texts: How do you make bullets do damagein the BGE?

texts:
I cannot figure out how to make bullets (physical bullets, not rays) actually do damage to the enemy (in a first-person shooter).  I have tried the collision sensor but I cant seem to make it work.
All I am trying to do is make it so when the bullet hits the enemy, then the enemy disappears (Edit Object: End Object Actuator).  The enemy has the physic type: Character and the bullet has the physics type: Static.  I am using simple motion for the bullet.
 What kind of properties does the bullet of enemy need if any? What should the logic bricks look like?


texts:
I baked using full render setting since I have a few light sources. I have a rather low-poly arch, how do I smooth the shading on this WITHOUT increasing the # of polygons? I mean I could always just smooth it manually in photoshop but I assume there has to be a way in blender to do this?

As you can see the shading is very jagged and outlines each face.

I tried turning on smooth setting for shading via tools -> shading, however that removes ALL shadows, which is not what I want.


texts: Show image textures in 'material' or 'texture' shading modes in Cycles

texts:
I've created a material that uses an image as a texture, applied it to a plane and then UV-unwrapped the plane.

The texture shows up in the final render, even in the 'rendered' shading mode of the viewport, but not in 'texture' or 'material' modes.

Everything seems right from what i've checked in multiple questions and tuts... but it still the plane shows like a giant black square.

I would appreciate any hints on the problem.

here is the .blend if you wanna try .blend file


texts: Apply Transform and Rest Pose Not Working After Restart Blender

texts:
I've been working on a character model, and all seems well during a single session. However, after exiting and restarting blender, my model is scaled several thousand times larger than it was when I saved it, and the pose always defaults to this strange pose:

When it is supposed to look like this:

I can still use "ALT+G" AND "ALT+R" in pose mode to fix the pose issue, but "ALT+S" does not fix the scale issue. And in object mode, when I try to scale the model and armature back to the original size, the changes are not saved the next time I re-open blender (the pose reverts to the undesired pose as well). Even if I goto "object> apply> Location / Rotation / Scale."

Any help would be much appreciated. Thanks!


texts:
i am learning the blender program following BlenderGuru videos: https://www.youtube.com/watch?v=nht2RoYBUfA I was drawing the donut texture. When I use the brush I don't have a single stroke but fragmented or reproduced in other points. the problem should be overlapping faces?
Does anyone know how to do? help me please


texts: How to make shadow catcher object invisible in mirror?

texts:
I modified and added this car model to my scene but it was having no side mirrors. So I made mirror plane and added mirror material to it but to cast car shadows on HDRI, I used shadow catcher object which is visible in mirror. How do I make the shadow catcher object invisible in mirror also?
Here's render preview:


texts: How to rotate tank treads animation using Bezier circle

texts:
I have made an animation of tank treads animating along the x axis. Once I try to animate from the 51st frame to rotate into the Y axis, the whole mesh turns into chaos. What am I doing incorrect? I have tried merging the modifiers, but the animation of the treads then all become one mesh. I also saw this post but it doesn't show how to rotate the treads along rotating axis.
Tank Track Animation


texts: How to add the same texture to every face individually

texts: I want to make a ground and add a grass texture to every single face(I already subdivided it). If i apply the texture it goes over the whole plain but I want the texture for every face


texts: Blender Object keeps moving back to 0,0,0

texts:
I am new to blender, and I have just created a island using ANT landscapes, and I have build two boats for this.

Two boats on island
They are in this place when I am in object mode, but when I render it they appear here:

I check the position of where they end up, and it is both where they were imported and 0,0,0. Although, all the other objects I have imported have not changed position. Does anyone know about how to fix this or have experienced this problem?


texts: Invisible Object Show Up In Final Render

texts:
I am using Blender 2.79 I have an object that appears in the Cycles render that is not in the original scene. I have closed the file down and reloaded it. I checked everything in the outliner window looking for something. I am sure the object is a straggler as it was something I created before. I checked all the eye icons and they are all turned on. I tried to box select to see if I could snag the hidden item but nothing is selected.

If I use the render in the display viewports mode the invisible object does not show up. It only appears in the main render window. Any help with this would be appreciated. Thanks


texts: How to stretch a mesh object over another?

texts:
Let's say that I want to make, say, a tarp stretched over some objects (like some tools covered down on a military jeep) or a snake stretched around it's prey (I'm a horrible person, I know :P)  or even camouflage netting:

I've had a go at this using soft bodies physics:

Like This Animation

But if you've watched the animation, well... the results are not so great.  Does anyone know of any methods to do this?

Any and all methods are welcome, whether animate-able or not!


texts:
I am new to Blender, and I try to build cloth model. So far so good, staring from cylinder to the low-poly collar.

Still, I am confused after shade-smooth as some edges are smoothed as expected, and some aren't.

I change Mesh's Normals auto-smooth angle to 180d, but still not work ;(

Any suggestion ?


texts:
I am trying to get an old xaml exporter working in blender 2.79.

I have managed to get it showing up in the add-ons list but it when trying to enable it, i get a bunch of errors. I think the Blender API has changed because it won't import Blender. What can I do (not a python programmer)  Or if anyone knows of a Xaml Exporter thats working, let me know.

bl_info = {
    "name": "XAML format (.xaml)",
    "author": "Daniel Lehenbauer and Robert Hogue",
    "version": (0, 0, 48),
    "blender": (2, 71, 0),
    "location": "File > Export > XAML",
    "description": "Export mesh to XAML",
    "warning": "",
    "wiki_url": "https://archive.codeplex.com/?p=xamlexporter",
    "category": "Import-Export"}

from io import StringIO
from math import *

# ERROR HERE
import Blender
from Blender import Scene
from Blender import Texture
from Blender import Mathutils
from Blender import Lamp
import BPyMesh
import BPyObject

I have done some more work on it. The code is on PasteBin I am getting the error shown in the image.


texts: Can you randomize the triangles of an icosphere?

texts:
Im really struggeling with getting this triangular structure to work.

Its like half an icosphere but with randomised vertices.

I already tried editing the vertices with random-proportional editing and then do a limited dissolve.
But this only works to a limit and gives something like this

If anyone knows a quicker solution than" do it by hand" id be so glad.

Please halp.

Edit:
Haunt_House`s answer worked perfectly


texts: Object created from Sapling addon not exported properly to FBX

texts: I just made a tree in blender, with the sapling add-on, for my unreal engine 4 game. I exported the mesh and i imported to the unreal engine 4.. there are no textures imported and it looks something like the picture -.- HUGE leaves and a normal size tree in different places... also in the unreal engine 4 log it says that it must be something with my exporting in blender.. anyone know how to help?


texts:
I've applied mesh deform on my mesh and I'm getting some strange results

I'm absolutely sure there are no intersecting faces and it seems that my deform mesh only affects certain vertices of my mesh


texts: How do I stop the middle of a soft body from drooping?

texts: I am currently making a simulation in which a jelly cube will drop. the desired effect is for the cube to jiggle a lot on impact but for it to slowly come back to the shape of a cube. in general terms, how do I get a soft body to be extremely sensitive to collisions but to return to its original shape when undisturbed?


texts: Blender (Cycles Render) Normal Map Baking goes wrong

texts:
Who I am and what I do:

Hello People!

I am fairly new to 3D modelling (still using 2.79) and at the moment I am working on
an M1 Abrams low poly tank (around 4600 Tris).

What I want to do is use a copied version of the low poly tank to add extra detail to it and then bake a normal map from the high to the low poly model.

I am used to the baking procedure in cycles render with small objects (like a cube for example). That means I am familiar with the setup (image, node etc.), ray distances and so on. Let's say the basic of basics of baking a normal map in Cycles Blender.

The Problem:
It starts right away. I moved the copied tank (haven't added any detail to it yet) to the same position the low-poly has and I get this as a normal map:

What do I expect:

I thought that the rays will find no difference (surface) at all because it is the same model, right? So the image should be blank. Instead I get a lot of stuff and artifacts on it.

What I've already tried:

Playing around with Ray Distances (From 0 to 1 and between).
Added smooth shading to high and/ or low poly model
Removed Doubles, Rotation & Scaling

If somebody can help me?

Thanks!

Have a nice day.


texts:
I'm about to build an IK/FK rig for a character with stiff legs. In other words, the knees don't bend. Ever. Other than that, it'll be a complete rig, minus face controls.

In the interests of not reinventing the wheel, I thought I'd ask if anyone else has ever built a rig like this or if any pre-existing rigging tool (Rigify, Auto-rig) has an option for stiff legs.


texts: Does Blender has input Degrees, Minutes and Seconds?

texts:
How can I enter angles in Degrees, Minutes and Seconds in Blender?
for example : 30º 23' 45 "


texts:
When I try sculpt, the results are appearing "fuzzy". I thought it may have been the need for more vertices, but extra subdivisions did't help.

This started happening after I used the Scale function to resolve another issue I had.  Or at least became more obvious.

Any ideas on what I can do to fix this?


texts:
I've been attempting to create a meterial, and add different textures to the properties using a script. I am testing with just a diffuse/color first, but am having trouble getting it to work.

I've tried various posts' answers, and even Blender 2.8 documentation and they all throw errors.

Blender code:

`bpy.ops.node.add_file(filepath="C:\Users\myName\Downloads\Textures\Downloaded\flooring5.jpg", filter_blender=False, filter_backup=False, filter_image=True, filter_movie=True, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_alembic=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, show_multiview=False, use_multiview=False, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', name="Image")`

My Error:

location: <unknown location>:-1
Error:   File "C:\Users\nmaestre\Desktop\Projects\TextureShapes\TextureMesh.blend\Text", line 48
SyntaxError: (unicode error) 'unicodeescape' codec can't decode bytes in position 2-3: truncated \UXXXXXXXX escape

Pic for ref

Current Working Code: (i found this from another post)

#Import python
import bpy

# Clear all nodes in a mat
def clear_material( material ):
    if material.node_tree:
        material.node_tree.links.clear()
        material.node_tree.nodes.clear()

# Create a node corresponding to a defined group
def instanciate_group( nodes, group_name ):
    group = nodes.new( type = 'ShaderNodeGroup' )
    group.node_tree = bpy.data.node_groups[group_name]

#ref materials
materials = bpy.data.materials
#name material
mat_name = 'Mat_Tile'
# get ref to material
material = materials.get( mat_name )

#if not our mat
if not material:
    material = materials.new( mat_name )

# We clear it as we'll define it completely
clear_material( material )

material.use_nodes = True

nodes = material.node_tree.nodes
links = material.node_tree.links

output = nodes.new( type = 'ShaderNodeOutputMaterial' )

diffuse = nodes.new( type = 'ShaderNodeBsdfDiffuse' )

#input = nodes.new( type = 'ShaderNodeTexImage')

#With names
link = links.new( diffuse.outputs['BSDF'], output.inputs['Surface'])
#Or with indices
#link = links.new( diffuse.outputs[0], output.inputs[0] )


texts: How do you slice a joined model into equal slices?

texts: I would like to take a complex model with many joined object and slice the whole thing in into regular slices. I have tried Bisect and Ctrl R but that doesn't work on a joined object. Any help?


texts: I've rendered a gigantic numbers of scenes, which results in around 22TB (yes, the process took several month-computation and resources). Apparently, I cannot use the EXRs out-of-the-box so I have to extract the PNGs from them, which costs additionally 8TB. For storage and backup purpose, I'd like to store and save the EXRs somewhere (you don't really want to throw away a-year-worth effort), but 22TB is a bit too much for me. I am wondering if there's any good way to reduce the size of them, at least to 75% or even better 50%. The EXRs are already made with compression enabled, so even xz level 9 doesn't reduce much space of it (the compression ratio is only about .95)


texts: Strange artifacts during camera transition when rendering movie

texts:
I'm rendering a movie from a series of PNGs with the video sequence editor and the H.264 codec. When the camera changes from the static position to moving there is a strange jitter artifact (see video).

http://www.youtube.com/watch?v=jzKe3AZGZG4 (Need to watch in 1080p to clearly see it)

This doesn't show up in the PNGs. Increasing the bitrate doesn't seem to help. I'm not really sure what the other encoding settings do. Is there a way to fix this?


texts: How to export correctly mesh and armature of a character from blender to NUKE

texts:
I'm looking for a working way to export correctly a rigged character from blender to NUKE 11. I've tried a lot of formats,like :

ALEMBIC : it worked partially. It means that the mesh is exported correctly to NUKE,but without the armature.

FBX : NUKE crashes everytime if I use FBX 6.1 ASCII. Instead,when if I use FBX 7.4 Binary mesh AND armature are not imported at all. Maybe the mesh and the armature should be configured in some specific way in blender ?

DAE : NUKE says that this format is not readable.

So,what ? thanks.


texts:
I am trying out some of the Freestyle line setups from here: http://www.blendswap.com/blends/view/18717
When I render using these .blend files, I am getting a cropped render. How can the render be edited to show the full view in a different size?

Preview of cropped render


texts: I am working on blender using a friend's computer, and I cannot find the materials tab. I circled the red area where it is usually located for me.


texts:
I am wondering how the mapping node exactly works. The only thing I need to know, is what the individual Location, Rotation and Scale vectors, especially the Location vector, do to the input vector.
Does changing the Location vector simply add onto the input vector or is there a more complex approach behind it?
I'm interested in remaking the Mapping node as a part of a shader, which is not related to Blender and I'm not quite sure about that.
I couldn't really answer my question with the posts I found in the internet.
Thank you very much


texts: How to draw geometry in 3d View window with bgl

texts:
Since there isn't demo in API docs, so I tried simple script below:

import bpy
from bgl import *
from bpy import context

def draw_line():

    glColor3f(1.0, 0.0, 0.0)
    glLineWidth(10)

    glBegin(GL_LINES)
    glVertex3f(0, 0, 0)
    glVertex3f(0.5 ,0.5, 0.5)
    glEnd()

draw_line()

But it doesn't work, I can't find a line in the viewport.
I want to know the simplest way to draw a line with bgl, not with modal operator. So I tried script like below:

from bgl import *
import bpy

def draw_line():

    glColor3f(1.0, 0.0, 0.0)
    glLineWidth(2.0)
    glBegin(GL_LINES)
    glVertex3f(0.0, 0.0, 0.0)
    glVertex3f(1.0, 1.0, 1.0)
    glEnd()

def draw():
    if bpy.context.area.type == 'VIEW_3D':
        handle = bpy.types.SpaceView3D.draw_handler_add(draw_line, 'WINDOW', 'POST_VIEW')

    bpy.context.area.tag_redraw()

draw()

But it doesn't work, too. What's wrong with it?


texts:
I want to transfer an image that has been rendered in Blender via a socket.
I have an implementation that does work already, but with a framerate of 0.5fps.

currentImage stores an image that was rendered.

currentImage = obj["RenderToTexture"].source.image
imageSize = obj["RenderToTexture"].source.size
imageData = np.array(currentImage, dtype=np.uint8)

imageSize = (imageSize[1], imageSize[0])

if(clientSocket!=None):
    try:
        height, width = imageSize
        data = imageData.tobytes()
        transmitData = struct.pack("L", len(data))
        transmitData = transmitData + struct.pack("H", height)
        transmitData = transmitData + struct.pack("H", width)
        transmitData = transmitData + data
        clientSocket.sendall(transmitData)
    except socket_error as e:
        print("Error sending data: ", e.strerror)
        bge.logic.endGame()

The following line slows everything down:

imageData = np.array(currentImage, dtype=np.uint8)

Is there another way of sending the content of currentImage using a socket? Blender tells me, that this is a bgl.Buffer() object.


texts: How do I add grunge & rusting texture to a pre-made material? [CYCLE]

texts:
I am working on a nature scene where there is a car due to nature it gets rusted and rather by time it gets old. I want to add grunge and rust texture. I had bought materials plugin a while ago, so used the already made plugins from there. The problem is I have no clue where to apply the roughness texture since I am not that experienced.

Firstly, the grunge and rust textures are from megascan ( not sure if this helps).

First the glass material;

When you expand it this is what it looks like

Where do I apply the image texture of grunges which I got fro megascans to , where do I plug it to be exactly?

Second

I also have another metal material which has scratches over it, and it is premade, I would like to add some rust texture as well from megascans.

I can probably post the whole node, but I don't have 10 rep.


texts: Subsurface Modelling method And Advice (PS4 joystick)

texts:
I tried to venture into subsurface modelling to start practising and gain more knowledge. My aim
was to try using the tools and methods which I have learnt the past 6 months learning Blender.
So my final result doesn't look the best. So I wanted some advice what would be the proper or correct
method to have had a better result of this PlayStation control.

The initial top sample had less loop cuts which gave a better shape and clean mesh, but the more I was adding loops to get the bevelled circle bumps the more unclean it would look resulting in bad topology.

So what would be a better method to get a better result?

Thank you.


texts:
I am very new to blender and have started making a building (image below). It is made of an extruded bezier curve converted to a mesh. However, I would like to round some edges (marked in red below) and don't know how to approach it. I have tried proportional editing, different modifiers, but nothing is working. I have included a picture of how I'd like it to look when seen from above. How could I do it?

Any help is appreciated
Marius


texts:
Is it possible for Blender to autosave each render into the Slots in the Render View Window?

Is this possible? Maybe an Addon is available? I also use VRay in 3ds max and it has a frame buffer which is really good for this - it helps massively when doing lookdev.

Thanks,
N


texts: Apply rigid body physics to mesh with armature?

texts: Is it possible to easily apply a rigid body to ( Parts of/ a complete ) mesh with a armature in a way so that it reacts to gravity?


texts: How to detect disconnected parts within a selection?

texts:
Consider the following edge selection:

What would be the fastest way to return the indices of the different parts of this selection? I am aiming for an output similar to this: edge_indices = [[24, 46, 29, 47], [32, 52, 37, 53]]. The goal is to detect separate (disconnected) parts within a selection.
One possibility would be to loop over every edge and check for selected connected edges and save the different edge loops, but I feel there should be a faster way to do this.
Thanks!


texts: How to use procedural texture color as vertex group?

texts: Is it possible to convert color intensity of procedural texture to weighs so it can be used as vertex group in modifiers?


texts:
I can't remember what keys I pressed on the keyboard but I cannot see anything on the scene. I already checked the layers visibility, that wasn't the problem.
I am using Blender 2.74 on a Mac, therefore no numpad.

I already checked this out:
Can't see any objects anymore

This is what happened after I pressed Shift+C

Here's the file:


texts: Custom Render Stamp, Principled BDSF values

texts:
I am trying to do a material study, and I would like to print the Principled BDSF values onto the render.

Previously I had found this:
How to show render-stamp for arbitrary values?

It had worked, but the data path I get when I right click the roughness parameter for the Principled BDSF is:
nodes["Principled BSDF"].inputs[7].default_value

That doesn't seem to work the same way.

here is the script:

import bpy

def stamp_set(scene):
    note  =   "Samples: "                     + str(scene.cycles.samples)
    note += ", Bounces, Max: "                + str(scene.cycles.max_bounces)
    note += ", roughness: "                + str(nodes["Principled BSDF"].inputs[7].default_value)
    note += ", Version: "                     + bpy.app.version_string
    scene.render.stamp_note_text = note

bpy.app.handlers.render_pre.append(stamp_set)

I also tried, cycles.nodes["Principled BSDF"].inputs[7].default_value

and

scene.nodes["Principled BSDF"].inputs[7].default_value

I get an error in the terminal that these are undefined (I think).

SO, how would I go about doing this?

thanks,

eh five


texts: Keyframe properties change after moving playhead

texts:
I'm attempting to animate someone passing off a ticket to another person, and decided to use the "child of" object constraint for the ticket to attach to both rigs (created using rigify). I've keyframed these appropriately, but when adjusting the location offset, I've found that the location, when keyframed, changes despite nothing interfering with it or me changing the keyframe.

When setting keyframe:

After moving playhead off keyframe and back onto the same keyframe:

Note: this is the same keyframe, and no actions or other keyframes are overlapping.


texts: Why is the domain in fluid sim visible? (blender 2.92)

texts: When any object is set as domain for the fluid sim, it is not transparent whereas it works fine with gas.


texts: No object option when adding a geometry bevel to a curve?

texts:
I'm trying to extrude a circle along a bezier curve. Normall i would create a specific object ( in this case a circle with 32 verts) and use that as the bevel object for my bezier curve to refer to.

However in 2.8, I go to select a 'bevel object' and just get a blank panel, no options at all ( there are several mesh objects in my scene). Any ideas why this might be?

Also, I can't select anything in the 'taper object' panel either - Nothing in the box at all.

Please help!


texts: How to activate different tool gizmos with shortcuts?

texts: When I use S, R, or G it allows me to interact with the object in all directions but I would like that those commands just activate the respective manipulator.


texts: Calculate normals using single face direction

texts:
Could you calculate normals of an entire object referring to a single face to match up with ?

I have this model, some of this model's faces are just single faces.
Why some faces get flipped when others aren't?

And to my question, could you flipped all faces facing one direction to the same normal? The Normals' menu doesn't seem to help, and I have to go manually.

well.. here is the example file: https://www.sendspace.com/file/7qfpoc


texts: How to sculpt mesh while enabling snap to surface?

texts:
In Zbrush, apparently there is a feature where user can sculpt with snap to surface enabled.

Are there any same alternatives that I could try on blender? I want to use this technique to retopologize mesh with an already retopologized mesh (just slightly different).


texts: Is there a way to control the driver using a weight map?

texts:
Is there any way to read the weight map value of a given object using the empty object.

You can control the shape key with the distance driver between two empty, but this solution has a serious disadvantage, in the moment when there is more empty, there is no proper mixing of the shape key, analyzing it I came to the conclusion that the best solution would be to use some object, and use its grid and weight maps, exactly their values, I have no idea how to read these values so that you can control them with the controller.

That's exactly what I mean, "https://vimeo.com/246108083" just instead of texture, I want to use waight maps.
" https://d1a9v60rjx2a4v.cloudfront.net/2013/10/02/23_14_46_471_screen1_4.jpg "

I found a similar idea, but the problem was not solved, maybe someone here will know how to solve it.
" https://blenderartists.org/t/driver-based-on-vertex-weights/664337 "


texts: How can the Glass Shader be imitated using only other shaders?

texts:
Exactly what does the Glass shader do?  I would guess that it combines the effects of Glossy (zero roughness) for reflections, and Refraction for, obviously, light refracting through the object.  Glass could just be a handy combination of Add, Glossy and Refraction nodes.

Making and looking at test objects using all types of shaders, comparing, it appears that this isn't quite right.  I can't quite explain how it's not looking the same, just that (unless I'm doing something stupid) there's an irresolvable difference.

In order to understand exactly how Glass works, and learn in more depth what all the shaders do, is there a way to arrange non-Glass shaders and other nodes to imitate exactly the Glass shader?

(Of course, I could peek at the source code, but other Blender users may be wondering too, and not be literate in C++.)


texts: "X Location" f-curve name and buttons disappeared

texts:
I'm working on a blender file. Some time in the last days something changed. Under the active bone's tree in the F-Curve window there are the names and some buttons associated to the f-curves of the action affecting that bone. I have, for example, X Location, Y Location, Z Location (if I inserted location into a keyframe). The problem is, X Location no longer show its name. Neither can I lock or disable that precise f-curve. I can, however, edit the keyframes of that fcurve.

Here is an image illustrating what I mean. All bones in the armature are affected this way and don't show X Location name.

By the way, in the properties tab of the F-Curve view, when I select the X Location curve, it states correctly its data path (i.e.: pose.bones["toeCtrl_L"].location, RNA Array index 0).

Any cues about how to fix or avoid this?


texts:
I've been doing a lot of research on character collision on YouTube and Google, but there seems to be no answers out there on how to "cure" a character of "self collision".

Is there some type of modifier I should use, or is there some programming I have to do? I have no idea how to get past this.


texts:
Sometimes after I do some modifications with model or duplicate and do some modifications then the origin point of the model goes out of the model and it becomes hard to rotate/scale and do anything else with the model.

Here is a screenshot:


texts:
Does X-Axis Mirror work on a mesh?  I applied X-Axis Mirror to a set of bones and it worked but not on the mesh, I tried to mirror the mesh using the X-Axis Mirror option but it doesn't mirror anything.

Here's the .Blend.


texts: Add rigid body physics for an object with a modifier and keyframe

texts:
It is possible in blender to add rigid body physics for objects that have modifiers and are keyframed?

Now the left object doesn't interact with the right object...
Even if I check "Animated" in the rigid body settings


texts: I cant get light to work with emission on render

texts: i created a plane and connected emission to materiel input and switched it to render to try and see my glass almost squid type thing but the light wasn't there and only the plane was lit up. The glass "squid" type thing has color and can bee seen but not as well as i have seen before in when put in render. Im sorry if i wasn't able to explain this very well it has only been a few days of using this and my first time trying to use emission.


texts:
The center of mass changes for an organic object when it moves its body parts. Because Center of Mass is key thing with physically correct animation is how to get the center of mass dynamically?
Such a thing is implemented in the application https://cascadeur.com/, but I would like to have everything at hand in Blender.


texts:
Will we be able to edit 4k H.265 footage in the VSE in a near future?

Thanks!


texts: Cutting out a part of a plane from sphere vertices

texts:
I'm slowly trying to learn blender. I have a mini project I want to create and 3d print a catapult (just the 'ladle' part) that I could mount to a servo motor.

I would like to get rid of the part that is covering the half sphere and then connect the half sphere with the handle.

There are no vertices where the sphere and handle meet so I do not really know how to deal with it.


texts: Why are my reflections different in the viewport vs a full render when using Eevee?

texts:
I'm working on a character here. I can't manage to understand why I get the eye reflections when I'm in render mode viewport and why those same reflections disappear when I render the image. Of course I checked that the eye cornea is active in render. Screen space reflection is activated and I didn't have this issue few days back.
Is there anyone here to help me with that?


texts: How to separate 2 faces connects by an edge

texts: I want to separate these so I can put one edge over the other later on.


texts:
So I'm trying to convert additive animations to a weird format that Source engine uses: instead of offsetting the bone relative to its local space, it uses whole armature's origin point for that. All bones that aren't used in the additive animation should be located at 0, 0, 0 and rotated 90 degrees on the Y-axis, the rest of the bones use this transform as a relative point for their animation.
Here's an example with a decompiled model from TF2:

So far I've been trying to get a single bone conversion to work and have written up a script (I don't have much experience with blender API, practical coding and linear maths in general so bare with me here :D)
import bpy
from mathutils import Matrix
import math

def main():
    bone = bpy.context.active_pose_bone
    obj = bpy.data.objects['rig']
    def_pos =  Matrix.Rotation(math.radians(90), 4, 'Y')
    armature = bpy.data.armatures['rig']

    #1. Get global coordinates of the bone in rest posistion
    armature.pose_position = "REST"
    gl_mat = bone.matrix * obj.matrix_world
    #2. Get transition matrix to the needed transform (gl_tr_mat = def_pos / gl_mat)
    gl_tr_mat = def_pos.inverted_safe() * gl_mat
    #3. Transform resulting matrix into local space (loc_tr_mat = gl_tr_mat / matrix_world)
    loc_tr_mat = obj.matrix_world.inverted_safe() * gl_tr_mat
    #4. Apply to the same bone in the pose position
    armature.pose_position = "POSE"
    bone.matrix = loc_tr_mat * bone.matrix

if __name__ == '__main__':
    main()

The main issues are that the bone ends up scaled to 0 on all axis except for the one it's rotated on (Y here) and it doesn't face in the right direction:
What's the issue here?
Blender's version is 2.90.0, Steam build


texts: Why is the Displacement Modifier not doing anything?

texts:
I'm doing the CG Cookie Tutorial on the rocket ship. I added a cube, added the triangulate modifier, added the displacement modifier, added a cloud texture to the displacement, set the displacement strength to 5.0, and yet my cube still looks like a cube.

In the tutorial he ends up with a cube resembling this:

Here are the texture settings:


texts:
i got a raspberry 4B 8GB. and in the Raspbian OS Blender 2.79 works super fine. But the OS performance its terrible. So i installed Ubuntu 20.10 and came with Blender 2.83 but DOESN'T RUN, so i want to install the 2.79 version but doesn't exist in the Ubuntu Repository. So. How i can install Blender 2.79 without call Blender 2.83 instead?
Thanks a lot


texts: Rigid Bodies copied from one file to another don't work

texts:
I'm having some issue with Rigid Bodies now. I created Rigid Body objects in a *.blend file, and when I select it and copy it with Ctrl+C, Ctrl+V into another *.blend file, it gets copied, but it doesn't quite become a Rigid Body there. I mean in the Physics panel it shows up as a Rigid Body, however, when you select it, it's not highlighted with green - as all Rigid Bodies should be - but with orange. Also, when I play the animation, it doesn't fall etc. like normal Rigid Bodies should behave.

Do you know how this can be fixed?


texts: How do I stop Blender from automatically creating floating windows?

texts: Is there any way to stop Blender from showing the file explorer, Preferences and Render results in new floating windows and just show those editors as part of the inerface?


texts: How can I close the neck gap between two seperate meshes for my detachable head objects?

texts:
I want to have separate detachable models for each head on this body as if it were a hat so that I can swap between them and not have to need a completely new model and texture for each character (so they can be modular). So i have each head on a separate layer  and I've generated weights for the body and the head for the same armature but there is a distinct gap between the armature and the head  that also opens when the head is tilted.

I could try making the neck larger so it overlaps into the body but that wouldn't look as if the head is actually attached to the body and there'll probably be clipping issues when moving the head anyways.

If there's a way to have two separate objects act as if they are attached in the same mesh without actually having them be the same object that would be great. Otherwise I'll probably just have to have multiple body models that are more or less the same for each head which would be redundant.


texts: How to disable/enable multiple shapekeys visibility?

texts: I have over 300 shapekeys added to my mesh. How can I disable and enable the visibility for all of them using scripting?


texts: How can i export Image overlay from osm?

texts: I want to be able to export the Overlay image from OSM, but when I export it to fbx, it is all white.


texts: Hi I want to render something similar to this image. The below image should be my starting point.I used a UV sphere and I tried freestyle rendering but it is not showing the edges like below.


texts: mesh breaking apart and recombining to form another mesh?

texts: I've had this effect in my head for some time but still unable to think of a possible way to do it. For the sake of simplicity, would there be a practical (time-wise) way to create an effect where the letter A blows up (fractures) and then the pieces recombine to form the letter B?


texts: Peculiar situation with 30 and 70 fps VSE

texts:
I have a problem with different FPS, but my situation is very specific:

I have a VSE .blend project.

It is just a slideshow + little bits of animated (Effect Strip: Transform) stills. Zero "really moving" parts.

It is 30 FPS and everything is done for that speed.

But it happens that one animation looks good in 70 FPS. When I render that part of the slideshow in 70 FPS it is super cool for my tastes. ...

(by the way, this animation is just pure slideshow, no any kind of movement, no key frames)

(More information: this animation consists of fast-changing "pieces" - each of the pieces is 26 frames. Initially I thought that I will just shorten every piece, but... I want to get exactly the same effect)

But what do I do to combine it with the rest of the video? (If I import 70 FPS video-file into the project it goes back to 30 FPS.)

This is kinda stupid situation: I ALREADY HAVE all I want. And it all comes from exactly the same .blend project, so there's nothing fundamentally impossible. Also I don't need to combine strips with different FPS at the same time, those can be (thought of as) completely separate "videos". If you could make completely unrelated parts of the video in different FPS or something it would solve everything. And also, as I said, there's no moving parts, so I don't need any "motion extrapolation" and there's no problems with motion.

It is just too much of a shame that I can't translate the cool effect. I am ready to do it manually, I just need to know that I will get the same thing.

I did math with proportions and tried to change pieces from 26 frames to 11 or 12 [solving the proportion gives 11,(142857)], it works, but not perfect... maybe, I can't even compare! I can't find exact duration of the clip in properties of the file (Windows). I didn't try speed factor ("Source FPS/Desired FPS = speedfactor" I've seen that formula) or seeking how to stop blender from adjusting 70FPS-lenght video to 30FPS-length (so I can at least compare videos or use pre-rendered pieces), but I am asking beforehand because I am in a hurry (this problem already killed two hours that in the end may cost the whole day of delaying the final video).

Can I combine those parts in Youtube? Can Youtube have video in 70 FPS? In the totally WORST case I can make two different videos, but it is really unwanted. (That I will seek myself later, of course! Sorry for asking, I ask just in case somebody can answer easily)

Thank you very much,

TL;DR and again: VSE project. Many animations look good (render good) in 30 FPS. One particular animation ("26 x N" frames) looks good (renders good) if its speed is 70 FPS. How to get the same speed in 30 FPS or how to combine it all? You can manually change 26 to any other number of frames.


texts:
I model a digger assembled of multiple parts, place several instances of it into the scene and animate each instance's bucket individually within the rotation constraints specified by the model.

This is the task to be performed. An everday's task and a core requirement for an animation software.

Or, construct a car and put some of this same brand and model into the scene. One should steer to the left, another one to the right, the next one's window is open and another one's trunk is open. They are all instances of the same model, just with movable parts to be animated within the limits as specified with the model.

My problem is that it's not doable in an acceptable way:

Copying the objects the digger is made of would mean that any future change to the model would have to be done numerous times with every instance. Copies are not instances.
The parts of group instances are frozen. The group's objects, like the bucket, are not rotatable individually.

After 15 years of trying to work with Blender, stumbling across this again and again, I'd really like to know this now.

Thanks


texts: The object becomes blur when entered into rendered view mode

texts:
I'm a blender beginner. I experience some issue recently in rendered view mode.That is when I entered to rendered view mode the object becomes blur.By the way the render engine which I use is EEVEE. I need to fix this issue.So far I didn't find anything useful.I attached a screenshot herewith for the reference.
Thanks in advance.


texts: Object Moves Away From Original Position When Using Grab

texts: I haven't had this problem so far, but for this particular object, whenever I press G to grab the object to move it along some axis (by selecting x,y, or z) the object shifts from its original position before I select the axis and also doesn't clip back to the spot when I select the axis


texts: How to use a Mesh from one project in another?

texts: I've been confused about this one for quite some time now. If I were to create a project of a character by itself, and I created another project with just scenery, how do I put the character into the scenery? I've tried using import, but it won't let me put the full character into the project.


texts: How to get all meshs added in with a import script?

texts:
Right now I am making a import script for my file format. I have the model appearing fine and doing everything I need except I need to get all the meshes created and add them under an empty object I created also.

Here is what I have now: https://paste.ofcode.org/AsYmmmV6tTdcR79UJrTy5X

Now on line 95 you will see I create an empty object. My question is how can I get all the meshes created using the add_mesh_to_scene. So basically any mesh added to the scene will be parented under that empty object. I have went through and tried other peoples answer about parenting but cant find a way to do this no matter what I try. Any help would be greatly appreciated thank you :)


texts: Is it possible to calculate the center of an incomplete sphere?

texts:
An in-Blender solution would be preferred so I don't have to switch programs, but other tools are welcome too.
I'm testing out face rigging via Blender's built-in Rigify plugin, and it suggests defining a pivot based on a spherical shape. However, I only have a small-curvature concentric-ring mesh per eye on my test model (it's imported from a program that generally doesn't use complete spheres for eyes). Is there a way I can calculate the center of the would-be sphere using just the irises? Thanks!


texts:
How can I create an emboss effect in Blender and set the angle and height. This node doesn't exist in Blender.

This effect is popular to convert a normal map into a curvature map.


texts: How can I make an object's tip position exactly where the IK controller bone is?

texts:
So I have this robot leg I made. This is the current setup I have

The selected bone is the IK controller bone. When I tried to move the IK bone to the 3D cursor in edit mode I get this.

So as a work around I instead created 2 bones. The upper one has a copy transforms with the lower one as a target.

This works kinda fine but I wanted to know if there is a way to make it so that the IK bone is always on the lower part of the leg. For example when using my rig ( I moved the controller IK slightly up and to the left) I get this

What I want is for the controlller IK to always be within the highlighted region, is this possible?


texts: Snap tool seems not working for edge loop?

texts:
i can use snap tool for boundary edge, but for edge loop, it does not work. all the settings were same when it works.

And if i select the bottom capping loop, double tap G, the snap tool does not work as well. So it seems to be snap tool does not work with double tap G??


texts: Adding additional automatic weights to my original mesh without redoing it all

texts: Okay, so I'm making a rig and i need to redo the automatic weights on the hands, but already went and hand weight painted the face and the face and everything is perfect. If i parent the mesh with automatic weights to only the bones in the hand, it still redoes all of my weight painting in the face (the entire body is one mesh). So is there any way to only assign new weights to a certain area or bones without redoing the entire thing? The only way i thought of doing it another way is to separate the mesh of the hands and re parent that.... i also am asking specifically about using automatic weights, i know how to use empty groups, just wondering if there was a faster work around. thx.


texts: How to make a proper star effect in Blender

texts:
Is there anyone who can help me create a photorealistic star effect along the lines of this test video:

https://youtu.be/Zjw3fu4z7Wc

If you missed it, here's a screenshot (it's the blue one in front):

I'm aiming to get my star to be exactly like the front light blue one featured there in - a six pointer with thinner, sharper lines as opposed to the broader and more easily faded ones you usually get when you apply the glare effect.


texts: Child object doesn't move with parent bone

texts:
I'm working on a game (and thus using the Game Engine) and I have a pistol parented to a bone. When I play the game, the pistol moves with the animation, but the actual location does not change with the character. Here's some images of it happening:

You can see the pistol is in the hand, and it follows the animation for rest.

When I run to another location, the pistol moves like it is running, but stays in the same place.

I can probably take a video of it if that's required.

It is not locked in any way.


texts: making 3d surface using list of vertices coordinates

texts:
i want to animate a changing 3d surface (i.e. an ocean wave). the surface cannot be defined with a single z function and instead I have been defining as a list of coordinates that lie on the surface. when I use matplotlib the software is able to make a smooth surface based on coordinates easily, but on blender I cant figure out how to add faces.

I use a bmesh to plot the coordinates which I give in the form [(x, y, z), ...]. However, I can't figure out how best to add edges and faces to make a complete surface. I would like to make the faces square so each square's corners are marker by the four closest vertices.

here is a surface made up of individually plotted vertices on a mesh. If I use the 'make edge/face' option it adds one big face bounded by every single vertex as far as I can tell.

is there a way to achieve what I want without having to manually add faces to each group of four vertices? preferably in a way that might be efficient enough to animate quickly.


texts: Smoke Animation Lengthened past 250 frames

texts:
The start up to the point where I need the smoke/mist animation is way over the 250 frame mark.

Is there a way to lengthen the smoke animation to be over 250 frames? Or is there another way.


texts: My motion tracking trembles in the end of footage. Did I do something wrong? Or do I need to replace the camera?

texts:
It's seventh try. Tracking of full sized footage took too long, so I've downscaled it. I've used the Autotrack plugin. The tracker settings are default, except for model set to Perspective. And for plugin, distance set to 60 and frame separation to 1. Camera settings set to 24mm in 35mm equivalent, then preset for my size of camera. Keyframe A is 60 and B is 90. Using Clean Tracks I've managed to set the tracking error to about 0.4. I've noticed that in place where the camera trembles, markers on the ground die quickly.

Here's archive with the tracked footage.


texts: Can I change multiple material colors at the same time

texts:
I have a model I exported from 3dsmax using the .fbx format but all the materials are black so the textures don't show unless I change each material to white. So is there an easier method to doing this as there are hundreds of materials I have to change.

Note: I exported from 3dsmax and imported into blender.


texts: Displacement Maps look pixelated in EEVEE

texts:
When I add a displacement map to a UVd object in EEVEE the details look pixelated (although they look good in Cycles).

In EEVEE I have tried using subdivision surface modifiers and disabling half-res trace but the details still look pixelated. Am I using the wrong settings in 2.8 Beta or is there currently no quality settings at the moment because it is in Beta? I have added a screenshot showing what it looks like.


texts: Applying animated compositor to pre-rendered animation frames

texts:
I'm trying to figure out a good workflow for setting up the compositor for animations.
When I make still images, I render at high-quality first, then touch things up with the compositor. With this workflow, the time-hungry stuff (i.e. the rendering) happens at the beginning, then I tweak the dials in the compositor at the end until it looks good.
For animations, it seems that the compositor should be set up and finalized at render-time, when the series of stills are saved out.
I'd like to adapt my still-image workflow to developing animations. I can imagine saving out the raw animation renders first (takes a long time), then filter all of the frames through the composite nodes at the end (relatively quick).
The compositing and the rendering should probably happen in the same .blend file, because it would nice to use the animation drivers for compositing values.
Is there a nice way to achieve this?


texts:
I am trying to create a transparent gradient texture for the top of a cylinder / disc / ring.
So far I have used this node configuration that is basically using the mathematical formula sqrt(x^2+y^2) to get the radius as it is explained here RADIAL Colorramp gradient texture

It is working good when the object is a cylinder that has been reduced the Z scale to a minimum so it looks like a disc/ring as it can be seen here:

However, the same material is not working right if the object is a disc created from a extruded circle (from the vertex). Nevertheless, if I change the power to another negative value, the material starts to work although not exactly how I want as it can be seen here:

I guess this has to do with the UV coordinates each object has internally generated but I cannot figure this. Why is this happening?
Also I am open to use another more simple approach than this nodes configuration.


texts: How do I lock multiple bones location in Pose Mode?

texts:
I just am just working on a model with a loot of bones. Now I want to lock the bones location of multiple Bones at once. How could I do that?

Thanks in Advance.


texts: Can I color a curve in BI by the direction it's running?

texts: I recently asked the same question for Cycles, but now I'm curious about the pros/cons of using Blender Render instead - can a curve's tangent be used to define the color of its beveled/tessellated output mesh?


texts: How can i make a Glass material that doesn't need any light to shine?

texts:
I'm trying to make a PNG Rain animation with Alpha Channel and then i need to import that into another software, the thing is that i created a glass material in order to give the water-drops a kind of transparent texture, and it works on the preview of the material, the thing is that it needs light (any lamp) to work, but on this case i do not want to add any light since i need it almost as a plain illumination, is it possible to make the material work without light? like an Emission material but with this glass material?

Image Reference (without the background)


texts: So I added a copy rotation constraint to the eyeballs on my character (yes this is the same one from my last two questions) so his eyes could track to the head bone properly, which they do in its local y and z axes, but not in its local x.  Furthermore, when I use the tracking targets (cubes) to aim where he's looking while his head is tilted quizzically sideways (tilted in world y axis), sometimes his eyes snap their orientation so he's looking at the back of his skull. Probably has something to do with the way the copy rotation constraint targeting his head bone interacts with the track to constraint targeting his eye pointers.  I have the file here: https://blend-exchange.giantcowfilms.com/b/Zkxb4zPn


texts: I am planning to draw a donut, but when I colored it, the inner circle is also colored.


texts: Conditionally apply texture based on object behind?

texts:
Not entirely sure how to concisely describe this (or what to Google for). I guess it can be done somehow by using conditionals on the light path..?

I have this scene:

Basically, a "terrain" mesh, and two flat planes intersecting it. Now, I would like  to apply a certain texture on the "Yellow" plane, but only on the area directly over the terrain, not over the blue plane.

It's probably clearer what I mean in a top view:

(The clearly yellow area).

The idea is to get some combination of nodes that will give me a 0 or 1 result I can use as "factor" to a mix shader.. but I got stuck trying to find how that could actually be done.

Update: to clarify, I want to apply the texture in the region hit by "vertical" rays, i.e. parallel to the object normals / Z axis, not the camera ray.


texts:
My play animation key isn't working, by that I mean its not playing the animation, but if I use the mouse to go through the animation frame by frame, then it works.

https://www.youtube.com/watch?v=6_642qpJ2pY&feature=youtu.be


texts: Automatic "Edit Window" popup - Blender 2.8

texts:
Hoping someone can help, this is starting to get a bit frustrating.
The window that pops up when you Move, Rotate, Resize, Extrude etc.. To set specific options, how to you make that popup automatically before making a change.
Like if I'm about to use proportional editing and I'm in move mode, and I need to change proportional size. I don't want to have to move the vertex first to make the window popup, then change the proportional size. I'd rather have all the options in front of me before doing anything.

Thanks in advance :)


texts: How to texture Dragon/Reptile for later import into UE4?

texts:
Is there any resource where I could learn how to make a Dragon/Reptile texture? I can't find anything, anywhere at all.

I desperatly need to learn from someone how to make some reptile/dragon textures for my models so I can import into UE4.

How can I create reptile texture to import it into UE4 ?


texts: can I animate colors on materials the way falloffs are animated?

texts: I'm thinking of a large matrix of splines that should have a delayed animation on their color.


texts: Alt-click is not selecting edge loops in lInux

texts: Does anybody have an idea why this is not working?


texts: Is it possible to procedurally render a mesh by generating a cloud of 3D RGB points?

texts:
I want to render monsters by procedurally generating a cloud of 3D RGB points representing their bodies. In other words, I want to be able to create a function:

def gen_3d_points():
  points = []
  ... arbitrary code ...
  return points

That will return all points to be rendered. Is this possible in Blender? How?


texts: Eevee - Volume Scatter shader doesn't render but shows on preview

texts:
I also tried baking indirect light with a light probe and, the volumetric option in the render tab is activated but I still couldn't figure out how to make it appear also on render.
Maybe it's not possible yet?
Thanks for the help!


texts: I'm quite new to Blender(and 3D graphics in general) and I can see that there is only 2 kinds of 3d surfaces, meshes and NURBS, meshes only have hard edges, while NURBS have only got curved surfaces, so my question is there any type of surfaces that provides curved surfaces and hard edges?


texts:
Blender ver 2.83 LTS.
Whenever I tried to run this script twice, it came out an error:
ERROR (bke.lib_id): C:\b\buildbot-worker-windows\windows_lts_283\blender.git\source\blender\blenkernel\intern\lib_id.c:342 id_us_min: ID user decrement error: OBNew_STL (from '[Main]'): 0 <= 0
I'm trying to delete the old STL object without selection or restarting the blender file. This error is driving me crazy but I have no idea handle it.
import bpy

new_stl_is_here = []

def new_stl():
    global new_stl_is_here
    #  get old object list
    old_obj_lst = []
    for j in bpy.data.objects:
        old_obj_lst.append(j)
    #  import a STL file
    bpy.ops.import_mesh.stl(filepath="C:\\xxx.stl")
    #  get new object list
    new_obj_lst = []
    for jj in bpy.data.objects:
        new_obj_lst.append(jj)
    #  new STL is in this list
    new_stl_is_here = list(set(new_obj_lst)-set(old_obj_lst))

def delete_old_stl():
    for jjj in bpy.data.objects:
        if jjj.name == "New_STL":
            bpy.data.objects["New_STL"].user_clear()
            bpy.data.orphans_purge()

def rename_stl():
    new_stl_is_here[0].name = "New_STL"
    new_stl_is_here[0].data.name = "New_STL_mesh"

new_stl()
delete_old_stl()
rename_stl()


texts:
So I've been working on this arch and I have decided that I want the bottom 50cm a little thicker, a skirting type effect. My idea was to take the bottom face, extrude it (z), scale it out to the thickness I want, level it with the original vertices and then extrude to the ground

When I select the bottom face (Screenshot 1) to scale it out, the software is deciding that the median point is off centre, I think.

This causes the scaled face to deform (Screenshots 2 & 3).

I've scaled a lot bigger than I want in the screenshots just to show better what is happening.

Can anyone help me figure out where I'm going wrong? Or let me know of a better method of adding the skirting?

using inset, like the answer in the possible duplicate question, is not a solution here


texts: Get vector location list from matrix list via script node in Animation Nodes

texts: I want to be able to view the coordinates of the locations of the matrices after I have manipulated the matrices with matrix nodes. Would someone be able give me an example script, which I assume would be a loop to show the extracted vector list from matrices in the viewer at the top right as shown in the screen shot I took. The viewer is attached to vects a vector list socket. I have been trying, searching with no success for solution.


texts: I can't remember what keys I pressed, but for some reason I can't see anything of model outside of this pyramid. Any help on how I can get rid of it and see my model again would be helpful. Thanks.


texts: Blender-Python: Select and iterate vertices after each other from left to rigth, top to bottom

texts:
I want to build a blender python loop around all my vertices of one plane which is subdivided and so has many vertices.
It should select one vertice (do something else with it which is not the question here) and select the next vertice after each iteration.
It should start with the top left, then go through the first row to the right and then step over to the second row and again go from left to right.:


texts: Grease pencil : is there an eye dropper to select a color (material)?

texts:
When drawing, is there an eye dropper available somewhere to select a material in the current drawing ?
Thanks !


texts:
Hi guys,

I'm trying to simulate the metal flakes that you can see in this helmet. It looks close to a metallic paint + flakes, but it definitely is something else.

I found a few materials that come close to it, like Mike Pan's Car Paint Material, but if you look at the video it seems to only show up when it's in the specular and there's a bit of iridescence to it. Also, it completely disappears once it's outside the specular glow.

Do you guys have any idea how to approach this? Any idea of a material that's a bit closer to it?

Thanks!


texts: Why can't I see the background image in front or side views?

texts:
I've been not using Blender for quite a while and just came back. I have pressed Number 1 and 3 on the keypad for front and side view but they are not working properly. Properly by which I mean, it's not showing the background images.

Did I screw up with the settings somehow?


texts: I have a qestion about camera moving speed in huge scene. I changed scale of whole project down but with that it sized down camera movement. In ex at start with my world scale 1 when I change location of my camera (with navigation menu) by 1m, so I scaled whole world to 0.01 and now my camera is movin like 0.01m so its like whole scene doesnt change at all, is there any chance to change the step camera is moving?


texts: I'm trying to sculpt this shape using radial symmetry with a value of 4 on z axis while activating the mirror on x axis but I'm getting this distortion!. what I'm missing in the brush setup?


texts: What is a python command to create a node group or shader node tree from the nodes in the currently active material?

texts: Essentially what I am trying to do is create a script that can make nodes into groups or shader node trees (unsure exactly what the difference is) based on which nodes are told to be selected at the time. Imagine someone has their current object with it's material, ideally this would take the respectable nodes needed to make that material/shader and turn it into a custom node group so that it can be called in later. Much like Ctrl-G does to the selected nodes except "bpy.ops.node.group_make()" gives me an error claiming I don't have the right context/operator poll error. Is there a more appropriate way to call operator node.group_make to assure it has the right context? I do want this to be able to happen whether or not the operations are happening in the 3D viewport or the Node editor but not limited to only if there is a node editor open.


texts: Graphics card for Blender - GeForce RTX 2060 Super

texts:
I'm buying new computer & there was a problem with graphics card. I want to buy "KFA2 GeForce RTX 2060 Super". Computer master helps me choose computer, but he saw somewhere in internet warning that Blender could crash because of this graphics card. Please tell me, will Blender work normally with this graphics card? Especially in Blender 2.79.

I don't know, maybe that warning was for those who has weak computer? Or does Blender not want to work with new graphics cards? If this data also helps answer my question, then my operating system was replaced with Windows 10 & also processor "AMD Ryzen 7 2700 OEM" & motherboard "ASRock Fatal1ty B450 Gaming K4" will be installed soon. At the moment, my graphics card "NVIDIA GeForce GTX 970".

If this graphics card is not suitable for Blender, please advise which one is worth buying for new computer.


texts: Made Yin yang sphere from cylinder, how to add materials to the two regions separately

texts:
Followed the Doc 2.4 wiki to make the tennis ball,

I am stuck!

Edit:
Blender 2.71 makes it so simple, appended the object from the .blend made with 2.49, (tried making it from scratch in 2.71 but couldn't find anything to change the cylinder into a sphere as in 2.49). Anyhoo, voila!


texts:
I am trying to sculpt the edges of a mesh but smooth option is not working - I can see the brush but it's not changing anything in the mesh. All the other brushes are working. Suprisingly, when I unlick "mesh boundary" in brush settings, the smoothing works but basically deletes the whole mesh. Reseting the brush doesn't help - I even uninstalled and installed the programme again with no success. Does anyone have a workaround? It's really stopping me from finishing my project.
Pics below:


texts: How to use specific color from an image texture as factor/mask in cycles mix node?

texts:
I want to use all red pixels of my image texture as mask . I know how to do this in compositor but I dont know how to do this in shader editor.
I saw someone doing it on twitter but I cant find that tweet now.
Thank you.


texts: i connected the two vertex but now i can't seem to select the other face on the top half?

texts: why? it selected whole of the face instead. I just want that top half section. This is after I connected the two vertex


texts:
I just had "Storm Simulation Tool" calculate a fluid sim. It exported it frame by frame as alembic files. Unfortunately Storm does not say whether it uses 'Ogawa' compression or not.
Blender (2.92) prompts 'could not open alembic archive for reading see console for detail' in the console and imports nothing.
Has anyone experienced a similar problem or even better: can anyone tell me how to import fluid sims in any way?


texts: Painting textures with 3d brush - stretching issue

texts:
Just getting started with Blender, and have been painting textures onto my model.
I set the texture brush as 3d, and painted all the top faces no issue. However when I paint faces side facing, the texture 'stretches', like this:

I've looked through all the brush settings and can't see anything obvious that will stop this. Can someone tell me the fix?
I'm using the 3d brush because I don't want the size of my painted texture differing by zooming in/out


texts: Cannot select vertices from different object while in edit mode

texts:
Whenever I enter edit mode, with 2 separate meshes (cubes), I can only select vertices/edges/faces of 1 mesh.

Example (the screen shot did not include the mouse cursor):

Also, when I enter edit mode with both meshes selected, one of the meshes has a red border and cannot be selected (it also has this border in Object mode):


texts:
I used retopoflow 3 beta and retopologized it (retopology for the first time) and I think I am done.
But now what? There are 2 modifiers added to the retopology mesh.
Should I apply both of them then go UV unwrapping it or should I leave the Mirror modifier as it is and then proceed to UV unwrapping?


texts: Does scaling a mesh/curve object to 0 remove its render impact?

texts:
I'm currently using the latest build of Blender 2.8 as of this post's timestamp, and I noticed I can't keyframe the viewport visibility parameter (see above) in the Outliner like in 2.79. The render visibility parameter (already yellow/keyframed) works fine.

This error is probably because the feature is not implemented yet, but this whole situation has made me look into other methods of hiding and unhiding objects in my animation. Specifically, I want to know if scaling a mesh or curve object to 0 will remove that object's impact on render time, as if it was never in the scene.

It makes the most sense to just use 2.79 until this new Blender version is finished, but I vaguely recall overhearing once that keyframing this parameter with a large number of objects at a time is not recommended, so it's a good opportunity to explore alternatives.

So does scaling to 0 remove an objects impact on render time? If not, what are some other ways I can animate object visibility (excluding keyframing a material's transparency)?


texts:
I get this error when I add a mesh object to my scene, but I don't know what it means:
Error: Python: Traceback (most recent call last):
  File "C:\triangle-test\ui-triangle.py", line 36, in execute
    object_data_add(context, steeve.mesh, operator=self)
  File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\modules\bpy_extras\object_utils.py", line 130, in object_data_add
    obj_new.matrix_world = add_object_align_init(context, operator)
  File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\modules\bpy_extras\object_utils.py", line 60, in add_object_align_init
    if operator and properties.is_property_set("location"):
TypeError: MESH_OT_add_triangle.is_property_set("location") not found

The object is effectively added to the scene but usually I notice that Blender crashes after a few seconds.
Note: I have an operator named T2T_TRIANGLE_add_triangle but no MESH_OT_add_triangle, I suppose it's generated internally.
What am I doing wrong?
EDIT
Code of the operator:
class T2T_TRIANGLE_add_triangle(bpy.types.Operator):
    """Create a new triangle object"""
    bl_idname = "mesh.add_triangle"
    bl_label = "Add Triangle"
    bl_options = {'REGISTER', 'UNDO'}

    lvl = bpy.props.IntProperty(name="Level:", default=2, set=set_level)
    ang = bpy.props.FloatProperty(name="Angle:", default=60, set=set_angle)

    level = 2
    angle = 60

    def execute(self, context):
        steeve = Triangle(level=self.level, angle=self.angle)
        object_data_add(context, steeve.mesh, operator=self)
        steeve.mesh.validate(verbose=True)
        return {'FINISHED'}

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

def set_level(self, value):
    self["level"] = value

def set_angle(self, value):
    self["angle"] = value


texts: Animating a mouth in 2D with blender 2.8

texts:
I am trying to animate a mouth using the time offset modifier. Which, essentialy for all those who are used to doing 2D animation with other software, is a form of frame picker.

However, this is where my issue lies:

After...

setting up the layer with different mouth key frames
naming the layer lip sinc
adding the time offset modifier whilst in object mode
chosing the selected lip sinc layer within the modifier tab
opening up the dope sheet

Everything seems to work up until I add keyframes that I spaceout for a significant amount of frames, for example 10 frames. For instance if I insert a key frame from the time offset modifier on frame 1 and add another one on frame 10, it will work. However when pressing play , the timeline will play every keyframe in between the two initial keyframe that I inserted in the time offset modifer.

This means that my time line will have those two keyframes that I selected on frame 1 and 10. But by the time the time cursor gets to frame 10 of my inserted keyframe, it will have played all the keyframes in between the two keyframes I have selected in the time offset modifier. Does anyone know how I can fix this?


texts:
Is there a way to create a material that seems diffuse shader, but can see lights trough it when lights are behind like E.V.E. in Wall-e? I have tried diffuse mixed with gloss and both mixed add to transparent shader, but can see through all sides.

Here a picture of what I want to do.

I want to be able to see light from the camera side only when the light is on just like on EVE's chest.


texts: Accidentally pressed F12, and lost rendered image. Is there way to recover it?

texts: Is it only option to re-render whole scene again?


texts:
I created a character (human model) in MakeHuman and would like to import it into Blender, make some additional modifications to it, and then save it as a blend (.blend file).

I would think that a super popular open source character editor like MakeHuman would make it really easy to accomplish this. But they don't have any documentation on their site for how to do this, and after searching online all I could find was this YouTube video which makes the process seem super complicated, unsupported and failure prone:

Download an old (2014) plugin for MakeHuman and install it (its no longer supported and may very well not work with modern versions of Blender)
Download BlenderTools from MakeHuman and install them in Blender's scripts/ directory
Restart Blender, then activate the MakeHuman Add-Ons from inside Blender

This seems really brittle and wonky to me. Has anybody ever got this working before? Is there a better/easier way to import MakeHuman assets into Blender?


texts: Unable to fix error message "You should have an active texture to use multires baker"

texts:
I have been following Kent Trammel's YouTube tutorial series on creating a realistic head within Blender without many obstacles. In part 3 (https://www.youtube.com/watch?v=KoiYMx2xXGA&t=27s) he bakes a displacement map from his multires mesh (seen at 5:42). However, when I attempt this I am greeted by "You should have an active texture to use multires baker". This issue has been raised before with various solutions (https://blenderartists.org/forum/showthread.php?319591-Multires-Baker-You-should-have-active-texture , How to pick target texture image for baking?) yet after trying each one I get the same message.

In the images below you can see that I selected my UVs and created an image Untitled.001.
 I also assigned this texture to my material.

and the texture even shows textured view

yet I still get the error message.

I have been trying to fix this for hours now, so any solution would be greatly appreciated.


texts: Composite output window differs from viewer

texts:
I have a very simple setup in my compositor:
Simply an image and a mask:

I want to mask out parts of the image that it is fully transparent except for parts of the image.
The final image should look like this (simplified setup, later I want to use the image as overlay):

This is actually the look of the viewer node.
As you can see, the compositor is connected the same way, but the final image looks like this (actually, everything in the :

Apparently, the mask is applied, but somehow a semi transparent image is also applied.
I disabled background in camera (I actually deleted the camera and tried it).
I disabled "Use for rendering" in view layer.
I disabled the sequencer in output properties.
I actually thought this is not working, but it only seems to fail when looking at the render output in blender, the actual file is correct.
Is this a bug or do I miss the option for this somewhere?


texts: Why is half of my UV mesh off of the grid, and how do I fix it?

texts:
I've got two models, each with their own texture, that I'm trying to combine into one model with one texture so I can mod it into a game. I've tried following tutorials on how to bake textures into one, but when I join the models and look at the UV editor the body of the model is off the grid, like this:

This makes it really hard to follow tutorials, since all of the ones I've seen have everything nicely located within the grid, and I've tried in Blender and 3DS Max. None of my attempts have resulted in a texture that lines up with the model in the correct way, and I think this has something to do with it. Has anyone else experienced this?


texts: Wind force field only works in the center of the scene

texts: I am playing with cloth waving in the wind and I have the problem with positioning the force field (wind). It would only affect the mesh (cloth) geometry if the mesh is positioned in the center of the scene. Put in other words, if I move the force field to a different location (so that it could not affect the mesh) the mesh still waves in the wind. If I position both the force field and the mesh to a different location so that the force field would be aimed at the mesh, the mesh is not affected by the force at all. Waving only works when the mesh is positioned in the absolute scene center no matter the actual position of the force field. I am attaching the .blend file where you will find the cloth in the absolute center and the displaced wind source. The cloth is still waving. Is this a bug or am I doing something wrong? Thank you.


texts:
I made a 3D tracking, and noticed that after rendering the image is cropped. I got the camera through the 3D tracking. Why is this happening and can we fix it without making new 3D tracking?

Here is a screenshot at the top is the compositor, and below is render:


texts: How to build a rectangle with convex edges and rounded corners?

texts: I am trying to build this shape. what is the more efficient way to make these blue rounded polygons? I would like to create rectangles with convex edges and so rounded corners.


texts:
i am learning the blender program following BlenderGuru videos: https://www.youtube.com/watch?v=nht2RoYBUfA
I was drawing the donut texture. When I use the brush I don't have a single stroke but fragmented or reproduced in other points.
Also I can't draw in the image editor panel, I can only use the annotate tool
Does anyone know how to do?
help me please

This is the uv editing

This is texture paint

This is one example
what can I do?


texts: How to get object's world rotation around z axis

texts:
I have an empty as a parent for a sphere. I need to get the sphere's rotation around the z-axis relative to the world matrix.
I've tried the following:
matrix = bpy.data.objects['E' + str(i).zfill(1)].matrix_world
e = np.degrees(np.array(matrix.to_euler('XYZ')[0:3]))
print('Yaw %.2f Pitch %.2f Roll %.2f' % (e[2], e[1], e[0]))

but none of the values seems to make sense.


texts: Problem with Grass Floating above Mesh - Grass Essentials

texts: Using Grass Essentials, I'm able to add grass to my scene and distribute it according to my weight-painted terrain. Everything looks great and the scene renders properly -- until you save and reopen the Blend file. Upon opening, the particles are suspended above the plane and have lost all appearance of grass. Not sure why it displays fine while editing, but saving makes it go wonky. Any help is much appreciated!


texts:
The title is not very specific , I am not quite sure how to make a title out of my problem.
So , to start from the beginning , I got a low poly character mesh, It is not a single object, every part of the body is another object. For each one of it I wanted to add a bone to an armature I made for it.
Everything worked out well until I got to the hands. The hands are a cube with few cuts plus another cube that is supposed to be the thumb. I wanted to give every object a bone, and this 2 would have multiple bones as they have cuts and i want them to bend. I did the left side of the mesh to work perfectly by messing around, and now I can't figure out how to make the other part do the same thing. I tried to parent it as a Bone, but the 3 bones i got for the hand won't work. (1 will rotate it and the other 2 won't do anything), tried to parent it with automatic weights, but modifying the palm will bend the thumb too, and with the envelope weights it won't drag the whole mesh after the bones.
I attempted to parent some bones with weights and some as Bone, but it doesn't work. And as I can't figure out how to re-do the steps from the right side to the left side, I was wondering if there is a way to copy the mesh and it's bones and mirror them to the left side. The mesh can be mirrored as i did it already few times, but the bones are not really friendly as they are duplicating the whole armature when i try to copy paste the palm.
Edit: I added 2 pictures with the hands, I remade the armature and it seems like whatever the steps the right hand of the character (1) won't stick to the armature as the left one does, I did the left side, mirrored it to the right, went 1 step at a time on each one and yet the pose mode gives me very different reactions. The character's left hand (2) works as i want, but the other one (1) doesn't and it seems the armature goes on while barely moving the mesh, as you can see in the images below :
NOTE : I added a third image to show you the base pose of the rig/mesh so you can compare the movement made by the rig deformation. The 1st image doesn't even look like it moved, but when i move the rig that much upwards the mesh moves almost 1 square.
1:
2:
3:


texts:
I was following a tutorial from Blender Guru, and in the beginning I had to switch from solid view to render view. But then my viewport was suddenly too bright. I have tried a solution. The link from the solution is here: Eevee render much too bright. But for me that didn't work. Because everything was already set as default. Does anyone else have another solution?
The link of the tuturial from Blender Guru: https://youtu.be/ZTxBrjN1ugA
Image of my problem:


texts: How do I combine two mesh layers without auto smooth being applied to everything?

texts: I have two mesh layers. One layer has normals - auto smooth applied. The other mesh layer doesn’t. When I join the two meshes, the layer without auto smooth automatically gets auto smooth applied. Any help will be appreciated.


texts: Error when running Blender headless on a Ubuntu server without GNOME installed?

texts:
I am trying to deploy Blender on a Linux server running Ubuntu 20.04. This is a server without a display device; and therefore GNOME is not installed.
I get the following error when running Blender headless on any .blend file, as blender -b Test.blend:
user@server:~$ ./blender -b Test.blend
Blender 2.82 (sub 7) (hash 77d23b0bd76f built 2020-02-12 17:14:50)
/run/user/1002/gvfs/ non-existent directory
found bundled python: /home/user/blender-2.82-linux64/2.82/python
Read blend: /home/user/Test.blend

Blender quit

The /run/user/1002/gvfs/ error is triggered regardless of whether I use Blender version 2.82, 2.92 or developer version 2.93, and regardless of whether I install via snap, apt-get or whether I run the standalone binary (above example).
It is possible to start Blender in GUI mode (using ssh -X), but I really wish to use Blender from the command line in headless mode.
There appears to be a dependency on gvfs, but I could not find the existence of this dependency on the Blender.org webpages.
Any help is much appreciated!


texts: Turning Off Blender 2.82 VSE Cache Indicator

texts:
So I've finally made the switch to the Blender 2.8 series.

In the VSE the new visual indication of cached frames is nice, however I find it to be quite distracting.

Is there any way in which I can disable or otherwise make invisible this indicator?  It is unnecessary for my workflow and is somewhat distracting.


texts:
Using a simple cube in Blender Render, it's easy. The color of the material directly affects the baked texture (Bake Mode = Ambient Occlusion).

In cycles I'm getting pure/full intensity white on the baked texture, despite the fact the material>surface>color is dark grey (.2,.2,.2). Even if I set it to pitch black, and the world surface color to black, it'll still turn out full white. (With the scene and/or world settings all at default, or not, the result is exactly the same; 100% white.)

Note: I'm getting black to white gradient when I bake a proper (character) mesh. Getting no gradient is not the problem. The problem is that I don't know how to adjust the overall color/brightness of the entire map.

I just want the AO map range of color to be darker (from RGB 0 to RGB .8, instead of RGB 0 to RGB 1 as it is now). Similar to how it is in blender render.

In the end these AO maps are gonna be used on game assets. (I'm not an artist. One of the artists I work with prefers greyer AO maps because it makes the dark areas less pronounced.)  I could change the brightness of the image in ps/gimp/whatever easy, or in the UE4 material, but that's a step I'd like to avoid if possible.


texts: Circular Light Source Causing Speckles in Cycles

texts:
(Blend file is in the comments)

I am trying to create a stage in the Cycles renderer. I have modeled a stage light that looks like this. It has a circle with the emission shader to act as a light source

However, when I try to render the scene, speckles appear on the stage:

As you can probably tell, the more samples, the more dots, but they become smaller. Given that it took a couple minutes to render with 1024 samples, I don't simply want to set the samples to something ridiculously high like 16,000. Does anyone know what's going on?

(The Wooden Floor uses the default Diffuse BSDF Shader with an input from an Image Texture, mapped by a UV texture coordinate. I would put an image but I can't upload any more)


texts: Animating object transforms with python in 2.81

texts:
I'm building complete Blender 2.81 scenes from scratch in python. I'm pretty expert in python and 3d APIs in general, but new at the Blender python API. I'm stuck on setting up animations (simple TRS for now).
It seems there are two ways to do it: using Actions, or keyframe_insert. I thought the right way in newer Blender is to use actions:

  obj.animation_data_create()
  obj.animation_data.action = bpy.data.actions.new(name=f'{obj.name}.{path} animation')
  ...
  for i in range(nchannels):
    fcurve = obj.animation_data.action.fcurves.new(data_path=path, index=i)
      ...
      val = kf.value
      blender_kf = fcurve.keyframe_points.insert(frame=kf.time * fps, value=val)
      blender_kf.interpolation = 'LINEAR' # (or something else later)

but when I do this, my rotation animation overwrites my earlier translation animation -- I'm not sure what animation_data and action and fcurve actually contain and how many there are of each. I expect I'm overwriting something.

I've heard (?) that as of 2.8 the simpler approach below doesn't work, though I haven't tried it yet:

obj.location = (3.0, 4.0, 10.0)
obj.keyframe_insert(data_path="location", frame=1)
... and so on for `euler_rotation` and `scale`

and also with that method I'm not sure how to set bezier interpolation parameters on the keyframes.


texts:
I would like to close of a model that I cut down using a boolean modifier so it is watertight, which is important for a different programm.

Although the images don't show it, the entire car is selected not only the intersecting edges that you can see in the top image.

The main problem is that I can't figure out how to split a plane into faces with a different, complex object. Also I need to be able to script everything so selecting vertices by hand for example isn't an option

So far I've:
Added thickness to the plane
Used the addon rob recommended isntead of the default boolean modifier
Deleted only the faces of the plane
Use the grid that results as a knife project onto a plane

The current problem is how I can only select the outer vertices instead of all, which would then be used in the knife project.


texts:
So I made a few dunes using the landscape addon and for some reason, the textures at a certain point just change colour.

I tried adjusting light paths, does nothing. Changing around the texture does nothing as well.

Any help at all would be much appreciated
.blend file


texts:
I have a project I am working on that involves a view screen I made. At one point, just to tinker with it, I was trying to get a video rendered on that view screen.
All that ended up happening was Blender rendered only that video and not the whole project. I set it up with the movie clip editor section. I decided it wasn't going to work for what I wanted to do anyway so I deleted that video and just put an image on the view screen. I am trying to get Blender to render the project again but it still is only rendering images from the deleted video. I deleted the video from the movie clip editor but it is still being rendered.
Its got to be a simple setting I am overlooking, or at least I hope so. How do I get Blender to go back to rendering the whole project I am working on? If more info is needed, please just ask and I will provide whatever is needed.


texts: What are the appropirate axes for arm & hand rig with IK?

texts:
My bones and mesh's arm get twisted badly after adding IK & FK in layers with -90 input and 2 chains.  I suspect the cause to be axes along the collar, arm and hand.  But, I just cant seem to get them right.

Can someone suggest me the right initial axes' angles form rigging and how to fix it please?
.blend here: http://pasteall.org/blend/index.php?id=51130
Thank you for your help.


texts: Noise showing up in the reflection of a plane

texts:
Is there anyway to easily remove this noise showing up in Cycles in the reflection of the plane? You can see it happening on the glass bottles right around where the "s" and "p" are in this JPG.
Turning off gloss in the ray visibility tab on the lights and plane work but then you lose a lot of other desirable qualities of the light. Thanks ahead of time.


texts: Sculpt Alpha brush/texture add and substract simultanously

texts:
Is there a way to use an alpha brush/texture where the dark carves into the mesh while the white extrudes at the same time. I could only figure out that you can set a brush to add or sub but in that way either the wihte pops out but the dark does not effect the base geo or vice versa.
Thanks!


texts: I am making somewhat of an FPS, I am making where no bullets come out of the barrel, but a ray comes out. I know how to make a ray with distance and detect a property, but that's not the problem. I am making a penetration system where the ray goes through objects with a certain property ("penetrable"). I can do this, but the way I want this to work is the following: as soon as the ray (first ray) hits a penetrable object, a new ray is created. Also, when the ray hits the property, it casually would send a message ("x") to tell the other player to lose health. If the ray is a ray that is new (penetrated through an object) one, I need it to send the other player a message "xy". This would make it possible to have the bullets deal less damage through walls, and make it possible to reward you differently. So what am I asking for? I would like to have a ray come out of the barrel (if it hits someone before it penetrated, it sends the regular "lose x hp message."), and if it hits a property "penetrable," a new ray would be created that sends players the message "lose x-y" if it hits. I know this sounds very hard, but I can already make it very far; I am just not sure if I am doing this right. Any help is appreciated, thanks!


texts: how do i navigate blender on a vaio z canvas

texts: I recently acquired a Vaio Z Canvas which has a very useful shortcut key menu that I can display on the left of my screen as can be seen in the image. Up to this point I've been using these shortcuts to help navigate with the use of "emulate 3 button mouse" setting with alt allowing me to orbit, ctlr+alt to zoom and shift+alt to pan. The problem I'e experienced is that these navigation functions have just stopped working...All the other shortcuts I on the panel still work and the navigation is still possible when i use an actual keyboard. if anyone knows how i can fix this problem or even better, show me a way to navigate with the use of like non-pen touches i will be eternally grateful


texts: Smooth Shading on specifically-oriented edges

texts:
I have a spherically tapered cylinder that I'm trying to apply smooth shading to, partially.  (Sorry for the terrible description, picture below)

I'm trying to apply smooth shading to vertical rings in the picture - I like the defined edges that run along the x-axis.  I tried selecting only those rings in edit mode and applying smooth vertex, but that didn't appear to do anything.  Will, I have to put in loop cuts for each x-axis line, then add an edge split with smooth shading to get my desired effect?


texts:
Is there a modifier/tool or plugin to replicate the symmetry/mirror effects like the one at step 12 here:

https://knowledge.autodesk.com/support/3ds-max/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax-Tutorial/files/GUID-42DD88AC-4988-4CBB-A3FE-6298B1ECC9B3-htm.html

Basically all I want to do is create corner pieces of an existing modular model.
Thanks!


texts: How do I make the shape of a Kinder bueno chocolate bar?

texts:
I'm really struggling tor recreate the shape of this candy bar. I tried making a cube, insetting it and extruding it but I'm at a loss for how to do

and this is what I'm trying to make:


texts:
I have a hair object, and I wonder how it was done.

Is this hair composed by planes?
And if yes, are they double-sided? To me it looks double-sided because it is also visible from the other side.

I have also uploaded the project here if somebody needs to take a closer look.

Thank you very much!


texts: How to join two objects with different color

texts:
I'm all new to Blender. I've managed to import my logo and it has an X of two colors.

How can I join these two objects so that it becomes one object with the red part being "on top" when I extrude it to 3D?


texts: Is there a way to stop Blender from performing an action once started?

texts: For example, sometimes I accidentally switch to Material view for objects instead of Textured and since my computer is very slow, it takes WAY too long until I can do anything again. So, I'd like to be able to hit a key and have Blender stop trying to display Material view.


texts: Why are objects along a curve using the Array modifier oriented incorrectly?

texts:
I'm trying to create an arch that should be made of a set of circles around a NURBS curve. First of all I switch to front view, and create a NURBS curve with the shape of the arch that I want to create. Then I add a circle right in the last point of the NURBS curve. Then I add an array and a curve modifier to the circle:

But unfortunately, this is the result:

The problem is in the way that the circle gets replicated: it should keep its center around the NURBS curve, so that I obtain a set of circles around the curve than can then be united to have an arch. How do I specify that?


texts: How do i get rid of my vertices and make my model just a blank model

texts:
I want to know how i can make my model just a blank model with no vertices so that it will be easier for me to create other parts. i already checked this tread and it didnt help:Is there an unsubdivide function in Blender?
Here is a pic of what it looks like right now:


texts: How to simulate static vs kinetic friction?

texts:
Rigid Body simulation allows setting bounciness and friction. Is there any simple way to set friction and bounciness to match real world objects? Real world objects have different Friction Coefficients for static (non-sliding) and kinetic (sliding) contacts which Blender doesn't seem to support. In addition, Blender Rigid Body simulation is (according to name) about rigid bodies only so even though you can simulate a bouncing tennis ball by setting suitable bounciness, it's not physically correct simulation.
For example, let's say we have three 0.1 m x 1.0 m x 1.0 m objects (squashed cubes) made out of wood, steel and styrofoam. How to simulate those? In real world, steel would't easily slide over styrofoam but it would slide over wood.


texts: Cycles render showing path tracing tile only and not samples

texts: I can tell by the time taken that my samples render and preview values are factoring in, but it does not show while rendering. Instead it displays the path tracing tile value which is set to 135 somehow (how is that calculated). My square samples is turned off too. How do i get it to show me samples count while its rendering?


texts:
Here is my problem. When I try to render with my GPU the image (mainly the lights) are not the same as with my CPU. The image is more grainy with the GPU than with the CPU and even if I do not change any parameter from one rendering to another. I would like to be able to use my GPU to save time with my rendering

My config :

CPU : AMD Ryzen 2700x
GPU : EVGA GTX 1070
Blender version : 2.79

I can'T upload the .blend files because he is pack with all the texture (more than 600MB)


texts: Object with Volume Scatter cast shadow on ground using e-cycles

texts:
I am having this weird problem that the object with volume scatter casting shadow even the density is set to 0 using e-cycles for rendering. It only happenes when the blender version is 2.9 or higher. Does anyone know if it's the e-cycle problem or something else?
Thank you


texts: Can Grease Pencil 2.8 support transparent background

texts: I try to export grease pencil 2.8 animation by using FFmpeg Video with Quicktime Container, and try out all Video Codec. But still doesnt work. (I already set Render Property-Film with Transparent). Can someone help?


texts: Extract object properties from animation for each frame

texts:
I am an absolute beginner, please forgive me if this is a basic question. I am using Blender 2.91.
So I have n objects one in the middle and others surrounding it and the one in the middle is the parent of everything else. I am rotating the middle one using keyframes that results in the others revolving around it. Now I am playing it using python and have a handler for frame change. Here I want to extract object properties like location and position of each object for each frame.
Currently I am using obj.rotation_euler and obj.location to fetch the properties, but I get same values for all frames. (I am doing this inside the handler, so I presume it has the current frame properties in the ‘scene’ param?)
So can you please tell me how to extract these properties per frame.
Note, I need to do some mathematical calculation with the values , if that makes any difference.
Will be grateful for any help.
Edit 1 :
def process_obj_location(scene):
if scene.frame_current in frame_read_counter:
    return
print(f"\nProcessing object location for frame : {str(scene.frame_current)}")
# for obj in bpy.context.scene.objects:
for obj in scene.objects:
  if obj.type == 'MESH':
      location = obj.location
      object_instance = scene_objects_dict.get(obj.name, None)
      object_instance.set_location(location)

frame_read_counter.append(scene.frame_current)
print(f"Finished processing locations for frame {str(scene.frame_current)}")

bpy.app.handlers.frame_change_post.append(process_obj_location)


texts:
Windows has just done an update and now when I open Blender 2.78c the top menu line has collapsed. Is there a way of setting it to be there, in preferences or startup?

Also the pointer now has to be a few mm below anything I want to select being it a menu item or anything else it seems to be offset.


texts: Import object without bpy.ops.wm.link_append

texts: Is it possible to import an object from a library file through Python without using bpy.ops.wm.link_append? I want an object to appear in bpy.data.objects without updating current scene.


texts: Why do the two identical sides of this model reflect light differently?

texts:
I've modeled a alien coin, and I added some animation to it. The result has shown me that one side (The one it flips to) reflects light in a much nicer way way than the other side (The one it starts on). They both use an identical material. Why is this?

This is shown in the gif here:

https://giphy.com/gifs/gKTtS0kNoTOIwq7kxX

Thanks in advance.


texts: Displacement map creates gaps on the corners of a wall

texts:
I'm able to create this bump effect using a brick texture on a plane with a displacement map, but when I tried to apply it on my current model it creates gaps or "holes" on the corner.

What I want is that on the corner the texture connect like it should be in real life, if that makes sense.

I already tried to add bevel on the corner but it didn't solve the problem, there's still a hole in it.

Here is screenshot for the node and uv unwrapping.


texts: When is it acceptable to use roughness without a map input in the Principled BDSF node?

texts: For a PBR material setup, one usually have map inputs for the color, roughness, normal nodes. If a material has an undefined roughness, but it's not perfectly smooth either, is it okay to use the roughness slider as a substitute for a map input? Would such a technique have an impact on the photo realism of the object?


texts: Why I change the base color, nothing happened? but when I change viewport display color it change.