texts:
Brand new to DAZ 3D, trying to import a basic model as an .fbx because Blender apparently has issues with .dbx and .duf.  The import pops up no errors, but this is the result:

I've tried the usual Google searches and YT tutorials and got nothing useful.  Any ideas?


texts:
I want to append a group with the Python API, like  I would normally do with File > append.

I already tested this solution: How to Link/Append a data-block using the Python API?, and this one: How to link/append with a Python script?.

When I use bpy.ops.wm.append() blender crashes, I don't know why (the path is valid because I can link objects with the second method).

When I use bpy.data.libraries.load() I can't find how to import a whole group (not a dupli-group).

By importing a group I mean append all the objects in the group by keeping their relations.


texts: How to create less realistic sky in Blender Cycles?

texts:
My project has a cartoon-y aesthetic (clay-like), and to complement that I want to add a cartoon sky as well. The goals are to be not as realistic and dull, I would want to be able to choose my own colors for below and above the horizon.

At first I've tried hacking something simple together with shaders, but then I realized I am bad at shaders (I couldn't figure out which color to choose from the an RGB Curve node).

EDIT: Something akin to this

, a very simple gradient and sun. The procedural clouds I will add later (though I don't know how to do that, too), the gradient & sun is really all that I need.


texts: (Python) How to add items in context menu in 2.8?

texts: How can I add my operator to existing right-click (context menu) in the shader editor?


texts: How to save a texture from texture atlas

texts:
i'm new on Blender and i'm trying to learn much things everyday through tutorials.
Now i'm trying to make a Spyro fan game with Unity using Blender to create textured models but i'm having some problems.
To make a Spyro fan game i have to use the Texture Atlas method (used to make textures ps1 style)

I followed this tutorial:
https://www.youtube.com/watch?v=Z1MouKWH6IM&t=23s

Now i'm stuck here

I really don't know how to export the texture and use it then on Unity
On the right you can see that tried to mess with the Texture tab not having success


texts: Help me understand crossfade info pulled via Python

texts:
I can't find head or tails in the information pulled from crossfades in the VSE. I even get negative numbers?

I need the in and out points inside the clips(what part of the clip to be used) and the in and out points where the clips should be located in the timeline - and that is for both clips of the transition. How do I do that?

Test script. You'll need a transition in the VSE to test it:

import bpy

seq_strips = bpy.context.scene.sequence_editor.sequences

for strip in reversed(seq_strips):

if strip.type in ['CROSS']:
    print("INPUT_1:\n")
    print("frame_final_end: "+str(strip.input_1.frame_final_end))
    print("frame_final_start: "+str(strip.input_1.frame_final_start))
    print("frame_start: "+str(strip.input_1.frame_start))
    print("frame_offset_start: "+str(strip.input_1.frame_offset_end))
    print("frame_offset_end: "+str(strip.input_1.frame_offset_end))
    print("frame_final_duration: "+str(strip.input_1.frame_final_duration))
    print("frame_duration: "+str(strip.input_1.frame_duration)+"\n")

    print("INPUT_2:\n")
    print("frame_final_end: "+str(strip.input_2.frame_final_end))
    print("frame_final_start: "+str(strip.input_2.frame_final_start))
    print("frame_start: "+str(strip.input_2.frame_start))
    print("frame_offset_start: "+str(strip.input_2.frame_offset_end))
    print("frame_offset_end: "+str(strip.input_2.frame_offset_end))
    print("frame_final_duration: "+str(strip.input_2.frame_final_duration))
    print("frame_duration: "+str(strip.input_2.frame_duration)+"\n")

    print("STRAIGHT:\n")
    print("frame_final_end: "+str(strip.frame_final_end))
    print("frame_final_start: "+str(strip.frame_final_start))
    print("frame_start: "+str(strip.frame_start))
    print("frame_offset_start: "+str(strip.frame_offset_end))
    print("frame_offset_end: "+str(strip.frame_offset_end))
    print("frame_final_duration: "+str(strip.frame_final_duration))
    print("frame_duration: "+str(strip.frame_duration)+"\n")

The script is based on this question: Pull clip info from crossfades/fades via python


texts: Cycles Nodes - object location in another object's space?

texts:
The Object Info node gives me access to the location of the shaded object('s origin) in
World Space
The Texture Coordinate node gives me access to the coordinates of the shading point in the Object Space of any object.

How in a shader tree, could I retrieve the location of the shaded object in another object's space? For instance, the location of the shaded object in its parent's space?

Somehow apply the parent's inverse transform to the Object Info > Location?


texts:
I am making a gear that has a very unique shape. The tubes will be the teeth. I am doing an experiment to see if something works, and precision is necessary. I have found that i need to use the bevel modifier, but i have no clue how to. I am new to Blender, so i ask of you to share your wisdom with me.
Just to clear things up - it doesnt matter how, but i need a tube to go through a couple designated spots.


texts: I extruded a curve and the result has the right geometry but the shadows appear wrongly on the flat surface. How/what do I have to adjust to correct it? I already checked for duplicate vertices.


texts: How can I sub divide an equilateral triangle into many smaller equilateral triangles

texts: The title just about sums it up how can I sub divide an equilateral triangle into many smaller equilateral triangles. I need all of the faces to be the same size and shape. Like a 2D pyramid made of many smaller 2D pyramids.


texts: retopology mesh intersects with sculpted mesh

texts:
When I do retopology in blender, I constantly run into this inconvenience, when I have to constantly turn xray on and off for the retopology mesh.
This is how it looks without xray:

The vertices are constantly displayed even though some of them are a little bit inside the mesh, yet the faces sometimes are partially or completely hidden.
I can turn xray on and it will look like this:

Which makes it a lot easer to work and I keep it on most of the time, but the obvious downside is that Xray works pretty much how it is supposed to and you have to turn it off sometimes to see certain parts of the sculpt mesh.

I'm not very experienced with retopology yet and little things like these really slow me down when I just think and try to come up with a grid structure for some complicated parts.

Would really appreciate if someone could share a better sollution.

All I could think of is simply to hide parts of the retopology mesh so they don't obstruct the view, but they only get hidden in editing mode and I don't feel like slicing my retopo mesh into so many pieces. (If there is a way to keep vertices hidden in object mode, that would be a big help already)

Not a perfect sollution, but I've also learned that blender allows setting up hotkeys for pretty much anything, including toggling xray. If anyone is interested, you go User Preferences -> Input -> 3D view -> 3D view(Global) -> scroll all the way down -> +Add new, enter 'wm.context_toggle' into the first field and 'active_object.show_x_ray' into Context A. (It won't let me upload third screenshot,sry)

It works in both modes too, pretty handy.


texts: Animation Nodes. Rotate instanced objects in their individual rotation axis

texts: I've been trying to make instanced objects in AN rotate in their individual rotation axis towards the direction of an Empty object. I can get them to rotate towards the correct general direction, but I haven't been able to make them "calculate" this rotation in an "individual" manner, if that makes sense. Here's an image that shows what I have so far and what I'm trying to achieve (the content within the pink bounds):


texts:
I've asked around and people have told me that this tutorial should allow me to do what I want to do. I've followed the steps outlined, however I am not getting the result I want.

My first layer looks like this:

The cubic object is what I want to be shown in the render.

My second layer looks like this:

The floor panel is meant to catch shadows, and should not be displayed in the final render. If the cube and the floor were on the same layer, the cube would be intercepting the floor, like this:

Meaning the shadow should be cast like this:

Except the floor layer should not be rendered, but the shadow cast onto the floor layer should be rendered.

Here's how I set up my nodes (Exactly as in the tutorial provided above)

And here's my render layers (Exactly as in the tutorial)

However, my finished product looks like this:

I want the shadow of the cube to catch onto the screen.
I have no prior experience with nodes, so that's probably where I went wrong.


texts: Applying MTL files to OBJ models in Blender correctly

texts:
I recently purchased a pack of OBJ models off TurboSquid. When I import the models into blender they come out a vast range of colours - Is this normal?
The MTL files are in the same folder and are referenced properly in the OBJ file, the models shown in the picture look nothing like what the renders are supposed to look like - would be so happy with some guidance here, thank you!


texts: How do i set the base to control the entire character?

texts:
I have a controller called base, but i can't seem to make it control the entire character (i want to move and rotate the character without any of the other bones deforming).

I set it as top bone in the hierarchy and parented the pelvis to it but this made it move just the pelvis. If i set it to parent all the bones in the rig all hell breaks loose (the character rotates uncontrollably).

I added the bone after i already started animating as i realized i was missing the control.

Screenshot


texts: Images as planes (Video texture) not working with cycles

texts:
I am coming from Maya, and this is my first project in Blender (Maya  is too expensive).
I was using images as texture to use an mp4 file. So I got my node setup, it would refresh the texture when I am previewing it in the viewport(by dragging the timeline) but while rendering it out, It won't update the texture. Perhaps it works fine with eevee, its just cycles, but then again, eevee renders bad and cycles doesn't update .
If anyone knows how to make these work with cycles, Please let me know.
Evee renderer

Here is my node setup (I don't think rest of the node setup is related to this problem, so I didn't include it as there is no space to include that).


texts:
What I mean is that, sometimes when I apply textures like cotton fabric to gloves, it is applied quite a bit zoomed in, but I want the texture to be looked from far away so that the details are not noticed.

I would probably figure it out by myself when I just stack the square texture like 4x4 on the painting program and export it as one. But I would like to know if I can do that inside blender.


texts: Jaggedness in my rendered image in cycles rendering

texts:
Why there are so many jagged edges in my renders?

Here is the part file link: https://blend-exchange.giantcowfilms.com/b/mexg8QWK


texts: Can matcaps be used for all objects and not just selected objects?

texts:
Update, in 2.71 and newer, there is no longer a limitation

I like to use Matcaps as they greatly improve the viewport performance and are good when editing to get an idea of what the object looks like textured. However, if I have multiple objects, only the selected object shows the Matcap.

Is it possible to use Matcaps for all objects, and not just the one selected?


texts: How to Import Blender 3D Models into Webots

texts:
I am having trouble importing a Blender 3D Model into Webots. Currently, I am using Blender 2.79 and the most updated version of Webots. I am attempting to import the default cube model, but I am encountering an error when importing into Webots.
What should I do??


texts:
While making my bedroom scene, I have this lighting artifact that I cant seem to get rid of on my area light. Its like little lines of light that separate and get further apart as it diffuses. Here's what it looks like.

The lights power setting seems to have no effect on the lines nor does its size or position. My softness doesn't do anything either. Here is a picture of my lights settings.

Could it be a problem with my EEVEE settings? It still occurs even after baking lighting. Here is a picture of the problem with my EEVEE settings also included.

 Let me know if there is anything else I should include that could help come up with an answer.


texts:
Supposed done all things right, but it still showing some weird things on Coffee Part, What is the problem ?
Thanks in advance!
Supposed done all things right, but it still showing some weird things on Coffee Part, What is the problem ?


texts: Is there a way to prevent Blender from creating .fbm folders when exporting to .fbx?

texts:
I frequently have to export models in Blender to .fbx files for a Unity game I'm working on, and although the models are coming out OK, Unity always creates .fbm folders when the models get imported. Models exported from Maya also have this problem unless you go into the FBX options and disable "embed media". Blender 2.74 has an option to embed textures in fbx files (which is presumably the same thing as "embed media"), but even though this is disabled by default, I still get .fbm folders being created when models are imported by Unity.

Normally, this wouldn't be a big deal, but the folders get created on the system of everbody working on the game, and because Mercurial/GIT ignore empty folders, and Unity creates .meta files for empty folders, cleaning up the mess gets way more annoying than it needs to be and that's why I would really love a solution to this problem.


texts: Opacity control based on front/back arrangement

texts:
I would like to have a long, thin object that zig-zags across the surface. Thin object would go behind another object at one location, and then in front of another object at another location. "Behind" and "in front" is relative to the camera view.
I was wondering if I could control the opacity of the thin object based on whether it's behind another object or not. The other two objects are semi-transparent (Principled BSDF alpha control), so I would like to reduce the opacity of the thin object when it's behind the other object.
I hope it's not an issue if I don't provide a model because I don't have any idea on where to start with the shaders, etc. I'd appreciate any info or guidance.


texts: How could I run a Rigid Body simulation backwards after it is baked?

texts:
How could I take a Rigid Body simulation (it doesn't matter if it is already baked or not) and reverse it before rendering.
I do not mean reversing the clip after it is rendered (mentioned here).
I want accurate motion blur, because I am running another physics simulation at the same time that I want running "forward".


texts: how can i change a value which is common in all selected objects in one go?

texts:
how can i change a value (in my case "space") which is common in all selected objects(in my case bones) in one go.
I have copy rotation on my finger bones and because default space is world space i need to change it to local space. Right now I am doing it individually( each finger have 3 bones so it means 12 times i need to change it which is quite laboring task).
so in short i want to know if it is possible to select all finger bones and change its space to local in one go rather than doing it individually.(copy attribute doesn't work because target objects are different)
https://cdn.discordapp.com/attachments/502168598450798592/747089000988409916/unknown.png


texts: I'm not sure what cause this. I checked everything but it didn't work so I had to load default set which solved the problem. (I assure you that I wasn't edit mode) I still wonder what was the problem..


texts: Stereoscopic Rendering is correct, but view is double in blender

texts:
Blender 2.79b correctly displays my 3D model while rendering animation (Ctrl + F12), however, when I view the rendered animation,

My question is: What is the appropriate settings for this setup?
The salesperson who provided the computer and projector says that interlace/interleave should be selected.

I am a noob in terms of 3d rendering and equipment. Therefore it is highly probable that I supplied missing/wrong terms/information. If that is the case, please guide me to any relevant documentation and I'll quickly edit the question.

Thank you in advance.

The graphics card is a Nvidia Quadro K2200, the projector is Optoma, we use passive glasses.
The following choices are made according to several sources from the web:

Render: Views format: Stereo 3D: Stereo mode: Interlace
Interlace type: Row interleaved

The same settings were used for Window: "Set Stereo 3D"

The Nvidia 3D settings are as follows:

DisplayPort In-band stereo
Generic active stereo
nView Clone mode
Color interleaved display
Vertical interlaced stereo display
Horizontal interlaced stereo display
3D DLP display
3D DLP display INV mode
Tridelity SL/SV display

I set this as “Horizontal Interlaced Stereo Display”.


texts:
i'm using a superlimb: paw for the foreleg of this horse.  i have created a lying down pose with the FK rig.
i snapped the IK rig to it, and that worked fine.  however, when i switch from FK to IK... the upper leg twists.  or untwists.
https://recordit.co/32VRUY7Vds
http://g.recordit.co/32VRUY7Vds.gif
either way... i don't know what to do to compensate for this or fix it.  is there a way, or is the rigify IK not meant to do this?
i found that the tweak ball for that bone will twist it... but somehow it doesn't twist it exactly back to where it should go?  i am brand new to rigify, and totally lost.
thanks, guys!


texts: tissue addon how to create pattern on sphere

texts:
Hi I am trying to add a a cylinder pattern on the faces of the icosphere.(image 1)

Image 1:

thought tissue addon might work but can't get the pattern to sit correctly on sphere (it gets squashed see image 2)

Image 2:

However I have tried individually extruding the faces of the icosphere, then scaling down, subdividing edges... but can't find a way of making each one of those faces circular (so I can extrude then all out to make the cylinder parts jut out).

In reponse to answer..This is happening ..what am I doing wrong?First Image below


texts: How do I get this odd geometric hole in smooth surface right?

texts:
Ok I have started over 100 times trying to figure out how to model this efficiently.  I have what I consider passable meshes using different techniques but I'm very new to Blender and know there's something I just don't know that I'm missing.

Here's a render of my current model...

Here's the mesh for the cutout geometry...

This seems terribly inefficient, modeling it using a background image and sliding edge loops all day.

If you look in the upper left corner there's a contour that doesn't belong there, among other problems like too many verts, etc.

What guidance would you offer?  How would you model this?  How would you keep the geometric cutout tight while keeping the number of verts down?  Do you use subsurf?  Shrink Wrap?

Thanks in advance for any guidance you could provide.  I've attached the .Blend file so you can take a look at it if that helps!

Pete

Nintendo Controller .Blend File


texts:
Probably a very simple question but my research hasn't turned up an answer...

I have a flat plane, comprised of two faces (A Rectangle with a line down the middle separating each face).

How do I split the faces so I have eight even-sized faces on the flat-plane rectangle?

Much appreciated.


texts: Scale selected keyframes, keep spacing of unselected in relation to selection

texts:
I was looking around but didn't see anything of the sort.  I want to scale a selection of keyframes and shift all other key frames linearly in relation to the edge of the scaled selection.
In this example, all keyframes after the last selected would shift one to the left for every frame that the last selected keyframe shifts left due to the scale. Is there a native way or add-on to do this or would this require a custom script?


texts:
I tried to merge the vertices by distance but it didnt work..
I dont know what do to. Any help?


texts: Can an HDR movie from a 360 camera light a scene?

texts:
Lighting a scene with an HDR background is pretty well documented. But some 360 cameras can also shoot HDR movies.

Is it possible to import a HDR movie into the background of a Cycles or Eevee scene using the World settings? If so, how?


texts: Render preview looks different than material preview

texts: I am using blender for the very first time today, and I'm trying to make my stairs white and have a glow around the whole staircase. It looks just the way I want in the material preview, but how do I make it look the same in the render preview? What is the problem that caused it to look so drastically different? Thank you in advance.


texts:
As you can see, there are particles being emitted that aren't even close to the emitter object (underneath the rocket). They are several blend units back and down. Does anybody have an idea as to what's happening? Let me know any other info I need to put.

Here is my particle System settings


texts: How can I change the shape for the emission of fire?

texts: I created a fire on the base of a circle. How can I change the shape of the base where i emitted the fire? Every time that I do the fire does not emit on top of the additional pieces that I extrude from the circle.


texts: I'm trying to recreate the camera as a mesh in python

texts:
i'd like to recreate the active camera as a geometry (it's for optimizing particles in the viewport with a dynamic paint modifier)

i'm almost there, the last part is just finding the correct hypotenuse value.
half of the camera and half of my created geometry are right triangle.
so the FOV value of the active camera is half of the value of one of the angle (non right)

i created my geometry to have an hypotenuse value of 1 and a opposite edge value of one too. But im stuck at the angle calculation. it's not so fresh anymore.

here is the code

import bpy, bmesh, math

CAM = bpy.context.scene.camera
bpy.context.view_layer.objects.active = CAM
FOV = bpy.context.object.data.angle
#bpy.context.object.scale.xyz = 2.00
bpy.context.scene.cursor.location = CAM.location
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
bpy.ops.mesh.primitive_cube_add(size=2)
BOOL = bpy.context.object
BOOL.rotation_euler=CAM.rotation_euler
BOOL.name = "SCATTER:[Active Cam Boolean]"
BOOL.display_type = 'WIRE'
BOOL.hide_render = True

bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='DESELECT')
mesh = bmesh.from_edit_mesh(BOOL.data)
for f in mesh.faces:
    if f.index ==5:
        f.select = True

bpy.ops.mesh.select_mode(type='EDGE') #update
bpy.ops.mesh.select_mode(type='FACE') #update
bpy.ops.mesh.merge(type='CURSOR') #now we have camera shape
bpy.ops.object.editmode_toggle()

dimension_x=bpy.context.scene.render.resolution_x /1000
dimension_y=bpy.context.scene.render.resolution_y /1000
BOOL.dimensions.xy = (dimension_x,dimension_y) #to get correct ratio

add_to_200 = 1 - bpy.context.object.scale[0] #to have 100cm value
BOOL.scale.x += add_to_200
BOOL.scale.y += add_to_200

bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
bpy.context.object.scale[2] = 1/math.sin(FOV/2) #This is not working ? i tried SOH CAH TOA, not working idk why.


texts:
I´m creating a FPS game, but an error is occurring when I start the game. My person is disappearing.

In the 3D View, everything appears normal.

But in BGE, it disappears.

Note: I´m using 2 .blend files, with textures. I don´t know if it is related, but I need help.

I tried to Flip Direction, Recalculate UV, etc. but it doesn't work. Why?


texts: What is the fastest way to create a 90° joint?

texts:
I often want to create joints like this:

Since I end up making these more than a little, I'd like a fast way to do it (i.e. on the order of < 10 seconds)

I've found a couple tools which come close to being the ideal solution, but I've had some problems with them as listed below:

When using the spin tool I usually end up having to fiddle with the location for a while in order to to get a natural curve:

Are there any techniques to expedite this process of fiddling?
The bridge tool is nice because I can precisely specify where both ends of the joint will be, however I often end up with subtly uneven joints, probably due to my initial mesh being not quite square.

Is there a fast way to correctly line up the initial edge loops in a way that will result in an even joint?


texts: How do I check on objects Y or X location independent of the other variables?

texts:
So I am trying to tell if an object has reached a certain point in the X range. I have been checking for position using Code:

Object.localPosition == ([x,y,z])

Then I use this to trigger events. But I'd like it if I can isolate one variable for more control.


texts: How to split an inset from another inset

texts: I want to split the insets so they are both no longer attached to each other but I have no clue how, I am attempting to make character legs.


texts: How can i feed the output of the Dynamic Paint into the input of the Wireframe Node?

texts:
How can i feed the output of the Dynamic Paint into the input of the Wireframe Node (or any other Node)? So that the red areas show a bigger wireframe effect than the the blue areas.

The effect should look like this: https://twitter.com/MitsuruMan/status/822067706308366338

Thanks for the help! :)


texts: Why does my model deforms when apply curve modifier?

texts: I have the model of a snake and I want it to follow a path, it deforms like this when I apply the curve modifier


texts:
I'm using a manuel Bastioni model and trying to add a facial rig. When I weight paint the eye lids even though they are at 100% they don't follow the bone all the way. Only when I remove them from the head deform bone will they follow the eyelid bone.
The other problem which might be related is that pose and rest mode are different. I tried to find the IK constraint that might be causing this, but I can't... Any help would be appreciated. link to the blend file:
https://drive.google.com/file/d/13uL7Bso-9EbK9btwYCpp1Tp_xsf815J1/view?usp=sharing
thanks in advance


texts: Blender Crashes when trying to start applying materials is there a fix or workaround?

texts: so whenever I try to begin applying materials to an object in blender it crashes. The object is about 5"x2"x1" so its not big at all and when I click on materials and click new material it instantly crashes. So I know its not the image I am trying to apply as a texture because I cannot make it that far before it crashes. Also there is no error or crash report that I have found so if one is generated please tell me where it is located and I can upload that. Is there anyway to fix this problem or a workaround that fixes it? Thanks for the help.


texts: How to convert result created with dupliverts into editable meshes?

texts:
Hi, I have this Cylinder and Cube. Cylinder is parented to the Cube and duplicated as you can see in the right down corner (option "verts"). Now I don't know how to convert the duplicated Cylinders to meshes, so I could have one mesh. Now when I switch to edit mode I still have only one Cylinder and the duplicated eight are not real meshes but only duplications. Do you know how to fix it?
Sry for my english ... .


texts: Why is Blender muting the first split second of sound in the rendered video file?

texts:
To replicate:

Render a video sequence with an audio strip at the beginning.

Extract the audio from the video file using ffmpeg:

ffmpeg -i blenderoutput.mp4 audio.wav
Load the audio file in Audacity and look at the first instant in the waveform

This is not a bug in ffmpeg, I tried it with other videos that have audio throughout, it did not silence the first split second.

Is this a bug in Blender or is there some flag/feature I have to toggle?


texts: Blender Render baking - Rasterzation and Eevee

texts:
Blender Render = Baking a normal map from a High Poly to a Low Poly works fine, it doesn't care about Intersections at all, no errors.

Cycles Baking + Cage Baking = Any intersections of mesh result in artifacts (Mostly between toes, fingers and in the mouth.

Someone told me that Eevee is a Rasterization engine similar to Blender Render, will Eevee baking behave preferably similar to Blender Render?


texts: How to create detailed Procedural materials?

texts:
I'm trying to create a procedural bumpy skin for lizards or dinosaurs but  it's a bit blurry.

Is there a way to make these procedural textures in blender more detailed or Sharper?
UPDATED:

And my node tree:

However, I'm still not super happy with the results. Feels like it's missing something....:\


texts: Is a large UV map heavy on performance while playing?

texts: I have a very large UV map for a house of mine. Due to the nature of the shingles being single duplicated objects, I have quite a giant UV map when exporting and importing for Unreal Engine 4. Does the giant UV map have an effect on performance at all when playing? Or does it only matter when the lighting is being built?


texts: Using a .step file or other CAD files in blender

texts: A while ago I tried to find out how to convert a .STEP file to a format that I could use in Blender and I noticed some people didn't think it was possible and some others gave links to blender addons that had no working free versions. That's why below I will tell anyone looking for the information I was previously after as simply as possible.


texts: VSE correcting framerate without shortening strips or changing the speed of strips

texts:
currently I'm editing a small movie in Blender VSE and I've accidentally choosen the wrong framerate (50 fps instead of 25) as I started and now when I want to correct it, my sound strips end up shorter than the video strips (also with higher pitch).
How can I correct the framerate without changing the sound or how can I adjust the sound so that it is the same length and original speed?

Thank you.

My Question is not a duplicate...
My videos are 25 fps interlaced and when I started my project in blender I've accidentally choosen 50fps. Now when I leave it on 50fps and render it, the sound is in the right speed but the video is faster (but in the video sequence editor the length of the strips are the same) and when I change it to 25fps the sound ends up half the length, are faster and with pitch (and only fill half of the time) but the video is the right speed.

on this picture are the strips where I've choosen 50fps in the properties (rendered sound is ok but video is to fast)

and on this picture are the strips, where I changed it to 25fps (sound to fast but video ok)


texts: Blender 2.8: Using `parent_type` = `ARMATURE` (instead of the modifier) seems to not deform the mesh in the viewport

texts:
We have a blocking issue preventing us from upgrading to Blender 2.8:

Using parent_type = ARMATURE (instead of the modifier) seems to not deform the mesh in the viewport.

It works fine in renders though.

Changing the parent_type to object and using the Armature modifier solves the issue. However, our custom exporter heavily relies on and only supports the parent_type version. So if there's a way to enable the deform preview in the viewport it would safe us a lot of work. Maybe the issue is even a bug?


texts:
I am practicing with the creation of various procedurally generated materials and a unique problem has come up for me.

I have looked at a number of tutorials on shader creation and have been searching online for a while now with regards to this specific issue, having found some questions with only tangentially related topics.

I am trying to determine how I can pass the "edge angle" to a shader in cycles.

For example, when one is using the edge split modifier they can specifiy an edge angle that allows them to force the renderer to treat an edge as a non smoothed edge.

What I want to acheive:

I want to find areas of interest with respect to the way that the edge split has chosen these areas. The mesh pictured is smooth shaded, the left is without the edge split modifier applied and the right side has the edge split applied. Red areas show really distinctly, where edge split created a hard edge. The green area highlights where the bevel that was present on this material tester object becomes a much more prominent feature as aresult of the edge split angle.

I want to find a shader input that would allow me to say, take places where the edge angle is high as inputs, sortof like you can do with fresnel or other black and white input nodes

I want to do this procedureally, or at very last, I want to avoid using map textures because I want to be able to apply this material to objects that may not have a UV map.

Things I have trie as inputs (Using node wrangler to view the mask):

Fresnel / Layerweight: These options apply to whole geometry and ignore specific areas. Furthermore, fresnel is dependant on the viewing angle, not the geometry. That makes the fresnel simply move around the edges at any viewing angle.

Geometry > Pointiness: This does not work on something that has smooth curves. I have seen it used before in material tutorials but I understand that it relies on point density, something which a test ball (and presumeably many meshes) will not have in great amounts.

Every option I can think of in most input nodes : I have seen wild techniques about the angling of faces for use in topology like this for example but that only works for meshes where mesh is concave with respect to positive Z (likely would not work with purely vertical faces either)

Things I have not tried but seen as (non optimal) options:

Vertex painting a mask: While this is not ideal it would work. Id prefer not doing this because then one has to manually paint each mesh that they intend to use the materials on. I have also seen that most explaining this technique view it as requiring a fairly high detail mesh.

Is there a way I can get the edge angle out of the geometry and use it as an input for cycles shaders?


texts: Animate the rotation of a shotgun barrel

texts:
How can I rotate the barrel like so, in the first image below?

I want the barrel to rotate 45° so that the shotgun shells can be put into the barrel. But when I rotate, I get this image below:


texts: I tried rendering with freestyle but the right eye stroke is missing compared to the left. Can I see live output of strokes all the time when I am tweaking settings? This video show it, but for me it's not working. I'm using version 2.82.


texts: Can someone explain why my models hips are doing this after subsurf modifier?

texts:
I am very new to blender and I decided to make a man. However when I apply a subsurf modifier, my mans hips look strange. Can anyone explain why??

Here is a link for my images...

http://imgur.com/a/JPHNi

Thanks.


texts: Pixelated/Blocky Effect in Smoke Render in Blender 2.82a?

texts:
Here is my rendered output of a small sample to demonstrate the issue I'm having: https://gfycat.com/obedientkindlyguernseycow
When I look at any of this in Blender's rendered view, I don't see the blocky artifacts in the smoke that you see here. So I'm not sure how to fix this in my renders. Has anyone encountered this before? Viewport render is at 256 and the Render setting is 1024.
The domain was baked with 1024 Resolution Divisions with 12 max timesteps and 15 samplng substeps for the emitters.
I've also noticed that the effect is more pronounced in the animation output vs in my still renders. But I thought that each uses the same settings?


texts: Animation object jam on the rendered video

texts:
I have a problem rendering a video when animation nodes are used to animate gears.

In the viewport, the entire animation works correctly without hitches, but after rendering, effect is like the gears "do not have time to spin".

The effect of such a tree of animation nodes does not have time to calculate the positions of the objects completely before rendering the frame.

The effect is manifested on all of the following options:
 - video rendering through UI;

image rendering through UI;
rendering through scripts: blender -b filename.blend -a
rendering through the console (https://github.com/JacquesLucke/animation_nodes/issues/1200 Render Individual Frames)

There is no loop in the node tree, as far as I can see.

I want to know how to fix this issue.
I will be appreciated to any help.

File attached

I use Blender 2.82 and animation_nodes_v2_1

EDIT:
Of course, I can use drivers and I understand that this scene is very simple, but I want to figure out why AN is not working correctly.
The fact is that I started studying AN yesterday and this scene is only one of the first samples.
I need to solve this problem with the help of AN for the further learning and creation of more complex scenes using AN without further troubles.


texts: can't find the Blender ID add-on sign in

texts:
I have been trying to download the textured brushes add-on from the Blender Cloud. I understand that the download should consist of 2 files, one being a one-time sign in utility for the cloud, the other being the add-on itself. But all I can download is blender_cloud-1.16.addon and this extracts to a single file. Can't find the ID add-on sign in file anywhere.
Can anyone point me in the right direction please?


texts: How to split one control end of bezier curve

texts:
I am making a path using bezier curve and having an object which follows the path using steering actuator. My problem is having a path which resembles the English letter "Y", for that I need to split one of the control end of the curve. How can I do that?

Also, if the path has the shape of "P", how can I join one control end of the bezier curve to an intermediary control point?

I am not an expert in Blender. Please help me, thanks in advance.


texts: I am using blender 2.82, 2.83, and 2.90 they all have same problem with nodes I can't connect the nodes in them..at first it was working..then due to no reason blender says unsupported graphics card. After fixing that nodes issue came. So I think it has to do something with it


texts: How can I model the Trek Madone 9.0 frame?

texts:
I tried modeling a road bike in Blender, unfortunately, I had no luck with it so I decided to ask the blender community.
The bike I intend to model is the Trek Madone 9.0 and really I only need the frame.

At first, I tried tracing a picture so that I could get the basic shape, although It seems I just wasted time.


texts: How do I make an abstract 3D waveform-deformed surface?

texts: I really like this 3D waveform-like approach for this logotype, and I want to create a mesh something like that. Any thoughts/tutorials/approaches I could use?


texts: Problems with the physics interaction between two objects

texts:
I want the upper yellow element to interact with the turquoise sphere. It should be put over it and when it comes back up it should return to its original shape.
When I try to use physics like soft body or clothing, it just deforms and falls down at the end, the object isnt following the animation anymore, as you will see in the second picture row.
What I can do to make the top element soft, felxible and smooth so that it fits over the other object and follows the shape of the sphere and how I reverse the effect so when the top object comes up it will return to its original shape.
How can i do that?


texts: Particle system and controlling the collision on surface on/off dependent on the emitting geometry?

texts:
I have three geometries, two point geometries emit particles in a line, like a laser beam, and the third is a plane.

I could set the third, the mirror, to collide with the two particle streams. Now, I want to have that one of the two particles emitted from one of the two surfaces does not collide while the other particle stream does collide.

Can I set the collision on the mirror dependent on the particle emitter?

I have attached my attempt, which is difficult to see. What you see there are a blue beam a green beam and a red beam colinear on a semi transparent mirror. Here, I want to make the mirror reflecting only the red particle stream and passing though the both others.

NoLimits


texts: License of project files created with Blender

texts: So I'm designing a game. I want to include not just the exported models but the original blender file as well. Am I able to do this without having permission or a licence?


texts: I have an animated points in my scene and I want to know how I can export the animation time? I've used batFINGER's answer found here Script for save camera position, to file to export the data that I want to add the time per frame, how I can add the time?


texts: Where I can see realistic indexes of reflection for metal\specular reflections\roughness, etc?

texts: For different materials like wood, paper, skin, etc?


texts: Show cone for spotlight is not showing up after the scene is rendered

texts:
The first image is the scene in the render it shows the spotlight with cone, but i render the same scene the cone for the spotlight is not showing up. Don't know why!

P.S.(I removed the building at the bottom from rendered image)


texts: I can not disable the Fracture tool add-on?

texts: I added the fracture tool and my cup transformed into a square (formed from more inequal faces) and now, because I saved, closed and opened the project again (so ctrl+z doesn't work anymore) I can not disable the add-on and return to my cup. I also checked if the previous version was automatically saved, but it wasn't. Can someone help me?


texts: Sharp edges & white dots when using Depth in Compositing

texts: When I try to make fog with Depth in Cycles, noise appears on objects with transparent material & sharp edges are formed on the edges of objects even without Transparent. Every time I try to do aerial perspective, nothing coming out. Or I have to use Volumetric light, which takes too long rendering & needs a lot of samples to get rid of the fireflies. Either I'm trying to make fog in Photoshop. And for animations, these methods are generally not suitable. Fog adjusted with Depth looks very good, but the resulting artifacts spoil the whole picture. I tried to find the answer in internet, but all methods that were indicated there didn't work. Help me please please please, how to make fog correctly so that there are no sharp edges at the edges & white dots on Transparent?


texts: Distorted Noise: Size smaller than 0.0001

texts:
I used a Displace modifier with a Distorted Noise, so it's working fine but when I try to set its size smaller than 0.0001, it doesn't change and keeps at the 0.0001 value. Here are the screenshots:

"Size" value of the Distorted Noise texture set to 0.0001 (it's shown as 0.000 in the UI because of precision limitations):

Trying to change it to 0.00002:

I hit Enter and then click on the editbox but it's not changed:

How do I fix that and use lower sizes (or should I use another way like texture nodes to scale that down?)?


texts: Apply subsurf modifier to only part of an object

texts: How can I apply a modifier only to a part of an object? I want to model a goblet with a pedestal, and if I add a subsurf, the pedestal, of course, gets an unwanted round shape. How can I avoid that? I have tried Googling it, but, to my surprise, found nothing.


texts:
I have made a new object for the Add > Mesh menu and I would like to unregister it but when I try to with:

if __name__ == "__main__":
   unregister()

I get the following error:

Traceback (most recent call last):
  File "\add_tetrahedron.py", line 63, in <module>
    register()
  File "\add_tetrahedron.py", line 59, in unregister
    bpy.utils.unregister_class(OBJECT_OT_add_object)
RuntimeError: unregister_class(...):, missing bl_rna attribute from 'OrderedMeta' instance (may not be registered)

I've tried looking for this error but, I can't find what I'm doing wrong. I can't find anything about bl_rna anywhere.

I'm using Blender 2.79b

The register functions look like this:

# Registration

def add_object_button(self, context):
    self.layout.operator(
        OBJECT_OT_add_object.bl_idname,
        text="Tetrahedron",
        icon='PLUGIN')

def register():
    bpy.utils.register_class(OBJECT_OT_add_object)
    bpy.types.INFO_MT_mesh_add.append(add_object_button)

def unregister():
    bpy.utils.unregister_class(OBJECT_OT_add_object)
    bpy.types.INFO_MT_mesh_add.remove(add_object_button)

if __name__ == "__main__":
    register()


texts:
Why i have 40 Path Tracing with low render setting?
It seems like the render settings i make are not applying anymore.
What can i do solve this? I want to regain my old render settings with 1 Path Tracing.


texts: Generate Z-Depth map from Stereo Image-Pair (just like nuke occula)

texts:
How to calculate a Z-Depth Map and/or PointCloud from a 3D Stereoscopic image pair? This feature can be seen within nuke occula; which does a great job...

I've found tutorials using some CLI and PointCloud editors; but I'm more looking for a solution within blender compositor/3d

thanks


texts: In Blender 2.8 viewport shading doesn't work with eevee

texts:
i am a beginner at this logiciel and i am Following a tutorial to create smoke. Unfortunatelly, i can't see the smoke, or the lights or anything else with the render Engine Eevee in the viewport shading. But it's working with the render Engine Cycles. So i don't konw if the trouble comes from my coumputer or the parameters of the logiciel.

Thanks i advance


texts: Radeon proRender add-on does not show up in Blender Preferences

texts: I downloaded and installed the Radeon ProRender software for MacOS and it said the installation was OK, but when I open Blender Preferences now Radeon add-on cannot be found. What is wrong ?


texts: metarig moves my mesh in pose mode but rig won't

texts:
I used the rigify tool with automatic weights. I tested it in pose mode and the mesh was moving with the bones or with the rig but the automatic weights painted the mesh in weird ways. I then decided to correct the weight painting, bone by bone. I am not an expert but I tried to move each bone after to see if the mesh was attached and it was fine. I then decide to go into pose mode to use the rig (the one with the controls, not the metarig) and the mesh now does not move with the rig. If I select a bone and rotate it, the mesh moves with it, but if I select any of the rig controls and rotate it, the mesh does not follow. If I parent it again, I will lose my edited weight paints. What should I do with this?
Thanks for looking at this!


texts: How can I go if I want to mix more than two shaders? Lets say that I have a diffuse and a glossy shader pluged onto a mix shader and than I want to put in a third shader (or more). How can I do that?


texts: I finished a blender project, how do I export it with all the features?

texts:
My project is not complicated, it's a group of spheres and they simply move around. Some have emitter particles, some hair particles, some got wind force fields, there are armateurs involved with follow path modifiers and some parts have lights attached inside.

My question is, how do I export it (as a single file or many files that can later be put together) so that I can use the whole thing in another program?

.obj file doesn't work, it just moves it as an object, no animation.
.FBX doesn't work either, it moves the animation + textures and materials but NOT the particles, attached lights or the wind forces.

I've tried using the convert modifier to make the particles into mesh but that only works for hair and doesn't render when I test the .FBX

Anyone can give me a simple solution or list of pathways to do this? (Not super familiar with blender) Thank you


texts:
I am making holes in my mesh to put tubes inside. The problem is that it doesnt work well with subsurf. I know one way to fix it but it changes the shape too much. I have made a video to show what i am doing. Hopefully some can provide diferent ways to do it. I have tried boolean mod but it turns out the same way.

https://www.youtube.com/watch?v=28U5_XMF5dE


texts: This deformations appeared in this 3D round model that I'm trying to create

texts:
After creating a 3D sphere, and stretching it out. I also created spaces with the boolean method for the wheels using other round shapes. Immediately after creating these spaces, these deformations started to appear. What should I do?
If possible, I would like to receive a simpler explanation, since I'm still a beginner. But if its not possible, it would still be very much appreciated if you help me.


texts: How can I squash/deform a cube AND keep it positioned on the ground plane?

texts:
My goal is to:

Flatten out a cube
Keep the cube's base on the same position of z-axis (i.e. flat on the ground plane)
Ideally, the volume of the cube should remain constant

Think of it like a block of clay slowly flowing out to the sides:

(High quality 2d sketch:)

So here is my scene: I have a "cube" (black object) and a lattice (orange object) that encapsulates the cube:

Then I:

Selected the lattice with B
CtrlP -> Lattice Deform
Added Shape Keys under menu Data: Object Data

Then I tried to transform the cube with the lattice. Here is the result:

The way the cube is deformed is perfect, EXCEPT the base of the cube does NOT stay on the ground plane -- it gets pushed down below it.

So, my question is: how can I deform the cube like this, yet keep the base on the ground plane?


texts: Node viewer window is missing when i go into 'shading'

texts:
I'm following a tutorial video on youtube and when the guy goes into the shader mode, his screen shows the main window, then below that a window in which the nodes that he's playing around with are located. There are also two windows to the left that show files (at the top) and some sort of viewing window (bottom).

When I open it I see the main window, the two side windows but no node editor/viewer window. Please see screenshot below.

I've been searching for how to bring the window up for over an hour and no luck.

Someone please tell me how to set my shader mode so that the node window appears at the bottom of the screen.


texts: How to use view_center_camera for fitting camera to 3D view?

texts:
This function is supposedly the one for fitting the camera to 3D view with python(with mouse cursor hovering over the 3d view):

import bpy
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        if bpy.ops.view3d.view_center_camera.poll()
            bpy.ops.view3d.view_center_camera()

Hitting home keyboard-button activates view_center_camera function and does what it is supposed to, so the function seems correct and working.

It just doesn't work when I call the function from Python(like mentioned above). What is the correct way?


texts:
My scene renders through a compositor, although I have some idea of the final result because the compositor does match it with my scene a little bit, it's not accurate to the image generated.
What I want to do is have my rendered image change every time I do an update without me pressing render images all the time.  I know this is possible because when I update compositor nodes, the image refreshes automatically...
It's complicated to explain, but the easy solution of simply looking at my scene will not help.  I need to look at final rendered image.


texts: Is there a way to import Spark AR's example faceDistortionPack.fbx to Blender?

texts:
I'm trying to edit the faceDistortionPack.fbx, that is used as an example for Spark AR face deformation. When I import into Blender (2.80), I see the various meshes, I don't see the deformations.

I'm looking under Shape Keys, first of all, and they are empty for each imported objects. I've looked around and there's really nothing like a deformation, just an already deformed mesh...

How do edit this file in Blender to create custom face distortions?


texts: What am I doing wrong? I can not get the sorting lines work. For the second set of lines, the settings are identical, except for the other line color.


texts: Animation twitches/jumps between Keyframes

texts:
I'm currently working on my first 3D animation and stumbled upon this:
Blender animates the movement between my keys, but here and there there is weird twitching between them.

It's like there are invisible keys that the body parts just jump to instead of smoothly animating.
My F-Curves are set to Bezier (even though I tried Linear without any changes) and I used the middle mouse button to go down in the timeline to see if there were any keys I missed.
I used the blender rigify addon for the armature.
Blender 2.91
The Project:


texts: How to ensure all headers are at the top of the editors every time

texts:
Please let me know if headers can be configured to be at the top all the time with a setting. I have setup all my editors as much as possible to do this and saved my preferences but often it comes back so I would like to know how to banish bottom headers for good.

BTW until we found out how to use screen layouts we found the bottom header defaults unusable and extremely confusing.


texts: I am attempting to run one video over the top of another.  In the base video, I have a guy running down a street.  This video is on a plane.  I have a second video that I created with some pain to render a cheetah running with an alpha layer using WebM codec. I have inserted this video on a smaller plane and constrained the plane to the street of the first video using keyframes so that it appears that the cheetah is chasing the guy.  I am unable to get rid of the black background on the cheetah video. Any help would be grateful.  Running Blender 2.91


texts:
I'm trying to model a bunny for learning purposes and I'm stuck on hair. After many tries I reworked my model and got almost satisfying effect. But I have one area where hairs (probably) are spawning in wrong direction. This happens only on top of legs.
Particles (I moved them so they're all up, thought it would at least make them visible):

Faces and normals visible:

Look of hairs in object mode:

After flipping normals:


texts: Indirect lighting makes all objects looks like silver

texts:
I was following this tutorial Create a Modern Bedroom in Blender in 35 Minutes.
And all was going great until at some point he did something behind scenes and his looks good and mine looks like in the picture below.
No matter what color I put on my shader for pillows, curtains or other objects, it still shows up as silverish.
The first picture is my render and the second picture is how it is supposed to look.

Can anyone direct me to where the issue would be? I played with all settings I knew in Blender and can't figure this out. Is this a lighting or shader, or HDRI problem?
Even a wild guess will help.

Thanks!


texts:
Good day! This may be completely the wrong forum for this question, and if it is I apologize, but I figure since it's kinda related to Blender, I'll ask here first.

So I have a desktop running Linux and is the main computer I use Blender with. I also have a Linux laptop that I would like to use to remote into the desktop to run blender. Now I am not talking about remoting in to use a command line. I want to be able to USE blender like I am sitting in front of my desktop.

I've heard of solutions such as TeamViewer, but had problems with that solution as TeamViewer filled up my HDD with log files and I also found it to be quirky even on my home network.

I've also heard of ssh with x-forwarding, but don't know much about that or if it would do the trick.

Basically, like I said I want to be able to sit on my couch and use blender, OR be able to sit in a coffee shop and use blender.

If anyone has any answers, or a better idea on where to post this question, please let me know.

Thanks!


texts: Can't repair broken link to image texture

texts:
I moved some files being used as image textures and Blender showed those objects in pink when I reopened the file. So, I fixed the path to one of the images being used for one texture, but the object stayed pink. So I eliminated all users for that image, that material, and that texture, closed the program, opened it again, and created the texture fresh. Now the object shows gray. In the Properties > Texture tab, it shows fine, in the Materials tab it shows fine, and when I load it in the Image Editor, it shows fine. But it isn't on the object.

I could try deleting the object and starting over. I'm asking before trying that though. I have copied the numerical values for its scale, rotation, and position so I could just type them in again, but I'm still a weensy bit nervous that will go wrong and I'll have to do the painstaking adjustments on it all over again. So, if there is a way to jog Blender's memory about where to get that file, I'd prefer to do that. Besides, I don't understand why this has happened.

I imported the image as a plane with that add-on. And the file contains a number of very large images - I am abusing Blender to splice together a set of photos of the Moon, as it is handling the job actually much better than GIMP or Krita on my Linux machine. At the moment it is handling 9 images that are 5000 px wide and 15000 to 25000 px long. Perhaps these things matter, I don't know. Probably not.


texts: Telugu fonts are not recognized by Blender 2.8

texts: Telugu font types with .ttf formatted files are NOT displayed under fonts section of Blender 2.8, Any additional plug-in required or is it an issue?


texts:
When I use in Cycles the Cycles Preview Render (Z) it takes way longer to render than in the normal Render (F12). E.g.the standard cube needs in normal Render (F12) 1.2 Seconds to Render but in the Preview Render (Z) over 12 Seconds! So working in Blender does not make fun. OpenCl is activated.

Im working on a iMac with an i5 7600k and an Radeon Pro 580.

Thanks in advance
Matti


texts: Grid/ smart fill but with only 3 "rails"

texts:
I have an outline that has 3 curved "segments". Actually it's all connected edges. I want to fill them with a grid that has one "pole", so it's like of 1/8 sphere but irregular.
SketchUp has a plugin called Curviloft which is very smart and handles grids like this one. It can also do stuff like Blender Grid Fill tool. I want to achieve the same result in Blender but Grid Fill tool does not help.
I know there are addons like Smart Fill and Curve to Mesh. I haven't tried them yet. Perhaps this is the way, but they are both paid, so I want to ask first.
Would you have any suggestions for me?
Thank you

Blend file:


texts:
I am a new Blender user.  I have a Genesis 3 character I created in DAZ.  I exported him as an fbx into Blender.  I followed a few tutorials and using rigify, I fit my bones onto my G3 character.  I created a rig using my armature, and it's not attaching to my G3 mesh.  Any help would be greatly appreciated.  I am attaching a link to download to see what I've done here.  Thank you in advance!

https://drive.google.com/file/d/1iENa2NnRVvCUUQF3kzyXhcy90L7unsdp/view?usp=sharing


texts:
Whenever I try to export this model as any format(.blend, .3ds, .fbx) and try to open it on any other program other than blender, the textures get messed up but when i open it in Blender, the textures are normal.

but when i try to use it in Unity3D for example:

that zombie appears XD.

also if I export it as .fbx and use it in Unity3D, the same thing happens!

Then I used that .fbx file to open it in VS2012 and I got this:

What are we doing wrong?

Thanks in Advance!


texts: Where is the sqeeze value node in Cycles?

texts:
It's supposed to be here.

what I actually need to do is make a shader that mixes between shaders not colors dependent on camera distance, mixing between colors works, but using as a factor on the shader mix node doesn't, so I thought maybe I could use the squeeze value on the camera data node as mentioned here:

http://blenderartists.org/forum/showthread.php?82183-Camera-Data-Node


texts: How to change canvas size in 2D Animator

texts: Is it possible to set specific pixel dimensions for the 2D Animator canvas Or even to change the canvas ratio? I want to create an image with the specific dimensions of, say, 273x400p.


texts: Separate preview/render border settings possible?

texts: I like to render using the cycles in the viewport. To speed things up I use the render border (Ctrl+B) to mark a small region of interest. However when actually render (F12) the border is still there. I know that I can uncheck the box for border before I render. But is there a way to have the viewport use the render and when I go to main render it render the full resolution?


texts:
Sorry for being so simple but i'm finding it really difficult to work out how to split screens and then rejoin them.

so i grab the corner of a screen and drag it creates a new screen then i grab the corner again and sometimes it creates a new one and sometimes it merges them.

I'm a bit confused about the controls.

I looked on the 2.8 manual and I think its a bit out of date as it looks the same as 2.79.

Any help is greatly appreciated


texts: Why is material with 'Displacement and Bump' set only showing 'bump' displacement in Cycles?

texts:
Problem
I am trying to apply a static displacement map to a plane. Even though I am using the Cycles renderer, and I have configured the Principled BSDF shader to use "Displacement and Bump," I am still not seeing any variation in the plane's geometry.

Windows 10 version 2004
Blender 2.83.0
Cycles Renderer

Cycles Feature Set: Experiemental

Actual Result
It appears that the plane has a bump map effect, but the displacement aspect isn't working.
Expected Result
The plane should have both a bump map and displacement map effect, where the geometry of the plane is being modified by the black and white displacement vector that's being fed into the material output node.
Additional Details
Here's the wood texture I'm using

Here's a preview of the plane. It's flat, despite having the bump texture on it. The displacement isn't actually modifying the plane's geometry, like I'd expect it to.

Here's what my node editor looks like:

Here are my material settings:


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I've been trying to add an image to some 3D Text for a while now but unfortunately, it always comes out lopsided and uneven. UV Editing doesn't seem to work with text even after it's converted into a mesh. YouTube videos aren't helping either.
Here is the image I'm trying to put on the text

Here is the 3D text (selected), notice the lopsided image reflections
Thank you


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I am trying to create a type bpy.types.UILayout.template_palette in my bpy.type.Panel.

In my bpy.type.Panel I am unsure what object I need to pass to the first argument called data.

I think it needs an object with a property of type bpy.types.Palette. I am unsure what is a valid object that can be passed as AnyType and have a bpy.types.Palette property.

I have figured out how to make a bpy.types.Palette using
bpy.ops.palette.new().

I cant find a bpy.props function for adding a bpy.types.Palette property


texts: Please someone tell this beginner how to create a vertex group.


texts: How can I control particles with image maps?

texts: I have a texture (a black and white and colour version, I can use either). I need to use the colours/values on this texture to dictate the hair particles that will be used on a plane. For example: if colour is black, no particles; if colour is red, hair particles 1 and 2; if colour is blue, hair particles 2 and 3; if colour is green, hair particles 3 and 4 etc. Any help would be greatly appreciated as I am not very good with Blender.


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Here is my issue:
I've a foot insole

I would like to round up the back part of the insole. So I create a kind of arc and I would like to attract the back part of the insole: The arc in in orange on the following picture.

So I tried with a shrinkwrap but the result is not good as my arc in not really in 3D:

The idea is to attract gradually (from bottom to top) the back of the insole with the arc...

Do you have any idea?

Here is my blend file: http://pasteall.org/blend/index.php?id=47180

Thanks a lot

Maxime


texts: Blender 2.8 - WorkBench - Gradients appear very low quality

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I'm building some models for a game that doesn't have any light sources so all the shadows and highlights are painted into the texture. Because I don't need any light sources I'm using WorkBench as the Render Engine as my understanding is that this Render Engine just prints the texture on the model similar to how "Texture View" did it in previous versions. So far so good, but what I'm noticing is that the gradients from the texture are much lower quality when I'm viewing the render in the viewport than they are in the actual texture file. Any idea why that might be happening? Thanks!

Here's a screenshot of what I mean:


texts: How can i uv unwrap but keep x and y coordinates of my vertices the same?


texts: How to stop normal map from different seperate meshes from overlapping when baking?

texts: I'm making a game asset gun which are made of a number of seperate meshes so I baked the normal map piece by piece. There are some spaces between the islands and yet they still overlap, does this has something to do with margin?


texts: Normal map bake result for humanoid mesh projects arms on torso

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I'm trying to create a normal map of my high-resolution sculpt to my low-resolution mesh, but I'm getting weird results.

As the scene is setup, the high-res and low-poly meshes are overlapping each other, almost perfectly as can be seen below. But when I bake the normal map, I get weird results. Below, you can see the arms being projected onto the torso of the character, some distortion also occurs on the chin.

How can I resolve this?


texts: How to add an object to an existing group from Python?

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I'm trying to add objects to previously created groups from a Python script.

What do I do?


texts: hair particles disappear when joining objects

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I'm making an eyebrow and, with the mesh selected, I have added hair particles with some settings. I have the eye below that. I want it to match with the eye on other side, so I clicked CtrlJ to join. It joined and I got the other eyebrow, but the hair particles disappeared. May i know the reason why it disappeared and how to recover it?

After adding vertex group in density same result


texts: water simulation -Move water upward along a slope

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I want to make a simulation where water move upward along a topography opposite to what it does under normal gravity. I dont want just to water behave like smoke and go straight upward but to behave like fluid and crawl upward along slope
can any one help


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I'm following this article about texturing a model. I'm already in step 30 but when I baked my model, I get these holes between the neck and chest. What causes this?

Edit:
Even when not baking and just setting the shading to smooth, shows this odd faces (3rd picture). I think its because of how I connected the neck to the body. Any tips on how should I correct this?

Thanks.


texts: bpy python: firing a function when an object gets edited

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whenever an object gets edited I need to update some metadata linked to the geometry of that object. I found that bpy.handlers.depsgraph_update_post.append could append a callback function, but I have not managed to get it to behave predictably, the documentation was a little terse in this regard.
Does anybody know of an example script with this behavior that I can study, or have other nuggets of wisdom that could help me move forward on this ?
thank you,
S


texts: i have been using blender 2.8 for a couple of months but now i am stuck with a problem. I cant alter the properties of a new mesh in object mode. i need to reduce the vertices of a sphere but the properties are kind of frozen. please help!


texts: Recreate to_track_quat with two vectors using python

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i've been asked to recreate the to_track_quat function of mathutils to create a quaternion that looks from point a to point b, but so far i've been un successful.

I'm using in blender two objects, being their positions:

object.location = mathutils.Vector((0,0,3))

target.location = mathutils.Vector((2,4,4))

angle = look_at(object, target)

Here is my first function:

def look_at(u, v):
    u.normalize()
    v.normalize()
    dot = u.dot(v)
    cross = u.cross(v)
    q = mathutils.Quaternion()
    q.x = cross.x
    q.y = cross.y
    q.z = cross.z
    q.w = math.sqrt(u.length_squared*v.length_squared) + dot
    q.normalize()
    print(q)
    return q

Returns (w=0.9129, x=-0.3651, y=0.1826, z=0.0000)

The result is something like this:

I believe i'm missing an operation, but i'm not certainly sure what.
Can someone guide me a bit on how to do it properly?

Another attempt that has been suggested:

def look_at(u, v):
    w = (v - u)/math.sqrt((v.x - u.x)**2 + (v.y - u.y)**2 + (v.z - u.z)**2)
    up = mathutils.Vector((0,-1,0))

    q = mathutils.Quaternion()
    cross1 = w.cross(up)
    dot1 = w.dot(up)
    q.x = cross1.x
    q.y = cross1.y
    q.z = cross1.z
    q.w = math.sqrt(w.length_squared*up.length_squared) + dot1
    q.normalize()
    return q


texts: It seems to make the value node disappear while connecting it to group input. I've tried different combinations and have node wrangler on but I'm not sure how to get it. I'm also unclear as to exactly what it does, that you couldn't do without the shortcut. From this video.


texts: Gaps between liquid and obstacles in liquid simulation

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I am trying to make a simple liquid simulation of a liquid going down a carved path on the ground.

I can't seem to make the liquid flow along the obstacle, all or part of it always seem to hover above the obstacle or have a gap / margin between the obstacle and the fluid. It produces shadows and artifacts that are neither realistic nor aesthetic, which I would like to iron out.

This is what I tried:

Obstacle Material: the obstacle had a rather complex material with bump maps, which I thought could be the cause for these gaps, so I changed the material. Still nothing.

Subsurface on the obstacle: the obstacle also had a subsurface (not really sure whether or not this should be taken into account when creating fluid simulations), so I applied the Subsurf to the obstacle and re-baked. Problem is still here.

Increasing resolution: This is where I get a bit confused. I can get good results with low resolution (50) and quick playback: the liquid adheres to the obstacle rather well. When I increase the resolution to create a final export, the result is very different and the gaps are back.

I have also:

-applied scale to all the objects in the scene,
-fitted the domain to the elements as best as I could,
-made the obstacle a shell,
-tried alternatively Honey / Oil / Water settings,
-tried to change Slip settings to Free Slip / No Slip / Partial Slip for obstacle or domain,
-solidified the obstacle,

but nothing really fixed this problem. I want the liquid to fill the shape I designed like a normal, real liquid.

.blend:


texts: UV Unwrapping - All Maps Ruined (distorted)

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So I was unwrapping for some big portion of my day today and all of a sudden all the maps that I so carefully have been portioning have changed their dimensions - it basically looks like they were never unwrapped. All I can think of is just before this happened I marked some seams around a cluster of faces. Not satisfied, I deleted some of its edges and made it into one big face. After that all maps using the same material in my scene were ruined.
No other faces that use different materials were affected.
I first undid as many steps as I could without result. I force shut the software and started up the project - looked just the same so I assume there is no way of saving all this wasted time and work.
I'm just wondering what the heck happened. It's not the first time I've had this problem.
How do I make sure that this never happens again?
Thanks,
Samuel


texts: Adding new object merges it with existing one

texts: So I've been adding a new object to existing object and for some reason when I press on one object the object number 2 selects as well.


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I am new to blender and I am trying to model, texture and animate a character like the avatar from Minecraft and I am stuck on the animation part.

What I would like to do is to create several animations (Stand, Walk, Kick etc) by using rotation keyframes for the various body parts.

What I can't figure out how to create some sort of group, like Walk, than have several actions inside it.

I thought I was going to be able to use the Timeline to keyframe the body part and then somehow associate and name that in the Dope sheet but I am stumped at this point.

(I am trying to do this without rigging the model)


texts: How to create edges in existing mesh based on a list of vertex indices with Python

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I parse 2 csvs, one with vertex coordinates

id,x,y,z,r,g,b
0,0.30778491,0.12740749,0.04903458,174.0,84.0,118.0
1,0.3315943,0.0922608,0.08094925,174.0,84.0,118.0

and one listing edges like so

source,target
214,0
214,1

After creating the vertices in a mesh, how do i add the edges between the vertex indices listed in the second csv?

Do I need a nested for loop? itertools? thank you!

import bpy
import csv, os, bmesh, math

#filepaths
filepath = bpy.data.filepath
directory = os.path.dirname(filepath)

verts = []
edges = []
faces = []

csvpoints= directory+"/csv/3d-points.csv"

csvedges = directory+"/csv/3d-edges.csv"

pointsReader = csv.reader(open(csvpoints, newline=''), delimiter=',')

edgesReader = csv.reader(open(csvedges, newline=''), delimiter=',')

with open(csvpoints, 'rt', encoding="utf8") as csvfile:
    pointsReader = csv.reader(csvfile, delimiter=',', quotechar='|')
    for idx, row in enumerate(pointsReader):
        if (idx > 0):
            vert = (float(row[1]), float(row[2]), float(row[3]))
            verts.append(vert)

obj = bpy.context.object

#create mesh and object
mesh = bpy.data.meshes.new("edgewave")
object = bpy.data.objects.new("edgewave",mesh)

#create mesh from python data
mesh.from_pydata(verts,edges,[])
mesh.update(calc_edges=True)

#set mesh location
object.location = bpy.context.scene.cursor_location
bpy.context.scene.objects.link(object)

with open(csvedges, 'rt', encoding="utf8") as csvfile2:
    edgesReader = csv.reader(csvfile2, delimiter=',', quotechar='|')
    for idy, row in enumerate(pointsReader):
        if (idy > 0):
            edge = mesh.verts.[edgesReader.row[0]], mesh.verts[edgesReader.row[1]])
            edges.append(edge)

bmesh.update_edit_mesh(obj.data)


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I'm having this weird problem with my camera in which I can only render from a certain position that is not the one on the camera. It's like the view got detached from the camera and I can't change it.
I can't manipulate it and it always renders in that position. Deleting the camera makes no difference, and there is no hidden camera in the file.
It's not the first time I've had this problem.

Sorry, I can't upload the file since it is now too big.

----SOLVED-----

What happened is, I somehow put another object as my camera.

I solved it by going on Scene Settings (third tab on the Properties window), one of the first fields asks for the camera (and there I had a plane).

Thanks to eromod for pointing out any object can e a camera in Blender.


texts: How to convert many triangles to one mesh?

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I wrote an algorithm to randomly generate terrain and I am trying to load and edit my results with blender.  The problem is that when I load my terrain in blender, the individual triangles are not linked together.

You can see when I shrink/flatten a subset the the faces, the rest don't follow and deform as a single mesh.

I tried deleting the faces and edges and using F to create faces from the points, but it does not give usable results.

How can I go about solving this problem?


texts: How to read Auto Keyframing state in Python?

texts: I want to create keyframes with Python, when a custom control changes. How do I check the state of the Auto Keyframing button?


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Anyone knows if the bug is still ongoing with Blender 2.91.2 ?
seems previous versions had a  bug for playing video texture on imported GLB
Benter link description here
I have created a simple video plane by adding a video using "image as plane"
I exported it trying .glb .gltf with cycle mode on
I am however unable to play the video when I import it inside blender
Would appreciate any help ,I really looked everywhere for an answer.


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I want to make an animation similar to the gif, i want a drop (of water) to fall and to be absorbed by the cloth.
I have the cloth texture and a fluid simulation with dynamic paint that creates the wet cloth, but i don't know how to make the fluid geometry to be absorbed smoothly by the cloth.

Thank you!


texts: How to efficiently model a pile of stones or pebbles

texts: I'm trying to make gravel for my animation, and so far I've tried particles resembling pebble pieces. This method seems too clumsy, so is there an efficient way to make a pile of gravel with collisions on?


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I just started with motion tracking in blender and it a really awesome feature but I discovered that shooting the right video is very hard.

The image below is a part of I test video I made where I moved my phone from left to right and than to the left again. Like you can see on the image, all the tracking points on the left are useless for blender and it is really hard to works with only the right part of the video.

My question is: has somebody tips about how to shoot a good video for motion tracking?

Should you just walk around an object with some good marks instead of moving the camera from left to right like I did.


texts: Why is the grease pencil default offset value so high?

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Does anybody know why the grease pencil default offset value is so high?
It’s annoying and it works perfectly with a much lower value.


texts: I try rendering a video in render but the whole render goes black

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I'm Testing the BGCV VHS Look on Blender based on this video.

I used a MP4 video as a base and I've followed the instructions correctly, however when I render the video the whole video is black.

The audio is still there but the video is missing, I'm b beginner in Blender so I don't really know how to fix this.


texts: How to show expected remaining render time

texts: When rendering animation, the info in the top-left corner of the render window shows the time per rendered frame. Is there a way to also have the expected remaining render time for the whole animation showing?


texts: How to smooth a cone side without changing its shape?

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I'm trying to smooth cone's side like I did for a cylinder using Edge Split and Subdivision Surface.

However, the cone (red one) is changing its shape at the top:

How can I prevent this?


texts: I have 11 shape keys but my script wont read above number 9

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Here is the script:

import bpy

#get the selected object
selected_object = bpy.context.object

#add shapekeys
bpy.ops.object.shape_key_add(from_mix=False)
bpy.ops.object.shape_key_add(from_mix=False)
bpy.ops.object.shape_key_add(from_mix=False)
bpy.ops.object.shape_key_add(from_mix=False)
bpy.ops.object.shape_key_add(from_mix=False)
bpy.ops.object.shape_key_add(from_mix=False)
bpy.ops.object.shape_key_add(from_mix=False)
bpy.ops.object.shape_key_add(from_mix=False)
bpy.ops.object.shape_key_add(from_mix=False)
bpy.ops.object.shape_key_add(from_mix=False)
bpy.ops.object.shape_key_add(from_mix=False)
bpy.ops.object.shape_key_add(from_mix=False)

#get its shapekeys
shape_keys = selected_object.data.shape_keys.key_blocks

#loop through shapekeys and replace the names
for index, key in enumerate(shape_keys):
    if key.name != "Basis":
        key.name = "Key 0" + str(index)

#loop through shape keys and replace the names
for key in shape_keys:
    key.name = key.name.replace("Key 01", "Open_Jaw")
    key.name = key.name.replace("Key 02", "Lips_Corner_In.L")
    key.name = key.name.replace("Key 03", "Lips_Corner_Up.L")
    key.name = key.name.replace("Key 04", "Lips_Corner_Out.L")
    key.name = key.name.replace("Key 05", "Lips_Corner_Dw.L")
    key.name = key.name.replace("Key 06", "Lips_Roll_Top")
    key.name = key.name.replace("Key 07", "Lips_Roll_Bot")
    key.name = key.name.replace("Key 08", "Lips_Corner_In.R")
    key.name = key.name.replace("Key 09", "Lips_Corner_Up.R")
    key.name = key.name.replace("Key 010", "Lips_Corner_Out.R")
    key.name = key.name.replace("Key 011", "Lips_Corner_Dw.R")


texts: Blender model deformation when moving with bone

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I am a noob at Blender and I am beginning to learn the basics... I am attempting to rig a halo spartan for animation, and when I try and pair the helmet to the rig (rig I got online), and when I go to rotate/interact with the head bone, the Helmet deforms and the mesh gets twisted and weird... I have no idea how to fix this, I've looked everything up related to this issue but no luck... here are some screen shots and the file which I am working on... Any help is GREATLY appreciated!(I haven't rigged the visor yet)
EDIT: also the helmet has an internal head structure to it and when I move the head model with a bone(i.e rotating the head bone it or moving the rig), the inner mesh drifts and clips through the helmet model... how can I eliminate the mesh from drifting? thanks
EDIT: I have uploaded a new edit of the file which includes the model's bones that come with the model if that helps

FILE HERE:    https://drive.google.com/file/d/1pfldMmA9ICe0En3kVihqZ727_TIbnW5j/view?usp=sharing


texts: Is there a way to map a floating point value using a Bezier curve with nodes (Blender 2.8)?

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I want to a floating point value in the range [0.0, 1.0] to another floating point value in the same range. I'd like to implement this mapping using a Bezier curve.

I've read the documentation for the RGB Curve node, and also the following  answer (how does the RGB curve work?), but I would like to know if there is a way to apply a bezier curve but only to a floating point value (and not to a whole vector).


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Preface, I'm relatively new to Blender. I have a lot of CAD experience and a fair amount of animation experience in After Effects so I have a firm gasp of the basics and I think I'm having a terminology problem more than anything else.

Here's what I'm trying to accomplish, I have a folding fan that I'd like to close to the center. I've done this by creating a base "stick" and applying an Array modifier to it. I then parent this to an Empty that has a Z rotation.

By rotating the parent I can rotate the sticks...perfect! That's the base animation. What I'm struggling with is the INVERSE of this. What I would like to do is invert this so that I effectively have Stick -> -(Parent). I realize that I can accomplish this with two parent objects that I animate, but I'm trying to learn more about the program and I'd like everything to be linked to a single animation value.

Any help is VERY appreciated.

NOTE: If this is easily accomplished in a script I'm fine with that

Clarification:
The "right half" in blue is controlled separately from the left half in red. I'm using the parents to animate the array offset of the position of the fans. Essentially I want Parent A to rotate on the Z axis to spread the blades and Parent B to rotate as -[Parent A].z that I animate one property rather than two.


texts: Blender 2.8 Custom Start Window (Ctrl + u) Not working

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Ctrl + U worked in 2.79 for me, but in 2.8 it doesn't seem to work. Even if I press ctrl + u after deleting the starting cube, the next time I open Blender it's still there. Is there another way to do this now?

Thank you so much for your time!


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Hello I'm pretty new to Blender, and I need some help with applying premade textures to models I've downloaded from blendswap.

So If I download this model for example: http://www.blendswap.com/blends/view/78361
and import it to blender, the model added doesn't have the texture. All the models that I import look like this: http://i.imgur.com/RhjGkse.png

How do i go about adding the texture that the author already made?


texts: Creating a textured Mesh for 3D printing

texts: I need to create a textured object to be 3D printed. Is there a way I can import a texture and apply it to my mesh so that the mesh changes to become textured? thanks !


texts: Two-sided clothing with different materials?

texts: How do I make two-sided clothing using the Cloth modifier, such that the front and back have different materials?


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In VSE, I cannot get any of the keyframe properties to work!

Example: In the VSE, using Saturation, at Frame 1, I slider to "0" and select "I", then move to frame 30, slider to "1" and select "I".  This only changes the "0" at Frame 1 to also be "1".

Example 2: In the VSE, I've added a text layer and want it to scroll.  At Frame 1, have the Y location set to "Bottom" with a parameter of -0.01, and then select "I" (turns yellow); I then move to frame 30 and set the Y location to 0.87, select "I" and it turns yellow. However, the "-0.01" at Frame 1 has now also changed to "0.87", and there is no animation!!@

Is this something you can no longer do in 2.83?


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I have a distortion problem when I scale an object. I have applied all transformations, ie rotations are all 0, scales are all 1. Whether I use XYZ Euler or Quarternian rotation, I cannot scale to either local or global axes without distortion occurring. The object was pasted from another drawing (ie using 2 copies of Blender, & copy & paste.) There are no constraints. It seems like all the vertices have incorrect axis data, a diagonal offset or something . . .
Anybody know how to fix?
Link to file - https://www.dropbox.com/s/2i35cj8fvyr81o8/Distorted.blend?dl=0

    Thanks for your answer - I zeroed the deltas also, what I really needed to do was align the object's longest dimension with the global y axis, ie pointy end looking straight forward. It seems that only a custom orientation to view will do this. Seems like there might be a hotkey or something specifically for this.


texts: Is there a way to flat plane object affecting by proportional edit?

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As in question title, is there a way to flat plane object affecting by proportional edit without creating new plane object?

here my image :

I don't know how to flat this object except create new plane object or edit position of vertex to z=0 individually.


texts: How do I change active grease pencil palette color via python?

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I am making script that makes new gpencil stroke and changes the color of it to colors that already exists in palette.

Problem I'm facing is that bpy.ops.gpencil.stroke_change_color() operator only changes color of selected strokes to selected color! And I have no way to select colors in palette by python script.

I don't want to make new colors because I want specific line color, fill color, opacity. Plus, I don't want to make piles of same colors in gpencil palette.


texts: Why does Blender reload the assets for each rendered frame even though the assets are the same?

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I have noticed that for each frame blender takes a noticeably long time doing, what I assume is loading/compiling assets, and takes around 30 seconds on my computer with a large blender project. Is my assumption here correct?

What I would like to know is why this takes so long and why this must be done before every frame even though an animation typically has the same assets the entire time?

I was originally looking for a way to render an animation with view-port-like quality and even though it could manage 1/3 real-time speed in the view port, workbench took 30 seconds per frame. (If you are having the same problem someone answered the question here). So if the view port can render everything without loading assets every frame why do workbench, eevee, and cycles have to?


texts: I want to have my letters fall and hit the plane, bounce and then land in order to spell words. How do I achieve this?


texts:
I'd like to know if there's a way/add-on to convert curves to Grease Pencil strokes? I know you can convert in the other direction, but I can't find anything to create Grease Pencil strokes from curves.

In attempting to setup guides for a model I'm working on, did so using curves. I'm now thinking GP would have been the better option, and would rather not have to recreate my guides.


texts: Audio and Sequence Strips in Video editor

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I created scene strips synced to respective audio.
Then I created a seperate strip only for video editing and imported the said scene strips to the same.
But these scene strips are not importing with audio. I have to recreate the audio and sync it properly.
Kindly tell me how to import scene strip with audio to a main video edit sequence.


texts:
I modeled a Model in Blender, then I added a Texture to it
with the UV Wrapper. I 'press U for a small Unwrap UV Project.
But the problem is I can seee where the Textures is Starting and ending.


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I have a script that I only need to run once. What I usually do for startup scripts is an Always > Tap Sensor. This python script is being activated by a message sensor with the tap setting enabled. Running this script multiple times will cause problems, so I used a variable system to prevent this from happening.

Is there anyway to stop the script from running more than once in the first place, using logic bricks?


texts: Solid viewport shading in edit mode is transparent in places?

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Limit selection to visible is on! This is driving me bonkers. I hit a button somewhere and now my mesh is like this in edit mode:

Note: it's fine in object mode.

Please help! :-(

edit: i meant limit selection to visible IS on lol


texts: any way to remove doubles in uv editor across different uv islands?

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I was exporting uv-mapped model back and forth and at some point it should have messed up my uv map. It is aligned properly with all vertexes where they should be, but every face became a separate island.

it looks ok when you don`t touch it:

but when I use pack islands, this happens:

is there any way to restore a proper uv map?

P.S.
some islands are mirrored and placed directly above each other

Edit: the file itself


texts: Using a volumetric spot light, it is possible to hide totally the elements that the light doesn't reach?

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I'm using a volumetric spot light, and in a animation, i'm moving the light so it shows some elements, and for now i got there three objects, but i do want to know if for example it is possible to totally hide (fade in totally black) the objects that aren't below the light, as you can see in the picture, those are still shown, as faded-gray objects.
I already changed the light strenght, but if i do that i lose another illumination detail that i already made.
Is there any way to fix this? if not ill just edit the video on an editing software using a mask.

Thanks in regard :)


texts:
I'm new to Blender - and to any 3D modelling software, really - so I started following tutorials on Youtube. In this particular case, the OP says to toggle the wireframe on the solid interface by pressing F4. Here's the link to the video, and go to minute 18:50:
https://www.youtube.com/watch?v=xYUK5HantuE&list=PLxt9ZAGPLIpcuPkSTGOJ9iZssTG3o1a0p&index=4
If I press F4, a simple contextual menu opens up:

but this should be the result:

I checked the key shortcuts in settings, but F4 is nowhere to be found in relation to wireframe:

I'm running Blender 2.91.2 on a M1 Mac.
Thanks in advance to whoever can solve this mystery to me.


texts: How could I animate something being pulled almost endlessly without changing shape

texts: So my idea is that I have a bracelet type object that'll be pulled between a still object and a moving one, but I want it to uncoil for about a second before stopping and being pulled back. Sorta like Spawns chains, how they move almost snake-like throughout the air and return to him.


texts: Blender Loop cuts and vertices measurement

texts:
I have some problems when adjusting loop cuts and when I extrude the vertices of loop cuts. When I do a loop cut I would like to place the cut at the position of an exact millimeter.
I have in the scene menu  ticked the box Units > Metric > Degrees
I have ticked the box Normals > Edge Info > Length
But I am facing those problems:

When I view the whole mesh which I want to place a loop cut on, then I can not adjust the loop cut to the exact position (in millimeters) where I want the cut to be. So I have to zoom down and move the cut. Zoom in once more ant move the cut again.
Is there a possibility to give exact numeric values to where I want the cut. Or can I move the cut to where I want without the need of zooming in?

When I extrude, the values is limited to my zoom-level, so I have to zoom in really deep, then, the numbers is not visible, because they are locked to horizontal axis which is not visible. So I have to guess if it is right, zoom out and check-then zoom in and adjust-and so on.
Is there a possibility to give exact numeric values for the height of the extrude? Or can I extrude so much I want without the need of zooming in?


texts: Duplicating a sequence of an armature in cyclic 2D animation

texts:
I'm animating a cilium in 2D. It uses an armature/bones.
It is symmetric across time - the second half of each cycle is a mirror of the first half - except mirrored across a diagonal axis.
The first half-cycle goes from frame 0 to 9, the next half starts at frame 10.
I've been researching cyclic animation in tutorials, so I understand I can do this in principle, but the details of the duplication escape me.
I'm not sure how I can take the armature from Frame 0 and copy it to Frame 10 with the mirrored flip. I tried a straight copy-paste: Delete the object from frame 10, then paste a duplicate of it from frame 0 into frame 10, but it does not work. It just messes up.
(Note: The actual flipping itself is simple - just a mirror procedure and a 90 degree rotation - I get that easily enough - it's the duplicating of the object and the severing of its ties from its original that are escaping me.)
Not sure what to try next.
Attached shows Frame 0, 6, 9 and then what I want to do to create frame 10.


texts: Remove F-Curve Modifier from all selected keys in Graph Editor

texts:
I added an F-Curve Modifier (Shift Ctrl M) to all selected Curves to repeat the animation.

Now I want to remove this F-Curve Modifier from all the selected Curves/Keys.
Is it possible to remove the F-Curve Modifier from all of them at ones?


texts: Does the Principled shader alleviate the need for custom PBR setups?

texts: A couple of months ago I took Blender Guru's PBR tutorials to create the dielectric, metallic and uber shader. I find that these work really well, and I know of other PBR setups such as Remington's shader. However, with the release of the Principled shader, I was intrigued to know whether it would replace the need for all of these custom made PBR setups. Any knowledge over this would be greatly appreciated.


texts: How do I make multiple things in the background the "ground and have them as "shadow catchers"

texts: I am building a scene with multiple planes in the background because I want to have the multiple planes working as shadow catchers except, when I put them in the background, they don't behave as shadow catchers because blender renders them out (in the background composite node) and, I don't have a texture on any one of them. How do I make them behave as such? Only the original "Ground" plane behaves that way.


texts:
I am asking for help because I am not that experienced with the particle generator, and I want to create the Enceladus plumes effect. I currently have the scene with the whole Saturn system,  using Cycles, and I have the probe near Enceladus, in the region of plumes. And I want to make the plumes touch the probe. And I don't have an idea how to do the plumes.
I want to recreate this:


texts:
Since asking for tutorials, videos, resources, links to other content or downloads is considered off topic here, this is a specifically created Community Wiki which gathers resources for Blender and it has been approved by the Community.

Just write in the appropriate answer/section. If you have concerns, questions, post a meta question, so we don't clutter the comments, but you can link your meta question from the comments.

Questions regarding such resources are not allowed anymore, except for very specific and on topic requests (ask on Meta if you're unsure about your question). Follow the instructions made in the question about how to post, what can be posted, etc.

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texts:
blender hair particle instancer where is size controller
blender particle hair on cylinder, using flower orchid mesh with particle instancer modifier
flower random rotation set in instancer...works
particle texture map controls density and length works
same particle textute map controlling size..fails no effect
HOW CAN YOU VARY ACTUAL OVERALL SIZE OF FLOWERS not just length
IN HAIR
please see attached
https://www.flickr.com/photos/93465359@N03/50399675928


texts:
I'm starting to work with HDRI images for lighting in blender. And I have a file that's acting a bit weird. If I open a brand new file and setup an HDRI image, and turn on the world background in Display, it looks as below:

But in my working file, if I add the exact same HDRI image with the exact same node setup, I get the following

The second case it's very zoomed in (I think), not sure exactly what settings I have that are messed up in the second case.

If I look through the camera it seems fine.

Any help would be greatly appreciated.