (Base), and the spinner also as mesh. I have also increased the steps per second to 1.000 and the solver iterations to 100, but I always get the same strange behavior.
The problem now is that as the ball collisions with the separators, the ball bounces off extremely from the separators.
I have looked at several videos from youtube of an roulette wheel, and that's not the typical behavior of the ball.
I have set the bounciness on everything to 0 but it still behaves like that.
I am already going crazy about this problem, I really hope somebody has a solution for me :)


texts: Are the focal length, aperture, and sensor width attributes tied together?

texts:
My question is, basically, if I were to use an aps-c camera (23.6mm width) with a 35mm camera (53.55mm equivalent) at f/4 (f/6.12 equivalent) do the settings go:

Sensor width: 23.6mm
Aperture: f/4
Focal Length:35mm

Or:

Sensor width: 23.6mm
Aperture: f/6.12
Focal Length:53.55mm

or some other combination I haven't thought of?


texts: Cycles - How to remove reflection of one object and keep reflections of others?

texts:
I tried few things and search the webs - with no results. Here is the simple scene:

and link to the file, if anyone want's to check it: simple scene

In the scene I have a flat mirror plane, sphere over it and 3 emitter objects working as lamps. As you can see on the picture, at this angle we can see reflection of one of the "lamps" in the mirror plane. What I would like to achieve is keep the reflections of this lamp on the sphere surface, but make them invisible on the plane underneath. I can't just block glossy rays in emitter object's panel - that will turn off the white highlights on the sphere too. I can't render sphere and plane separately, cause I need those highlits visible on the sphere's reflection in the plane too! Looks like such effect is impossible atm in blender, as what it would require would be some kind of setting that allows to turn off and on reflections from other objects selectively on material or the object itself. But maybe someone knows the answer and I'm just too bad in blender to know the answer. Please, if You do, help me :)

Cheers!

PS: This is just a sample file to show the problem. So let's say we have to keep the camera angle and positions of all objects - so we can't just rotate the camera to find the angle that hides those big reflections from the frame.


texts: How to achieve same quality between node material and a baked texture

texts:
I need alittle help with my textures. In the pic the 2 nice looking rocks have a material manipulated by a bunch of nodes. The 3rd rock's material was taken from a baked image. Basically I took the material from the first rocks applied it to a plane then rendered it to a 4096x4096 image that i then applied to a material. Why does the baked image have so much lower quality than the node materials and how can I get a texture from the nice looking rocks that matches them in quality?

Btw this is all in cycles render.


texts: How to inset near a mesh boundary without creating new border faces?

texts:
I was following a tutorial to create a helmet.
A the step for the mesh under the cube he insets a face to create an indent, but only insets the side of the mesh, not the open border.
How did he do it?


texts: Rotate end face of Cylinder keeping cylinder diameter

texts:
I once saw a tutorial on YouTube that gave me a simple keystroke to rotate the end face of a cylinder without deforming the sides. I used it many times, but then didn't require it for a year, until now, when it would be really useful.
Most answers in public forums relate to using the bisect tool instead of rotate, but that was not the solution I came across on YouTube and interrupts workflow.
Does anybody know how to do this? It is extremely useful and precise, as you can simply enter [something] then [r] and then the degree, and it forms a perfect turn in the cylinder without crushing the sides.


texts: Updated: Cycles show missing Texture (magenta)... until i reconnect the materialnodes

texts:
I have a problem with a textured object in Cycles:

On the Render and Viewport I see a missing texture, but no texture is missing.

It seems not to be a matter of included or external stored textures. In both cases I have the same problem.
The texture shows up correct in the Viewport after reconnecting the Materialnodes in the Node-editor, but after switching to solid Viewport Shading and switch back to rendered it shows the missing-magenta again.

The material nodes I used are the ones I always use and they worked fine until now. The problem seems to be independent from the used Blender version. Tested the scene in several versions.

How can I fix this?

To explain some uploaded Screenshots:

pseudo-missing texture:

after reconnecting nodes:

Update:
I use the following Node-setup:
Texture Coordinate (UV) ->
Texture Group (DiffuseMap:Color-Data, Glossiness-Map: Non-Color-Data, ReflectionMap: Non-Color-Data, Normal Map: Non-Color-Data) ->
PBR Dialectric Nodegroup (like the one from Blenderguru Tutorial) -> Output

After some more experiments with that problem i found out that the problem seems to be triggered by the Reflection Map. When it's disconneced it works fine. When i connect it then it still works in the viewport and it has the right influence on the used Material. After switching the Viewport Shading to solid and back i have the Pseudo-missing-Texture (Magenta) again.

Update 2:
Tested a bunch of different connections between the nodes... but after quite a lot testing i can find no conclusion where the problem is.

Picture of the Fresnel Node-Setup:

Here are some more pictures of the node-setups that i tested:
The ones that seem to work:

And the ones that bring me the missing-error:

Also tested mixing the Glossy and the Diffuse BDSF with a fix 0.5 value instead of using the Reflection Map... that was resulting in absolute random behavior. Sometimes it worked... sometimes not.

Found a solution!
Converted the 16-bit png-files into 8-bit png-files. With these the problem doesnt seem to appear.
But I'm still curious. Perhaps someone has an idea why that happens with the 16bit Textures.


texts: Making a Laser in Cycles - Straight Beam of Light?

texts:
I am modeling a laser pointer in Blender, but I am not sure how to make the laser's light beam.

The Spot light comes the closest to what I am looking for, but its starting diameter is 0, and you cannot set the spread amount to less than 1 degree.
I would like to be able to do this in the Cycles rendering engine if possible.

Edit: I am not trying to see the actual beam of light, like when you shine a laser beam through fog. Rather, I simply want to have the light beam go straight from the laser. So that if you were to shine it at an object up close, the dot would be the same size as if you were to shine it at a object farther away.

Not this:                              But this:

*Laser images from images.google.com


texts:
I'm trying to make particles rise softly, as if floating on hot air. I've added drag, increased particle mass, and lowered wind strength, but it isn't getting slow enough.

Is this just a matter of finesse (right wind strength/particle mass), or is there a trick to it or a certain setting necessary?


texts: Morphing low poly object to high poly object

texts:
I have multiple high density head models and one low poly head model. The high-density models are different between each other in details like mouth expression. I'm looking for a most efficient way to make the low poly object as similar as possible to one of the high poly models.
I'm well aware that there could not be a method that will do it perfectly for any sample high poly model, so I allow it to be succeed by minor fixes by hand.
The first thing that came to my mind was to do simple retopology with snapping. The result would be nice and accurate, but it's made by hand all the way and I'm searching for something batch-like. Is there a way to do it more automatically?


texts: How to avoid the wrinkle at the poles of the UV sphere?

texts:
When I create a UV sphere and add the subdivision surface modifier, the following wrinkle appears.

How can I avoid it?

I've read the article How to handle distortion at the poles of a UV sphere? but there seems to be no clear solution.

UPDATE 1

I've used the word 'apply' in the first sentence of the initial version of this question. It's misleading since I want to preserve the modifier without 'applying' it. Rather, what I meant is 'adding' the modifier.

UPDATE 2

I followed josh sanfelici's solution, but still there is an artifact at the pole.

Here is the screen: (A rendered view with a sun lamp)

Maybe it's the limitation of the general-purpose subdivision modifier.

BTW, when the cast modifier is added after the subdivision modifier, the sphere becomes perfect (even for my original wrinkled sphere).  But since I want to edit the resulting sphere (for example, scaling X, Y, etc) while modifier is added but not applied, it's not usable.


texts: Modify size of bevel object at certain points along path

texts:
I am creating a growing branch that will grow into my daughters name similar to the video tutorial here:
https://www.youtube.com/watch?v=FdEAx3SbFaw

The video tutorial shows how the tapered branch grows.
After it grows, I want it to get fat in some areas, but not all.
I was hoping to control the tapered width at different areas but the tutorial says to use the bevel object as the taper object in order to achieve a animated growing while extruding effect.
Once it grows to the length I want, then I want to change the diameter at different areas.

Currently I can only get a straight taper with the setting set to taper object.


texts: How can I make a part of a texture glow?

texts:
I need to make a part of a texture glow slightly.
Like Killer Crocs eyes (see image below)

How do I do this?

I added a black and white texture (white for the glow.
But then this happened.

There are strange colors around the eyes.
Also how do I change the white glow to red?


texts:
I'm making a character and before retopologizing, many tutorials say to make it high resolution and polish it. But how?
Is it done with 'remesh'? If yes what number should I set it to?
Or is it done with dynamic topology 'flood fill'?
Or is there a different method? Thank you!
Edit:

First pic is the full mesh without subdivision surface, second pic is a close-up of the face with subdivision level 1 added. If I try to sculpt on the face it's super slow and I basically can't see what I'm doing.
My question is how to get it smooth and polished so I could retopologize it.


texts:
I can't seem to wrap my head around on how to make a cricle from a square in a nondestructive way.

The result I'm trying to achieve is this:

Starting from this:

I've tried inserting a face but it won't let me slide it anywhere from it's starting point. I've also tried extruding and then scaling it in but the shading gets all weird. I just want to add the extra edges and make it more like a circle.

Any help would be appricated!


texts: How do I flip an armature to face the other way?

texts:
I have a model that i realized was facing the wrong way, so I rotated it 180 degrees to face the opposite direction, but I can't for the life of me figure out how to make the armature face that direction as well.

Im a 100% noob so pretend i know almost absolutely nothing if you want to help me please.


texts: How can I decrease x-ray alpha in 3D view?

texts: Is there any way I can decrease alpha opacity so the edges in the back are less visible?


texts:
can anyone help me out with this? I am trying to find the loop tools (i'm using 2.78) and it's nowhere to be found in the add-on menu in user preferences. is anyone else having this problem or is it somewhere else?
just don't feel like downloading it if it's already here somewhere...
i tried typing it in to find it but nothing came up!

Thanks!


texts: How to import buildings/terrain from google earth

texts:
I'm making a live action short film where the characters fly a magic carpet over a city. It's a fast paced scene with the characters weaving around buildings and plummeting to the ground, and using drone footage as a background plate for my green screen footage wont work.

I was thinking of going CG for the view of the city using Blender, but then my problem is getting the model/materials.

I know Google Earth has very good coverage of the city this takes place in, so is there any good way to export Google Earth terrain/building data into Blender so I can proceed to tidy up the models/materials and render it in Cycles?


texts: Why can't I bake any kind of functional normal map?

texts:
I first noticed this issue when trying to bake a sculpted base mesh man to a retopologized one. I can't seem to achieve any kind normal bake that works at all. I've tried following multiple step by step baking guides on Youtube as well as the instructions in the Blender manual itself.
I've tried baking everything from the most complex shapes to smooth shaded high to low poly spheres. I've even tried exporting both high and low poly meshes to Xnormals for a different result with no luck. I'm sure its something simple and obvious, but I have been struggling with this for months. I prepared this hansom devil to demonstrate my problem.

This is the .blend file if you want to take a look.


texts: Use mist with scene that has world texture/background

texts: Is it possible to use mist in a Cycles scene in addition to a world background?


texts:
I have a blend that's 493 frames long.
I have 2 pc's. A desktop and a laptop. I usually bring the laptop to work.*
I looking for a way to render the same blend on both the desktop and the laptop and exporting the frames to a shared folder.
Since my laptop is going to travel from my workplace to my home and back I think the best way would be using Google Drive to sync the folders.

Google Drive syncs in:
C:\Users\USERNAME\Google Drive.

How can I render to that folder on both my laptop and pc regardless of the user name? Can I use environment variables when rendering?


texts: How to use Shader Editor for Grease Pencil Strokes and Fills

texts: It seems that you can't use the shader editor (formally the node editor) to edit stroke and fills for the grease pencil. Am I mistaken, is there a way to edit these strokes and fills as you would a regular material?


texts: How to see data-path if it was shortened in tooltip?


texts: Disable default animation output when using "File output" nodes

texts:
I'm using a "File output" node to customize the output of my animation (separating object & shadow into two files for each frame).
I have set custom path for the File output node and subpaths for its inputs. This works fine.
But Blender also writes a second copy of the animation frames using the default "Output" setting in the main "Output properties" panel. How can I get rid of that?
So far the best thing I can do is to delete the output:
bpy.data.scenes["Scene"].render.filepath = "//ignore/"
#
# render the animations here...
#
shutil.rmtree('ignore')


texts: Is it possible to enable render transparency for only certain renderlayers?

texts: I am currently rendering a scene that because of polycount issues I have to render on three different renderlayers. However I would like to disable the render transparency for one of those renderlayers. Is this possible?


texts: IK-rig doesn't bend when I add elbow-target/elbow-pole

texts:
I have an IK-rig set up for my arm. An upper arm bone, a lower arm bone and the arm-IK bone, like so(front-view):

The IK-rig works until I add an elbow target/elbow pole. At this point, the arm stops bending.

It goes from bending beautifully like this(top-view):

To not bending, no matter where the IK-bone is placed(top-view):

How do I make the arm bend when I have an elbow-target/elbow-pole?


texts:
im retopologizing for the first time in blender and was wondering how i can show doublesided display ? for the object im doing retopo for. My example in the attachement, you can see the gum and teeth and gum dissapear when i go from the bottom view.

Thanks in advance and Greetings !


texts:
I'm learning modeling from video tutorials. I need help and good and strong tips that need to create my reference model not this any model I make. I take the reference image and in the properties panel of the 3D view, I adjust the setting side view top bottom extra. Then I take a cube and start drawing with the vertex and loop cut and subsurface modifier.

I make the side view good way, but when I start making the other view it confuses me and my model looks odd or shapeless. I have attached my model that I made in side view, but when I come to the front view and start matching as I did with the side view its getting shapeless. Can I get strong, good tips on how to make an accurate model from a reference image.

Here is my blend file:


texts: My timeline has moved to the top window on my project somehow.  How do I move it to the bottom of the layout?


texts:
I want to create a custom axis for a bone to rotate around, which won't be along any one of the axis X, Y or Z. I want to use it for a concept car which uses some body panels to use it as an active air brake. So they'll be operated in an angled way.

Can anyone help...


texts:
I am struggling on one simple task. I want to set weight of an object. When I assign a bone to it, Blender gives it a random weight map. I want 1.0 everywhere, but whatever I press nothing happens. I also tried painting manually but, although I don't like the method, it doesn't work either.
Thanks in advance.


texts: Blender 2.8 drivers, trigonometric functions not working?

texts:
I am trying to make an object rotate based on its position. Basically the Y-angle
gamma = arcsin(var)
where var is the driver variable connected to the x-location of the object.
The only problem is that blender does recognize sin() but neither asin() nor arcsin(). According to the documentation of 2.79, asin() should work.
Is this a missing feature or has it changed in 2.8?
EDIT: If this is missing, would a taylor series of arcsin work? I could imagine that that would significantly decrease performance.


texts: Why call calc_normals_split before acessing normals

texts:
When accessing normals from Mesh Loops, why do most export scripts I’ve seen, call calc_normals_split function? Isn’t this function used for custom normals? And why do the normals not get calculated when I call calc_normals instead?

Could someone also explain to me why the normals need to get calculated in the first place for mesh loops? Why can't they just store the normal values as do the mesh vertices.


texts: Can blender import collada files with external references?

texts:
I am trying to import a .dae collada file that contains external references in the form of:

<visual_scene id="Scene" name="Scene">
        <instance_node url="./trees.dae#appletree-0" />
</visual_scene>

The referenced file lives in the same directory as the referring file.
When I import the .dae I see no errors on the console.
Yet, no new geometry shows up in blender.

Are external references broken for Blender as they seem to be for many Collada readers?

I tried with Blender version 2.76b


texts:
I'm modeling a character for an project I'm working on and decided to make separate meshes for the body and legs. I decided to join them together after doing the basic modeling for each and can't seem to get them to look, well, normal.This is what I have so far.

The problem


texts:
I'm trying to create a cloth stage valance like this with the cloth simulator.

I've tried pinning the sides. but it's too even and I think the ends should be pinched.

I've also tried weight painting. Still not right.


texts:
I've been hunting for a bit with no real results for a material that looks like glitter cast in resin or clear nail polish with glitter floating inside of it. There's plenty of results for solid glitter materials like flecks seen mostly on cars but when I try to tweak them to my liking I can't seem to get the results I'm looking for.

Here are examples of what I'm talking about.


texts: Problem with object made from joining objects that both had mirror modifiers

texts:
I have joined a mirrored object to another mirrored object (head and body, creating neck to join them) (Ctrl+J) and I am trying to connect them by creating vertices (tried extruding/merging or pressing f to just fill). I have selected one vertices from each object to create edge then with four of those I can create a face. But when I try the face or edge is created on the other side of the mirror not on the same side any solutions without removing the mirror. (shown below)

I would like to move parts of the mesh around from where I selected, but when I try to move it it is controlled from the left side and only the left side (the original mesh). I was able to do this before (move parts of the mesh from both sides) I don't know why I can't any more maybe from the update, any solutions? An example for more detail if I try to drag the right side out it inwards becuase I am moving it from the left side not the right side that I selected


texts: User input to change materials properties

texts:
I have been struglin with this and I can’t find a way to do it. :(
I have made a script that takes care of resetting the values of some of material properties in the whole scene, but now I would like to let the user to decide what is the new default value for all those properties. Since some materials could have their own texture map attached I can not delete all the materials a assing a new one with new values.
Specifically I would want to let the user change the values for the node input [4], [5] and [7]
Could anyone shed some light on this:
import bpy

class ResetAllMaterialsOperator(bpy.types.Operator):
  """Affects all Materials in the scene"""
  bl_idname = "material.reset_all_materials_operator"
  bl_label = "Reset all Materials"
  bl_options = {'REGISTER', 'UNDO'}

  def execute(self, context):
    for mat in bpy.data.materials:
        if mat.use_nodes:
            for n in mat.node_tree.nodes:
                if n.type == "BSDF_PRINCIPLED" and n.label == "":
                        n.inputs[4].default_value = 0.75
                        n.inputs[5].default_value = 0.1
                        n.inputs[7].default_value = 0.5

                        for l in mat.node_tree.links:
                            if l.from_node.type == "TEX_IMAGE" and l.to_node.type == "BSDF_PRINCIPLED":
                                if l.to_socket.identifier == "Alpha":
                                    mat.node_tree.links.remove(l)
                        break

    return {'FINISHED'}

class testPanel(bpy.types.Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "TEST 2"
    bl_label = "Test label"

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

        box = layout.box()
        row = box.column()
        row.operator("material.reset_all_materials_operator")

def register():
    bpy.utils.register_class(testPanel)
    bpy.utils.register_class(ResetAllMaterialsOperator)

def unregister():
    bpy.utils.unregister_class(testPanel)
    bpy.utils.unregister_class(ResetAllMaterialsOperator)

if __name__ == "__main__":
    register()

Thanks in advance,
Juan


texts: Blender Game. My Game does not move when executing but it goes to the final position when I stop it

texts:
I'm trying to create a simulation in blender of a person walking.
I did a program to advance one leg 1 degree (and return the other 1 deg) after pressing the space bar but I can't see the advance while the game is executing and instead of that, I see the movement until I stop the game. I think it could be because of the pose mode. But I'm not sure. No error is displayed in the console while executing.
I attach some pictures and the code:

Before running the game:

While running the game nothing moves.

When I stop it after pressing the Spacebar a few times and it leaves the executing screen it appears it what I think is the final position, but nothing happens while executing.

Logic Editor:

Code:

    import math
    import bpy
    import numpy as np
    import bge
    from bge import logic

    controller = logic.getCurrentController()
    own = controller.owner

    sensors=own.sensors

    #CODE PART 1. ROTATION
    ob = bpy.data.objects['Armature']
    bpy.context.scene.objects.active = ob
    bpy.ops.object.mode_set(mode='OBJECT')

    rhip = ob.pose.bones['Thigh.R']
    rleg = ob.pose.bones['Leg.R']
    rfoot= ob.pose.bones['Foot.R']

    lhip = ob.pose.bones['Thigh.L']
    lleg = ob.pose.bones['Leg.L']
    lfoot= ob.pose.bones['Foot.L']

    # Set rotation mode to Euler XYZ, easier to understand
    # than default quaternions
    rhip.rotation_mode = 'XYZ'
    rleg.rotation_mode = 'XYZ'
    rfoot.rotation_mode = 'XYZ'
    lhip.rotation_mode = 'XYZ'
    lleg.rotation_mode = 'XYZ'
    lfoot.rotation_mode = 'XYZ'

    # select axis in ['X','Y','Z']  <--bone local
    axis = 'Z'
    actual_angle = [0,0,0,0,0,0]

    def refresh_angle():
        global actual_angle
        lecture=[1,1,1,-1,-1,-1]
        angle=np.array(lecture)-np.array(actual_angle)

        rhip.rotation_euler.rotate_axis(axis, math.radians(angle[0]))
        rleg.rotation_euler.rotate_axis(axis, math.radians(angle[1]))
        rfoot.rotation_euler.rotate_axis(axis, math.radians(angle[2]))
        lhip.rotation_euler.rotate_axis(axis, math.radians(angle[3]))
        lleg.rotation_euler.rotate_axis(axis, math.radians(angle[4]))
        lfoot.rotation_euler.rotate_axis(axis, math.radians(angle[5]))

        actual_angle=angle

    if sensors["Spacebar"].positive:
         refresh_angle()


texts:
I created this siding generator and I have been adding some new features and I have encountered some problems that I just can't seem to get around. Currently it is not installing into Blender 2.72 properly, it works fine from the text editor, but if you try and install it as an addon you get an error like this:

Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.72\scripts\modules\addon_utils.py", line 299, in enable
    mod = __import__(module_name)
  File "C:\Program Files\Blender Foundation\Blender\2.72\scripts\addons\add_mesh_siding\__init__.py", line 12, in <module>
    from add_mesh_siding_utils import *
ImportError: No module named 'add_mesh_siding_utils'

Even though the other file is right there as well. I don't get what changed, it used to work just fine.


texts: How to make the unselected object become wireframe?

texts:
When i select an object , i want to display it as shaded, while all other unselected to be in wireframe. How can i do this ?
Thanks


texts: Overlays; how to turn off grid display only?

texts:
I have tried to turn off the grid in the overlay options, but when I went to check it off, it was already unchecked.  However, the grid is still displayed!

The only way I know of to turn it off is to totally turn off overlays, but that turns off all of them, and I don't want to do that.  Can someone help me out?

Edit:
I noticed that the grid check box is greyed out, so what now?


texts: I reset many colors individually using the Themes options. Now my file viewer looks weird. (The place you enter the name to save or find a file and the button to open or save.) I can't find a setting specifically to edit the theme colors for File Viewer. Does anyone know which ones affect it?


texts:
how do i get rid of this crease on my model's hip? help greatly appreciated.
the creases dont appear in cycles rendered or look dev, but they do appear in solid mode, and when i exported it to ue4, the shading was really wrong.

]3


texts: Spreading micromirrors evenly across surface of a helmet model (Particle effect, procedural, instancing)

texts:
I am doing a pre-visualization of an art installation. It looks a bit qwirky ;)
It is to remember the fall of the berlin-wall etc. etc.

So it will be old helmets plated with small mirrors arranged in a very large ball / flower.

BUT the question is, how do i get the tiny mirrors to spread evenly without clipping into each other on the mesh evenly?
I wanted to do that effect for a long time already on a couple of projects.

I thought i could instanciate the micro mirrors onto the surface with a particle emitter and use the normals of the surface etc.
OR alternatively spawn at each vertices a mirror plate. Yet it would be very hard to make them even like a disco ball.

Do you have any ideas? here is a video of the status quo (sorry for the quality) VIDEO of the status quo

The first original helmet looks like this:

i tried your question.
Though i think from the method it is very much like extruding individual faces right? Not entirely sure how it does it ;D to be honest.

here is the result, i believe because of the (rather unclean) mesh topology I can not go that route if I would have to make all faces evenly first.

MAYBE: i could use something like cloth simulation? I could make a "fabric" (just joined mirrors as plane ) and stitch it to the surface? Does anyone has experience with it?


texts:
I'm trying to render something with the Eevee render engine in the new Blender 2.8 beta version, but the render shows up only blank. This occurs on all blender files, and these files render fine on other computers.
Perhaps the Microsoft Surface Pro I am using just isn't up to the task?

Cycles render works fine.

Here's a screenshot:

It'd be great if I could get some help!
Thanks


texts: Selection of vertices surrounding a vertex (only the the ones directly touching)

texts:
I need to use this without python coding.
Thanks, is there a shortcut or anything? I tried Crtl+L and just L and it just selects my whole model.


texts: Some vertex groups on the armature have their location offset

texts:
I am relatively new to blender. So this is my first time rigging with vertex groups. To my understanding, I have done everything properly when rigging my vertex groups to my armature: unparent all the meshes, join the meshes, match the name of the vertex groups to the bone names. So after I add the armature modifier to the mesh and select my armature as the object, some of the vertex groups are offset.

The weird thing is, the vertex groups are in the correct position in edit mode but not in object mode.

The animation works fine except for the few vertex groups that have the offset.


texts: Making some cloth stitches stronger than the others

texts:
My animation goes as follows: For the first few frames, the cloth stitching does its thing. It's a basic raincoat with a hood, and the only thing holding it together is a single edge that completes a circle around the character's neck.

There's also a wind in the background. And after a few frames, the character starts to run.
Problem is, when the character is running, the raincoat gets torn off the shoulders (see animation). I can make the sewing force stronger, but it ruins the stitches that are holding the hood together.
(I also tried weight painting those vertices, but I'm not exactly sure what it did)
Is there a setting I can use to make that particular edge to have a stronger sewing force than the others?
Blend file: https://u.pcloud.link/publink/show?code=XZAYtHXZ1LeH1wqXMj72wlbklg4dSkIe4RUk (physics are baked)
Rendered and animated: https://u.pcloud.link/publink/show?code=XZ3YtHXZjhwUwcS4bL57LC4d5lHPipxOTEz7


texts: Sketchup 3d model import with wrong topology?

texts: Imported this 3d Model from google sketchup ,and when i open it with blender or 3Dmax i get those extra lines all over , is there a way to get them deleted ,or remove them with ease ?!?!


texts: Changing Default Checkered Background UI Color

texts:
I was wondering is there anyway to customize the checkerboard color? I'd like to lower it's contrast since it is very distracting for me. I can't seems to find the one attribute in theme preference. I wanted to know if it's possible to change it before filling bug report to blender devs.
Note that I'm not asking adding custom background for rendering, it's more UI color customization. I do want it to be rendered in transparent, I just dont want it to be showed in lookdev mode.
Thanks.


texts: Why can I not select camera trackers in the graph view of the Movie Clip Editor?

texts:
I am currently following video 07_Feature_Detection.m4v from Sebastien Konig's Match Track Blend DVD. The selection of camera tracking markers in the graph view (in order to detect and remove erratic markers) seems unreliable.

When I create markers by Feature Detection, all the markers are selectable in the graph view. But when I create and track my own markers (which the tutorial suggests is the best option) I find that I cannot right-click-and-select any marker but the one which is already selected in the editing clip preview.

I'm a little confused and annoyed. =)

My current .blend and my lower-res Sofia footage

Thanks for your attention.


texts: is it possible to play, pause, and stop the animation with plane as image in blender? i need to use the button to control my animation in BGE. but i don't know how to make it. can anyone help?


texts: Mesh won't preserve changes made in Edit Mode, trying to restore Mesh Shape!

texts:
I hope I articulated this correctly. This is also really embarrassing, you can kinda tell what the picture is of. Anyway, I was in edit mode, grabbed a few faces and moved them outward, jutting out of the mesh. Sometime later, I don't even recall when this happened, but it was just went all concave as you see in the picture and I'm unable to restore the previous / original shape. Un-subdividing works, limited dissolve works, but it returns back to the pushed in state when I switch back to object mode.

Any advice? Any magical restore mesh button? Or some way to preserve edit mode alterations? I appreciate your time and consideration.


texts: How can I unwrap polys into a perfect square?

texts:
first question here and yes, I already searched  and couldn't find anything for my case.

I'm trying to UV map a model I managed to get from a PS1 game as I'm doing a track conversion for rFactor 2, but the problem is that basically all the models use a perfect square projection (edge to edge on the UV) on it. My issue is that no matter what unwrap method I use (including modifying their settings), they never get unwrapped into a perfect square. If I could find a way to do that I would save a lot of manual work as like I said, all models use a square texture edge to edge.

EDIT: I found out that what I'm looking for is basically per face texture mapping but I can't find any way to do that


texts: How do I keep the my UV after remesh I searched around and can't seem to find a good answer to my question any help will be appreciated hopefully someone has  a solution for me


texts: Help with moving an object in bge randomly via script?

texts:
I'm pretty new to blender and I'm trying to move an agent (in this case, a cube) randomly in bge. This is what my code looks like at this point:

import bge
import random
from mathutils import Vector

def main():
    cont = bge.logic.getCurrentController()
    owner = cont.owner
    function = cont.sensors["Always"]

    width = bge.render.getWindowWidth()
    height = bge.render.getWindowHeight()

    def set_object_pos(width, height):
        owner.localPosition.x = random.randint(-1*width, width)*0.007
        owner.localPosition.y = random.randint(-1*height, height)*0.007

    current_frame = 0

    loopnumber = range(100)
    loopnumberlist = []
    for number in loopnumber:
        loopnumberlist.append(number)

    for number in loopnumberlist:
        set_object_pos(width, height)
        print (owner.localPosition.x, owner.localPosition.y)
        current_frame += 1
        number += 1
main()

I just randomly created a loop because it would only print out 1 location no matter for how long the simulation ran. The problem I'm running into at this point is that the script will print out random locations but only moves the agent the first time the loop is run....any way to get the cube to move every time the loop is run? Or, better, is there any way to just call this function every frame? I thought using the Always controller would help but it hasn't worked that well...

Thanks!


texts:
I set the limit rotation, but the constraint not restrict the rotation, here is my setup,
I can still freely rotate the object in all axis,

So I tried to tick the affect transform option, but it gave me strange result, as long as I press the R key. it reset my rotation to like this,

It should've been restrict the rotation based on the current object rotation, but it reset my rotation to the world rotation.
So how to limit rotation in local space, thanks!


texts:
I'm trying to understand if there's a way to make a new blendshape key where the total volume of the model is preserved.  For instance, this simple model:

Where the spikes are, I've moved four vertices that are horizontal/vertical from the center in closer and pulled the center vertex outward from the model.  I've manually gone and depressed the four "diagonal" vertices inward toward the model's center and just sort of eyeballed it.
My question is whether there's a way to constrain the total volume of the model so that when I pull that center vertex outward, the surrounding vertices depress inward to maintain the volume.


texts: How do I deform multiple meshes in the same way?

texts:
What I would like to do is deform multiple meshes (that are not the same shape) along the same path, or curve, or plane. The best analogy I have is a flag in the breeze made of multiple overlapping pieces, or if you prefer, the goal is to model some flexible electronics.

Anyway if I try a curve modifier, for example, using the same curve on two objects, they distort in different ways. And of course I don't have two objects but like 50 that I want to distort together, which is why I don't just do it by hand.


texts:
i am having a problem in unity that after importing assets from blender to it. the assets are looking not correct.
View in blender:

View in unity:

pls help!


texts: Nodes in the node editor are different than on tutorial

texts:
I'm new to blender and I'm trying to use the Volumetric light, I have watched some tutorials and none serves me, this for example

https://www.youtube.com/watch?v=67N7778WjLk

I use the version 2.72 b but when the boy tutorial, enter the node editor does not appear to me like I needed as indicated in the photo, someone can recommend me someone who can help me.

https://youtu.be/67N7778WjLk?t=3m36s

and me neither, not shown me the same components in the menu "add" in the node editor.

Thanks and sorry for my bad English.


texts: How can I insert "blend_filename" into the output node?

texts:
One thing I often do is rendering via CLI, and I like to choose EXR format to have 32bit files ready for archive. I also like to have blender saving the jpg preview to quickly see it in OS filebrowser. But then due to my company workflow, I have to go back into blender and manually export the EXRs into 16bit TIFF files to send'em to the PS guys.

Now this could be easily automated with: compositing on, a File Output node with desired format. ...if only I could find the way to set something like current_filename#### into the name field, rather than having all them named "image".

Is this possible?

Or are there other workarounds to have EXR and TIFF outputted by CLI?


texts: I have a navigation mesh. In Edit Mode, the coordinate of the first plane of the navigation mesh has a completely different coordinate than that of a cube mesh at the same location. How can I align the coordinates of both these objects?


texts:
I want to move a vertex, not duplicate. But I cannot select the vertex with its connected edges, only the vertex

Here is the file:

Try moving the vertex and please find out why its doing this.


texts:
This is actually more of a general question, but why does fire take much longer to render despite baking?  I've done a lot of reading about fire/smoke simulations and liquid, and even at only 128 resolution (for the fire domain) and 500 samples (at 1920X1080 and 50% camera resolution) each frame of my scene takes about 30-45 min to render with a Nvidia GeForce GTX 860M GPU.  It's not so much a complaint as wondering if I am missing something or if this is just the way it is?  Hopefully this could help others who are working with fire/smoke simulations as well.

If you require screen shots or more info let me know.

Thanks!


texts: Rendering Ambient Occlusion onto alpha instead of white

texts:
I am attempting to render a surface and it's AO shadow in a way where the darkest parts of the Ambient Occlusion remain, but the light portions are faded to alpha. What is the best way to do this?

For reference, I need the light gray in the image below to be replaced with alpha. Don't worry about the object casting the shadow, it is being protected by a mask.


texts: Scaling edge from multiple object with local transform is not working as expected

texts:
When I try to scale two edge of two cubes simultaneously in edit mode with local transformation orientation, the scaling center seems off.
Here is a gif demonstrating the problem,
I expect the scaling of each edge to happen from the center of each cube because I've chosen local transform, but the scaling is happening as if the location of the two cubes matter or as if I have global transform selected.
Is this a bug? I have the same problem with rotation.


texts: rotate an object while it follows a path

texts:
I am trying to rotate the moons and Planets as they orbit their parent bodies. In a way that does not require the setting up of key frames –  jwktrucker

You guys have been very helpful and Thanks to all of you.

On "Cyclic orbit animation" you showed me how to get an object to orbit another so using the follow path method how can I make the object rotate on its own axis as it orbits the other object. This project is to complex to clutter with key frames so if you can

Oh and the orbit speed and rotation speeds of objects will not be related to each other

Object 1 "Sun" stationary
Object 2 "Planet 1" orbits sun at 300 frames rotates in 26 frames
Object 3 "Moon 1" orbits planet 1 at 100 frames rotates in 15 frames

above is Just an example of project requirements The system I am building has 37 objects in it one of witch is an Asteroid Belt


texts: Workflow for modeling assets like this (picture included)

texts:
I've been modeling in Blender for about a year now, and I am modeling for games and use Unity to put the games together. Now, I know Blender pretty well but I lack knowledge about specific techniques to achieve more naturalistic looks (closer to AAA games). In particular, I am looking for a workflow or techniques to reproduce something along the lines of the pictures below (it is an asset on the Unity store).

It looks like the author of this model created a low-poly based mesh, then sculpted it, decimated the model, baked the normal maps from the high-poly model onto low-poly one and used procedural materials (maybe Substance Painter). But I am not sure whether my guess is correct.

Do you think this is how this was made? Can you share your own experiences workflows and techniques of creating assets like that? I feel like I don't have problems creating things in Blender but I am really struggling with making them look more natural.

Thanks so much!


texts: Error - "should be zero or 1 controller arg"

texts: I'm trying to use some python filters in the UPBGE and keep getting this error. There is one large file called "filters.py" with numerous filter scripts that I am using and whenever I try to use one of the filters using the python module controller (filters.filter) I get this error: "filters.filter takes (X) args, should be zero or 1 controller arg" where X is the number of arguments next to where the filter is on the list in the script (i.e. def filter(value1=1, value2=2, etc). So...how do I get blender be able to recognize more than "zero or 1 args" and get my script working?


texts: How to reflect a beam of light on a mirror using cycles?

texts:
In the context of a tutorial, I need to create this experience using a light spot on cycle engine.
We can replace persons with other objects.  I tried to do it using this answer mirror but the mirror does not reflect the light. here is my .blend exemple. Any help?


texts: Is there a way to know exactly how much time does it take to apply compositing nodes to each frame?

texts: Is there any kind of add-on or method that calculates the delay of every compositing process? It'd be love to know how much time does it take to apply every node so, e.g you can decide whether it's a good idea to defocus in compositing or via depth of field. Thank you.


texts:
I've got a free falling box on blender 2.82 which fractured 100 pieces before.
It explodes before touching the ground plane.
What can be causing this.
Ground plane is passive rigid body.Box is fractured with cell fracture addon to 100 pieces, each piece is active body with convex hull shape.
Here is the video of it


texts: In Blender Render my textures only appear as BLACK

texts:
Originally the model showed up as pink in all Rendering Engines.

After adding materials in Cycles Render (Materials - Surface - Open link) i at least got a color other then PINK... BLACK. Now in Blender Render if i add textures (texture < Image < Open link) the model goes from Pink to Black.

The texture seems to be there (the transparent parts of the texture are transparent) but the model is all black like i didn't add a (shift A) lamp.

I'm still learning how to navigate Blender so vague answers will not be helpful.


texts: Blender wont start - New PC on windows 10

texts:
I just finished building my new PC, here are the specs if you need them:

i7-8700K
EVA GeForce GTX 1070 SC (got used off eBay so if its defective and thats the issue i want to know asap, but i don't think so because it has no trouble running extremely graphic intensive games)
16GB RAM
128GB SSD + 1TB HDD + 500GB HDD (which drive it is installed on doesnt seem to change anything)

Upon running it, it flashes a console then closes instantly. Upon running it in CMD, I get this output:

AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
found bundled python: D:\programs\blender\2.79\python
Error: EXCEPTION_ACCESS_VIOLATION

I have a fresh install of the NVIDIA drivers. I tried putting the opengl32.dll file some other threads suggested in blenders working directory, but that doesn't seem to make a difference, at least that's good evidence the video card isn't the problem

Where should I go from here?


texts: Buttons for custom properties don't refresh when changed by other parts of the script

texts:
Dropdown list does not redraw when search operator changes it’s EnumProperty.
Here is simple example script.
Use search operator and see how dropdown list updated only on mouseover.

Important notes:

Do not suggest to use redraw_timer—it’s not recommended by documentation
I do not specifically need this combination of UI elements, I just need to have dropdown list with keyword search, if there is another UI element or combination of elements that would better suit the purpose then I will gladly use them instead
Do not suggest template_list this is not what I’m looking for, as I said: simple dropdown list with keyword search


texts: How to create a Boolean Vector property that is "single selection"?

texts:
☐ x
☐ y
☑ z

class MyAddon(bpy.types.Operator):
    ...
    axis =  bpy.props.BoolVectorProperty( subtype="XYZ" )
    ...

This operator is added to menu, now the BoolVectorProperty is multiple selection by default, how do I make it single selection? I want only one value to be True at one time.

I have tried getter and setter, but cannot make it right.


texts: How to edit video with a third audio channel

texts:
I've just started using blender to edit videos (a site recommended it out of a list of free video editors), and for the recordings, I've been using a third audio channel to help separate my speech from the rest of the audio. However I'm not sure how to edit it in blender and i haven't found any tutorials on how to do this. Is there a way in blender or would I have to use another program to edit the audio?

EDIT: to clarify, when recording, my voice is recorded into a third audio channel along with the usual left and right channels in the video file. this was so I could edit out background noises (or me coughing in some cases) without having to mute all sound.
For now i'm using a "push to talk" button to reduce background noise


texts: Any files I try to import don't show up, like at all. I've tried zooming in, I've tried opening different types of files as well, same problem. ( Blender Ver 2.79 )


texts: Dynamic object parenting; Does it exist in Blender?

texts: I would like to be able to dynamically parent and unparent an object to another object so that I can freely animate the parented object while it is not dynamically parented. Is their a way to do this in Blender?


texts:
A 3D model created in formZ was converted from .fmz to .fbx. After importing the FBX file I have a 3D model that has quite some strange dark grey colours in Solid shading. Now I am far from an expert in analysing meshes but I have the experience that there is something wrong with the topology when there are dark tones in the 3D model.

Is there something wrong with this model and if Yes, is this repairable in Blender ?


texts: Hair Dynamics not colliding with emitter 2.75a

texts:
I'm currently working on a character model, and the tutorials I'm working from use a slightly older version of Blender (2.73, I believe?).

The Hair Dynamics tab in 2.75a is substantially different, and appears much less intuitive. When it bakes the hair dynamics, there is no collision with the actual emitter mesh (i.e., that character); it simply falls into the mesh.

I've tried adjusting the physics parameters in the emitter mesh for soft body and cloth with no result, and all the tutorials I've found on YouTube thus far are for hair particles colliding with meshes other than the emitter.

How do I enable the hair to collide with the emitter mesh?


texts: Sketchup to Blender: aligning multiple objects to a grid

texts: After I import a Sketchup model to Blender, the object is not connected to the grid and is distant from the origin. How do I connect my model to the grid so they both work together?


texts: How to make "Weight Paint" affect all vertices, even those with zero weight?

texts:
There is something that I can't understand about the "Weight Paint".

I was testing some stuff with a few Models, I need to decimate and fix this one for VRchat, but how does the original model rotating all parts so smoothly?

For example, when I rotate the Head bone of the Original upwards, the head looks nice and it seems to stretch all vertices nearby even if the weight of those are "0". That gives is a smooth look.

When trying that on my version of model with an almost self-made Rig, it only affects the vertices that are painted.  This deforms my model in an unexpected way.

I made 2 screenshots for an example:

Original

My version

Why does the head of the original affect all those vertices on the neck with 0 weight and stretch them slightly, while on my version its just pulling on the painted ones?


texts: How can i fade a background/object with black border?

texts:
is there any way to ''fade out'' the background?i want the front part to stay the same, but i need to fix that 'background (with the red arrow) putting a Black hole/Black color

Is that possible?

Something like this:
(but backwards)


texts: How to use the render result from one scene as a texture in another scene

texts:
Maybe there's a better way to go about this. What I want to do is render 2 scenes for every frame and use the result from the first render as a texture in the next.

Example:

Scene 2: A room animated with a computer on the desk.

Scene 1: The screen of the computer.

This probably isn't even possible in the method I'm describing, but I think you'll see what I'm getting at. How can this be done in Blender Internal?


texts: Imported Texture only on one side of Object

texts:
I am new to Blender and have started making a teddy bear from Blender Guru on YT.

I downloaded the texture for the wool needed from the video, but the wool texture is only displayed on the front side of the teddy bear, instead of the whole teddy bear.

I am not sure what I did wrong.


texts: Hi is it possible to rotate part of a mesh but without any stretching (I understand weight painting a little) For instance I want to be able to animate just the radar dish around the z axis. Is this doable and is there a fast way such as through a vertex group?


texts: How do I make a rectangular mesh subdivided evenly with square faces / quads?

texts: I have a rectangle that grid mesh that I want to subdivide, however, all attempts resulted into the subdivided faces being proportional to the rectangle mesh, I would like to be able to have the rectangle mesh be made up of smaller squares, not rectangles; how would I do this?


texts: Modify (strech) one object by moving another object

texts:
Having 2 cube objects A and B.
I would like the cube B to be stretched if I move A away.
So the object A should be grabbed/linked/connect to some vertices in B.

In this way I do not need to reshape object B (in Edit mode) so it fits together with object A.

How do I do this?


texts:
Rendering seems to have a high toll on my computer. I render with my gpu but it is my cpu that overheats. I guess the cpu is conected someway even though i dont know in what way.
So i wonder if there is a way to limit how many cores is being used when blender renders? Is there something else i can do, the more i can do the more potential to reduce the temperature there is.

I havent tried anything because i dont know what to try!


texts:
Just installed Zorin OS (a Linux distrubution) and installed Blender. I am running this Linux alongside Windows 10. So I go to the system tab in Blender and see that my GPU is not listed!

Why is my Nvidia GTX 1050 not showing up in the system tab? Also Blender is super laggy for some reason, could it be connected?


texts: I am new to blender and have been working on a project that displays "fire" in texture but doesn't show up in render and so, I need to "share the project with others by making it a downloadable link like on youtube" in order for me to solve the problem with insight and knowledge from others because I would like to finish this project simply because I spent too much time on this project haha so any help would be greatly appreciated


texts: Using a baked position as new start position

texts:
My problem: I have a (probably insane) model with about 30000 shapes. I want to drop the entire thing using rigid body physics. I am not really interested in the animation as such, nor is it important that the simulation is 100% correct, I just want the final pile of shapes.

The problem is that I can't bake all of it in one go (blender crashes far before the bake is finished).

I am currently trying to bake some frames, then use the baked position as my new starting position, and bake again from there.
I use the following script, and it seemed to work when I tried it on just a few objects, but it does nothing as far as I can see when I run it on my big model.
Script:

import bpy

def usebake(frame = 20):
  bpy.context.scene.frame_set(frame)
  i = 0
  for obj in bpy.data.objects:
    i = i+1
    obj.location = obj.matrix_world.to_translation()
    obj.rotation_quaternion = obj.matrix_world.to_quaternion()
    #obj.rotation_euler = obj.matrix_world.to_euler()
  print(i)

The process I have used is as follows:
Bake -> run script -> free bake -> bake new

Am I doing something wrong?
Alternatively, is there another way to achieve what I'm trying to do?


texts: Is it possible to give a shortcut to a specific screen layout?

texts:
I know about the shortcut Ctrl + Left / Right arrow to switch between the screen layouts, but that forces you to go through all of them if you have many.

I'd like to give a screen layout (not only to an editor) a single shortcut like:

F1 = 3D View Full

F2 = Animation

F3 = Compositing
...

Is it possible via User preferences > Input?
If so, what is the exact code operator I should put in the key map? (like "screen.screen_set" but with the specific name of my screen layout)

Thank you.


texts:
I got 3d pose data from the video using an Openpose.
And I want to convert that to bvh format.
But I didn't understand bvh format exactly.
I don't know What Motion's angle means and how to convert 3D pose data to the bvh format.(3D pose) 1(X1, Y1, Z1, ... , Xn, Yn, Zn), 2(X1, Y1, Z1, ... , Xn, Yn, Zn),.. m(X1, Y1, Z1, ... , Xn, Yn, Zn)


texts: How does 'Align Active Camera to Selected' decide where to place the camera?

texts:
Thanks to this answer, I'm using bpy.ops.view3d.camera_to_view_selected() to automatically place a camera so that it frames the selected object for rendering. But presumably there are lots of (x,y,z) locations within the scene where the camera could be placed and still frame the object.

Does anyone know how Blender decides which of these locations to move the camera to? For example, does it take the starting position of the camera into consideration?

Thanks!


texts: Are link object can be exported in .obj format

texts: I have link an object from file -> Link and i want that file to be exported to obj to import in sketchup. The original file is much bigger around 220 MB so i link and its in 330 KB and i want to export to obj. Will it export the file for me its not working i tried it. Some time its hang or some time Blender close and im on desktop. There is plugin for sketchup to blender. Is there any addon for blender to sketchup. Or can anybody plz make my link file and export to Obj. Any suggestion or help Thanks.


texts: Is it possible to show the history on a detachable window?

texts:
My question is: Is it possible to show the history of what I did in blender, possibly as a separate grab-able window that stays on top of the other windows?

I am a blender novice, with no prior experience of any kind and I am open to any solution to the following 2 problems:

1) Blender has so many functions I sometimes accidentally hit a key on my keyboard and I am unsure if I actually did anything. I am then concerned about hitting ctr-z since I am not sure if anything happened or if I'll see or notice the change if I do in fact undo it.

2) Sometimes when I am selecting (vertices especially) I am afraid my hand moves too much and I translate one by accident. Since the movement would be small, it would be hard to see it happen, but if history showed that a translation when I did not want one occurred, I could keep an eye on the history.

Thank you so much for your replies!


texts: Cycles Normal Bake does'nt bake indents that are not tapered

texts:
I can bake high poly normal maps with a lot of success, however if I try to bake a very simple indentation on a cube with no tapering I get a flat baked normal map, please see the below image to clarify what I mean.

I dont know I am doing wrong because if I scale down the indented face slightly it will bake the normal map correctly, as seen in the image below.


texts: Output either 0 or 1 for every 24 frames using animation nodes

texts:
I want an output of 0 for the first 24 frames, 1 for the next 24 frames, 0 again for the next 24 frames and so on.
That is, at frame one the output text is 0 and after 24 frames the output changes to 1 and after the next 24 frames the output changes to 0 again.
How do I do this using animation nodes?


texts: Why are the eyes different in my rendered windowed than in my final render with eevee?

texts: I tried rendering in Cycles too, but I had the same problem, the eyes were made all in the shading tab with out unwrapping and using an image texture.


texts: How would I be able to stop the "Eye Bones" from interacting with the Body Mesh? The eyes are already their own mesh and the Eye Mesh is already parented to the Eye Bones. But when Parenting the Body Mesh and the Armature, somehow the Eye Bones took control of the face.


texts: Is it possible to combine multiple frames into one still Cycles render to simulate long exposure?

texts:
I have a simple 20 frame animation. The objects in the scene are imported png files as planes.
I have the various planes scaling and moving over time - Is there a render option that allows me to capture this movement in one output image?
20 frames long exposure rendered as one flat tif file.
I have the render sequence set at 1-20, Step = 1
Motion blur and deformation are active for the moving objects.
All I can get is one frame rendered and I would like to avoid post-composition of multiple frames by hand.


texts:
I have been working on an animation recently, and in it is an object with a particle system. I set the particle emission to a rather high number (though by no means the highest I have ever done, about 100,000), cached it, and saved. I then went over to a second file for a few moments. Upon trying to return to my original, it, uh, kind of just crashes instead of opening.

This will not do.

I'm assuming it's the high particle count that's breaking the file, but now I can't get back in to lower it. I know I could probably just append in all objects but that into a new file or something, but I'd like to fix this file specifically, because that would be awesome.

Is there a way to re-open this file? If not, is there a way to edit the particle number without opening it in Blender itself?

(I'm using a 2018 MacBook Pro and Blender v2.81a)


texts:
I have rigged a gun, but the bones/armature is attached to the wrong bone.

I need to move all the bones which are meant for the gun to a different bone.

Images which explain the problem:


texts: Snap and shrinkwrap won't keep above surface

texts:
I've been doing some retopology, but snap and shrinkwrap won't keep the retopologised mesh above the surface of the original mesh. Why is this and how can I fix it?

This is the topology of the mesh.


texts:
Is it possible to get the studs on the plate and that they follow the shape of the plate?
OK, the studs are on the plate like Markus von Broady said, so done with a curve, now it has to remain so ...
How do I get rid of the curve line without destroying the result and how can I join the studs with the slab, if I do that now the studs disappear?


texts: Blender does not fully load when running python script at boot

texts:
I am using a start up script to run IPython from the terminal I started blender from. To do this, I have a script containing the following:

import bpy

#For importing from my local python environment
import sys
ps = ['','/usr/bin','/usr/lib/python3.3',
'/usr/lib/python3.3/plat-x86_64-linux-gnu','/usr/lib/python3.3/lib-dynload', '/usr/local/lib/python3.3/dist-packages',
'/usr/lib/python3/dist-packages', '/usr/lib/python3/dist-packages/IPython/extensions']
for p in ps:
    sys.path.append(p)

import IPython
IPython.embed()

When I attempt to run the script with:

blender2 --debug-all --python run_ipython.py

The ipython interpreter is brought up, a window is created, but nothing except gray space or glitchy nonsense is found inside of the window. However, when I ctrl-D out of ipython, blender finishes loading as expected and runs as normal.

The following is what is printed to the terminal after I close IPython.

bpy.ops.wm.splash()
WM_operator_last_properties_store: storing properties for 'WM_OT_splash'
ghost_event_proc: window 1 state = normal
wm_window_make_drawable: set drawable 1
ghost_event_proc: ghost redraw 1
ghost_event_proc: ghost redraw 1
recalcob Cube
recalcdata Cube
ED_screen_refresh: set screen

I can only assume that it is the debug log from whatever actions are loading the rest of blender. Here's the question: How can I reproduce what is happening in the above lines so that I can fully load blender with ipython in the terminal?


texts:
I have a plane where I would like to animate some events over time.
These events are always the same (e.g. an object appearing and disappearing), or showing a smoke animation on a location on the map for e.g. 5 seconds.

Now I can add e.g. a cube to the plane, create an animation from it at e.g. frame 10 and let it last for 60 frames. But is it possible to import/export the animation object(s) only so that I can kind of copy and paste them at different frames and locations on the map?