texts: Custom Area bl_space_type not possible without building Source exe?

texts:
I'm hopeful to create a custom blender bl_space_type say CUSTOMVIEW but I get this error.

bpy.utils.register_class(cls)
TypeError: validating class: enum "CUSTOMVIEW" not found in ('EMPTY', 'VIEW_3D', 'TIMELINE', 'GRAPH_EDITOR', 'DOPESHEET_EDITOR', 'NLA_EDITOR', 'IMAGE_EDITOR', 'CLIP_EDITOR', 'SEQUENCE_EDITOR', 'NODE_EDITOR', 'TEXT_EDITOR', 'LOGIC_EDITOR', 'PROPERTIES', 'OUTLINE)

I noticed the EMPTY type and thought well that must be there to create a custom view somehow?
Are there any blender bl_space_type empty examples? or examples of creating an addon that creates a new main area type?

Can someone confirm this is another thing that is not possible in Blender... yet? Is it in 2.8? planned?


texts: WIll modifying an essential python file cause data loss in blend file?

texts:
I reinstalled Blender freshly from blender.org and I noticed that, after working on a file, the size of destination folder where Blender is installed has increased and I don't know if this usual. Because the size of this directory has changed, this brings me to the question: can I modify/remove/add some python files (which are essential) by accident by just working normally on a blend file?

In case of removing or modifying a python file, will Blender continue working (and there is chance of data loss in my blend.file) or will Blender give an error and quit immediately?


texts: How to bend an IK without having to go back to an FK to do the manipulation?

texts: So i'm animating a snail, and i would like to bend the tail to make a curve that goes from the body to the end of the tail. When i'm using the IK controller the tail will end where i want it to be but the curve is vertical, which i dont want it to be. My pole wont do much because the rotation is already fine. I could remove the IK and do it with an FK, but i would like to know if it was possible to get around the problem while keeping the IK?


texts:
Beginner here. I have encountered a weird problem.
Without parenting, as soon as any armature touches a mesh, they somehow connect and move together.
I cant figure out how I caused this and how to turn that off. Can anybody help?

I have a newly added bone, entirely unrelated.
Mesh is in a different spot.

I have only moved the bone towards and into the mesh. This movement is not connected to the mesh, I can move it freely as long as I do not let go while inside a mesh.

However, if I let go of the button and the armature touches the mesh, from this point on, when I move either the mesh or the armature, they move together.
I do not know how to fix this.
As I said, I did not actively parent the armature, their parent tag is empty, neither did I had the mesh selected while adding the new armature, the mesh does not have any modifier except subdivision surface, and it happens with every armature I might add. What am I missing here?


texts:
I have a Fuse model with armature imported into Blender. I want to move the fingers so they look in a more natural position with more bend in the joints. When I've tried to rotate the finger bones they pull the mesh away. I can't roll/pivot the fingers from the joints.
Any help would be much appreciated.


texts:
In User Preferences > Editing > Allow Negative Frames > checked and saved.

I want to let physics items to settle before rendering an animation both in cycles and with OpenGL. But How do I tell Blender to start playing at frame -10 yet start rendering after 1?


texts:
I seem to have a problem that I cant find the solution for any where...

The problem I'm having is that when I export my UV Map and import into my editing program whether that be paint or paint.net I zoom in to the UV Island boundaries and I can see some blurriness and transparency; somewhat like it has some antialiasing. It would make my life easier if I could simply use the magic wand tool to select the right area for each face/island.

I've played with some of the settings in blenders UV tab in the UV editor and I cant seem to find anything that is fixing the problem with the exported texture. I apologize if I don't seem to make any sense, its hard to explain the problem im having and there are no solutions online from what I could find.

Image of what it looks like in blender:

Image of what it looks like once exported into paint.net:

Thankyou in advance!


texts:
I have made my first Blender render.
I've modelled an AtoN (a green bouy).
In layout in moves on the waves, and the light flashes correctly.
Whe I render in Cycles (GPU compute) or in Eevee:

the light flashes correctly
the ocean moves correctly
the bouy and the shrinkwrapplane are static on 1 location.

What am I doing wrong, or forgetting?
In layout, all is well:

In Render, plane and bouy are static:


texts: Can I use Blender to find and separate a loop from a video?

texts: I have a video file that has a looping animation over a background image. It is nearly impossible to find the loop with the naked eye. Can Blender, or another tool, detect this loop and cut it out as a separate video file?


texts: How to export Blender content in online stores?

texts: I am making few models which include animations and textures. I would like to upload these in sites such as BlenderMarket and TurboSquid for selling. I would like to know how to do this especially the animations. Should I upload the models separately and is there a way to upload the animations effects separately. Kindly advise.


texts: How do I insert two edge loops equally spaced from the edges?

texts:
I find myself doing this quite a lot in Blender 2.8: Add temporary centered edge loop (Ctrl+R click, Esc), then use Offset Edge Slide (Ctrl+Shift+R - I think this is the default?) to generate 2 mirrored edge loops that are equal distance from the corners of the shape, then delete the temporary center edge (Ctrl+X).

Hopefully this isn't too confusing - the point is to quickly create two edge loops that are identically spaced from the edges. This seems like an extremely useful task. My question is - Does Blender have some mechanism to do this in one step? The ability to create 2 edge loops and edge-slide them away from each other simultaneously?

I'm okay with using add-ons if anyone is aware of a tool that does this.

EDIT

After posting, I starting playing around with the loopcut_slide shortcut and may have came up with exactly what I wanted. I haven't fully tested this, so it may completely fail at something later. But so far, it seems pretty good.
It creates two edges (in one click/drag), and moves them toward/away from each other simultaneously.

If you guys have trouble seeing the shortcut, here are the most important settings:

Shortcut Command: mesh.loopcut_slide
Number of cuts: 2
Factor: -0.5 (this starts them in the center - use 0.0 to start at default spacing)
Single Side: Enabled (this was the magic checkbox that made it work)
Clamp: Disabled (otherwise, they cannot move to the center)

The only issue so far is that it is easy to accidentally slide the wrong way with clamp turned off. So it may be better to leave that on.

For anyone not familiar with creating custom shortcuts, you just go into User Preferences -> Keymap -> 3D view -> Mesh (Global) -> scroll to bottom and press add new, expand the new entry and type in mesh.loopcut_slide into the text box. Then set up the options as above.

EDIT 2

After playing around with this some more, it appears this setup does not work as well as I hoped. When the enclosing edges have strange angles, the cut-slide does not perform the way you would expect. So my vote goes to Lemon's suggestion of using Bevel after adding a single loop cut. It works perfectly in all cases
except when your model has UVs (edit/correction: bevel does work well with UVs). I will update this if I manage to stabilize this crazy shortcut.


texts: Why do Boolean operations tend to fail on overlapping faces?

texts:
Very often I'll get erratic results with a Boolean operation on two objects with overlapping faces. The most usual result is missing faces in the combined object, or else internal faces are left after a Union, for example.

Why is this? Is there anything I can do to avoid it?


texts: Need Help with Python in Blender Game Engine

texts: I'm new to python code I usually use logic bricks in blender code. I wanted to use python more in my games and I need help in a bit of code. I want it to say that once I collide with an object it will come up with text saying Game Over or Wrong way, etc. Does anyone know how to do this?


texts: Spot light is not working in preview render

texts:
Why is the Spot light no longer working? The problem occurs when I increased the scale of the model then applied the scale. I adjusting the lamp size to 2 meters then set the strength to 5000. On my second attempt I set the Lamp size to 50cm but it made no difference. The render remains dark. If I change the lamp type to Hemi or Sun then it works fine (figure 4).

Weird thing is if I disconnect the world output node as seen in figure 3. but with the use nodes still enabled then I get this result. There is still some light on the hair but the face is completely black.


texts: Error : EXCEPTION_ACCESS_VIOLATION is occurred when I duplicate lots of meshes

texts:
When I click a button that I made, mesh is duplicated(copied) from original mesh("Cube") as "Cube_1" and move to here that I view. And if mesh come to here(my viewing location) mesh move slowly right to left using this code below.
bpy.data.objects['Cube_{}'.format(cube_Number)].location.x -= 0.1

but problem happen when mesh is duplicated many. I think, many duplicated mesh that are move seem to cause the error. some information that I have heard taught me like below

"if your program has many overlaps between "python code" and 'bpy code', problem may happen"

so.. Can I solve this problem??
computer specification:
CPU : Intel Core i5 9400F
Mainboard : MSI H310M PRO-VD PLUS
Memory : DDR4, 16GB(Samsung)
Graphics : NVIDIA GeForce GTX 1660 SUPER
Secondary memory unit : SSD 200GB
OS : Windows 10/64bit, Ubuntu 20.04 (each OS has errors(EXCEPTION_ACCESS_VIOLATION))


texts:
I have a truck model, It's been modeled with Blender 2.6x.

I've updated Blender (2.77). Before the update, my model is really ugly. So frustrating. When I enter edit mode, the model is smooth like a baby's soft skin.

The rendered version is really fragmented and It's really bad looking.

Do you have any idea, how can I solve this problem?

Thankx a lot!


texts: need suggestion regrading making the specific shape

texts: What is the best possible approach for modeling this shape. I tried alot but unable to model this kind of shape.


texts:
I am trying to create a spherical array in blender 2.8. (I am trying to make a liposome form two opposing lipids) I understand that in the previous blender versions I would have taken my object (here the lipid) and added a sphere. Then I would have used the "dupliface" function to make the array form the faces of the sphere. In Blender 2.8, this function is gone.

Can anyone help me? I greatly appreciate it!!


texts: BGE: Move character from Scene1 to Scene2 and keeping the character to Scene2

texts:
How can the character (red star) go thru a door from Scene1 to Scene2?
Scene 1 is the current one and Scene2 is to be loaded after the character go thru the door.
Scene1 is the exterior and Scene2 is a building.

I've created a  blend file as per coments but is not working.


texts:
I have rigged train wheels, and it works, except when you rotate the train. The piston's "Copy Location" is using world space instead of local space, which causes it to go all wonky.

I tried every combination of "Local Space" and "World Space" on the "Copy Location" constraint, but nothing works.

blend file: https://drive.google.com/open?id=0B9fajYcxL7pvUWF4T0tRZHdLcFU


texts:
I'm trying to build something big like palace or Egypt pyramid. Always blender gets freezing because the high numbers of clubs and planes. So, can't finish my work !!.
My PC [16 ram - 64bits - processor 3930k - GTX 680 4GB]

How to speed up blender performance ? How to reach 50K cubes without freezing ?


texts: How to open an independant window using the same file

texts:
I download some blend file online when I open it open like this
it have different window but still 1 file opened,
i think if i know how to make like that it will make more easy when use blender
thank you


texts: Rigi body physics - box inside another box is pushed out of it

texts:
I'm trying to create a simple physics scene.
I've placed a box inside another box but the box is pushed out of the box.
Even when I flip the normals of the biggest box...
Why is this happening?

Here is the blend file:
https://drive.google.com/open?id=1cdTgxnJNDxOXfIfCp_iuSubug1SjKPAe

Thx!
Steven


texts: Filling pentagon with quads (combinatorics)

texts:
How to subdivide edges of the pentagon so that when I'm making grid with faces I get perfect quads or almost all quads ?

This is more math-combinatorics question but is quite important for the mesh to have nice grid.

For example, if I press grid fill with this subdivion, Blender says  to  select two edge loops and I can't fill it with almost all quads.


texts: Texture paint stencil painting color of image

texts:
I followed this tutorial but when I finally started painting in this image (made up of black and transparency), the color painted onto my mesh was the black of the image.

My brush color was set to white and changing it yielded no differences.


texts: Blotchy noise in cycles render with denoise

texts:
When I was rendering my image, I noticed that it looks weird (top left, and right side). I don't know what causes this issue, never had it before.

useful info/settings:
samples = 256
I render using my CPU
Max light bounces = 12
Denoising on def settings

Thanks.


texts:
I was wondering if anybody could help me with my render settings.

I am trying to render out a light pass (only the lights layer on with everything else as a mask) for some volumetric lighting in my project.

My intention is to add this pass to my after effects file so I can adjust it individually.

my question is - is there a specific way I am supposed to do this? I have a really strong computer, but my render times are nearly 20 minutes a frame. Most other things I render with similar settings render out only take maybe 5 minutes a frame. Even with High reflections.

I have added an atmosphere with a density of .2, my samples are at 1000, my volumetric lighting light samples are all the way down to 0, and the result is looking good, I am just wondering if there was something I could adjust to make it not take so long.

Sorry for the lengthy question, but any help would be greatly appreciated.


texts: Mesh Deform is not effecting some bones on the hand of my character. (Rigify/Lattice problem)

texts:
I am new to blender and I created a character consisting of separate meshes (Coat, Scarf, Hand, Face etc...). In order to control my meshes under a rigified rig, I created a lattice mesh that covers all of the other meshes. Lattice mesh is attached to the rig and works perfectly. All the meshes except hands work in harmony. Here is the detailed explanation of the system.(Lattice mesh is the wireframe one and covers everything.)

Lattice mesh deforms nicely with the rig, as well as all the clothing except the HAND.
The problem is, when i rotate the hand this happens.
The rig looks like this and not all the bones are green. Weight paint of the lattice is good and hand doesn't exceed the boundaries of the lattice.

How can I get the hands not deforming badly when rotated? Any help would be very apperaciated. Thank you for your attention/help.


texts: Make an object invisible to a specific camera? (Cycles)

texts:
I'm trying to set up multiple cameras for a scene set in a room. Is there a way to link object visibility to a specific camera? Ideally, a wall or ceiling would not render if it were in the way of the specified camera.

I've tried to get around this by keyframing Restrict Rendering, but that gets difficult to keep track of. I've also tried adjusting the clipping plane, but that clips too much and would also need to be keyframed if the camera moves.

Thanks!


texts: Boolean Difference doesn't work despite all efforts to fix meshes

texts:
I am trying to carve a groove into an object. This works with other objects after some mesh fixes but not with this one, which was created using a surface nurbs curve (duplicated multiple times, then skinned and converted to a mesh)

The boolean difference modifier does not modify the mesh at all.

I already tried the following steps on both meshes:
Triangulate, Remove doubles, Recalculate normals (both outwards), Fill holes.

The thing I don't understand is that when I select "Intersect" in the boolean modifier to check where the overlap is, I don't get a solid object but an open one:

What am I missing here? Any help would be greatly appreciated.

Here is the blender file (created with V 2.78c) Tali_Helmet.blend


texts: Soft Body Object gets sucked towards collision object

texts:
My goal:

Having the animation of a dog character affect a pillow it is laying on.

I enabled soft body for the pillow.
Disabled gravity and Soft Body goal

I enabled collison with default settings for the dog.

And when i press play the Pillow gets sucked towards the dog.

Scale and Position for everything is applied and i checked the normals.


texts: Cannot access a specific scene without crashing

texts:
Blender 2.83.5

I've got two scenes in my file and after finishing what I needed to do in one of them, I go to switch back to my first main scene and Blender immediately crashes.  No warning or error report- it's just no longer open.  This happens even after a complete restart.  I'd attach the file but it's 3.2GB.
If I open a fresh blank file and try to link or append the scene from the saved file, it still crashes when I switch over to it.  I've tried appending each individual collection (tedious and not ideal since linked things get wonky) but there are a few collections that force close the program.  I've tried deleting all of the materials in the entire blender project just in case that was part of it; to no avail.  Anything else I can do?  I am going to cry if I have to redo 6 weeks of work.


texts: Is it possible to Show FPS debug information in 3D-View like in BGE?

texts:
I have a simple scene with multiply lights that i want to view in Viewport texturing: 'Material' mode.

with this the Blender-UI gets slowed down drastically with some blend-files/setups. i like to know what is causing this - in the Blender Game Engine (BGE) there is a option to show 'Framerate and Profile' information:

is it possible to show same/similar information for/in normal 3D-View?


texts: How to put together a driver with python

texts:
I'm trying to write a script to create the beginnings of a music visualizer but I'm having a hard time creating drivers to do it. My basic game plan is this:

Calculate frequencies and step sizes
For each frequency step, create a cube.
Create an empty to go along with it.
Do some transformations on the cube.
Add a driver to the cube.
Link the cube's Z scale with the empty's scale using drivers.
Create a material that also uses drivers to hook into the empty's scale and use that to animate stuff.
Bake sound to empty's scale.
Rinse and repeat until all cubes/empties/materials are created.

The reason I want to use drivers is that my previous approach was to bake the sound to the cube's Z scale then I had another script that would read that information for each frame and then keyframe the cube's material. This led to pretty big file sizes. Larger than it needed to be, anyway. So this time around I figured I'd get around that by using drivers. I've been playing around in the console trying to figure it out and this is what I've got so far:

bpy.ops.mesh.primitive_cube_add(location=(.5, -.5, 0)) # Create a cube
currentcube = bpy.context.active_object # Make sure we can keep track of this cube while we're working on it.
currentcube.name="cube.001"
bpy.ops.object.empty_add(location=(.5, -.5, -1)) # Add our control-freak empty.
currentempty=bpy.context.active_object # Make sure we can keep track of this empty while we're working on it.
currentempty.name="empty.001"
currentcube.dimensions = (1, 1, 5) # Do some transformations.
bpy.ops.object.transform_apply(scale=True) # Apply the transformations.
fcurve = currentcube.driver_add("scale", 2) # Add a driver to the scaling on the Z axis.
fcurve.driver.type="AVERAGE" # Default is SCRIPTED for some reason.
drivervar = fcurve.driver.variables.new() # Create a new variable on the driver.

And it's at this point that I'm stuck. dir() and autocomplete got me this far but now it's failed me and I'm having a hard time working my way through the docs.
I know drivervar is a DriverVariable. From the docs it looks like I need to add a new DriverTarget into targets, but it's read-only.

But that's okay because while organizing my thoughts and the random code bits I had been trying in the console I found out that there's already a blank target by default at drivervar.targets[0] and it's not just an empty array like I had assumed. I would like to thank everyone here for the wonderful help and expertise I'm sure you would have provided if I hadn't discovered this on my own.


texts: Glass material not transparent in cycles

texts:
After following Andrew Prices' tutorial for coffee and a doughnut to the coffee part, I find that my cup seems to be frosted glass in the render while looking transparent in non-rendered views.

Is this caused by reflections in the environment, or have I got the material wrong somehow?  Any help would be appreciated.


texts: Removing Location Keyframes from LocRotScale?

texts: I am working on a Minecraft animation with the ender dragon.  I first made sure that the flying was correct before I did anything else and by habit i used LocRotScale when setting the keyframes.  Is there a way to convert LocRotScale to just RotScale, removing the location keyframes?


texts: How to properly report Blender 2.8 crash and what files to send?

texts:
I experience all of a sudden crash of Blender 2.8. I am actually doing nothing and it closes.
I would like to report it properly.
Could you tell what and what do I send?
Where are crash related files?
Thank you!


texts: Render looks fine until saved (with a lossless image format), then it has colour banding

texts:
Thank you for the help. :)

I see no problems in the rendered image, but, when I save it as PNG or TIFF, I can see colour banding in the saved image. How can I fix this?


texts: How can I calculate the acceleration of an object?

texts:
Is there some easy way to calculate the acceleration of an object at every point in time, between the two closest keyframe?

I'm thinking that the easiest way would be to calculate the velocity of the object and then calculate it's derivative. However, for that I need the time difference, which I don't know how to calculate.

Is this even possible (currently :D)?


texts: My render is complete gray or transparent

texts:
My render view is completely gray and I don't know why.

Gray render view.

Scene
Render Settings
Outliner
Camera Settings


texts: How do I make grass match the base terrain?

texts:
I have grass on my terrain.

The terrain is textured by a single Image texture which is simply dropped onto the terrain.
The grass is created using a hair particle system.
How do I make the grass take on the colour of the terrain below it? For example, where the terrain is white I'd like the grass to be white, where the terrain is green I'd like the grass to be green, etc.
Below is my terrain shader setup. As you see it's as simple as it gets.


texts: clipping behaviour of ortho camera while looking at object intersecting others

texts:
I'm in solid shading mode. I have a grey cube object (as ground or plane) then i add 2 identical cube (red and blue). The blue cube is sitting on top of the plane . The red cube is located a bit lower so it cross/intersect the plane. i add ortho cam on top of both cubes, looking down. i  view through the camera and see both cubes and plane. The camera have a 'clip start' set to close to 0 (any small number may do).
Now when i will move the camera down slowly until the clipping starts to occur.
If both cubes is sitting or above the plane , everything is normal. But since the red cube is crossing/intersecting the plane, the clipping looks incorrect for that red cube. The red cube will be dissapeared as soon as the camera clip touch the cube while the blue cube is still visible.
it may be explained as : when the clipping has passed through the top face of the red cube, it will see the plane, so make an illusion that red cube is gone. Am i right ?
But this is not the look that i want to achieve, i want the red and blue still visible regardless that red is intersecting the plane, just because logically they're still on top of the ground. Is there anything i can do ?
I can achieve this using boolean cutter, but the real objects is a very complex house , consists of many smaller elements stored in many different collections, so i don't want to deal with boolean.
Thanks


texts: Python script to align object to edge or two vertex coordinates

texts:
I want to align an object to an edge via Python.
I have an edge in the 3D space, the edge has a rotation, euler or quaternion, like a 3d object, but this edge is part of an object.
I want to copy the rotation of the edge to a external object (like a cylinder).

This seams like what I want, but the result doesn't work.
Align Object to Vector using python


texts: How to texture paint large objects while retaining high quality paint

texts:
I'm new to Blender and have tried to make myself a large cave model. After I've finished it, I tried texture painting it and am successfully able to, but it seems the quality of the texture being painted to the mesh (im using Stencil) is a bit blurry. I tried the same image on a smaller object and sure enough, it painted very well.

Based on my research, it has to do with how my UV is unwrapped. If I unwrapped a small object, it is unwrapped looking large on the UV map (sorry if wrong terminology) and paints in high quality. The problem is for large objects, when you unwrap them, the islands are forced to be small (even with seams) in the UV map or else they wouldn't all fit in the UV Map.

What can I do about this? Is it possible to have multiple UV maps so I can put each island on their own UV map? Or am I doing it wrong and there is the right way to do it?


texts: Im making a animation and i woud like to paste the rotation of a bone from one keyframe to another. But the problem is that i also paste the location of it. I tried locking the transform but it still didnt work.


texts: I want to wrap the barbed wire around the heart. Similar to the shrinkwrap modifier, but while keeping the volume of the mesh. Is there anyway this is possible?


texts: How to color a perfect reflective material in cycles?

texts: This is maybe a funny question, but when I color a reflective material, I just change the color of the "glossy" shader, but when it comes to darker colors, I'm lost, because the gradient from dark to light changes the reflection amount too. In the real world full reflections have no colors, but is it possible to color a perfect reflective material in blender regardless of the color surroundings (non realistic soloring)?


texts:
When I apply the "Solidify" modifier to my object, this one window I have acts differently then all of the others. They all look okay, but this one gets messed up by the modifier.
Here are 2 angles of the messed up part of the mesh with the solidify modifier:

Here is the mesh without the solidify modifier:

And here are my Solidify Modifier settings:

I got the window pains by extruding the edges out. I have already tried removing overlapping vertices and the scale is applied. Can anyone help me?


texts: I messed up at some point during modeling and had to reconnect some edges but now I don't have the vertices I need to continue. How can I fix the faces so it fits the rest of the model?


texts: 2D animation -- lines disappeared onto another frame

texts: I am trying to work on a simple 2D animation project in Blender, but when I try to draw a new line, it disappears onto another keyframe. I am trying to learn how to do that on an XP-PEN Artist 12 tablet, but accidentally pressing those buttons on the side makes it difficult to do anything. Any help?


texts: How to construct a Möbius loop using bezier curves

texts:
I am a beginner and I am trying to construct a Möbius loop by using a bezier curve and then extruding, or whatever, with a circle. Can someone help me to achieve this in a step-by-step manner?

I know there are many ways to approach this and I wish to know as many of them as possible. I almost achieved it with the screw modifier but the two halves didn't fit together perfectly.


texts: How to texture a DEM data with satellite imagery on Blender ?

texts:
I'm very new with Blender and I'm interested in making 3d visualizations of real Digital Elevation Model data.

Blender is a great tool for 3d visualizations, I've figured out how to create a 3d model from USGS dem data. Please check it here ; https://sketchfab.com/models/7cb8fbac61c0485b8dc0130b7bec2f23

But my problem is texturing this data with real satellite imagery. I've tried my things and searched the internet for solution but all I've found was texturing non-real data. In Terragen texturing a DEM with satellite imagery can be done and what I'm looking for is something like this ;

www.archer-designs.com/tutorials/usgs-elevaton-data-with-terragen-2/

But how can I do it with Blender?

Note : I've tried this tutorial but it seems uncompleted. Last part is not clear to me. http://johnflower.org/tutorial/make-mountains-blender-height-maps


texts: Why does the outside of my glass of coffee look strange?

texts:
I'm currently following Blender Guru's beginner donut tutorial and I just completed Level 3 Part 4 where we made coffee, but for some reason, the liquid as viewed from the outside of the glass looks strange. Here’s the picture of the render:  Maybe this is what it is supposed to look like, but please tell me how to fix this if this is wrong. Thank you!

By the way, I am using the Blender 2.8 default denoiser with 128 samples and the Filmic Blender configuration that Blender Guru recommended.


texts: All links I`ve found are dead as for now. Lost this pack during setting a new PC=(


texts: Weight Painting Symmetry / Mirror not working properly?

texts: I'm new to blender and I wanted to make a model to test the waters. Right now, I'm stuck on rigging. I'm trying to use symmetry so that what I paint on the right hand can also be copied to the left hand. But right now it's painting the same bone, the right bone. Did I understand the function of the x symmetry wrong or am I not doing it right?


texts: Maya vet turned Blender noob here. I've been trying to create an animation with a tracer model and an overwatch map, but I am having trouble combining the scenes. When I try the Append or Link options, the map converts into a series of low poly orbs. I am selecting the objects in the objects folder. When I try to copy and paste, not only does blender not copy all objects selected, but it zeros out the locations of the selected objects so they're all piled on top of each other. Left is after right is before. What am I doing wrong? Thanks for your time.


texts: When I select an object, it does not show it as selected, same for faces and vertices. I tried updating blender to the latest version, but it seems that the problem is only in the project because it doesn't happen on other ones. Would anybody know how to fix it ? (in the picture, you can see on the right panel that a part is selected but it ain't shown)


texts: alt + r, g doesn't reset. after in and out in edit mode same weird rotation problem occurs.


texts: Why are keyframes in global coords, instead of local coords? (Blender 2.70a)

texts:
So, I've been using Blender for several years, including a fair amount of animation, and in the past it's always been useful to align an object with its local coords. I.e. having the y-axis pointing down the nose of an airplane makes it much easier to animate.

However, I recently noticed that the keyframes aren't recorded in local coordinates (anymore?), but in global coordinates. This makes animating off-axis rotation very difficult.

Changing the rotation mode doesn't seem to help (Euler, quaternion, etc.).

Unfortunately, I can't upload any examples because the project is proprietary, and I don't really have time to setup another animation, but the example goes something like this: I want to animate a record rotating in a record player, but the player is not sitting flat, it's tilted at an angle. Normally, this wouldn't be a problem. Just model the record with z up, and you can tilt the record at whatever angle you need so that it sits on the tilted player, and still rotate the record around its own z-axis, right? Unfortunately, this is not what's happening. Instead, I animate it rotating 180d twice and it wobbles all over the place because it's interpolating global coordinates, not local coordinates.

EDIT: Here's a demo afterall: https://www.youtube.com/watch?v=nimTjEYwcnE

It maybe a little hard to see because it's so fast, but the second time I animate the cube, it wobbles instead of rotating around its own z-axis like I expect it to.

Does anyone know what magic button I pressed that did this?

Or am I just crazy and remembering something that has never been possible? It's happened before...

EDIT: In fact, I KNOW this has worked before, cuz I just went back and looked at some old stuff, and I know I animated using the local coordinates then... I'm gonna go see if 2.70 behaves differently from 2.70a...

EDIT: Nope, 2.70 behaves the same way.


texts:
I'm fairly new to using Blender and have been able to understand most issues on my own but I can't find an answer with this one.

When I weight paint my mesh's (body, mouth, teeth, etc.) they weight paint just fine but when it comes to the tongue I can't seem to do anything with it. When I click the bone in pose mode and then the mesh and go to weight paint it just looks like how it's shown in the picture.


texts:
Sculpting with Scrape brush using Dynotopo and mirroring over the $Y$ axis. Mirroring was working fine seemingly until I saved then exited Blender. Then when I later continued: here's what I did.

And here's how it was "mirrored".

The positioning isn't wrong, and it is subtracting/indenting correctly, but it looks more severe/stronger.
You can see all the brush settings (or at least the ones, I've messed with on the right in those pictures).
I've also checked the Normals on the model and there isn't anything weird or out of place there.
So does anyone have an idea as to what the problem may be?


texts: How to make fluids come out in a local coordinates?

texts:
I'm trying to make a liquid simulation with Mantaflow where the flow of the liquid respects the flow object's local rotation, so it looks like water spraying in different directions.
It looks like the options on the flow object only work for 'world' coordinates and doesn't take into account the coordinates of the object.
How do I make the water 'fire' (like a hose) into a specific direction that uses local coordinates instead of world ones?


texts: not rendering alpha chanel as seen in the composite note

texts:
What I want to do is simply to render a green screen video clip as an alpha file on top of an image. Everything looks good in the compositing mode. Problem is: Blender does not render what is shown in the composite node, it just re–render the green–screen video clip ignoring all nodes connected to it. I have tried to render it as an alpha file (out put as: MPEG, format: Quicktime, Codec: QT rle / QT animation). I’m on a low end computer: 2,66 GHz. Although the rendering has worked before but not anymore for some reason. I’ve re–installed Blender (2.7.8) without success.

Any ideas?


texts:
I've found that I can't set Alt + Left Click to both Rotate Viewport AND keep Loop Select. Rotate View works in Object Mode, but in Edit Mode Alt Select only works for Loop Select.

Is there a way to make them both work at the same time? If I'm clicking in empty space it should do Rotate View, and it should only Loop Select if I'm clicking on an edge

Using Blender 2.77

Thanks


texts: How do I keep Hair particles from going through separate mesh? (eye's to be exact)

texts:
I've been trying to build a character covered in hair(think Sully from monsters inc.) and i want to add eyes to the character, but the hair particles are coming through the eyes. I've tried making the eyes Collisions and reordered the modifiers to see if any of them would work. I've also tried force field and that doesn't seem to work either. I've tried multiple articles on here on keeping hair from going through mesh of the head (which I'd assumed would still give me the answer) but none of them work. Can anyone help me? I a noob and figuring it out as I go. Any help would be appreciated!

 (Eyes)

 (Head)

Do I have to do anything to the mesh that has the hair's settings?


texts: Applying texture shows some weird artifacts

texts: I'm getting these weird spots on my model when they don't exist in my texture. What is causing this and how can I fix it?


texts: bone constraints get messed up when baking animation

texts:
On the video, you can see I have selected the bones which have weightpaint (I think I have all of them, I did it by hand...) from my blender humanoid rig.
I also have bones for the swords of the character. Those are selected too. And they are constrainted to hands or sword guards (and I create keyframes depending whether the character use the sword or not)
Anyway, I got to my animation and try to bake it, so I can later remove extra bones (created by the blender humanoid rigify function)
But then, the sword start going crazy.
I am devastated, I don't know what to do to avoid that behavior
Video for illustration:
https://streamable.com/0d5orb
Edit
If I don't select the swords while doing the bake action thing, the animation looks good. But then the export will not be clean since the bone constrain will remain.


texts: Is there a way to clamp transform values to a set number?

texts:
When using a constraint like Limit Location, I can still move the digit transforms of the bone (in the transform window) even though the constraint is working and the object isn't going any further. I don't like how this feels though; I can drag the bone to infinity in the direction it is constrained, and the numbers still climb. It would take awhile to bring it back down (without simply tapping alt+g).

Is there a way to actually clamp the transform values themselves, so they never go over 1 or below -1?


texts: Possible to add more than one object via Boolean modifiers?

texts:
The following script adds a boolean modifier to the active object. This works great for one cutting and one target object.

Imagine you have one cube and 4 spheres and you would like to end up with the cube having 4 boolean modifiers and each modifier uses one of the four spheres.

Would it be possible via python to collect / sort all the non-active objects and one by one add a modifier to the cube and then add a sphere?

    target_obj = context.object
    cutter_obj = bpy.data.objects['Sphere']

    bool_mod = target_obj.modifiers.new('cutter', 'BOOLEAN')
    bool_mod.operation = 'DIFFERENCE'

    bool_mod.object = cutter_obj


texts:
Is there a way to vary the thickness and color of lines created by just edges and vertices?
I realize that a face can be defined and then color and material applied, but is there any way to apply a color to the edges?


texts: Why blender throws an exception when saving a copy of image?

texts:
I'm developing blender exporter for CryEngine - CryBlend.

I need to convert an image to tiff and then pass it to cryengine resource compiled. The thing is it works while saving image with blender python console:

tiffImage= bpy.data.images[1].copy()
tiffImage.filepath_raw = 'new_path.tif'
tiffImage.file_format = 'TIFF'
tiffImage.save()

but the same code placed in plugin throws an exception at save()

"RuntimeError: Error: Image "my image" does not have any image data."

What's more, while debugging that code with pydev (in plugin) then it works as expected.
I'm totally puzzled with it.

here is the complete code. export.py:1196

def __export_library_images(self, parent_element):
    library_images = self.__doc.createElement("library_images")
    parent_element.appendChild(library_images)

    for image in self.__get_texture_images_for_selected_objects():
        tiffFilePath = self.__convert_to_tiff_and_save(image)
        image_path = get_relative_path(tiffFilePath)

        image_element = self.__doc.createElement("image")
        image_element.setAttribute("id", "%s" % image.name)
        image_element.setAttribute("name", "%s" % image.name)
        init_from = self.__doc.createElement("init_from")
        path_node = self.__doc.createTextNode("%s" % image_path)
        init_from.appendChild(path_node)
        image_element.appendChild(init_from)
        library_images.appendChild(image_element)

def __convert_to_tiff_and_save(self, image):
    if image.file_format is not 'TIFF':
        tiffFilePath = os.path.splitext(image.filepath)[0] + ".tif"
        cbPrint(tiffFilePath, 'debug')

        if self.__config.run_rc_and_do_materials:
            try:
                tiffImage = image.copy()
                tiffImage.filepath_raw = tiffFilePath
                tiffImage.file_format = 'TIFF'
                tiffImage.save()
            finally:
                # remove tmp image from blend file database
                bpy.data.images.remove(tiffImage)
    else:
        tiffFilePath = image.filepath

    return tiffFilePath


texts: Downloading blender on chromebook google chrome

texts: Due to me wanting to download blender and it being a complete struggle , i need help. It is driving me nuts and I just want to use blender.


texts: Vertex groups can not be named in blender 2.70

texts: For some reason the name text field doesn't appear for vertex groups in blender 2.70. I tried in 2.69 and it's there and works fine. Was this feature removed in 2.70 or am I missing something?


texts: Create animation by looping through files

texts:
I'm trying to loop through a set of files, create a chemical structure, and create an animation to visualize vibrational displacements. The atoms are moving in-between each frame. The script I have successfully creates each structure, but the structures are just overlaid on top of each other. Suffice to say, I'm lost.
import bpy
import numpy as np
import glob

sizes = {'O' : 0.5, 'H' : 0.2 }
colors = {'O' : (1.0, 0.0, 0.0),  'H' : (1.0, 1.0, 1.0),
            'bond': (0.05, 0.05, 0.05) }

for key in colors.keys():
    bpy.data.materials.new(name=key)
    bpy.data.materials[key].diffuse_color = colors[key]
    bpy.data.materials[key].specular_intensity = 0.1

def distance(a, b):
    return np.sqrt(np.dot(a - b, a - b))

def normalize(a):
    return np.array(a) / np.sqrt(np.dot(a, a))

class Structure:
    def __init__(self, filename):
        with open(filename, 'r') as f:
            data = f.readlines()

        self.n_atoms = int(data[0].split()[0])

        self.atom_list = [line.split()[0] for line in data[2:]]

        coordinates = []

        for i, line in enumerate(data[2:]):
            coordinates.append([float(value) for value in line.split()[1:4]])

        self.coordinates = np.array(coordinates)
        self.bonds = set()

    def add_bonds(self, atom_types, cutoff):
        for i in range(self.n_atoms - 1):
            position_1 = self.coordinates[i]
            element_1 = self.atom_list[i]

            if not element_1 in atom_types:
                continue

            for j in range(i + 1, self.n_atoms):
                position_2 = self.coordinates[j]
                element_2 = self.atom_list[j]

                if not element_2 in atom_types:
                    continue

                dist = distance(position_1, position_2)
                if dist <= cutoff:
                    self.bonds.add((i, j))

    def draw_bonds(self):
        for atom_1, atom_2 in self.bonds:
            pos_1 = self.coordinates[atom_1]
            pos_2 = self.coordinates[atom_2]

            difference = pos_2 - pos_1
            center = (pos_2 + pos_1) / 2.0
            magnitude = distance(pos_1, pos_2)

            bond_direction = normalize(difference)
            vertical = np.array((0.0, 0.0, 1.0))
            rotation_axis = np.cross(bond_direction, vertical)
            angle = -np.arccos(np.dot(bond_direction, vertical))

            bpy.ops.mesh.primitive_cylinder_add(radius=0.1,
                                                depth=magnitude,
                                                location=center)
            bpy.context.active_object.data.materials.append(bpy.data.materials['bond'])
            bpy.ops.object.shade_smooth()
            bpy.ops.transform.rotate(value=angle, axis=rotation_axis)

    def draw_atoms(self):
        for element, position in zip(self.atom_list, self.coordinates):
            bpy.ops.mesh.primitive_uv_sphere_add(size=sizes[element], location=position)
            bpy.context.active_object.data.materials.append(bpy.data.materials[element])
            bpy.ops.object.shade_smooth()

    def draw_structure(self):
        self.draw_atoms()
        self.draw_bonds()

frames = glob.glob('Mode_*.xyz')

for frame in frames:
    frame = frame.split("_")
    frame[5] = frame[5].replace('.xyz', '')

frames = sorted(frames, key=lambda frame: frame[5])
for i,frame in enumerate(frames):
    print(frame)
    struct = Structure(frame)
    struct.add_bonds(('O', 'H'), 1.5)
    struct.draw_structure()
    bpy.context.scene.frame_set(i)


texts:
In the VSE, there's color balance, curves, hue correction, mask and Brightness/contrast as strip modifiers.
But saturation is a normal value of the strip. This makes it impossible to apply saturation via masks.
Is there a plugin that fixes that or a way to add saturation as a modifier or a apply a mask to it some other way?
Kind of annoying. it's not preventing me from achieving anything great or important, but I'm sure it's more pressing to someone!


texts:
This is what I see when I'm in blender in the camera view:

but when I render the animation it comes out like this, I don't understand why


texts: Curve/soften edge of mesh with many faces?

texts: How can I soften/curve the edge of this model? It currently has what is pretty close to a 90 degree angle but using the bevel and smooth tools have had little to no effect. I don't need it to be extremely smooth, even a 45 degree angle would work for me. Is it possible to do this without moving the edge by hand? Thanks for any help.


texts:
I'm unable to add Tracks For Location or Tracks For Rotation / Scale in v2.79. The + button is greyed out. Why would that be?

I opened my video file in the Movie Clip Editor, added a few markers, tracked them, ticked Display Stabilization and 2D Stabilization and Autoscale.

It was suggested in the comments that I should click first "solve". None of the video tutorials that I saw on YouTube indicated that I should so that, though. I ticked "Tripod" under "Solve" and then clicked "Solve Object Motion". It made no difference.


texts: I have the following problem. at the beginning, i duplicated the "wheelbox" via duplicate link. first all was ok. but now i am coming to the point where i want to work on the inner/outer part of the object. but unfortunately, i cannot select Inner / outer wall. when i select (like u see here in the image) the outside wall of the right box it select also the inner wall of the left box. how can i separate this link?


texts:
I'm fairly new to 3d modelling and I've been working on my UV unwrapping lately, I've had problems with this object for a few days and was wondering if one of the pros / semi pros can help me out...
The object is a simple window frame.

The issue is with the inside part of the frame has warped UVs as you can tell from the photo below. Where else do I need to mark a seam to fix this?


texts: Model's "spine bone" doesn't deform correctly

texts:
First off, this is kinda how I want the selected spine bone to rotate the mesh…

But after weight painting over and over again, adding more faces, and moving bones around, it always turns out something like this, the faces sorta cave in on themselves in a weird way.

I feel like i’m missing something.


texts:
Is there a way in python to catch boolean modifier errors?
There is a yellow flag in modifier and "CSG Failed..." error in console, but if i put my code to create boolean modifier in a try-catch statement, no error is thrown...
Can someone help me?

Thanks


texts:
Trying to create a GreasePencil addon I already fail at the first task. It seems the GreasePencil doesn't inherit the copy() function from ID.
Where and how could I add this (as this is pretty crucial for what I try to do)?


texts: Can't change the size of particles in particle physics settings

texts: I was trying to increase size of particles in a particle system by adjusting the size property in physics settings as seen in the tutorial I was watching.But that setting is not available to me.Could any one tell where I went wrong ? and how to solve it ? Thanks in advance ( Blender v2.79 )


texts: Why doesnt the .avi file not play rendered animation but blender does?

texts: So I just finished rendering a slow motion animation using the video sequence editor and at 500 samples. It took quite some time.. anyways... I went to the video file it exported and it shows 10 seconds but doesn’t play (it goes straight to the end). Blender however can play the rendered animation. Why would that be? Also is there someway I can re-export the animation after it has finished?


texts: How can you make it automatically invisible to render if its already invisible in viewport?

texts: The objects i make invisible in viewport i want them to automatically be invisible to render. Is there any cool way to have this option ?


texts: Ist there any easy way to link smoke simulations?

texts:
I am making an animation that will be reusing a lot of attacks i will make with the smoke simulator. Is there a way to make it (the Smoke simulated attack) in its own file then use it multiple times in other projects?

When I group the Domain and emitter and link it, I don't always get the whole animation, Also i can't seem to move it.
I could just render it then alph overlay it, but i want the 3d Volume of the the smoke in some situations.


texts:
I'm using Blender 2.80 with an add-on (not developed by me). This add-on add some new functionalities and allow the user to export the scene with a custom extension (to do this it add a new option in File --> Export).

Now I'm developing a new python script able to open a new blender scene, make some actions and then save it using that custom extension but I don't know how to call a custom export option.

Briefly this is what I've done till now:

import os
import bpy

bpy.ops.wm.open_mainfile(filepath="path//to//file.blend")

# some actions...

# not what I want since this export the scene as obj file...
bpy.ops.export_scene.obj(filepath="path//to//target.obj")


texts: How do i disable the bezier function in 2.8?

texts: changing to 2.8 is a nightmare, everything's in a different spot now, where can i disable the Bezier function so my animations don't start slow, speed up, then slow down at the end?


texts: Newest blender 2.8: Object visible in render button missing

texts: In the latest version of blender 2.8 I can not find the button for an object that allows it to be shown in the rendered image. There is only one 'eye' icon left, which makes the object invisible/visible in the viewport.


texts: HDR sky not showing on preview or on render

texts:
I'm trying to add a HDR sky and it's not showing when I preview render, or in the final render.
I did everything I could, like press number 5 and check transparent. Can someone help me?


texts: How to make procedural wood material with knots?

texts:
Recently I saw new cycles wood shader from CG Cookie, that looks very impressive and I was wondering if it is possible somehow to mix few wave textures to achieve natural looking knots on the wood.
Here are some examples:

My first Attempt:


texts:
I have changed a texture scale directly in the object material (with a mapping node). But now, the texture preview in the uv editor doesn't match the material texture mapping, because it is constrained by the 0-1 uv square. Is it possible to scale the uv editor texture preview without this constraint?

Ty


texts:
i want to make a animation play one time and don't play again.
How i do that?

I'm using logic bricks.


texts: UV Maps not preserved after Boolean Modifier

texts:
I have multiple objects I need to boolean together, but when I apply the modifier, the UV maps get messed up in a very odd manner. It is actually visible before the modifier is applied.

Two Objects:

Before Application:

UV Map afterwards:

I can't for the life of me figure out what the problem is. I checked the face normals, made sure the meshes were manifold and applied all materials to the objects in multiple configurations.


texts:
I want to remove noise from audio in blender vse. I am new to blender and I want to use it for video editing.
Can anyone please suggest some way to reduce noise from sound in vse


texts: How to Subdivide into equal squares on a "Triangular" face

texts: I'm making this model and I want to subdivide one of my faces into equal squares on a triangular shape. When I try to subdivide it, it gets subdivided according to how many faces there are (in this case, triangles). Does anyone know how I could go about this? Photo for what I mean:


texts:
In the below image the three highlighted borders, except for the vertical one on the right were creating using Shift + D:

The component "Cube" was the initial mold for the highrise; Cube.001 was added in separately and scaled
into the vertical left frame. The top and bottom frames are copies of it that were rotated and scaled to fit the top and bottom borders. Why aren't they each a separate component (e.g. Cube.002, Cube.003)? Shift + D is suppose to make an actual separate copy. In edit mode, they are three separate objects:

In this video

https://youtu.be/emT-CL957HE?list=RDCMUCOKHwx1VCdgnxwbjyb9Iu1g&t=646

it's its own separate object; when I click the vertical cube, all frames (top and bottom are selected).


texts: How can I use hooks for cloth simulation?

texts:
I have attempted to hook the corners of a square piece of cloth at the 4 corners so that they can be moved. Below, the images show the vertex groups. "v1" to "v4" corresponds to each of the corners (proportionally weight painted) which are hooked to 4 empties. "pin" corresponds to the 4 corner vertices alone which are pinned as a group. When sim is played, the 4 corner vertices deform disproportionately as in figure. What am I doing wrong? Also if I attempt to move one of the hooks while actually running the sim, then when the next loop plays the sim repeats itself irrespective of any hook motion.
1 ]2


texts: How can I turn all the normals of this bezier to face outwards from the sphere?

texts:
I’m currently combining this tutorial with this answer in an attempt to make a sphere of roads extruded along a bezier. The following is my current effort (file link below):

Unfortunately, I can't seem to get the roads to all face outwards - the beziers are being bent somewhat randomly. I've been pointed in the direction of this control, but unfortunately I'd need to apply all my modifiers and then change the direction of the bezier control points independently - which obviously slows iteration to a crawl.

Can anybody suggest how I could get all the bezier control normals to face outwards?


texts:
Something i have write in a addon script influences the behaviour of another addon. I dont know why, but i am presuming this is due to the context.
The other addon behaviour is changing even if i do not execute my addon (but just if the addon is installed).
How to avoid that ? Is there a way to define my own context class ?
Edit 1:
The other addon is Avastar (for Second Life). My addon is here http://www.pasteall.org/blend/42081 (link no longer exists)
The "bad behaviour" is that using fitted bones sliders in Avastar does not work correctly (mesh is curiously shifted to the right). This does not happen if my addon is not registered (and with the same mesh).
Edit 2: more generally, how to create a context which can be based on another class than those provided in bpy.types ?


texts:
I have created a plane and I need to set the Physics Type of the object to NAVIGATION_MESH. I cant figure out, how I should do that. Below is the python script for generating this mesh and setting physics type but unfortunately its not working.

import bpy, mathutils

def create_custom_mesh(objname):
  # Define arrays for holding data
  myvertex = []
  myfaces = []
  zcord = 11.83068 # Constant Z Coordinate

  # vertex 0
  mypoint = [(-4.64863, -4.80997, zcord)]
  myvertex.extend(mypoint)
  # vertex 1
  mypoint = [(-4.02263, -4.80997, zcord)]
  myvertex.extend(mypoint)
  # vertex 2
  mypoint = [(-4.64863, -4.18397, zcord)]
  myvertex.extend(mypoint)
  # vertex 3
  mypoint = [(-4.02263, -4.18397, zcord)]
  myvertex.extend(mypoint)

  myface = [(0, 1, 3, 2)]
  myfaces.extend(myface)
  # Create mesh data
  mymesh = bpy.data.meshes.new(objname)
  # Create object
  myobject = bpy.data.objects.new(objname, mymesh)

  # Link object to scene
  bpy.context.scene.objects.link(myobject)
  # Generate mesh data
  mymesh.from_pydata(myvertex, [], myfaces)
  # Calculate the edges
  mymesh.update(calc_edges=True)
  return myobject

create_custom_mesh("route_plane")
bpy.data.objects['route_plane'].select = True
bpy.data.objects['route_plane'].game.physics_type == 'NAVIGATION_MESH'
print("---------------------------------------------")

What am I making wrong here, cause the object 'route_plane' gets created and being placed at the correct location in the scene but physics type is never set. I need to set the "Navigation Mesh" physics type on an existing object, like 'route_plane' (as in the above code). I can not generate the navigation mesh via the relevant button in the scene properties using GUI.

Please help me, thanks in advance !


texts:
So, I'm trying to figure out how to rig a model for animation, and I've come across a problem.
Right now, I'm working on the leg bones, and I want both of the legs to be part of the bottom torso, the top torso to be connected to the bottom, and the head and arms to be connected to the top torso. However, I keep finding that when I add "Automatic Weights", it only allows one of the legs to be fused to the bottom torso. The other just stays disconnected.
Does anybody know how to fix this, and how I can prevent this for future models?


texts: Texture shows in render but not in 3d view

texts:
What are reasons my UV map doesn't show up in 3D view?

3D view in object and edit mode only shows a wireframe.

However when I render, I can see the UV map applied.


texts: Newbie question about extrusion of hemispheres

texts:
I am trying to extrude a small section of a hemisphere into a flat surface (like the depressions in a Mancala board....or the death star main gun).  Correspondingly, I want to extrude a matching section outward in different flat surface to fit into that depression.

I have been scouring the web for tutorials, but not much has come up with adequate explanation for someone just beginning.  What is the correct/best way to do this?  I have seen some people make small extrusions, then scaling, then extruding, and scaling again (Repeatedly), but this seems a little....like a hack rather than a proper method to do what I'm looking to do.

Any help would be appreciated!


texts:
The "rendered" viewport in the editor shows my model just fine.

But once I actually render it it doesnt render the materials with it, instead everything has a gray texture.
It doesnt render any lighting either.

I am using the cycles renderer.

Here are the nodes:


texts: Blender 2.8 eevee - Is there a limit for image nodes quantity in a material?

texts:
I'm making a customizable character with switchable skin via driver.
It is organized by 9 types of skin and each type with 3 make-up as you can see in the 1st image. A total of 27 images. So the driver property Skin range is 1-9 (bigger group) and MakeUp 1-3 (smaller groups).
The problem is it isn't working. If a mute any 3 images, given me 24 images, it works. If I un-mute one of them going back to 25 images enabled, the shader became the magenta error.

So the question is:

Is there a limit for number of images in a material?
Is there a better way for me to do this? like a Toggle node or something like that. I guess a script node would be the way to go, but I have no idea how to do it.

Cheers.


texts: Is there a keyboard shortcut I can use to set the edge bevel weight?


texts: Bad Quality whilst exporting an animation

texts: I am dealing with a problem when exporting the animation I've tried to create on my own. I don't think I messed up something during the animation process, so it has to be something with the output settings. Just like with the donut tutorial (which I exported with the same settings and without any quality loss), I rendered all frames into a separate folder. Only then put them into Video Editing as "Image/Sequencer", chose all output settings, and clicked "Render Animation", as I should. In the Render environment, I see it played in high-quality, just as it should. But then, when I open the video in Windows Player, it seems like it stretches the video to default 1920x1080, whilst it's set to 500 x 500 in the output settings (same whilst animating). I checked all the output settings, but haven't found an issue regardless. I have attached some screenshots to give a clearer view of what I am talking about.


texts: Applying materials on mesh models present in different blend files using python script

texts:
I am using python script to read the mesh data present in one .blend file and apply materials to it which is present in another .blend file. The output is exported as a .png.

I have written the below script to achieve this.

If I skip applying material to the mesh object, the mesh object is rendered as is in the .png. However, if I apply material to the mesh object, I am getting an empty .png file. Nothing gets rendered.
Expected: The materials should get applied to the mesh model and get rendered.

Not sure what I am missing. Tried quite a few ways, no luck. Appreciate it, if you could let me know where I am going wrong.

import bpy
FILE_PATH = "/home/vandy/startUpProjects/tailorMade/pythonScripts/"

def render_different_materials_on_mesh_object():
    filepath = FILE_PATH + "remote.blend"
    mesh_ob = get_mesh_object(filepath)
    material_name = append_material()
    apply_material_to_mesh_object(material_name, mesh_ob)
    render_as_png()

def get_mesh_object(filepath):
    bpy.ops.wm.open_mainfile(filepath=filepath)
    scene = bpy.context.scene
    for ob in scene.objects:
        if ob.type == 'MESH':
            bpy.context.scene.objects.active = ob
            break
    return bpy.context.object

def append_material():
    filename = "mainMaterial"
    section = "\\Action\\"
    directory = FILE_PATH
    filepath = FILE_PATH + "material1.blend/Material/mainMaterial"
    bpy.ops.wm.append(
    filepath="//material1.blend\\Material\\",
    directory=FILE_PATH + "material1.blend\\Material\\",
    filename=filename,
    link = False)
    return filename

def apply_material_to_mesh_object(material_name, mesh_ob):
    # Get material
    mat = bpy.data.materials.get(material_name)
    if mat is None:
        # create material
        mat = bpy.data.materials.new(name="Material")
    # Assign it to object
    if mesh_ob.data.materials:
        # assign to 1st material slot
        mesh_ob.data.materials[0] = mat
    else:
        # no slots
        mesh_ob.data.materials.append(mat)

def render_as_png():
    bpy.data.scenes['Scene'].render.filepath = FILE_PATH + 'test.png'
    bpy.ops.render.render(write_still=True)

render_different_materials_on_mesh_object()


texts: unsure why my particles are still going through the wall

texts:
as you can see the particles are completely ignoring the wall to the left and they all go straight through

the floor also is a collision object but it has no problems as the particles hit the floor and slide across. i checked the normal directions of the wall, tried baking the rigid body cache, gave them the same settings, changed the shape of the rigid body but to no avail. keep in mind the particles has the size deflect checked as it still works for the floor. i dont understand what is causing this.


texts: Can't mirror weight paint even with X mirror

texts:
I know there is an X mirror option, and I found it. But it doesn't work. My vertex groups have .L and .R at the end.
But X mirror seems to be switching of or doesn't work.

Does anyone have an idea on how to solve it?


texts: Add a vertex to the end of a Bezier curve

texts:
Can I add new a BezierSplinePoint to the start and end of a given curve in python. I'm thinking something like this:
curve = bpy.context.active_object # Some given curve with a disired shape

bpy.ops.object.editmode_toggle()
bpy.ops.curve.subdivide(number_cuts = N) # It now has +N point which DOESN'T alter the original shape. I need this.

### The rest is only pseudo-code
start_point = BezierSplinePoint(start_coordinates?) # I don't know how to create custom points
end_point   = BezierSplinePoint(start_coordinates?) # I don't know how to create custom points

curve.data.splines[0].bezier_points.add_point_at_index(start_point, index=0) # How to add thise point to the collection
curve.data.splines[0].bezier_points.add_point_at_index(end_point, index=N+1) # How to add thise point to the collection

EDIT: This post Poly / Bezier curve from a list of coordinates does pretty much what I want, but it starts the curve from scratch, where as I have most of the points already
EDIT2: This is driving me crazy! I figured that I could add points like so:
# curve is the object I try to manipulate
bp = curve.data.splines[0].bezier_points
bp.add(2)

and then loop over all the points and move their index up by one, and then set the two outer verteces with:
curve.data.splines[0].bezier_points[0].co           = (1,2,3)
curve.data.splines[0].bezier_points[0].handle_right = (4,5,6)
curve.data.splines[0].bezier_points[0].handle_left  = (7,8,9)

This is quite frustrating considering that python usually is very generous with regards to array and list manipulation. But I can't get this to work either! Aren't the points ordered in the collection like they are connected along the curve?


texts: Why does my cloth simulation mesh glitch after editing its geometry?

texts:
Okay this is really frustrating because it doesn't make any sense. I'm animating a cloak for my character. I run a simulation and it animates fairly well. I dissolve one line of geometry running right down the middle of it and replay it. It looks a little better.
I make a few more changes and decide to go back and add that geometry again. I just loop cut right down the middle. I play it again and it starts stretching all over the view port and glitching  and clipping and tanks my fps really bad. This isn't the first time this has happened either, is this common for blender?
Another similar thing happened where I moved a couple of vertices on the collision mesh of the character wearing it. I only tweaked the position of 4 or 5 vertices from very tiny areas and the cloth modifier just forgot how to work. Again. What causes this?


texts: How do I share a Blender2.77 layout with other Blender2.77 users? I have saved it on my computer but have not saved it with other Blender user computers.


texts:
I have a particle system in 2.8 that emits metaballs, and Ive added Collision to the object I want to collide with. Settings on the collision have friction at 1.

Ive followed tutorials, however my metaballs pass right thru the collision object -

Can metaballs not collide? Whats wrong here?


texts: Unknown option removing background In render

texts:
Background material just showing as blank (Plane background with image texture on it) If I put a working material onto it, it still shows as blank, Its all checked in the top right, cant see what I've done, was trying to get a toon shader on and changed something following a tutorial.

When I render the vehicle looks exactly as I want it but I cant for the life of me get a new plane to show an image (UVMAP used and tried Coordinates)


texts: How to upgrade numpy in Blender from command line?

texts:
I am trying to upgrade the numpy (1.11.2 to 1.17.4) in my Blender 2.79, because I have an addon script that requires higher than numpy >= 1.13). I know that Blender 2.8 has a more recent version of numpy, but the custom script has not been developed for Blender 2.8 yet.

So, I have to upgrade the numpy that is in

/Applications/Blender/blender.app/Contents/Resources/2.79/python/lib/python3.5/site-packages/ (where it is located on a fresh install).

One line of code I tried was:

pip install--install-option="--prefix$/Applications/Blender/belnder.app/Contents/Resources/2.79/python/lib/python3.5" numpy --upgrade

but then I get the error:

ERROR: Cannot uninstall 'numpy'. It is a distutils installed project and thus we cannot accurately determine which files belong to it which would lead to only a partial uninstall.

How can I successfully upgrade the numpy package within Blender's python?

Alternatively,

When I amend the path in sys.path to the python I normally use (sys.path only contains '/usr/local/lib/python3.7/' and '/usr/local/lib/python3.7/site-packages/'), which contains a higher version of numpy than that included in blender, and I try to import numpy, I then get the following error:

Traceback (most recent call last):
  File "/usr/local/lib/python3.7/site-packages/numpy/core/__init__.py", line 17, in <module>
    from . import multiarray
  File "/usr/local/lib/python3.7/site-packages/numpy/core/multiarray.py", line 14, in <module>
    from . import overrides
  File "/usr/local/lib/python3.7/site-packages/numpy/core/overrides.py", line 7, in <module>
    from numpy.core._multiarray_umath import (
ImportError: No module named 'numpy.core._multiarray_umath'

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/usr/local/lib/python3.7/site-packages/numpy/__init__.py", line 142, in <module>
    from . import core
  File "/usr/local/lib/python3.7/site-packages/numpy/core/__init__.py", line 47, in <module>
    raise ImportError(msg)
ImportError:

IMPORTANT: PLEASE READ THIS FOR ADVICE ON HOW TO SOLVE THIS ISSUE!

Importing the numpy c-extensions failed.
- Try uninstalling and reinstalling numpy.
- If you have already done that, then:
  1. Check that you expected to use Python3.5 from "/Applications/Blender/blender.app/Contents/MacOS/blender",
     and that you have no directories in your PATH or PYTHONPATH that can
     interfere with the Python and numpy version "1.17.4" you're trying to use.
  2. If (1) looks fine, you can open a new issue at
     https://github.com/numpy/numpy/issues.  Please include details on:
     - how you installed Python
     - how you installed numpy
     - your operating system
     - whether or not you have multiple versions of Python installed
     - if you built from source, your compiler versions and ideally a build log

- If you're working with a numpy git repository, try `git clean -xdf`
  (removes all files not under version control) and rebuild numpy.

Note: this error has many possible causes, so please don't comment on
an existing issue about this - open a new one instead.

Original error was: No module named 'numpy.core._multiarray_umath'


texts: Lighting isn't consistent on a flat surface on mesh

texts:
As the title says, when I am trying to render an object, in a border of two faces, lighting gets completely different and it gets a lot brighter. I think a picture explains it better so I just put it here and give more details based on that picture.

As you can see on the bottom left viewport, there is a noticeable seam on the object and the brightness changes on different sides of the seam, while it shouldn't
Other information I can give:

There is actually a UV seam there, because the wood on the top has a different orientation than sides and I had to rotate UVs for that.
There is only one unique material for the object, so the material doesn't change on faces
I plugged the texture into a Hue/Saturation node to make some adjustments, but then directly plugged it onto the base color input on Principled Shader node.
The texture I've used is visible at the bottom right section. And as you see, there's no brightness variation on the texture. I've even tried putting the UVs on top of each other so they get the same texture but it didn't help the brightness
The surface of the object is completely flat
I am using an hdri for lighting, which is just a sky with a single source of light
The normals are facing the right direction

Here's the link to the .blend file:

https://drive.google.com/file/d/1Erlzgh5aJCaZJdDroysTKxtML7Z1PGjY/view?usp=sharing

And here's the hdri used for lighting:

https://hdrihaven.com/hdri/?c=high%20contrast&h=rooitou_park

Textures are licensed and I can't share them, but the problem still exists without the textures.

I tried to cover everything I saw necessary, but if I missed a piece of information, please tell me. Thank you for your help.


texts: Why does Quaternion.rotation_difference() always return 12.666471 for x-rotation?

texts:
I tried to calculate the angle between two vectors.

First 3 Quaternion rotations (qx,qy,qz) are defined and multiplied to q. A vector v (1,0,0) is rotated by q.

From the vectors q and qrot I want to recreate the original roation qcalc but the x-value of qcalc is always 0.

from math import cos,sin,radians,degrees,sqrt
from mathutils import Quaternion,Vector

def eprint(e):
    print("euler X=%f Y=%f Z=%f" % (degrees( e.x ),degrees( e.y ),degrees( e.z )))

qx =  Quaternion((1.0, 0.0, 0.0), radians( 15.0 )) # <--- has no influence to the result
qy =  Quaternion((0.0, 1.0, 0.0), radians( 30.0 ))
qz =  Quaternion((0.0, 0.0, 1.0), radians( 45.0 ))
q = qz * qy *qx
#q = qx * qy *qz
print("-"*40)
eprint(q.to_euler('XYZ'))
print(str(q))

v = Vector(( 1.0 , 0.0 , 0.0 ))
print("v=" + str(v))
vrot =  q * v
print("vrot=" + str(vrot))
qcalc = v.rotation_difference( vrot )
eprint( qcalc.to_euler( 'XYZ' ))
print(str(qcalc))

prints

----------------------------------------
euler X=14.999997 Y=30.000008 Z=45.000005
<Quaternion (w=0.8977, x=0.0183, y=0.2853, z=0.3353)>
v=<Vector (1.0000, 0.0000, 0.0000)>
vrot=<Vector (0.6124, 0.6124, -0.5000)>
euler X=12.666476 Y=30.000008 Z=45.000008
<Quaternion (w=0.8979, x=-0.0000, y=0.2784, z=0.3410)>

It doesn't matter which value for x-rotation is used for qx the result is always X=12.666471 why is that?
The Quaternion should be WXYZ: .898, .018, .285, .335

I verified the rotation order in the console with enabled mathvis addon:

# show quaternion rotation order
qx =  Quaternion((1.0, 0.0, 0.0), radians( 15.0 ))
qy =  Quaternion((0.0, 1.0, 0.0), radians( 30.0 ))
qz =  Quaternion((0.0, 0.0, 1.0), radians( 45.0 ))
q = qz * qy *qx
qx = qy = qz = None
o = Vector((0,0,0))
right = Vector((1,0,0))
r2 = q * right
r3 = [o,r2]

Another implementation I've adapted from ogre has the same issue (x-rot in quaternion is 0)

# https://bitbucket.org/sinbad/ogre/src/9db75e3ba05c/OgreMain/include/OgreVector3.h?fileviewer=file-view-default#cl-651
def rotation_between2( u,  v):
    cross = u.cross(v)
    cross.normalize()
    ul2 = u.length * u.length
    vl2 = v.length * v.length
    d = u.dot(v)
    l = d / sqrt(ul2 * vl2)
    w = acos(l)
    q = Quaternion( cross , w )
    q.normalize()
    return q


texts:
I'm still very new to blender so sorry if this is a basic question, I'm trying to make like a 2 sided wedge, I'm not sure if that's what it's actually called though. I thought maybe I could do this with a cube and use a subdivision surface and then drag the edges down to make it slanted. To clarify what shape I mean, I will attempt to make one below

    _________________
   /                / \
  /                /   \
 /                /     \
/                /       \

Sorry about this very poor drawing/explanation, any help on this would be appreciated


texts: This may be a little odd, but everytime I'm on blender, and try to model, I move around the scene, like doing shift f to move, blender does something that it thinks I'm pressing the shift key, or something similar or related like. Quick thing that blender does is everytime I select a individual object, but a select a different object, it selects both of them and I didn't press the shift key. Hopefully I could get some sort of help


texts: How can I get the names of the vertex groups these vertices are in?

texts: In my mesh I have few vertices which are in more then 4 vertex groups. I know the indices of those vertices, is there a way to get names of those vertex groups? Many tnx


texts: Some particles go straight through collision objects

texts:
As the title says, some particles don't seem to be effected by an object with collision enabled on it at all.

I found a couple threads on this, but they were all really old, and the things suggested in them, like enabling "size deflect" in the physics tab of the particle system, doesn't work for me, as I don't want my particles colliding with themselves.

Thanks for any help!


texts:
So I've been using Blender for a solid 20 minutes, I have no prior 3d modeling experience other than one time like 4 years ago i made a cringe worthy knife cause why not. Anyway I have a sword I'm making just for fun to learn blender and right now its like a giant pointy stick

now all i know currently is extruding, scale, and somewhat mirroring. Now my question is how would I flatten this to make it more... sword like without having to do some edward elric human transmutation ending up with some Atrocity.

   But yes. I know I'm most likely using the wrong tool, and that's why I'm here ^-^. pls help me not make an alchemy Atrocity.


texts: How to apply multiple modifiers as one shape key?

texts:
I'd like to know if there is a direct, or at least more efficient way (see 2. below) to go from "mesh with multiple modifiers" to "one shape key".

I was offered the solution to merge shape keys (from multiple modifiers) which I tried and it works. It's just too many steps in my opinion. My current solution works slightly better, but not much.

Detailed description:
I have two meshes: human base mesh and clothing.
My clothing mesh has two shrinkwrap modifiers.
One regular which fits the clothing tightly to the selected shape key on my base mesh and one with "VertexWeightProximity" applied to bring back all the wrinkles the clothing has.
Works perfectly, but saving "what I see" (all modifier results) into one shape key seems impossible to do in a fast and easy way.

When you apply a second/third... modifier as shape key it ignores what the first modifier(s) did, so you'd have to apply all of them. But I need a non destructive solution.
"Display in edit mode" and "Adjust edit cage" do not help.

My most efficient solution so far:
Make copies of my clothing mesh for every shape key I want to have,
Activate the desired shape key on my base mesh,
apply all modifiers on the clothing mesh copy and apply the last one as shape key,
transfer this shape key back to the original clothing mesh,
delete the copy, repeat.


texts: Poly Build mesh every CAD software wants to fill

texts:
I used Poly Build to create a mesh based on a 3D scan. I want to 3D print it at a 3mm thickness before smoothing it out to see how it feels irl and where to go from here.

The mesh has holes it seems bc every software I import it to wants to fix it and this is the general end result:
before:

after:

What am I missing, any suggestions?
Have a great day,
Magda


texts: Why does combined bake look different from render?

texts:
I have a huge static scene, and I'm trying to bake a lot of the lighting so that the simple stuff will render faster (for an animation). ...and I'm getting some results that I don't expect.

The ground is baked using "combined" and it looks GREAT. It's entirely indistinguishable from a straight render. The only way I can tell the difference is a black border under the buildings, if the texture resolution is too low, but the point is it looks exactly the same whether I render with or without using the baked texture, but using the bake takes half as long to render. That's exactly what you want from baked lighting.

The problem comes in with the buildings. As you can see, the render WITHOUT the baked texture:

...looks very different from the render WITH the baked texture on one of the buildings:

The one building that I baked in this case looks darker than the unbaked one. I've done this with several buildings, from several different viewpoints, and using a variety of settings, but the results are always something like this.

Here is my material setup:

And just in case it matters, here's the image and UVs for that one building:

All the others are almost identical, but with their own images and materials. Any idea why the ground would look exactly the same baked and not, but the buildings look so different?


texts: Blender 2.82, two GPU but only one render in Cycle

texts:
I'm not sure is this should be like that but, I have two GTX 970 graphic cards...and when I try to render something in cycles, I've notice that only one GPU works about 30-40 % and second one stays on 0%.

I'm little bit confused because I see two tiles in render window....

See screenshots below....

Any idea how to use full potential I have in my PC?

Thanks!


texts:
Hello blender community!

I am trying to create a simple sky sphere (not a sky dome!) in blender, so that I can apply a material onto it later on in Unreal Engine 4. The export format is fbx, which works just fine with all the other models our team is using for the project.

My initial thought was to simply invert the normals of a sphere, unwrap it (seams marked orange) and export. However, no matter what material I apply to the sphere, as soon as I go inside the material creates weird distortions and horrible borders (refer to the red circles). I firmly belive that this is a problem with my bad unwrapping technique.

Can you tell me how to correctly unwrap the sphere?

Thanks in advance :-)


texts: Weird default hair particles growth direction

texts:
I'm trying to create my first model in blender and I've decided to start with a relatively simple low-poly spider model. When I started to make fur on its legs and added hair particles, I noticed that some strands are facing wrong direction, even inside of the mesh sometimes:

The only solution I've managed to find online was to flip normals, but my normals are all right:

The object has the rotation and scale applied. I doubt that manually combing the wrong growing fur is an option. My problem seems to be of one nature with this one. I wonder what causes this issue and would appreciate any suggestions on how to fix or avoid it.
Here's the .blend file with the leg from the screenshot


texts: Why is there so much more hair in render than viewport?

texts:
Ok Ive checked relevant settings and made sure under "display" in my hair particle settings, it is 100%. I dont know why, in latest 2.8, there is so much more hair in render vs viewport - for example the hair looks normal in viewport, then in (cycles) render I get -

Here are other settings:

Is it to do with hair dynamics? even with that off, I still get this increase in hair.


texts: Can't remove unnecessary Geometry in Object

texts:
I want to make a 3D printed Marshall logo for my guitar amp, so i downloaded a Marshall font, extruded etc. and turned into a mesh.

When I had it in the shape I needed and edited the pins, I wanted to slice it, but the problem is that the overlapping lettes produce internal geometry that confuses the slicer.

Im new to blender, but I tried many ways to remove the geometry (booleans, intersect etc) but no tool works like it should.

I need something to create an edge at the intersecting faces to remove them. I even installed an addon for this, but nothing works.

I also think the whole geometry is mucked up, because the faces are ignoring the edges and go over them at some parts. I just dont know why its so mucked up. Is it because of the conversion from Text to Mesh?

Here's an example of the Overlapping

If it's too messed up, it would also be great to get a way to redo it properly. I started my first try with a vector graphic of the logo, but i couldnt get the conic shape of the text. With the font i just change the depth in the font settings and cut of the rest of the extruded material...

ah and here is what my slicer does with my Model:


texts: How to inset a curve into section of circle?

texts:
I apologise if this is a duplicate, I have no idea what to google.

Here is my circle section:

I have used an array around a rotated empty axis to retain symmetry.
How would I inset a curve into this section, so a circle is inset into the whole object? Here is an example image because I am bad at explaining things:


texts: Track to bone constraints lag behind animation/don't update correctly

texts:
I am trying to make an animation for a friend that involves a robots arms that move together and a third arm attached rotates with the arm on hinges:

The second arm copies the rotation of the first and the third is parented to the first. There is an empty parented to the second, and the third arm always points to the empty.

When rotating the arms or moving the armature at all the constraints lag behind and don't fix until updated.

This wouldn't be a problem if the issue were exclusive to the viewport, but when rendered, it fails to update the armature per frame and still lags behind.

Does anybody know a fix/solution to this issue, the project deadline is in a few days and I'd be very appreciative of any help.


texts: Is there a font / addon for text with decent topology?

texts: I've been using blender for a little over a year now, mainly as a tool to experiment with text distortion, animation, etc. It's obviously a great program for many things but the built in text-to-mesh conversion almost always results in sloppy topology. For a while now I've been considering creating a library of 'fixed' letters. Although this isn't a bad option, I'd like to see what else has been done in this field before I jump in. I'm open to checking out any solution or workflow to help speed up this process.


texts: Issues importing grouped objects with materials and textures

texts:
I'm new to blender and still trying some simple things.

I have a scene and importing various models I download from blendswap.com.

The problem I have is: no matter what import option I use, be it append Shift + F1, or simple copy-paste, objects are copied without materials and textures.

What I usually do, since models I import consist of many objects, is group them, and then import, so I can easily manipulate them.

Here is one example:

Download and open the model
Select all objects in one of three chairs in the scene
Copy Ctrl + C
Open my blender file
Paste Ctrl + V
Create a group
...

But the problem is that just the models import, I see no colors or materials when I render the scene.

I also tried File > External Data > Find missing, as well as googled around, however I had no luck finding the solution to this problem.


texts:
Looking for a way to automate splitting up a large mesh into smaller, 10k tri parts.
Currently I am having to take mesh and separate it by loose parts and from there, copy and pasting parts into another blender until I reach 10k tri's. Is there any other way to do this quicker?
Thanks,
Cameron


texts: How to remove Mesh Data of a Blend File?

texts:
Hi recently I was working with big files in a Blend file now I decided to separate the Objects so well I was able to do that but now I just have one object. But I have a lot of mesh Data.

As you can see I only have one Object in the scene called "Banquita" but It seems that I have A lot of "Meshes Data" inside the Blend file that increases a lot the size.

I already check DataBlocks but there's not option for this, delete the Mesh Data.


texts: Physics Animation Sequence with Transparent Plane

texts: I would like to save my physics animation in a PNG sequence with the landing plane transparent.  I have an object that is landing on a plane.  This plane needs to be transparent in the PNG animation sequence.  I've seen posts with the "Film" tab, but I don't seem to have this in verion 2.79a.  How do I do this?  Thank you.


texts: How can I relocate the Transform tool in Sculpt mode (Blender2.81)?

texts:
I tried to relocate the position of this tool but the same time my mesh (its unmasked part exactly) was also transformed.

Well If i mask out the whole object I can manipulate the tool's position, but I think it is an uneffective workflow to mask out the whole mesh everytime I would try to relocate the tool.

Is there any way to relocate the Tranform tool in Sculpt mode without affecting the unmasked part of the mesh?


texts: How to use video preview as video output?

texts:
I currently have a problem with the video output file that Blender creates when rendering. Rendering the animation in a video file or in images files creates something different from the preview in the video sequence editor and from the temporarily rendered preview images. This leads to problems like that the rendered audio and scene are out-of-sync with the rendered video, whereas this looked fine in the preview.

How do I make sure the image/video preview is accurate to the final video output, or could I also use the preview as video output instead?

I have tried turning AV-Sync on and off, using speed controls for each imported clip, and even changing the framerate of the video output, but nothing seems to be really accurate to the preview.


texts: How to open an image editor window and display an image file in it?

texts: I'm looking to open a new image editor window and display a new image from a file in it -- all via python script. What is the best way to do this? Searched but only found how to load and display an image, but not how to do it in a separate window. Thanks.


texts: I am aware of how to make an object glow, however, I am unable to figure out how I make the red part of this sword glow red.


texts:
When rotating an object, how do I snap one of its local axes to the 3D cursor? In other words, how do I make that axis point directly to the 3D cursor?

A practical example: I want to make the center line of a cylinder point exactly to the 3D cursor.


texts: Different objects, same material, animating alpha independently

texts:
In eevee, I would like a number of text labels to fade in and out of the scene at different times during the animation.
I know that after setting the material's blend mode to "Alpha Blend", I can keyframe the alpha level in the "principled" BSDF shader, but unless I am missing something, each object would need its own material for this solution to work.
Is there a clever way to have all objects share the same material while still being able to fade them in and out at arbitrary, independent time points?


texts: How do I rotate face normals verticies (not flip!)

texts:
I'm trying to figure out how to deal with an issue where some of the face normals are "upside down". They are not reversed, just upside down. I'm using 2.75 btw.

This is the same problem reported here:
https://www.blender.org/forum/viewtopic.php?t=25783

The problem is that some face normals have the X and Y axis off - either 180 degrees like in the right cube above, or 90 degrees. All the normals are facing outward. Ctrl+N doesn't solve/change anything. I've even deleted the face and rebuild it and it keeps the same upside down.

This affects me using some features like Align View to Active since almost every other face I'm working with in my model are reversed.


texts: Play animation frame by frame then pausing Python

texts:
I want to play animation as long as a specific condition is true, once the condition is false the animation will be paused and a specific function will run. The problem is that when I run the below code I find blender pausing (hanging) then jumping to frame 70 straight away (as the condition is always false, which is fine) instead of playing frame by frame. Any thoughts how I can run the animation normally frame by frame through python then pausing it when needed?

i = 0
while i < 70:
   if condition == True:
     #go to next frame
     scene.frame_set(scene.frame_current + 1)
   else:
     #pause animation and call my function
     myfunc()
   i += 1


texts:
I’m wrapping my head around one issue that seems pretty simple:
Cube with loop cut.

Picture: I want to rotate the top planes and keep their x/y coordinates.

I don’t want to do it with proportional editing for multiple reasons

I want to start out with a flat plane.

Additional: Is there a command to align edges/vertices between two endpoints?


texts: Cycles is texture stretching and not applying scale correctly

texts:
I've been wrestling with this for hours now, so I've finally succumbed to posting for help.
What I'm trying to do seems simple enough - I want to create a texture that I can use in various different geometries in my scene with a consistent scale, rotation, location etc.
I've searched all the avenues I can think of for similar posts, but nothing seems to solve my problem.
I'll illustrate it below.

So it was suggested on one post I read to use the mapping coordinates node, but I've played around with it in multiple different ways, and it doesn't seem to achieve what I'm after, and I believe it is actually a problem with the geometry, as I will illustrate below.

I created a few different cubes, and have applied smart-uv's, and applied scale, loc and rot to them in various intervals to show what I think the problem is.

As you can see from the images above, applying scale etc doesn't seem to effect the size of the texture EVEN after resetting and redoing the smart-uv's.

The following few images just show what the result of changing the mapping vector is (Edit: I couldn't attach all of them sadly, but I did try almost all the options available on blender). Again no success.
I've also tried changing the image texture from 'flat' to 'box' - again to no avail.

Any help would be massively appreciated. I'm hoping that I've just missed something obvious!

Many thanks in advance,

Chester

EDIT:
Here is how it looks with the texture coordinates and mapping node. All the objects that it is applied to have had their scales etc applied and all UV maps deleted.

I've created another scene, with a new material and the problem is the same. Very odd.


texts: weird yellow and red grains on my renders

texts: I am working on a scene in blender related to Minecraft but for some reason my render image have small yellow and red spots sprinkled which are barely noticeable , is their a way to fix it. it might be a problem with cycles as it works fine with eevee.


texts: Is there a way to find out what is in the latest build?

texts:
The release logs document the new features after a version has been released.

Is there a page which lists what of the announced features is already included in the latest build ?

I can't wait to test Multi-view (stereoscopic) render and display support.


texts:
When trying to import certain items into blender for Roblox GFX purposes, the texture does not show how it is supposed to. I have tried re exporting the object and importing it to blender, but I get the same result.
The item:

Imported to blender:

Does anyone know how to fix this?
Here is the blend file
https://blend-exchange.giantcowfilms.com/b/7jkAmRaV/


texts: Transparency problem with texture using cycles

texts:
I am trying to use a basic plane and texturing it with a doily for a table. The doily texture has an alpha layer. I used a mix shader with a transparency shader and the diffuse image shader and the factor from the image itself. I got a really weird result (picture below).

I tried using black for the color of the transparency and it ended up with this:


texts: I changed a primitive mesh, need to restore it to defaults.

texts:
Brand new to blender, just finished the doughnut tutorial. Next project to teach myself is I'm trying to make a cupcake on my own.

Not sure what I did, but I needed a hollowed out cylinder. So I made a new cylinder. Maybe I used an ngon setting not sure. I changed the properties of it to make it not have face ends so it'd be hollow. Now every time I make a cylinder (shift a) it creates this face end missing cylinder, I also don't get the tool to change the number of starting vertices, etc.

How can I restore my blender primitive settings? So when I make a new cylinder primitive its the same type of cylinder if I were to start a whole new project.

Thank you!


texts: Is there a way to make more then 10 layers?

texts:
So, I've been getting used to animating, But,

I Can't find a way to make more then 10 layers. I want to do this to make cool flip book animations.


texts: Seeing an outdoor scene in the reflections of my objects while in "material preview" mode but not in "rendered" mode?

texts:
When I view my object in "material preview" is looks like this:

But when viewed in "rendered" mode it looks like normal glass:

How do I get rid of this outdoor scene reflection? I never added it myself so I'm not sure where it came from. New to Blender so sorry if this is a dumb question lol


texts:
How to share/copy Grease P. materials from one Collection item to another? (2.80).

There must be a way!


texts: Leg deforms awkwardly when in a crouching position

texts:
I've started learning armatures and have repeatedly attempted to make them only to get stuck with this problem.

Here is my topology. I don't see any superficial problem since I have only used quads. I have tried tinkering with weight paint but to no avail. What do I have to do to fix this?