texts: Why is does this area of the mesh look weird?

texts: I have been curious as to why this specific area of the head mesh (corner of the mouth) look weird even though I made sure that there are no vertex crossing each other. I tried to move around each vertex, but the weird line was still visible even though I move the vertexes. What can I do to fix it?


texts: Print specific coordinates of keyframes?

texts:
So i want to print each coordinate of XYZ individually along with the rotation and location. I found some code online structured like this for printing key frame data but i'm not sure how to get it to print individually.

    def get_keyframes(obj_list):
        keyframes = []
        for obj in obj_list:
            anim = obj.animation_data
            if anim is not None and anim.action is not None:
                for fcu in anim.action.fcurves:
                    for keyframe in fcu.keyframe_points:
                        x, y = keyframe.co
                        if x not in keyframes:
                            keyframes.append((math.ceil(x)))
        return keyframes
keys = get_keyframes(selection)
selection = bpy.context.selected_objects

This defines the keys. So lets say i want to define each coodinate as a variable:

for obj in enumerate(selection):
    XRot = round(keys.rotation_euler.x, 3)
    ZRot = round(keys.rotation_euler.z, 3)
    YRot = round(keys.rotation_euler.y, 3)
    xloc = round(keys.location.x, 3)
    yloc = round(keys.location.y, 3)
    zloc = round(keys.location.z, 3)

    EachKeyFrame  =  [key for key in keys]

    for keys in enumerate(EachKeyFrame):
        print(str(ZRot))

I've tried this although it gives a "AttributeError: 'tuple' object has no attribute 'rotation_euler'" error.

I've also tried ints like this but gives the same error.

for obj in enumerate(selection):
    XRot = round(keys.rotation_euler[0], 3)
    ZRot = round(keys.rotation_euler[1], 3)
    YRot = round(keys.rotation_euler[2], 3)
    xloc = round(keys.location[0], 3)
    yloc = round(keys.location[1], 3)
    zloc = round(keys.location[2], 3)

    EachKeyFrame  =  [key for key in keys]

    for keys in enumerate(EachKeyFrame):
        print(str(ZRot))


texts: How do I model and animate a twinkling star?

texts:
I am building a scene with Blender in which I need to depict a multi-colored
twinkling star, rising on a vertical path, and disappearing at clipping plane
just above it.

I have done it in POV-Ray, which uses scene descriptive language. Is there a
utility to export from POV-Ray and import into Blender? Should I write a Python
script, or can it be done in Blender?


texts: Python, How to Roll a Pose Bone along a Vector in PoseMode?

texts:
I'm stuck, Trying to roll a pose bone while staying in the Head and Tail vector. When I use axis angle or any other rotation, it doesn't stay in place and it goes off its vector.
Vector shouldn't change and rolling angle is the variable.


texts:
I want to create a Auxetic Foam Cell Structure with this technique:
Create a sphere in sphere (with boolean diffrence)
Generate particles with add particles and replace with mesh sphere in sphere
for grid distribution la morphologie est obtenu de cette forme
Note: The interference between spheres with holes is equal to the thickness of spheres.

But, if i want the distribution of meshes (sphere in sphere) to be random (50 spheres), how can i do that?
Ex:

http://pasteall.org/blend/index.php?id=50818


texts: Lost image used for modeling. Now I get pink

texts:
I was modeling a character head from an image background and have lost my image since I moved the blender file to another location . what do I do to make it come back instead of the pink colored area where my image should be ?
thank you


texts: Slicing an object into parts along axes other than x, y, z with a python script

texts:
Using these examples
Slicing an object in 4 parts
How can I evenly split a cube?
I was able to cut an object into pieces along the x, y and z axes with a python script. But I can't do it along different axes (not x,y,z of the object). For example I would like to cut a cube according to axes not parallel to the edges and save the pieces obtained.
Please could someone give me an example or give me some suggestions to do this?


texts: Blender Not Recognizing Additional Python Modules

texts:
I am fairly new to both Blender and Python.
I am running the latest version of Blender to date (2.9.1), shipped with Python (3.7.7)
I am trying to install/import some Python modules that facilitate audio processing.
These modules : PyAudio and SoundDevice
I managed to figure out how to install several of these modules using the terminal commands on my Mac, and they seem to have installed successfully.
However, these modules seem to ONLY be installing to my system Python (3.9).
As instructed, I have tried changing the terminal directory by going into the Python terminal inside blender, printing the sys.exec_prefix, and copying it into terminal before install:
   >>> import sys
   >>> sys.exec_prefix
   '/Applications/Blender.app/Contents/Resources/2.90/python'

But it seems that the new modules just go into my system Python(3.9) and I can't seem to get anything added into Blender's Python(3.7).
Am I missing something?  Are there any comprehensive posts or tutorials about how to add modules specifically to blender's python?  Any help would be appreciated.  (I'd prefer advice and resources specific to Mac as PC directory structures and terminal prompts seem to be different).
Thank you.


texts:
I made a script to subdivide the edges of the object faces depending on their length (if edge 0 > edge 1, cut edge 0 n times, and vice versa, being n relative to edge’s length).

I got it working, but there is something I’m not seeing or understanding, in the first part of the script I'm adding in a variable the number of faces the object has and in the second part the edges are subdivided, but in order for the first part to work, I need to add extra steps that are apparently unnecessary. Can someone help me clean this? I’m a noob but I would love to learn and have a tight script, so any advice to make it cleaner / smoother would be great.

Thanks in advance.

PD, having iter = len(bm.faces) won’t work because as soon as you make a cut, a new face is added, so it becomes an infinite loop.

Here's my code:

import bpy
import bmesh
import time

start = time.time()

bpy.ops.mesh.select_mode(type="FACE") # set face selection mode

ob = bpy.context.active_object
me = ob.data
bm = bmesh.from_edit_mesh(me)

length = 2   # length comparison between edges
cutMulti = .008   # higher n = more cuts

cutN = 0
i = 0
iter = 0

# get n of faces, ***just a "for f in bm.faces: iter += 1" won't work***

for f in bm.faces:
    f.select_set(False)
    e_0 = f.edges[0].calc_length()
    e_1 = f.edges[1].calc_length()
    if e_0 > e_1:
        cutN = int(e_0*cutMulti)
        if e_0 / e_1 > length:
            f.edges[0].select_set(True)
            f.edges[2].select_set(True)
    if e_0 < e_1:
        cutN = int(e_1*cutMulti)
        if e_1 / e_0 > length:
            f.edges[1].select_set(True)
            f.edges[3].select_set(True)
    iter += 1

# Face cuts

for f in bm.faces:
    if i < iter:
        e_0 = f.edges[0].calc_length()
        e_1 = f.edges[1].calc_length()
        if e_0 > e_1:
            cutN = int(e_0*cutMulti)
            if e_0 / e_1 > length:
                f.edges[0].select_set(True)
                f.edges[2].select_set(True)
        if e_0 < e_1:
            cutN = int(e_1*cutMulti)
            if e_1 / e_0 > length:
                f.edges[1].select_set(True)
                f.edges[3].select_set(True)
        selected_edges = [edge for edge in bm.edges if edge.select]
        bmesh.ops.subdivide_edges(bm, edges=selected_edges, cuts=cutN)
        selected_edges.clear()
        for e in f.edges:
            e.select_set(False)
        bm.select_flush_mode()
        i += 1

bmesh.update_edit_mesh(me, True)

print (str("iterations completed = "), iter)
print (str("lenght comparison = "), length)
print (str("cut multiplier = "), cutMulti)
print (str("processing time = "), time.time()- start)


texts: Animation Nodes extra nodes Morph between two objects with particles

texts: What would the setup look like to morph or get particles to form the shape of a mesh from another. Is it possible with the extra nodes that 3D Singh VFX has created.


texts: I try to draw details but the brush fills the entire mesh

texts:
I have a strange effect disabling texture painting.
I try to draw a texture on a high poly object (470.000 vertices) that should later be projected onto a low poly object.

But the draw brush fills always the entire object in the moment I try to draw any.

I have the same effect with each of the draw brushes.


texts: Fastest way to move image pixels between Blender and GPU memory?

texts:
I want to cudaMemcpy directly into bpy.data.images["my_image"].pixels, is that possible?

Right now I am doing this, and it is not as fast as I would like..

# upload image to a numpy array
np_data = numpy.zeros((my_image.size), dtype=numpy.float32)

pixels_list = list(my_image.pixels)

for i in range(0, len(my_image.pixels)):
    np_data[i] = pixels_list[i]

# do stuff on GPU
GPUkernel.apply_filter(ctypes.c_void_p(np_data.ctypes.data))

# move data back to host from GPU into np_data
# code here..

# update image in blender
my_image.pixels = np_data.tolist()


texts: The transforms of appended objects change during rendering

texts:
I have these teeth objects in a separate blender file that I plan to append to other files when I need them (I append them as "objects" because when I append the mesh they don't seem to show up), but the two times I've tried, the rotation, location, and scale are strange on import, and on render.

Also, something to note is that the size and rotation of the teeth while working is after resetting the rotation and scale with alt-r and alt-s
another thing to add is that the position of the teeth in this project is the same as how they are in their original file. The numbers involved in their starting/rendered position seem random


texts: How to render in almost real-time (eevee)?

texts:
The animation is played very smoothly at 20-24 frames per second (fps) in the viewport.

This means it takes about 1/20 seconds to render one frame. That's a tiny fraction of a second.

When I press F12 to render, It takes 20 seconds to render a single frame. That's x400 increase in the rendering time of a frame!

I reduced the number of rendering samples to be less than the number of the viewport samples and reduces some other things that may affect the rendering speed but it still takes about 5 seconds to render a single frame. For me, This is still too much given that my PC was able to play the animation in real-time.


texts:
trying to make a face between the selected circles for a disk shape
  SHIFT TAB should let me select edges then i should be able to make a face, correct? however, the selection to select vertices, edges isn't showing up and when i hit f, a third larger circle appears? what gives? beginner here


texts: How can i remove verts in specific Group in VertexGroups via python?

texts:
i use Blender v2.76 and i try to remove vertices in specific Vertex Group via python ?

my specific group is atm "Test123" (only example), i try now via python to remove the selected vertices from the Group without index selection. is it possible ?


texts: Can we keyframe hair particle brownian motion?

texts: Is there a good reason to be unable to keyframe a hair particle system's brownian motion? Or is it a bug? I can't change this value, because its keyframe at another frame prevents it from being changed.


texts: Is it possible to bake dynamic paint waves simulation as a black and white displacement map texture?

texts:
I am working with the dynamic paint waves function to simulate ripples along the surface of a sphere. I was wondering if it is possible to bake the deformation into a black and white displacement map texture so that I could use that texture with a displacement modifier instead of dynamic paint.

Also, another question I have is how do I bake(point cache) the animation on file? When I press bake, it doesn't let me choose where I want to save the files and the bake doesn't even play in real time. I come from 3ds max and the flex modifier is similar to this. I am able to use a point cache modifier to save the animation to a sequence of files so that I can preview the simulation in real time. It also allows me to save an instance of the simulation so that I don't need to re-simulate every time. Is there a way to point cache the dynamic paint wave simulation onto file?


texts: Modify object's geometry after animation has been applied

texts: I have just made some animation on object (applied some Rot, Scale, Transform keys on different frames so object is performing motion) and suddenly it is understood that object must have some other proportions (a little bit more). The question is: how to change geometry of such an object without affecting (remove, change or other actions) all animation keys?


texts: How do I add a back wall to the front wall, so the object would be more than one layer of vertices?

texts:
So, I'm preparing a 3D model in blender for 3D printing and I split it into multiple parts, so I could print them out separately and fit electronics between the parts. However, now I'm at the problem where I have split an object into 2 and I have a front wall but separated back wall into another object (so it's one layer), and I need the object to have 2 layers (front wall and back wall) to be able to print out.
So here I am because I don't know how to formulate it to ask google and get a result which would help me.
I guess it has to be thicker than one layer of vortex walls?
Sorry for my terrible explaining, I'm not familiar with keywords for blender.
Any resources or a comment explaining how to do it would be a huge help, Thanks.


texts: Vertex groups unwrapped properly in UV editing, but don't display the color properly

texts:
I have a very simply UV unwrap of my character, with only two colors: Red and Black. I put one vertex group (the tie) into the red pixel of my texture, all the other vertices into the black pixel. First of all as can be seen in the picture below, no colors are showing up in the right window at all.
Secondly, when I go back to the Modeling tab, the tie is indeed somewhat red and the rest black, but the colors are not "sharp" (as in simply red or black like in the texture) but very soft and blended. Bigger faces, for example on the head, have a tint of red to them, kind of like the UV is not properly unwrapped.

Can anyone help me with these problems? It should be very simply to paint a model with only two colors, but I am unfortunately not getting the proper result. If there are any other good ways to paint simple low poly meshes, I am all ears. Thanks in advance.


texts:
I've been trying to open up this FBX package and get a render like the below preview, but Blender is really messed up when I try to open it. I've tried in 3 different version of Blender and tried using an add-on for importing the FBX and the glTF version of the package. Nothing has worked.

I've tried around 15 different 3D asset tools and haven't had any luck, with issues varying from failed imports to missing textures and lighting. I just want something that will give me the view in the preview below and render it.

Any suggestions are greatly appreciated!

FBX package


texts:
I'm using Blender (2.79) to do some really basic text overlays on video using the blender internal rendering engine. (I can't see how to attach the blend file - sorry. But just imagine some text (3 words), orthographic projection camera with a simple node setup to composite a video behind it - picture of it attached.).

The issue I'm having is that the render times seem long, given the simplicity of what I'm doing. I expected (or was hoping) them to be close to real time, but each frame is taking anywhere from 0.3-0.5s and it doesn't seem possible to reduce it any further!

I've turned off shadows, ambient occlusion etc. Everything I've found about speeding up render times seems to relate to complex scenes.

It seems there's something of a scene load overhead (there's a video background) and so I was wondering if Blender has an option to keep the scene loaded?

I'd wondered about using the game engine to output frames, I've seen some examples of scripts to do this, but I want to do it from the command line, and I'm not sure how that would work.

Any ideas?

Mike


texts:
Following along this tutorial :

https://www.youtube.com/watch?time_continue=45&v=nkaHXlFS0c8

I get this weird shape; although it's pretty simple.

Any idea why ? is this a Bug ?

Without the modifier


texts: Just wanted advice on how to make flat shaders/renders like this for game characters. Especially transparent ones like the frog's raincoat and the glass cover of the terrarium.  Any help would be appreciated! :)  first image is from https://izachudy.com/post/165380040065/this-summer-i-participated-in-a-game-jam-with and the second is from https://aveadore.tumblr.com/post/163060936668/tiny-garden-for-this-month-low-poly-challenge


texts:
I have an idle animation for a character. I made sure, that the start frame (0) and end frame (60) are the same, so it can smoothly loop.

But for some reason the animation just stops at the end for a short time and starts from a new:

Here the graph of the rotation animation (It eases in and out on the start and end frame):

Am I missing something?

Thanks in avdance!


texts: I am making different sets of baked textures for multiple objects and it takes a very long time to save them one by one for each set. Is there a way to save all baked textures in batch process?


texts: How to get motion blur without an animation

texts: I have scene where the spider man is falling from a height .I am just making a render and I don't wanna get my hands dirty by adding an animation to the camera and the rig.I guess motion blur won't work unless I have an animation. So I wanted to know how to make a background motion blur to my scene to make it more realistic...I hope it will also  tell the viewers that spiderman has been falling at a high velocity. But now my spiderman looks like he is standing in mid-air.I would love to know if there is any way to do it ?


texts: Why does a vertex not become part of the edge it was snapped to?

texts:
I have tried for tinyCAD, Dynamic Space Bar, Intersect Tool and EdgeTools, Automerge and other stock options, but if I create a new vertex (Shift+D) and constrain it to an axis and I snap it on another edge, it does not merge together and become a lovely piece with that edge.
Besides, I have a small space to snap the Vertex near to Edge, but not on the edge. And I still couldn't figure out how I to merge the Vertex with the Edge afterwards.

But besides that I really like Blender so far and a lot of things are really well thought out and so I think it is me who is wrong.


texts: Help to convert root animation to in place animation

texts:
I have a root animation and need to convert it to in place, if I disable the the Y movement curve in Y, the body keeps in place but the feet still going forward and I don’t know how to make them keep the motion while preserving their position related to the root. Not sure if this is possible or if is too advanced, here’s a gif showing the problem:

Does anybody knows what settings should be changed in order to make the feet movement happens in place?


texts: Cloth simulation presets are gone, how do I get them back?

texts: I'm trying to use one of the cloth presets in the Simulations tab, but I've accidentally deleted a couple of the presets and I don't know how to get them back. I've tried restarting blender with a new file, but the cloth sim. still didn't have the Presets. And I even Tried to Load Factory Settings as proposed in this answer as well and it still wouldn't work! If anyone can tell me whats going on, that would be great. Thanks!


texts: When I bake my mesh the texture comes out in polygons

texts:
Whenever I try to bake my mesh the output comes out in weird polygons and the emission on the eyes doesn't appear. The emission caused by the eyes does appear, however.
How can I bake this while keeping the emission and actually getting it to output the correctly baked texture?
Helmet:
https://gyazo.com/4c447730f0b865258ed5c6388fed11e6
Texture Bake Output:
https://gyazo.com/f600c2d3c10f5d1af2395f9b39b3a2c0
All of the materials are here:
https://gyazo.com/388c109dfcc3f26f892dd82818303066
https://gyazo.com/5e5427e95d1a44d77ae0c66500ed34ec
https://gyazo.com/72bc7b0bfe8191a7463e5fe17a8d59d0
I can provide more information if needed.


texts: Arrays and global axes within a collection

texts:
I've been working with a Open Source Map importer, and for the most part everything is working fine.  The script has imported all objects as part of a collection, which is also mostly fine (so far).
However when I want to create an array modifier for my self-created object, the x and y axes are aligned with the center of my collection rather than the object itself, or the world.  I can't figure out how to change this.  I've tried ctrl+A to change the rotation, which doesn't work, and I've tried resetting the ojects geometry, but I can see the center point in the object. The array still aligns along a point leading to the center of the "map".
I've only been using Blender for a week or so, so this may be something simple, but I can't find it by googling


texts:
I am following the concept of using the array modifier on an object, using an Empty axis, to create 12 points on a clock face.
I have failed to get to the point of turning the axis to create each new object copy.
The issue is that as soon as I select the Empty as the Object Offset, I get exponential creation of cube objects with huge dimensions.
I thought I had set everything correctly on my object.
The cube object dimensions are .002m x .040m y .001m z
This is .11615 up the Y axis.
The Empty is at the 0 origin point
The Array modifier on the cube has a Fixed Count of 12 with Relative Offsets ticked and set to 0
As soon as I tick the Object Offset with the Empty object, I get the huge object dimensions created (eg the X dimension is 1999999878979204987924730871808 m!!!!!)
I have attached images of the object, empty, and result of Object Offset.
Also, I have saved a version of my issue, without the Object Offset ticked, at https://www.dropbox.com/s/b961mhcttzhbzfq/stack.blend?dl=0
I realise I will be missing something simple but have not spotted this in videos I have seen online.


texts: Mesh is not smooth, How should I fix this mesh?

texts:
It's not smooth mesh of body.
other mesh is smooth
How should I fix this mesh ?
I download fbx data, and convert to fbx data of binary by FBXconvert2013

I just used Shade Smooth, some surface are clean. but some surface still not good


texts:
Have created a wheel and want to move vertex's inside the wheel.
There are five holes and each hole has 266 vertex.
When changing/moving any vertex from any hole the other four vertex's from the other four holes must also change/move in the same direction.
Have tried to use Vertex Group, (to create 266 groups is asking a bit to much)
Looking for a way/scrip/method like Alt+D that can linked those vertex's inside a object and manipulate one vertex (big arrow) will manipulate the four vertex`s (small arrows) the same way.


texts: How to bevel edges without distorting the mesh?

texts:
I want to bevel outer edges of that hole. But it results in distorted object.
I have tried improving topology but it does not work.

Here is blend file


texts: How can I duplicate a UV map on the same object?

texts: I want to have an object with two identical UV maps, but I don't know how to duplicate them. I feel like the answer is simple but I just can't figure it out.


texts:
When I start Blender and select 2D animation, I get the window of the white canvas against a dark grey background.  When I accidentally scroll, the whole thing shifts and I go into 3D mode and I seem unable to get that canvas back with the white against the dark grey.

The only solution I currently am able to do is close the window and reopen a new default 2d animation work space, but I think there must be a better way than that.

Thanks.


texts:
I'm trying to get my renders to output to a python list or NumPy array. Currently, I'm doing this by rendering the image to disk (with a script), then using a separate python script to read the image off of disk, which seems like a very slow process. Is there a way I can render directly to a python list without having to save it to disk?
import bpy
import sys

import time
import threading
import os

filepath = "C:/yeet/yoink.jpg"

def get_override(area_type, region_type):
    for area in bpy.context.screen.areas:
        if area.type == area_type:
            for region in area.regions:
                if region.type == region_type:
                    override = {'area': area, 'region': region}
                    return override
    #error message if the area or region wasn't found
    raise RuntimeError("Wasn't able to find", region_type," in area ", area_type,
                        "\n Make sure it's open while executing script.")
def rotate_cam():
    #initial loc/rot of camera
    loc=[0,10,0]
    rot=[0,0,0]
    bpy.ops.object.camera_add(location=loc,rotation=rot)
    bpy.context.scene.camera = bpy.context.object

    #add "track to" constraint so camera points at object named 'Cube'
    constraint = bpy.context.object.constraints.new('TRACK_TO')
    constraint.target = bpy.data.objects['Cube']
    constraint.track_axis = 'TRACK_NEGATIVE_Z'
    constraint.up_axis = 'UP_Y'
    print(constraint)

    #repeatedly rotate camera around 3D cursor (which is at origin) and render
    bpy.context.scene.cursor.location=[0,0,0]
    bpy.context.scene.tool_settings.transform_pivot_point = 'CURSOR'
    override = get_override( 'VIEW_3D', 'WINDOW' )

    for i in range(100):
        bpy.ops.transform.rotate(override, value=.2, orient_axis="Z")
        bpy.context.scene.render.filepath = filepath

        #Here's where I would like it to render to a python list or numpy array
        bpy.ops.render.render(write_still = True)

if __name__ == "__main__":
    rotate_cam()


texts: Collection shortcut disable for no reason

texts:
I have been modelling and rigging as normal and saving versions of my file as I for good practice. Somewhere along the line my "move objects to new collection" shortcut has been disabled in the viewport. So pressing m while my cursor is over the viewport window nothing happens.
However it still works when I hover my cursor over the outliner window.


texts: A script to exclude specific vertices from Shapekeys?

texts:
I've created a bunch of Phonemes Shape Keys for my character. I unparented and re-parented the mesh to an armature. And this seems to have messed up the vertex assignments.
The phonemes are still okay-ish but I noticed that the there are unwanted vertices (around the eye) that are changing when turning up the shapekey value. Is there a way to "freeze" these vertices while activating my original phonemes shapekeys?
I'm so sorry I can't upload the file due to proprietary issues.

I reproduced the issue on the attached Suzanne head. The "Smile" shapekey involves vertices from the lips, and "wrong" vertices near the eyes. How can I keep the shapekey and yet exclude the eye vertices and make sure they don't interfere?


texts: Does anyone know how to change the X and Y axis color in Blender 2.80?


texts: I've created a model, and I'm preparing to texture it. I've marked all the seams, unwrapped it and moved it around to my desires. I am ready to create an image for my model. Usually, I would see people creating the texture, then align the UV unwrap to the image (of the texture). In my case, I only have the unwrap. I do not have an image file (a texture). I am looking to create an image file of my UV unwrap which I can use to place a texture on. Maybe have the islands in white, and the rest in black? I am not sure how to approach such an idea. How can I create an image of my UV unwrap; an image that separates the islands in a different color in a way where I can texture it? Thanks.


texts: How can I make scene with multiple gravities going in opposite directions without using a force field?

texts:
I'm making a scene with multiple gravities affecting different objects that can interact with each other (those gravities are going in two different directions so I can't just cheat by changing an object's mass, since blender doesn't allow for negative mass values) and I want both gravities to work in the way the Gravity under the Scene tab works (a vector who's magnitude is the acceleration).

I read this but both answers present a problem for me--dampening doesn't alter the direction and force fields are fundamentally different from Blender's gravity (they pull towards a particular point or surface rather than a direction in general and the distance between them and the object just complicates things).

Is there any way I can actually set up multiple gravities for different objects or, if not, figure out a cheat to make force fields behave just like Blender's gravity (i.e. a vector who's magnitude is the acceleration and is not dependant on location)?


texts: Do you think the edge loop is ok? especially around the ears. Will it deform well after animation?

texts: this is the project for likeness sclupt and i dont want the rig to look weird  .


texts: Leg of my model deforms when i parent rig with automatic weights

texts:
When i parent my rig to my model this happens -

This only happens to one of the legs even though both of the legs are the same.
How can i fix this?


texts:
I used an array modifier cap function.
However, the model shown using the cap is out of the coordinates of the building modeling as shown in the picture. please teach me.


texts: blender 2.8: where is the "axes" tool for moving vertices visually?

texts:
I started using blender 2.8 and I'm not being able to move a vertex on one direction like in Blender 2.7, since I can't find the little visual widget with axes (see below):

↑ the widget in Blender 2.79

Is there any way I can make this tool show, or at least a way that would let me select additional vertices in "move mode" (G) instead of needing to go in and out from the move mode for every vertex?


texts:
I am trying to export a character I made from Blender to Miximo but when it uploads it is always grey without color if I use an object file or a black and grey if I use fbx.
The texture paint I used to color the character never uploads.  To paint the character I used to texture paint images one yellow for the inner lava and one black for the outer rocks.  This when the character was composed of 2 different meshes that I joined together.
Any ideas what I am doing wrong?  Or the process I have to follow?  Thanks in advance.


texts:
Following on from Is it possible to get a random number in the node editor?

I changed my node setup from

Object-Info -> Random -> Color-Ramp -> Diffuse-BSDF

to

Value(*) -> Color-Ramp -> Diffuse-BSDF

(*) When I entered the value as the Python expression "#noise.random()" the input field went pink but retained the value 0.500 and the colour generated reflected the middle colour in the colour ramp.

Hovering over the input field for the value node shows the python expression.

Rendering or saving first makes no difference, it always acts as if the factor to the colour ramp is a static value of 0.500

Also tried the expression as just "noise.random()" with the same result.

What I find really strange is I can use the arrows on the input field of the value node and change the visible value of 0.500 up and down and it affects value accordingly as if the python expression is being completely ignored.


texts: How to use Mask to hide a specific object?

texts: In this scene, I want the blue disk to be invisible to the camera, hide the part of text that disk covers while keeping the plane all visible.


texts: Newby question - Alpha Channel not working

texts:
I'm trying to make a model of a tree.

The leaves are a picture with an alpha channel (tif). As a (material) surface I used the Principled BSDF. Here I tried to change the alpha values (for example, 50%). Unfortunately nothing happens.

Also when I connect the alpha part of the tif, nothing happens.


texts: GLTF to OBJ Textures/MTL not exporting correctly

texts:
I have several models in GLTF format and want to export them to OBJ, of course with textures / MTL file.
I import the GLTF files using "KSon's GLTF Importer" addon. In Blender, they get displayed correctly, with the textures. When I export them to OBJ, an MTL file gets written, but in the MTL file there are no paths to texture files, just some materials defined. "Write Materials" is checked in OBJ-export settings.

Any ideas? Any help ist appreciated.
Note: I am very new to Blender


texts: Nothing happens when baking fluid simulation

texts:
Blender File: https://www.dropbox.com/sh/f5t132aukwqmg0l/AADiffjRgnVy7CMPK-VkSs7Va?dl=0

I'm attempting something similar to this (https://youtu.be/Gk0uhBcLknQ?t=6m24s) (link should start at what I'm attempting to create).

What I'm trying to do so far is do a simple bake so I can experiment with how the water will flow and set obstacle setting afterwards. However, baking does absolutely nothing.

I've looked around many sites and I can't seem to find an answer. I've tried deleting the cache files and going with advice that has been given to others with similar issues, but nothing appears to work.


texts:
I want to use boolean intersect, but after I did, it's uv is messed up.

This is the link for blender file:
https://drive.google.com/open?id=0B2NonO-YN8ayQ3FDdDVEdXdrYTA

Look at this picture, you can see 6 rounded cylinders with 1 cylinder has 6 vertices.

Now I apply boolean intersect. Result looks fine.

But when I unwrap the mesh, uv is totally messed up.

It's twisted and distorted. How to I fix this?


texts: Object rotates when Copy Location Constraint enabled

texts:
Blend file

I have a character that picks up an object using the Child Of Constraint, turns and then releases the object at an Empty using the Copy Location Constraint. When the Copy Location is enabled the object rotates. I'm trying to keep the object at the same orientation as when the character releases the object. Thank you for any help on this.


texts: Set default UV Image Editor display mode

texts:
Is there a way to change the default display of the UV editor? What I mean is when I split the screen and go to UV/Image Editor the Render Result is the default display mode, and I have to click the X to get to the blank image:

After x-ing out:

I would like to set the default display mode to be a new, blank image. Possible?


texts: How to use the new render pass API for an external renderer?

texts:
I am developing an addon for an external renderer and want to register custom render passes.
Last time I implemented this feature I had to resort to images because Blender only had hardcoded render passes.

Nowadays the RenderEngine class offers several methods that seem to allow the registration of custom passes:

register_pass(scene=None, srl=None, name="", channels=1, chanid="", type='VALUE')
update_render_passes(scene=None, renderlayer=None)
add_pass(name, channels, chan_id, layer="")

However, I could not find any explanation or examples of how to use these methods. Looking at the Cycles source code also did not help much.

Cycles implements the update_render_passes method: https://github.com/dfelinto/blender/blob/1d33843ea6b128242183bb31804474019c606a9d/intern/cycles/blender/addon/init.py#L105

But I could not find out how or when this method is ever called.
When I implement this method in my addon, it is never called.
In this implementation, it uses the register_pass method: https://github.com/dfelinto/blender/blob/1d33843ea6b128242183bb31804474019c606a9d/intern/cycles/blender/addon/engine.py#L209

Where I currently am

I have managed to add a custom pass with the following code, which is currently executed in the constructor of my RenderEngine implementation:

self.add_pass("Samplecount", 1, "X")

It shows up in the image editor:

Problems/Questions

The custom pass is always available in the image editor dropdown, even if it is not used in the current rendering
It seems there is no method to remove or unregister a custom pass - how does Cycles do this?
The custom pass does not show up in the compositor:


texts: Problem with BMesh Vertex Location Precision

texts:
I'm writing an add-on that imports vertex locations and builds a BMesh by placing vertices at those locations. I'm running into precision issues, since the imported data can be large floating point values with several digits after the decimal point.

The image below shows the values imported and the locations of the vertices as stored in the BMesh:

So I know the problem (floating point precision) but I need to know how best to handle it.

My add-on currently creates the mesh with the vertices stored using the values imported from the data, then shifts all the verts to place the mesh close to the center of the scene. It also, optionally, scales the mesh down if it's particularly enormous.

But it appears that I can't do it this way, as I can't store the verts with the required precision.

How can I build a mesh that represents the vertices with the required precision?


texts:
I wan't to show a drill drilling into a surface. I can't however, create the effect of the surface being ripped up by the drill. I'm trying to animate the shavings of the surface, to give it a believable appearance

I've created the jaw and I've imported an .stl drill that will work for the video. I am able to do the basic animation, but when the drill is going into the mesh, I cant seem to figure out how to have the section of the mesh "follow" or be removed from the drill depth, meaning that the hole left over after drilling.


texts: Setting an object to render transparent with shadows

texts: I'm composting a blender scene into live footage. I have objects interacting with my "ground." what I want to do is set up the ground to render out transparent so that we can't see it in the composite video, but the objects interacting with the ground still need shadows. How can I set this up?


texts: Simple way to create text overlay w/ color and other options [Blender Video Editing Mode]

texts:
Instead of going to the 3D Modeling Mode, creating a text, rendering it, and importing it into the sequence, is there a quick way to create a transparent background text overlay?

EDIT : I have seen the subtitle solution in Add>Effect Strip>Text but it does not give me the option for things like color, outline, and other options of that sort.


texts: Is it possible to select all vertices of all meshes so I can recalculate normals on everything at once?

texts: I have imported an OBJ file and removed duplicate vertices off of each layer.  Is there a way to select all vertices of all meshes so I can recalculate normals on everything at once?  or do I have to go through each layer again to do this?


texts:
I'm trying to create a pipe that will bend and stretch, which I can then export to Unity. Bending I can do, but I have no idea how or if I could stretch. Is it possible? Thanks :)

What I'm aiming for is, in my Unity game, to be able to anchor one of the pipe to the ground, and then, as I drag the other end of the pipe away, it keeps stretching (increasing it's length).

So - Imaging holding a length of string with one end in each hand. In the dull reality we live in, the string wouldn't stretch, but in lovely virtual world, I'd like the string to extend in length as far as you pull it.

I think I have a handle on doing this in Unity, so if it's not simple for a Blender newb, I'll stick with what I know :)


texts: How do I set up a control bone for a mechanism that follows an arc?

texts:
The easiest way to visualize this is an elevator that moves up and down on a track that's built into the side of a cylinder. At this point I have three bones.

The arc bone describes the track that the lift follows along the wall. It's head is in the center of the cylinder, and it's length is the radius of the cylinder.
The train bone is parented to the arc bone, but points in the opposite direction. It will be a little train that drives up and down the track and holds the lift. It will always be pointed toward the center of the cylinder.
The platform bone is attached to the end of the train bone. It needs to remain at the same angle like a platform would.

I have a copy rotation constraint on the platform bone that copies and inverts the rotation of the arc bone. This compensates for the rotation of its parent bone, and keeps it flat.

What I want is some way to create a control bone that I can move up and down along the z axis such that the platform is always at the level of the control bone. Is it possible to set up something like this? Would I have to rig the platform in a different way in order to make this possible?


texts: How do I create seamless walking animation?

texts:
I am new to this particular website. While I have been teaching myself 3d art & animation for the entire time of Covid19 quarantine, I'm left with a small hiccup.
I downloaded a Mixamo character with a basic walk animation. And I was able to repeat the action within Blender2.8. However, I am having trouble figuring out how to continue the walk with an offset so that the character does not repeat the walk from its origin but rather continues along a seamless path. Any help would be greatly appreciated and I will ink a video to show what I am describing. Thank you.
Blender Animation Video Link:
https://streamable.com/i5930c


texts: Blender is rendering my short animation too slow!

texts: I have a small problem that I just encountered. My Cycles render is too slow, even though I just need to render 120 frames total! It takes literally 4 hours to render 1 frame, and now on my third frame it says it will need 11 hours to render/denoise!! I don't know what to do, as I reduced the sample size and increased the render tiles to 256 by 256 (GPU compute). I got those tips from another website and I thought it would help? Someone please help! I'm very new to Blender, so I need a very detailed but easy to follow tutorial


texts: Edge length display - disable exponential notation?

texts:
I've been looking around on the internet (as well as in all the Blender settings) for solution, but nothing came up.

For whatever reason, since some recent point in time all the edge lengths in Blender show up in exponential form if they exceed 100 (i.e. 100 already becomes 1e+002).

I'd rather have it show up in decimals.

Not only this is somewhat inconvenient to read, it also turns out to be imprecise, as smaller numbers are not represented in mantissa (1000 is shown as 1e+003, 1007 is also shown as 1e+003). Is there some hidden switch for this mode, or logic by which Blender selects it?


texts: How to align pivot points with pivot points of different objects

texts:
Here are two objects.

Both now have the pivot point at the center of the object.

I want to move the pivot point of the second object to the pivot point of the first object.

How can do it?


texts:
I have a question for the rendered image.

No matter what I do like changing the mapping into UV Maps or something like that for the texture of a material (Using image as texture), the color won't change like what I wanted.

It can be shown using Alt + Z (Textured Solid).

but with the Blender rendering, it won't show the color, just white.

If I'm using CTRL + Z and then choosing the OpenGL render image, then the texture is shown (colorful).

Here is the file if you are interested


texts: Skinning does not paint weights correctly to mesh. After skinning there are almost no weights painted and mesh does not deform properly in pose mode

texts: Mesh in rest position and in pose position showing strange deformation in pose mode.


texts:
the door to my fridge isn't being rendered

this is it in modeling area

and this is it rendered

how do i get it to render the door


texts:
I have followed a few hints for this but I'm baffled.
I want to be able to fade in/out audio. I have seen that I can switch on automation, and I can, by using the little diamond indicator by the volume control on the strip panel. But I can't do anything with it.
The manual says I could "Add Fades" using RMB from the sequencer timeline, but there is no Fades option.
The little diamond lights up, has no obvious control.
Any clues gratefully appreciated.
Image follows shows the VSE View menu with no Show F-Curves option.


texts: Way of seeing data as image anywhere in a Cycles nodes setup?

texts:
I made a complicated nodes setup for a material using Cycles.  Is there an easy simple way to peek at the data passing through any node, to view it as an image?  I desire something like an oscilloscope, where I can touch a probe to any point of the circuit and see what kind of signal is there.

In Blender Internal, I could make many Output nodes and hook them up anywhere, and they'd show the data as a texture on a sphere, cube, Suzanne or whatever.  There doesn't seem to be anything like this for Cycles nodes.

Example of using Output to monitor textures along the "circutry".  (This is not any sensible texture; just messing around with BI nodes.)


texts: i have two different mesh in blender and i want both of them move independently using different f-curve at same time and using different csv files but i am not able to do that. Is there any way to do that?


texts: Beveled Paths with Collision Physics to Hold in a Weave Pattern

texts:
I'm trying to create a model using several path strands in a weave pattern that obey collision physics.
Taking beveled lines like this:

I want to model these into a weave pattern like this:

How should I go about the physics part of this?
I've tried setting vertex groups at the ends of a meshed version of these shapes, then using Cloth physics, but the collision physics don't seem to work.
I know I could use a bump map shader to get the look of the weave, but I'd really like to model this if possible.


texts: Like seen in the picture, i want this minigun rotating and want to animate  it, but i dont know how to do this while keeping the y rotation constant.


texts:
i have a tiny problem to set a keyframe by active object only in python console.

my problem is now i have in "Object Mode" any objects select, and i try to set a keyframe by a active object (Cube) only.

my attempts have become all selected objects a keyframe :(

it's doable to do this in python ?

i apologize for my english skills :/

best regards
-DevilSam


texts: i get problems with mesh after rigging. Maybe someone can help me and tell what i do wrong. You can see details in attached image. Thanks!


texts: Is there an Echo effect for animating in blender?

texts:
I used to be a heavy user of After Effects, I am wondering if there is a similar effect to echo in Blender. That is used for simultaneously showing a specific animation in the future and the past simultaneously.

Edit: In addition to Leanders answer below, is there a simple way to fade the transparency or change colors of the frames before and after.

Perhaps somehow linking the generator setup with the frame duplication to a transparency node?

Thank you


texts: Animation Nodes - Animating transparency with wait times

texts:
This is a follow on from the question here:

Animation nodes loop text problem

I am trying to animate the opacity fade of the text object and will use a material's mix shader to set it to transparent BSDF.

The problem I am having is how to trigger this fade-in time in synch with the timing loops set up for the text.

The text element will print (in a typewriter style) for the amount of frames designated by its character length, then hold for a time (designated by its padding), and during this hold time the text should fade out.

I was initially going to approach this problem thusly...:

1) The material output, with a mix shader factor selected, has 21 as its max, which is the equivalent to full opacity.  How can we convert this to a 0>1 slider as opposed to a 0>21 scale?

2) How can we trigger it to fade from 1 to 0 starting at the point that the text length is reached? ( possibly use get element list node ouptuts added together to get the total wait time for each element then PLUS the padding time, before the next cycle kicks in)

3) How can we ensure the animation time from 1 to 0 is in sync with the time the text is present on the screen, (perhaps using the padding number here)

...then my brain exploded.  Hope you can help!

Blender file here:


texts:
I would like to slim a cuboid with the base of the heart. I want to slim it down only in relation to the X and Y axes by exactly 0.4 mm. I would like the edges of the new and old hearts to be 0.4mm apart.
The scaling operation does not do what I would like. Gaps of various widths are created. I wish the gaps were 0.4mm wide everywhere.
I attached a picture from another program because it was easier for me to show my problem. The picture shows what I don't want to get.
Does anyone have an idea how to efficiently modify an object the way I would like?


texts: Blender Compositor: Creating a precise black and white mask

texts:
I am trying to create a precise black and white mask for objects rendered with Cycles. The background is transparent. The standard alpha mask creates semi-transparent pixels. I would like to create a mask, which covers all non-transparent and all semi-transparent pixels.
I tried to work with a color ramp but this does not lead to an acceptable result (see below -- note the edges), probably because the semi-transparent pixels are not covered completely.

The blend file with my current compositor settings can be downloaded here.
Is there a better way to create a pure black and white mask?
Edit: Cryptomatte also does not create pure black and white masks.


texts: Why wind effect wont affect rigid body simulation in 2.8?

texts:
I have a simple setup.

An active cube and a passive plane with rigid body physics activated.
An empty with wind physics activated and the strengh set to 1000.

When I play the animation, nothing happen except for the cube falling on the plane...

Did I miss something ?


texts: I'm using cycles render and I was making a wine glass but I finished the basic shape and there is something weird about it. I see a brighter colour where there is no vertex and I didn't add any textures. (I'm a beginner at Bleder)


texts: object leaves dark parts after animating diffuse to transparent material

texts:
i have an object that starts out with a diffuse shader and then changes to transparent(I animated the mix shader to do it). However when it goes transparent theres dark bits leftover like theyre from a shadow or sumn. The object has multiple materials so i had to animate the shader change on multiple materials. I think this might have had something to do with it.
on the left you of the pciture you can see the postbox as it fades out has some dark parts as it disappers. they stay there after it goes fully transparent too.
using cycles in blender 2.79 btw


texts: Is it easier to convert Maya, Max or C4D files into Blender?

texts: I'm purchasing a set of rigged hands from Turbosquid and don't know which original format will be easiest for conversion into .blend Any thoughts?


texts: How to maximize a view from quad view (ex. front ortho)?

texts: After I toggle the quad view, how can I maximize the front or any other ortho views? Just the CTRL + Up only hides some panels but it doesn't maximizes the view completely like the perspective view gets maximized.


texts: Blender crashing when using material preview or using eevee on Pop os 20.04

texts:
I have been using blender for over a year now on differnt linux distors and even on windows.
But recently I discovered an issue with blender .i.e. when trying to go into material preview mode or try to render using eevee engine on Pop Os 20.04.I have tried both 2.82 and 2.9 versions of blender and both crashes but on the same machine when i try do the same on my windows partition it workes totally fine .
Please guide me!
Here are my system specs:
Os: Pop 20.04 focal
Kernel: x86_64 Linux 5.4.0-7642-generic
CPU: Intel Core i3-6006U @ 4x 2GHz
GPU: Mesa Intel(R) HD Graphics 520 (SKL GT2)
Ram:4gb ddr4


texts:
I'm working on a space scene in blender and I've run into an issue with my shadows. In normal planet scenes, the shadows on the planet are so dark you cannot see the rest of it. With mine, even when I turn the sun lamp off or put it on 0 it's still not dark enough to hide the rest of the planet.

I checked to see if it's the settings but from the looks of it, everything seems fine, so I'm really at a loss.

I've used a UV sphere to make the space scene like in this tutorial if it helps at all: https://www.youtube.com/watch?v=uWSeBoIDJV4&t=551s

I'm starting to get the hang of blender but I'm nowhere near being a pro so please include screenshots to help explain your solutions to this problem.


texts: I created a model and applied a steel material. I have a background HDRI images, but, I don't think it's reflecting the same way that real steel does. What should I change? The ground material reflects the HDR, but the model does not seem to be as shiny as real steel.


texts: Blender 2.8 - Cloths Don't Follow Armature In Pose Mode or They Shift Positions

texts:
First off I'm very new to blender so this has been a huge learning experience for me.
I have generated a character using "MBLab" Add-On from blender. It has made an armature for me that I would like to have my cloths follow. The end goal is to be able to have a rigged character with cloths exported to my game engine of choice.
I have all the cloths modeled now I just need to make them follow the bones. However, I can't seem to get it to work, properly. Here is what I have done:

Selected the mesh, then selected the armature, and pressed Ctrl-P
I selected Armature Deform > With Empty Groups
I added the "Data Transfer" modifier, selected the character mesh as the "Vertex Data"
I go into pose mode and it doesn't move with the armature. I can rotate it just fine in object mode because of the parenting

I can get the clothing mesh to move with the armature if I select "Bone Envelops" in the Armature modifier. However, if do that the mesh is moved slightly and no longer aligns with the character.
How can I properly make my cloths move with the armature without shifting their positions? If there is no way to do that then how can I reset the clothing meshes' positions back to their original positions prior to selecting "Bone Envelops"?

Without Bone Envelops:

With Bone Envelops:


texts: Can you turn a Simulation into Keyframes?

texts: Basically, if I have a fluid sim in one blend file, can I somehow turn it into keyframes to form an animation or an action and export it as an animation?


texts: Export a model from Blender to Cryengine

texts:
How can I export a model from Blender to Cryengine?

I have tried using CryBlend also, but that does not work either.


texts:
i have this simple function in the Blender text editor :
import bpy
bpy.ops.object.select_pattern(pattern="Cube?")
bpy.ops.object.select_pattern(pattern="Sphere?")

I just simply want to run this function using a shortcut. How can i bind a shortcut to it ?
Thanks.


texts: optimize blenderswap models for unity (mobile use)

texts: i like some of the models on blender swap but the issue most of them have the models as separate meshes and materials therefore it will be a lot of overhead on mobile performance, is there an easy way to open the file in blender and make all the meshes as one object with one material ,  and if there is also an easy way to reduce number of verts it will a lot of help?


texts: I want an object to be both animated and controlled by a motor

texts:
I have an object (cube) that I have made an active rigid body. I connected a motor to it and it rotates when I have dynamic selected and animated unchecked.  If I check animate it will animate (I'm adjusting z location on the timeline) but it won't rotate by the motor. Unchecking dynamic has no effect when animate is checked.
I uploaded an [example file][1] that shows this issue. Is there a workaround or am I missing something? I can't seem to find any other questions like this. I am a noob though. Thanks.
[1]:


texts: API: how to iterate over a planes vertices row-by-row, column-by-column

texts:
assume a simple plane 10x10 vertices. I'd like to access the planes vertices in an ordered manner according to its structure (and not the vertice' positions in space which may be random). I start with a vertice in a corner and one by one I access the vertices in that row (or column). When reaching the end of that row (or column) I start again from the 1st vertice in the 2nd row (or column) and so an.

Do you have any hints?

many thanks!

EDIT: Screenshot


texts:
Is it possible to create a brushed metal material in the standard blender render?
I need to create concentric brushed metal. Something like that https://www.asus.com/Notebooks/ASUS-ZenBook-UX330UA/
I know that this can be done with Cycle, but I am still very uncomfortable with it.
Maybe I might use some kind of imitation or something.

Any help would be greatly appreciated.

This is my first post here, and I apologize if I do something wrong.


texts: blender2ogre 0.5.8 export error - ReferenceError: StructRNA of type Mesh has been removed

texts:
When trying to export a mesh from Blender to Ogre using the blender2ogre exporter I'm getting an error I have never encountered before :

ReferenceError: StructRNA of type Mesh has been removed.

location: :-1

Through the process of elimination I've figured out the error only occurs when I export with modifiers on my mesh, in my case the edge split and armature modifiers. Has anyone experienced this error before and what steps can be taken to remedy it?

I have had a search around on google where some people have suggested it is to do with unparented bones, however when I deleted my armature and tried to export I had the same issue. If I delete the APC mesh and replace it with a simple square then export I have no issues. The error seems to be tied to the specific mesh.


texts: how can i calculate mass of broken glass

texts: when I do calculate mass of broken glass it only sets for one cell not for all so please how can i calculate mass for all the cells of object?


texts: Changing Multiple Influences Simultaneously

texts:
I'm a new Blender 2.8 user, and I am creating my rig for the first time.
Is it possible to select and change the rotation constraint influence of multiple bones at the same time? My rig goes back and fourth between motion capture data, and custom tweeking data. Sometimes I want the influence to be closer to the motion capture, sometimes I want it to be more influenced by the custom tweek skeleton.

But when I try to select multiple bones and change influence, it only changes the last bone I selected. There are about 50 bones including fingers so changing them one at a time is extremely tedious. I feel like there has to be a quicker way, but I haven't been able to find it.

Thank you very much for your time!


texts: Making a character, but when i attach the head to the body, via the "boolean" tool, it crashes

texts:
I'm making a character, but when i try to attach the head to the body, via the boolean tool, it crashes (it loads forever). What could be the reason for this?
I have tried using the decimate tool to get fewer verticies, but that does not help at all. I don't know how to add the blender file.


texts:
Double click on Blender. Black screen open without message. Blender window open in gray color. Both windows close.

Laptop: Acer Nitro 5 AN515-51
Software: Blender version 2.79a
OS: Windows 10.0.16299
Video: Intel(R) HD Graphics 630 / NVIDIA GeForce GTX 1050
Processor: Intel Core i5 7300HG

I tried reinstalling Blender 2.79a, problem persists. I tried installing  an older version, Blender 2.78c, problem persists.

I installed blender-2.80-cca1e1b-win64-vc14.zip experimental build, and this build works in my computer for about 30 seconds. Blender open normally, I can click arround, but after aproximately 30 seconds, it closes without warning.

Also, I have this message when I change the sample rate of the audio in my computer:

AL lib: UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead

but had I read in other forums and posts that this is not harmful.

Any other information, you can ask.


texts:
Is there a way to reliably create a zebra/tiger stripe sort of pattern with nodes?

I'm hoping to apply the principle to the back of a cello


texts: How can I get my texture to show on an Imported file?

texts:
So I import a file from turbosquid but it doesn't have the texture. How do I add the texture?
I already tried to do texture on it but doesn't work.


texts: Difficulty with multiple overlaying textures on one material

texts:
I feel like this is quite a long winded and complicated issue but I really appreciate any help I can get!

(I have included the blender file at the bottom for reference.)

I am making a cloth object which has lots of different sections and textures. To keep the geometry as simple as possible I am attempting to paint on the textures using multiple image masks on the same material and UV mask in order to keep the geometry intact. Here's where I am at so far to give you an idea of what I am going for, I have made decent progress but it's getting quite complex:

I'm fairly new to the node editor and blender in general so this is already getting over my head. The main difficulty I am having at the moment however is firstly where to connect my displacement outputs in my bump maps. I connected the first one to the displacement input on the material output node which had an effect (although I feel it might have had an effect over the whole object instead of just the painted map)

but now that slot is occupied I don't know where to connect my other ones:

The second problem is fairly related. I want to have some of the patterns that are "printed" on top of my cloth to be slightly raised. I am guessing this is probably done by applying a bump node to the mask but I'm not really sure how to achieve it. Here for example is the image texture node containing the black and white mask I used for one of the yellow patterned sections at the top of the cloth:

I would like to have this raised very slightly to make it a bit more dynamic but can't figure it out.

Thanks for bearing through that explanation, I hope I have explained it with enough clarity and again I appreciate any help that can be offered!

Here is the blender file:


texts:
I want to create a granite tile design in blender.
But I dont know how to get the white dot like pattern on my mesh ( like in the picture attached).
Someone please tell me how to acheive this.


texts:
i was trying to create my first room art , i started with a cube , deleting its one vertex , then i extruded three faces , finally , i started to model a sofa , but then i figured this bad topology at the corner of the sofas hand-rest

i tried to fix by changing the technique of miking it , earlier i  made by extruding the face , but then i also tried extruding edges , but the problem doesn't seem to vanish , here is a better shot in edit mode

the problem doesnt exist in edit mode
here is the file


texts: baking lighting into a texture in Eevee?

texts:
Ive searched all over google and all i can find is videos from 2015 or unanswered questions, so if any of you could help, id be really thankfull.
I want to bake some shadows into a pretty simple character im making, so when its animated the reflection doesnt change, anyone know how can i do that?
I have a 2048x2048 black texture that isnt really applied anywhere, being where i want to bake into


texts: Principled Shader - blue subsurface color for thin parts

texts:
I am traying to render a character in blender. I am using Principled BSDF.
As a subsurface emthod I am using Random walk, since it gives more realistic results. Whole face is fine except eyelids. They become blue. I guess it is due to thin geometry. Any Ideas How to solve the problem?

--Edited--

Here is shader graph:

As Base color I use orangish colored texture. SubsurfaceFactor is a gray scale map. I used original Subsurface Radius values (1.0, 0.2, 0.1) multiplied by black color to steer the radius easily.

I get this thin geometry using boolean modifier. I subtracted eye shape from teh face shape to prevent flesh appearing in cornea.

Another problem are those strange speckles in shaded area? Does anybody know what cause them? I had same problem when I worked with Arnold Render, so probably something's wrong with my setup.


texts: Rendered image background has strange stripes

texts:
I have created a little scene. However, the right half of the image produced has white/grey stripes in the background. What is causing this? I am using the Workbench render engine.

I believe this is caused by a plane which is flat with the grid (hidden in the image).


texts:
Ok so I've pretty much done the move from 3ds max to blender as my everyday software, but there's a useful feature that's in max that I can't find in blender. It's the dot ring selection mode.
In the 3ds max modeling ribbon you can use dot ring to select a ring with gaps in it.

It's a useful feature if, for whatever reason, you had to collapse a subdivision surface modifier, and you wanted to decimate it by hand while keeping the flow of the topology intact since you can select entire loops with a gap of 1 between them then delete.
The dot ring selection in action:

Then delete selection.

Is there a similar feature in Blender ? If not can I request it ?
Thanks.


texts: How to copy bone animations, non-mirrored

texts: I have a rig that is not a typical L/R biped. It has N/S/E/W limbs. The limbs have fairly complex rigging that I'd like to avoid having to individually animate. Without the mirror functionality, is there a way to copy action keyframes from "east bone X" to the corresponding north, south and west bones?


texts:
The face of the cube is triangulated in rendered mod, while in solid mode it is not:

How can i make the face of the cube look on render the same way as in solid mode (without that "extra" edge)?

I managed to get result that is on 3-rd pic using subdiv modifier. Is that the only way, or there is another, maybe, an easier one or more effective? (Besides, I have to save positions of all cube's vertices.)


texts: Render Audio on a machine with no sound card

texts:
I'm using VSE to create small video clips. I create the clips using python and render everything in the background. Now I am trying to add audio to my clips. This works on my local machine.
This is the line I run:

blender -b --python test.py -o //out -a

However, I am trying to run this on a google cloud machine and I get the following error:

AL lib: (WW) alc_initconfig: Failed to initialize backend "pulse"
ALSA lib confmisc.c:768:(parse_card) cannot find card '0'
ALSA lib conf.c:4292:(_snd_config_evaluate) function snd_func_card_driver returned error: No such file or directory
ALSA lib confmisc.c:392:(snd_func_concat) error evaluating strings
ALSA lib conf.c:4292:(_snd_config_evaluate) function snd_func_concat returned error: No such file or directory
ALSA lib confmisc.c:1251:(snd_func_refer) error evaluating name
ALSA lib conf.c:4292:(_snd_config_evaluate) function snd_func_refer returned error: No such file or directory
ALSA lib conf.c:4771:(snd_config_expand) Evaluate error: No such file or directory
ALSA lib pcm.c:2266:(snd_pcm_open_noupdate) Unknown PCM default
AL lib: (EE) ALCplaybackAlsa_open: Could not open playback device 'default': No such file or directory

I think the issue is because there is no sound card on the google cloud machine, and I don't think its possible for me to add one.

Thanks!

EDIT: I'm adding that the above are just warnings. The video is rendered fine, only there is no audio present.


texts: How can I export a rigged and posed model from Blender to Substance painter without losing the pose?

texts: I want to render it in Substance because Blender's HDRI based lighting doesn't work well with my model.


texts:
I have an imported model with a hierarchy of objects.
Expanding to the tip of one branch looks like:

I'd like to be pick materials for sections of the hierarchy (e.g. by top level parents). But it seems that I can't apply a material to an Empty, and I presume in Blender that applying a material to a parent does not act on the material of the child.

What is the best way to go about this?

Further notes:

The meshes already have materials from the import, I'd need to override these (can just delete the materials)
I could do with python if the interface doesn't handle this use case
Right click and 'Select hierarchy' gets me half-way there. But since this selects the Empty's also, the material tab is still hidden.


texts: Problem appending a Node Group in Blender 2.71

texts:
I am currently having a problem while attempting to append a Node Group into a new file.

I think I have followed the steps correctly; I created the node configuration, selected all the nodes, Ctrl + G, saved to nodes1.blend; Opened a new file, Shift + F1, navigated to the Node Editor of nodes2.blend then pressed Shift + A>Group, select the the group from nodes1.blend ... And there is a problem: the appended node is nowhere to be found.

The funny thing, is that when I go to Outliner > Datablocks, I can see the Node Group has effectively being appended (see screenshot below)

But the Group is just not available in the Node Editor; Am I missing something? I used to do this all the time with other Blender versions; Has anything changed? Please help. .blend file on request.


texts:
I'm trying to exported my object, which has tiled(repeating texture) from blender 2.8 to unity.
But whenever, I do so, the texture get imported to unity untiled(no repeating, the texture just becomes a single stretched tile).
Is There anyway I can do so?
please do note that, I'm fairly new to both blender and unity


texts:
My second attempt to make a retopology and it's killing my nerves again.

smoothing vertices

result

also tried to recalculate normals

same problem

Please send help, i don't know how to continue studying uv, texturing etc.


texts:
Is there any way to show a menu of the tools in the middle of the screen, like its done in 3ds max. I mean, for example, when you choose the tool Bevel Edges It show the menu in the bottom of the screen. But i want this menu will appear in the middle of the screen where i can to select specific parameters by clicking the mouse button instead of clicking keyboard buttons.
Thanks in advance.


texts: How to have a clean flat surface after boolean modifier for adding materials

texts:
I've got a cylinder that I've cut up into different sections from using a boolean modifier, when I go into edit mode to add my textures/ UV images onto the surfaces I have lines/ edges going across the surfaces.

So if I try getting rid of them it affects the surface of the shape and then it is no longer flat, it completely morphs the shape. Is there any way of going about this differently?


texts: What is the significance of this traceback?

texts:
I tried to use the add-ons to export elements from a Blender file to the ~.dxf format, and after attempting the export, I tried to re-import the ~.dxf file to make certain that it was working properly. It was apparently was not. Looking at the console window, the export appeared to work fine, but the re-import failed, giving me this traceback:

[

I know what the traceback is, but I don't know how to understand what it means.


texts: Python : create new collection under root

texts:
How to create a new collection under root ?
cols = bpy.data.collections
new = cols.new("MyTestCollection")

then how to link to root level ? I tried these :
cols['Master Collection'].children.link(new)

or
cols['Scene Collection'].children.link(new)

Can someone show me the correct code ?


texts:
I'm having an unexpected problem while trying to create an object array.
I've followed a few video tutorials and I don't see what I'm missing.
What I'm trying to create is something that would resemble jet engine fan blades as viewed from the front.

So what I've done to do that is:

1) Create my object, scale and position it to where I want it.
2) Create the empty axis object
3) Select my primary object in edit mode.
4) Add the array modifier
5) Set with the following settings (Count 4, deselect relative offset, select object offset and set it to the empty axis object);

Exhibit A:

As you can see, it generates some sort of multiplication of the base object size along the x axis.  Further, if I rotate them, they will distort while hey rotate.  So what did I do wrong?

Exhibit B:

Exhibit C


texts: Is it possible to attach an object to the end of a curve and have the object point in the same direction as the end of the curve?

texts:
I've come up with a few ways to do it but they're all hacks, and none of them work with the build modifier.

I want something that will keep the object at the end even when the build modifier is being used so that the object seems to move along with the curve.

I was wanting to make something that looks like this:

That way the cube is pointing along the curve no matter how the curve shape is modified. This seems like something that blender should be able to do on it's own.


texts: Is there a way to select the children of a parent object?

texts: Say I have a set of objects parented to another object, for the sake of this example say they are parented to an empty.  If I have the empty selected, is there a way of quickly selecting all the objects parented to it?


texts:
I've created an importer for an obscure texture format and I can invoke it as an operator successfully. Because I'm chaining two addons together, (a model importer that also automatically imports textures), I really want to get the resultant image object from the texture import operator so that I can properly . However, because operators can only return success or failure codes (eg. {'FINISHED'}), I can only really guess as to what the resultant image name might be.

The texture importer execute function looks like this:

def execute(self, context):
    dtx = DTX(self.filepath)
    image_name = os.path.splitext(os.path.basename(self.filepath))[0]
    image = bpy.data.images.new(image_name, dtx.width, dtx.height, alpha=True)
    image.pixels[:] = dtx.pixels[:]
    # I want to "return" the image to the caller, indirectly, somehow.
    return {'FINISHED'}

The model import script calls the texture importer like so:

bpy.ops.io_lithtech.import_dtx(filepath=texture)

Is there a way to indirectly return anything from the execution of an operator?


texts: Make Library Override with collection from current file

texts: Is it possible to do a "Make Library Override" in order to edit an object linked to another Collection which is in the current file? I can do that if the collection is from another file, but this is greyed out if I duplicate collection from the current file.


texts: Can metallic car paint be exported in GLTF?

texts:
I'm trying to export a car model with red metallic paint as a GLTF model. A diffused red metallic with a high gloss clear. It appears that with GLTF it's either one or the other?

I can get somewhat of a metallic paint look by sharpening up the roughness of the metallic, but then it looks more like anodized metal than car paint.

Is this a limitation of the GLTF format or does anyone know of a workaround? Thanks.


texts: How to copy the full data path of a property to the clipboard?

texts: I right click on the cube Z location, then select "copy data path". When I paste that into the console I find the word location. Why doesn't it paste bpy.data.objects['cube'].location[2]?


texts: Proper (professional) way to texture paint?

texts:
This is not Blender specific, I apologize I don't think this should be posted here (maybe meta) but BA wasn't much help, I thought adding a bounty will get me an answer (will add 50 when it lets me).

Any mods pls feel free to delete or do what you wish with this post.

I have researched and looked at many tutorials but I feel like EVERYONE is doing it "wrong".

When texture painting, every tutorial has you painting in the highlights and shadows (folds in clothing, cracks etc), wouldn't painting an "albedo" map be the "correct" way? If the camera is rotating around the character, wouldn't things look off if the highlights and shadows were already painted in? Shouldn't those be dynamic and let the normal and bump handle all that?

Am I wrong in my thinking or am I missing something obvious?

I am trying to make this a Blender specific question so it doesn't get flagged but I can't so :P

I am hoping one of the veterans could drop me a comment or something since I cant find answers anywhere else.

Thanks


texts: Blender lags when clicking open image button

texts:
I have been working with blender for over 6 months and experienced no problems. However, now, when I click the Open Image button, (which is there for background images, environment texture, image textures, etc.), it suddenly freezes for a long time and then the image window is opened.

Why am I experiencing such a strange issue?

By the way, I can't find something called bug tag, So I have placed some wrong tags as SO insists on adding tags.


texts: Bone Heat Weigthing failed to find solution for one or more bones

texts:
I am trying to do automatic weighting on this object, but I am getting a "Automatic Heat Weighting: Failed to find a solution for one or more bones".

I have tried alot of different thing

Removing doubles
Removing all modifiers
Subsurface
Decimate
Removing Non Mainfold Vertices

Here is my .blend file:


texts: How to convert this vertex paint into a useable material (scripted)?

texts:
I have a single, the all-in-one mesh object created and then vertex-painted with a script. I can see the colors in vertex paint mode, but I haven't been able to successfully turn it into a renderable (or even viewable) material.

I've been working from this very helpful answer. Here is a bit of the script:

vcols = ob.data.vertex_colors

if len(vcols) == 0:
    vcols.new()

vcols[-1].data.foreach_set("color", flattened_colors)

I also created the attribute node, but I'm not sure exactly how to use it. Are the vertices "painted" as soon as I run the above lines? What is the purpose of the attribute node? Is it only for conversion to a real material?

I tried to make a material using the script below, so far it doesn't seem to work (it shows as all black or all white when viewing material).

I'm basically using these pieces of the puzzle without understanding how they interact. What I need is a short description of the bits of script and the nodes, and how to get them to work together... "this does this, that does that, do them in this order."

Here is what I've done so far - make sure to scroll all the way through:

Then I execute the following lines, found similar here:

mat = bpy.data.materials.new('vertex_material')
mat.use_vertex_color_paint = True
mat.use_vertex_color_light = True  # material affected by lights
obj = bpy.context.active_object
obj.active_material = mat

The nodes disappear, the material appears but I end up with a white material.


texts: Create glowing cracked stone-like sword texture?

texts:
I have no idea how to explain, but I want to make a texture like this:

I'm using blender 2.79 with cycles render


texts:
i use rigify many time but know i have a problem when i generate the rigify to my character the controls are too small and some of them are inside of him, i think its because the cartoon body of the character

so did anyone know how can i resize the rigify controller??


texts: Adding edges to the mesh by python in specific region

texts:
I have a body pattern for clothing.
In order to sew two patterns which are front and back, I have to add edges to them at the very outside of mesh like pictures below.

As you can see, left picture is the original patterns, and I need to add edges to the both front and back like the picture right.
The area which would be added for edges is the picture below orange parts.

The coordination of the front and back is exactly same but neck part. However, neck part would not be added any edges, so it can be ignored.
Is there any way to add edges to those area automatically by python script?
or, any other easier way than add them by manually.
Thank you very much in advance :)


texts: How can I get a Sin City/300 monotone and grayscale style

texts: I don't know that I'm using monotone and grayscale in the right way, but I'm curious how to make a scene with has either only one tone like the use of Red in the movie 300, or something like sin city, where only one object is brightly contrasting.  Is this a compositing technique or nodes?  I know nothign about compositing and little about nodes, but i've been playing with them.  thanks for info, or sources to info for that matter.  Happy Blending!


texts: Mesh with with color on the front side, and black in back side

texts: I have a mesh that should be yellow on both sides, front and black, yet only the front side is yellow, my back side is fully black. How can I tell it that both faces should have the same colour? I tried to use the property back face culling but it doesn't do anything.


texts: Render view showing random seams and causing blurring to textures

texts:
I'm a bit new to blender, but I been working on this for about a week now and big hangup came once I got textures applied to the model.

It's hard to see, but there are visible seams in the rendered image down the center of the model, and mirrored seams in the shape of a 'V' on the chest.

On top of that, the textures become more blurry as you zoom out. Obviously, neither of these problems are present in the unrendered view. (Before anyone asks, everything is set to Blender Render.)

The only advice I saw for blurring was making sure the mapping was set UV, which you can see from the picture that it is. The blurring and the seams may be unrelated but they are both hampering my progress severely, so any help would be much appreciated.

Update: For better reference-

I drew arrows pointing to the lines in which I'm referring to. I'm sorry they are faint but they become more noticeable as you zoom out. At first I thought they might have had to do with mirroring the model across the x axis, but the V shape under the circle in the chest disproves that theory, and there is also line around one of the edge loops for the knee.

My knowledge of the program is limited so if you need me to explain more I'll do the best I can.


texts: First time baker having issues with a normal map

texts:
I just baked my first normal map (by following this tutorial from Grant Abbitt). It's supposed to be a flat cable ribbon. I baked the normals from a higher poly mesh of some stitched-together cylinders. After applying the baked normal map to the low poly mesh, it looks decent in Cycles (ignore the sloppy texturing painting):

But it looks terrible in Eevee:

And, as soon as I deform the mesh in Cycles (like with a cloth sim), it immediately looks flat, like it does in Eeevee.

Can anyone help me figure out why this is happening? I'm pretty new to Blender and this is my first bake, so ELI5, if you don't mind :)
Cheers!


texts: How do I split a mesh of quads into their true triangles?

texts:
I am trying to make a low-poly triangulated version of the built-in torus.

I insert a torus.
Decimate the torus (un-subdivide, 3 iters)
I now have a torus made out of quads.

A problem arises when I add a triangulate modifier: the torus becomes very "skinny". That's because it splits the quads into two triangles, and you get "indents" due to the shape. In order to really understand this, try it for yourself, rotate the camera a bit while the triangulate modifier is on and while it's off. You'll get what I mean.

edit: see this image. The blue torus looks much nicer, right? That's the quad version. The red torus is the "skinny" triangulated one.

edit2: setting the quad method to "fixed" seems like what I'm trying to do, but it makes this weird artifact, what's that about?

How do I split a quad into it's true 4 triangles? So that the geometry of the quad becomes the hidden geometry of the quad that blender renders?

edit3: I have since corrected the mesh generated by fixed triangulation, but I would still like to know for the future.


texts: Use masks as part of materials in cycles

texts:
Intro:

Ok, so I'm new to blender and have looked all over the internet, and blender is not working as expected (and all the usual that seems to be the required greeting on this site...)

Question.

I can use masks created in the movie clip editor (or the UV/Image editor) in the compositor to combine elements.

How can I use masks to combine shaders and textures?

I could render the mask as an image sequence ,and plug the images as a texture in the material editor. But then every new adjustment  that has to be made in the mask means that the sequence has to be re-rendered. Not the best workflow. Masks being vectors have so many advantages over pixel based files, on top of that it is easy to rotoscope using tracking tools, also they are quite easy to animate and allow fine control when it comes to feathering.

Is there some python amazing script, animation node, add-on, or secret menu for the initiated that allows the mask information to be used interactively on the material editor?


texts: Blender Python: Declare Property Group (on the stack?)

texts:
The questions keep coming, I know. I cannot find this simple answer anywhere. It may be because I'm not sure exactly how to phrase it in searches.

Is it possible to declare a variable of a custom type that is derived from bpy.types.PropertyGroup?

I have a situation where I create controls for the active object. But I would like to show these controls in a disabled state when there is no active object (or any object at all). So my (possibly terrible) idea is to declare a local variable of the property group used by objects and use the data in this temporary property group to draw the buttons and controls. I know I can just skip drawing the associated controls, but I don't like how disruptive it is to have the panel contents shift around when it happens.

Here is an example of what I mean:

class MyClass(bpy.types.PropertyGroup):
    Var : BoolProperty(
        name = "Stuff",
        description = "my stuff",
        default=False
        )

def draw_panel():

    if active_object:
        draw_buttons(active_object.MyProperties, disabled=false)
    else:
        temp_props = MyClass()
        draw_buttons(temp_props, disabled=true)

So the controls would be associated with a temporary property object. However, the code temp_props = MyClass() does not work. It appears that bpy_struct requires some type of "constructor parameter" (I'm not sure what these are called in python)?

If there is a better way to handle this, please feel free to slap me out of this idea. And in either case, how would one go about declaring a class derived from a property group or bpy_struct locally within a function? Is it even possible? I can't seem to find anything in the API docs about initializing one of these objects on our own.


texts: Is it possible to simulate the properties of cellophane in blender? I am trying to understand how a cellophane tube will deform as it passes through a shaped apperture.


texts: Why is the volume scatter more dense in the viewport than in my final render?

texts:
I need to get the same effect as in the viewport, but I can't find a difference in the settings for viewport and final render. All lights are render-activated in the outliner, and in the object properties. Thanks for any help

 (I changed the green color a little, so it's not 100% as in the images provided)


texts: Fixing Weight Problem While Rigging Canine Mouth?

texts:
I tried to make a canine mouth and rig it:

Then, I encountered a problem. When I moved the rig, the teeth also changed its shape. I feel like there's something wrong with the weight. Is there any way to fix the weight, or did I miss something important?


texts:
This is a simple question, How do I make something like this in Blender?

I already did the flying sparks but I cant seem to recreate this part right here... It seems to be a very intense fiery glow but I dont know how to do it.

LIGHTSTICK


texts: In order to apply a design on my object, should I texture it or model it?

texts:
This is my first real project on Blender. I need to create three decorative objects to a design class I have. I already done the "blocking" and texturing, but I cant solve two problems:

How to apply this tribal design over the object?
How to "engrave" the sun and moon into the objects?

Can anyone enlighten me on this topic?


texts: Specific 3D Character Creation - Point Me To Tutorials Please

texts:
I'm pretty new to Blender and have a project where I would like to create a character similar to this one: https://drive.google.com/file/d/1TuB5tElqmdfRmfwgF0mYNZokR59unSBm/view?usp=sharing
To sum it up I'm trying to create a 3D full-body character to which I can add:

Skeleton animations
Some sort of an animated layer (stuck to the character) with that black background with stars, where the layer should not just copy the body shape but rather hide parts of it up to a point where you can still say it's probably a person-like character but you are not entirely sure (just like on the pic - the stars on the body (texture?))
Glow around the body shape (purple glow on the pic)
Animation where the blurred little rectangles are constantly rising up from the body edges (particle animation?)
Glowing eyes

As I said, I'm new to Blender so I don't even know the name of these effects. Could you, guys, point me to some tutorials where I can learn such things and then based on the knowledge gathered from these tutorials create the character mentioned? The character will be used in an AR project.
Thank you!


texts: In my Blender sculpt mode the masked area is not showing up (expected it to show up in black).the overlay is turned out, it still not showing s mask   Can anyone suggest me anything please?


texts: Thousands images as textures (byte image limit reached)

texts:
I have a python scripts that creates around 3000 objects (cylinder). Each of one has assigned an image in one for the faces of the object. Each image is different (cannot be reproduced with procedural textures).

When I render the scene (cycles), it shows this message:

  ImageManager::add_image: byte image limit reached 1024, skipping ...

Only 1024 images out of ~3000 are shown, the rest are discarded. Each image (jpg) is ~4KB.

Is there a way to solve this (using blender python API)? I am running Blender 2.73.


texts: How can I connect the armature to my mesh without blender crashing?

texts:
I am trying to make the armature the parent to the mesh with automatic weights but every time I try blender stops responding and has to be closed? Am I doing something wrong?

I'm running Blender v2.76 on the cycles render


texts: B-Bone not displaying as box but instead displaying as sticks

texts:
I'm having a bit of difficulty with armature displays.

I've selected B-Bone as the display which I know is supposed to make bones look like boxes but instead they're appearing very thin like the stick display. I thought it was because I somehow accidentally re-sized the thickness of the bones so I tried tampering with it with ctrl + alt + s and such but that didn't seem to work. Here's an image of how it looks.

If I could get any sort of help that would be great! Thank you all in advance.

[edit]

here's the .blend file


texts:
I am wanting to download and learn how to use Blender at home on my Macintosh PowerPC system.  It is older so I need to know what version of Blender is recommended for my system, here are the specs:

Macintosh
Dual 2.3 GHz Power PC G5
OS X 10.5.8
2 Gb DDR2 SDRAM

Video Card:
NVIDIA GeForce 6600
VRAM - 256MB
32 Bit Color Depth


texts: rendered viewport not showing objects, rendered image works fine

texts:
The render preview in cycles shows nothing but overlays. So I can see outlines, emptys, the camera... but not the actual objects, materials, light... .

When I render an image every thing seems right. Its is only the the viewport and it is not the clipping border. The problem is only in cycles, eevee works fine.
I use Blender 2.83. Here is the blend file.
I am lost and can't work that way. Please, does someone know what to do?


texts: bevel shader not appearing in 2.79 on Mac

texts: I have seen tutorials showing the bevel shader in Blender 2.79b. I cannot get it to show up in the shader menu even after doing a fresh install of Blender. I wonder if it is a Mac issue. I am running Mac OS high sierra 10.13.6, AmD FirePro D700 graphics cards. In the shader node editor I am going Add:Input... bevel shader should appear between Attribute and CameraData but it doesn't.


texts: Render points only if visible from another camera

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I am trying to find a way to render only parts of the objects and scene that are visible from another camera. As an example, imagine I have two cameras pointing towards an object, the second making, say, a 45° angle with the first one. I want to render the scene from the first camera, and then render on the second a mask with only points that are visible from the first camera (like a visibility mask).

I can do this either using Nodes or Python (or something else). What I can think of now is :

something similar to the Node Light Path output Is Camera Ray, used as a factor of a Mix Shader in Cycles. However, I would like to use another camera than the one being used for the render.
In Python, I can render a depth map from the second camera, and then for each pixel, use the camera matrix and the depth information to backproject-it to a 3D point, and evaluate the distance of the first camera to that 3D point. If that distance is greater than the depth of the pixel on the first camera, I know that this pixel is occluded. So I would render it on the mask.

Is there any simpler way to do so ? Thanks in advance for your time !


texts: I am trying to import an FBX file from Unity into Blender. Does anybody know how to do that?


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I have a cube shape with a hexagon hole in the middle (Bevel modifier added). I have added loop cuts around it, made straight lines on the face of the cube to get better topology. I then selected the vertices on one side just for the example using Shift Ctrl + B, subdivided it, then with loop tool made a circle. But the holes are not as smooth, and also There's Ngons. The holes still look a bit edge, not perfectly ellipse shaped. Is there a better method to achieve this?
Thank you.

PS: I'm avoiding the subsurface modifier for this mesh,


texts: Access a blender file externally (from a python script)

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I have a folder named "3D" with all my blender projects from the past year and I wanted to rename this folder to "3D_old" but if I do this, all the textures from my projects stop working because all my paths are absolute.
to fix this issue, i can use the "file>external data>make all paths relatives" option but i would have to do it for approx. 150 .blend files. So I would like to know if it's possible to use python to open the blend files and change the paths automatically?


texts: Blender needs more CPU power than before

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I haven't done much I only moved the Camera, the smoke meshes and increased the size of the smoke domain. And now the render needs much more time than before.

And what can I do before the render that it doesn't need so much time.


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I read in a recent post that you can simulate a light being visible to the camera by adding an object and using the following node setup:

It works as intended, but creates jagged edges:

There is a workaround to get rid of the jagged edges by connecting "Is Camera Ray" to the "Strength" input of the "Emission" node:

Great!, but now the object becomes dimmer:

How can I have a non-jagged light source while maintaining brightness?


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I have just started using blender 2.66a. I was trying to model a chair.
I used a cube to create the chair. I exported it as an .obj file. However when I tried to import it back in, it is just showing a cube instead of the chair which I had modeled.

blend file


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I use the VSE for editing a lot of screen recordings, and would like to take the output from these editing sessions and use them in the compositor. As far as I can tell, the only way to do so is to render everything out ahead of time and use a video input.

Is it possible to use one instance of Blender as a frame server and use that server in the compositor of another instance? Alternatively, is there any way to do this in one process, frame server or not?


texts: Imported model only visible in orthographic views?

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The model was created in Creo. When importing the model into blender I only can see it in orthographic views (Numpad 1, Numpad 3 and Numpad 7) but not in any user perspective. I already checked clipping and that's not the issue.

Q: What am I doing wrong?


texts: How can I add an 'IK Solver' constraint?

texts:
I'm just trying to do the beginners tutorial about creating a character and animation of it, it's the well known gingerbread man, but it is written for blender 2.4 and actual version is 2.73 and there are a lot of things which have changed. I have already created the model and just on the way to arrange the bones. I have weight-painted the arms and chest and now I'm in that part to get the feet working

Here is the actual tutorial page I'm working on:
 http://wiki.blender.org/index.php/Doc:2.4/Tutorials/Animation/BSoD/Character_Animation/Lower_body_armature

In pose mode I should add an 'IK Solver' but I cannot find where to add such an constraint and even when I look into the different constraints I cannot find an 'IK Solver'. So this now is the point where I don't know how to go further on, because without this I cannot do entries into that panel and so I cannot go on with finishing the armature and testing it.

Anyone knows how this is to be handled using blender 2.73?
Any help would be appreciated.
BTW sorry for my English as I'm from Austria.
Thx in before for any advice.