texts: Setup two entirely different shaders for every object, and render 2 images?

texts:
I am trying to use blender to generate training data for a machine learning algorithm.  As such, I need to render a given scene twice, the first time generating an actual image, and the second time generating an "instance" map (where each object is simply a uniform color).

Rendering the RGB image comes out perfectly, and via the example shown here, I am able to generate an instance map exactly as I want.  However, I can currently only do that by manually rewiring the shading nodes from the RGB setup, to the emission based instance setup.

Given that I'd like to generate thousands of images (by changing the seed of the particle system via a python script), this is obviously not really an option.

So what is the best way to have two separate entirely different rendering pipelines, that utilize the exact same geometry and layout?  It would be ideal if I could define two separate shader node setup for each object, and from a python script, simply switch between the two.

It seems like this is something that should be rather straightfoward, but I've yet to find anything specific on this, so I would very much appreciate help pointing me in the right direction!  Thanks


texts: I'm creating flash cards and I want to have flashcards on blenders modifiers. Can someone please list all the modifiers blender has and their functions? Keep in mind that I'm a complete beginner.


texts:
These two objects have same settings (same material, same object settings, both are cut out + extruded pices of a sphere), but the smaller one has wery different shading. How to fix?

all the normals are OK


texts: How to create many properties at the same time using list/arrays

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I want to create some integer properties using loops just to save time and lines of code. So basically, the new properties should be something like this:

bpy.types.Scene.prop1
bpy.types.Scene.prop2
bpy.types.Scene.prop3
....
....
bpy.types.Scene.prop10

Here is my approach. First, I created a list of desired variables, "prop1...prop10".

prop_name = ["prop%d"%(i+1) for i in range(10)]

Then I use a for loop to create these properties.

for i, name in enumerate(prop_name):
    bpy.types.Scene.name = bpy.props.IntProperty(name="prop %d"%(i+1))

With this, I expect 10 properties. Now I have 2 issue:

The name that should be shown inside the properties is not changing with respect to their index values.

2nd Issue: I'm not actually able to put them in my Panel. So, I guess, there are no properties created with this method.

(<built-in function Intproperty>, {'name':'prop10','attr':'name'})
(<built-in function Intproperty>, {'name':'prop10','attr':'name'})
(<built-in function Intproperty>, {'name':'prop10','attr':'name'})
(<built-in function Intproperty>, {'name':'prop10','attr':'name'})

How can I change this name with index value, or let me know if there is an another way to create multiple properties.


texts: Duplicated objects not saving their new transformations after reopening blend file

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I am using blender 2.8, I made some windows for my house and when I copy paste them into holes and then save->reopen they all go back to position of original window, rotation and scale is reseted too.

Any solution for this?


texts:
Okay, I have this problem...i am running blenders latest version on a MacBook Pro. I have been working on this project for the last few days and I went to start up blender today and all the material textures are screwing up and turning into this odd color-coded mess material over everything that I previously placed a realistic texture...

Any ideas i would love to here, thanks.


texts: Really slow 3D viewport render preview with gtx-970

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I do have a new computer (much better than the previous one) and the preview rendering in cycles render is for taking REALLY long time, 5 samples/sec.

I do have Intel i7, 16gb RAM, MSI gtx 970 (4gb), so no idea why it takes so long time.

Any help? Tried changing to CUDA, changed both in user preferences and in the "render" tab.


texts: If each cube here represents a pixel, what is the fastest way to change its color so it looks exactly like the 2d image?

texts:
Hi people, my goal here is to read the 2D images pixel intensity and transfer those values to the corresponding cubes I made in Blender. The image is 28px by 28px.

My first question is if I already extracted the pixel values from the 2D image how can proceed and transfer its value to the cubes? For each cube, I should first create a texture correct? Then I can simply write a loop to copy over each corresponding value to replace the texture color?

Second question would be can I set the color for each cube in blender to only gray scale? Its will be much easier that way.

The third question is, is there something faster like grouping all texture values into a matrix, then set all the values to 1s, finally we just do a matrix multiplication to change all the values at once? If I read the image with Pillow and numpy I can get an array back so I don't have to loop 28x28 times.

Can someone give me some advice? I am currently using Blender 2.8 and would like to run this in realtime with Eevee.

For a better idea on what I am trying to do in Blender please check out this video.

https://youtu.be/3JQ3hYko51Y?t=15

I am basically going to do the same thing but visualizing a different network structure.


texts: My explosion won't render and it randomly dissapears?

texts:
So I'm having trouble rendering my explosion. It shows up fine in my viewport, but it just shows up as smoke in my render. Does anyone know why this is???

Here is my node set up

Here is the render.

Also, at around frame 19, the explosion dissapears real quick for one or two frames. Them it reappears Does anyone know the cause of this???

Here is a folder containing a copy of the blender/cache files.


texts: Mesh looks OK in wireframe but shading is distorted

texts: Imported an OBJ file in Blender 2.91.0. Mesh looks OK in wireframe view and exports OK to other s/ware but weird in all shaded viewport views. Example included shows object Shaded Flat. All surfaces are concaved. A recurring issue for me. Checked normals are OK, checked no modifiers on the object apart from a collision modifier. Searched the net.  Any ideas?


texts:
I'm trying to create a way to calculate imaginary numbers in OSL using the struct constructor. Here is the beginning of my code:

#include "stdosl.h"

struct complex {
    color r;
    color i;
};

complex test;

According to the documentation, that should create a complex datatype, then initialize a variable named test. Instead, I get these errors:

ERROR: <path-to-file>.osl:8: error: Unknown shader type: complex
ERROR: <path-to-file>.osl:8: error: Syntax error: syntax error
Error: OSL script compilation failed, see console for errors

This seems to indicate a syntax error on line 8, but I can't figure out what is wrong.


texts: Why isn't hair particles density updating with the vertex group?

texts:
I can assign a vertex group for the particle density just fine. The problem is when I edit the weights of the vertex group (after I've combed the hair), the hair particles don't update to match. To get it to update, I have to click Free Edit (which, of course, undoes everything i did to that point). Only then does it update in real time with the vertex group. But you can see at around 8:10 on the following tutorial by CG Cookie the hair actually updating AFTER combing.

https://www.youtube.com/watch?v=lxwox9C280Y

What could possibly be wrong? I even tried adding a particle system to a simple plane (completely new file, no other modifiers or anything). It just doesn't work.

Thanks!


texts: How to know if the 3d-view is in camera mode or not?

texts:
I'd like to know if the context 3d-view is in camera mode or not using python?
What is the code for that, I can't find it in the API.


texts: Any way to make the mirrored mesh more idiomatic?

texts:
If you turn on the edit cage for the mirrored side, then if you try to move the mirrored side vertices, they actually behave as if you were trying to move the non-mirrored side, i.e. (assuming you're mirroring the x-axis) you have to move the mouse left if you want to move the vertex right and right if you want to move it left.

VERY confusing and super annoying. Is there an  addon or something that changes this behaviour so that you can move the mirrored vertices as if they were actual vertices?


texts:
Let's say I have a plane, is it possible to delete the face only without touching the edges or vertices? I plan to apply a skin modifier later but don't need the faces.

Can this be applied to any mesh?


texts: How would you cut a shape out of an object using another object?

texts:
Coming from SketchUp one of the tools I miss most is the circle draw tool which lets you draw a circle on any face and then you could extrude it in/out. The only tool that I know of that comes close to this is the knife tool but this would be very impractical to cut out with the knife

Example:

Is there any tool in blender that can match this function? also how could you do this with squares?


texts:
I'm making simple extruded letters for a quick sign concept. When I UV unwrap the face of any of my letters it has a strange result. Faces seem to converge on one single point even though my model is completely fine (to the best of my knowledge).

Anyone know if this is a bug or an error on my part?


texts: Why does the unsubdivide function make face into diamonds?

texts:
This is not a question about the unsubdivide function in the decimate.
This is the question in the right mouse click menu.
Isn't un-sudvide a function of combining faces?
Why does face merge in diamond form?
Instead of a square.


texts: Compositing using glow nodes - blocky results / poor AA

texts: When I attempt to create a glow in the compositor I always end up with a blocky, non-antialiased result. What am I doing wrong? I attach the composite render, the non-composite render and my node group. Thank you.


texts: How to create a glow animated circle that surrounds a sphere

texts:
I want to create an animation similar with this one; I am wonder how to create this glow animation effects ?
I do not know how to create the glow animated circle that surrounds the sphere; How to create this effects?


texts: Is there a way to re-bake only the end part of an existing bake?

texts:
I'm trying to do some physics based animation, and of course the longer the animation gets, the longer it takes to bake.
However, I don't need to keep recalculating the first parts of the animation, as they stay the same.

Is there a way re-bake the part of a simulation after a specified frame, without re-baking the whole thing?

Currently I'm using rigid body and cloth physics.


texts:
Editing a mesh for a while I didn't notice that I created a n-gon. After adding a subsurf modifier the mesh heavily deformed, it took while until I found this:

Is there an easy way to select n-gons?


texts:
How can i join different Faces, to texturize them better?

Example:


texts: How can I link bones from the same armature? Head to Tail and Vice-versa?

texts:
Hey guys.

So I'm trying to rig the lamp in the picture(s) but I'm running into a technical difficulty with the armature. I've already read up on the other questions posted in here but they don't really apply to my problem as far as I understood them.

The bone nodes that have been circled are part of the same armature. What I want to do is close the loop of the armature and make one close loop armature as a whole. So I was hoping I could just merge the nodes that have been circled or even link them so that when I move one set of the bones the others shift automatically (I have Auto IK ON) and not disconnect like it's happening in the second picture.

Any suggestions if I can do what I want? Thanks.


texts:
So I wanted some stiff hair particles, but a little twisted. I made hair, added a vortex, baked to the frame/shape I wanted, and then I hit Convert. This turned it into a mesh, but the mesh was like invisible lines in render. It did not retain the shape from the Cycle Settings. From a few searches, I decided to convert the mesh to a curve (ALT+C - Curve from Mesh) and bevel.

However, the problem now is that the resulting tubes have jagged edges. I went into Edit mode and found that none of the Control Points have any Handles. How can I get/create handles in a curve? Tried setting all the Handle Types.


texts: How can I get import an .FBX point cache animation to Blender?

texts:
I'm trying to export an .fbx from Cinema 4D of a skinned object that I baked to a point cache and import it to Blender 2.81.

The point cache is working with Maya, but not with Blender.

Here is a video of what I'm experiencing:

Can anyone help me get this point cache working with Blender & .fbx? Thank you!


texts: Where can I find context commands for every line

texts:
I'm fairly new to blender scripting and I'm having some trouble figuring out the context in which every command must be to work. My code looks like this:
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')
bpy.context.area.type = 'VIEW_3D'
bpy.ops.view3d.snap_selected_to_cursor(use_offset=False)
bpy.ops.object.editmode_toggle()
bpy.ops.transform.translate(value=(0, 20.6551, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)

I've figured out view3d for the snap, but as soon as I want to move it in edit mode it closes blender
I assume I need to set the context for every line but I have no idea where to start looking for what command needs what context.


texts: Object passing through a small hole how to make it blender

texts: How do I make something like the picture above.


texts: animate between pose/reset position in object data

texts: I made a deformation in reset position, and I can switch between pose and reset position using the buttons in Properties> Object Data> Skeleton. However, I can't find how to animate between pose/reset position.


texts: Rigging - bones not properly attaching to mesh?

texts:
I just started out weight painting and the armature isn't fully connected to the mesh? i haven't finished the arm yet (as you can tell by the fingers and wrist) but if this is something that makes me start all over i wouldn't want to get too far into it.
it does this as well with every other joint... ive rigged other things before and it's never done this before so it must've been something like where i started rigging or something like that?
Thank you in advance UwU


texts: Generate photorealistic image from STEP files with blender

texts:
What is the best way to generate photorealistic images of CAD data? We have CAD data of screws, plates, molds etc in different formats. Most of them in STEP.

We have read older posts saying that it is not possible to directly import STEP files to Blender. Does this still hold true? What formats does blender accept when it comes do render photorealistic images?


texts: How to make two armature actions into one action?

texts: I have 2 animations one for each arm and I can't go back because I made them separate from the beginning. Help?


texts: Applied boolean modifier leaving shading artifacts with flat shading

texts:
I tried to manipulate a cube with the Boolean modifier. I tried to cut out an edge of the cube with a cylinder. Also, the shading result looks awful in FLAT SHADING mode, so I turned on SMOOTH SHADING.

Has anyone an idea how to achieve a better result. (I also cut out a Sphere first, this made the result less awful).

I used Blender Internal and rendered with smooth shading for smoothness.
Using flat shading looks okay, except the "round" cutouts :/
Face normals are okay.

First image is smooth shading.

EDIT:
User Pisurquatre suggested the EdgeSplit modifier, works perfect to me
(Maybe a little tweaking here and there):


texts: Why object looks pink color in texture paint when i reopen file?

texts: I had complete the paint on the object in Texture paint mode, after some time I had reopen that file, an object converted to pink color,why its happening like that.give me suggestion...


texts: Blender Text Not Rendering Over Background Colors

texts:
I am hoping someone can help with me this. I have text objects in my blender file which are positioned in front of other grease pencil objects (along the y axis). When I try to render the animation, the text does not show up. I noticed it is being blocked by the colors I have filled in the grease pencil objects. It's a 2D animation.
Not sure if I have some incorrect settings on the text objects.
I have uploaded my blender file here if anyone can help:
https://www.mediafire.com/file/d8n0nrmj7d8b7wg/Scene+1+-+Text+Issue.blend/file
I have also pasted a screenshot of what it should like and a screenshot of what actually shows up after rendering.

Thank you


texts:
I have a geometry which is an extruded, rectangular plane with features on it, which I would like to wrap it around itself with a half twist in the way a mobius strip is constructed. Something similar to this:

How would I go about constructing such a geometry?


texts: I'm fairly new to Blender, and I was experimenting with armatures when suddenly it went into what I think is wireframe mode but I can't seem to change it. I think I might've accidentally pressed a shortcut, but I have no idea how to fix this.


texts: Is there a way to sort shape keys by name?

texts: Anybody know of a way to sort the shape keys by name, it gets quite annoying puzzle if there is an extended list of them. Be nice if it would be implemented in the specials menu like with the vertex groups. Or at least a function call like py.ops.object.shape_keys_sort(sort_type='NAME').


texts: Diffuse color inheriting from background

texts:
No joke, I was in the middle of creating an example for another problem I was having when I stumbled onto some weird behavior. Can someone explain why this is doing this? It's in cycles by the way.

So I made a 1920x1080 texture in gimp, white background, with the word test written in blue.

I applied this to a plane (which was UV unwrapped).

I then went to the blackground tab, clicked on use nodes, and turned the brightness up (1, 1, 1 on RGB) When I rendered it everything was white, I couldn't see the boundaries of the plane. When I turned the color down (so now it's some shade of grey) the plane simply changed color.

That little circle is roughly where the plane is (plane is a bit bigger in reality), and, even though you can't see it, the background is also in view. The arrow is pointing to the grey background picture. My texture background is solid white, but now it's grey.


texts: Why does my hair material show up in little pixels on the rendered image?

texts:
When I look at my model in rendered mode, it shows up with these little pixels of hair material all over the model, and upon exporting to unity, shows up there too.

Here is the blend file:

https://drive.google.com/file/d/1V9xJWQUl2zWWVWzb-LnTZ-B_7juFKxD1/view?usp=sharing


texts:
Per the title,
Working along merrily when some accidental keyboard press really muxed things up. I've imported two images as planes, for a front view and a side view. They were, when switching to rendered or Material Preview shading modes, perfectly usable some moments prior.
However now, it's like I am perpetually viewing the two in Wireframe mode. That is, my images as planes, which functioned perfectly, now seem fixed in wireframe regardless of the chosen Shading(the one accesses with the Z hotkey on the keyboard in 2.8+).
I can no longer see my images.
Thoughts? Thanks in advance.
Gif illustrating the issue:
https://gyazo.com/829774d112c9b1e4e47f0511ab959366
A final note, I've gone into object Properties and verified that under "Viewport Display" the setting "Display As" is set to Textured.

Thank you everyone for the suggestions. For the moment I'm going to re-import the images and clone the appropriate dims/rot/scale/pos values from the anomalous set. Couldn't say what happened here to be honest but thanks all the same. Hope everyone enjoys their day.


texts: How can I match hair particles/foliage shading with emitter/terrain?

texts:
I'm trying to create an environment with stylized grass/foliage and I've almost got it the way I want. However, there are still problems with the shading. Below is a test scene in EEVEE with the grass particles on:

You can see the bright green of the terrain emitter showing through the shadowed hill on the right side. The only light source is a sun. The self shadows of the terrain and the grass don't match. Here is the terrain with the particles disabled:

The grass object is just a few vertical planes with their normals pointing up. They have duplicates with their normals adjusted Z:1.0 to be uniformly lit. Basically I can't figure out how to get the shadows of object particles to match those of their emitter. Whatever way I approach stylized grass is either fully-lit with shadows from other objects, or requires lighting to be angled in a way that makes the shadows harsher than on the actual terrain (which also messes with the rest of the scene). Is there a better way to tackle this?


texts: How can i change a bolt head to pan type?

texts:
On the left it's my bolt options/properties and the bolt it self.
On the right it's what i need to have the option Pan to change the bolt head to Pan. But i don't have this options.

The bolt is after enabled the add-on Mesh BoltFactory.


texts: 2.8 crashes when choosing "quick explode"

texts: I was wandering if anyone has the same issue and can it be fixed. In the drop down objects box choosing Quick effects then quick explode it is closing the blender down. However I have checked all other quick effects with no problems. Can anyone share any light please?


texts: Putting a greenscreened actor over a 3D model

texts: I already have all of the tracking and keyframing and stuff done using the tools in blender, and I know you can add a 3D object into your video by clicking the "Set as Background" button in the movie clip editor. However, I want to add my now keyframed video over a 3D object. I initially thought I could just route the information from the tracked blender camera to the vse and layer it there, but I couldn't see an obvious way to do this, and I wan't able to find anything like this online. I also tried rendering the video and then importing the render to the vse or some other program, but the rendered video is just the original real video with the green screen a not-so-green color due to the keying.


texts: Build Blender as a Python module with Draco compression enabled

texts:
I've succeed in building Blender as a Python module, but I would like to be able to use the draco compression when exporting glTF (gltb) files.
When building Blender as a Python module, I set CMake flags as indicated on the official wiki https://wiki.blender.org/wiki/Building_Blender/Other/BlenderAsPyModule:

WITH_PYTHON_INSTALL=OFF
WITH_AUDASPACE=OFF
WITH_PYTHON_MODULE=ON
WITH_INSTALL_PORTABLE=OFF

But, in the CMakeLists.txt there is an incompatibility between WITH_DRACO=ON and WITH_PYTHON_INSTALL=OFF :

if(WITH_DRACO AND NOT WITH_PYTHON_INSTALL)
  message(STATUS "WITH_DRACO requires WITH_PYTHON_INSTALL to be ON, disabling WITH_DRACO for now")
  set(WITH_DRACO OFF)
endif()

And WITH_PYTHON_INSTALL=ON is incompatible with WITH_PYTHON_MODULE=ON:

# python module, needs some different options
if(WITH_PYTHON_MODULE AND WITH_PYTHON_INSTALL)
  message(FATAL_ERROR "WITH_PYTHON_MODULE requires WITH_PYTHON_INSTALL to be OFF")
endif()

Is there any way to have Draco enabled when building Blender as a Python module ?

Thanks


texts: 20th Fox Century animation Strange color

texts:
I'm working with 20th Century Fox animation and the colors in the rendered video looks very strange. This is the image as it looks in blender:  And this is the colors as they look in the rendered animation :) What's the problem? Thnaks

This is the correct color before the rendering


texts: video quality loss after exporting blender vse

texts:
I use this ffmpeg function to record an area of my screen for upload to youtube.

    function req()
    {
      ffmpeg -an -f "x11grab" -framerate "120" -video_size "2594"x"1458" -i :0.0+5,+257 -c:v "libx264" -crf "16" -bf "2" -flags "+cgop" -movflags "faststart" -pix_fmt "yuv420p" -preset "ultrafast" "$1".mkv
    }

I get the output video and directly upload it to youtube, it processes and I have access to 1440p resolution.

The problem is the video needs some editing, mainly removing some junk clips at the beginning and the end.

After I edit the video in blender vse and upload it to youtube, the highest resolution is 1080p.

here's the export settings

I've even tried to export it at h.264 lossless but I still have the video only exported as 1080p.

here's the raw video uploaded: https://www.youtube.com/watch?v=2NzSlo3knbk
    going through blender vse: https://www.youtube.com/watch?v=LYUTu6UV5ug

This is probably user error but why can't I get 1440p again after exporting the video from blender vse?


texts: Transparency from shader becomes white when exporting on transparent background

texts:
So first time actually posting a question here, but I just can't seem to find a solution.
So I made this fire ramp shader for a project I'm working on, and I want to have a transparent background for comp purposes. However, whenever I try to export using png the albedo details of the shader turns white when there's nothing behind it. I tried exporting it using OpenEXR as well, and that seemed to work for some reason. I don't want a 32bit image though, and would preferably keep it as a png.
Below is two images, one from blenders render window, and one exported using png with a solid background for better visualization of the problem.

I'm at a complete loss, so if anyone got a solution I would be grateful!


texts: Generating hooked curve through "n" number of points with python

texts:
It is possible to generate a curve in python through n number of points and the curve to be hooked to the points?
Extrapolating I want to be able to generate curve through center of cubes curve that will stay hooked with the cubes so any update to the cubes will update the curve.


texts: One point tracking - Image in Render Layers is not showing on the movie

texts:
Hi all, I am following a one point tracking tutorial on youtube and everything worked fine until the compositing stage. I am having trouble showing the Renter layers on the movie. Is there anything i missed? Please help!

Best Regards,
Gary


texts:
Ok I found this question with no answers - Sine wave on a ring and How do I make a curve in the shape of a simple wave form (sine)? to make a sine curve. I need what the first question asked for -

I now have the sine wave curve, but I need it to go around in a circle. How can I achieve this?

EDIT:


texts: Why are the coordinates of a child object the same after clear location to parent (Alt-O)?

texts:
When I have a child object with the position 0 0 0

And we drag it a bit with the red arrow:

we see that the transform also will change:

Now if I press AltO the child will move back to the parent origin:

But the transform will not change.

Why not?


texts: Boolean Modifier Trouble - Yes.... The Anvil

texts:
I am following a tutorial by the Blender Guru on how to make an anvil and everything was going well until I came to use the Boolean tool. When I use it - I do see a cut out in the mesh, however when I apply it - nothing happens. I have tried using the Bool Tool (pic 2) and it creates the cut out in the mesh but does not delete the faces in the shape of the cylinder in the anvil.

I have seen solutions for this in earlier versions of blender Choosing Carve instead of Bmesh but there does not seem to be that option in 2.81


texts: Set a keymap to Rotate The View like the walk mode

texts:
I want to set (Alt+Ctrl+drag Right mouse) to Rotate The View like the walk mode,
release the R mouse to done the operation.
just like the 1st person look around.
and I don't want to enter walk/fly mode to do that things.
Thank You For Your Help.


texts: Some vertices are still showing in object mode

texts:
I'm not sure why these vertices (color green) still showing even in object mode.

You can download the file if you want.


texts:
I use a bevel object to contour the shape of a bezier curve - why
is the bevel object disproportionate compared to the final shape?


texts:
When I unwrap the object I am working on, the UV are way out of proportion. You can see in the image attached that the bottom piece is relatively small compared to the rest yet it takes up a majority of the UV space while the rest of the object is way too small. I have been looking through other questions asked on Stack Exchange.

So far, scaling the object has not worked. Turning on correct aspect ratio has not worked, projecting from view is a no go, nothing is working. Smart UV unwrap doesn't work. I have tried using add-ons but I am not getting any progress with those either.

Is there a way to get this thing to scale properly?


texts: Why are weird black lines showing on my texture?

texts: On my model I got a material that was a solid beige image. I hooked it upped to some nodes, just texture coordinates and image texture. Then I assigned it to my feet and hands faces of my model and weird lines appeared as shown in the image below. The second picture shows the texture. The third image shows the weird lines on the feet. The lines are on the hands and the head too. I also have the nodes setup for the beige material. The last image is the foot UVS. How can I fix this?


texts: Help. How can I have a plain track to two different planes

texts: I've been trying to create a setup with three planes. When one of them moves on the z axis, the center plane should look towards it on the y axis. When the other one moves on the z axis, the center plane should look towards it on the x axis. Here is an animation of what i'm trying to achieve. Does anyone know how to do this,


texts: 2.8 setting up different viewport shading options for different viewport windows?

texts:
hopefully this makes sense.

But can you set up different viewport shading options for different viewport windows?

ie if I'm using the Quad window viewports (see image) can I have X-Ray shading in all viewports except for the ortho viewport, because in the ortho viewport I just want a wireframe shading (or even hiding the blueprint objects).


texts: Problems rendering camera motion (Euler angles) and lighting

texts:
I am having trouble rendering camera motion and lighting. In the example below, my scene contains a sphere and a plate, and some light. But while rendering, the light does not seem to lit the plate. And I can't seem to move the Euler angles of the camera. I must be doing something wrong there, but I can't see what. I'd appreciate your help. I am using Blender 2.79.
import bpy,math
scene = bpy.context.scene
# A sphere
bpy.ops.mesh.primitive_uv_sphere_add(location = (2,-100,2),size=20.5)
bpy.ops.object.shade_smooth()
ball = bpy.context.object
mat1 = bpy.data.materials.new("mat_ball")
mat1.diffuse_color = (1,0,0)
ball.data.materials.append(mat1)

# A plate
bpy.ops.mesh.primitive_cube_add(location = (0, 0, 100))
bpy.ops.transform.resize(value=(200, 20, 100))
cube = bpy.context.object
mat2 = bpy.data.materials.new("mat_plate")
mat2.diffuse_color = (0,1,0)
cube.data.materials.append(mat2)

# if I remove this, I do not even see the ball in the rendering
scene.render.resolution_x = 1200
scene.render.resolution_y = 800

# camera
cam1 = bpy.data.cameras.new("Camera 1")
cam1.clip_end = 10000
cam_obj1 = bpy.data.objects.new("Camera 1", cam1)
cam_obj1.location = (0.0, -500.0, 2.0)
cam_obj1.rotation_euler = (math.radians(90),math.radians(0),0.0)
scene.objects.link(cam_obj1)
# If I add this, the default camera is used for rendering, why?
#bpy.data.scenes['Scene'].camera = cam1_obj1

# light
light_data = bpy.data.lamps.new(name="mylight-data",type='SUN')
light_object=bpy.data.objects.new(name="mylight",
       object_data=light_data)
light_object.location = (0, -500, 500)
scene.objects.link(light_object)

angle=90

scene.frame_start = 0
scene.frame_end = 10

bpy.context.scene.camera = bpy.data.objects['Camera 1']
for frame in range(0,10):
    bpy.context.scene.frame_set(frame)
    #cam_obj1.location.z+=1
    # IF I ONLY CHANGE THE EULER ANGLES,
    # THE CAMERA DOES NOT SEEM TO MOVE BETWEEN THE FRAMES
    cam_obj1.rotation_euler =
             (math.radians(angle),math.radians(angle),0.0)
    angle-=2

    for ob in scene.objects:
      ob.keyframe_insert(data_path="location", index=-1)

bpy.ops.screen.frame_jump(end=False)


texts: How do you delete multiple keyframes at a time? Pressing space and having to click buttons seems inefficient.


texts: How can I script moving bone constraints up the constraints stack?

texts:
I'm running into walls trying to reorder the bone constraints stack on blender 2.78.

I have an armature for which I want to re-order bone constraints on every bone. The way to do this seems to be to use

bpy.ops.constraint.move_up(constraint=name, owner='BONE')

Where name is the name of the constraint.

I'm assuming I need to be in pose mode and I need to select the bone I want to operate on, so:

bpy.ops.object.mode_set(mode = 'POSE')
bone = bpy.context.active_object.pose.bones['the_bone_i_want']
bone.bone.select = True
bpy.ops.constraint.move_up(constraint=name, owner='BONE')

This produces a RuntimeError: Operator bpy.ops.constraint.move_up.poll() Context missing 'constraint'

OK, so I'm in the wrong context. Why? Which context has the necessary constraint?

I also thought about changing the active area to the properties beforehand, like this:

bpy.context.area.type = 'PROPERTIES'

This does change the active area, but doesn't get rid of the error message.

Can anyone point out what I'm doing wrong, or give me a way to reorder bone constraints that works?


texts:
I am trying n' to UV remapping a model
after remapping that I realize the position of the UV isn't same anymore...
so I wonder if I need to redraw the texture...
I suck at drawing...
so is it possible to get the older model texture to fit the new one with new UV Map?


texts: How can I set up light on cycles to accurately pass through multiple panels of glass?

texts:
Im trying to make a small cafe scene with a patisserie display in it. It takes place at night and one of the aspects I wanted to explore was to have it as bright fluorescent spot on the final render. As so I wanted to setup a fluorescent lamp inside it, not unlike some in the real world.

The inside is composed of 3 glass panels, and a metallic reflective bottom panel. I inittialy went with an emission material for the lamp. But no matter how strong I set up the nodes, light just won't reach the bottom of the display, leaving the whole thing dark. I then tried to use an area lamp in a similar position, and still no effect. The light just dies before it can reach the whole display.

Here are the current light settings I'm using:

The display mesh and glass material setup:

If anyone has any insight on how to set this up I would be very thankful.


texts:
I have a cage and a mesh and the cage has inner edges for the cloth simulation can look more like a ball bouncing.
When I add a mesh deform to the mesh and target the cage and run the animation this happens:
Link: https://gyazo.com/c4b1894865cf680282ffbd4120955841

Highlighted part is the mesh.

This is the cage, you can see the inner edges.

This is the mesh by itself

Now this here is the problem see those vertex on the mesh?
Link again: https://gyazo.com/c4b1894865cf680282ffbd4120955841
Well when they touch the cage inner edges some reason they don't move with the cloth simulation anymore.

I need any kind of answer, right or wrong, I just need help here.


texts:
Both of the yellow spheres are exactly identical, but the one in the glass cube looks more bleached than the right one.
Which variables should I be looking at to make the color of the left sphere look as vivid as the right one?
Thank you all always!


texts: Unchecking shadow in Ray Visibility isn't removing shadow

texts:
I just started with Blender and wanted to make a cosy low poly cabin in the woods. I wanted to make the window shine a warm glow so I added a plane with emission in front of the window. Now I like how it looks if I could just remove the shadow. I have googled and people keep saying the same thing, both with transparancy nodes and unchecking the ray visibility shadows, but I just can't get it to work.

How do I get rid of the shadows from the invisible plane? An alternative method achieving the same result would also be nice, but I'd love to learn what I'm doing wrong with this method.

Thank you.


texts: What free tools make Blender work like SketchUp?

texts:
I'm coming from SketchUp and want to find tools, that are free, to make Blender work like SketchUp. Any advice is greatly appreciated.
Has anyone made any that convert Blender into a user-friendly CAD program? How do I also have all the privative shape icons always open?


texts: Rendered viewport shading in blender 2.8 is low-res on Retina screens

texts:
Apologies for the long post (I feel I should offer a potato).

On Retina resolution screens Blender 2.8 is rendering low-res aliased images in the viewport where it should be rendering crisp high-res images as per 2.7x.

The images below illustrate the issue:

Soft aliased edges in 2.8:

While crisp sharp edges in 2.7:

And it has nothing to do with render / preview settings / samples as they are the same in both files and final renders are fine. I think it's a glitch in the 2.8 Beta version. Can someone report it? Or is there a setting I'm missing?

Thanks
JK


texts: Knife Project (projected text) is not transforming with the mesh

texts:
I have made a simple butterfly animation and projected the text “B”on one of the wings.
However when the wings flap, half of the text mesh gets left behind. (see my attached file, dropbox link).

What have I forgotten to do, or does knife project not work in animations?

https://www.dropbox.com/s/k7tkborcmd9v82n/butterflyText.blend?dl=0


texts: Baking image noise and grain - need baking advice

texts:
I'm trying to do a simple bake - cycles, albedo only. It's for having people in Microsoft Flight Simulator scenery I'm developing. I imported the human figure from Make Human into Blender, and it looks good. It's in several objects, so I joined them - still looks good. But I need to bake everything into one texture image. I duplicated the object, created new 2048x2048 blank image (no alpha), "UV smart project" to create a UV map, created blank material, connected my blanc image to base color, then made a Bake "selected to active". UV map appears correct in the new object, but the image is all noisy and grainy and weird, mostly consisting of dots. UV seems to be correct, so the correct parts are mapped to the corret image, it's just the image is extremely bad quality. Also, the parts that were covered by clothes (torso) are clearly showing now. See images.
Please advise on how to make the baked texture look reasonably good.
I also tried BakeLab plugin, but they way it did UV maps is so crazy, the result is with completely wrong UV map.
I've had exactly the same problem with a totally unrelated model before, so it's not anything with the specific Make Human model.


texts: Is there a way to put faces on different layers with edit mode?

texts: I've just got started learning blender and i was wondering if you can put faces in edit mode on different layers, or do somthing with them so you can save them seperately.


texts:
I know that if you have a model duplicated with instancing, that the duplicates do not increase the RAM use when rendering. Does this apply if you have an instanced object where the instances have different armatures or other modifiers deforming them into different shapes?

If you have 500 instances of Object A, that's still only 1 object. But if 250 of those instances have a different rig and pose, is that still only 1 object?


texts:
So I am trying to make a building in Blender for my University Project. I have made the outside of the building and now I am trying to add windows with frames at the front. One side of my building has a window, which I created with no issues. Now I am trying to clone this on the other side of the building I am finding that the loop cut keeps skipping a face of my window for some reason, and I can't figure out why! I have a few screenshots (https://imgur.com/a/1HwDHmn) and hopefully, this shows what I mean. Any help would be appreciated.

Side note, this is my first ever time using Blender so I am not aware of many of the shortcuts etc.

EDIT: Here is my blend file: Removed, can be readded if needed. Don't want my work being flagged up when I upload it.

Thanks


texts: Is it possible to set rotation to the current meshes face?

texts:
On the image below I have an Icosphere that has been separated into multiple triangle objects. My only problem with this is that I need the rotations for them to all be facing the correct way, but every object has the same rotation. Is it possible to set them all to look the same but also have the rotation values that correctly point in the direction from the face?

Thank you in advance.


texts: I'm really struggling to make this for someone before Christmas and as much as I'd love to learn it all before then, I'm struggling ridiculously hard with getting textures down. I found a procedural texture and plugged it in but it's stretched out on one object, while being just fine on the other and the only way I can find to fix that involves texture coordinates, doesn't seem doable when they need group input in place.


texts: Not applying subdivide modifier increases render time

texts: I'm using blender 2.8 and I've noticed that my render time on animations is drastically increased if I don't apply the Subdivision Surface modifiers before rendering. It's as if it's having to apply the modifier on every frame. Does anyone else get this? Do I just need to keep remembering to apply the modifier before rendering and then undo it afterwards?


texts: Creating Live, Editable (Audio Waveform) Oscilloscope in Blender

texts:
I've been searching the internet for hours to find the solution to my predicament, but to no avail.

I am trying to create a virtual oscilloscope within blender, which is editable in ways similar to that of a real oscilloscope. All I really need is one (horizontal) channel that can display an audio waveform (music) with a high amount of resolution. What would also be nice (but possibly more complicated) is the ability to manually adjust the window of time that the waveform remains visible before updating, so that a signal of constant frequency remains "in phase" on the display and does not wander around.

Also, as on a real oscilloscope, I anticipate problems with "strobing," whereby the frame rate at which the oscilloscope display updates itself is not in sync with the frame rate of the blender scene. Maybe, if the oscilloscope display updates itself faster, Blender's "shutter" will have to be open long enough to capture multiple iterations of the waveform for that period of time and "ghost" them on top of one another.

Up to this point, I've been trying to increase the frame rate of blender and tweak the properties of the "bake sound to f-curves" option, but the resolution is still not satisfactorily high enough. Yes, it is possible to stretch the waveform in another program (like Audacity) and reimport (re-bake) it, but I want to avoid this as much as possible. My hope is that I can make a virtual oscilloscope display within blender to render music in real time, so that I can add a track in the VSE to hear what's happening and follow along.

Not knowing where the solution lies, I'm open to scripting, although my knowledge of Blender Python is limited, but I'll try best to follow if it ends up going in that direction. (There's plenty to learn there, so it would be a good experience for me anyway).

I've also considered creating a line of particles or vertices, whereby each would be displaced up and down on a designated axis, and which would update themselves each frame (or every subframe, according to the oscilloscope settings).

Thanks all for the help and guidance. I'm suspecting there are multiple solutions, and I'm interested in hearing whatever you all come up with!


texts: I have an animated character, I want to add subtle breathing/idle motion to it for more realism. Is it possible in Blender to make another animation for an armature, and "add" it to another animation?


texts: 2.8. Scattered instances of animated grease pencil object, each with random time offset?

texts:
I have a grease pencil object with animation keyframes. An animation of a simple 'star' which wobbles and flickers now and then. The animation is designed to loop well.

Here's what I'd like to achieve:

Scatter many instances/copies (>100) of the GP object in my scene, without having to place each one manually. And randomly vary the scale of each instance.
Have each instance automatically face the camera at all times ('billboards').
Have each instance play back its looping animation with a random time offset, so create the illusion that these are independent objects.

So far, I've tried:

Adding a track constraint on the 'master' grease pencil object which got it to face the camera at all times. And then using a mesh as an emitter which would generate instances of the GP object as particles. This approach satisfied criteria 1 and 2, but not 3 since I found no way to add a random time offset to each particle's playback.

Any ideas very welcome!

EDIT:

I thought I'd found a way to achieve 3: by specifying start and end frame range for the particle system both below 0. But it turns out that particles' current frame always seems to match the source objects current frame. So I'm not getting the time offset variation I'm hoping for.


texts: Parallel horizontal slide of legs according to angle tilt of cylinder

texts:
I got stuck on this challenge to get the legs (armature 001 - 003) slide on the floor when tilting the cylinder as they almost do right in my example. They need to stay parallel to the cylinder. This I have achieved with trial and error but I am shure there is a geometrical(trigonometrical) solution that works with defined formulas!?
The slide is driven by drivers and it does not work with transformation constraint because they have to slide in the same direction at both positive and negative tilting.
The goal is to make this work in various dimensions and clearly reproduceable.
The one leg on the X-Axis is the least problem as it just follows the rotation of the center bone when tilted in in the Y direction (no slide) and works with my solution on straight X.
Only up till a certain angle (max 30°-40°) of course because at heavy tilt the rig (also in nature) does not allow the idea.
The rig is set up with bones damped track constrained to the empties.
The biggest problem shows up when tilted somewhere between X and Y direction (at least armature 002 and 003).
I have no idea on trigonomy what so ever! Maybe someone could clear up ;o)
Help is highly appreciated!
Thank you in advance.


texts: How to add the layout.template_node_view into a Toolshelf Panel

texts:
I saw this toolshelf creation, and tried to figured out how he done that without copy all the code?
Without succeed!

Is there an easy way to do this?

layout.template_node_view(ntree, node, input)

layout.template_node_view(???)

Maybe someone could help?


texts: How to cut and paste part of a mesh to another mesh?

texts:
Hi im new to Blender and i want to know when im in edit mode if i can copy or cut a selections of polygons faces and paste to another mesh.

Thanks in advance for any help


texts: I am trying to make a mirror with some scratches on it but when I add the normal map some parts just turn black (the stronger the normal map is the bigger the black area is). Thank you for your answers:)


texts: How can I make a tube with a certain shape?

texts:
I have the following shape in the 3 dimensions:

As I'm not sure how to properly express what I want to do, I'll try to do it in 3 (among 6) different ways that I can imagine it. I want to:

make a torus that will have the above shape
have the shape act as a skeleton for a torus
give volume to the shape (turning it into a "tube")

What I have found until now is this answer: How do you make a torus 'telescope' open?

Using that solution I end up with something like this:

It covers me almost perfectly except one minor detail. The object isn't a mesh that contains vertices/edges/faces. How can I make that happen?
Increasing the resolution below "Bevel" in Geometry, adds more detail obviously..but it is still treated as one, whole object and not as separate v/e/f.


texts: Can you reduce detail with a normal/bump map?

texts:
The usual workflow is to take a high detail model, such as a sculpt, create a lower detail copy, then bake a normal map off the high detail to use on the low. Is it viable to do the reverse?

I need to keep the overall geometry of my model intact for various reasons, but I would actually like to eliminate certain surface details with a texture within some parts of my material setup, while having the rest of the geometry intact for other parts.

Note that I don't necessarily mean a lower detail model in terms of vertex count, but rather in visible details. For example, here are two UV spheres. One has been crumpled. If I rendered it, it would have complex shading due to being crumpled, and the wireframe sphere would have smooth shading.

I want to give the crumpled sphere the smooth shading of the non-crumpled sphere, but keep it's geometry complex. This would cause it's silhouette to still have the high detail of the crumpled sphere.

Can this be done?


texts: Need help figuring out how to fix this non-manifold 3d print

texts: I am making a checker board type piece as pictured. I used the loop cut and slide to break up the rectangle into smaller rectangles and then extruded them upwards. It is now showing as a non-manifold problem and I can't figure out how to fix it. Thanks


texts: I started a render without fully reviewing all the settings and I left the file output as /tmp\ is there any way I can get these files out of the /tmp\ folder?


texts: Howto get BRDF data information in blender

texts:
First of all I want to apologize if I may use any vocabulary etc. wrong because I am fairly new to the 3D-modelling world (but I will tried my best to read up as much as possible).

What I want to achieve in the end is to generate ground truth data to learn a regressor to estimate the BRDF of an object (given some 2D images of the object). I am limiting myself here to objects with lambertian matt and Cook-Torrence specularity materials (and combinations of the two).

What I have done so far :

I have made myself somewhat familiar with blender and how 3D modeling, materials,textures, lighting objects etc. work in the extend that I need for this task.
I know about normal mapping and how to get the surface normals of the object-mesh and about render passes in blender.
However here lies my problem: The surface normals of the vertices gives me information about how the 3D geometry of the object reflects the light, not how the surface "property" (by which I mean the material of the object i.e.) influences it.
If I think about the reflectance of a point as a signal, I would think about this as the "base function" (maybe this is wrong) and the specularity/diffusivity would be then some additive values to this base function.

Let's say I create some object, add a camera and lighting (in my case axial lighting/lighting has same position and orientation as the camera object) and then add some material that has some specular and diffuse properties.
Then I render it and select the different passes.
The combined pass gives me the whole rendered image, then I get the color-coded surface normals with the normal pass and the Z-buffer with the Depth pass.

Now to the more interesting passes: When I select the diffuse pass, the image looks just like the combined image with substracted specularity.
The specularity pass is a gray value image (probably white = high specularity, black = low specularity). However, I get no information here how this layers/passes actually influence the reflectance of the light at this point!
What I need is information about the albedo and gloss values at each pixel.
To I have to reverse-calculate them myself then given these passes?

TL;DR:
Is there a possibility to get the information of the light reflectance of an actual implementation with light source/materials/textures applied (preferably in some real value fashion) in blender without writing the Raytracer yourself?


texts: bpy.data.object 'NurbsPath' name is "NurbsPath.001" and cannot be "NurbsPath" while bpy.data.curves name can be either "NurbsPath" or "NurbsPath.001"

texts:
In python console if I

def selected_curves():
    print("active objects:")
    crvs = []
    for obj in bpy.data.objects:
        if obj.select:
            print( obj.name)
            print( obj.type)
            if obj.type == 'CURVE':
                print('is a curve' )

then call

selected_curves()

I get:

  active objects:
  NurbsPath.000
  CURVE is a curve
  NurbsPath.001
  CURVE is a curve
  NurbsPath.003
  CURVE is a curve

Then say try an lookup above in bpy.data.curves say:

bpy.data.curves['NurbsPath.000']

Traceback (most recent call last):
  File "", line 1, in
KeyError: 'bpy_prop_collection[key]: key "NurbsPath.000" not found'

While:

bpy.data.curves['NurbsPath']

yeilds

bpy.data.curves['NurbsPath']

but

bpy.data.curves['NurbsPath.001']

yeilds

bpy.data.curves['NurbsPath.001']

as does

bpy.data.curves['NurbsPath.003']

yeidling

bpy.data.curves['NurbsPath.003']

Why is object name NurbsPath, but curve name NurbsPath.001.  Is there some logic to this?


texts: Artifacts in cycles clouds and volumetric atmosphere

texts:
I am shading a planet, made up of three ico spheres, one for the planet itself, one for the clouds, and one for the atmosphere. However, the cloud layer is introducing this weird band/artifact on the planet that runs behind the beginning of the shadow. Up close, it almost looks like water caustics.

Here is the node group for the cloud layer.

The atmosphere also produces a similar effect, but it is harder to see. It is clearest on the edges of the planet.


texts:
This is my first time using blender and rigify for animation.
I thought it was a good idea to use the wolf rig as base for a dragon. im almost happy with it but i have some troubles with the neck.

My first problem is: I cant move the position of the first neck bone. When i try to move it a bit on the y-axis in edit mode the Def Spine and some other bones get terriby sterched in object and pose mode even without a skinned mesh.
(reset everything with alt-r /alt-g doesnt work but the rest position looks fine and allying this as the rest position also messes up everything.)

Second problem: i think rigify uses the neck bones for some sort of ik but i would like to use normal fk with simple child and parent relationships (because the model has a bended long neck and i need to be able to rotate the bones against eachother) .  but i couldnt figure out how to get rid of this.
even if i try to adjust the metarig before generating the ik gets created even though i created the bones myself and set them to the bone type basic copy and changed their names or the script gets destroyed and i cant generate a rig.

like i said im new so every useful information is appreaciated :)


texts: Hi, my rigged fingers are going in different directions. Whats the best way to align them all and make them all straight?


texts:
I need to know if there is a add-on or a built in function that could export (all)  objects model transformation matrix (the matrix that contains the models scaling, rotation and translation information)in one code.

Thanks!


texts: Cloth on an armature are deforming with ripped edges when armature pose is changed

texts:
I have imported an FBX mesh and put it on an armature. The armature moves with the clothes but in a very unnatural way. Few issues:

when the armature is moved, there seems like an underlay or clothes which remains unmoved.
The right sleeve movement seems to rip the clothes mesh and does not fall on the shoulder correctly.

Attaching the project: Blend file (google drive)


texts: I'm new to blender a bit and I'm trying to find a way to import xmf/xml files into it. Is there plug in I can use to be able to edit the models inside of blender?


texts: color strip or picture unfolding from one side to another in video editor

texts:
Here is the issue with the video editor:
The effect i am trying to achieve is by using color strips:
1st thing displayed, a color strip (green) covering all screen:
Green Green Green Green Green Green
Green Green Green Green Green Green
Green Green Green Green Green Green
Green Green Green Green Green Green
Than a red strip appears in the scene, unfolding from left to right:
Moment 2:
Green Green Green Green Green Green
Green RED    Green Green Green Green
Green Green Green Green Green Green
Green Green Green Green Green Green
Moment 2:
Green Green Green Green Green Green
Green RED    RED     Green Green Green
Green Green Green Green Green Green
Green Green Green Green Green Green
Moment 3:
Green Green Green Green Green Green
Green RED     RED      RED     Green Green
Green Green Green Green Green Green
Green Green Green Green Green Green
Moment 4:
Green Green Green Green Green Green
Green RED     RED      RED     RED      Green
Green Green Green Green Green Green
Green Green Green Green Green Green
I did not find this kind of effect built in among transition effects in Blender..
How to get it right?


texts:
I am a beginner with Blender. I only need to create a 10-block 3d object (pic 1). I created this object by having 10 meshes and 10 wires of the same size on top of the same mesh. The rendered image has very rough and irregular edges. I don't know whether I have done something wrong in the Material section or the wireframe modifier (pic 2).

Thank you very much in advance.


texts:
I have been trying to replicate the effect of Gimp Levels tool in blender but could not quite get the same result as in GIMP.
My attempt is summarized on the picture below, I tried to remap the values to a new range but that did not really work.
Any idea how to achieve the same effect?


texts:
What is a proper way to make edge (marked with marker) seamless in a situation below. I can't bevel it, also bevel modifier does nothing. Tried cutting it and bridging it back together. Removed doubles, recalculated normals... Running out of ideas... I could theoretically make one big face, but once converted to triangles in game engine it looks broken.

EDIT: So as requested more informations. I am modeling a 3d model of a glider plane. I need to create a seamless transition of object 2 on object 1(Old pictures were cutout of that section). Basicly i must smooth out edge marked with yellow color (all around the profile) so it would be like one part with fuselage. One the picture below is a look from a real plane i am trying to achieve.

File:


texts: cant select any object in blender (not even in a new file)

texts: I don't remember everything I did, but I do remember trying to delete my lamp and I couldn't select it. I tried moving an object around on the map but I couldn't even select it. the A key still select everything. I can still move things around when an object is already selected. so what I did is I gave up on that project and created a new one. I deleted the cube and added a plane. I went to edit mode and tried deleting the vertices. I couldn't even select it. does anyone know what I did or whats going on? I'm using Vr. 2.78.


texts:
Basically I have two curve shapes with the same ammount of points. I want to use them as bevels of a bezier curve, then blend from one bevel to another inside of the curve.
Is there any way to do this, or any tricks to achieve a similar result?


texts: Blending Displacement Textures with Geometry Node - why doesnt it work?

texts:
I am blending two noise displacement effects (Voronoi sand dunes + Wave Texture for little sand ripples), with everything plugged into Displacement node.

Now I want to drive the blending by using FAC socket, with Geometry Normal plugged in. I have set up my Geometry Normal effect like this, to split where the dunes break. When I plugged this into the FAC socket of the Mix RGB Node, I expected the white spots to have ripples from the Wave texture, and the black spots to have no ripples.

Instead, the Factor blending has no effect at all, it seems, it completely deactivates the Ripple effect.

Please, do you know what I am doing wrong?
Thank you!
Martin


texts:
Blender Version: 2.91 (also 2.83)
GPU: Radeon RX 590 (with and without updated drivers)
Edit:
I stumbled upon the problem in another context which lead me to a way to recreate the glitch in a clean file:

Open Default File (named General)
Go to the material of the default cube (in Solid Mode)
Under Viewport Display go to Color and set the Alpha to anything else than 1
Add a new material

This creates the glitchy mesh seen in the image below.

Original Problem:
My viewport shows weird noise when I toggle x-ray mode only in solid view.
I had In Front (under Object Properties>Viewport Display) enabled for my mesh and after a lot of searching I found out that I can toggle the glitch by disabling that.
I cannot seem to recreate the glitch in a clean file though and I'm a bit afraid that something is broken in my file.
Things I tried before the "In Front" toggling:

deleting all vertex groups, materials, modifiers and all other objects in the file
switched from smooth to flat shading
cleared all marked edges
disabled auto-smooth
disabled all addons (and later used a clean install)

Changing the workspace resets the view but the glitch returns on toggling x-ray view.
At least when I export the mesh as an FBX file that seems to be glitch-free. Though that way I lose all my vertex groups.
Any ideas what is happening here?


texts: Render Layers node doesn't have denoise sockets

texts: When I am in Compositing, my Render Layers node only has three sockets: Image, Alpha, and Depth.  But it is supposed to have much more sockets based around denoising, namely Noisy Image, Denoising Normal, Denoising Albedo, Denoising Depth, Denoising Shadowing, Denoising Variance, Denoising Intensity, and Denoising Clean.  How do I get those to show up?


texts: How do I copy the vertices, edges, and faces of one mesh into another?

texts:
I have a handful of mesh objects and I'd like to display one of them per frame. Thus far, I've been switching out entire mesh objects like this:

myObject.data = meshes[frame_number]

Unfortunately, the object's shader is tied to each mesh, so when I change the mesh, the shader disappears.

I know that I can use myMesh.from_pydata() to edit the actual mesh, but I'm not quite sure how to get the vertices, edges, and faces out of a mesh and copy them into another. I tried this, but got an error:

#gives an error:
myMesh.from_pydata(otherMesh.vertices, otherMesh.edges, otherMesh.polygons)

Any ideas on how I can swap meshes but retain the object's shader?


texts: How make a frame of cloth simulation into a permanent object?

texts:
I'm using the cloth modifier on a plane, and I was wondering if it is possible to take away the animation, with the default of that object being what it is in a frame of that animation.

I want the cloth to look like that in the beginning of the animation (or without an animation at all, really), where it looks like this:


texts:
In this project: https://www.file-upload.net/download-12514827/broken.blend.html

there are a lot of meshes which won't go away by selecting them and pressing X, aren't selected after selecting by Type and don't even get removed by my program. Why? My only bet atm is to manually rightclick them and delete them one by one, but that can't be the only way, right?

Btw this was the program which hadn't worked:

for ob in scene.objects:
    ob.select = ob.name.startswith("VBar")
bpy.ops.object.delete()


texts:
Autodesk Maya has a mode in which when I press the number 3 key on the keyboard, the polygons appear smooth, with the number of polygons unchanged.

This drawing mode works very fast.

Is there a similar feature in Blender?

For me, Sudivisions of Add Modifier seems to work a little slow on Viewport.


texts: Hot to upload a new font (OFT) file into blender

texts: I've designed a font in fontforge and now I need to put it to use. can someone tell me how I can install to font into blender !


texts:
Whenever I export a mesh, wich is just a tiny bit complex from blender to an .obj file, some parts of the mesh are ending up wierdly distorted. The only solution I found is to check "triangulate faces" at the export options.
But shouldn't it work without that?

The mesh in blender:

The mesh in Marmoset Toolbag:

Here the .blend file:
https://www.mediafire.com/folder/b8xga0wnsmwew/blender

In other programs, the same.

Any help is appriciated
Nightfox3


texts: I'm trying to follow a tutorial on how to animate moths. I'm using shape keys and when I put a key frame in the shape keys and add some noise the moth does not move even though the shape key value is clearly changing.


texts: How do I turn off environment/world lighting in Blender Cycles?

texts:
Here is the manual on Environment Lighting

My version of Blender does not have a widget for environment lighting under the world tab.  I've disabled all lights in my render, but it's still not pitch black.

How do I disable the default environment lighting?


texts: Are there any disadvantages to starting blender with the --enable-new-depsgraph argument?

texts: The question says it all :). I'm asking because it solved the latency problem between parents and children in the viewport and I will use this as the default blender starting argument (blender --enable-new-depsgraph).


texts: How can I put separate images together to create an animation on Blender?

texts: I am using blender and editing a youtube intro and I have every frame separately rendered on to a folder in my folder. Ive also rendered as xVid. How do I put the separate images together to create an animation? This is what I have.


texts:
How can I get the distance between specific points in the 3D View and the virtual camera of my viewport?

Using the distance, I could select the closest or furthest (farthest) vertex/object from my perspective view.

Answering my own question, although I still don't know the difference between perspective_matrix, window_matrix and view_matrix. I also would prefer more explanation on why we don't need to use the inverted matrix.)
This question came up while creating this answer.


texts:
I've created a displacement map which is based on the height of the mesh. The problem is that by the nature of this organic texture there is some self-intersecting geometry. I don't believe this can be avoided in this case, but I need to remove the resulting dark areas from the render because they will create unrealistically deep pits in the displacement. If I can do this at the rendering stage it will save a lot of time in the image post-processing stage, and produce more consistent and accurate results.

Dark spots in the cracks = bad.

I tried isolating back-facing geometry and treating it the same as front-facing. This made no difference though, so it must be something about the layering of the geometry rather than the facing angle. I didn't expect to have such trouble with a simple height map gradient, but the overlapping geometry has turned out to be a challenge.

Any help appreciated.


texts: Vary particle hair settings within same system?

texts:
Is it possible to have a particle hair system that has multiple different settings combinations in it? For example, have different settings for hair thickness, or child shape and clump?

Alternatively, if you have multiple particle hair systems with different settings, can you get their dynamics to interact together as if they were the same system?


texts: I have add array, solidify and simple deform modifier. I want to make a circle tyre shape but its making some different shape. I want to bend it 360 degree. I twisted with the up and down order but did not work. May i know the reason why its going in different direction. Any suggestion or help.


texts: Drawing simple non interactive gizmos in the 3DView

texts:
For some tool I am working, I would like to draw some simple non interactive gizmo (Preferably in the shape of a “+”) in front of vertices my mouse is currently over, and I was wondering what solution I would have to do such thing in Blender with Python.

I already did some googling and found about the bpy.types.GizmoGroup, but when it comes to the actual availables Gizmo types/Gizmo identifier, the documentation is scarce, I only found this:
Gizmo types in blender 2.8

And none of the seemingly available gizmo types would match what I am looking for. Plus even if some of them would have a visual style that could work, they have some interactivity that I do not want.

Are there some other solutions do draw/render simple non interactive gizmos/ui elements in the 3DView?


texts: how to make a random value on parameter?

texts:
i'm looking to make a bevel curve with random bevel thickness between 2 values.
I've tried using #noise.random(), but it doesnt' produce any bevel thicknesses...
i'm new to programming, do i have to port in some library or update some dependencies to make this function work?
thanks!


texts:
Here's the output from Blender python console:

>>> from numpy import *
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/usr/lib/python3/dist-packages/numpy/__init__.py", line 153, in <module>
    from . import add_newdocs
  File "/usr/lib/python3/dist-packages/numpy/add_newdocs.py", line 13, in <module>
    from numpy.lib import add_newdoc
  File "/usr/lib/python3/dist-packages/numpy/lib/__init__.py", line 8, in <module>
    from .type_check import *
  File "/usr/lib/python3/dist-packages/numpy/lib/type_check.py", line 11, in <module>
    import numpy.core.numeric as _nx
  File "/usr/lib/python3/dist-packages/numpy/core/__init__.py", line 6, in <module>
    from . import multiarray
ImportError: cannot import name 'multiarray'

It seems that Blender is trying to use my system Numpy instead of its own version. If I try importing numpy in a regular python console, it works just fine. However, the regular python console seems to use numpy from a different path than Blender:

>>> import numpy
>>> print(numpy.__path__)
['/usr/local/lib/python3.4/dist-packages/numpy']

How to solve this?

EDIT: Inside Blender, sys.path gives:

>>> print(sys.path)
['/usr/share/blender/2.78/scripts/addons_contrib', '/usr/share/blender/2.78/scripts/addons', '/usr/share/blender/2.78/scripts/startup', '/usr/share/blender/2.78/scripts/modules', '/usr/lib/python3.5', '/usr/lib/python3.5/plat-x86_64-linux-gnu', '/usr/lib/python3.5/lib-dynload', '/usr/lib/python3/dist-packages', '/usr/share/blender/2.78/scripts/freestyle/modules', '/usr/share/blender/2.78/scripts/addons/modules', '/home/myhome/.config/blender/2.78/scripts/addons/modules']

In normal python console, I get:

>>> print(sys.path)
['', '/usr/lib/python3.4', '/usr/lib/python3.4/plat-x86_64-linux-gnu', '/usr/lib/python3.4/lib-dynload', '/usr/local/lib/python3.4/dist-packages', '/usr/lib/python3/dist-packages']


texts: Is it possible to export a multiplayer game from BGE?

texts:
It is extremely simple to export a single player game, but I have not been able to find a way to create/export a multiplayer game from the  BGE.

Is this theoretically possible without using a third party application?


texts:
I'm currently working on recreating my bathroom in 3D and it's the first real project i have undertaken using blender. I have never been very strong with lighting in any 3d package but i thought i would give it a shot.

so my bathroom faces the suns direction for most of the day, this means the natural light through the window is enough to fully illuminate the entire room. I've tried to replicate this using a Sun lamp however when I shine it through the window the best it does is illuminate a patch on the wall, it barely provides any illumination to the rest of the room.

I tried changing the max bounces setting but its already set too it's max of 1024 and increasing the sun's brightness only results in brightening the patch on the wall. Is there a setting i'm missing somewhere that would increase the overall spread of the light?

Thanks


texts: How can I draw a parallel line to other edge in a face?

texts: I wanted to divide a face with line b parallel to a. At first I tried 'loop cut and slide' but it did not work for unknown reason. Next time I tried 'edge slide' line c to the position b but failed again because edge sliding moved other edges(d, e) connected to c. And then I tried extrude edge c toward b but failed again because it made a additional face and edges. Finally I decided to use knife tool because I thought that knife tool might activate like 'pencil' tool in Sketchup(It's very easy to draw a parallel line with pencil tool in Sketchup due to it's auto-snapping). But I realized that drawing a parallel line with knife tool is impossible at that viewpoint because there's no option like parallel to other edge in knife tool. Knife tool has only 'angle constraint' option  and in orthographic front view(in which I can draw parallel line with angle constraint) I can't work because other structures are covered. How can I draw a parallel line to other edge easily?


texts: How do I add an Fcurve Noise modifier with Python?

texts:
I am looking to add a Noise Modifier to a Node in the Compositor. I have added a keyframe to the Node but when I try and add the Noise Modifier, it's obviously not correct. I guess it's space_type sensitive. It will only work when the Panel is in the Graph Editor.

Here is the failure I have so far:

import bpy

class TestPanel(bpy.types.Panel):
    bl_label = "Test Panel"
    bl_idname = "TEST_PANEL"
    bl_space_type = 'NODE_EDITOR'
    bl_region_type = 'UI'
    bl_category = 'Test'

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

        row = layout.row()
        row.operator('node.mod_operator')

class NODE_OT_TEST(bpy.types.Operator):
    bl_label = "Gamma Noise"
    bl_idname = 'node.mod_operator'

    def execute(self, context):

        sc = bpy.context.scene
        tree = sc.node_tree

        gamma_node = tree.nodes.new(type= 'CompositorNodeGamma')
        gamma_node.inputs[1].default_value = 2
        gamma_node.inputs[1].keyframe_insert("default_value", frame= 30)
        gamma_node.select = True

        #this will only work when the Panel is in the Graph Editor.
        noise_mod = bpy.ops.graph.fmodifier_add(type= 'NOISE')

        return {'FINISHED'}

def register():
    bpy.utils.register_class(TestPanel)
    bpy.utils.register_class(NODE_OT_TEST)

def unregister():
    bpy.utils.unregister_class(TestPanel)
    bpy.utils.unregister_class(NODE_OT_TEST)

if __name__ == "__main__":
    register()

I'm sure there is another way to do it but I can not figure it out.. Help would be appreciated.


texts: How to make a bubble that doesn't reflect the inside

texts:
I've created a bubble and inside of it, I have a little character. The thing is that the bubble naturally reflects what's on the inside as well, so when you see the final render, you can see the mouth, ears, eyes, etc of the character reflected on the bubble.
It is possible to disable the reflections on the inside of a bubble/thin glass?


texts: Accessing FCurve from context returning None

texts:
I'm trying to write a simple function that will select the keyframes in-between 2 frames and have got the following:
def SelectInbetween():
    activeCurve = bpy.context.active_editable_fcurve

It's not much now as I'm trying to access this variable from python before manipulating it. But it keeps returning None. I don't know why and would appreciate any help


texts:
I'm trying import the character and animation from mixamo in blender.
Default pose my character is A-pose, but Mixamo's animation is T-pose.
Hand's bone is error when run animation.
Here's what happen when i try to run animation.


texts:
Very new to Blender!
I have a hand and lower arm (made in Rhino) which is composed of multiple meshes (objects).
I applied bones as shown in the image below

But, when I use the automated weight it turns out like this:

After searching around I think it might be due to the multiple meshes and possible overlaps of meshes so that Blender cant automatically weight it.
My question is then:
Would it be easier to make a hand in one big mesh, or is there a workaround for this? The fingers has cracks and holes e.g. at the joints where they are connected by screws. I guess that's what is messing up the automated weighting?
EDIT: Uploaded the .blend file if anyone wants to have a go at it.

Thanks in advance.


texts: I want to have a white outline and not a black one like the fresnel node makes


texts: Why Is my rendered image a white silhouette?

texts:
a newbie of blender is here to ask some help with his own stuff, i searched online tutorials and used a blender manual to make simple stuff for learning. I wanted to make an Espresso cup but it turns out like this:

I'll post my blender file too: https://drive.google.com/file/d/1kI9nIBejeWbxEpaqrXZZINGjX4gNpdhF/view?usp=sharing

i'm sorry for bothering but i wanna learn.


texts: Show/Hide an Input Field based on a conditional when making an Addon

texts:
I am writing a Blender Add-on which takes properties from configuration file and generates a tree based on the customization. The Add-On allows tweaking of certain properties, most notably whether the tree is monopodial (one canopy) or sympodial (multiple canopies).

If the tree is sympodial, I want the user to be able to select how many canopies are present in the Add-On. If the tree is monopodial, I want the fields to either be hidden or greyed out/locked for editing.

I've tried something like

row = box.row()
row.prop(scn, "Tree_Form")
if (tree_form == "Sympodial")
    row = box.row()
    row.prop(scn, "Num_Canopies")

But I haven't had success. Admittedly, I am a complete novice to Python and Blender Add-Ons in general.


texts: Which keyframing option should be chosen to animate movement and scale?

texts:
Which keyframe from a the following list should be used for animation of moving and scaling:

List:

Available
Location
Rotation
Scaling
Locrot
LocRotScale
Rot scale
Delta location
Delta rotation
Delta scale
Visual location
Visual rotation
Visual scaling
Visual locrot
Visual locrot scale
Visual locscale
Visual rotscale

Can you provide me with the details of the each of these as I am a beginner.


texts: Blender drivers work differently on frame stepping than frame selecting

texts:
I created a driver to move an edge as a constant size hypotenuse of an animated right angle triangle.

import bpy
import math as m

def rigthAngleTransform(rot, length):
    locY = length-(m.cos(rot)*length)-length
    return locY

bpy.app.driver_namespace["rigthAngleTransform"] = rigthAngleTransform

The representation of these values:

This screenshot is not at the start frame! At the start frame the pivot is from "length" distance from the X axis and rot is 0d

Where rot is animated from 0d to 90d (the script uses radians!), while the pivot Y location coordinate is decreasing according to the following function:

locY = length-(cos(rot)*length)-length

The fun part it works perfectly as it should by math if I choose a frame with the mouse cursor. however if I play the animation or change the frames with the arrow keys it will deviate like this:

The end point at the x axis should not deviate from it

A good clue if I change the direction of the animation playback the direction of the deviation will be the opposite (hypotenuse will go under the x axis)

If my perception is correct, during animation the driver has a 1 frame latency.

Update:

My perception was correct I modified the script to use the z rotation value of the next frame, by adding 90/45d to the z rotation. Now it works perfectly during animation, if the interpolation is linear, and it will generate a deviation if I select a frame by clicking.

updated script:

import bpy
import math as m

def rigthAngleTransform(rot, length):
    locY = length-(m.cos(rot+m.radians(90/45))*length)-length
    return locY

bpy.app.driver_namespace["rigthAngleTransform"] = rigthAngleTransform


texts: Need help scaling creating views of a diagram

texts: I'm working on a model of a steam locomotive and I don't know how to scale the diagram to be the correct size as well as create front and back views of the locomotive. the length of the locomotive from end to end is 48ft 6 7/8in long, I tried making the drawing larger and measuring it until it said something around 48.785' but it didn't seem to work to well. also is there a way to lock the diagrams so when I am creating the model I don't shift them? if anybody could help that would be great. Thanks


texts: How to set skin_root_mark on selected vertices of a skinned mesh generated in Python?

texts:
I'm writing a procedural tree generator that creates a mesh consisting of a network of nodes joined by edges, then adds a Skin Modifier. Here is a simple example with just one trunk and one branch:

The Skin Modifier does this:

I get the desired effect if afterwards, via the UI, I select all nodes that represent "joints" between branches and click "Mark Root" on the Skin Modifier.

It also works if I just select the whole mesh and hit "Mark Root", but obviously this is not really correct. But at this point I'll take that.

The Info panel suggests bpy.ops.object.skin_root_mark() and trial and error suggests this works on the selected vertices in Edit Mode. My effort at scripting this produces this error:

    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.skin_root_mark.poll() failed, context is incorrect
Error: Python script failed, check the message in the system console

This error is raised by the attempt to switch to Edit mode or, if that is commented out, by the call to skin_root_mark (the latter is the version pasted above). I can't tell from this error message what the underlying issue is, especially as the same error occurs on either of the lines, which seem

The following is a MWE that exemplifies the crash without all the tree-building logic:

import bpy

# Clean up
bpy.ops.object.select_all(action="SELECT")
bpy.ops.object.delete()

verts = [(0, 0, 0), (1, 0, 0)]
edges = [(0, 1)]

# Create the mesh
mesh = bpy.data.meshes.new("TreeMesh")
mesh.from_pydata(verts, edges, [])
mesh.update()
mesh.validate()

# Create Object to hold the mesh and add it to the scene
obj = bpy.data.objects.new('Tree', mesh)
scene = bpy.context.scene
scene.collection.objects.link(obj)

# Add the skin modifier
obj.modifiers.new(name="SK", type="SKIN")

# Make sure to deselect everything in the mesh
# (I guess this is overkill but just in case it makes a difference...)
for g in mesh.vertices[:] + mesh.edges[:] + mesh.polygons[:]:
    g.select = False

# Select all vertices
for v in mesh.vertices:
    v.select=True

# Either of these lines raises the "context is incorrect" exception:
bpy.ops.object.mode_set(mode="EDIT", toggle=False)
bpy.ops.object.skin_root_mark()

As an aside, it's not at all clear to me how skin_root_mark works. What's the intended behaviour if you have nodes selected that belong to multiple objects and / or are affected by multiple Skin Modifiers? It seems like an odd choice to make it a global function rather than, say, a list of vertices attached to each modifier. If anyone can point me to info on the rationale behind this, that would also be very helpful.


texts: Blender Mesh/Modifier Animation to Bone/Keyframe Animation

texts:
I build a Chain that is following a Curve with the help of some Emptys, like here Link. It works fine, but i need the Animation as a NLA Track on my Armature because i want to use the Animation in Unity or Unreal Engine. I did try to bake it down with the (Bake Action) function but these results in a weird Animation who is only Showing Rotation Values in the end.
So my Question: is there any way to bake or Convert this?


texts: How do I fix an indirect weight paint change error?

texts:
I've been having this error for the last few days now in different variations: Sometimes I move/rotate a bone and in an unrelated mesh an objects moves around it like shown in the picture.

This is based on a custom armature system I've created since the model(imported .obj file) has four legs and not much of a head.

Is there anyway to make the items stay in place when rotating it?


texts: How to split objects to increase effective resolution of particle effects

texts: Blender has a hard limit of 250 for the resolution of its particle effects. I am using Blender to "voxelize" complex 3D models using its particle system in a tight grid of cubes, and I am trying to find a way to increase the effective resolution by applying the particle effect to parts of the model separately instead of the whole model at once. For example, if I split a model in half my effective resolution can be as high as 500, as I can apply 250 resolution particle effect to each half. I would like to be able to do this splitting procedure in Blender with python. I need the model to be clean so that the particle effect works as intended (is as close to the original model as possible). The method described to me here in a previous question of mine did not work for me, as the cut meshes did not work well with the particle effect.


texts: Is there a way to automatically translate position of vertices to normalize to 0-1?

texts:
I mean every vertex position should be between 0-1.

I use Monogame so I can't use scaling (button S). I decided to make a model which would have vertices position between 0-1 and then scale it.


texts:
I'm using the spin tool to create a circular shape of objects (fig 1 as an example), however I can't find a way to link them.

When I edit the cube all the other cubes are left independent (fig 2). I'm trying to get the sort of behaviour you get when using an array, but have decided to use the spin tool instead as it's much easier to create a circle of objects.

I've tried using both Spin and Spin Duplicates but can't see a difference. And I've also tried the use duplicates option.

Any ideas on how to achieve my goal? or is there a better way of doing this?


texts: Is it right to use Blender for such kind of animation? Animated caption for video

texts:
I want to make animated caption for video. It will be in the lower third part of frame.

Example. https://www.youtube.com/watch?v=e0lpjHQRWEc&t=28

0:30. Two rectangles appeared - blue and light gray. Next step letters appeared on rectangles. Next step letters disappeared. Next step rectangles disappeared.

I am not going to copy one to one this animation. I want to use another colors, another font.

Is it right to use Blender for such kind of animation?


texts:
Are there solutions / best practices for dealing with the Version Management Problem when working on larger blender Projects?

Explanation: Version management means to keep track of who did what, when and why. Blender is a huge GUI driven application, but the work done in blender is typically comparable in complexity with the task of developing software. In such a setup, it is no longer possible to keep track of changes just by looking into the GUI. To be able to work effectively, we need tool support to answer the mentioned questions on a daily basis.

are there better solutions available than just checking in the blend file as a binary blob into some SCM system (Git, Mercurial, SVN, ...)?
maybe there are specific filters or exporters available which allow to transform the blend files into something which can be version managed with the tools known from software development?
branching and merging: are there tools or known methods to integrate changes done by different people working in a team on a common project, but possibly on different branches or development lines?

Of course binary diffs in images and video footage are also relevant, but there isn't much to be done with these, beyond just noting that you're using a new version of some externally linked binary media.


texts: Is there a manager for creases or edge groups for Blender 2.8?

texts:
For a lot of subd models with creases I need a crease-editor like Maya have.

In Blender all edges must be manually selected to tweak or adjust the values one by one  by hand. In version 2.8 it's getting  dangerous after 8 hours of selecting and writing down with the annotate tool my clickfinger hurtS.
sometimes specialIy after hours I move acidently the edges just a tiny little bit when selecting a edge check the creasing value and then the shading can look wrong,maybe  the face is not planar anymore, its now distorted and now the model look like a error and must  unwraped  UV again.
Urrghhhh...
Is there an add-on for Blender 2.8 that could help with that Problem and bring a  creases manager in my Pipeline like Maya have .

One help would be that selecting with rightclick can't move the edge with a mouse move without gizmo is involved.
A click and drag on  the White gizmo Ring schould move the edge or vertex .but

How to Setup the preference keymap.? I Don t know..

For a decade Maya has this tool but in Blender 2.8 I could not find an edge-group-manager.
Is there anything in development, or is there another free tool that has edge Group creases Management?
 Here a link anyone can look how the creases manager Editor works..

https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/Maya-Modeling/files/GUID-83308C84-E5EE-4B07-8B26-7C04F8134701-htm.html

Cool festures f.e.you can choose your color s for different crease , the creases are  listed named with  values that can be tweaked without selecting again and  again edges or edg loops to see the values.

so simple Mega cool ...


texts: How to isolate a single part. Blender to SolidWorks

texts:
my apologies in advance, im a total n00b to blender, i have NEVER used it before but a certain model i purchased has most likely been made with it, not 100% sure tho... I have the blender-file and atleast it opens up nicely.

I've been using SolidWorks for a while and im trying to convert the model into working in SolidWorks. Problem is, it has waaaay too much "facets" for SW to handle so it dies.

Plan B, i'l just do it piece by piece. The model seems to have several different parts in it and ive managed as much as move em around. A single part looks small enough for SW to handle so lets try that...

So, what i need a step-by-step quide in how to isolate a SINGLE part in the whole model into ONE file. Delete all others. I tried just smashing delete on all other parts, didnt work... Or i did something wrong.

I can then export that part as an STL file into SolidWorks and try to read all the parameters/features/etc. One part at a time.

So i have the entire model open in front of me, i click on a single part i want to isolate, delete ALL others, how do i do that?


texts: Procedural textures in materials mode Blender 2.79

texts:
I know. This question has been asked a lot. Most replies/responses I have found say it can't be done. And I feel I have been bamboozled.

It started with watching this tutorial on creating wormholes. At 34:30, he adds a noise texture and connects it directly to the output. On his, it displays the texture in the material viewport, in mine it doesn't. I am absolutely stumped to why his works and mine doesn't.

I am creating the wormhole on my MacBook Air (13-inch, Early 2015), which has a 1.6 GHz Intel Core i5 and an Intel HD Graphics 6000 1536 MB. As the title states, I am using Blender 2.79. My OS is MacOS Sierra 10.12.5.

Because my computer lacks a GPU, I cannot use GPU rendering. I have no clue if it would effect material view or not.

All I know is this:

The node works on his computer in material view. On mine, it doesn't.
It works in render view
So far, everything else up to that point works a treat. No problems.

I know it is something to do with procedural textures overall.

Early thanks to the Blender community.

Cheers,

BFB


texts: Blender 2.8 "UE to Rigify" Bake acitons NLA

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I made 5 action animation in NLA.
But before sending to UE4 probably I should to bake in addon "UE to Riggify". And if I bake with addon all actions keys gone in Action/NLA, only one selected animation presents.
Does it have more convinent way to bake and send all animations to export FBX. And why I should to bake in "UE to Riggify" addon animation ? Export with NLA and all actions doesn't export all acitons, it just send only one action.Sending with pipline "Send to UE" addon have problame errors. That why I trying send with FBX. May be I should to ask different quistion but all animtions gest extra wrong animation(screwing some bones) that doesn't show in Blender but if delete those keys it will not be in UE4.


texts: I want the camera to see things that are far away. Ive tried increasing the clip but that does nothing. Can anyone help?


texts:
I am new to Blender. I imported a third party 3D model and I added in a human meta-rig and formed it to fit the human model. But when I click "generate" button under rigify, the blender page gets shut down.

Here is the Dropbox link for my .blend file.

Any help would be greatly appreciated. Thank you.


texts: Is this add-on "Extra Lights - Photometric Lighting For Blender" compatible with Blender 2.90.1

texts: Does anyone know if this add-on "Extra Lights - Photometric Lighting For Blender" is compatible with Blender 2.90.1.  Here's the link to this add-on from blender market place:  https://blendermarket.com/products/extra-lights.  Thank you!


texts: Possible Refraction problem in new Blender 2.9.1

texts: If I use Screen Space Refraction in the Material settings it disable the transmission in material properties. Is this a bug? If I disable SSR, transmission works as expected.


texts: Is there any way to preview freestyle lines using cycles?

texts: When using blender render freestyle lines will be previewed in the viewport while in render mode. This doesn't appear to be the case for cycles, but I'm thinking it is just an option somewhere that I have either unchecked or overlooked. If not, are there any addons or alternatives to previewing the lines without having to render every time?


texts: Is it possible to take a mask clip and 'connect' it to a specific point on a moving object?

texts: I have a video clip of a car driving by from left to right. My goal is to add a decal (mask) to the car door.  Right now I am painstakingly moving the mask via X and Y.


texts: How can you install packages into blender's python a makefile? I want to be able to run a "make python-deps" and have it automatically install a list of dependencies


texts: python script that reads text file containing coordinates and creates a path/curve for object to follow

texts:
I am a highschool student working at a college's engineering department for the summer. I just began working in blender and have intermediate knowledge of python. Could anyone share a script they've made that can:

1) Read a text file of xyz coordinates into python.

2) Turn these points into some type of curve or path that an object can then follow to model the path the coordinates map out.

Like i said i don't have a great understanding of blender but if someone could write or give me a script that is able to do this it would help. Please explain in simple terms also.. Again I am not an expert.

The file has three points on each line, separated by commmas, and is pretty large. All the coordinates would need to be floats on account that they are decimals.

-4.934860e-06 , -1.380798e-06 , -1.504166e-05 ,
-1.359547e-05 , -4.301138e-06 , -4.403530e-05 ,
-3.727631e-05 , -1.307421e-05 , -1.287422e-04 ,
-7.177810e-05 , -2.724715e-05 , -2.643154e-04 ,

here are some of the data points when in the text file

now with the .csv they were put into an excel file

when copied and pasted they look like this:

-4.93E-06   -1.38E-06   -1.50E-05


texts: Objects not in Viewport appearing in Render (Armatures/Rigging)

texts:
As you can see in the image below, I have a scene with three characters, which are all animated, either
doing a dance or just sitting idle. I downloaded a minecraft rig and uploaded it to Mixamo to get
them animated. Everything looks good until you hit render and see geometry that you do not see in the viewport. I'm trying to figure out what it is, and what I can do to get rid of it to have a normal render. Currently using EEVEE. Issue also persists in Cycles. I am pretty new to rigging so I assume the issue comes from somewhere in the armature that should not be rendered, but I just cannot figure this one out.

Below are source files on Google Drive.
This is the .blend for the scene >>> https://drive.google.com/file/d/1Jr0czbMXa2m8NSEZZBQlSQq14pE1q_9E/view?usp=sharing
This is the .blend for the rig I uploaded to Mixamo.com >>>
https://drive.google.com/file/d/1XWKYnwbYEhUykrwM2hDitCmJzSD921mb/view?usp=sharing
Thank you for your time.


texts: Weird problem with my mesh collapsing in on itself when posed at certain angles

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I'm a bit new when it comes to Blender, so I'm hoping this an easy fix.

I was applying the skin weights to my character, when I noticed this problem where my character's mesh will collapse in on itself if they are leaning to their right. If they lean to the left, it jumps back to normal.

I checked to see if any other bones were influencing that specific region, but as far as I can tell, the torso bone is the only bone affecting that part of the mesh. This is the only bone that seems to be having the issue.
I used the Rigify plugin to make the rig.