texts:
Basic question but I'm new to Python and I'd like to create an array of vectors. Unfortunately arr.append() isn't working...

Here's what I have:

for i, p in enumerate( someArr ):
    if x < y:
        locationArr = []
        location = obj.particle_systems[0].particles[i].location
        locationArr.append(location)
    return locationArr

Not sure what the location vector at obj.particle_systems[0].particles[i].location is ... object? Array? Output for an example is:
Vector((1.0000001192092896, 0.9654528498649597, -0.4224875271320343))

Thanks.


texts: How to paint a mesh using materials instead of textures

texts: I've sculpted a landscape, and I`d like to paint on a few different materials. Texture paint is fine for this, but I would like to use the settings I have created in the node set up for my materials because they have normal, bump & gloss maps attatched. Is it possible to paint using materials instead of only textures?


texts: Settings like velocity are grayed out for particles

texts: Unless a I click on Free Edit, many settings are grayed out. Do I really have to undo all the hair combing I've done every time I want to try some new settings?


texts: How to write bpy.data.libraries avoid packed file with python?

texts:
I'm trying to create a .blend file that saves the scene, but I would like the image files to be separate, so I created a script that saves the bpy.data.images image files in a folder next to the .blend file.
like to :
import os, shutil
def save_images(folder_path,my_image_list):
    for i in my_image_list:
        if not i.file_format:
            i.file_format = 'PNG'
        image_path = os.path.join(folder_path,i.name)

        if not os.path.isfile(i.filepath):
            filepath_raw = i.filepath
            i.filepath_raw = image_path
            i.save()
            i.filepath_raw = filepath_raw
        else:
            shutil.copyfile(i.filepath,image_path)

So everything works beautifully, except for the fact that if I have a "packed image", a large file will be saved, therefore useless, as I already have the necessary images alongside that project.

Basically:
I wanted to figure out how to be able to write the project with bpy.data.libraries.write() without it also writing packed images if there are any.
I am aware that I can check them with bpy.data.images['My Image'].packed_file, which returns if the image is packed.
I could write something that unpack temporarily, but I see it as risky.


texts: Add animated "tv static" effect to object in animation?

texts:
Essentially, I want to animate a white noise/tv static effect on a shape for like a couple seconds.

How would i go about doing this? (I'm a blender noob)


texts: Where can I find a full and comprehensive knowledge about all nodes?

texts: I am new in 3D and blender. So far I am amazed by its possibilities however there are many areas where It's hard to find any logic behind, especially for beginner like me. One of topic which I would like to know "a bit" deeper are nodes. Can You suggest any good book or other source to gain more knowledge for beginner. Tutorials are very nice everywhere, however they explain nodes partly or only in limited scope.


texts: Total newbie here,how can I run an animation when the left mouse button is pressed? (this means in-game, not in the engine itself.) I found some old tutorials but they don't work anymore. Also, how can I run my blender project?


texts: I have some reference videos taken at 120 fps, my project is 30 fps. Do I just have to animate at 120 fps and then scale back down to 30?


texts: How to I combine 2 curve points to create a mesh

texts:
I'm trying to combine these two end points of curve so I could create a whole new mesh;
which would look like a platform with a curve and whole faces.


texts: Rendering a large number of unique objects

texts:
I've got a script which imports a bunch of hi-resolution models onto a grid. It gives me this:

It's currently got 35 objects (81924 vertices per object), but I'd like to rotate the camera toward the horizon, and arrange many many more objects out to infinity (~1500 of them).

I feel that a simple extension of what I'm doing now is going to run my machine out of memory. And since I only really need hi-res data close to the camera, it's a waste of resources out at the horizon.

What would be a good strategy for rendering many hi-res models in a single scene?


texts: Glitch in render view after install newer GPU driver(RX 570)

texts:
(Sorry about poor english)
It looks normal in solid view, but only mesh silhouette is visible in material preview or rendered view.
I think it's a optional driver(20.12.1) problem, and I downgrade to the recommended version(20.11.2), but it's showing the same thing. The previous driver was 20.4.2, it works fine.


texts: Im making a ring with diamond attached. I have 2 object diamond made a group and i want to array that to object in a circular manner. I have the 2 object with 2 different color and i dont want to join them and array. I want that 2 separate object to be just group and array. i have made it parent and array but only one object array not the both.


texts: How to get current marker's name via python?

texts:
I wanted to check if any camera is binded to the current marker.
For that I thought I would simply compare the marker's name with the active camera's name (bpy.data.scenes["Scene"].camera).
But cant't understand how to get the current marker's name.


texts: How to align 6 cameras fast, 2 on each axis facing each other?

texts:
Imagine 6 cameras, 2 on each coordinate axis facing each other. This is what I try to achieve.

However when I first added 6 cameras, chose the first, clicked onto numpad 1 to get into frontview and ctrl + alt + 0, this camera indeed aligned well, but when I chose the second camera and tried to position it somewhere else by ctrl + alt + 0 , the first camera got aligned again, not the second how I expected.


texts: Is there a way (can't find in preferences) to set the origin to geometry by default to imported objects? Very time consuming to set each time manually, I'm working a lot with svg's...


texts: Transparent material turns black when unselected

texts:
When I select eyebrows it looks good, the material is transparent.
But when I deselect eyebrows it turns dark.
Why?


texts: What does "Vector" mean in nodes as input and output?

texts:
What does Vector mean in nodes input and output in Blender?

Please explain in simple words


texts: How to check status of Meta Strip toggle with python?

texts:
In the VSE, if I select a Meta Strip, I can toggle its 'expanded view' with Tab or by calling the bpy.ops.sequencer.meta_toggle() python operator.

How do I check whether or not a Meta Strip is currently in 'expanded' or 'collapsed view' via python?


texts: How to model a square (starting with one vertex)?

texts: I have a simple question. What is the easiest way to model a perfect square starting with one vertex and just extruding that vertex around ?


texts: How to increase the decimal length for edge info

texts:
When I enable my mesh display, and click on the edge info. The only information I get back is a whole number, and a decimal point to the nearest tenths place. This is because the length is past the 100 mark, if it was 99, it would have the decimal increase to the hundredths place.

This is a brand new file, no extra information is added except the default cube.
There has to be somewhere to increase the length of the decimal places to be shown through edge info.


texts: Why might a single texture not always render, but all others do?

texts: When rendering an animation, I noticed that one texture did not render (purple), though it was there even in render view.  Using Eevee.  To make matters worse, I tried still renders, looking to see when/where it was happening.  The results were inconsistent.  Sometimes it would render fine.  I hit render again without changing a thing, and it would come out purple.  Anything I might be missing?  Or just flaky code?


texts: i'm trying to bake a plane with a .png image texture on it. But after baking, there's this black part on the baked image texture where the transparent side is. Is there any solution regarding to this problem? Please see screenshots below;


texts: Movie as Image texture not playing in Cycles, but plays in Eevee Blender 2.9

texts: I have auto refresh and cyclic enabled. any idea how to solve this issue? I tried Image Sequence as well and it does not work either.


texts:
Can 3D images from Blender (and their motion paths) be imported into powerpoint
Can 3D characters created in powerpoint '16 be revised using Blender and then reinserted into Powerpoint


texts: what is the cause for sharp shadows when using strong bump?

texts: I often have a problem when lighting where to see the sharp edges on the mesh. This happens when I add any bump & when I use Lamp as a light source. And the darker the scene & the stronger bump, the more visible these edges, even when the object is smoothed. Please help with this problem. Because of this it's impossible to make quality works.


texts: How to use a Dupligroup as a hair Object

texts:
I have an empty that is duplicating a group. I would like to instance this empty as the object of a hair particle system (or as part of a group of object's being instanced). This does not appear to work correctly.

Please confirm that this is the case and whether this is a bug or the intended behavior.
If this is intended behavior, please specify why this is the case and whether this has been thoroughly contemplated.
If possible, please specify the person(s) contributing to the particle system and dupligroup implementations.

Dupligroups are a fundamental facet of managing mesh hierarchies and building objects as they are a fundamental way of instancing meshs. They are also critical for sharing assets between files with linking.

I wish to instance trees using the hair particle system. As you can imagine, a complex trees would not be optimal to distribute as a single mesh and would be convenient to instance as a dupligroup.


texts:
Blender is said to have perfect Python scripting capabilities. I just cannot find an environment, where I could try it all. Can you give an advise for the noob?

I have a problem with defining an environment for python coding. Once I complained about inability to use keys to select the current command line the command line or even delete it, IRC advised that command line is bad, especially because I also should not define any functions in it. I should better use the Text Editor instead.

However, I have discovered that I cannot run the Text Editor-defined scripts in the command line. Basically, I should forget about the command line and do everything in the Text Editor. Fortunately, it has the Run Script button. However, it is very boring to save every script before running. I better used external editor if I need to save the file before running it anyway. It also does not display me the errors. How can I program anything without seeing the errors. It says that my error msg was printed somewhere into unknown console. I came back to the command line but its view is too tiny. Can I make it in another window to switch easily between the 3D scene and the pycommand line? Probably, you have a better advise to make the operational python environment.

I hoped that I can store the successul lines of code in external editor and fiddler them into the console. But the following lines

for o in D.objects: o.select = True ; bpy.ops.object.delete()
earth = bpy.ops.mesh.primitive_uv_sphere_add()

succeed only if I paste them one-by-one and fail if I paste them two at once.


texts: Particle system puts everything on a circle around object ? Tried with Geometry nodes too, the same

texts:
New to blender I try modeling a tick .. I'm about to put hait on the body but it doesn't work.. when I add a partcile system (or geometry nodes) everything is added on a circle around the object.. here's the link to the file.. : https://pasteall.org/media/f/8/f855c53839b7736296afd8b4775acd7b.blend
Any ideas ?


texts: Mesh doesnt change in the viewport while view port shading is in render mode

texts: I'm sculpting a mesh in the 3d view port with the view port shading in 'render' mode, but the mesh doesn't show any changes I make until I switch to another shading mode. Is there anyway to change this?


texts: Can I use the API to select an edge or face by length / area?

texts:
If I want to select all the edges in a mesh which are over 10 units in length, or all faces with area > 10 units, can I do this via the API?

I've looked at bpy.ops.mesh.select_similar() which lets you select features which are similar to the currently-selected feature, so it feels like this should be possible, but I'm not sure how.


texts:
Today, marks the beginning of my foray into the world of Blender and for my first project, I am interested in creating a fluid animation similar to that of liquid dripping down the screen.

I've recently asked this question which focuses a bit more on programming but I am looking into creating an effect similar to this
that I can apply to a web page. I'm assuming that the background would have to be transparent so that the effect runs seamlessly over the page. Is there a way to have an array of preset animations with their own parameters that I would then be able to pick using some variable from my JavaScript? The effect would be started by a button press on my webpage.

Any ideas on how I could get started?


texts: Armature - Blind Angles, Dead Areas, Pole Control

texts:
I want to make a simple robot arm with a light attached. With "Forward Kinematik" everything works just fine.

Version A:

When I add bones and Inverse Kinematik there are "dead areas" the robot arm cant reach. Also the knee flips suddenly after the IK target has moved through the "dead area".

Version B:

To avoid the knee flipping I tried using a "Pole Target", but then the whole armature "rolls", even though I locked rotation for every axis not required to rotate. I did not make pictures of that, because I hope for a solution with Version A

I made a video of the dead area, it has a strange shape.

Example Video


texts:
My clothe mesh pass through my character mesh in clothe simulation. How can I change that ? I precise that I can't hide the body inside because I want a clothe a little bit transparent to obtend more realism.
Initial form :

Aspect after some frames with the movement of the simulation clothe :

Thank for your attention !


texts: Is it possible to reproduce Maya/ Houdini target/ point weld operators inside of Blender?

texts:
Both Maya and Houdini have an operator called target weld (point weld in Houdini) that essentially is the same as Blender's Merge at last operator, but they are done in one step and are continuous until the operator is exited.
Here is a gif from each program to demonstrate the operator.
Maya:
:
Houdini:

My goal is to reproduce this behavior inside of Blender, but as far as I am aware, there is only Merge at last, which at best requires 3 steps to complete one weld.
Is there an operator buried somewhere in blender I haven't found, or some scripting solution that could shorten the steps in merge at last to work this way?


texts: I´m trying to make these boots and I need to draw this opening on the front but I don´t have the vertex in the way I needed to. How can I create those new vertex? Thanks!


texts:
I am currently using Blender 2.81 Alpha and I like to try out something new with Blender's latest version. I have created my own rig with working armatures and constraints. I have rendered animations on 2.79 in the past and it works properly but rendering on 2.80. Half of the rigs especially IK doesn't animate while rendering except view port.

Working in Viewport
https://i.imgur.com/Gs34157.gif

Not working in Render CYCLE
https://i.imgur.com/cx9UodR.gif

The only why I can make the rigs to move by reducing influence but it doesn't help on the head, hands and forearm.

Keeping the influence 100 percent on each rig makes three rigs complete 100 percent still like a rooster!


texts: What does the term "support loop" specifically mean?

texts:
I want to enter a 3d modelling contest of a game for the skin of a character and one of the guideline was to "Remember to keep support loops for joints in the same place."
What does that mean exactly? I've been searching & searching and I can't find the answer, it just seems like some sort of unexplained jargon.
Any explanation for the "support loop" term would be greatly appreciated. (Is it just a special type of loop cut?)
An explanation in the context of my contest's guidelines would be even better.


texts: Is there a way to highlight both rows of an active prop in a UIList?

texts: I have 3 props in the UIlist below with the second prop being active. Each prop has two rows but only the first row is highlighted when active. Is there a way to highlight both rows of an active prop?


texts: How to to do something before the blender game engine ends with a script

texts: I want to do something before the blender game engine stops. For example, print "THE END" on terminal when I press ESC to exit (scripting).


texts:
How can this be done? i tried using bisect on a selection which works but is limited; if the selection is curved obviously it does not work as bisect only cuts in a straight line. Any other way this can be done?
Also is there a way to create a relatively clean edge loop even if there is n-gons in the selection?
In 3dsmax that can be done easily, though the loop is not entirely clean its good enough and just needs some adjustments.


texts: Is it possible to use a different material for geometry not in view of the camera?

texts:
Here I am using a UV Project Modifier to texture simple geometry from a camera, but the image stretches to adapt to the geometry that is behind the pillars, like this:
Is it possible to use a different material for geometry that is not seen by the projection camera, without manually painting a clean plate?


texts: How can you make a rigid body interact with a softbody (can deform)?

texts:
I'm trying to set up a simulation, whereby a rigid sphere is dropped onto a softbody cube (and squishes it). When I run it, the softbody cube behaves as expected (wobbling like jelly), but the rigid sphere seems to have no impact whatsoever - it's like the softbody cube is made out of steel (albeit still being a softbody). The rigid sphere drops, and just sits on top of the softbody cube, without any deformation
I've searched up similar questions (like this one), but the answers don't seem to be working. The object have properties:

Softbody cube

Soft Body

No goal set, but edges and self-collision are on

Weight is 1kg

There is definitely nothing baked (checked multiple times)

Rigid Body

Passive

Animated

Mesh collision that have source deform and deforms in simulation

Rigid sphere

Rigid Body

Active

Weighs 100kg and dynamic, but not animated

Mesh collision that have source deform, but doesn't deform in simulation

The softbody cube has had it's edge collision modified (push, pull etc.)
All other setting are at their default value
What am I doing wrong? I'm a beginner, so I've probably missed something obvious
Any help would be very much appreciated
(As a side note, the softbody cube deforms when an animated object with collision hits it. I could animate the sphere to "drop under gravity", but it would be a real pain and it misses the point)


texts: How to programmatically add an effect strip

texts:
I have some test images. I want import all images into the sequence editor, one image per channel. But I want to add a transform effect strip for each image and tune it. I want to do this all programmatically.

This is my test python script:

import os
import re
import bpy

from bpy import context
scene = context.scene

path = "/path/do/images"
files = os.listdir(path)
files.sort(key=lambda var:[int(x) if x.isdigit() else x for x in re.findall(r'[^0-9]|[0-9]+', var)])

c = 1
scene.sequence_editor_create()
for f in files:
    seq = scene.sequence_editor.sequences.new_image(
        name=f,
        filepath=os.path.join(path, f),
        channel=c,
        frame_start=1)
    seq.use_reverse_frames = False
    seq.blend_type = "OVER_DROP"
    seq.frame_final_duration = 240
    # [INSERT TRANSFORM STRIP HERE]
    c += 2
    if c == 21:
        break

I skip one channel between images. I want to insert the effect strip in between.  I tried effect_strip_add:

bpy.ops.sequencer.effect_strip_add(
    type="TRANSFORM",
    channel=(c+1),
    frame_start=1)

But blender says:

  ret = op_call(self.idname_py(), None, kw) RuntimeError: Operator
  bpy.ops.sequencer.effect_strip_add.poll() failed, context is incorrect

How do I programmatically add an effect strip?


texts:
So we all know its there, and we all know how to fix it, but adding the extra steps to have to change the interpolation on every new animation just plain sucks. To be honest I don't find this feature useful as a default at all because more times than not we have to correct for it.

Is there an option somewhere to turn auto ease in off? (I personally think this should be the default and should require user to turn it on if they want it).


texts: How to export multiple objects/materials to Substance Painter?

texts:
So I created a spaceship in Blender, made out of 5 individual parts (i.e. individual meshes). And I UV unwrapped all of them. Then I exported it into fbx.

However, in Substance Painter, I only get a single texture set and all the UV maps are stacked on top of each other.

Hence, the question is how to properly format the Blender output to get several texture sets in Substance Painter?


texts:
In this simple model I first rounded the corner edges of the shape using bevel, with 16 segments (1st pic). Then I selected everything and applied a second very small bevel of 1 segment, to give the hard edges a softer look (2nd pic).

I am happy with how it looks, but is there a better way to do it? By better I mean more efficient, and looks as good or better.

I know I could use the subsurface modifier for rounded edges as well, but read that bevel is more efficient and gives more control. I guess the efficiency will be lost if I use too many segments. But I don't know at which point this becomes true; is it something I need to worry about, or is bevelling so much more efficient that it is not realistic that it ever becomes more costly than sub-surfacing?

Is there an even better way to handle the two types of rounding in this model?


texts: Script add-on runs from text editor but not from operator (spacebar) menu?

texts:
I am trying to convert my script into an add-on. I have most of the core functionality in place, so I want to try turning it into an operator so that I can connect it to a button.

When I try to test my operator using both the console and the spacebar search menu inside of the Node Editor, it doesn't do anything. However, when I click "Run Script" in the text editor, it runs fine.

This is my source code

Following this tutorial, I notice that he defines 'main' as a function rather than a class. When I do this, running the script does not work, but it works when I run it from the console. Interestingly, when I run the same command from the spacebar menu, Blender hard crashes. Any ideas?


texts: Seeing as how cycles renders are really taxing and causes really high CPU temps. Is there away to fake or imitate cycles renders with eevee? what i mean is. Are there ways to get eevee to look just as good as cycles?. Or are there ways to cloud render scenes and not utilize your own hardware for high quality renders?.


texts: Is there a way for, Blender animation to flutter via flash flr file format

texts:
I am looking for a way to export Blender animation to .flr file format?

flare for flutter: https://www.2dimensions.com/about-flare

They are using the .flr flash file format to export.


texts:
I am performing a clothbake. The cloth baking is successful, however during the cloth bake, the current result is not being shown in the 3d-view window as the bake is being performed. So the 3d-view window always shows the cloth as it was at the start of the bake.
At the end of the bake I can see the final results by viewing the individual frames.

Is there a way or setting to view the cloth bake in action during the bake?


texts:
When subdividing I get a giant crease down the middle of my models face. I'm relatively new to 3D modeling and would appreciate any help that is given.
I have a mirror modifier and subdivision modifier on. I'm not sure what other information I would need to give. If more information is needed please let me know. Thank you for anyone that helps.
This is when the model isn't subdivided.

this is when it's subdivided


texts:
First time blender noob here so please be gentle.
I am fortunate enough to have found a stl of the infamous PS5 plates and I'm trying to wrap or warp (superimpose back in my day) my favourite game mortal komba, logo on to it.
As many of you know the plates are a curvy thing and I've tried my already meager knowledge to its maximum upto and include swearing at my PC for my stupidity.
Can anyone please run me through the steps?
Thanks all.


texts: Heres the model with UV map, i unpacked it again and created a new inage for it, so UV would me clean, but no result. U can see the red markings on UV from my brush.I was trying to paint on my model, and this happened for some reason. I didnt want to paint like this, i was painting with the casual brush. Looks like the pattern is the actual UV map.. *Its dull from inside


texts: Why are there dark shadows on model in edit view?

texts:
I am trying to follow a tutorial to make a spaceship, but my model has dark shadows on it that the tutorial I am following does not have. These shadows are annoyingly dark and mask the black vertices and edges that I'm trying to work with.

Is there a setting to turn this off?


texts:
I'm working on a project that uses backplates and then I am doing character animation seperately and compositing the animation over the backplate.
When doing the character animation I try and match the lighting and since scenes are indoors I create "lightblockers" that represent the walls, ceiling and floors.  All of these "lightblockers" have Ray Visablity turned off for the camera.
I have a scene that makes it necessary for me to use a large wall mirror so I can reflect the character in the mirror.  My problem is that these"lightblockers walls" are showing up in the mirror. I need only the character/treadmill to reflect in the mirror.
On the mirror object material (full glossy) I tried using a lightpath node but had no luck. (tried nearly every socket: glossy > mixnode Lightpath > to factor of mixnode)

If you look at the rendered image you can see the lightblockers are not shown in the scene but do reflect in the mirror.
Any help would be appreciated.
EDIT:  This is a screengrab after making suggested changes:

How can I make that black area on the mirror transparant?
Instead of showing black, while still keeping the character/treadmill in the reflection.


texts: what is the most effective modeling workflow for abstract curvy shapes?

texts:
I'm looking for effective, idealy non-destructive modeling workflows to create non-symmetrical, abstract shapes, like those ones:

(all images taken from pinterest.com)

The deal here is not to recreate those shapes based on the pictures. It is about how to create them from scratch.
I tried different methods using curves and nurbs surfaces, but all this failed. Sculpting does not work well either, because if you try to do shapes that are interlinked without intersecting their own surface, sculpting is not the way to go. Pure polygon modeling with subsurface modifier comes close, but is pretty tedious. The workflow should focus on form and proportion, not on pushing verts around.

So what would be the best way to create such curvy shapes? What is your experience? Any advise would be helpful!


texts: i downloaded and installed an addon but when i check it in the preferences it doesn't show up in the panels. Can you help me with that please?


texts: how to access a rigify armature selector UI?

texts: I generated a rig using rigify but I can't seem to find a UI to select the armature i want. I know other VFX setups usually have a 'paper doll' like image with buttons for each part of the character available to animate. Does rigify provide this UI?


texts:
Downloaded the newest version, 2.73a, twice.  Each time the download seems to go well, but when i start the program it opens only for a second then closes.  It does this repeatedly.  Using Win8.1.  Had no trouble with v2.72, i used it from when it first appeared until yesterday.

Anyone know what my problem is and how to fix it?

..thanks,

gmo


texts: can i unwarp a cylinder to flat plane object?

texts: Is it possible to unwarp the cylinder (there's no top and bottom faces) to flat rectangular plane in edit mode while keeping the original aspect ratio of all faces ? similar to unwarp the uv but this time, i want to unwarp the geometry itself not the UV. The closest thing is to cut the cylinder into 2 and scale each to 0 and then join them.


texts:
I am new to Blender and have done a few tutorials to learn the basics, mainly creating objects, a water well, some basic shapes and my next project is looking at base meshes for characters. I am currently following a great one about character creation and sculpting. My next plan is to learn rigging.
Can I rig a full character created with sculpted detail? I am struggling to see how you go from a styled and designed character to then rig it.


texts:
I have grass that Ive made individually from tapered curves here, and I want apply a gentle breeze to them. I dont see a way to apply force fields to curves though - you can make the curve itself emit a force field, but not be affected.

Is this possible in Blender?


texts: How do you generally deal with topology?

texts: Especially around the eyes, mouth and hands


texts: How can I animate a Mobius strip on local Z axis?

texts:
I'm new to blender and I created a Mobius strip which I would like to animate by rotating on local Z axis. When I drag my mouse to rotate (R > ZZ), I get the effect I am after. When I animate with keyframes, the animation chooses a completely different rotation path to get to the next keyframe.

I will try to attach my .blend file as this is difficult to understand without looking at it.

How can I animate this properly?

Thanks in advance for any help.


texts:
I hope i can make myself clear:

I'm making a 3th person adventure game, and thinks start to work just fine, but I came across a problem and now i'm stuck.

Situation:
It is an platform game, so not an action game. The characte does have 1 weapon tough (A blowpipe). When the player is in possession of the blowpipe, he can aim/zoom by pressing right mouse button >> all of this works!

Problem: While zooming, the character puts the blowpipe against his mouth (to make it look more real). The action itself works, but it keeps on looping the animation. Is there a way to hold it on the last frame??

here is my code:

def main():

cont = bge.logic.getCurrentController()
own = cont.owner

keyboard = bge.logic.keyboard
mouse = bge.logic.mouse

zKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.ZKEY]
sKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.SKEY]
dKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.DKEY]
qKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.QKEY]
lefM = mouse.events[bge.events.LEFTMOUSE] == bge.logic.KX_INPUT_JUST_ACTIVATED
rigM = bge.logic.KX_INPUT_ACTIVE == mouse.events[bge.events.RIGHTMOUSE]

spaceKey = bge.logic.KX_INPUT_JUST_ACTIVATED == keyboard.events[bge.events.SPACEKEY]

# Met de juiste toetsen moet het Personage de juiste animaties spelen
if zKey:
    own.playAction('metarigAction',31,52,layer=0, blendin=0, play_mode=bge.logic.KX_ACTION_MODE_LOOP)
elif sKey:
    own.playAction('metarigAction',52,31,layer=0, blendin=0, play_mode=bge.logic.KX_ACTION_MODE_LOOP)
elif lefM:
    own.playAction('metarigAction',79,100,layer=1, blendin=2, play_mode=bge.logic.KX_ACTION_MODE_PLAY)
elif rigM:
    own.playAction('metarigAction',135,145,layer=2, blendin=2, play_mode=bge.logic.KX_ACTION_MODE_PLAY)
#het personage moet altijd ademen wanneer niets anders is ingedrukt
else:
    own.playAction('metarigAction',5,21,layer=0, blendin=2, play_mode=bge.logic.KX_ACTION_MODE_PING_PONG)
main()

this is the line for the aiming animation:

elif rigM:
    own.playAction('metarigAction',135,145,layer=2, blendin=2, play_mode=bge.logic.KX_ACTION_MODE_PLAY)

THANKS IN ADVANCE!
Hope I made myself clear!

G.


texts:
I've just downloaded Blender 2.78 (from here). I would like to install scipy. Therefor, I want to install pip using get-pip.py. I've downloaded the file and executed it as follows:

bin/python3.5m get-pip.py

This results in the following output:

Collecting pip
  WARNING: Retrying (Retry(total=4, connect=None, read=None, redirect=None, status=None)) after connection broken by 'SSLError(SSLError(1, '[SSL: TLSV1_ALERT_PROTOCOL_VERSION] tlsv1 alert protocol version (_ssl.c:645)'),)': /simple/pip/
  WARNING: Retrying (Retry(total=3, connect=None, read=None, redirect=None, status=None)) after connection broken by 'SSLError(SSLError(1, '[SSL: TLSV1_ALERT_PROTOCOL_VERSION] tlsv1 alert protocol version (_ssl.c:645)'),)': /simple/pip/
  WARNING: Retrying (Retry(total=2, connect=None, read=None, redirect=None, status=None)) after connection broken by 'SSLError(SSLError(1, '[SSL: TLSV1_ALERT_PROTOCOL_VERSION] tlsv1 alert protocol version (_ssl.c:645)'),)': /simple/pip/
  WARNING: Retrying (Retry(total=1, connect=None, read=None, redirect=None, status=None)) after connection broken by 'SSLError(SSLError(1, '[SSL: TLSV1_ALERT_PROTOCOL_VERSION] tlsv1 alert protocol version (_ssl.c:645)'),)': /simple/pip/
  WARNING: Retrying (Retry(total=0, connect=None, read=None, redirect=None, status=None)) after connection broken by 'SSLError(SSLError(1, '[SSL: TLSV1_ALERT_PROTOCOL_VERSION] tlsv1 alert protocol version (_ssl.c:645)'),)': /simple/pip/
  Could not fetch URL https://pypi.org/simple/pip/: There was a problem confirming the ssl certificate: HTTPSConnectionPool(host='pypi.org', port=443): Max retries exceeded with url: /simple/pip/ (Caused by SSLError(SSLError(1, '[SSL: TLSV1_ALERT_PROTOCOL_VERSION] tlsv1 alert protocol version (_ssl.c:645)'),)) - skipping
  ERROR: Could not find a version that satisfies the requirement pip (from versions: none)
ERROR: No matching distribution found for pip

There are many people with the same error message, but they get this message when they try to install a package using pip.

Using a proxy does not solve the problem.

I'm using blender in a docker with Ubuntu 4.15.0-54.58-generic 4.15.18

Does anyone of you know the error?


texts:
Does anybody use any Nvidia card (1050, 1060, 1070, 1080)on a MacPro 5,1 or else version of Mac?
I did not find any benchmark on Nvidia cards on Mac, the "sheet" of Blender developpers using cards, shows very different results according to the platform and the OS used.
Is it worth having two cards (like 2x1060-6GO)?
I've heard Blender will not add or manage 2x6GO like it would manage 12GO on a single card?
Thanks for answers


texts: How to get data automatically in a script

texts: For example if i have a cube and i want to save this information in a json .i want to save for example each face, vertices but automatically and every time that i edit a face of the cube it update in my json. Is there a way to do this ?


texts:
I'm fairly new to Blender. Over to the right of the screen (in the outliner) I have a couple of 'layers' I think they are, and I really need to combine them into one. I want to go from this:

to this:


texts: Blender 2.91 Smoke Sims and Marmoset Toolbag

texts:
I'm sure this question has been asked many times before, but is there an easy way to "export" a smoke simulation to be used in Marmoset Toolbag 3? After a lot of googling, I know that you can't just export a smoke sim from Blender as an fbx or whatever, so I thought I would try using the volume to mesh modifier but I don't think you can bake that as an animation, at least not from what I've found. Has anyone found a method to bring simulations from Blender into Marmoset Toolbag 3?
Thanks


texts: How to select and move multiple vertices

texts: I'm wondering how to select and move multiple vertices. Since it is a 3d shape but I'm going off a picture that I'm tracing. I just don't want to manually select each vertex each time.


texts: My model is being controlled by only half its armature

texts:
I custom made a human make model and then made the armature to match. It has IK knees as well. To make the right half of the body, I copied the left and then scaled it so that the left armature flipped to be the right. After that, I tried to parent the armature and model using automatic weights. It worked, but when I go into pose mode, the right half does nothing and the left half warps the right half of the body.
What can I do to make my rig work?


texts: Smoke+Fire Simulation Fire Not Rendering

texts:
I've googled endlessly regarding this issue and can't seem to figure it out. I made sure that all my nodes were set up to emit both smoke and fire, and I have selected the correct option under Flow settings. It shows up in the viewport fine, but only renders the smoke as you can see.

Any ideas?


texts: Why does my camera start rotating randomly when following a path?

texts:
I have a camera that follows a bezier curve with a Follow Path constraint, with a Track To constraint that follows an object (named "Viewer") moving on another bezier curve with another Follow Path constraint. Everything works out perfectly fine with the camera's rotation for the entire path, until this part where the bezier curve does a loop. Once the camera reaches towards the top of the loop, the camera just rotates randomly, and no longer looks at the object. It still follows the curve, except refuses to look at the object which it's supposed to track. Once it reaches the bottom of the loop, everything returns back to normal. I've already tried clearing the curves' tilt. What am I doing wrong here?

As you can see in the picture below, the camera is facing down, when it's supposed to face torwards the object (you can't see the object since it's only a single edge).

Please download the .blend file, my explanation might not be enough for you to understand. Just enter the track camera view and play the animation from the beginning. Once it reaches the loop, you'll see what I mean. I appreciate any help in advance.


texts: What method is more efficient for making duplicate of an object: mirror it with modifier or instancing it?

texts: I wonder what method i should use for making copies of original object, what is more memory/render efficient: mirror my object with modifies - "Array" or "Mirror" or instancing my object with Alt+D?


texts:
I've been having trouble understanding why a UV map comes out the way it does and i'm looking for some help on how to fix it and understanding why the issue occurs in the first place.The issue that i'm having is that the UV's for the model are unwrapping in a distorted way even though the model itself is symmetrical. Heres the file if it helps. https://ufile.io/wf2ts
Thanks


texts: How to remove light and camera in blender 2.82a

texts:
I am learning blender and new to this forum and this is my fist post as well. I am struggling to sort the below mentioned problem of achieving the same result in Material Preview without light and camera. Please note : The first two screenshots are of the reference video that I am following and the person is using Blender 2.80 whereas mine is 2.82a

The below screenshot shows that the person is modeling without a light and yet his objects doesn't looks black in Material Preview mode.
Below image shows outliner with no Camera or Light :

The Ref image shows his viewport in Material Preview :

Unlike mine, where the objects looks completely black in Material Preview when I delete light manually :


texts: How do i make particles flow along this curve object?

texts:
This is my first post in this community. I recently started blending and I found it so much fun! The forum here is an amazing space!

Coming to my question, how do i make particles flow along this curve? I tried with a nurbs curve, in which i added curve guide force field. It worked. But couldn't get the same with this hilbert curve. Tried path animation, the particles were flowing too fast and not smooth either. Please help me with this.
Thanks in advance.

Download link


texts: why follow path with duplication not in curve shape

texts: I have a icosphere and a rectangle path. With the follow path selecting icosphere and path. Ctrl+P i made a follow path. In the properties of icosphere i on the duplication to frame. The icosphere not in rectangle path. Shape missing.


texts:
community!
I have a mesh of character GG Xrd game and found that they used analogue custom split normals data.
I know, they used Autodesk Softimage soft for editing custom normals.
I know some analogue of this for Blender, like Blend4web and some scripts, but  i can`t see a way to use it for edititng many split faces at once.
I see on this video  enter link description here Softimage has addons for editing normals trough vertex painting. Is there any solution for blenders?
On screenshot  - imported models from .dae  file with split edges . Btw blender cant mark  sharp edges on importing meshes or mark just invisible?
Thanks!


texts:
I am looking for a way to control physical objects, preferably with an armature, where the bones have variable influence from 100% making objects follow the bones and 0% where physical objects unaffected by the armature.

I have tried to enable Animated option in the rigid body settings, but this does not give an option for a variable influence and the objects jump back to the original position when Animated option is enabled.

Same problem occurs while using object constraints, when the influence changed to 0, the object is displaced to the original location and not following the inertia.

I also have tried applying force to the bone, but then it is not possible to clamp the object/s to the bone/s location.


texts:
I am wanting to create a UV map that will cause my texture to stretch to my favor.  I want to unwrap a circle so that it's a rectangular strip.
If I can unwrap it into a rectangular strip, I can make a texture by drawing some straight lines.  Then, I think when I apply the texture onto the object, it will result with the lines being stretched and following the curve of the circle mesh.
How can I unwrap the circle this way?


texts:
I'm trying to make hotkey for this option:

Like that:

But this isn't working.What am I doing wrong here?


texts: How do I mirgrate all image textures to a different folder?

texts:
I imported an .OBJ that has large amount of image textures onto my desktop but I don't want to keep them there as I want to place the textures into the another folder.

Do I have to manually reassign every texture or is there a better way to change the location of a large amount of texture images?


texts: How to make object scale at specific point on Z axis based on bone?

texts: So, I'm working on a rig and I hope to get a mouth rig working.  Behind the mouth is a plane which I've textured red to act as the inside of the character's mouth.  Problem is, that while it might be possible to move the red plane witha bone, I haven't figured out how to scale it.  The jaw will deform and as a result, some of the red texturing will not be able to deform with the jaw and make it appear seamless.


texts: Problem When Using Cell Fracture on hollow shapes

texts:
I'm trying to make a building able to collapse. The building has an open interior as seen below

However, after I use cell fracture, the cells look like this

Additionally, all the cells connect at the center and after any change explode outwards, like this

I'm basically trying to make it so if something hits the building, only a single side will go down at a time, instead of the whole thing exploding.


texts: What file format should a simulation output its data in for easy animation with Blender?

texts:
A physics simulation (academic) outputs at every timepoint of interest an <unknown format> file containing 3D info. An animation must be created by stringing these <unknown format> files together in Blender.

What should <unknown format> be? STL seems to be a straightforward choice, but one must write a Python script in order to animate a sequence of STL files in Blender. Is there a file format that would be better suited to my task + Blender?


texts: Cycles not producing alpha transparency color change

texts:
I'm very new to Blender Cycles Render and I'm trying to have my character's irises have a white background where the image texture is transparent.

So far, I've come up with this

When displayed in material mode, it seems to be working, but when rendered, it's not.

Any ideas why this isn't working?

Similarly, for my character's hair, I've done the same thing and the result is somewhat different.

Could these problems possibly be related?


texts:
I'm using 2.8 with the Spring rig and noticing undoing an action is very slow (5 seconds or so to undo an unwanted translate or rotate of a controller). Is there any way to speed this up?

Are there settings to exclude certain actions from the undo stack perhaps? For example in Maya somebody wrote a script that can exclude the selecting of objects but not the moving of them.

Thanks!


texts: I cannot get the grease pencil to render

texts: I want to draw an image on top of an object I have created with the grease pencil.  When I then select render the object will appear, but it will not show the lines I drew with the pencil.  How can I get the grease pencil lines to show up in the render?


texts: How do I make it so that my camera shows the actual objects?

texts:
So I have been doing a tutorial here and for some reason when I did the camera rigging part, the screen just goes black. This is when I view what the camera sees. Any tips?
This is my project file:
Blender File Link (MediaFire)
Trying images now:
Out of camera:
In camera:


texts:
I have two objects (from a Collada import), one can be beveled, the other not. I cannot see any differences in the mesh. I checked for non-manifold edges, I checked for the orientation of the normals, I checked for sharp edges, ... What am I missing?

The .blend file (version 2.81) can be downloaded here: https://www.dropbox.com/transfer/AAAAAP6OKinOxeC5PAGGCIZJp6WsqX2sHdYds-C1aVJGl63GLkFIH_g

Thanks in advance for any help!

Chris


texts:
..I have question, how long would it take you to render 1675 frames -Animation- in a Blender using Cycles /Supported / CPU ....
am using
AMD Ryzen 9 3900X 12 Core 3.80Ghz , 64 GB Ram, Windows 10 64 bit,
( in Open CL  Radeon Graphics cards Rx 570 8 GB I have big problem with GPU When I switch the rendering device to GPU compute and to OpenCL, in blender 2.91, it just crashes.
The CPU rending works fine but whenever I try to use the GPU for rendering Blender just STOPS and freeze PC and then it restarts itself)
Vertices- 60.137 | Faces 59.857 | Tris 119.650 … mine render on CPU was about 25 h is that Normal time ?
GPU Driver is 20.4 stable/recomended version of drivers, they work on my Eevee and Cycles ok... showing textures on Blender viewport, but freezes when select Gpu rendering
GPU Driver: Radeon Adrenalin 2020 edition 20.11. PROBLEM
Eevee render is broken, with everything deactivated does not showing Textures or picture, the only way to get Eevee to work properly is activating "High quality normals" under Render > Performance, then Eevee just works perfectly but Cycles is Broken same.
If anyone knows how to enable GPU and speed up Rendering let me know....Thanks in advance !


texts: How to move pole target without moving child?

texts:
I've been trying to move the elbow without moving the lower arm that it is connected to. I had to move it this far off to get the chain back to the starting position before I gave it the pole arm and it rotated.

Help?


texts: How to I get light to not affect the rest of the scene

texts:
I made a test of a idea I had and I had a problem with the lighting of the scene
So I have a reflective face shield of a astronaut and way off there's an object(the orang band) that has an emitter node. The space/stars thing is a hdri, how to I make the orange light of the band not effect anything else(ie the backround cause its really red)


texts:
I recently started to model a car and can't get past the hood :P
I tried many things, ended up with this (not finished, I'm aware of ngons...)
I'm aware that the topology is not right, it has a bad flow and so on.

So I ask you for advice on how to model such non-traditional hood.

My reference

Thank you in advance!


texts: How to align bones so their rotations are the same?

texts:
I'm fairly new to Blender and am having some problems with skeletons/armatures, specifically aligning fingers on a hand so they are rotated facing the same way. I can't find an option to do it in edit mode and it's making my end product rotate weirdly, mainly the thumb.
So say, I have a bone like this:

If I wanna align a bone in 3DS Max I press Alt-A which brings up an option to "Align" anything to anything, I can select transformations, rotations and scale, copying from the object I select afterwards. Here's an example:

So if I select all the transformations, rotations and scales, it'll place it in the exact same location, rotated in the exact same way and scaled the exact same way, but maybe I just want to align their rotations so their axes are the same, I can do that easily by just ticking the appropriate boxes. This is great for aligning bones so that they're all on the same axis.
Here, I just ticked the rotations and you can see the rotation data has been copied to the bone:

So I wanna have fingers all aligned perfectly as they tend to be in real life, in Max I just do that method I just said and I can align the finger bones so that their axes are lined up.
In Blender I can't seem to do this, I just have to guess and hope that I've placed things so they're rotated the same. Is there some way to align the bones like I just showed in those images with Blender? Or am I stuck guessing and hoping things don't look too bad?


texts:
From 2.79 through all 2.8 beta versions up to the the "proper" 2.8, my preferences (where add-ons are set) were always the same. That was fantastic!
With 2.81, there's a fresh start and all my add-ons are gone in preferences. Can't see a solution in file path... Would absolutely like to refer to the "old" settings file instead of copying.


texts:
I was just testing some materials and i made a simple jeans model so i can put the denim material on it, i was using the lily scapper add on, when denim material was put on only a small part of the model had the material and the rest only had like a stretched version of the texture like blue or something.
When i went to uv editing to edit the position of the faces, i select faces but on the uv editor they show up as an edge. If anyone can help i would appreciate it. Thanks


texts: I am trying to make a missile. I want to put bolts on it to make it look a little more realistic. I was going to use a particle system to put them on there, but when I add the bolt in dupil object it doesn't show up. Help!


texts:
I'm trying to model a ww2 fighter plane but stuck at the cockpit. As we know it's made of metal bars with pieces of glass in between. Just wondering what's the common method for such models.

Shall I model the metal bars as solid first and add glass planes or is there a way to model them as a whole and then add some sort of transparent textures to it?

Thanks in advance!


texts: Can you set a driver to control something based on the Brush Pressure?

texts:
I am trying to see what is possible with drivers, and the main test I am looking at right now is about setting up a driver to change an aspect of a brush texture based on the strength of the brush. To access the driver, I had placed the brush texture in a material on a mesh object and did the driver set up there. In no way did I get anything to work - but was wondering if anyone has had any luck with this ever and could give some advice?

If I can get it to work, then I'd like to go so far as to use the brush pressure on strength to change frame number so the brush image sequence brush could follow the pressure placed and shift images.

I already have no problem with key framing values in the brush texture and playing those back or scrubbing the timeline, and I also use the timeline to scrub through images in a sequence used as a brush texture or brush mask texture. I just really want to be able to add a driver in some instances so I can change more organically.


texts: Undo aka ctrl + z is a pain on my system with Blender

texts: Any idea why undoing (ctrl+z) something as simple as scaling an icosphere just kills blender? My fans spin up like crazy. Is this a bug or just how it is? I'm pretty new.


texts: Why is this happening in my UV Unwrapping?

texts: I just modeled my first character, and have performed my first UV wrapping. Everything looks ok, but the UV's for the Eyeballs seem to fill the background behind the other figure elements, and are stacked on top of each other. I've tried scaling them down, but there seems to be layer after layer after layer. Pardon the pun but is this normal?


texts: help with walls when extruding - total beginner

texts:
I am a complete beginner when it comes to 3d modeling and have just started to use Blender version 2.70a

I have been following this tutorial step by step from the beginning: http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Beginner_Tutorials/Print_version#Improving_Your_House

Everything has gone really well up to module 20 "Improving Your House" where I have come up against a problem: I get borders in the between some of the windows and the doors when I do the extrusion, as shown in the image below:

They also show in the final render.

I don't know how to get rid of them.


texts: Image texture passed through emission shows up in render window, not in camera view, shading window or final render

texts:
Good morning,

I'm trying to use an image texture on an emitting material. As pictured in this screenshot, the texture coordinates are generated. Although it shows up in the render window, it does neither in the camera view, nor in the shading window, nor in the final render.

Thank you very much for your help, have a good day.


texts: I am using the latest blender version but as i was trying to change the softness and exponent of my lamp shadows there was no option. It only showed the clip start and Bias. Any way i can bring these options back


texts: I am brand new to Blender. Currently creating donut with tutorial series from Blender Guru and immediately run into problem. Do you have any ideas how to get rid of these ugly artifacts in object mode?


texts: Can't merge vertices or create faces with edges

texts: I am trying to connect a bunch of duplicated and slightly modified shapes together, but merging or create face between lines does nothing. Any suggestions?


texts: Moving vertex moves only the vertex, not the edges it is connected to

texts:
I select one vertex on a 2D plane extrusions from another 2D plane and transform it along the X axis, but only the vertex moves and not the edges it is connected to. There is an Orange line connecting where the dot of the vertex is to its original spot.

I want to be able to move the vertex and the vertex stays connected to the edges (so it slightly deforms the edges).

I have Proportional editing off.
For reference, I am trying to follow these steps : https://www.youtube.com/watch?v=xQ8fOYTdqow


texts: I am trying to add glow to windows on a spaceship design. however, I cannot find anywhere half of the nodes I am seeing online, such as glare or glow. I have textures on my model but turning to cycle render turns it into a particle mess, and I have no idea what 'cycle renders means'. my question: can I find the right nodes in standard Blender Render mode? if not, how do I retain my previous model render look in Cycles Render?


texts: I am watching a video for tank track, and now i have reached to the drive wheel. It needs to have pointy surface in order to move the tracks. The guy in the video made a circle, selected all vertices and then used "Checker Deselect" to select vertex, then skip one and so on. Then he scaled it down, making something like a sun. But when i try to scale, it doesnt even move. I tried with move and rotate, i tried to extrude, but still no result. Does anyone know how can i do this?


texts: How can I check if a wheel of a vehicle collides with the floor?

texts: I want to know if my vehicle (Vehicle wrapper) collides with the ground. But I can't figure out any method that to check that.


texts: How to separate multiple leaves from a single texture?

texts:
I am building a forest for a project I am working on but I seem to be running into a few snags. I built a tree model using the "Sampling Tree Gen" add-on and also using some assets from Megascans such as leaves and bark PBR textures. When I place the assets in the material node, it shows the leaves but does not separate them.

So I am stuck. I am not sure if there some sort of plug-in I have to download or if I did not do something right but any help would be appreciated.


texts:
I'm trying to make my material look like this

I played with nodes but couldn't come up with anything resembling the yellow material in picture.


texts: Saving the deformations on an object after using soft body

texts: Once I have used soft body physics to deform an object, can I save the deformations on the object once the animation is paused? I am applying soft body dynamics, playing the animation and then pausing it at the moment I have the deformations I want. I would then like to further edit the object and position it in its deformed state. Thank you for any help


texts: Origin point moves every time I try to select an object

texts: I must have messed up either the 3D cursor or the origin point, as every time I try to click and select, to move the object or rescale, the origin point moves along with my mouse wherever I click?


texts:
On subsurface I'm getting unexpected result like on

but I would like to receive result with smooth surface (not collapsed faces)

What could be wrong in my model ?


texts: Align 2 faces with only two vertices and constraints

texts:
I want those 2 faces to be on the same plane only by moving A on the C axis and B on X/Y/Z. I tried to resize with transform orientation to normale but I cannot lock the other vertice position. Maybe a tool displaying the normal numerical values of the two face would help. The rest of the mesh is currently hidden.
Is there a tool or technique to do that ?


texts:
Good day all. I hope you are well.
So today I was messing about on this random character. Made with mirror mode then applied it once done. Made the armature, used the symmetrize option on the legs only.
Tried to sign automatic weights. All is on the left side but the right...? Completely not!
Is there a way how I can mirror the weights from the left over to the right?
Thank you for your time.


texts: so Iv'e been having this problem, that I have no idea how to fix. My Character spins uncontrollably when ever I change it's physics to character in BGE, and I cant get it to stop. I imported the character file from FBX to blender, and I think it has something to do with that


texts: Exported FBX model looks different from in Blender

texts:
When I export my model to FBX I am finding the faces what doesn't exist in Blender project.
I mean the faces that cover the actual speaker. They are not hidden, an it actually is on face where I used boolean tool.
I don't really know what I might be doing wrong and where to start.


texts: Read pixel color with foreach_get() on image data

texts:
I tried filling a numpy array with the foreach_get() method on an image, but get the following error:
foreach_get/set() takes exactly 1 argument (2 given)
def read_pixels(img):
    resolution = img.size[0] * img.size[1]
    colors = np.zeros(resolution*4, dtype=np.float)
    img.pixels.foreach_get("pixels", colors)
    colors = np.reshape(colors, (resolution, 4))
    return colors

img = bpy.data.images['TestImg.png']
print(read_pixels(img))

foreach_get() should take 2 arguments, doesn't it? The name of the attribute ('pixels') and the array to be filled?!


texts: I have a simple armature that has three loose bones that I would like to join at one joint. Is there a way I can join these 3 into a single joint?


texts: Why is that when I open up my file in blender, the reference picture is gone

texts: When you are using a reference picture in blender, do you have to keep it? Do the pictures have to stay in your computer? I sometimes delete my reference images, because I'm on my mother's computer and any file I download has to go away. When opening my blender file the pictures are gone. How can I get my reference images to stay in my blender file even if the original file is deleted?


texts:
In version 2.72 when tracking markers are in use in movie clip editor, normally I could move marker with offset from original position to new one in purpose to skip some frames from place where originally marker is not able to track that place. And rather to use settings in properties panel, I can also use shortcut GG to move marker with offset using mouse.

In Blender 2.77 somehow that shortcut is not working. When I want move marker pressing shortcut G I can move marker to new tracking place, but when I want move marker with just offset GG it's not working.
 And I must use panel properties to change offset of that marker.

How I can fix that problem? Maybe is some settings wrong?
 I try import shortcut settings from earlier version of blender, but that didn't help.


texts: How to rig a skeleton so that it can be controlled with physics?

texts:
I'm trying to rig a lego minifigure skeleton. I followed the instructions in this tutorial https://www.youtube.com/watch?v=B9iL1hmJXrI and was able to get the armature working and even make a walkcycle. I would like to add physics to the skeleton but I'm not sure if my setup precludes this. My aim is to have keyframe animations take precedence in certain situations - like when its walking - and the physics engine take over in others - like if it gets hit by something at which point it should behave like a rag-doll.

specifically:

1) Because its a mechanical rig should I even use an armature or just use constraints?

2) If I do use an armature, should the minifigure be a single mesh or can I keep the arms, legs, torso as separate objects?


texts: Node won't appear even when I search for it

texts: I am following a tutorial on YouTube that is about materials and the guy in the video states that there is a denoise node that can reduce the noise of an image. However, when I searche


texts:
https://openvisualfx.com/2017/09/30/stretching-tearing-cloth-in-blender/

I'm currently following this tutorial and was able to get the mesh to stretch  but it won't tear. Instead of tearing it snaps off the controller that is currently following. Pants is also rigged.

Picture of example pants


texts: I spent a lot of time making custom sculpting brushes that use textures with different settings.  I assigned all of the textures a fake user.  When I saved my file and reopened it all of the textures I loaded for my brushes where unloaded.  How do I make reusable brushes in blender?  Thanks.


texts: Objects not appearing in Blender in 3d viewport

texts:
The local view port has a can I made earlier, but when I come to global 3d view everything disappears please see the second 3d viewport its global perspective ,why is this happening as you can see in ouliner the objects are visible why is this happening ? I have attached image and file itself

https://imgur.com/QCO58G1

https://www.mediafire.com/?9crrwp8hv3do73d


texts: Shading with two .PNG maps and one object

texts: I am trying to make some TTS models to play W40K in the lockdowns. The resources I got a hold of has the body and the guns as separate documents. They are saved as .png and I can't seem to make them work together. In addition, the model is transparent so I am certain something was missed.


texts: Try to get a stripe on my shirt texture to follow the curve of the collar

texts:
I'm modeling a shirt and I want a nice even stripe around all the edges. I UV mapped the shirt and then made all the quads rectangular. I figured this would make it easy to draw a stripe with perfectly straight lines in Illustrator. However, back in Blender it's not mapping onto the collar the way I wanted. You can see the map on the left and the result on the right.
Any ideas how I can make that stripe follow the curve of that collar precisely?

EDIT: Guys, little update. Based on your suggestions I redid the UV map without rectangular quads, and then drew curvy lines in Illustrator. Back in Blender I adjusted some vertices in my UV map to try and get the edges lined up with the stripe. Results are pretty good, so thanks!


texts: Cannot mirror bones, weight mapping impossible

texts:
First time using Blender, I have watched and read several tutorials on how to add bones, center and all the basics. But I was never able to get the mirror tool to work.

I then just made with what I could and realigned the duplicate. After putting days of work in I finish only to find out that since it's asymmetrical it can't have weight mapping.

I still have all the limbs as individuals so if I could mirror it would it work? or because the model itself is asymmetrical I can't do it? Would weight mapping work?


texts: Game Logic and the delay sensor: how to make "delay" a random number

texts:
This one is self explanitory, I simply want a delay sensor to be a random number between 60 and 120.

Anybody know the solution?


texts: How do you programatically set grid scale?

texts:
The python tooltip says to use

bpy.data.screens["Scripting"].overlay.grid_scale = n

but that doesn't work. There are no other commands that execute when I do it manually. So it's just that command. Except when I do it programmatically it doesn't work (AttributeError: 'Screen' object has no attribute 'overlay'). This pictures sums up the problem.


texts: Blender Game Engine Particles and Force field?

texts:
I'd like to build a force field and particle system in Blender Game Engine, what I'd like to achieve is exactly this;

https://media.giphy.com/media/3o6Ygj9GiMMhh5DZo4/source.gif

I want an object to release particles and another object to attract them. But I'm not sure how can I do that since there is no particle system in Blender Game Engine.

I'd be grateful if you can tell me a way to achieve this.


texts:
I was wondering if it's possible to make a phosphorescent material that stores the light-energy. I don't mean like fluorescent just by putting a emmision shader.

I mean if light shines on it and then you mute the light, the material stores the light for a period of time until it fades out into darkness. You get this material sometimes on the pointer of analog wristwatches or like on fluorescent jackets.

Hope my explanation is clear


texts: Why does my extruding not work like this?

texts:
This is what mine looks like. Here is what I would like it to look like:

I cannot figure out why the edges of mine are not expanding like in the tutorial I'm following. I'd appreciate some suggestions.


texts: Why can I not import an .mp3 file through Python scripting?

texts:
I'm following this tutorial and I'm about 29 minutes in. I'm using the .mp3 mentioned in the tutorial. Here's my latest .blend...

My script will create a single cube and switch the window context to GRAPH_EDITOR, but then crashes out with the error, "unsupported audio format". Error text follows...

  Traceback (most recent call last): File "J:\My
  Documents\Desktop\Motion Graphics\cgCookieVisualiser01001Rev.blend
  \Text", line 34, in  File "E:\Program Files\Blender
  Foundation\Blender\2.70\scripts\modules\bpy\ops .py", line 188, in
  call ret = op_call(self.idname_py(), None, kw) RuntimeError: Error: Unsupported audio format

  Error: Python script fail, look in the console for now...

It seems strange that the .mp3 wouldn't import via script. Has anybody a suggestion on how I should tackle this?


texts: Hey I don't know if this is a rigging problem but when I move my model in pose mode, the glasses (which are hovering over the face but connected to the whole mesh) doesn't move with the head. How do I fix this?


texts:
I'm trying to bake Cycles materials to a texture, for use in a different program. The issue is, whenever I bake the materials to a texture, the result is far darker than the original version.

This is it using Cycles materials:

And this is it with a texture. No other changes were made other than changing it from materials to a texture.

The second hat is dramatically darker than the original. How can I fix it?

These are the baking settings I'm using.

Any help would be much appreciated.

EDIT: Here's a link to the .Blend file of the hat. The texture is packed in with it, but if you need it separate, let me know.

https://www.dropbox.com/s/pvfrixxsd0p1atb/hat.blend?dl=0


texts: Changing duplicated object's texture effects the first object's

texts:
I tried to copy a mesh, and when I changed its texture so did the source mesh.
How come when I create a mesh duplicate and change the texture, the original mesh's texture changes as well?


texts: Problem rendering multiple smoke textures

texts: I have figured out what was wrong with the smoke, I could render it but I could not see it but it was there just the same, thank you. Now when I try and render two different smoke colors they both come out the same. I have gone into the compositor and created two different settings but I cannot apply them, also when creating two separate domain boxes and two emitters they only take one setting. I have tried to put them on separate layers but this does not work either, I do not want to go into the video sequence editor as this is long. Is there a solution for this?


texts: Having trouble with finding x-ray weight paint function in newer version

texts:
So I have having been learning all the differences in versions of blender since 2.8. Now I’m stumped about having the x-ray function in weight painting in version 2.83. I have been looking for an answer but all I can find is people saying turn on 2d falloff, but it seems to have been removed since the version that was being used when the answers were given. The answers show pictures of where the toggle for 2d fall off can be found and not only is the toggle not there in my version, but the menu its in is very different in my version.
Please help me out, I’m stuck with a weight paint issue that seems it can only be solved by the x-ray function.
Why did they have to go and mess around with the UI that was in 2.7.9 when they just make things much more complicated and harder to navigate.


texts: Texture Painting on image is not showing up in Blender 2.8

texts:
I am a beginner to Blender. Currently I am following Blender Guru's Donut tutorial. When I tried to do the texture painting , color on the image is not showing up.

If I zoom in very hard then only the color is showing up.

And another problem I am having is event if I am drawing white color in the model some greyish color is getting painted. (I am not sure whether both problems are due to same cause or not).

Please help me out.

Here I am attaching the blend file and the texture files

Drive Link For Blend File


texts: Convert track data into a bezier curve or a path?

texts:
I want to do a simple motion trail that has the same path as my track, but different timing. For that I need to convert the track data into a bezier curve. Any idea on how to do that? The reconstruct options allows only to make an empty that follows a track, not a path. There is a 3d markers to mesh option but no matter what I do I get No usable tracks selected Warning. I could only find very old posts on similar topics but they were talking about f-curves which have unfinished documentation.

I just need a follow path instead of follow track with the same data...

Motion tracking data

Blender documentation on f-curves:


texts: How to model this in a flexible and nondestructive way?

texts: I need to model this shape in a way that makes the general shape of the brackets easily editable, without having to extensive re-model and move many vertices each time I need to change the shape. I've tried tons of approaches using nearly every modifier and tool in blender's toolkit, but just cant seem to come to a workable solution. Desperately looking for an effective solution for this! Here are some of the shapes I need to be able to create with this setup (these renders were done using a displacement modifier and height maps that I generated in after effects, but would love to be able to maintain the entire workflow in Blender):


texts:
I know a commonly duplicated question is "Why is light not passing through glass?" or "Why does my glass shader ignore lighting?", But mine's a bit different.

The Problem

I 3D modeled a type of weapon called a kukri in Blender, and I created a little display for it:

The speckles are the lighting emitted from the little spotlight-type things on the corners, I'm just running low samples at the moment.

As you can see, the shading looks dandy. Now let's see when happens when I put a glass cover on top of it:

Everything on the inside goes dark. Here's a representation of the geometry of the cover:

What I've Tried

I've tried the following node setups, neither of which solved the problem.

Here's my settings:

Download the .BLEND


texts: How to disable word background transparency only for one View Layer on Eevee

texts:
Eevee doesn't have the Environment pass, so I'm looking for a solution to have one View Layer with the World background and another View layer with the background transparent to composite on top of the previous one.

If I activate the world background transparency it makes the sky layer also transparent and if I deactivate it the second layer doesn't have an alpha channel.

Is there any more recent method to do this in Eevee?

The purpose of this rendering is to an animation, not a still.
My world comes from an add-on called "Real-Sky" but you can imagine it like the standard blender sky texture.

This is a rendering with only one view layer, it's just all in one:

Now I'm aiming to a bit more control over the Sky, Background and Foreground and as such I ideally would want something like this:

... This screen was achieved by rendering the layers individually and hand activating and deactivating "world transparency" on the render panel.


texts: How to set location of instance objects randomly along input mesh's polygon normal?

texts:
i would like to ask about animation nodes.

first, i prepared a cube with loop animation along z axis.

and also sphere which its vertices locations will be position of instanced cube.

and i connected nodes like first picture.

.

what i want to do is randomize animation along the polygon normal of the sphere.(second picture)

i tried this way but it moves only along world z.(third picture)

i wish for advice.  thank you.


texts: index number by vertices? in animation nodes.. is it possible?

texts:
any way to give at this node a not unique index?

I mean.. can't figure out how to assign to It more than a value.. I'd like to align group's objects to vertexes of a grid. It actually works if using a instancer but this duplicate an object many times... not a group of individual objects.


texts: How do I "mask" out certain areas of a photo?

texts:
Can I use blender to take an existing jpeg image and mask certain areas out of that image?

I'm still very new to Blender and I've searched this topic, but all Q&A's seem to be about masking objects in a 3D setting. I'm wondering about masking a certain part of a 2D image so that I can use the image as a background on an animation, such that the elements of my animation show "through" the masked out areas.

Any help would be appreciated. Thank you for reading.


texts: Alternatives to Layered Texturing Blender 2.73a?

texts:
I've been unable to get the layered texturing add-on to work with blender 2.73a. I think this is because the update altered some things, thus the add-on broke. Is there a version out there that works or an alternative one I could use?

Thanks


texts: how to bake a roughness map with different intensity reflections

texts: I color my object with two colors, the first color uses metal elements, then for the second color I make it with metal elements as well but for the second material I make it by drawing in a texture paint, so the two colors overlap (the first color is below and the second color is above)  then what I wanted to ask, how do I bake the two materials with different reflex intensities? ( to lowpoly object)


texts: Cut a circular hole in a curved surface (using snap to face)

texts:
I'm following along some tutorials from CGcookie and one way they describe for cutting a circle out of a curved surface is to shrink-wrap a circular mesh to the surface and then join the circle to the rest of the mesh. However, the author also states that this can be done with the "snap to face" tool in Blender, instead of using the shrink-wrap modifier.
How can this he done with the "snap to face" tool?


texts: How can renders be matched up in Blender?

texts:
What is the best way to set up rendering in Blender so the images come out at the exact same position and size as another program?

For example, I have a series of color renders from Maya and want to add a pass with just line art from Blender. How can I match up the two in Blender?


texts: Cannot load model after running blender and installing add-on

texts: I used blender 2.79 2.80 2.90 and when I clicked the import model bottom after installing the Cats plug-in each add-on, I got an import error except for 2.79, and I need a quick and realistic solution to this.


texts: Change multiple specific nodes in multiple materials (with python?)

texts:
I got an animation with blinking lights, animated with an Emission Node and Transparent Node connected to a Mix Shader. The Mix Shader is animated, so the lights are going on and off by setting the Factor to 0 or 1.

More than 40 materials are already animated, but now I want to adjust the strength of the emission. I don't want to manually edit each material, adjusting the Emmission node's Strength. Is there a way to handle this in a batch?

If I knew earlier than I would work with Node Groups, but I didn't. I'm not good at python, but I think it's possible to create a sort of find and replace script in the context of selected materials.


texts: How to render a water simulation with camera tracking keyframes?

texts:
I have created a water simulation comming out of a modelled water fountain sprout. I want to create a rendered scene shot from the viewpoint of a camera revolving around the fountain, by using key frames in blender 2.8. However only the water sim ends up getting rendered, and the key frame animations are ignored in both preview and baked and rendered outputs.
Does anyone know if it is possible to do what I am trying to achive, and how to go about it please?


texts: I UV unwrapped my mesh, but the image texture doesn't show in my object

texts:
I just created a 3D model of a barrel and UV unwarped. That thing below is the screenshot of the UV image editor.

Then I clicked new button below the UV image editors window and gave a name barrel and unchecked the alpha option, and selected blank to color fill option then clicked ok. then I changed the viewport to texture mode. I can't see the color grid texture on my object. Image below.

i am using blender 2.78n thanks in advance for any help.


texts: Is there a way to make baking sound to F-curves more accurate?

texts:
At the moment I've got a script that generates a bunch of bars, and bakes a narrow range of frequencies to each bar's Z scale. It ends up being a pretty simple spectrogram that I composite onto the bottom of the video.

The only problem is that there's a lot of "bleeding" across frequencies. It looks like the same kind of thing you see on a spectrogram if you set the window to something really small.

If I have an audio file with a 440Hz tone, you can bake frequencies as low as 100Hz or has high as 1100Hz and still be able to see a little of the 440Hz tone influencing it, and there's a lot of really significant interference down until around 200Hz and up to 700-800Hz. Is there any way to make blender more accurate when baking sound to F-Curves?


texts:
I was watching a tutorial series on YouTube and at 5:11 he made a few loop cuts that are horizontal. How did he do this?

Video: https://www.youtube.com/watch?v=WnPkrxz4AQQ


texts: failed to find solution for one or more bones I cant parent armature to object in blender 2.9

texts: I keep getting the error : "failed to find solution for one or more bones" when trying to parent rig to my character. I cant seem to find the problem, does anyone know what I can do?


texts:
I have two meshes and I need they remain together while they move but being different meshes, so Ctrl+J is not the solution. I've tried to put a rigid body joint but when I activate it the two pieces get apart.

I need the two pieces remain in this position

When I press the up key this is what happen

Here is the file: http://www.pasteall.org/blend/29210


texts:
So, I'm trying to mirror my eyebrows, because for some reason I can't get the eyebrows on the right of my character to match the ones on the left, after much work. It seems like it's already mirroring from right to left, but if I delete the left eyebrows completely, it disappears. It seems if I leave even one hair, it mirrors, but that doesn't mirror the comb settings, so if I do that all the hairs will face one direction. This is what I have, as well as the particle edit view.

As you can see, there is a lot more hair on the right side, but it looks a lot thinner. Is there any way I could just erase the one on the right and just mirror the one on the left?


texts: what is this panel and how can i make it gone?

texts: this panel appeared after i did something what I'm not sure, and also the '~' key stopped working with it. Doe's any one know how can i make it disappear, and make the '~' key back to work again like before? thanks.


texts: What does it mean if my wireframe looks like this? (Discontinuous lines)

texts:
I'm trying to make a tent, but I just noticed that when I see the wireframe of my object it looks like a messy mesh

However in edit mode things are better

Why is that the wireframe looks like that? I know it's probably something I've been doing wrong.


texts: Why does adding shaders take the colour out of grass in render mode

texts: I am making a field of grass using particle systems. The set up has 2 different clumps, green and green/brown plus some weeds and flowers. In materials mode, when I add shaders, (translucent and glossy for example,) I get the great effect that I want. When I go to render however the colour in the grass is completely gone. (I'm only setting the glossy shader to .002 by the way.) Anyway, glossy or not glossy, translucent or not, if I even go near changing a basic image texture>diffuse>output node setting all the colour goes in render mode. I have had some issues recently with seeing multiple shader and texture nodes in materials mode apparently because I'm on a MAC but this seems to be the inverse problem. Any Ideas?


texts: How to avoid pinching on concave shapes with the bevel modifier and subsurf?

texts:
How can I setup the Bevel modifier to only work on 30 degrees angle and avoid pinching at the same time on convex shapes?

I want to avoid pinching generated on concave shapes to replace the manual edge loops or sharp edges workflow for hard surface models:


texts: Every time I enter sculpt mode the mesh switches to faceted render, how do I avoid this?

texts:
I have a mesh I sculpted and when I switched to Layout mode, I saw there are some minor errors introduced by the sculpting (flipped polys, etc.).
I would like to correct them, but they really pop up only when I switch to smooth shading.
How do I avoid Blender to switch the object render to faceted each time I go sculpting?
Also, this switch affects the object permanently, and I always have to switch back to smooth shading. Shouldn't happen I think.


texts: I can't really use the Solidify modifier because I don't want to mess with the entire object. The goal is to print a cup but enforce the handle and the bottom of it. What is the best way to do this?


texts:
So, I tried to render a scene in eevee and there are the results

And here what's supposed to appear (rendered in cycles)

I thought that reinstalling blender would help me in this situation, but it's still there. And when I was finishing writing the question, I decided to double-check the rendering.

 And it works. I do not know how, but it works. It just works.

Plz explain me, what's going on


texts:
I am trying to get my dual GTX 1080 Ti working in Cycles, however no bingo. When I try to render a scene (just the box with nothing else in it) I get the error message “Cuda Error at cuCtxCreate: Unknown error”

I have tried using the 1080 ti, how ever still have the same issue. CPU rending is fine.
I am on 2.79b and all my windows drivers and nvidia drivers are upto date.

Are there any other logs that I can look at?

Below are my specs for the PC that I am using.

2 x Processor   Intel® Xeon® CPU E5-2699 v4 @ 2.20GHz, 2201 Mhz, 22 Core(s), 44 Logical Processor(s)
Installed Physical Memory (RAM) 512 GB
2 x Display NVIDIA GeForce GTX 1080 Ti


texts: Property Panel Custom Popup Menu when user presses hotkey over an input field

texts:
is it possible to trigger this kind of menu:

in the property panel when I press a hotkey over a button/input field? I want to specifically,when the user presses a specific hotkey when over an input field, call a function that checks if this input field allows divers and if it does to show the user this kind of popup menu (which of course includes own function, etc.).


texts: I'm trying to create a "Arc" of sparks that generate from a small point and expand into a bigger area (not like each particle physically getting bigger but the area the particles are taking up gets bigger). And the preview keeps showing a sphere that gets bigger. Now, I'm trying to make the particles go in all ways... but still confined to one certain direction. So the Random amount isn't the option because they make them shoot everywhere.


texts:
I'm currently trying to model these lines that are insetted into the mesh.

You probably won't subdivide the face completely to extrude it inwards?

It's not due to any normal or bump map, just modelling.

What's the best approach for this?


texts: I inserted a background image in blender by checking the background images box and opening an image, but it isn't working. Not in ortho and not in perspective view, i tried all perfect views. The first time when i inserted an background image it did work, but now it doesn't work anymore. Here is a screenshot:


texts: How to render only a section of the screen?

texts:
I am rendering a small animation with Alpha that will be incorporated into a video. This animation will only occupy an area of 550 px wide by 650 px tall.
I know changing the Resolution in the Rendering tab is not the right way (as it keeps the same dimensions but with less resolution/pixels).
Maybe there’s a way to crop it? (just thinking out loud)


texts:
So I've just started using Blender (2.74) and wanted to use a reference image.

So I made a reference image in Adobe Illustrator and saved it as JPG, then dragged into blender. It's not visible, even though I am in Orthographic Mode (Yes, I've tried googling it)

I have also gone to "properties" and enabled background image, and I have tried changing the axis of the image and then changed the camera to the axis. I could of course make a plane and place the image there, but it would be anoying every time I go into wireframe mode.

It's extremely frustrating! Can anyone help me out? Thanks for reading.

Screenshot:


texts: why are my materials showing as a solid color?

texts:
I have a model that has materials as textures. The materials show up in my older system, and whether I save as a .blend or .obj file, I get a solid color, in my newer Laptop.

I use EEVEE, but it doesn't matter which mode I use, it's the same result.
The texture files are .png images. are included, see the picture.
How do I fix this?


texts:
I'm working on a big project and to improve performance I have hidden a lot of modifiers and objects in viewports. But now I want to see how the current full version of the project looks like in object mode and with the ability to look around.

is there a way to swap "disable in viewports" and "disable in renders"?
or is there another way to get the same effect?


texts: How would you go about reading a .blend file? I mean all of a .blend file, not just the .obj information

texts:
So, I'm well aware you can export a .blend file to a .obj and read that with pretty standard file i/o in c++.

What I want to know is how to un-obfuscate a .blend file AND

read in the information in the file as text or python code if possible
OR just know how a .blend file is structured or how blender stores data and compiles the .blend, and in what order like the data types and data structures stored

because I want to access the information for the materials used, the animations key frames, the composition of the scene, etc.

EDIT: well so far I've found these useful sources

Parsing a blend file by Raging Gazebo

The mystery of the blend file by Jeroen Bakker

plus, his breakdown of the SDNA for v2.56

And this from github for blender file reading linked by user2859

haven't found everything i'm looking but this was a lot of help so far.

edit: there may have been important information one here, but now it's gone anyone know where the blender team moved it to?

edit: i gave up trying to parse the file just did an exporter in blender's python script, i got it to export the mesh data so far in an obj like format, now working on extracting the animation data. i'm using the api ref in mike's answer.


texts: How delete a pythom list from scene ID properties?

texts:
I created a list using this method:

# assign a list
>>> C.scene["mylist"] = [1, 1, 1, 1, 1, 1]
>>> C.scene['mylist']
<bpy id property array [6]>
# save file, reopen
>>> C.scene['mylist'].to_list()
[1, 1, 1, 1, 1, 1]

But how can I delete it completely?


texts: Can't see object through a certain camera

texts:
I can see my object fine in rendered mode.

I can even see my object fine with a particular camera in rendered mode.

However, when I switch to a particular camera, I can no longer see the object in rendered mode.  I have tried hiding/unhiding, clipping distances in camera settings and on viewport tab, the output looks good in the node editor, and I have gone through all of the solutions I could find on here.  Here is the camera that I can't see the object with:

Here is the camera that I can see the object with:

I am not too familiar with depth of field settings yet so it might have to do with that. I thought if I adjusted the aperture settings it would account for that. Here are the settings I thought you would need to see:

What're your thoughts and thanks!

Tyler


texts: Do a full render for what I am seeing without changing the default camera?

texts:
Suppose that I have set an animation to the default camera. I can still view other parts of the scene in the viewport and even see a low-quality rendered view by clicking the empty ball icon.

But what if I want to see the full render for the current view? I could change the viewport render settings, but that would make all subsequent preview slower and I would have to change them back after seeing the full render.

I can press Ctrl+Alt+Num0, but that changes the default camera, which I don't want. I have added another camera, but I don't know how to make Ctrl+Alt+Num0 to change the second camera, not affecting the default camera. Is this possible?

Also, pressing Ctrl+Alt+Num0 does not even exactly set the camera as I see in the viewport; the area that the camera is changed to see is only the centre part of the viewport, so when rendered, it is not showing what I see in the viewport.

The view that I wanted render.

What pressing Ctrl+Alt+Num0 and F12 will render.


texts: Why is this glass Cycles material casting solid shadows?

texts:
I created a glass cone with black seams (the seams are a diffuse not transparent material).

When I shine light on it, the cone casts a solid shadow. Why is this?

I would like to have a (semi) transparent shadow cast from the glass
and a full shadow from the seams.

Here is the link where you can (hopefully) download the blend file:

glass cone


texts: I am watching Blender Guru's tutorial on how to make a donut and he is making a cup of coffee but for whatever reason whenever he does CTRL R to fix the hole in the middle of the liquid it works for him but I have tried it many times and it doesn't do anything. Please help me.


texts:
I have a face that does not follow suit I have tried everything I can come up with but for some reason this face does not have the same shading as the others.

Any help here would be great cause it is like a bad headache and rater be rid of it.

I already have edge split and tried to extrude the face from the previous one that does have correct shading.


texts: Bloom effect with a transparent background?

texts:
I'm trying to use this render as an overlay on an image in Photoshop. I tested blend modes in photoshop, but didn't get the result I was looking for. When I set the alpha to transparency in the scene settings it just rendered the object but not the bloom.

This is the expected result but the black would be transparent:

When I do set the alpha to transparent I get this w/o the bloom:

Right now it isn't possible to render bloom on a transparent background, because the render results use premultiplied alpha.

So, what are some other methods of creating bloom on a transparent background that doesn't involve compositing in blender. I don't care what program I have to use to solve this problem.

Thanks.


texts: How to restore functionality while drawing verticies?

texts:
Yesterday, I watched ianscott888 tutorial on drawing vertices. Great video. And for several hours afterwards, I was gleefully drawing verts on new projects and old. It worked fantastic. Then, it stopped working.

So, I went to every extreme to get the functionality back. Even reloaded Blender to make sure I had a good version.

Hold down CTRL+RMB. That's how it's supposed to work. But, now all I get is faint gray area bordered by white dots. Can you please help me figure out if this is a Blender problem or something I've done wrong? Will provide screenshot if allowed.


texts: is it still not possible to delete folders in the file browser?

texts:
seems to work with files, but not with folders. very tedious, as you have to go back to your os browser and cleanup what you couldnt do from within blender.

found a year old question here which was answered that it's not possible. is it still not possible somehow? in 2.73?

thanks


texts: Where is the "Virtual Pixel Mode" option?

texts:
I'm searching for an option to make shown wireframe thicker. I found one solution there What is the setting that changes wire frame thickness?, but I can't find that Virtual Pixel Mode switch in my System options.

Upd: Another option (Line width) seems do something similar , but it changes some GUI parameters and vertex sizes too.

How to change edge widths only or is there a way to change back the GUI lines and Vertex sizes without changing edge widths? Thank you.


texts: Help with putting liquid in glass in blender

texts:
I'm trying to make a beer in a glass in blender, and I am having an issue. I went to render it after I put the liquid in the glass to see how it looked, and the beer part (which is a separate object) is showing up in the bottom of the glass where it shouldn't. Can anyone help? By the way, I am very new to blender. If it helps, I was following the tutorial on blenderguru.com.
http://www.blenderguru.com/tutorials/make-beer-blender/


texts: Align object's orientation -rotation, transform, and scale to another object's orientation

texts: I am using 2.8 and am wondering how do you align or snap an object's orientation to another object's orientation that has a different location, rotation, and scale- in a quick tool like way such as 3ds Max's align tool? -I know I can copy the transform values, and 'snap cursor to selected'->'snap selection to cursor' does not snap the rotation or scale values. Is there a script or current tool that will do this without much process? - thx.


texts: Fixing black faces in texture after using dyntopo

texts:
Lately I have encountered a problem while sculpting a model created using photogrammetry. When I was using dyntopo to fix areas with wrong topology, newly created faces didn't dynamically unwrap and because of it there are black, not unwrapped spots on my mesh. What I tried to do was using clone brush, but as you may have guessed it didn't work at all because of the texture islands being randomly spread in the image. Also there is a significant part of environment textures which are useless and occupy image space. Here is one of four images used for texturing (just to show what they all look like, posting an image which is the most light-weight):  I'd be grateful for any tips on how to fix these black spots.
Thanks in advance


texts: How to ensure accurate rigid body simulation with many small objects

texts:
I am attempting to fill a cup with small capsules to create the effect of sprinkles sitting in a bowl. To do this, I have been using rigid body simulations to pour the sprinkles into the cup and then joining all the objects to create a single mesh.

Although the result (below) looks similar to reference photos, the sprinkles around the edges seem to avoid touching the cup. Is there any way I can fix this so that the sprinkles fill the entire container as they do in the real world?

Below is a sample render and screenshots which contain the rigid body simulation settings for the sprinkles and the cup (I don't think the funnel should matter).

Render:

Cup:

Sprinkle (same settings for all of them):

Thanks for the help!