texts:
Based on my earlier question, I am trying to figure out how to keyframe a button in a panel. The button is not keyframing the location of the cube and it only changes the text on the button. Does anyone know how to fix this?

import bpy
from bpy.props import BoolProperty

#win_man = bpy.types.WindowManager
bool_prop = bpy.props.BoolProperty

scene_man = bpy.types.Scene

def update_test(self, context):

    if not bpy.context.scene.test_toggle:
        bpy.data.objects["Cube"].location[0] = 1

    else:
        bpy.data.objects["Cube"].location[0] = 0

    return

#win_man.test = bool_prop(default = False, update = update_test)
scene_man.test_toggle = bool_prop(default = False, update = update_test)

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):

        #wm = context.window_manager
        sn = context.scene
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = True
        obj = context.object

        row = self.layout.row()
        sub = row.row()
        label = "cube = 0" if sn.test_toggle else "cube = 1"
        sub.prop(sn, 'test_toggle', text=label, toggle=True)

        return

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

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

if __name__ == "__main__":
    register()


texts: Script to auto-replace a part of material settings

texts:
I have a scene with hundreds of objects and materials. Some are with transparent masks (like leaves) and the other's none. Now I have a new material node setup and want to replace the "color" part of all the materials with this new setup while keep their transparent masks the same. I have try the materials option in RenderLayer but that does not work since the new material should not override the transparency mask of each object. I am thinking of writing a script, but do not know how and where to start.

If it is possible, can we automate the rendering pipeline to render the scene once with the original materials and once with the new one? Bash script is more desirable.


texts: More realistic lightning motion in Blender

texts:
I used the solution to create animated lightning found here to do the Sith lightning effects for my film (the effect can be seen here). Cool, but not cool enough.  Each particle is completely random compared to previous particles, and does not behave like the cool lightning found in After Effects for example: this or this or this. How can I animate a mesh or other object to behave and move more naturally like lightning?

Gracias.


texts: How to set pose bone position in global coordinates with python?

texts:
I have the following armature, and I want to write a code sets the position each bone pose to a new pose. In the image below I've added cubes to indicate the desired positions for the armature. However, I couldn't find any systematic way to set the bones position. I found a way using convert_space, however I can't set separatelly the position of the tail and bone. Does someone have a good idea?
EDIT: There is a similar question that shows how to properly get the bones position, however my intention here would be to SET the bones position, and that I couldn't do succesfully.


texts: How can I change the density of an object based on material?

texts:
I have an object made in a single mesh with different materials applied to it (by face).

Is there a way to simulate its center of gravity considering the material's different densities?

Right now blender uses just a single material for the whole object if i am not mistaken.

Thanks!


texts: Blender 2.9 Shading Workspace. Environment/HDRI showing gray

texts: I'm a beginner to blender and I was texturing a sword I made from a tutorial, but ran across a problem. In Shading mode, my Hdri is completely gray, the environment is not visible at all. When screen world is not enabled, the lighting from the hdri is visible on my model, but the actual hdri environment is not visible. When screen world is on, all lighting disapears even though in multiple posts I've saw about this problem enabiling screen world was the solution. The hdri I'm using is sunrise.exr. Thanks a lot to anyone that can assist me.


texts: why did my fluid change into multi colored spheres?

texts: the fluid mesh is under there but it's surrounded by these spheres


texts:
I was trying to model a desk and came across a problem, I can't seem to solve.
I wanted to create a simple bevel.
I used Mesh > Edges > Bevel on a selected edge and got this result

Why is it not symmetrical? How can I make it symmetrical?

For reference, what I actually wanted:


texts:
I've made an animation that explodes a box and reveals text that's inside it.
However, I can't make it explode from the left->right. For some reason it starts from the right hand side of the cube.
I've tried to google it but cant find it. Also tried to check the settings but cant find it.
Some help would be awesome!
EDIT 1:
Hi. 30Mb max limit on that page.
So i uploaded the blend file here
https://forumfiles.com/j942T5Hdoe/killlah_wood_blend


texts: Should a text object start with 9 users?

texts:
I am using the 2.77rc2.
I just added a new text mesh and the font option each have 9 users.

Is this normal, or should this be reported as a bug?

It seems weird because adding any other object, the object starts with only one user. (itself)


texts: How do i get a reference clip to start playing later in the timeline?

texts:
I am still learning how to use blender and am using reference clips for different actions throughout a single animation. The reference clip i want to use to animate my final action ends long before i get to the start frame for the animation. inserting the clip always seems to default the beginning of the clip to the first frame of the timeline.

Vers. 2.79, Cycles Render.


texts: Blender 2.8 - Object/Mesh Dimensions perplexity - Help please

texts:
Beginner here & also the first time searching for help here

I'm modeling a Sword for a Melee Slasher Game &
without an offical SDK(soon), i'm only able to exchange existing Models.

This means i've to keep/use the exact Scales/Dimensions of an existing Sword in the Game, because of the same Hitboxes they've to use etc.

So i converted the UE4 File into .fbx and imported it into Blender
Scale/Dimensions are this:

Then i build my own Sword in the same Project, to adjust and keep the Dimensions to the Original Sword i'm trying to replace later.

As a Beginner, i once made the mistake and couldnt merge by distance as expected and made my Sword something like 20x times bigger in all directions to merge by distance to get the result i wanted.

Now i cant rescale my Sword-Mesh properly & i'm searching for ages for a solution on the web.
This is how it looks, when i'm just typing in the Dimensions of the Original:

(Unmarked Sword-Mesh=Original / Marked Sword-Mesh=My Model)

(The Dimensions dont fit to my 20x statement anymore, because i already tried many rescalings)

And this is, how it approximately should look like:

I dont want to rebuild the whole Sword, even though it could help me to get a better workflow and so on.., but for now i want a solution to this problem,
because i could run into this later again.
Could somebody give me a Step-by-Step Guide, how to fix that?


texts: The proportional editing seems to be mirrored in some way?

texts:
I'm trying to move the vertices of the left leg of my character all around the armature (created by the Manuel Bastioni LAB) with the proportional editing tool,but when I press on G and then X,also the vertices of the right leg are moving. I thought that the X mirror option was enabled,but it isn't. So,why it happens ?

Instead,I have opened an old version of the same project and here you can see that it works as I want...


texts: Object appears mottled in views and renders

texts: Anyone know why my object appears corrupted and spottled after decimate? I tried flipping normals, deleting uv's and adding a material, to no avail.


texts: Key out background and keep "halo" around foreground

texts:
Noob here! I captured video of myself writing on my ipad- pure white background with pure black text. I want to import this into Blender 2.8 and overlay it on top of another video, obviously removing the white background. BUT I would like to keep a few pixels of the white so that the text will remain legible even if the new video background becomes dark in places. What is the best way to do that?
I followed a YouTube video about chromakey and used the Keying Node, tweaked the feathering settings, but the best I can get is something like this:

The feathering seems to "miss" bits of my text, and the fluffy cloud look isn't really what I want anyway. Really I would like to just keep a few pixels of white running around the edges of all the black. Am I on the wrong track entirely? Thanks!


texts: How to show the panel with Geometry - Modification - Offset / Extrude

texts:
In this question:

How to make a bevel on text

... the screenshot:

... shows Geometry panel, with Modification: section, with Offset and Extrude inside - how can I show this panel?


texts: Super long "Loading render kernels" using macbook pro 2018 GPU rendering

texts:
I'm using a macbook pro (mid 2018) with Radeon pro 560X, to render on GPU. Whenever I hit render on GPU, the "loading render kernels" takes ages. And I never manage to render on GPU.
What can I do? The same problem with both Blender 2.79b and 2.8.

Cheers,
Gaofeng


texts: How to duplicate linked an entire model?

texts:
Lets say I've modeled a window (with the frame, glass, handle...), set the constraints limiting the translation, and set the parenting hierarchy.
Now I'd like to reuse the entire window somewhere else in the scene.
Currently what I'd do is duplicate linked each part/object and assemble as they should be, but this is so counter intuitive and time consuming.
I think there should be a way to wrap the entire model so you only see it as a single thing in the outline explorer, and you copy once the entire thing, including modifiers, etc.
Anyone knows what I'm talking about? Afaik this was possible in Maya, so hope someone can help me achieve this. Thank you in advance.
PS: I've seen that if I put the item in a collection I can make a hard copy, but what I want is a linked copy.


texts: Transparent mesh with material/texture remains black

texts:
I'm using Blender 2.69. I added a plane mesh to the model (display draw type: Texture). Added a material and a alpha transparent PNG image (coordinates is UV, rest is all default). In the UA/Image Editor I definitely see the transparency of the PNG file that I put on top of the plane/mesh. In the 3D View the image is displayed on the mesh. However, the color of the plane is black, albeit the preview of the material is showing transparent. Why is that?

For test purpose I also changed the material to transparent, alpha value 0.2. The plane remains black. Why is it that I'm missing out here?

Observation: In the Viewport Shading, "Rendered" would show the panel transparent. But not in "Textured" mode. I'm puzzled. Shouldn't "Textured" viewport shading show textures?!? Have I got the wronng expectation?

Renderer: Blender Renderer
OS: Win 8.1


texts: Screen bar of the window screen covers/block the buttons

texts:
I am a new blender user and I download the version 2.8 beta. However, when I open the software the bar that shows the software's name(on the top of the screen) and the bar that shows window icon, essential stuff like chrome, microsoft store and file manager(which is located on the bottom of the screen) block/cover those buttons who is on the top and the bottom.

Another thing that the bars also cause, is about the cursor:

When I move the cursor to the roll on top(not the highest) where there are "New", "Add", Subtract" buttons, nothings happen, there aren't the effect that make the button's color lighter, and it won't shows the functions of the button when I click it. But instead, if I move the cursor to a bit below those button it has the effect, and it will shows the functions of the button if I click it too.

When I click the roll on top(not the highest) where there are "New", "Add", Subtract" buttons, it will shows the functions of the buttons on the upper roll(highest roll on the whole screen, includes blender icon, File, Edit, Render buttons)

I think it probably will be solved by fullscreen(I think most users fullscreen when using blender, idk), but I don't know how to do it either
So please if anyone know how to solve this problem, please answer, thank you very much.


texts:
I understand that by default, 1 blender unit = 1 meter.
Setting "Scene Properties -> Units -> Unit System" allows me to model in some other units.  I tend to use inches.
So that's worked fine for all my mesh modeling, but now that I'm trying to make textures, I need those to be scaled properly as well.  However, my tests have shown that my procedural textures still use 1 BU = 1 meter, despite my scene properties settings.  Nothing in the units panel seems to affect the texture scaling at all.
The attached blend file shows what I mean.  I created a procedural texture which creates a border where the X coordinate is equal to 1 (using object coordinates).  The units in my file are set to inches, with unit scale set to 1/12 = 0.08333.
The bottom rectangle is 4" wide, the top one is 10" wide (object scales are normalized to one).  I would expect, if everything is working in inches, that the border would show up at the 1" mark on both objects.  But in fact the border appears at 3.28", which is suspiciously similar to 1 meter = 3.28 ft.

Is there an easy, canonical way to set Blender to work entirely in one unit system?


texts: "number of slices" shortcut doesn't work (Loop Cut)

texts:
https://youtu.be/zH_eZDWCnMg?t=123

Hi, i try this tutorial but "number of slices" page up/down or mouse wheel shortcut doesn't work ?

Version: 2.8 RC


texts:
There is a phenomenon that the brush tool is delayed by 0.5 seconds to paint the texture in the 3D view panel.

The more problematic thing is that the delay time increase. That means, the more I paint the texture, the slower it is.

However, this problem does not occurre in UV panel.

My working environment is as follows,

CPU: Rizen 1700x
RAM: 16 GB
Graphics card: GTX 1070 (CUDA1902)


texts: How to export instanced collections to unity and retain the heirarchal format of an object?

texts:
I'm trying to export my scene with all its objects hierarchies into unity. However the instanced collections of the Sofa object does not have the same hierarchical format of the original collection when exported to unity.
How do I preserve this hierarchical format during exporting to unity?
Collection and instance in blender

Collection and instance in Unity


texts: Mirror modifyer not mirroring the movement of an object

texts: to be specific im creating a character, i mirrored the left eyeball and i grab it and  move towards the centre which suppose to make the two eyeball closer , but what what happend instead is the right eyeball moved outside the skull. When i move the other objects, such as eyebrow, it is mirroring the movement. Dont know why just the eyeball is moving wrongly, thanks for the help


texts: Achieving a split/cracked wood grain effect?

texts:
I'd like to achieve a split and cracked wood grain effect on a mesh such as in this reference image:

Is it possible to do something like this in Blender through a particular tool / modifiers?


texts: How to model clay falling into a mould (physics)?

texts:
I want to model a ball of soft clay falling into and filling out a mould in the physics engine of blender.
What type of physics would a i.e. cube need to fill out the mould.
Cloth is not quite right as it doesn't hold its volume... Would it be fluid? Or would it be both?
Trying to simulate the handmade brick making process to generate textures.


texts: Trouble extruding complex shape from model

texts:
I am having some trouble adding the following geometry to my model:

The problem in the picture is that the gray geometry isn't connected to the black part of the model. I'm doing some bevel work, and it needs to be connected. I tried using a knife project of the shape, and extruding it from the model. But I had trouble getting all of my faces to stay flat. It created weird artifacts. I also tried using boolean operations to connect the gray part to the model, but the boolean operation failed, and I couldn't figure out a way for that to work either. I am not sure how to solve this.

I feel like there is a better solution; everything I have tried so far has produced artifacts. Are there any modeling techniques for extruding this kind of geometry? Or is there some other way for me to attach the gray mesh to the rest of the model?


texts: How can I apply a modifier to selection only?

texts:
I'm making a cookie cutter model to 3D print, and I want to extrude the upper ring of faces to be wider on the top (or just make it thicker on X/Y axes)

I've tried selecting the upper ring and separating it, then applying solidify modifier and later joining both meshes with CTRL+J into one. It looked kind of like I wanted to, but as a side effect I got a few unfixable non-manifold edges so in the end my 'solution' was garbage. Any other ways?


texts: When IK bone moved wrong part of mesh deforms

texts:
I am pretty new to blender, but I've been digesting as many tutorials and reading as I can get my hands on. I've run into a problem and I can't quite form the question properly for Google to handle so I've come here for help.

When I manipulate the arm IK bone most of the mesh behaves normally. However, when I do manipulate say the left arm IK, there ends up some twisting and deformation on the right breast of the mesh. I've checked the weight painting and nothing on the left side is connected over there.

I'm not entirely certain what else it could be.  I've checked the parenting. I checked the weights and made sure to subtract everything that needed it.  I'm stumped.  I have before and after pics and I will certainly make the .blend file available if anyone needs to look more closely.

Thank you.

[![Before][1]][1]

*Here is the blend file.


texts:
When importing my .obj from Blender to Zbrush it looks off. I've tried exporting it as a .fbx with no luck, and different kinds of subdiv levels.
I'm not sure what info is relevant, so please ask, but it looks like this.


texts: Why doesn't the shutter speed have any effect on image brightness?

texts:
I'm trying to simulate some motion blur caused by camera shake and object movements. I checked motion blur, and tried to customize the shutter speed of the camera to see the differences.
In the real world, when you increase the camera shutter speed the output image would be darker with less blur, but in my experiments,increasing shutter speed has no effects on the brightness of the output image, but it causes less blur effect. It just makes no sense. Do you know why it behaves like that?

So it seems there is no advantage in slow shutter configuration which is not true in the real world.


texts: When i add mesh in my scene in object mode. It doesn't appear.


texts:
I am getting this error message on export. Does anyone know how to resolve this issue? Thank you.
Python: Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_scene_fbx_init_.py", line 636, in execute
return export_fbx_bin.save(self, context, **keywords)
File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 3198, in save
ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)
File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 3094, in save_single
fbx_objects_elements(root, scene_data)
File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 2894, in fbx_objects_elements
fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)
File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 1163, in fbx_data_mesh_elements
uvlayer.data.foreach_get("uv", t_luv)
RuntimeError: internal error setting the array
location: :-1


texts:
i have a few animation projects coming up due to render in the next month or so. I downloaded Sheep It in the mean time so i can contribute to others renders as well as rack up points for myself for when i am ready to render. I set it up across 2 computers (Intel Core i5-4260U @ 1.40CHz x4 and a Intel Core i7-4750HQ @ 2.00GHz x8), and the friend who introduced me to SheepIt linked his computer up as well via the KEY. Seemed to be going fine but when he disconnected the frame render count stopped, it seems that my computers wernt rendering at all it was just piggy backing on his. Can anyone tell me what ive done wrong please.
Ive tried connecting wirelessly as well as via an Ethernet cable and still no change.


texts: Is it possible to manually sculpt a specific face in Blender ultra-accurately?

texts: I mean very accurately (over weeks if necessary) to match a specific face so that it looks as accurate as if done with a 3d scanner and you can identify the person clearly?  For example, like the object below.  This question is probably very opinion-based.  But if possible, I will consider practising and training to become that good.  If not possible, then you have saved me a lot of time and frustration.


texts: Forcing two cylinders to touch when modeling

texts:
As the title said: how do you force two cylinders to always touch while modeling. What I want to achieve is that I can move or rotate one of the cylinders during modeling, but with a constraint so they keep touching. The final result is static, so the cylinders do not have to be able to slide along each other with a rig or something.

For context: I'm planning to write an extension with some tools to quickly model pioneering constructions in blender. For example something like this:

Modeling these constructions becomes tedious quite quickly because the spars have to touch and when slightly moving spars not perpendicular to each other they tend to intersect or stop touching. That is why I ant to write such an extension.

But I was wondering what is the best way to implement something like this, or if I'm missing already existing tools that would be useful. I succeeded to force two spars to touch using bones as follows:

I added a bone to the first spar, along its length
I added a bone at the the tail of the first bone, constrained it's length to the sum of the radii of the two spars and constrained it's rotation to the be perpendicular to the first bone (90° around x-axis in XZY-Euler)
At the tail of the second bone I connected a third bone, with the same rotation constraint as the second has with respect to the first. The second spar is aligned with this bone

This setup succeeds to force two spars to touch, and I can move the joint by moving the second bone. But it is a bit buggy and requires manipulating bones to model the construction. Furthermore, this is approach is bound to become a mess of bones for larger constructions.

Because I'm writing an add-on, I also thought about defining an object representing the joint. When this joint is moved, it would update the positions and/or rotations of the spars that it connect accordingly. But I did not find any way to listen for changes to a certain type of object to trigger a script.

any help is highly appreciated!


texts: Shading Options Removed When Adding Material in Blender Render

texts:
I'm trying to add a texture to my chicken and keep the same type of shading on each object using Blender Render, without compromising the texture.

My initial problem was that merely adding the texture as a material, the texture would not show up properly if I have Ramp enabled.

I figured out if I turned off Ramp, the texture appears correctly, but I lose the shading options. Note how the texture appears but is not shaded the same as before, because I turned off Ramp.

I would like to continue using Blender Render if at all possible for this solution. Since, that's what I've been learning and using so far with all of my creations.


texts: Update pynodes after user action on custom Node Tree

texts:
I try to execute update on my custom pynodes when user performs action: delete links, add link, removes node. From Animation Nodes or Sverchok I could figure out i can use NodeTree -> update() method to execute changes (way better than using scene_update_post handlers, because it fires only on events performed on node tree).
Is there way to get what kind of element user removed/created (link, node) from that update() method? So that I can execute update on affected nodes?

Example of my problem below (Alpha Channel wont get updated on socket connect event):

For now I'm thinking of creating global cache_links, that will contain previous state of all links in node tree. From that  I could possibly compare what link got added/erased on update() event.  And then do node updates on affected links from_nodes and to_nodes...


texts:
I have attached a video screenshot of the issue. I can't seem to get my camera to display objects in the distance. Some Focal setting adjustments are required I guess but I'm new to all this. Thanks in advance for any suggestions.
Video link:  https://www.mediafire.com/file/umpnb3mqnwe0jus/Camera_Issue.mp4/file


texts: Active camera not changing according to markers in viewport

texts:
I am working in Blender 2.82.

I have added some markers on my timeline and made the cameras bound to them. Now, when I am playing the animation, the camera in Scenes tab is changing, but the active camera (solidified triangle camera) is not changing in viewport. In rendering the cameras are changing fine.

What should I do?


texts: How to make the Camera rotate more than one time?

texts:
How can I circle the camera around more than one time?

Hope you can help me.


texts: How can I make lens and prism simulations in Blender Game Engine for optics experiments?

texts:
I am very new to Blender and I'm trying to use the BGE to simulate some interactive optics experiments. I need to model a lens which is made up of a definite refractive index and of a desired focal length. The prism too should be of a definite refractive index. I am able to model the lens and the prism in Cycles Render but to make the experiment interactive I need to model them in the BGE, but I do not find the same material options in the Blender Game Materials panel. How do I proceed ahead?

As of now I do not need the dispersion, I only need the refraction to form images (virtual images or real images) on a screen.


texts: Joining (Ctrl + J) multiple paths bevelled by a shape ruins the whole shape

texts: So I was trying to make hair for my character and watched a tutorial that explained how you could create simple hair by bevelling a curve path by a curve shape. So I had done this and placed it on my character's head while editing some of the hair by shrinking or fattening the path's vertices, but then when I want to finally join all the hair together, the hair then changes shape, how can I make sure this does not happen and the hair maintains shape? The pictures below are before and after I join all the hairs that are being bevelled by shape than being adjusted through shrinking and fattening.


texts: Can't select individual particles in Particle Edit mode

texts:
I want to delete individual particles from a particle simulation which I have baked to memory. When I enter Particle Edit mode and Point Selection mode I expect to see particle keys, yet there are none. There is nothing to select other than the entire particle system. Please see the attached blend file.
What am I doing wrong? How do I select individual keys or particles?


texts:
I use creases and subsurf modifiers a good deal for (more or less) hard-surface modeling projects.

This always worked great in 2.7x, but in 2.80 there seems to be a good deal of issues. Creased edges have some remarkable unsightly jaggedy areas that very much detract from the appearance of the model. I believe (though potentially fallibly) that this is due to Blender switching over to PIXAR's OpenSubdiv.

(The attached .blend shows off the problem well enough, but it can look exponentially worse depending on the situation.)

How might I avoid this issue in 2.8x, at least replicating the level of not-as-ghastly-looking-ness of 2.79b?

(The attached image shows the desired result.)


texts: snap perpendicular to an edge/line like in CAD

texts:
I want to add an edge from A to B and i want the line to be perpendicular to the target edge. so it should make 90 deg angle like in the image. How to do this ? do i need addons ? Does anyone know the good one ?

Thanks.


texts: how to parent a rigged grop of object using constraints to another object without messing up the constraint

texts: i just rigged a fighter jet but forgot to add the engine nozzle to the rig or the empty . so here are the 2 different rigged objects  i want to make them move together so i selected the entire engine parts and parented it to the main rig as expected i just messed it up . i dont want to re do the whole engine again . please tell me how can i parent the 2 sets of objects without messing up with anything .


texts: Is it possible to bake an image texture to a pure transparent background?

texts:
I have an image texture that has a transparent node in it and when I bake it to a new image, the parts that are supposed to be transparent are black.  Is there a way to create a new image in the image editor that is purely transparent?

This is the problem:


texts:
I'm trying to render a test for a large scale LED cube, and it would be cool to light it up virtually.  I can't think of a way to add textures other than on the surface of the LEDs themselves (i.e. all of them being one colour, as opposed to some being the default plastic shaders and others being emissions).  Currently, all balls are set to a procedural transparent plastic texture. What I want is for some balls to illuminate entirely and others to be off, like an LED cube, but in a definitive shape, like a lotus or wave.  Rendered in cycles.
This is the cube for testing:

This would be an example of a shader effect that shows pixel for pixel an accurate image like this lotus:


texts: Is there a way to fracture part of an object using the fracture modifier?

texts:
Basically, I have an object (A) that is falling, hits the ground and then gets hit by another object (B).  When the A lands, it stays in tact.  Then B hits it and fractures using dynamic fracturing in the fracture modifier.  However, it fractures the object A entirely...but I only want the surface to fracture.  Is this possible?  Keep in mind no meshes can be separated in object A beforehand because it will fall apart in mid air before it hits the ground.

Here are some examples of the type of fracturing I want:

Thanks!


texts: Adapt Limit Location Constraint to Bounds of Mesh Object

texts:
I recently asked a question here looking for advice on constraining a bone to within the internal space of a custom mesh object, using the default bone constraints available in Blender. I've been messing around with this issue myself since, and haven't been able to devise a suitable system or at least had an idea that might be workable - judging by the lack of response, neither has anyone else.

I've all but given up on doing this using the currently available constraints, though I still think that it is such an intuitive feature (at least in my view) that surely someone's come up with a method before? Instead, I think this may only be possible with coding. As someone who is completely new to coding using python and in Blender (though definitely keen to learn), this is quite a daunting task and I was wondering if someone might be able to give me a few pointers.

For anyone that doesn't want to check the link to see exactly what I'm after, I'll briefly explain what I'm looking for:

Essentially, I want to be able to quickly and easily (after the system's been developed, of course) select a specific mesh object such as a cube, sphere or other such arbitrarily shaped entity and make it so that the bone is unable to move outside of this object. It would be able to occupy any location within the object, and on its surface, but not exceed its surface.

In the images below I show the would-be constrained bones (in green) inside 3 different shaped objects (within the volume or on the surface), and 1 additional (grey) bone to show that a bone without the constraint would be able to be placed anywhere as usual (assuming no other constraint was applied). Hopefully this clarifies the problem.

In the original question I provided descriptions of exactly why the other most promising constraints fail to achieve this.

As I have said, I'm still very much open to ways to do this without using code, but I'm increasingly feeling as if that is not possible. I'm also not necessarily asking for some genius to go away and create this system for me (though by all means do so if you wish!), but I'm more looking for pointers about whether this is even possible and if so how someone might go about it.

My gut instinct is that it would be easier to adapt the Limit Location Constraint already in Blender rather than start from scratch, but I may be completely wrong in this assumption.

Any help is greatly appreciated.


texts: Execute operator after/while transforming

texts: Is there a way to automatically executing an operator while I am transforming an object. For example could I color the top faces of an object while I am rotating it? Or rotate some object2 twice the angle as I am rotating object1. Alternatively, it could be done after the transformation is executed.


texts:
Timothy J. Reynolds has these awesome mountains -
but the closest I've got to modeling one of these cool mountains is:

What lighting or modeling am I missing?

EDIT: I use cycles, so preferably I want a solution in blender cycles.


texts: Blender Smoke Simulation Glitch: Why are parts of my smoke flashing?

texts:
I'm having an issue where rendered smoke in a domain with many collision objects starts "flashing" in certain spots. The collision objects are transparent cylinders with 6 faces, set as both smoke collision and rigid bodies (to enable better collision bounds). The smoke is emitted from a plane at the bottom of the domain. I have the test render up on an unlisted YouTube video here:

https://www.youtube.com/watch?v=DqC8d4MfYsM

Smoke domain settings:

Smoke emitter settings:

And the rigid body settings:

This is a link to a screenshot of the scene in Blender.

Any thoughts why the smoke flashes a bit from about 1 second to around 7.5 seconds? Is it just matter of increasing my domain resolution (and render time), or is there something else I'm missing?

Be gentle, I'm a bit of a Blender noob! :-)


texts: Using the Screw modifier, how do I accurately set the axis of rotation?

texts: I got two good answers to my previous question about using a profile to create a mesh.  The problem I am still having is that I can't get the axis of rotation in the right place.  One thread said to position the 3D Cursor on the axis and another said to move the axis to the Origin.  I redid this three times. The last time was the closest. Still, the axis of rotation varied from ideal. How do I position the 3D cursor more accurately so as to make the axis of rotation where I want it to be?


texts: Groups not being converted to Collections

texts:
When I open pre-2.8 files in 2.8 the layers are being converted to collections, but the groups are not.

Is there a way for 2.8 to convert groups from older files to Collections?


texts: Speed up Trigger/Delay Actions Workflow in Animation Nodes

texts:
In this Thinking Penguin YouTube tutorial, we are shown the workflow for triggering the actions of a mesh matrix instances. The essential steps of this workflow are:

Animate some mesh object, Orginal.Mesh.Object
Export Orginal.Mesh.Object as .mdd
Duplicate Orginal.Mesh.Object, creating Duplicate.Mesh.Object
Apply Mesh Cache modifier to Duplicate.Mesh.Object, set file path to the .mdd you just exported
Set Mesh Cache modifier Time Mapping from Scene to Custom
Set start/end keyframes for Mesh Cache  Evaluation Frame
Use some kind of AN setup to instance Duplicate.Mesh.Object and control the actions of the instances (basic example pictured below)

Is there any way to automate some or all of these processes via a custom script? It's a very powerful node workflow but setting it up is tedious.


texts: How to project multiple images onto a single object

texts:
How do you project multiple images onto a single object? I have tried some things but it never worked. I have tried to search for it online but to no success and with my current skill level I am not able to come up with a viable solution. Under here you see an example of something I'm trying to make.

As you see I will need to project three images onto an object but I don't know-howbj. Maybe there is another smarter way and a better workflow. Any suggestion will be gladly appreciated


texts: What value does the Displacement input of the Cycles Material Output node expect?

texts:
The Blender implementation of Cycles displacement is still experimental in version 2.79, and there are some gaps in the documentation. The manual advises the use of the Vector>Displacement node or the Vector>Vector Displacement node for the 'displacement' input of the Material Output node.
In my build, I haven't found these nodes.

In a recent answer to a BSE question about masking a displacement texture, Anton S used a node tree which (if I've read it correctly,) resulted in a vector in the range (0,0,-0.5)->(0,0,0.5) being used as the 'displacement' input.

A lot of other tutorials / answers seem to shove in a value in the range 0->1. Are they wrong? What space is Anton's vector in? Can the range be changed? I'd lke to take the guesswork / trial and error out of using displacement.


texts: Blender Python - How to create path and folder structure from within Blender

texts:
I have some experience in programming, so I know the basics of Python in Blender. I know how to dig through the Blender Python Refernce but it is very much to look around.

I know I need to import bpy and os but I am not sure how to correctly get what I want.

I know I can create a custom Panel in whatever world or Area I need:

class panel1(bpy.types.Panel):
    bl_idname = "panel.panel1"
    bl_label = "My Custom Panel"

    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "world"

# Zeichnet den Button zum Öffnen des Message Fensters
    def draw(self, context):
        layout = self.layout
        layout.row()
        layout.operator("open.browser", text = "Browser Bowser")

class OpenBrowser(bpy.types.Operator):
    bl_idname = "open.browser"
    bl_label = "Minimum code to open browser & get filepath"

    filepath = bpy.props.StringProperty(subtype="FILE_PATH")
    #somewhere to remember the address of the file

    def execute(self, context):
        display = "filepath= "+self.filepath
        print(display) #Prints to console
        #Window>>>Toggle systen console

        return {'FINISHED'}

    def invoke(self, context, event): # See comments at end  [1]

        context.window_manager.fileselect_add(self)
        #Open browser, take reference to 'self'
        #read the path to selected file,
        #put path in declared string type data structure self.filepath

        return {'RUNNING_MODAL'}
        # Tells Blender to hang on for the slow user input

def register():
   bpy.utils.register_class(OpenBrowser)
   bpy.utils.register_class(panel1)

def unregister():
   bpy.utils.register_class(OpenBrowser)
   bpy.utils.unregister_class(panel1)

if __name__ == "__main__":
   register()

so the main code looks like this.

Now I want to store the path that will be selected with the browser in a var that feed/fill into a editable TextBox in the Panel that can be empty before the user select one with the browser:
And I then would Need a Create Path Button, that creates SubFolder within that selected path.

like in this example:

import os

os.getcwd()
'/home/monty'

os.mkdir("foo")  #creates foo in /home/monty

os.chdir("foo") #change the current working diirectory to `foo`

os.getcwd()
'/home/monty/foo'

os.mkdir("bar")  #now `bar` is created in `/home/monty/foo`


texts: Is blender suitable for motorcycle crash simulation? (Semi-scientific)

texts:
I’m a long time 3d animator (20 years using 3d studio, Max, Maya). However, I’m retired from CGI work and now I’m MacBook Pro 2019 based. So my software options are limited to Blender or Houdini.
I’m working on an article and video about motorcycle crashes and motorcycle clothing impact protection. It’d be nice to create visualizations which would be fairly scientific. I’ve got a few days using blender and it seems ok. I’d like to be able to display statistics in real-time (velocity, forces, etc)
Any plugins, advice, thoughts on blender’s suitability.


texts:
In the node editor there are three tools available in the T panel, box select, annotate, and link cut. I'm trying to figure out where the bindings for these tools are configured? By default it seems the "box select tool" allows use of the other two via the 2.8 keybinds for draw (DTweak LMB) and link cut (CtrlTweak RMB), while with the link cut tool active, DTweak LMB doesn't annotate.. only ever link cuts?
Anyway I'd like to achieve 2.7x behavior (link cut on CtrlTweak LMB), but even with the correct binding set in the keymap, I only get the behavior of the selected tool when I drag LMB.


texts: Getting the color of a movie clip under a tracking point

texts:
I'd like to fix a movie clip to have constant exposure all over. Instead of fixing it manually I'd like to set a tracking point for an object and use the color information under the tracker to drive the color correction clip modifier, i.e. to make sure the brightness of said object is always constant.

Is this possible and if yes, how?


texts: Force each new render into sequential render slot

texts: Is it possible to require each new F12 render to appear in a new render slot thereby not overwriting the one I wanted to compare it against?


texts: I'm new to blender. I'm trying to build a galaxy for a home page on a website. Was wondering what is the least intensive way to get star like particles for a galaxy that can be used for a website. Right now I have cubes for the particles, but I heard vertices could possibly be used. If so how would I go about using the vertices and coloring them?


texts:
Mapping an Environment Texture onto a fluid in blender works normally, even with image sequences/animated textures, but I can't seem to figure out how to map an Image Texture onto a fluid.

Really, I need to map an image sequence onto a fluid. If there's a way to bake a fluid onto a non-physics enabled object (similar to baking a collision simulation into an animation and disabling the physics) and then mapping the texture normally, how would I go about doing that instead?


texts: How to alter operator property while it's invoking

texts:
In this script, I am taking two names, and printing them. The first name should be chosen from the menu or written manually (a new one).

import bpy

class NAME_MT_menu(bpy.types.Menu):
    bl_label = "List of existing names to choose"

    def draw(self, context):
        layout = self.layout
        for name in ('Peter', 'Patrick', 'John', 'Colom', 'Jerry'):
            layout.operator(NAME_OT_names_from_menu.bl_idname, text=name).name = name

class NAME_OT_names_from_menu(bpy.types.Operator):
    bl_idname = "name.names_from_menu"
    bl_label = "Add existing name to menu"
    name = bpy.props.StringProperty()

    def execute(self, context):
        # how to alter operator property while it's invoking
        return {"FINISHED"}

class NAME_OT_get(bpy.types.Operator):
    bl_idname = "name.get"
    bl_label = "Get names"
    first_name = bpy.props.StringProperty()
    second_name = bpy.props.StringProperty()

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)

    def execute(self, context):

        print("Hi {} {}".format(self.first_name, self.second_name))

        return {"FINISHED"}
        # return {"CANCELLED"}

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.prop(self, 'first_name', text='')
        row.menu('NAME_MT_menu', text='')
        row = layout.row()
        row.prop(self, 'second_name', text='')

class NAME_PT_panel(bpy.types.Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_label = 'My Panel'
    bl_context = 'objectmode'
    bl_category = 'Test'

    # drawing menu
    def draw(self, context):
        self.layout.operator(NAME_OT_get.bl_idname)

classes = (NAME_PT_panel, NAME_OT_get, NAME_OT_names_from_menu, NAME_MT_menu)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in reversed(classes):
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()

I know it can work if I will register first_name like this :

bpy.types.Scene.first_name = bpy.props.StringProperty()

and use context.scene.first_name instead of self.first_name, but it is like creating global variables, and I want to avoid this. Another issue with this solution is: when the name is chosen, the text field will not update until the user will hoover the mouse over it.


texts: How can I pause a render in progress and then resume it at a later time?

texts: I would like to pause a render that I have started, with the intention of resuming it at a later time (but during the same Blender session).  How can I do this?


texts: Why won't gloss show on flat areas after bake? [ Image added]

texts: So, in rendered view, it shows the gloss on the front part of the cell phone and everywhere else as depicted, but after it's baked there's no gloss to show on the front or back, only on the sides. I'm using Cycles Render.


texts: problem with unwanted face appear when make new face with vertices

texts:
my problem is when i make a face between vertices unwanted face appear these vertices not visible in blender 2.8 but after exporting mesh to fbx , obj or other  formats The faces are perfectly visible.

unwanted face when make face between vertices

nothing visible in blender cycle render

unwanted face vidible when export mesh to other formats


texts: Could anybody tell me why I'm getting this weird issue when I punch a hole through a plane with a boolean? I know it's something to do with tris but it causes issue when applying a material over the top. It's like the normals are the wrong way round but only from certain vertices.


texts: How to get client script to run before rendering on Network Render

texts:
Using Blender's Network Render addon, I am trying to render on a client's GPU using this script:

import bpy

FlagCUDA = False

#Select CUDA
try:
    bpy.context.user_preferences.system.compute_device_type = 'CUDA'
    FlagCUDA = True
except:
    print("No CUDA-Device")
    FlagCUDA = False

if FlagCUDA:
    try:
        bpy.context.user_preferences.system.compute_device = 'CUDA_MULTI_2'
    except:
        bpy.context.user_preferences.system.compute_device = 'CUDA_0'
#Check which GPUs are there
print("Rendering on: " + bpy.context.user_preferences.system.compute_device)

However, when I try to render it, the script doesn't seem to be run until after the slave has already rendered the file! For example, here's the slave's console output:

Created directory: /tmp/slave_1942577ae3d0b404da672d202b2a9a58
Created directory: /tmp/slave_1942577ae3d0b404da672d202b2a9a58/job_7
Fullpath /home/tylere/untitled.blend
File: untitled.blend and 0 other files
frame 1
Color management: using fallback mode for management
Read new prefs: /home/tylere/.config/blender/2.69/config/userpref.blend
read blend: /home/tylere/untitled.blend
Fra:1 Mem:7.10M (9.89M, Peak 16.99M) | Mem:0.00M, Peak:0.00M | Scene, RenderLayer | Synchronizing object | Cube
...
RenderLayer | Updating Images
Fra:1 Mem:7.11M (9.89M, Peak 17.00M) | Mem:0.00M, Peak:0.00M | Scene, RenderLayer | Updating Camera
Fra:1 Mem:7.11M (9.89M, Peak 17.00M) | Mem:0.00M, Peak:0.00M | Scene, RenderLayer | Updating Objects
Fra:1 Mem:7.11M (9.89M, Peak 17.00M) | Mem:0.00M, Peak:0.00M | Scene, RenderLayer | Updating Objects | Copying Transformations to device
Fra:1 Mem:7.11M (9.89M, Peak 17.00M) | Mem:0.00M, Peak:0.00M | Scene,
...
RenderLayer | Path Tracing Tile 134/135
Fra:1 Mem:7.11M (9.89M, Peak 17.07M) | Mem:0.51M, Peak:0.59M | Scene, RenderLayer | Path Tracing Tile 135/135
Fra:1 Mem:7.11M (9.89M, Peak 17.07M) | Mem:0.02M, Peak:0.59M | Scene, RenderLayer | Finished
Fra:1 Mem:7.08M (9.89M, Peak 17.07M) Sce: Scene Ve:0 Fa:0 La:0
Saved: /tmp/slave_1942577ae3d0b404da672d202b2a9a58/job_7/000001.exr Time: 00:01.44 (Saving: 00:00.09)

No CUDA-Device
Rendering on: CPU

Blender quit
status 0

(The client I am currently testing scripts on has no GPU, hence the "No CUDA-Device")

How do I get the script to run BEFORE the rendering occurs on the slave?


texts: Is there any way getting a more accurate behavior of the pie menus on hover?

texts:
The snapping menu specifically is giving me trouble when ever I hover over what I want it just doesn't seem to highlight correctly. I've never been a fan of pie menus they seem to slow me down as my eyes are scanning in all directions rather then just up and down like 2.79 I'm miss clicking more with these new pie menus then I ever did with the old menus in 2.79.

Is there anything that can be done about this is been a problem since Beta?


texts: How to access a class from blenders python console?

texts:
I have an operator with a class name of say Mesh_OT_Add_Thing. Printing self.__class__ shows that the class is __main__.Mesh_OT_Add_Thing. I've tried a few different ways but can't seem to get to the class to check a specific member.

How do I do this?


texts: How can I achieve this specific lighting/shading in Cycles?

texts:
I'm kind of a noob when it comes to lighting, and I'd like to make renders that use one of these types of lighting/shading with a Node Setup. Nintendo tends to use this type of lighting/shading in various 3DS games.

It's like those objects and characters are shadeless (shadeless like the option in Blender Internal), but they clearly aren't?

Here's download links to both the Hand and the characters' Body.


texts: How can I get an object to swing from a hinge faster?

texts: I have an object that I want to swing like a pendulum and come to a halt rather quickly. I have it swinging the way I want, it is just going really slow and would take probably 3000 frames to finally stop moving. I Tried increasing the mass of the object but that did nothing. Gravity and all world settings are at default. I am using Blender 2.8 Eevee


texts: Can you export stl file from one object in one layer?

texts:
I had several pieces of a project in different layers.  After modifying a piece in layer e.g. 4, it was selected, active and in object mode.  I selected 'export', 'stl' and executed.  The file statisics show a very large file, and when I import the stl file, the entire project, from all layers, show up on one layer.
What did I do wrong?
TIA


texts: Don't show hidden triangles in Object Mode

texts: In Edit Mode, I've hidden some triangles. But when I switch back to Object Mode, the entire mesh is rendered. Is there a way to not render hidden triangles when in Object Mode?


texts: How to combine all objects in an .fbx file into one object

texts:
I have around 15k fbx files and the models in them are split into pieces. I want to have all of them contain only one object.
I have this:

And I want this:

Having a lot of files, I'm wondering if it is possible to do this for all of them automatically.


texts:
I have a complex question, so bear with me. I have 3 primaries, 3 secondaries, and 3 melees. I want a system where you can swap between primary, secondary, and melee when each of which can have a different weapon. I have a very simple .blend to get you started; all it is is basically a camera, and 3 types of primary, secondary, and melee; they all have animations and have different colors to help you. Here is a list of things I want with this system:

"Weapon Active" property; each weapon will have its own ("Smg1Active," "Smg2 Active," ...), and this will be used in such a way, for example, when a certain weapon is active, this property will be set to 1, and will allow me to make the character move faster and slower based on which item is active.
Live weapon swap: If you are selecting the primary, and suddenly the primary is smg2 instead of smg1, I want the start animation for smg2 to occur; smg2 to be active, and smg1 to be gone.
Invisibility: This is fairly simple, but when an item is not active I want it to be invisible, as I do not want other cameras to see guns floating.
Properties: I want the following properties: "Primary" (Set to 1 when primary is active); "Secondary" (Same but for secondary); "Melee" (Same but for melee); "PrimaryID" (Each weapon has its own id, as in smg1's id is 1, smg2's id is 2, and so forth); "SecondaryID" (Same but for secondary); "MeleeID" (Same but for melee).
Everything clean: Try to keep everything nice, and not scattered everywhere.

I know that is fairly hard, but I tried so many things but always failed. Try to explain your work very neatly. I want to always be able to go back, and edit it with ease. Thank you for your time!


texts: I need help with deleting keyframes which are on armature. So I had one project file in which I had a walk cycle and then I duplicated this project to have a run cycle but it has the old keyframes... How do I delete them?


texts: How to Inset irregular (unevenly scaled) shapes?

texts:
To start: I'm an amateur and only using Blender for this one thing. I've learned everything from videos, forums, or just tinkering so I don't know a lot of the terms. I did apply scale though so that's not the problem.

I'm trying to create 3D numbers that extrude a bit, then inset the remainder of their depth as seen here. I've created SVGs and for the "1" I just extruded twice and manually moved the lowest vertices inward and it created exactly what I wanted. However, with most every other number this doesn't work and I've tried a few methods:

Inset

Scaling (and scaling individual parts)

And I don't want to move every vertex individually because there's so damn many plus it's impossible to get even remotely clean.

One thing I noticed was the problem with Inset is it creates a mess where the crosshatch-y things overlap and extend past the original shape boundaries (seen in the Inset link). Is there a way to remove the protrusions or contain it within the number shape? Or is there just a way to get irregular shapes that don't scale evenly to inset?


texts:
I'm trying to paint on my 3D model. UV's are unwrapped with no stretching. Texture is 1024x1024 with alpha. Brush has alpha check as well (I've fiddled with all the brush settings, couldn't find solution).When I try to paint this happens:

This is my UV setup:

Any help is appreciated! Thanks!


texts: Blender crashes when rendering at full resolution

texts:
I created a scene and after some test renders at 50% resolution, I want to render the full resolution (which is 1920x800). However, blender always crashes after a few minutes, often even before it starts sampling.
My system specs are:
CPU: Intel i7-6500U
GPU: Nvidia GeForce GTX 950M (2GB VRAM)
16GB RAM
which is a pretty low-end setup considering the complexity of my scene (about 700 million vertices), but why does blender crash? The test renders worked fine; they took around half an hour to render. What is different when rendering at higher resolutions? Shouldn't blender just take 4 times as long to render it?
I would attatch my .blend file, but it's too large (600MB)


texts: Is there a way to make a quick animation PREVIEW, to evaluate motion, etc.?

texts: I want to evaluate motion, camera moves, etc., preferably in OGL -- I can't seem to find this in the Manual, and it seems no one has covered it on YouTube (at least I haven't found it if it's there) ... There must be a way to make a quick PREVIEW of the animation that can be viewed in real time, without waiting for the entire render ... If so, HOW?


texts:
I made a character with ragdoll physics, in which I made boxes with active rigid bodies, and parented them to the bones. Most bones react well, except for the right leg, which pulls away from the body when I play the animation.

How do I make sure it won't fly off?

I'm using this tutorial https://youtu.be/GaZAI8RIq0Q

.blend file:


texts: Will it soon be possible to render an Eevee animation in realtime (2.8 Beta)?

texts:
What I tried:

Most available tutorials
Some render / file format settings

The result: A 2 minutes long animation that plays fine in realtime takes a day or two to render on a GTX 1080.

There's no button to just "play out to a file".

My question is not "how", cause obviously there's no way right now. The question is: is it on the roadmap and will it come with the release of 2.80?

EDIT: Question was misunderstood - I have a complex scene in Eevee (not the default cube). It looks awesome and plays at close to 60FPS inside Blender. So if I would grab it with say an external video recorder, my scene "render" would be finished in 2 minutes (or as long as it plays). But using Blender's "render animation", still with Eevee and the same settings as the realtime window, it takes a day to render out to files. Can't I just "play it out"?


texts:
If you run a little script like :

for node in bpy.data.materials [0].node_tree.nodes:
    print (node.name)

You see the order depends on which node is selected and which node you selected before. The current selection is the last in the list. It's true for material nodes, node group nodes and customs nodes tree.

So it's impossible to keep track of a node by is index. Keeping track of a node by it's name is more difficult because the user can change it. So what is the best solution? Maintaining and manage myself a list of nodes added and ordered by it's creation order?

Someone have a suggestion?

Objects in bpy.data.scene [0].objects don't change order like that.


texts: All objects are just black lines in 3D view?

texts: I was quickly changing some text and not sure what button I accidentally clicked which caused this to happen, pressed CrtlZ multiple times but nothing helped. Is there a way I can revert this back?


texts: Pose Gets Wonky When Exporting To Unreal Engine!

texts:
I set a pose with unreal engine arms that I imported to blender but when I export it to unreal it exports incorrectly.
In the images below you can see my export settings and when I am selecting the root armature and mesh to export and also the pose in blender to the animation pose in unreal after exporting.
Pose In Blender

Selecting The Armature & Mesh

Export Settings

Unreal Engine Pose After Exporting


texts: Alt Z, or showing the material colors [material view] seem to have stopped working

texts:
render view

materials view

texture view

solid view

Didn't go out of Cycles render, am not aware of doing any changes, what's happening? Now the only way that colors show is through Render view.
I'm cycling through posemode and edit mode BTW when this happened, any clues?


texts: Distorted exported .fbx model when objects are under parent

texts:
This is the model I am trying to export to FBX:

I consists of leaves (named "Leaf.001" - "Leaf.006") that are linked duplicates of an original leaf (named "Leaf") created from a plane mesh, and a twig created from a cube mesh.

The problem is if I make the Twig the parent of any of the leaves (in the following case, "Leaf.001" - "Leaf.006") and export the model as a .fbx file, re-importing the file gives me a distorted model:

This problem doesn't occur for leaf models left in the root hierarchy.

The same distortion occurs if I import my .blend file into Unity.

I think it has to do with the leaf meshes, because the distortion doesn't happen for Twig objects children to a Sprig (subdivided cylinder), and Sprigs children to a branch (beveled bezier curve), and so on.


texts: added cylinder looks like it's the wrong size

texts:
During mesh edit, I'm trying to add a cylinder that has a 0.125" radius.  Seems straightforward enough.  But I'm finding that the dimensions look completely wrong.  See screenshots of 0.5", 0.25", and 0.125" radius cylinders below (viewed on-end).  The grid pattern is 1" squares.
the size doesn't look right.  What is going on here.  If I draw a line approx 1/8 of the distance from the center of the cylinder to the first line, I would expect it to be near the size of the 3D cursor.  But it's much bigger.  What is going on here, how do I fix this?
I'm setting the size in the "add cylinder" dialog.  It reads, for example, "0' 125 thou"
The view is directly down the Z axis, with an orthographic projection.

UPDATE:  Added units settings screenshots

Blender v2.91.2, Windows 10, fresh install


texts:
How to get all of the objects assigned to a group in Blender Python?

for group in bpy.data.groups:
    # How to get all objects in group?


texts: Loop cut shortcut not working on Blender 2.8

texts: I'm a newbie just getting into Blender and I'm following a tutorial that was filmed using 2.8 in beta. In the tutorial, the author is doing CTRL + R and mouse wheel to change the number of cuts but it's not happening in my official 2.8 version of Blender. Has this changed when 2.8 came out of beta? Also, after he creates a number of cuts, he is able to move the cuts vertically on the Z-axis and I'm not able to.


texts: I'm trying to render a black/white wireframe image of my scene and have perfected how I'd like it to look in the shading viewport, but I can't figure out how to save out that viewport at high resolution. The open GL render is very low-res. How can I make those lines as sharp as in the shader, or save out the shader image full res?


texts: Camera animated using Follow Path contraint wanders then Jumps back to path near end of animation

texts:
I am animating a camera using the follow path constraint, with the fixed position checked and animating via the offset.

Near the end of my animation at the exact same spot (If I do not animated past 0.991 then jump will not occur) the camera Jumps as seen by these images showing the frame before and frame after jump.

As seen by my dope sheet and my offset curve nothing occurs here that could warrant such a movement.

Has anyone had any dealings with said problem? Thank you in advance.

If I have not provided enough info please inform.


texts: python error in addon "Load Obj Sequence as Shape Keys"

texts:
error in Python script?
The imports all load bbut no shape keys--on Mac -here is my error message--I really appreciate any help! G.E.

(line 59):

sknames = [sk.name for sk in target.data.shape_keys]
TypeError: 'NoneType' object is not iterable
script link follows:

https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=4&ved=0ahUKEwi5qY2yrOTNAhVF2D4KHU86DfAQFggvMAM&url=http%3A%2F%2Fwww.blenderinmotion.com%2Fresources%2Fio_obj_as_shapekey.py&usg=AFQjCNFNzLkGqWM1QGdP3-Qgdv8251JtsA&sig2=X319gVkvLZFd7O283UVzuQ&bvm=bv.126130881,d.dmo&cad=rja


texts: Blender 2.8 Texture coordinates keyframes are not visible in Graph Editor

texts:
Here's the material property I'm animating: Vector Mapping

No keyframes show up in the graph editor.

I need to change the interpolation mode to linear, but i can't find the keyframes

Edit:

In version 2.81 the same happens.


texts: Pose only saving some bone transformations in pose library

texts:
I am trying to add new poses into my pose library for a butterfly rig. The rig operates as expected, and all the bones can be key-framed for animation. However, when I try and save a pose into the pose library, it is only saving the transformations on some bones. Specifically, it is not saving the location, rotation, or scale on any of the wing bones or the main root bone, only the location of the IK handles for the legs.

Is there any sort of common cause for such an issue and does anyone have any experience fixing it? I have encountered it in other scene files, and often brute force/saving/reloading/selecting everything when adding pose would often accidentally fix it to a usable degree (eventually), but in this instance, nothing is working.


texts: Render times changing over course of render

texts: I started rendering an animation in cycles in the late after noon than went to bed with it rendering rendering at around 25 sec per frame (when tested at what should of been the most labor intensive frame) and it had 1718 frames. When you do the math this should take around 12 hours to render. When I got up in the morning 16 hours had passed and it was rendering at around 30 sec a frame. At 30 sec a frame it should only take around 14 hours but it was at 16 and was still not done (it was really close though). I’m freaking out thinking my pc over heated or something especially bc it felt slightly warm to the touch over the tempered glass closest to the cpu. Please help!


texts: Why does my creature look like this when I try to skin it?

texts:
I have a student who when trying to skin her creature, it looks like this. I am not sure why one half of it can be skinned while the other half can't get selected. Any help would be appreciated.

http://www.pasteall.org/blend/37658

Thanks!!


texts: how can i get a 2D image taken at an angle to sit right on a mirror

texts:
I am trying to use blender to create some product photography which features a 2D image of a product taken at an angle, sitting on a reflective surface - this reflective surface + background is made in blender.

As the image is 2D and taken at an angle the bottom edge doesn't 'sit' on the surface right - if you were looking at a mirror, the reflection would meet exactly at both corners on the bottom edge, but because blender is interpreting the image as flat with a funny shape - rather than 3d at an angle - the bottom edge looks wrong

I could be completely wrong but it seems like there should be some way of mapping the 2D image onto a 3d block at an angle so blender will recognise it as 3d not 2D

i'm completely new to the program but am willing to go away and read - please be gentle but firm in your answers :)


texts: Dolly Zoom breaks orthographic view (Blender 2.8)

texts: Is there a way to dolly zoom in an orthographic view without it switching to a 3D perspective view? I much prefer to work with a dolly zoom over a mouse wheel incremental zoom.


texts: Is it possible to make this kind of grid like texture and how?

texts:
Can anyone give me some advice on how will I be able to achieve this kind of grid like (generated from the horizontal and vertical line) texture? It doesn't have to be exactly the same but relatively similar and better if it's not a clean straight line.

Thanks!


texts: Parent object to mirrored side of object

texts:
I am trying to make an animated short film with Blender. I need to parent an object to the mirrored side of another object. Do anyone know how to do that?
Here is an an example
The cube on the left is a mirror of the cube at the right. The mirror object (the center of the mirror) is the big flat cube. I want to parent the monkey to the cube at the left. The cubes need to be animated. So I can not parent the monkey to the cube at the right. I hope it makes sense.


texts: How can i make a 4 legs spider robot move

texts:
I have a problem with the animation of a 4-legged spider robot (picture 1). I'm new to animation in Blender. The first time I managed to animate everything but the movements are too horrible for a robot (picture 2). The second time I managed the movements perfectly but I used a bone for each important part but I can't make it move because I can't use Inverse Kinematics because everything is destroyed, and the main body doesn't move (picture 3).
Can anyone help me arrange the bones and do the animation properly? Please.


texts: Move/Rotate/Scale selected Object by Arrow Hotkeys?

texts:
I feel a bit stupid to ask, but is it possible to move/rotate/scale my object by arrow hotkeys (left=Move, Down=Rotate, right=scale, up=gizmo). This i believe would really speed up my workflow.
It will be super helpful and I will take any solution from experts or pros on the matter, Thx as always, Stewart


texts: Problems regarding riggify add on's meta rig parenting to the mesh with custum vertex groups

texts:
I have made a human mesh and decided to used riggify to rig it but i came to know that riggify has assigned several wrong vertex groups to bones (like the head moved the whole mesh till its spine) so i made my vertex groups with the same name as the respective bone's name and then parented the armature with empty groups.
My rig is working better than before but still it creates some problems and i fail to understand where the problem is


texts: How do I rescale an object to be a specified cm in length and have the rest of the object scale to accommodate?

texts:
I just want to scale the entire object proportionally down to 120mm in length.

I have already set the units in the scene to be mm.

I see Object Mode > Transform > Dimensions but I don't see how to lock those dimensions to move with each other when I set a length.


texts:
Would someone let me know how I can get the depth map for each frame of my rendered animation? By depth map, I mean an image that shows the distance of each point on objects from the camera.

It seems there are some ways using Node Editor, but I have to do that completely with python scripting.


texts: Cython "ERROR: '_bmo_elem_flag_test' declared as an 'inline' variable"

texts:
I'm learning how to use Python and want to reference some C functions own Blender API.
However I've come across this problem in compiling *.pyx:

C:\BlenderDEV\blender\source\blender\bmesh\intern/bmesh_operator_api_inline.h:42
:38: error: '_bmo_elem_flag_test' declared as an 'inline' variable
 BLI_INLINE short _bmo_elem_flag_test(BMesh *bm, BMFlagLayer *oflags, const shor
t oflag)

What problem is that? How can I fix?

  "error: '_bmo_elem_flag_test' declared as an 'inline' variable"

I summarized the *.pyx to help solving my problem:

    # file: bvh.pxd

cdef extern from "BLI_utildefines.h": # defines BLI_INLINE and define BLI_STATIC_ASSERT
    pass

cdef extern from "BLI_compiler_attrs.h": #'ATTR_WARN_UNUSED_RESULT'
    pass

cdef extern from "bmesh_operator_api_inline.h":
    pass

cdef extern from "bmesh_operator_api.h": # defines BMOpTypeFlag
    pass

And here is my setup.py

# file: setup.py

from distutils.core import setup
from distutils.extension import Extension
from Cython.Distutils import build_ext
import platform

libraries=[]
extra_compile_args=[]
extra_link_args=[]
include_dirs=["C:\\BlenderDEV\\blender\\source\\blender\\blenlib",
              "C:\\BlenderDEV\\blender\\source\\blender\makesdna",
              "C:\\BlenderDEV\\blender\\source\\blender\\bmesh",
              "C:\\BlenderDEV\\blender\\source\\blender\\bmesh\\intern"]

setup(
    name = "BVH defs",
    cmdclass = {"build_ext": build_ext},
    ext_modules = [Extension(
        "bvh2",                     # name of extension
        ["bvh.pyx"],                # filename of our Pyrex/Cython source
        language="c++",             # this causes Pyrex/Cython to create C++

source
        include_dirs=include_dirs,
        libraries=libraries,
        extra_compile_args=extra_compile_args,
        extra_link_args=extra_link_args,
        embedsignature=True
        )]
    )

I'm already racking my brain for days
Anyone?

Edit

Solved. I think it was that I forgot to set the header bmesh_class.h structures


texts: Is it possible to make Blender a Y-up world?

texts:
After learning bits and pieces of Maya, 3DS Max, IMAGINE and XSI I noticed that they all have Y-up worlds with Z being used for depth (naturally).

is there a way to make Blender a Y-up world?
and does anyone know why isnt it Y-up in the first place?


texts: Exporting x,y,z coordinates from tracking information

texts:
I am new to blender and am trying to extract the coordinates of a moving object that was made in blender (X,Y,Z at every frame). I have tried exporting as .ply, .obj, .stl etc. but the coordinates don't seem to match the video of the moving animated object. I was told that this data can be extracted through the Python console, so I was wondering if there is a way to do this. Attached is a picture of the "coordinate map" that I would essentially like to extract and match.

Thank you !!


texts: What are these called in the User Preferences?

texts: I'm trying to customize my Blender Theme to make the colors easier for me to look at, but I'm currently stuck on where the Tool Shelves are located in the themes section of the User Preferences.


texts: How to procedurally model a non-linear screw? / non linear modifier

texts:
I am trying to achieve a non linear (gradually) screw procedurally, by this I mean the distance between each turn of the screw get smaller and smaller, this result should be obtain with modifier in a procedurally way, to get control over distance between the loop/size of the loop.
Basically it would be similar as an antelope horn (as we get closer to the head, the distance between the horn "twisted ring" get smaller):

Here is my setup:
I started from a two vertices edge
Then I add this bunch of modifier: screw - solidify - subdivision - lattice.
This gave me a spring...

...and by deforming the lattice I get this shape. And here is the big question : the distance between the "ring" decrease but only because the height of the ring decrease (this also cause the angle of each ring to change). How can I gradually decrease this distance without changing the height of the ring (I still want the radius of the first one to be bigger than the radius of the last one)?

By applying the modifier and scale/move the top vertices with proportional editing I get something like that:
But I am looking for a solution without applying that much modifier, to keep more control.

this question can be extended to other modifier: how to use the array modifier in a non linear way ?
By this I mean the distance between each instance is multiplied by 1.3 for exemple, meaning there is more and more distance between object as in this picture:


texts: Possible to Texture Paint as Material ID, or link materials into a master node?

texts:
Perhaps this will be a feature request, but I'm hoping there's a way to do this today.

Example of multitude of materials on a single surface, and what I'm trying to achieve.

I am using texture paint to layout textures on a plane. The above image gives a sense of how I'd like to layer materials. Each alpha channel is assigned to a material. This image is just a sample, and not the project I'm working on, but makes for a good illustration.
I have node editor set up with two Principled material shaders currently, and a mix shader with the two materials mapped by a mask image. The difficulty is when you start to add more than two materials. Using mix or add shaders nested one on top of the other with material definitions for each material thrown all into a single node would get messy very fast.
What I'd really like to do is have texture paint by separate distinct materials such as material IDs, with multiple (more than two) materials. I realize that material IDs are generally face-specific assignments, so this may not currently be possible with a texture painting in Blender.
I'm ultimately picturing a way to assign texture maps in a sense similar to Photoshop layers, stacking each material to achieve multiple materials by texture mapping. Another thought is if there's a way to link the outputs of materials as an input node in a central material definition. I could probably make that work without ending up with a massive material definition.
I realize I can use grouping to make the node editor pretty, but this severs the material definitions from a unique material's definition making changes to that material needed to be repeated in multiple places wherever it's being used. Having a single source and linking to other places is much better.
So is there a solution in Blender to efficiently map more than two distinct materials onto a surface?


texts: can you delete keyframes at regular intervals in a given range?

texts: the BVH I imported has keyframes on almost every frame.. i want to edit like 300 frames and i want 1 keyframe for every 30 frames for those 300.. Im currently doing it by placing 2 markers between 29frames and selecting everything between them adn deleting it... but i have to do this 10 times.. is there a better way?


texts: I have curve, bezier, and applied softbody to it. Now question I have is, how can I pin one point on curve? I see Goal settings on softbody, and Vertex group option, but there is no vertex group for curve.


texts: Move connected vertices along their individual normal paths?

texts:
Is there any way to move connected vertices along their respective normals? Similar to the way the solidify modifier works, I want to push the vertices in the directions of their normals.

With orientation=normal and origin=individual, it works as long as the vertices are not connected by an edge. Is there any way to achieve the same thing when they are connected? It seems the individual origins concept works based on disconnections in the mesh, like islands. I'm assuming that is why it fails to pull this off.

I appreciate any info


texts: Emission and Transparant mixture works in 3D View but not in Render

texts:
I'm a bit new to cycles shaders, so I'm going about this a bit blindly.

I've tried mixing a few shaders, and it works in the rendered viewport, but not in the full render.

I'm trying to make spaceship thrusters. It should start emitting  brightly, and then gradually fade to transparent. I've tried both particles, and volumes, but neither worked well for me.

This is my material:

And here is the (expected) 3D View rendered result (left) and the actual (incorrect) rendered result (right):

The .blend file

EDIT: I was able to get it to work by switching to CPU from GPU.


texts: Flames show in viewport but not in render

texts:
I've been trying to render out a simple fire/smoke sim. Everything looks fine in viewport but when rendered the flames do not show. I'm using cycles with optix in blender 2.83 steam release, on windows 10.

Viewport

I have tried changing shader setups just to see the same thing, that the flame and temperature volume info seems to look fine in viewport, but be abscent from render, changing number of light bounces, and volumes step rates and max steps.


texts: So, when I go into the Material shading mode in Cycles, everything seems to have this strange red light shining on it from below (relative to the view, of course). Does anybody have an idea as to why this is? [EDIT added photo.]


texts: how can I select all objects in a collections using python?

texts:
I want to select all objects in a collection (collection names are known).
pseudo:
selectedObjs1 = allObjectsInCollectionName; <--- How?
for all objects in selectedObjs1:
    process...

Thanks.


texts:
I'm just starting Blender and I have a problem with rendering smoke. I'm using blender 2.8. So while being in solid mode I can see animated colors, but once I switch to rendered mode it becomes grey.

As a test I've started a new project and got the same result. I used Quick effects to get smoke.

What should I do?


texts: How to make water treatment device hatch?

texts:
I have to draw a water treatment hatch, but since I'm not an expert in Blender  I'm asking for some help drawing it. Or do you know a tutorial where someone has made that kind of hatch already...

I need to model only RED COLORED part- I know how to model the BLACK PART...


texts:
I am trying to get rid of all corners on upper part of my object, so it would be nice completely circular (blue line) while maintaining lowest possible number of vertices. Now there are many visible edges on the upper part, but I am trying to get rid of them. Also this upper part has many visible edges if I try to bevel parts of it even more. (image 2)

Tried with subdivision surface, but I get way to many faces
Tried playing with edge split and smooth operator
Tried beveling each edge, but then I get even worse result than on bottom image after cleaning a little.

Would really appreciate any advices on the most simple way to achieve this.

File:


texts: All colors locked in blue hue - can't change hue

texts:
Somehow suddenly when I want to edit colors anywhere in my project, be it in the color ramp, or the base or subsurface color of the principled BSDF, or the Bloom color picker of Evee, all the colors seem to be locked in a blue hue. But they render as the color I originally defined them to be.
When I now want to change the hue of one of these colours, it automatically jumps back to the blue hue. Also the color wheel only displays the blue hue.
In the ColorRamp of the screenshot, the right color is actually red and not a dark black. The subsurface color is actually also a saturated, bright red.

I suspect I did something in the color management tab, that causes this to happen. Here a screenshot of my color management tab:

That's how the color picker looks now:

Luckily the colors are more or less as they should be for the final render, but I would still like to tweak some a bit. And it would be nice to know what caused this to happen, so I know what to do next time...
Edit: The rendered image is only in shades of blue too... but in in the rendered view in the viewport it's as it should be.
Thank you for the help!


texts: Blender (2.8) won't retain child/parent relationships when linking / duplicating between scenes

texts:
Is there some sort of trick to make Blender retain the child/parent relationships between objects when you link/copy them between scenes?

It seems Blender destroys them. Is there a reason why Blender does this?


texts: Blender 2.8 No compatible GPUs found for path tracing

texts:
I was having this problem where my blender 2.8 didn't recognize my GPU driver.

I have a AMD RX 580 and my operating system is Ubuntu 18.04. For those who have this same problem I will post it as an answer below.


texts:
Accidentally deleted game logic layout is there anyway of getting it back?
haven't been able to figure it out.


texts: how to set camera to the same view as I turn my cursor?

texts: I want to turn the camera to get the view I want, but everytime I turn the camera, I need to go to render window to check if it's the view I want. I turn the view with my mouse cursor, but that does not affect the actual camera view in rendering, can I set the camera view the same as I turn my cursor?


texts: after managing to get the mesh to follow the bezier circle theres a problem where it twists and screws up in one corner but the other corner seems fine. if it matters the origin point is at the top of the curve.


texts: Object Constraint - Object won't make a 360º rotation

texts:
What I'm doing wrong here? Why is the gear like reseting its rotation?

https://imgur.com/vhGcLMh (Gif too heavy to upload here)


texts: GPU and CPU volumetric render noise discrepancy

texts:
Below are a couple of images comparing quite a big discrepancy between GPU and CPU volumetric noise.
Same settings, much more noise on the GPU render!

Has anyone else experienced this?

The GPU must have a harder time clearing the noise for some reason at same Sample size..

The original images are on Google Drive.


texts:
I was trying to import some models and Blender send me this error message :

attribute error : "scene" object has no attribute "cursor_location"

Someone knows what is it ?

Thanks for your answers !


texts:
look up a few addons to Blender, the only one that I´ve found make a copy of the image to the project:

https://github.com/rymdnisse/http-image-jpeg

The fact is I need to use the relative URL from the image, to share the same file between teams without having to worry about to update the texture if somehow someone from other team changed, do you think it´s possible?


texts:
This is kind of a broad and long question; sorry about that.
So I'm new to Blender and have been having a blast learning it. I really want to take it seriously and get better at it. I've been following tutorials and reading as much as I can. It's a bit overwhelming.
My issue is I'm using a 2012 MacBook with 8gb ram (don't have a GPU yet). Ram is soldered so I can't upgrade. Obviously this is an issue when my sculpts get too detailed and the mesh is super dense. I'm working on a character sculpt now and I've only really done the head so far and my computer can't handle it. I've tried remeshing in Blender (I'm about to try Instant Remesh), but my computer is just lagging so much to the point where its pretty much frozen. I know I need to get new equipment and that's the second part of my question, but I thought I'd be able to at least sculpt complex characters with my MacBook even if I couldn't rig and animate etc. Am I missing something? Any really good videos on remeshing?
Secondly, do you all have any suggestions for affordable equipment (laptop or desktop, gpu, ram, graphics tablet)? I'm currently furloughed and on a budget, but would like to invest in some decent equipment so I can progress. Like I said I'm trying to take this seriously. I'm at a point where I can't even work on stuff, because my computer is so slow and it's so frustrating, I don't know what to do.
Lastly, any general advice for someone relatively new to 3D modeling? I've been following tutorials (Blender Guru, Grant Abbitt, and some of Blender's official tutorials) Any other good resources or advice? Anything would be appreciated. I feel lost with all the information out there. Thanks in advance!
Also what do you all think the best work flow is for sculpting? Should I just do it in zBrush and import it into Blender. I've also heard you should sculpt, remesh, sculpt and repeat. Is this a good process.
And is the multires modifer a better solution for me than remesh?


texts: Weight paint Doesn'paint everywhere I want

texts:
I didn't find the answer in the asking questions, so I explain my problem.
I try to weight paint to open and close the mouth of a fish, but it doesn't paint well. As you can see in the scrennshot, for example, I wanted to bluish the lower lip in order to move it separately from the upper one...

Thanks for your help


texts: How to make a simple mask like in Hitfilm?

texts:
So, I want to use Blender for motipn graphics, and I previously used Hitfilm Express. One of the most frustrating things in Blender is creating a mask. But how does one do that like in Hitfilm? In Hitfilm, you literally just add a mask in the properties of something, and then thats it. How does one do that in Blender?

And I want to know how do I make the mask transparent without using a color key node (right now to make the mask transparent, on the mix node, I put the background to be green, then I use the color key mode to make it transparent)


texts: How can I get Blender to just do Matcap shading for the selected object?

texts:
I have noticed that the behavior of MatCap shading has changed in recent versions of Blender (at least by 2.72b). When I turn Matcap on, all objects are shaded with the same Matcap texture. For sculpting, I only want the selected object shaded with Matcap (as in numerous tutorials).

How can I get it to just do Matcap shading for the selected object (primarily in Sculpt mode)?

Even better would be if we could select a different MatCap material by object or vertex group.


texts: Why does blender use angle based UV mapping as default instead of conformal?

texts: Why does blender like to default to angle based UV mapping instead of conformal? when conformal makes neat good looking UV islands with low effort that look stellar, and angle based turns it into a complete mess filled with overlap? Is there a reason to or even actual way to use angle based at all? Or am i just being an idiot?


texts: When Connecting the bump node I am getting these square patterns how to fix this?

texts:
I was following an old tutorial by Andrew from blender guru he was using blender 2.76, I am working on blender 2.8.
Noticed this only appears when I have the bump node connected, am I missing something?


texts:
Apologies if this is a simple 'duh' question as this is my first time rigging in Blender (or using Blender at all)
This character has a hat and hair that don't really need to deform, so I attached them to the rig with Armature Constraints, which work great when posing the head.
However, when I render an image the hair and hat snap back to their original positions.
A google trawl mentioned something about refreshing the constraint in rendering but I'm at a loss as to how I would do that. Do I need to use an entirely different constraint?
Thanks for your time everyone!


texts: What is the Python code related to collection actions for blender 2.8?

texts:
2.8 is new and I can't find how to:

Create a new collection.

Add selected object to collection "name here" .

Add selected object to collection created in the same code.

Could someone show me how?
i found this and this in the API
https://docs.blender.org/api/blender2.8/bpy.types.Collection.html
https://docs.blender.org/api/blender2.8/bpy.types.BlendDataCollections.html


texts:
My mesh won't move with my armature. I think everything is properly attached, etc. It seems to only happen when I reposition the bones of the armature to correctly fit the mesh. It works prior.

I'm completely new at this, any advice would be helpful. Here is the .blend file.
https://www.dropbox.com/s/rjt2zdv6owtqfst/why.blend?dl=0


texts: In edit mode, if I move a vertex the whole mesh is transformed

texts:
Not sure what I've done or pressed, but in edit mode if I select a vertex/edge/face the whole mesh is transformed when I grab, rotate, etc. Also if I add new mesh elements and scale for instance even unselected elements are scaling
What have I pressed?

Thanks
John


texts: Eevee rendering 2.82, Viewport is fine. Final render has white transparent gloss or film over entire image. Cycles works fine

texts:
Cycles render

Eevee render

1.)The Cycles render is a cropped image of some shelves, the books on the shelves, two converging walls and the world backround above.

2.)The Eevee render is a cropped image of the end of those same shelves, the wall, and the world backround through a open window.

If at all informative. Eevee renders the image without the white glossy overlay until finished,as if only when the render is fully complete does the white film appear over the otherwise normal render.
Thank you for reading.


texts: I have problem with twisted polygons and exporting low poly model as paper model

texts: I can't export my low poly model as paper model, I tried remesh modifier and triangulate modifierbut it doesn't works. I am noobie and I seriously don't know how to solve this problem


texts: Is there a way to use 'render region' with numeric input for size & position?

texts:
I'm trying to overscan a tracked shot basically: I've shot some green screen footage, but the studio was not large enough to get the camera sufficiently far enough away from the talent for the shots we need, so I've got to extend/zoom-out the shot using overscan.

So I'm comping my 4k plate on to a 6k or 8k blank background, then tracking the shot, using Syntheyes with an un-distort/re-distort workflow, and outputting a Blender scene for the CG.
All good so far, but obviously a pain to work in 6k or 8k regardless.

So I need to render a 6k or 8k image in blender, but 1k or 2k of the border around the shot is all totally redundant.
So how can I 'render region' with the region accurately centred, and define the width and height of the region in pixels?
So I'm not wasting time rendering a load of pixels which will be thrown away in the composite anyway.

Cheers
Mark


texts: Scale object and keep relative camera angle

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I'm making a re-creation of a real-world picture of mine, and I want it to have accurate scale so that the falloff of my light looks correct. Problem is, my base mesh is far too big:

I want to scale down my base mesh, but I also need to keep the exact camera angle I've established. Is there a way to do this?


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I downloaded a model of the game FF7re,after adding alpha texture,the part supposed to be transparent can still be seen.

Also,the normal tangent creates weird effect(the right picture).I am new to blender and I guess it might be some error settings because I heard it doesn't go wrong in maya.
Here is the packed blend file https://drive.google.com/file/d/1XWDHbqCjwzVMJ0q8tFMpTxiwGTRac7p2/view?usp=sharing


texts: Animation Nodes - How to access individual items within instanced collections?

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I have a spline with an empty following along it using a Follow Spline Action node. Then I have a mesh object with a Curve Deform modifier binding it to the spline and a Copy Location constraint to make it follow the empty along the spline. The action repeats over time with delays. In addition, the mesh elongates as it moves along the spline. I have a variable delay between repeats. It works great.

After various experiments and tutorials, I am using Omar's technique of instancing collections to replicate this hundreds of times over a surface. How do I access the individual meshes within the collections to apply the individual variations to them? Is this possible with this technique?

Okay, it would probably be generally beneficial to get an answer to this question anyway. I have made the pared down version as per the image and blend file below. As you can see, when you click on the instances you cannot see the objects in each associated collection. The original structure allows the movement of the empty along the spline which can be animated using nodes. The instanced versions will copy that movement. What does not seem possible is to vary the speed, timing, attitude or scale of the instanced collection objects. So using this method to create a squadron of planes for example would not allow the variations one might find in reality.


texts: Make a wireframe out of an uneven rectangle with even thickness?

texts: Hey I'm a newbie to blender and I want to model rooms of a building. The rooms should be wireframes except the floor, which can be a simple face. But when I use the Wireframe modifier on rooms that are not perfect squares it looks uneven in thickness. Is there a way to make everything the same thickness and keep it editable in case I want it thicker or thinner in the future? Here is a picture to describe my problem:


texts: Snow fall on grass: Cause emitted particle to stick to hair particle system, ideally unconverted

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I have a plane with a snow emitter system, and two cubes. The cubes are set as collision objects with lots of stickiness.

One of the two cubes is bare, the other has a hair system. The hairs are rendered from one simple blade of grass, which I also set as a collision object... rightly or wrongly.

The rendered scene has falling snow landing on both cubes more or less as expected... but I would like the snow to stick to hairs/grass blades on the second cube. Instead, it seems to fall onto the cube surface, where it is hidden by the blades.

Can this be done to an unconverted hair system?


texts: How do you get key frames made from objects automatically following paths?

texts: I am trying to keyframe a ball that is following a path automatically using a driver. The camera is stationary. I can't seem to get the automatic key framer to work?


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im new to the blender and i have some problem with the imported 3D model.

I want to make a 3D animation of this 3D bottle rotating and the liquid inside would move.

PROBLEM is that when i hit play - one of the layers(condensation on the bottle) will fall from the scene.

Can anyone guide me how to make that condensation stay on the bottle and maybe even trip/move as the bottle rotates, as well the liquid inside?

Images of the "condensation falling"

Thank you!


texts: Move an object on an irregular plane with python

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At this moment I would like to move an object, suppose a "cube" along its y axis, with a slider from the UI panel with a FloatProperty. So far there is no problem.
Now, suppose this object encounters a terrain (an irregular mesh with various polygons) is there a way to make it follow the normals of this hypothetical path?
Normally I would have used a path with a bezier, but I would like to be able to do this with a simple control in the UI panel, I insert an image to understand better

I have no idea  to do this, I suppose I probably have to register all the faces of that plan? Or something similar? It seems a bit complex to me.

Edit: I was kindly suggested by Leander, to use the raycasting method, obviously I did not know this function , I would also like to understand if it is possible to record the animation correctly using keyframes, I could put a kind of operator that cooks the keyframes, or something similar


texts: Having trouble making a keymap work when mouse button is released

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I'm trying to bind view3d.navigate to middle mouse button so that it's only activated while the buttons is pressed.
I'm having trouble getting it to deactivate. I've tried every option "click", "press", "click drag" for example:

I presumed that didn't work because it needed a command to run on release which would deactivate view3d.navigate. I tried view3d.select as seen below but still no luck:

Any hints on what i should try?
Why am I doing this? I'm trying to replicate other 3D design programs. view3d.navigate allows navigating the viewport with wasd keys and moving the mouse.


texts: object have different position when rendered than in 3d view

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i have a problem with my render, the object (floor) have a different position when rendered cause "drowning" the character.. guys did you know what is the problem?

note : the object floor doesn't have any key frames or anything and already applied the location