texts: I'm trying to make a posion, however, when I try and aim the camera,it still shows the wood, not sure what's causing it.


texts: macOS flamenco worker test fails: blender_cmd […] does not exist

texts:
so I fire up the flamenco worker in test mode, it registers at the manager (yay!) and then I send a test job. Here's what comes next:

2020-04-04 15:52:23,700     INFO flamenco_worker.worker.FlamencoWorker.fetch_task Received task: 5e8890f55061d1b8b40f1217
2020-04-04 15:52:23,700     INFO flamenco_worker.worker.FlamencoWorker Task changed status to active, pushing to manager
2020-04-04 15:52:23,700     INFO flamenco_worker.worker.FlamencoWorker Updating task 5e8890f55061d1b8b40f1217 with status 'active' and activity Activity(activity='', current_command_idx=0, task_progress_percentage=0, command_progress_percentage=0, metrics={'timing': {}})
2020-04-04 15:52:23,720  WARNING flamenco_worker.commands.blender_render.(task_id=5e8890f55061d1b8b40f1217, command_idx=0) Error in settings: blender_cmd 'Volumes/Applications/Blender' does not exist
2020-04-04 15:52:23,720     INFO flamenco_worker.worker.FlamencoWorker Task changed status to failed, pushing to manager
2020-04-04 15:52:23,721     INFO flamenco_worker.worker.FlamencoWorker Updating task 5e8890f55061d1b8b40f1217 with status 'failed' and activity Activity(activity="blender_render.(task_id=5e8890f55061d1b8b40f1217, command_idx=0): Invalid settings: blender_cmd 'Volumes/Applications/Blender' does not exist", current_command_idx=0, task_progress_percentage=0, command_progress_percentage=0, metrics={'timing': {}})
2020-04-04 15:52:23,722  WARNING flamenco_worker.runner.TaskRunner Command 0 of task 5e8890f55061d1b8b40f1217 was not succesful, aborting task.
2020-04-04 15:52:23,722     INFO flamenco_worker.runner.TaskRunner Aggregated task timing info: {}
2020-04-04 15:52:23,722    ERROR flamenco_worker.worker.FlamencoWorker Task 5e8890f55061d1b8b40f1217 failed
2020-04-04 15:52:23,722     INFO flamenco_worker.upstream_update_queue.TaskUpdateQueue Pushing task update to Manager, queue size is 2
2020-04-04 15:52:23,733     INFO flamenco_worker.upstream_update_queue.TaskUpdateQueue Pushing task update to Manager, queue size is 1
2020-04-04 15:52:38,726     INFO flamenco_worker.worker.FlamencoWorker Updating task 5e8890f55061d1b8b40f1217 with status '' and activity Activity(activity='', current_command_idx=0, task_progress_percentage=0, command_progress_percentage=0, metrics={'timing': {}})
2020-04-04 15:52:38,733     INFO flamenco_worker.upstream_update_queue.TaskUpdateQueue Pushing task update to Manager, queue size is 1

I think the important part is the first warning in line 4... I've read a couple of times that this path that "blender_cmd" wants to use tends not to work, but how can I change it (I've tried editing $PATH and .profile) and is that the issue at all?


texts: Position multiple vertex to an exact location without changing shape of object

texts:
I have 3 equilateral triangles.

The red triangle is the base and then at 90 degrees I have two green other triangles.

View 1 and 2 shows this setup from two different angles.

Below I have a kite like shape that I have marked as (P) that I want to place against the two green triangles.

As you can see in image 4 ... I'm having a really hard time getting the 3 vertex's on shape P to be places exactly on the vertex's for the two green triangles.

Everything I try either changes the shape of the object .. or as I move one vertex I change the position of another vertex that I have already placed correctly.

Here's a link the file itself: enter link description here


texts: What is the most efficient way to make instance real and joined

texts:
I have a setup, a very complex instancing, I simply want to Voxel Remesh this (sculpt) but if I use Make Real for instances, it will create bazillions instances, and I don't want that. I simply need a joined mesh based on the parented dupli instances, regardles how complex, and from that single mesh, then I can use Voxel Remesh or other processing.

Any idea?


texts: Transparent objects seem to be casting black shapes in cycles render

texts:
My scene contains transparent objects that fade in but a couple of them seem to be casting black shapes depending on the camera angle.

I've attached a screenshot if anyone can help.


texts: How to copy multiple Actions to multiple objects?

texts:
Iam trying to assign "ACTION1" and "ACTION2" to several objects.

This is my current code:

def copyAnim(animObj):
    context = bpy.context
    obj = bpy.data.objects[animObj]
    obs = [o for o in bpy.data.objects if o.name.startswith("object")]
    action = obj.animation_data.action
    print(obs)

    for ob in obs:
        if ob.animation_data:
            ob.animation_data.action = action.copy()
        else:
            ob.animation_data_create()
            ob.animation_data.action = action.copy()

copyAnim('Object_Holding_ACTION1')

But here is the Problem: if i want to add another action (with
copyAnim('Object_Holding_ACTION2')
)
"ACTION1" gets overwritten.


texts: Where do my rendering artifacts come from?

texts:
When rendering I get unexpected artifacts that somewhat look like artifacts caused by double meshes (Z-depth problem).

I am using Blender Internal. The scene/meshes are not complex at all. I experimented with render settings as well as light and world settings, but the artifacts are there whatever the settings. Even when rendered without shadows or any other "extras". The only setting that seems to change the appearance of the artifacts is the tile size.

I have double checked and am sure there are no double meshes in my geometry in object level or in sub object level. The normals are facing outward as they should. The meshes are not complex and clean.

I include rendered images here.

You'll find the .blend file here:

blend file here

I use:

Windows 7 64bit
Blender 2.70
ATI Radeon HD 5000 Series graphics Card with latest driver

I have searched Blender forums and learned that my graphics card was not the best choice for Blender... but as far as I know it should work well with the Internal renderer for CPU renderings.

So what causes the artifacts? How do I know if it's the graphics card causing it? Is there anything I can do about it or do I have to buy a card more suitable for Blender?

I noteiced two detailes that may be a hint...

in perspective view the scene looks "clean", as it should, but when I change to camera view it appears messy.
I am not confident about the unit settings. I was trying to work in centimeters, so I set "metric" and a scale of 0.01. But now the camera settings look unnormal: Focal length 0.28mm, sensor size 0.4mm...


texts: How can i recreate this orange procedural texture in blender?


texts: setting two objects with same location with python API but turns out their locations are different

texts:
I have two objects - car and parking line, I want to set the car and parking line with the same location through python API.

i tried two ways

def setObjectLocation(obj, location):
    vec = mathutils.Vector((location[0], location[1], 0))
    inv = obj.matrix_world.copy()
    inv.invert()
    vec_rot = vec * inv
    obj.location =vec_rot

def setObjectLocation(obj, location):
    vec = mathutils.Vector((location[0], location[1], 0))
    obj.location =vec

setObjectLocation(car_obj, [3,3])
setObjectLocation(parking_obj,[3,3])

both doesn't work, in the first method, the parking line disappeared while in the second method, there are still some distance with the car object and parking object.

is it because the two objects 's original properties are different?


texts:
For some reason moving the hand deforms the belly:

However, there are no weights in that area, or at least none strong enough to cause the deformation I see:

This is how it appears normally (at rest position):

How would I go about fixing this? I am completely stumped.


texts: Is it possible to add modifiers dynamically with animation nodes?

texts: To add modifiers dynamically, I know that one can modify values of existing modifier via attribute output node. Can this node be used to create modifiers or does it need some sort of scripting?


texts: Bisect and mirror along normal of edge loop created

texts:
Good morning,

I have 2 spheres and I want to merge them, creating a filled face at the bisector of their intersection.

The fast way is using boolean but I would lose the regularity and I would generate high aspect ratio faces.

What I did was bisecting the top sphere (more or less at the bisector line, I don't know how to do it exactly at the middle point), and then clear inner to keep the part that I want. So far so good.

Then, I select the edge loop and switch to normal axis view. I create a custom axis with alt+space which is called FACE. I then bring in an empty axis and align it to the custom axis (FACE).

Problem begins now, when I mirror the sphere along the empty Z custom axis, I can't merge the spheres because the spheres are not aligned between them!!
See how the plain axis is not parallel to the sphere bisect line:

Any tips? I really do not know how to solve this :(


texts:
I am looking to render my project on sheep it render farm and then use the ai Denoise node, to clear up noise.
I am not sure if it is possible to use the denoiser node in the compositor because sheep it outputs png.
For me to turn up the samples would take unrealistically long, even on the render farm. And to render and denoise on my own computer is also unpractical. If anyone has a solution it would be much appreciated.


texts: Is 100,000 faces a big render? How can I reduce it?

texts: I'm making a human body. It has 70,000 faces so far, and I still have to make the face. In weight paint mode, it lags. How can I reduce this without making it look less smooth?


texts: How do I move an object using the script editor?

texts: I have looked for a while and cannot find an answer to this simple question: What code do I write to make a cube go from anywhere to anywhere? I have a spaceship that I want a player to be able to move and rotate using keys. How would I do this? Is there a simple way to make the ship move to anywhere I have not found yet?


texts: I've gone crazy to find the solution to my problem, but I can't get anything clear. I want to separate my character's body into parts so I can hide them in the Unity project I work on. But some lines appear in the cuts that I have made in the character that are also seen in Unity. I asked Unity about the subject, and one answered me, saying something about what I have to preserve the normal ones before cutting, this way the cuts will not be noticed. Is there this function or similar in blender2.8? Is there any other method?


texts: Deform bones configurations produces a bad deformed beak

texts:
yesterday I bought the addon called "re-face!" and I have completed the rigging tutorial contained inside the package using the character that I'm creating,a bird with an humanoid face. The script uses two armatures : Body_rig and Face_rig. The first one is for the body and the second is for the face. I have parented the Face_rig to CTRL_head bone,as the tutorial says. The eyes are parented to the DIF_head bone and all other TRK* bones to the CTRL_head bone. I can add more bones to the Face_rig armature,but I can't delete the default bones. If I do it,I get one error that says that the deleted bone is not present and the script does not generate the facial rig. Also,the script generates two armatures,on the first one there are the deform bones and the control bones,but on the second the deform bones disappear. Problem is that when I do the automatic weights,the beak is deformed bad. This deform bones configuration :

after the automatic weights,produce this outuput :

and this :

generates a situation like this :

as you can see,in any case,the beak is deformed very bad. How can I fix it ? thanks.


texts:
What would be the best method for making regularly spaced holes in a cylindrical mesh? Similar to the vent holes you'd see on gun barrels like these:

Without creating any n-gons, having good topology, and not excessively increasing the tri/polycount overall (this is for models that would potentially be used in a game). It would be good to know how to do this in a way that would work where the holes overlap on the x axis of the cylinder if you see what I mean, like the MG34 barrel, and where they don't, like the SMG barrel.


texts:
I tried to 3d camera track my footage in blender and my solve error was 1.1846 and I didn't think that was that bad. I set the lens to 14mm because that was the lens I was using with my Panasonic g7, I did the refine K1, K2 thing and I set three points as the floor and set one as the origin so I don't know what went wrong. I was using a Steadicam as well so I think it was pretty stable
What it looked like:
https://f.io/E6uErcMW
https://f.io/2dMnFjAf
I just started blender not long ago so it is probably something obvious lol


texts:
I have noticed that’s this topic seems to be a common theme but what ever I have seen on other questions doesn’t seem to help. My character starts in the middle with his walk cycle and using math walks perfectly, and when he restarts the cycle I just move the master bone so it mirrored the spot he was last in. He doesn’t jump or anything the issue is when viewing it on a really low frame rate you can see a slight pause. The key frames for him stopping and starting again have the same look so is the issue that the key frames need to be changed? If so how, I can’t figure out how to change them and still have the animation play!
Thanks for your help!
I had to re animate the character so his upper body is not animated!
EDIT : Here is my Blend

EDIT 2: Between these two images the character is in almost the same spot and so I think this causes the issue, I just don't know how to solve it!
I have to reset the master bone so the animation can be a cycle and not me animating over and over again. This image below shows the keyframes and the ones that double up every time is where it resets!
Thanks so much for your help again!


texts: Python - How to directly edit the polygon point order in a script ( MeshLoop)

texts:
I require a utility that will go through each quad in a mesh, and potentially change the order of the points based on custom criteria, which will essentially change how the quad is triangulated. It is for optimizing a low polygon mesh to favor quads such that the surface looks as smooth and round as possible. So it will always favor a convex surface rather than concave. I have done this in a custom solution using OBJ files, but I would like to have a script in Blender do it so I can preserve multiple UV sets, UV pins, and other data that is blender specific.

The example scripts I found refer to the mesh.polygons collection which contains indices to the mesh.loops collection, which is read-only, so I cannot edit it.

So, given all the quads in a mesh with points {A,B,C,D}, how would I edit it in a script such that the ones that meet the criteria becomes {B,C,D,A}?

p.s. Please note that the solution I require is not quite the same as faces->triangulate faces->beauty


texts: moving object based on shrinkwrap constraint with python

texts:
I have a circle object within a triangle that I have previously been moving based on a mathematical constraint like so

positions.append(get_triangle_constraints([(0,0,0),(5,0,0),(2.5,5,0)]))

where the positions array corresponds with the circles possible points.

However I want to abstract this so have been trying to create a shrinkwrap constraint based on the triangle that would allow me to remove the mathematical constraints. My question is how can I tell the positions array you see above to append only points based on the constraint? Or is there another, more optimal way to iterate through a positions array when using a shrinkwrap constraint?

Below you can see the triangle and circles I am talking about. I currently constrained the circles by using line equations from the triangles vertices but would like to use a shrinkwrap constraint in a python script. Any help would be appreciated.


texts: Blender 2.8 sometimes freezes with imported file

texts:
i work as an 3d artist with 3DS Max; and i thought to give Blender a try.

My problem started that Blender doesn't seem to have native import for IGS/IGES or other CAD files. I solved that by importing the object into 3DS Max and converting it into a OBJ file. (No big deal)

Trying to open the obj file is very slow and sometimes it seems Blender just gave up; but in the end it opens.
File size is 1.53Gb and the model has around 15.858.388 triangles.
As you can see the models i work with are quiet heavy.

But know i got my main problem; that's where my question is...
When i try to work with the model; even isolating an object; Blender sometimes freezes for a few seconds.

Am i doing something wrong?
Do i need to enable or disable some settings?
Can it be the obj file i exported?

Because everything works fine with 3DS Max; and i want to have the same experience with Blender.

I use the same PC for both programms, so i don't think it's the problem.
Intel Xeon v4 @ 2.20GHz
NVIDIA GeForce GTX 1070 Ti (MSI)
32GB RAM


texts:
I'm still very new to Blender, but I'm trying to get a custom menu up and running.
I followed the video tutorial on Blender Cookie and works great.

I'm trying to create a button that will move and object to the origin.

My code is as followed.

    row = layout.row()
    row.operator("transform.resize", text="Scale")
    row = layout.row()
    row.operator("context.active_object.location=(0,0,0)", text="Orgin")
    row = layout.row()
    row.operator("transform.translate(value=(0,0,0))", text="Orgin")

The "Scale" button works so I know something somewhat works. The other two buttons do not show up. I was trying to see what move commands work.

I tried the commands independently in the console and they work... just not in button form.


texts: Walk cycle animation not working in blender game engine

texts:
I am a bit of a noob when it comes to blender but I'm trying to make a stealth game. So far I have made a mesh character and parented him to an armature. I also made a walk animation that works perfectly in the animation tab. However, when I try to play the animation in the BGE using the logic nodes by pressing "W" my character moves forward just like how I wanted it to, but it does not play the walk animation.
I've made two walk animations named Walk and Walking.001. they're exactly the same but "Walk" prevents my character from moving and always returns the character to a specific position. I looked at many tutorials to fix this but no progress has been made.
Here is the link to my game.
If anyone can please tell me what to do so I don't come into this problem again, it would be very appreciated.


texts: When I move the bones, the mesh gets affected weirdly and I don't know what to do. I have checked that the weight painting is done correctly.


texts:
I want to create a small animation of a cloth covering a car and then getting pulled off the car.

So I was thinking about making 2 simulations.

The first one would be the cloth falling on the top of the car and the second would be the actual animation of the cloth being pulled off the car (I was thinking about pinning some vertexes and parenting some bones that I would animate moving)

I stuck at the first part as you wan see and I am having some trouble in some areas with weird artifacts.

Here is a photo of the physics settings from the hood object. Everything is default settings

I attached a blend file with the simulations appended from the original file

Also, the original file has a level 7 of subsurface but the uploaded has a level of 3, if your computer can handle it please add it to 7.


texts: Is there a hotkey to subdivide geometry?

texts:
I’ve been following this tutorial for a model, and I’m wondering if there’s any hotkey to change an extruded plane (like it was done in the video) from this:

To this:

If not, do I need to use a cube mesh and edit it?


texts: How do I apply all of my downloaded .tga textures to my model?

texts:
I've encountered an issue with my model's texture's within blender.

I was able to apply one of the TGA files by heading over to UV/Image Editor and selecting a file called Reptile_B1_Diff.tga

The file itself displays the entire model's textures. However, there are still other textures files that need to be included such as the eye ball and some kind of blue/purple body to my model as well.

But whenever I open those files containing the necessary texture, the entire model changes to the selected texture and doesn't stay with the texture that it had before.


texts:
I have shape keys that deform one part of the mesh and want to do the same on the right.

Left side of the mesh deformed, shape key active

Right side of the mesh, not deformed

Can I mirror deform_belly_b.L into deform_belly_b.R so that it does the exact same thing on the right side?


texts: How can I scale bezier points without curve anchors being affected?

texts:
I made a circle, then went into edit mode. Selected two opposing points and went to scale. I'd like to prevent the amount of curve from being affected. I just want to move points uniformly.

I hope that makes sense.

Without restricting the anchors (using the circle as an example object), if you were to scale the two opposing anchors you'd end up with a peanut shape (due to the curves also scaling). What I want is to end up with an oblong oval -- using edit mode. I know I can achieve the same effect in this case by scaling along the x or y axis in this case in object mode but I figure for more complex shapes this would not be the case.


texts: Script for export vertex in CSV dont work

texts:
I'm quite new in the blender and many things I do not understand yet.
I would like to extract the coordinates of each vertex in CSV
Well... I'm trying to use this script, but I can not make it work, supposedly copying / pasting it and pressing the "run" button should work, but there's no way.

Surely it is a very basic question, but the truth is, I have no idea.

I do not even know how to write the code correctly on this page :(
  (but I just found out ^^ )

import bpy

outputFile = 'C:/someFolder/mesh.csv'

verts = [ bpy.context.object.matrix_world * v.co for v in bpy.context.object.data.vertices ]

csvLines = [ ";".join([ str(v) for v in co ]) + "\n" for co in verts ]

f = open( outputFile, 'w' )
f.writelines( csvLines )
f.close()

It always gives the same error in line #9  :

Thanks for reading this, any help will be very grateful. A greeting!


texts: How to change one object to another with animations

texts: is it possible to replace an object  with another?Lets say I have a character who can transform.They go from one form to another,I want to do that.Change one object to another without deleting the older object and its animations.Is it possible?


texts: Sound works in Blender, but no sound in the final render

texts:
I set the video to understand Xvid, and I have a codec, but no matter what I try I can't seem to get the sound to work when it's finish rendering. It works before I render but once I render, the sound is just gone.

I've tried to change the codec and output settings, but nothing works. I think I need specific settings for this.


texts: How to align two differently rotated objects to be exactly side by side

texts:
can anyone tell me the best way to exactly align plane 2 to the side of plane 1 in this blend file. It's like they are 2x4 lumber. Imagine plane 1 is in a fixed position, and my task is to line up plane 2 exactly side by side to plane 1. I made all the locations and rotations random just to see the best way to align
plane 2 with an arbitrary location and rotation of plane 1.
Thanks for any ideas for me to try.
Here's the .blend file:


texts: How do I offset animation start in a linked blend?

texts:
I have a resource file containing a model with materials and animation tracks (NLA action strips) that I want to re-use in another Blend file.
In the resource file I created a group containing the objects I wanted to re-use (excluding a ground plane, lights, cameras etc)
In my set file, I linked the resource file group to the scene as a group instance.  I've added other objects to the scene and created additional animation tracks.
When I play back the animation, the linked object starts playing its animation track at frame zero.
I'm looking for a way to offset or stall playback of the linked files animation track in the set files timeline.  Is that possible?
If not, is there another way I could re-use my resource file objects and animation in a way that allows me to update the set file if the resource file changes?
I've attached links to files that can serve as an example in this case:

https://www.dropbox.com/s/qdkqh6fgu80hxiv/linked_ani_set_file.blend
https://www.dropbox.com/s/oh3wirvbh02znrt/linked_ani_resource_file.blend


texts:
With Object > Transform > Origin to Geometry, an object's origin is moved to its geometry's center.
How can I get this center in script?
I don't want to move its origin, I just need to get its center.


texts: Converting old python script to work in Blender 2.80

texts:
I'm trying to convert a python script to work in Blender 2.8
https://github.com/mtyka/attractor/blob/c7edbadcee826ea5d791529cfa329f2c326215ec/attractor.py

I've made the changes to line 27 to say  "blender": (2, 80, 0),

but I'm getting errors in line 384 in addon_utils.py which this file doesn't exist on my system (I have 2.79 and 2.80 snap blender Ubuntu 18.04 64bit neither have this file).

and I'm getting errors in line 1480 in attractor.py

def register():
  bpy.utils.register_module(__name__)
  bpy.types.INFO_MT_curve_add.append(menu_func)


texts:
I am very new to blender and only started in February this year and I currently got stuck with a very specific problem.

I am doing a project where I want to have bubbles inside a glass tube. I did this by creating the tube and adding an emitter inside the tube emitting spheres. Everything looks fine so far. However, some of the generated "bubbles" escape the tube. I set the tube to collision and everything, but still some of the bubble stick for example half-way through the tube.

In order to make it more clear what I mean, a simplified version of the file can be found here: https://www.dropbox.com/sh/q2hal3ll6vt47co/AACrXRq3cki0XVecXFOKEQHQa?dl=0
 (please ignore that the emitter is too long on the left site).


texts:
I have plane with glossy material and point light.

You can see the white dot in the plane as point light.

How to retain glossy plane but so that point light is not seen on the plane ?

EDIT: I have tried to modify point lamp material but lamp is still on glassy plane.


texts: How to search for object in group list? - Animation Nodes

texts:
When I have a Group Object list created from Group, sometimes this list randomly resorts itself, making the indice Get List Element useless and destroys the tree flow.

I need to isolate an object by name from the Group Object List, regardless of indice, or return the indice with the name of a certain object, and I'm not sure how to do this.

Any tips?


texts: Object particle flicker and halted dynamics

texts:
I have an object particle system that seems to work fine in the OpenGL preview animation, but the final render causes flickering and the dynamics suddenly stop. Here's a video showing the final render and the OpenGL preview right after it: https://vid.me/bUVq.

Does anyone know what might be causing this?


texts: How to read vertices of quad faces using Python API?

texts:
Preferable in object mode.

I have a mesh I know is made of quads only. I want my script to iterate through each quad and do something with the coordinates of each of the four vertices.

I have read the API documentation but I don't understand how faces are stored. I think what I want can be accomplished by looking at bpy.types.Mesh.polygons but the type MeshPolygon does not reference vertices directly, it references loops, and loops references a vertex and an edge, and edges, finally, references vertices.

For me this looks like a lot of guesswork to figure out what vertices form the polygon.

How to go from polygon to vertices?


texts: Is using maps of different sizes on the same material harmful?

texts:
I don't understand if it's an inconsistent practice, but I was wondering whether to actually use in the same shader, of the same material, the following sample maps:

Diffuse Map 4K
Bump Map 2K
Normal Map 3K
Etc..

Whereas some maps may have different aspect ratios
Does this kill anything in the shader calculation?
Can something obsolete happen in this case?
Is it bad practice for performance?


texts: How to replace objects in scene with a group instance?

texts:
This is the new group I made.Hello blender community,

Currently I have instanced a building's interior. However I need to Make a better version of each object. I have created a new group which has multiple meshes inside. I do not wish to manually place everything again.

What i wish do do is replace the simple walls in the scene with the new group "wall_LOD_00". So the simple wall acts as a scale, rotation and  position data, but gets replaced by the objects in the group. Ideally the group would be an instance.

I noticed there is an option "ctrl + L" for linking. I was able to change the object meshes data, but I am unsure how I replace an object with a group instance.

Any help would be great,
many thanks
memeseco


texts: Why is my baked normal result is so whirly and jaggy?

texts:
im trying to apply highpoly to low poly model but the result of it is:

here is the original highpoly version, how the result was suppose to look:


texts: I have a sphere and it's floating ( not on ground level). I simply want to snap it back to the ground (grid). I select 'increment' in snap option and turn on absolute grid snap. Then i move the sphere while holding ctrl (SNAP ON) , it will snap but not snapping to the ground/grid. Anyone can help ? i use Blender 2.8.2


texts:
As you can see in the image above the red area, there is a sharp corner I can't smooth out, I've tried painting it various different ways but no dice. It's like there is a ring around the mesh or something, because Its kind of the same problem on the belly.

Also before I started editing, the model was originally in pieces so I joined them together with Ctrl+J, I dunno if that's the problem.


texts: Is there any way to change viewport preview pass through script?

texts:
I have mastering blender, but i'm absolutely beginner in python or blender script.
i just can use the script trough copy from the "Info" area then paste to "Text Editor"
then Run it.
but i get confused to change preview passes trough script
the line from the "Info" (when i switch the passes) is
bpy.data.screens["Scripting"].(null) = 'NORMAL'

i copy and paste to the editor, so like this
import bpy
bpy.data.screens["Scripting"].(null) = 'NORMAL'

and the script won't run, its get invalid syntax
any help will be appreciated
thank you


texts:
I need to create a sphere, which emits lights, which affect to other objects.
But the problem is: i need sphere to look like on the picture - center is always with one color and edges are glowing with another.
And this should not affect color of light.

I'm very new to Blender. I understood how to emit light that affects other objects. But it's white.

The important note is: it must be fully exportable, because i'm going to use it in another engine.

Sorry for any mistakes in sentences, please.


texts: Manual bevelling works, but not the one limited by a Vertex Group

texts:
I try to bevel all the edges visible on the following picture. I select an edge and press Ctrl + G and then choose Assign to Active Group (which is named 2mmBevel). As can be seen on the picture I limit Bevel to this Vertex Group.

The problem is that it doesn't work. It did work that way for those edges that can be seen bevelled. Sometimes it worked for single edges. Sometimes I had to select several edges and assign them to Active Group together, they refused to get bevelled separately.
Anyway for this particular selected edge - once I add it to the Active Group - all other bevels disappear, like this:

The strange thing is, that when I try to bevel this edge manually it works:

What is the problem here? How can I bevel the remaining edges?


texts: Way to control mesh volume for character animation

texts:
My problem is best expressed in example:

On a character, when the arm bends it tend's to self-intersect, instead of working like a muscle and, expanding and, stretching while retaining its original volume. What really happens is the faces from the top of the arm's of mesh clip through the bottom when fully bent.

No matter how I apply the heat map/weight paint, I cannot seem to prevent this from happening.

I did some research currently, Blender uses a standard heat map as the basis for its weight painting, from particle maps to character bones to verts.

Is there a way to apply a quaternion/dual quaternion, or and implicit skinning method?
These methods would help a lot in retaining the appearance of volume under compression and would solve issues with large characters and muscle flexing?

The Video Link Here  was presented as at Siggraph years ago and, explains the issue a lot better than I can, but I would love to see some solution like this in Blender if there isn't already and I am just oblivious. Any help is much appreciated.


texts: Problem with sharp edges after subdivision surface modifier

texts:
everybody. I I'm newbie in Blender(obviously=) )
I still got sharp edges after subdivision surface modifier.

New "smooth" surface (2) kinda attached to some vertices (1) of the mesh, creating ugly vertical edge.
Upper part of lightbulb (which was used to creat the lower by "E", RMB, P) have no such problems. There is no double vertices and no Ngons. I've added few horizontal loopcuts(ctrl+R) to sharpen horizontal edges of the mesh, but thats all. I did nothing to vertical edges.  Please help me. This  question drives me crasy. Thanks in advance.


texts: Does Blender 2.8 beta support the new gtx1660

texts:
I'm thinking about buying a new PC with the recently released gtx 1660, so I want to know that is the 1660 can be used for blender 2.8 beta rendering, did anybody try it yet.

I'm a newbie in blender, so I'm sorry if this question sound stupid but I've heard that newly released GPU can have some problem with kernel (which I have no idea what it means)


texts:
Im using the OpenDentalCAD plugin. I am trying to automate the whole process ( or as far as it's possible) to create a splint. There is the function to blockout the model. It works great, the only thing is:
The code in the plugin uses the bpy.context - data, which is not quite useful for scripting as the Bblockout operation takes its data from the 3D View, e.g. you have to set the viewpoint the top of the model. So whenever I try to run blockout from the console in "Scripting" view it gives an error, that the text_space has no 3d-Region(obviously. In the end it's the wrong space). Is there some way to pretend that bpy.context is the 3D View? Or to to force OpenDentalCAD to see the 3D-View as its context?
Thanks in advance


texts:
How would I go about animating the modeling process of a model? I can keyframe location, rotation, materials, etc. just fine, but not deleting faces from the model or modifiers as they are used, or hiding faces. What would be the best way to approach this?

To be clear, what I am wanting to do is animate the transformation of an object from a primitive to a complete model smoothly. A picture of a simple model as an example is below, I'd like to animate the entire process with each detail between steps 1-6 (scaling, deleting faces, modifiers being added and applied) and visible to the camera.


texts: Minecraft Animation: My grass has black texture after render. How Do I Fix?

texts: For some reason when i render my scene in Blender my minecraft grass texture has a black background, not all the grass has the black background but most do and it is an annoyance. I just want to know how to fix it. I didn't change any settings, and I can't seem to find a solution anywhere after googling for an hour. There is a video how ever it is using Blender Render, and I am using Cycles.


texts: Blender 2.8 Eevee transparent BSDF leaving extruded text unfaced

texts:
I'm trying an animation in Blender 2.8 (most current release as of 20 Jun 19, although the last couple of releases also do this) which fades up pre-extruded text part way through; I'm running Transparent BSDF and Principled BSDF* nodes through a Mixer node and keyframing the Mixer fac setting to adjust transparency. The text is extruded using the Text Geometry Extrude setting.

Using Eevee, I'm finding that, while the extruded sides of the text are fine, the front face is missing; when viewed from the reverse, the rear face is missing, however Fill Mode is set to Both.
The effect is not present in Cycles. (No, I don't want to wait for 160-odd frames to render under Cycles!)

Any ideas, please, if this is a 2.8/Eevee problem and/or if there is a way to get around the difficulty? (Apart from rendering in Cycles, of course).

*Diffuse BSDF also has the same problem.


texts: Brush looks blocky/low resolution when painting textures (Pic included)

texts:
I'm sure this is something silly I'm doing wrong here but I can't find a solution at all. My texture is 2048x2048 and I'm trying to paint details on it.

When I draw the brush looks blocky/pixelated though. The stroke looks like it has a low resolution. The smaller the radius the worse it looks and painting side to side looks better than when painting up and down.

Here is a picture:

If someone could try to help me out here, that would be great.


texts: What's the difference between addons, plugins and builds?

texts: These words are often used in reference to new features that aren't in blender by default, but are they all the same thing?


texts: Is it possible to have an object ignore a certain light source but still be affected by others?

texts:
I want to create an effect on a character where their skin and clothing are effected by two different light sources. The clothing should only reflect a bright bounce light, but have the skin should not be affected by this light source.

In the example image I have two objects a cube, a sphere and three emission  lights . I want the two white lights to hit both objects, and I need the purple light to hit and reflect off of the sphere, but ignore the cube entirely (no reflections).

Someone suggested to composite the layers together, it works... but this is very impractical and cumbersome because it forces the background to be transparent and it will be a pain to try and layer together a more complex scene, especially if its animated which is what I want this effect for.

I know you can have objects ignore shadows and all kinds of other things so im hoping someone knows how to get an object to ignore light with a few settings.


texts:
i'm trying to morph between a regular sphere and a 'head', but i want to ask, when i sculpt the sphere there are added polygons? i'm trying to use the modifiers Shrinkwrap but it does seems to not work perfectly.

Can someone help me with this? or even suggest me a better option to morph between two shapes (it's a sphere and a literal sphere with face with simple features)


texts: Texture transparency problem when exporting collada file

texts:
I seem to be having problems with my dae objects. I have some space farms and the transparency on the glass is just made using a texture. It looks fine when rendered in blender:

But it's for an iOS game and when the developer puts a piece in, the glass does a strange flickering thing and doesn't show the transparency at some angles. I thought it might be something to do with Xcode but when I move around the dae object in my finder it does a similar thing.

I'm wondering if anyone has an idea what the problem could be? Alternatively, a better way to make and export something like this? It doesn't need to look like actual glass (although I guess that would be nice!) but we want it so we can see the plants. I'm terrible at explaining things so I hope that makes sense. Thank you for any help!

Edit: Updated to Blender 2.8 (wow what a change!) and recreated what I was trying to do. It solves the flickering problem but now the glass only shows through on one side where previously you could see all the way round.
Here's how it looks now:

I've read that planes are double sided as standard now and I haven't set backward culling. I'm very new to using nodes to texture my objects and this is what I've done to create the transparency:

I have no idea if that's the right or wrong way to set up these things. As with before, it looks fine when rendered but not what I need it to be when exported. If anyone could help me that would be fantastic. It seems like something that should be an easy fix but I've struggling with it for days.

Edit 2: Still desperately looking for help! I cheated a little bit and added an extra plane which solved the problem I was having before. It basically means as one bit disappears the other shows through. Not an ideal situation but it's not obvious in the game.

I forgot that some of them will have door like features when attached to different objects and that basically brings up a problem of it not being visible at certain angles again and I'm basically back to square one, it's looking like I'm going to have to leave them out of the game :(


texts: How to lock camera to Follow automatically and rotate only on command without scripts, empties

texts:
I see a lot of people being suggest scripts or using as empty or track object (constraint), but the problem with Blender is it follows everything the object its a Child to (when object moves that is fine, but if the object rotates the camera rotates too).

The only thing I haven't tried is making the camera Parent, so that way the object moves with camera, but that means I have to move the camera to move the object.


texts:
Is it possible to bevel a flat surface using the bevel tool?

Here is my object (a simple ramp):

and I want to curve this ramp object but the bevel tool doesn't work on flat surfaces:

[ the bevel tool only create new edges without curves :( ]

The way that I make the curve on the other object has no accurate measurements:

I set the edge bevel weight that be used in bevel modifier;
Configure the bevel modifier;
I try to position the edge in the exact centre making the other
adjacent edges the same length.

So, I wanted to use the bevel modifier to avoid manually manipulating the edge position, because I can't position it perfectly.


texts: Particle emitter not displaying during rendering

texts:
I am trying to create a donut by following Blender Guru on youtube. The render was working fine but suddenly the icing of the donut is has become invisible.

While modelling:

After rendering:

Can somebody please help me find a solution?
I am using blender 2.81a

file:


texts:
I tried transparent overlay image of eye on my eye surgery video on the VLC media. Of course the image was stationery and the eye in video was mobile .Can I make a 2D or 3D image overlay on the video where the image of eye which corresponds to the eye in the video and constantly keeps overlapped exactly on the underlying video ? I am an Eye surgeon by profession but like to develop things which help me serve my patients better. Thank you in advance .
Dr Dharmesh Bhuptani


texts: I am new to blender. I tried to build a skull based on blender cloud character tutorial and in one step it asked to add boolean modifier. So I did. And the this appeared: the skull, mask and optimised display disabled. And when I want to add dyntopo it says vertex data detected. And when I want to smooth the skull it only allows me to do it on quoad and not on cylinder. How I should fix that?


texts: When I rotate an object with CTRL pressed, it rotates with 5 degree step. Can I change it so that it skips 15 degrees instead?


texts: How do I set up a driver that will be effected by an object location and also changes based on that location

texts:
So I want to a driver that will animate a shape key as another object moves along the y axis. But at a certain point, lets say past 6 units, I want the shape key to decrease instead.
How could I do this?


texts: How Would You Put A Transition Into The Blender VIdeo Editor?

texts:
I created a transition in Blender. I tested it on OBS to see if it actually works. So, when I put it in the Blender video editor, it isn't transparent.* What should I do to make it transparent in the video editor?
*I am using a different video editor than Blender, but I would like to eventually switch. The same thing happened in the other video editor, it isn't transparent. Also, I am new to Blender, so I almost have no clue what I'm doing. (Even though I have had Blender since November of 2020, I haven't used it since.)


texts:
I'm using the default World Sky texture settings for my scene. There's a dark bluish rectangle positioned at the middle of the sky texture when rendered as compared to its appearance in the 3D viewport.

How do I fix the issue?


texts: Fluid simulation render works in viewport, but fluid is missing in image render

texts:
Fluid Simulation render works in viewport, but will not render the same.
The viewport produces the image I am trying to capture, but whenever I try to render an image, the fluid is missing. All the objects are visible to both the viewport and render engine.


texts: select the same vertices on view port and UV editor without selection sync? - python

texts:
I want to select some vertices on object and select the same vertices on the Image/UV editor but without the 'selection syn'c as it selects undesired vertices.

I wrote this script but unfortunately it does not return any UV vertices coordinates.

import bpy
import bmesh

obj = bpy.context.active_object
me = obj.data
bm = bmesh.from_edit_mesh(me)
uv_layer = bm.loops.layers.uv.verify()
bm.faces.layers.tex.verify()

bpy.context.scene.tool_settings.use_uv_select_sync = False

for f in bm.faces:
    f.verts[0].select = True
    f.verts[1].select = True

    for l in f.loops:
        luv = l[uv_layer]
        if luv.select:
            print(luv.uv)

bmesh.update_edit_mesh(me)

Thanks in advance


texts: How to handle distortion at the poles of a UV sphere?

texts: I've been working on this helmet today just messing around, completely new to blender. I used a UV sphere to achieve the shape but its lead to an issue I don't know how to fix. I've tried cutting it, smoothing it, adding subdivisions and nothing has removed this. Any help would be appreciated.


texts: How is convergance plane distance used in side-by-side stereo 3D?

texts:
I found that the convergence plane distance is extremely important to Anaglyph 3D rendering, in terms of how the result looks.  However, I created this blend file at pasteall in order test it for google cardboard, and I rendered the file in side-by-side mode (be warned it will still preview in anaglyph mode) and it appears to have very very little effect on the result.

As you can see there are keyframes placed on the plane; render it as a video with blender render.

How, exactly, and I supposed to use this plane for normal color side-by-side rendering?  Thanks in advance.


texts: why is the mapping on my texture not square?

texts:
I have watched a video on youtube (https://www.youtube.com/watch?v=tbcQBgHh5NE) on how to create a can with texture.

The problem occurs when I will add the texture I have found.

the first problem can be seen in the first picture where I get a textured mesh which is not all square as it is in the video? why does mine have edges on the top?

the second problem can be seen on picture two where you can see that the texture on the can is almost all black/dark? it does not look like how the texture is supposed to look like.

I hope someone can help me with my problem.
enter image description here


texts:
Weird wireframe display on viewport when in camera (or certain angle maybe)

It happens with a certain camera, but it is not like this in perspective view, and I do not think this is overlapping vertices.

May I know what might solve this? I need to show this to my school's presentation and I want my wireframe in my OpenGL render to look clean.


texts: How can I select multiple keyframes and add rotation to all of them at once?


texts:
When I render a single image in Blender 2.83 with eevee or cycle it does it without any problem

But when i render an animation with eevee either in png (frame by frame) or in matroska (mp4) the result is always gray.
the colors of the letters on the right side move using
AnimAll add-on, I don't know if this has anything to do with it.


texts: Trying to change modifier properties through script

texts:
There are plenty of questions on here asking how to add a new modifier to an object or objects. I am looking to change the properties of an existing modifier on an object. The following text is what I have came up with as an attempt that has failed.

import bpy

obj =  bpy.context.object

modifier = obj.modifier(name="Array", type='ARRAY')

modifier.constant_offset_displace[0] = 1.6


texts: Trying to finish a blend-file before the 20th for my daughter

texts:
So, I've followed all the tutorials that I can find, and as straight forward as it seems, it just ain't. I load the template, I change the text, I set the output file, go to render and it starts, everything looks great and it renders up to 99% in about 3 mins then just closes itself and doesn't leave a file. I'm dying to get this done before the 30th as it's for her birthday and she's obsessed with 20th c-fox.
I'm running a 78702gb with an a10 7850k & 12gb 1600mhz ram, Blender 2.79a win32. I downloaded the template from this youtube tutorial and have tried several others, I've tried image formats as well as different video formats to render to, it just keeps closing and creating a blank file (0bytes) - here's the temp I changed
Blend file: https://filebin.net/kd29v2vc5k5hol2f
Test with Blender 2.92
Render works without compositing in Eevee and Cycles:

Blender always crashes in Eevee and Cycles when these nodes are used for compositing. After deletion and recreation of the node setup Blender works fine. The recreated Composite node looks different.


texts: How to get a correct natural illuminance while preserving the physics correctness of the lights

texts:
I read Cycles sun is physically correct (radiant flux at sea-level is 1050 W/m² according to this source).

With a clear sky luminous efficacy of 100 lm/W, this should, with the support of a World surface texture, lead to the expected 110-120 klx global illuminance.

However on the images the indoor scene is very dark, and the rendering noisy (in spite of using two light portals):

The scene is using Blender units, openings are 2 units high. Switching to SI units doesn't improve. In addition a large portion of the color values is nearly unused (5 pixels only in the upper quarter of the histogram):

Question 1: What can explain this relatively low brightness indoor, compared to a real room.

Source: www.apartmentsapart.com

Did I miss something in the use of the sun and environment lighting?

Question 2: Previously I solved this by adding lights, outdoor or indoor, but this leaves a visible effect on the walls (brightness that can't come from the sun; natural shadows weakened or lost, etc). Is it possible to prevent this from happening. How is this dealt with usually?

Additional questions, in case someone wants to shed more light on the topic:

Is there a mean to measure the final illuminance of a given area?
How does Blender compensate for different dynamic ranges. Does it adjust the sensitivity of its renderer (like adjusting the pupil of an eye, or changing the ISO number of a sensor)? Is there a way to influence this setting? Should it be used?


texts: Dynamically assign a value to game property

texts:
I am trying to make a weapon sight Dynamically scale depending on how far away the target is.

                                   Desired effect

However right now it does not scale. the sight stays the same because there the distance property does not change.

(the action it plays is simply an animation of the sight scaling with frame 1 really big and frame 100 very small)

Logic setup for sight.

The sight is on an overlay scene.
I already have a ray being cast from the camera and a script to move an empty to the hit position of the ray. The guns then tracks to that empty so it will always fire to the center of the screen. However the problem occurs when I try to get the distance between the world position of the camera, and the world position of the empty and assign it to the property Distance.

My question is this:

How can I get the distance between the camera's world position  and the empty's world position and assign that value to a game property?


texts:
Trying to keep track of the updates to all the great, user-developed add-ons is fairly frustrating (at least for me). Is there currently a centralized resource where all these amazing add-ons are kept and updated in one location?

If there isn't such a resource, would it be possible to have blender query the collection of installed add-ins and then iterate through on-line references looking at version #'s for add-ins?

Since, as far as I know, it hasn't been done...I have to ask if there are any major flaws in the concept. Of course, in my dream scenario, there would be a "voting" front-end that would allow users to see what the most popular and useful add-ons are and where you don't have to read pages (and pages) of threads.


texts: Blender 2.8 and Caustics in YafaRay and POV

texts:
Hello dear Blenderheads,

It's a very technical problem here:

I'm working on a project and I need Caustics

Looks like it's very hard to obtain good Caustics in Cycles due to the nature of the rendering engine, so I'm looking for other renderers to fake a "Caustics Pass" and then composite all together with the rest of my scene

There are tutorials around the web that show how to render Caustics in YafaRay, and I like the idea but before I install YafaRay, Python and Addons on my Windows workstation, I'd like to be sure YafaRay and its Plugin are compatible with Blender 2.8x, 'cause can't find information about this

In case of YafaRay and 2.8x don't go very well together, is it a viable solution to use Persist Of Vision? The plugin is available in the Addons

Can i render animations with Yafaray of POV?

Any help is much appreciated...


texts:
I am trying to place my cameras generated, on the scene. Instead it is being placed on the origin. I am stuck here and need guidance as to how to place on the scene in 4 different locations on the scene.

for i in range(4):

    name = "Camera"

    # create camera data
    cam_data = bpy.data.cameras.new("{}.{:03d}".format(name, i))

    # create object camera data and insert the camera data
    cam_ob = bpy.data.objects.new("{}{:03d}".format(name, i), cam_data)

    # link into scene
    bpy.context.scene.objects.link(cam_ob)

bpy.context.scene.update()


texts: Photogrammetry model turns matte black after adding modifiers after using sculpt tool

texts:
My Photogrammetry model turns matte black after I have been in sculpt mode and then try to add a Modifier (Remesh). I cannot get my texture back on my model once this has happened. This fault has never occurred before so I have no idea why it is happening now.
If I avoid using the sculpt tool but directly use Modifiers, there is no issue. However, I will have a stack of .blend files by the end of finishing one model if I need to keep saving a .blend and open up a new to keep working on my progression. Has anyone encountered this before? Blender version 2.82.7.


texts: I want to make an object be affected by specific light sources. How can I make that happen? From what I've read, older Blender versions have it laid out in the Materials and Render Layers tabs.


texts: What is a "fluid particle" and what is it useful for?

texts:
The Blender reference manual talks about a fluid type called "particle".

Does anyone know what they are useful for?

Other fluid types like: fluid obstacle, fluid inflow, fluid outflow, are explained nicely.
But I'm having trouble visualizing the use of the type "particle"


texts:
I am making a new animation for a company, based on their previous version that I have received. The previous version is at some arbitrary scale, but since I am updating and adding geometry (new product) it would be nice to have the scene to scale. (1 blender unit = 1m) Just resizing everything is not enough, as some objects pop back in place & size due to animation keyframes.

Is there an easy way to scale the whole scene, including camera animation, textures etc. so that I can work on it "to scale"?


texts: Backed-up Projects just show as default start-up file

texts:
I have these backup files on an internal SSD in my old computer, and they open up just fine. I transferred these files to an external drive on my new computer.
This external drive is a network drive, however when I attempt to open my projects from my old computer, they just show as the default start-up cube.
Nothing is there though the project names are correct and my texture files are there in the folder — basically I'm at a loss as to why it doesn't work correctly but am guessing it has something to do with absolute/relative paths?
I'm using Blender 2.68a.


texts:
I'm testing my door and saw a problem. as you see on the image you see that my object is normal in edit mode/object mode

But when I press P a part of that object is invisible, how is this possible? Can someone help please


texts: I have made the face and i want to shrinkwrap the eyes on the face. I have tried all the options in the shrinkwrap but did not get success. I tried the project option but fail to shrinkwrap on the face. Any suggestion or help thanks


texts: Background image doesn't show up in render

texts:
If I try to render a background image, the image doesn't show up. I use blender version 2.75a. I used the composite approach:

So, Render layer, image input, alphaOver and composite output, there are many tutorials showing this approach, but is doesn't work in my case.

Note that I see my background image and 3d object in camera persp.

Any suggestions? Thanks in advance.


texts: Weird Mesh/UV problem cant seem to fix it

texts:
I have a model of a Opel Blitz: Maultier and im facing a problem, the meshes or something seem to be duplicated or somehow bugging in a weird way. Quick clip: Video

Same problem in 3ds Max 2020, if somebody wants the files i can provide them if needed.

i already tried to remove materials and i tried to see if i can do something with the meshes but no luck.. didn't find a way. These weird spots appear and when i remove it the second material it seems to be fixed but its not because when i check in 3ds max it still breaks.

In blender i can see this:

Download: Link


texts:
While looking at a tutorial on the Anisotropic shader I got stuck. The controls it tells me to use are nowhere to be found.

One of the first things is tells me to do is to add an hdr file for some lighting. In the video when he has the World tab selected there is an option called Surface and within that there is a Color option but it's not there, and also isn't there for materials!

Did these things move to a hidden location between 2.65 (when the tutorial was written) and 2.74? Might I be in some mode that causes that option to be missing?

This is the tutorial I got stuck on: http://www.blenderguru.com/tutorials/an-introduction-to-anisotropic-shading/

Any pointers to good resources for beginners would be great as would any ideas on what stupid mistake I'm making. I didn't bother making the sauce pan in the tutorial instead just going with the cube you get by default but I don't think that would cause this issue.


texts: How to make a circular array using offset object as center?

texts:
We know that the there is an Object Offset option for Array modifier, but when trying to make a circular array with that offset object as the center of the array circle, it always doesn't behave quite like what's expected. So how to make a nice and controllable circular array?

P.S.: There is an old trick on CGCookie about moving the object's origin. I wonder if there is any way to do this without changing the location of the origin. :)


texts:
I got a little robot I’m making for a game in Unity. I’m not too good at using physics in Blender, I understand this is probably something super simple, but how would I go about making his antenna bob back and forth while still staying attached to his head? This is what his antenna looks like, unfinished.

I kinda just want it to wave back and forth as he walks, not a baked animation, I want it to move dynamically. Would I use a soft body for the antenna? But then how do I bake the physics for Unity?
Sorry for the noob question, I'm evidently terrible at rigging...
Thanks in advance


texts: Strange lines appearing when render Anisotropic BSDF

texts:
I'm trying to render a steel plate with the Anistoropic BSDF. I would like to have curved reflections as it happens in pans or pots (for cooking). Instead, when I render, I get this strange straight lines appearing on the plate surface, and I cannot get rid of them. As a source light I'm using two planes with emmision. Here are images of the case (with the plate nodes) and of the rendered image. I don't know it this can help, but it was created with FreeCAD. May be it can be related with the problem.

Here is the link to the blender file

Thanks all for you help.

David


texts:
Why does this happen when I cut off the top of a cylinder?
When I turn it around, it will only show the texture from the front.

How can I get it right? Is it because it doesn't have an UV on the inside? How can I get this best?


texts: Connecting A Node Group Between Principled and Output Shaders With Python

texts:
I am aware I could do

material_output = bpy.data.materials[bpy.context.active_object.active_material.name].node_tree.nodes.get('Material Output')
    material_output.location = (600,400)
    principled_node = bpy.data.materials[bpy.context.active_object.active_material.name].node_tree.nodes.get('Principled BSDF')
    principled_node.location = (100,400)

    link = bpy.data.materials[bpy.context.active_object.active_material.name].node_tree.links.new

    link(principled_node.outputs[0], dust_node.inputs[0])
    link(dust_node.outputs[0], material_output.inputs[0])

But I want the node group to connect between the shader output and the main output, regardless of what the final shader is - Whether it be mix or principled, I just want it to connect between that last connection.

Is this possible?


texts:
How would I achieve this low poly water effect using cycles?

But the closest I've gotten would be this:


texts: How to control how a loop-cut will work?

texts:
I have been trying to learn the basics of Blender and am slowly getting how it works. But for this project I am trying to make a basic room with a door one end and a fireplace in another wall.

So far, I've make a floor from a cube, then loop-cut around the edges and extruded upwards for walls. But when I want to loop cut to make the fireplace it is cutting all around the floor as well, its this the only way to do it since its all "one piece"? (pic below)

The reason I ask as this as some more important implications to how I work , just before I started this, I had to quit another one I made because I tried to make the floor and then extrude each wall one after the other. When I did this after i got to the 3rd wall the loop-cut was only cutting thru half the floor and seemed to take a strange route so I just quit and started over.
(note: on the one I quit, I had been joining the edges together also using ALT-M)

Heres the pick which i think illustrates what Im trying to say ( I only want to cut the wall (but of course it needs to cut thru both front and back of the wall cube):


texts: Why camera's matrix exported to alembic has swapped axis?

texts:
I'm working on software which loads .abc files exported from blender. Yesterday I noticed strange thing: exported camera which is placed in (0, 0, 0) without any translation, rotation and scale doesn't have diagonal matrix. When I import it and read transformation matrix it looks like this:

Exported mesh with same transformation has diagonal matrix with 1. As you can see Y and Z are swapped and one column is multiplied by -1. When I import this abc in Maya I can see in properties this swap and multiplication by -1 but it looks like camera is pointing correctly. Blender handles import properly because after importing this abc rotations are correct.
Why does it happen only with camera and not with other objects?


texts:
I used sculpting on a plane, and things looks great. However, when I press P to play, the whole ground become a mess. I can see through it in various places, and there are also nasty looking black edges everywhere.

another problem, I made a UV Sphere to display the sky, but when I press , P to play it disappears!


texts: VSE how to transition from one video strip to another with effect like turning (flipping) page?

texts:
I would like to setup a video transition that looks like if you were turning a book page (with the current strip image) so that the new video strip appears after page is turned.

Is there a way to do this transition in BLENDER VSE?


texts: How do I find global rotation values of a child object?

texts:
Object1 is a child of Object2. I rotated Object2 thus rotating Object1. In the Transform section of the N panel Rotation values of Object1 are 0,0,0. How do I get global values of rotation of Object1 related to world?

This may seem trivial when you have only 2 objects, but actually I have a chain of child-parent relations, each one rotated by some degree. Calculating this by hand would take ages.

I need to align rotation of the object that is not part of this child-parent chain with the object that is.


texts: I have tried multiple tutorials online, and followed them exactly but each time I check off 'Mirror' in my material the render looks like this, instead of being shiny. After 5 hours of trying everything I could imagine I am stuck.


texts:
i am making a chair and i find there black uniteractable lines
they are quite annoying, i want to know how to remove them/hide them so i can continue
(entire screen)

modifier tab
(modifier tab)


texts: Create a new UV map but move the textures with the polygons?

texts:
I've imported an object from an 3d data capture program in Blender, which came with an automatically generated UV Map. I'd like to create a new (more sensible) UV map based on the cleaned-up geometry, but keep the model looking the same (so the polygon-to-pixel-colour mapping is consistent).

Is this at all possible to achieve?


texts:
I'm finally working with Eevee in Blender 2.8 beta and initially I was so blown away at how high powered it was, thinking to myself "is this the end of waiting a whole week to render 1 minute of footage in Cycles?", but of course there is a catch that comes with not using light ray tracing for rendering. When testing a glass refraction material with some chromatic aberration between the two engines I ended up with completely different results:

Cycles

Eevee

As you can see Cycles does the proper glass refraction, but is littered with pixelated fireflies while Eevee looks smooth and pretty but has a completely inaccurate refraction that doesn't even show any of the backside edges.

So that leaves me with two questions:

How to have Eevee render with proper glass refraction / light ray tracing for glass and liquid materials
How to render glass in Cycles so that it ends up smoother and not so pixelated and fuzzy

Ultimately I want the smoothness of the Eevee render with the realistic refraction of Cycles. I appreciate answers for either engine since I will likely be using both depending on the situation.


texts:
I want to animate an engine and want to make the piston move on the z axis like a sine wave, with the frequency depending on the position of a plane on the x axis, like this: sin("location of the plane"*100*"current frame") e.g. at frame 50 and the plane being at 2 on the x axis, the piston will be at z=sin(2*100*50)=sin(10000)=~-0.305

Can i do that? If yes, then how?


texts: How can I get the Total Face Area of multiple meshes?

texts:
In edit mode, there's an overlay option to measure the face area of selected meshes. The problem is when selecting multiple meshes you get the individual face areas for each mesh.

What I'm looking for is a way to sum all face areas to get the total face area.


texts: Tracking points move when reopening file

texts:
I tracked several points on a video and ensured they stayed fixed on the features which I wanted tracked. After saving and reopening the project the markers jump around and are often tens of pixels away from the tracked feature.

Why is this happening and what can I do to fix it?

I'm using Blender 2.79 and the video is MP4 (H.264)


texts: Why do I get a type error when trying to name a newly created object?

texts:
From a script, I create a bunch of circles with bpy.ops.mesh.primitive_circle_add() and I need to name the newly created object. But I get a Type error message at the circle.name line:

  TypeError: bpy_struct: item.attr = val: Object.name expected an int type, not str

 def makecircle(uid, id, ring, rad, vert, sthick, origin):
    bpy.ops.mesh.primitive_circle_add(
        radius = rad,
        vertices = vert,
        location = origin,
        rotation = (0,0,1.5707/2))
    circle = bpy.context.object

    bpy.types.Object.time = bpy.props.FloatProperty(name="Time")
    bpy.types.Object.duration = bpy.props.FloatProperty(name="Duration")
    bpy.types.Object.pause = bpy.props.FloatProperty(name="Pause")
    bpy.types.Object.interval = bpy.props.FloatProperty(name="Interval")
    bpy.types.Object.target_rotation = bpy.props.FloatVectorProperty(name="Target Rotation")
    bpy.types.Object.ring = bpy.props.IntProperty(name="Ring")
    bpy.types.Object.event = bpy.props.IntProperty(name="Event")
    bpy.types.Object.uid = bpy.props.IntProperty(name="Uid")

    circle.name = "Tile" + str(ring) + "." + str(id)

When all is done I would expect the objects to be named on the pattern "Tile0.0, Tile0.1, ...".

Why won't Blender let me give the objects a name?


texts: Subsurface making different shape to the mesh

texts:
I have made a crack shape mesh. I want to make that crack wrap around the sphere. I Need to add subsurface modifier a curve and shrinkwrap modifier. The problem is getting when i add subsurface modifier the surface getting odd shape from the original. Any suggestion or help Thanks

Original Shape

After adding subsurface modifier


texts: I have a u shape and i want that 2 vertex join and make a arc. In the image i have shown the u shape black color and red color arc. Can we join the 2 green color pointed vertex and make a arc. Any method to join them and make a arc quick and simple


texts:
I have made a corridor with smooth edges. The model has autosmooth aplied (30 degrees) and for som reason when I render it, the auto smooth is not visible.
Viewport:

Render:


texts:
I am trying to create a simple python script that will spin an edge around a parallel axis to create part of a cylinder. The script should be executed in batch and do the following:

Copy an empty template to a new file
Open the new file
Create the geoemtry
Save the file

So far I have the following script:

import bpy
import shutil

shutil.copyfile("./temp/template.blend", "./temp/myfile.blend")

bpy.ops.wm.open_mainfile(filepath="./temp/myfile.blend")

# Create the geometry
coord1 = (1.0, 0.0, 0.0)
coord2 = (1.0, 0.0, 1.0)

Verts = [coord1, coord2]
Edges = [[0,1]]

mesh = bpy.data.meshes.new("Mesh 1")
mesh.from_pydata(Verts, Edges, [])
mesh.update()

# bpy.ops.mesh.spin(steps=9, dupli=False, degrees=90.0, center=(0.0, 0.0, 0.0), axis=(0.0, 0.0, 1.0))

# Create object
obj = bpy.data.objects.new("Object 1", mesh)
obj.data = mesh

# Link object to scene
scene = bpy.context.scene
scene.objects.link(obj)
obj.select = True

# Save the file
bpy.ops.wm.save_mainfile(filepath="./temp/myfile.blend")

Which is run from the command line with:

blender -b --python temp/test.py

This works OK, but when I try to spin the edge with bpy.ops.mesh.spin (commented out above) then I have an error:

RuntimeError: Operator bpy.ops.mesh.spin.poll() failed, context is incorrect

I understand that I need to be in the 3DView context, but how can I achieve this from python?

Any help is much appreciated.

EDIT

So finally after a bit of digging the following code worked for me. Note that the API docs for the spin also refer to a keyword argument "degrees" which does not work. Using "angle" in radians seems to do the trick.

import bpy
import shutil

shutil.copyfile("template.blend", "myfile.blend")

bpy.ops.wm.open_mainfile(filepath="myfile.blend")

# Create the geometry
coord1 = (1.0, 0.0, 0.0)
coord2 = (1.0, 0.0, 1.0)

Verts = [coord1, coord2]
Edges = [[0,1]]

mesh = bpy.data.meshes.new("Mesh 1")
mesh.from_pydata(Verts, Edges, [])
mesh.update()

# Create object
obj = bpy.data.objects.new("Object 1", mesh)
obj.data = mesh

# Link object to scene
scene = bpy.context.scene
scene.objects.link(obj)
scene.objects.active = obj

# Enter edit mode
bpy.ops.object.mode_set(mode='EDIT', toggle=False)

# Set correct context for spin
for window in bpy.context.window_manager.windows:
    screen = window.screen
    for area in screen.areas:
        if area.type == 'VIEW_3D':
            override = {'window': window, 'screen': screen, 'area': area}
            bpy.ops.mesh.spin(override, steps=30, dupli=False, angle=1.0*3.14, center=(0.0, 0.0, 0.0), axis=(0.0, 0.0, 1.0))
            break

# Save the file
bpy.ops.wm.save_mainfile(filepath="myfile.blend")


texts: Is there a way to avoid overlapping or intersection for randomly distributed objects with Animation Nodes?

texts:
I distrubuted objects with instancer and the loop function see below:

As we can see the problem is they are overlapping occasionally. Of course, the more object I distribute the more likely they overlap. My first idea was to use the Intersect Plane Plane node but I didn't know how to incorporate it into the graph. To avoid overlapping we should also measure distance between objects to limit the calculations (only adjacent objects matters) because otherwise the node graph could be very slow. So the soulution might be very comlex.

The current graph can be seen below:


texts: Array object does not placed on the wanted location?

texts:
I just learned to use blender. I wanted to make an array rotation, and I learned that you have to place empty on the scene as the "reference" for the object to array. But I wanted the pivot point to be not on the coordinate (0,0,0), but on another location, so I use 3d cursor to snap to the point I wanted, and then the empty would show on the 3d cursor location. By logic when I use array, the object should show up around the empty location. However when I do, the arrayed object seemed to instead placed very far away, even though all the parameter in the modifier is 0.

I already apply all transform to the object and the empty. However one thing I noticed is that the empty delta transformation would not be 0, and the location of the array follows that transformation AND using the empty as the 0,0,0 instead.

I couldn't apply the delta transform to 0, because when I do that the empty will just snap back to 0,0,0.
Also, this is the result I wanted to achieve (using traditional duplicate and rotating method)

Of course I could duplicate it the traditional way, however it's way too messy if I wanted to modify the object again. I also wanted to use this feature on other more complex things, so I'm hoping to figure it out.


texts: How to Know the Estimated Time That an Animation Will Fully Render?

texts:
I have finished an animation and am going to fully render it.
Is there a way to know the estimated time of how long a whole animation will take to render?
I mean the whole animation, not just each frame. Like when you render something it shows on the top of the animation:                       Frame: 0|Last: 00:00.00 Time: 00:00.00 | Remaining 00:00.00|
Is there something that will calculate the time that it will take for the whole animation to render?


texts: How to split a mesh methodically based on tris count

texts: I have a very big mesh and the tris count is very high, even with the decimate tool making it look horrible it is still too much to upload to my game engine, is there a plugin or a way to seperate it into smaller meshes based on a tris limit (like 10k) and then import them altogether?


texts:
I am following Andrew Price's Earth tutorial for the lens flare and I set up my sun object just as he did, gave a pass index, etc. and rendered. Around 42:00, he adds a Fast Gaussian blur node with a ColorRamp to intensify the blur. This all worked fine.

Then, he mixes the add node and the alpha over node. Then, he increases the Add factor amount and the size of the sun object changes.

When I do this, only the glow increases.

I apologize if this is trivial, but I need this for a good lens flare.
In short, the size of the sun is not increasing and hence the blur effect isn't working well.

The Tutorial

Before changing the factor:

Blend file:


texts: How to apply on subdivision modifier in 2.91

texts:
The 'apply' and 'copy' buttons are not available inside the subdivision modifier on the latest blender 2.91.0.  I am not understanding that from where can I access it.
I started off with a very blocky object and smoothed it out but it is very jagged for sculpting small details and I don't know why but the subdivide is not working.


texts: Which bone influence should I modify to make the shirt sleeve bigger than the forearm

texts: I'm trying to increase the size of the shirt sleeve because the forearm is bigger than it and it's not natural. Look at this example,looks like there is a bone on the forearm that has too little influence on the sleeve,but I don't know what's this. I'm using the standard rigify armature...can someone give me a suggestion ? thanks.


texts: How can I achieve box projection with blend for procedural 2D textures using only nodes and without using UV map?

texts:
How can I achieve exactly that mapping, without UV and with only nodes?

This is the closest that I achived.
And it is not bad, but blending doesn't work. And it is very hard to come to a solution how to implement it in a performance efficient way.
Whole node set up.


texts: image not rendering properly (weird orange grain)

texts: so, every time I try to render my image, i just get a bunch of orange noise. i can't even see the image I'm trying to view


texts:
Hello to anyone who may be able to help.
I am trying to animate a set of bristles to vibrate very fast, like 100 - 200 hertz for a clients project and all I can manage is to make them move back and forth frame by frame. I am sure I am missing something as even with motion blur it just doesn't look right.
The product is unreleased so I can't post the files but imagine electric toothbrush bristles, the bristles I am trying to animate below.
Also halfway through this video is the effect I am trying to achieve https://www.youtube.com/watch?v=m4_MGFd2Sug[Video of toothbrush]2
Any help with this would be hugely appreciated as I'm really up against this with my client wanting to see results soon.


texts:
I am building a game that is inside a sphere mesh but whenever I launch the game the sphere is invisible from the inside but is visible from the outside. I have already tried multiple fixes but the fixes I've tried involve them happening in Blender render or blender cycle which don't effect blender game.

It would be greatly appreciated if someone could help resolve this issue.


texts: How do I make a character handle an object?

texts:
How do I get a human character to manipulate an object without having to go frame by frame or joint by joint + frame by frame?

The reason I ask is because it's incredibly difficult and time consuming having to account for each individual joint through various frames. I would like to know if there is a simple way to have a human character grab a weapon and use it similar to how any real human would use an object.


texts: How to calculate movement of a radius of one sphere to intersect another sphere and create a specified distance for the intersection

texts:
Attached is a diagram and a picture of my current model and a GIF image what I'm trying to achieve.
Sketch:

Screenshot:

Details:
The inner circle is a perfect sphere with a radius of 6.63
The outer circle the bottom half is from a perfect sphere with a radius of 12.  The top half had a radius of 12 as well but was reduced 90% in the Z direction.  This is to simulate how an eye is not perfectly spherical.
Gif Image Showing My Goal:

The image above shows me taking the inner sphere and raising it out of the other sphere.  This will create the 'cornea' of the eye I plan on modeling later.  I can then use the modifier boolean to union them together at a later time.
The Question:
I'm doing this for 3D Printing and medical purposes so the dimensions need to be exact.  How do I raise the inner sphere so that it will intersect the other sphere and create a 12 distance once it's outside.  In the GIF image I uploaded you can see I was off in my attempt to raise it and I only guessed with a measuring tool what created the 12 distance.
Put another way the points where the circumference of the inner circle touch the circumference of the outer circle should create a distance of 12.  In my diagram it's the dashed line that says 12.
What is the best way to go about this so it's pixel perfect? (as much as possible)


texts: How to mix raytrace ambient occlusion with indirect lighting

texts: As the tilte says, how do I mix a rendered image that has raytraced AO and Environment Lighting with an approximated Indirect Lighting pass? My attempts at putting the images together in Paint.NET results in a washed out image and/or bad color saturation. How does Blender combine Indirect Lighting with the rest of the rendered image (add, multiply, color dodge)?


texts:
Can I render an Eevee scene like a classic Cycles scene (from the camera, without lamps and all that stuff) ?

If not, can I just hide lamps in the Eevee viewport ?

I'm asking this because I made a scene that my graphic card just can't handle, while it works really fine with Eeevee.

Thanks !


texts:
My textures are not showing specifically when rendered and in cycles.

If I use the material preview mode, everything is fine;
If I render in Evee, fine as well;
If I render (preview or output) in cycles, the texture is not used to generate the image.

This must be some setting that I changed by accident because the cycles render was fine yesterday and I have outputs from this object with the Cycles working fine.
Could someone help me with this? I've already tried tweaking some settings and searching here for the answer but nothing worked...

Cycles and Render Preview:

Evee and Render Preview:

Cycles and Material Preview:


texts: Plane image gets smaller when in render view

texts:
When switching to render view my image plane gets shrunk in x axis. How can i keep original measurments from material view port?

http://g.recordit.co/jxtr81sqTT.gif


texts: Blender texture painting dosen't look right

texts:
When I try to paint my model, it is pretty difficult to paint a straight line.
What I have done so far, is selecting the faces I want to paint, but the result is pretty bad. It is actually terrible.

My image is 2048 x 2048, but it might not be enough?
How do you suggest to get rid of these chopped edges?

Best regards


texts: How do i tell blender to render image after 3 sec everytime?

texts:
I want to animate a 100 light which turn on one after other.
How do i dothat in blender.

Please help.
Thanks


texts: How do you set up *actual* displacement maps in eevee?

texts: In eevee I put a texture into a displacement node, then that displacement into the material output displacement, which is what this site says is supposed to work, but unsurprisingly that doesn't. The shading/texture/display/view port/... w/e only acts as though it's the primitive Blender Render normal setting, not like an actual displacement modifier, which Blender Render does process correctly. How is this supposed to work for eevee?


texts: How to add skytexture to viewport background?

texts:
I have a skytexture set up. How do I make this the viewport background?

I use Blender 2.72 and cycles.


texts:
I am trying to edit my video in blender and I soon realized there is no audio. By looking at other questions similar to this I turned on the audio codec, made sure audio was on in user prefences, and put the video on AV-sync. I also checked sure to make sure the video did have audio.  As you can see in the image I did set up the audio codec, I'm just not sure if it is correct. To clarify, I need to get audio in my video but I can't. This is different from similar questions because they are concerning after render, mine is not.

I am using Blender version 2.77 on windows ten with a video converted from .Mov to .Mp4


texts: How to remove fluid source mid animation

texts: I'm very new to blender, following this tutorial I made an identical animation but I'd like to have a few frames where no more fluid is added but all that had already been poured will keep being simulated.


texts: I'm trying to set up a workflow to build PS1 low-poly 2D/3D environments and I have a few questions

texts:
I'm trying to work towards making 3D/2D environments and assets like those you'd see in PS1 games, specifically games such as Xenogears, Wild Arms 2, and a couple of others. If you're familiar with that era, specifically JRPGs (Japanese Role-Playing Games) you know what I'm talking about. The actual workflow of building the pixel textured 3D assets I'm getting down, but I still have a few questions.

The pixel guy you see is made in Asesprite; I'm not building the flat 2D assets such as him in Blender, I'm using him as a reference image to compare against the actual 3D objects I'm building in Blender.
Often I need to import a 2D, pixel based reference image to ensure that the 3D assets and environment I'm building match up with one another. When I'm importing a reference image, especially a flat/2D image, how can I make sure that the image is and remains the absolute, objective size that it is? I ask this because sometimes when I import a reference image that otherwise is the same size in Asesprite, in Blender they're wildly different dimensions.
As you can see from the link the reference image I uploaded is blurry; how do I fix that?
How can I check the sizes in pixels of something in Blender? For example, if I'm using 32x32 sized pixel assets it's important for me to check and double check those dimensions in Blender to ensure that everything is in order from time to time.
Any additional tips for what I'm doing? Anything I'm missing in my workflow?


texts: Can someone explain PTEX mapping and how to use it in Blender?

texts:
I started some Googling (found this) and I am confused if I can use this in Blender or not. It looks like it was supposed to be implemented in Blender but the latest info I can find is from 2015. Is this something I can use in Blender? is it program based or render engine based (I noticed a PTEX node in Renderman, but not in Cycles)?

It seems the need for this fizzled out, did something better replace it?

Also does it replace UV unwrapping?

And what exactly is so good about it?

Is it the same as doing this?


texts: Blender Python: Output Paragraph of Text?

texts:
Is there any built-in support for automatic line breaks when writing text to the UI, such as through the layout.label() function?

For example, if I set text that is wider than a panel, it would automatically insert a line break to create two lines instead of the one?


texts:
Can you please help me? This green object is attached to another some 6 meters away. When I delete it The object it is linked to also disappears. What can I do so it will not appear in my scene, please?

Alan Yuri


texts: How to make light shine through a prism?

texts:
I'm trying to make a scene like this:

But no matter how I mess with the bounce settings in cycles; the light just isn't coming out of the other side of the prism:

BlendFile
What am i doing wrong?


texts: Blender 2.79 Cycles OpenCL RX Vega GPU extremely slow. (Ubuntu 18.04)

texts:
I am running Ubuntu 18.04 on a fairly powerful PC (Ryzen 2700x and Vega64) I finally managed to get OpenCL to work at all with ROCm-rehl drivers.

When I render the default cube scene CPU rendering takes 7 seconds while GPU rendering takes crazy 40 seconds. both are compared using one 512*512 tile.

Also I can't really hear my GPU fans revving up as I can with my CPU fan when rendering on CPU.


texts: Weird syntax error happens when I unwrap or other options - cant change

texts:
I installed or attempted to install primstar, jax addon. To my dismay, it only made it so I have this syntax error when I go to use unwrap or most things like slide edge.
Reinstalling blender 2.79 didn't help, but everything is fine in 2.8 . I use 2.79 for simple things as I am trying to learn 2.8.
How can I reinstall the python only of blender 2.79?


texts:
I need to fill this side and then other side of staircase, but tools I used don't work. Tools like Bridge Edge Loops, Grid Fill and Fill always make nosense mess like if there wasn't the same amount of verteces, but I checked it and there should be right number.
I use Blender 2.80.

My thought is the problem do that pointing verteces on every step of starcase, but still don't know how to do that.
With Edge Loops, when I unselect edges on sides.


texts: Does a physics force have a potential effect even if the strength is set to [0.0]?

texts:
When using forces with particles I have turned the strength to [0.0] with the goal of completely disabling any effect.  Sometimes I want keep the other settings for a potential future use.
Is it known that setting a force to strength [0.0] can still result in effects of the force field?
I had some issues with a harmonic field that seem to indicate effects that I do not want.


texts: Fluid simulation not working after parenting to animated object

texts:
I know this is a common question, but I already tried Apply Transform and checking properties of the fluid simulation. I got fluid working and rendering fine and the final step was animating the object it's parented to. After animating, the fluid stopped baking/rendering and looks like a low-poly gray blob.

.blend file with fluid sim

If someone has a chance to look I would appreciate it! It's probably going to help others who search for this problem later.

Thanks!


texts:
I am about to develop an application with blender and the openpose library. I want to read the pose of the person using the application and replicate it in it's avatar inside the enviroment.

I saw blend4web and was going to attack this problem this way. I am not sure this is the only and easisest way to tackle it... does anybody have any suggestions?


texts:
enter image description here
moveing left bone

moveing right
I dont know what went wrong here, I made the left rig first and mirrored it, parent it with the mesh automatic weight, and some how the right hand wont move, when I move the right hand. Only when I use the left one it moves. the Legs dont have any problems. (anatomical right and left). I used this Tutorial https://www.youtube.com/watch?v=SBYb1YmaOMY . If anyone could help me that would make me happy.


texts: How to only render shaders on one side of an object

texts: I was watching a youtube video about level design.  It spoke about only showing shaders visible to the player such as the inside of a room but not the outside for performance reasons.  How do you make the inside visible and the outside transparent?


texts:
I'm working on this snake and want it's skin to look like these reference images.

This is what I got so far but I don't think this is the optimal way.
Any suggestions?

With iridescent shader from other question. But stil doesn't look like reference at all


texts:
I'm trying to generate a 3D grid that can be rendered visibly in the Cycles renderer. Preferably using a script where I can customize the size and dimensions.

I'm picturing something like this:

I've tried the answers from this question: Create gridlines in Python
But the script from the first answer only generates a floor grid which isn't very useful. For the 2nd script, I couldn't figure out how it works.

So any help will be appreciated!


texts: Bevel only certain edges with Bevel Modifier

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I am trying to bevel only some edges on my cube and I manage to do so with the bevel tool, but I fail with the bevel modifier. I tried adding those edges, which I also selected when using the tool, to a vertex group and applying the modifier only to those, but still all edges get beveled in the result. I understand that this happens because the vertices and not the edges are in the vertex group, but I don't know how to work around this.

How can I achieve the same result with the modifier as with the tool?

Am using blender 2.8


texts: I have an issue with my armature attached to my character.  Basically when I put bones in one hand it keeps getting attached to my other hand as well, even if I delete the bones and start over.  What can I do?


texts: Is there a way of keyframing RGB curves?

texts: In the node editor the RGB Curves node only lets me keyframe the factor. The control points have boxes for x and y coordinates, but it doesn't allow me to keyframe these boxes. Is there a way around this?


texts: Not able to get the final rendered output(when f12 is clicked)

texts: I am a newbie, just started rendering. I am not able to get the final image that I have rendered. When I press F12 I get just a window (the pic below) showing almost nothing. Can someone please tell me where I went wrong or what extra needs to be done? Thank you.


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I followed this tutorial
https://www.youtube.com/watch?v=DuUWxUitJos
 and I made two poses and locked those pose and played the animation but I couldnot see the animation.


texts: Rendering both cycles and internal in one

texts: My blender project has the mountain in cycles and the water in internal, how do i render both in one scene. But when i use render, i have to change the engine to see it.


texts: Associating extra information to a ray in Cycles

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Maxwell Render has a feature called Multilight, where the integrator keeps track of which emitter contributed how much to the scene, so that lights can be dimmed or brightened without re-rendering.
As far as I'm aware, this feature does not exist in Blender.

If you wanted to implement Multilight in Blender, you would need to keep track of the different emitters' contributions in the integrator.
So to any ray is associated a series of numbers indicating the contributions per light, and afterwards these extra numbers are available to the compositor (so that the different contributions can be mixed and matched however needed).

My question is not about Multilight, but rather about a more general problem:

  Is it possible (and if so, how) to associate in Cycles' integrator to every ray some extra piece of information, process it on every bounce, and have the result available in the compositor?

The Multilight case is an example of this, but here are two others:

calculate for every ray the total distance it has traveled from camera to emitter
keep track of how many times a ray has hit a certain object

For the first of these, I'm aware of the Ray length socket in the Light path input node, but I don't see how to keep track of all these things along an entire ray.


texts: How to create many clips in the NLA editor

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I have a metarig with:

Action 1 - for example he run with ball
Action 2 - he walk and throw the ball

When I switch actions for metarig - ball goes wrong - he throws it while running.

How can I organize this actions with the NLA?

Create Clip 1 with needed actions, and Clip 2 and so on...
Except ball I have many objects, which are doing different thing dependant of the action of the metarig.

I use a new metarig with bones for each object - e.g. the ball has its own bone.


texts: I'm new to Blender and have been following a video series on Udemy about this software. I'm in the section where we learn how to model and animate a lamp. In this section we've learned how to use pose mode. I was able to use pose mode in previous lectures before, but all of a sudden yesterday, pose mode seems to have disappeared from the drop-down menu in the top left corner. I don't know why it's vanished or how to bring it back, does anyone know how I can solve this issue? Thank you for your time.


texts: Cycles normal shader with colors similar to baked normals

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I'm trying to render my object's normals with colors that are similar to those you get when baking normals (or the matcap normals material), i.e. the color distribution that characterizes normal maps.

Example for what I'm looking for:

I tried using the normal pass in cycles or BI, and tried using the geometry --> normal input node in cycles or BI, but the closest I could get is this:

I also tried to play with the colors via a Hue/saturation node, but couldn't really reconstruct what I'm looking for.

Would appreciate ideas for reproducing this kind of a shader.


texts: I have duplicating the objects in the scene but when I hit play the duplications disappear, what am I doing wrong?


texts: Can a glass object be made to act completely transparent to only the object contained inside of it?

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Say I put Blender's iconic monkey inside a glass sphere (hollow, but solidified around its exterior). All lamps and camera(s) are outside the sphere. Using Cycles.

What I want to accomplish is for the sphere to get rendered as an "ordinary" glass object, whereas the monkey inside of it gets rendered identical to the way it would get rendered if the sphere around it did not exist at all. (Most of all, I want to avoid the dimming effect the glass would otherwise have on the monkey's (diffuse) surface brightness).

Is this doable? By using the Light Path input in the node editor perhaps? Or maybe by compositing two render actions into a single image?