texts:
I have a problem. I need to rip and scale all of them. It suppose to be like this.

But I can't do that with the last one. It becomes no longer symmetrical.


texts: Coming from Maya and Arnold there is a very simple selection box in the file read node (image texture equivalent) called Alpha is Luminance which allows to use the luminosity in the RGB values of a file to drive the alpha channel. Is there an equivalent function in Blender 2.8 and Cycles?


texts: Blender to Unity, UV Map is messy in Blender and in Unity

texts:
im New to Blender since i was using Cinema4D all the time,

i´ve done a Medieval House out of 5 different Textures, i baked them together into one Texture 4096 by 4096,

now i deleted all materials which were attached to my Blender Model, i Created a new Material and i attached the UV Map to it,

in Objekt Mode it looks fine:

in Render Mode my Model looks Messy i dont know why, i hope someone can help me.

Blend file

Baked texture


texts: How do I 'apply' Auto Mirror to get a full mesh?

texts:
I have built a mesh with Auto Mirror.

I now want to add some features that dont mirror.

What I was hoping for was a button that said "apply" that applied the mirroring permenantly and gave a full mesh.

Is this possible?


texts: My mesh is deforming strangely when I move it in Pose Mode

texts: I made a mesh of a bird and my rigging is almost done. However, the wings are giving me some trouble. Although I'm pretty sure I've weight painted them correctly, when I move the bone, it looks like a wet McDonald's French Fry. I'll attach some images so you can see what I mean.


texts: Animate a Tree of Empties via Retargeting from Armature

texts:
I have imported a character model (.fbx, originally from Daz, but I don't have the original Daz file). Instead of bones, it has a tree of empties, one empty per joint. I want to retarget this character's armature using a motion, but I can't retarget onto this tree of empties, as far as I can figure out.
Is there a way to convert this tree into a proper armature, or am I missing something?


texts: Efficient rendering of animated urban scene (using LiDAR point cloud)

texts:
I have a colourized aerial laser scan of a municipality that I would like to render in an animation. Below is an example I created for a small subsection:
https://drive.google.com/file/d/1WAoLJ6H1Qc0fIBdWPg9QvwVTKOTSEMSv/view?usp=sharing
As you can see, the trees and structures are represented by a cloud of points (within Blender, they are imported as equilateral triangles).
The entire dataset is many hundreds of millions of these points, but as the camera pans over the municipality, only a small section will ever be on camera at a time. The entire town is never displayed at once, although I would like the panning camera to sweep over the area seemlessly.
Is there an efficient way of doing this? I'm not sure I can even load the entire dataset into Blender at once. Is there any way to work with "tiles" of data, for instance?
Thanks!


texts: How can I subdivide this if I cannot use the loop tool cut?

texts:
So I want to subdivide, then use LoopTools and finally circularize that section to include that piece of the model in the object (the one in blue on he photo and previously modeled), but I can't. Please, any suggestions?
Thanks in advance to everyone who took the time for reading this!


texts: I'm attempting to add a couple of filters to a render layer that sits between two others. I suspect my problem arises from a misunderstanding of how layers work, as my "flames" layer renders on the "door" layer as well as its own... Anyway I can't get a result at all. If anyone can give me some pointers, I'd be much obliged.


texts: How come I can't change values by sliding my mouse along the entry box?

texts: When I first downloaded Blender, I could change values in the menus (eg. relative offset in the Array modifier menu) by either manually entering a value, clicking the arrows on either side to change the value incrementally, or by sliding my mouse along the entry box to change the value continuously. Now, when I try to click and slide, nothing happens; the values don't change. How can I fix this?


texts: Zooming out makes image disappear in shader

texts:
I followed Jonathan Kron's tutorial on creating an LED-display shader. It basically multiplies together your desired image with a grid of little RGB images. It looks great when zoomed in, but when the camera / 3D view zooms out, the "lit" LEDs disappear (shader graph at the bottom):

I would expect that they'd still be viewable, just a little more dim. To my surprise, this problem does not happen when I change the color of the "LED image" from red to green:

Why does this happen? How can I keep the red color showing when the camera / 3D view zooms out?


texts: Making a wave texture orientate properly

texts:
I made this part of the model:

What I need is to smooth the edge of the two materials. Similar to this question: How can you smooth the edge between two materials?

But the problem is that the waves orientate at the wrong direction and there should be only one wave. That means the edge (blue line) between the two materials shouldn't be like this:

The edge should be basically a circle, like this:

And this is my current node setup:

So how could I change the orientation of the wave and make the edge go for a 360°?


texts: Is it possible to convert Matcap colours to vertex or material colours?

texts:
What I would like to do is simply to apply a Matcap while editing, and then use its base colour as the colour of the object for test rendering etc. Is this possible?

To put it another way, if the Matcap is lime green, how can I make the object lime green (using vertex or material colours).


texts: Combine mesh and animation from two FBX files

texts:
I am new to Blender and I am trying to import this FBX model https://drive.google.com/file/d/167NCzF8Dv8aILrzon_drcBeV7DS1_bVE/view?usp=drivesdk from Unity Store https://assetstore.unity.com/packages/3d/characters/humanoids/polite-soldier-29807 to edit some animations.

But the problem is that there are several FBX files:

Characters\Soldier\Soldier.fbx contains model (mesh, etc.) without animations.
Files in Animations\ (such as Run_Rifle.FBX) have animation but no mesh, that is I see only bones.

Is there any way to combine them? Animating without seeing the model is difficult. :)

I found some answers about selecting them and Ctrl+J (Join) but it doesn't work, the second object bones (animated) still remain separate.


texts:
For speeding my modeling workflow I created a ergonomic keymap explained here.
But the inset tool doesn't have the Modal map like the knife tool. Which allows you to remap his shortcut when activated. How can I access or create this option?


texts:
I have a cloth string covered with a skin to replicate a necklace.
Now I want to add a pendant. I am using a torus only to try and simulate the interactions first.
I have added a rigid body to both the skin object and torus, and added a rigid constraint to both and associated each object to each other, but they pass through.
Any advice?
Please see attached blend file
I have changed the parameters to try and make this more simple - made 2 soft body interactions, but cant make them seem or act in a solid fashion - any tips or advice? See second blend file.
Okay update - used cloth and collision for both objects and they interact better - but the torus is still soft, rather than hard - how to I make an object retain its shape when it interacts with a cloth object? See 3rd blend file
4th Update
Got a torus to interact with a serious of rigid body chains, however they are not movable - See 4th blend file


texts: Is it possible to select multiple objects based on mesh and not origin?

texts:
Every now and then I will stumble across this issue when making instanced objects in a circular rotation pattern. The origins will be at the center of the arc, while the actual meshes will be a large distance away from the origin. I will then add more objects with identically positioned origins in the center of the circle (i.e. watch face). Is there a way to select the outer bolts using an equivalent of the standard Ctrl+LMB free-select for mesh surface instead of mesh origins?

I am aware of the ability to select linked objects, this solution will not always work.


texts:
I'm kind of new to blender, I've started trying to make some swords, I'm not too bad but I need help with modeling some objects such as:

I just don't know how I should go about making them or how to give them the desired form without making them look absolutely horrible.


texts: How to export 3d object as a .tri file? blender 2.77

texts: I am trying to use raydium game engine but i cannot find a way to export my 3d images as .tri files can anyone help me?


texts: Hello I'm making a rifle reload animation, so when my animation ends, my rifle should go default transform but when i copy first keyframe and paste as a last keyframe, i see they are not same transform. What are the possible reasons?


texts: How to procedurally add a precious metal vein to rock

texts:
First of all, here is an example picture of how the effect looks (source: http://marksteinmetz.photoshelter.com/image/I0000OqcTcB07acQ):

This is different from the usual rust texture in that the gold (or other precious metal vein) is somewhat continuous and not just randomly distributed over the (volume of the) rock.

It would be nice to be able to somehow procedurally generate this texture with a percentage of gold content (e.g., 0%-100%) and take two inputs:

One for the gold texture
One for the rock texture

..., mixing the two procedurally based on a percentage ratio as previous explained.

Even a surface texture version of this would be greatly appreciated. I tried searching, but can't find anything that produces an effect similar to what is show in the picture (displacement aside, but would be a great bonus).


texts: Does anyone else have this problem when trying to open a .BLEND file?

texts:
Whenever I try to open a .BLEND file, instead of opening the file like it should be doing, It instead just opens a new scene? For example, you save a large cave scene, but when you open it by clicking on the file it just opens the default 'New Scene'.
Edit: Ok this just happened,

I went into regedit to make sure things are correct and they are, so I have absolutely no idea what's going on.
Edit again: for some reason the program became unknown in the associated file types. So that is fixed, but it is still just opening a new scene.


texts: Tile size in performance not changing at all

texts:
I cannot get my tile size to change in the performance section. it will not budge from 32x32. is this normal in cycles rendering?

Blender render is stuck on 64x60

I do have some memory of it being able to change. I've tried resetting the defaults and it still suck on the same settings.


texts: Where is Add / Subtract button on sculpting in Blender 2.8

texts:
Sorry for the silly question but I'm having trouble finding those button on Blender 2.8. If anyone knows this, could you post screenshot of it or tell me where it is..?

P.s: I'm editing this since this has been identified as possible duplicated of another question. I'm not looking for ctrl button to change add and subtract. I wanted to know where the add / subtract button has been moved in Blender 2.8


texts: Object mode - How do I turn off visible wireframe?

texts:
Simple question.  I do not know but maybe I pressed a button or an option but I can still see the object wireframe in object mode.

How can I disable it to be in normal object mode as in the green part of the helmet I am working on.


texts:
I'm pretty new to Blender and I'm trying to map a Nasa Heigtmap onto a sphere. I've tried to use the Displace Modifier but the heightmap is streched:
I think this is because Africa is at the UV spheres pole, but I have no idea how to change that.

Help would be very appreciated!


texts: I am currently using an orthographic camera in my scene, and I tried to used the camera DOF effect and to my surprise, it didn't work, or perhaps I couldn't make it work. I tried to make the camera perspective again, and it worked. Is there any reason why this is happening or is there a solution to this ? I have seen orthographic artwork rendered with keyshot and software like magicavoxel and they both have DOF in orthographic view. Is blender able to use DOF in orthographic view at all ?


texts:
I'm having trouble making sense of the units of a camera lens shift.  It ranges from -2,2, defaulting to 0, but it doesn't seem to be in scene units, nor does it seem to be in radians.

Anyone have an idea what the values represent?


texts: Black lines are on object in solid mode. In rendered mode they stay as well. How can i get rid of them?


texts: How can I make a particle simulation into an animation?

texts:
I made a rain simulation in Blend4Web using particles. I want to make this into an NLA or keyframe animation, so I can use it as an input for either the Play Animation or the Play Keyframe node in the Blend4Web logic node editor.

Do you guys have any suggestions on how can I do that?


texts: Is there a way to extrude a face while following the angles of the sides?

texts:
I tried extruding the edges along their normals but it would not follow the angle properly, so i was wondering if there was a way to extrude the face and as i pull it out, it will scale it to keep the edges co planar to their origin edges and corresponding face.

https://imgur.com/a/XH1F1


texts: Why is this bone not pointing up / downwards?

texts:
Can anybody tell me why the "N_ALL" bone is laying on the floor?
If the bone is laying on the ground, I expect the model to be laying on the ground, too, but it doesn't. The model's pose doesn't correlate to this root bone for me.
Edit: I have uploaded the fbx file here.
Thank you!


texts: How can I combine work that I've done in the "video editing" and "2D Animation" tabs in the same project on a render?

texts: I have a 2D animation and some work done in the "video editing" tab. When I "render animation", the only thing that renders is the text and music that I have done in "video editing"; it does not include the animation that I've done. How can I render both tabs into one video?


texts: The bpy.types.Space class has two methods draw_handler_add() and draw_handler_remove(). However, the documentation for those methods only says, "Undocumented." Thus, what are those methods for?


texts: Is it possible to somehow bake vertex colors from lamps?


texts: Can I have two different UV unwrappings of the same object?

texts:
Basically, I have two textures, one of which is mostly transparent. I want to combine them, so that they're one on top of the other.

The problem is that one is bigger than the other, so I would need two different UV unwrappings of the same object, one with a bigger scale than the other.

Is it possible to do so or should I combine the textures in an external program?


texts: Displacement/Bump mapping with repeated parts (Octopus Tentacles)

texts:
sorry for any incorrect terminology;

I want to make a low-poly octopus with a high-detail displacement/bump(?) map applied to the mesh. At the moment, I've completed the low-poly meshes for the body, and a single tentacle (which I plant to duplicate). I have not yet attempted to create any detailed mapping to either.

Because each tentacle is identical, I'd ideally like to do the details on one, make copies of it for the rest, and attach them to the body, so there is one smooth mesh with a smooth detailed layer.

My question:
1- Is it possible to join separate objects with their own displacement maps together as one object with a single displacement map?

2- If not, what is the best way to handle this task (without manually detailing each of the 8 tentacles)?


texts:
when rendering scenes on the farm, the created logfiles get huge. Is there a way to reduce cycles log output? --verbose didn't work for me...
Thx


texts: Rendered video randomly twice as fast as audio (preview looks normal)

texts:
A very strange thing is happening to me in blender. I recorded footage from cca 10 years old camera (can't tell you the type, don't remember). The footage was 25fps, original dimension 1440x1080. I set up the blender environment according to youtube video called 1 - Blender Video Editing (Setup Defaults) by Mikeycal Meyers and started inserting my clips.

As the tutorial said, I was supposed to match the dimensions and fps of the original with the settings in Blender. But when I changed the Blenders Preset resolution of 1920x1080 to my needed 1440x1080, the video got squeezed from right and left, leaving the picture squeezed and therefore useless. So I changed it back, hoping it wouldn't matter (but it may affect the problem I'm about to describe).

I had footage that was all taken from one camera under the same settings. When I took pieces of the recording and cut them in Blender, after rendering, in a few of these cuts the video is twice as fast as the audio. The rest is fine. Later, I deleted and inserted the "wrong" pieces again. The strangest thing is that one day it rendered fine, and a few days later the latter clip got rendered wrong again.

You can see here:

everything at the right speed - http://www.filedropper.com/8168-9085
second cut is wrong - http://www.filedropper.com/8700-9921

Could you tell what went wrong from this?

Would be very grateful for a solution, this has taken many hours already...

System Information:
RHEL 7.1 (Maipo).
Graphics: Intel® HD Graphics 5500 (Broadwell GT2)

Blender Version: blender-2.76b-linux-glibc211-x86_64


texts: Why are the drops so large on a water simulation?

texts: I'm trying to make a waterfall, but the water turns out too big compared to a human. Why are the drops so large? What am I doing wrong? I tried to change the value Resolution but more than 300 Blender crashes. Please help!


texts: Why is sculpting causing trouble with object?

texts:
Here I am sculpting in sculpt mode

But for some reason when I go to object mode, the object starts to stretch some parts-
This is how it looks in edit mode-

If anyone could help, I would really appreciate it!


texts: How can I automatically generate vertex groups for an armature?

texts:
I've been trying to find this on the Blender Wiki, but I can't seem to find the details. I knew how to do it one time but I forgot how to do so now.

How do you generate vertex groups for individual bones in an armature automatically?


texts:
So, I will list the steps that I did to get to the point where I am having the error.

1) Download latest Umodel and use it to extract model from my game of choice, namely, NekopaLive, which runs on Unreal 4.

2) Download latest version of blender (2.7) Launch and delete all objects within default scene. Save scene as default.

3) Enable the Addon Script for .pskx imports from google searches.

4) Attempt to import .pskx file. Now, I play a lot of fighting games, so believe me when I say I can see very fast things.  The model flashes on screen for a frame, looking just like it does in Umodel, and then it goes back to the empty scene in blender, where I get the error:

Or written out:

  Traceback (most recent call last):
    File "C:\Users\dilydaly\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_import_scene_unreal_pskx.py", line 658, in execute
      getInputFilenamepsk(self, self.filepath, self.importmesh, self.importbone, self.bDebugLogPSK, self.importmultiuvtextures)
    File "C:\Users\dilydaly\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_import_scene_unreal_pskx.py", line 598, in getInputFilenamepsk
      pskxImport(filename, importmesh, importbone, bDebugLogPSK, importmultiuvtextures)
    File "C:\Users\dilydaly\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_import_scene_unreal_pskx.py", line 211, in pskxImport
      indata = unpack('64s6i', pskxFile.read(88))
  struct.error: unpack requires a bytes object of length 88

  location:  unknown location :-1

At this point, I am stuck. I am relatively new to porting models, and have never worked with Unreal porting before, so I would like to know what I would need to do next to get this model working in blender.

Could someone please explain to me what is going wrong here?

The part that stands out to me is "struct.error: unpack requires a bytes object of length 88" but I don't know what that actually means in terms of the model data.

I appreciate the time taken in advance to reply!


texts:
I am wondering is there any possible way to convert binary (black and white) material to a real mesh.
On the figure below you can see I have a simple hollow cylinder to which I have applied binary material. And eventually, I want that it will be mesh


texts:
I'm trying to replicate the faces as seen in the Lego Movie, and somehow they get them to move. Someone recommended using the grease pencil tool, but I'm not sure how. These are like textures, but they rigged them inside the engine they were using. I would understand using black planes as eyes and eyebrows, but not if you want a 2D mouth that can open. I'm sorry if this question has been asked before, but I'm unable to find one like it

I understand this is a different engine, but is there a way to even do this in Blender?


texts: Why isn't my 'frame_change' app handler working?

texts:
I am new to scripting in Blender and I am having trouble attaching an app handler to keyframe changes during an animation.

Below is my Python code:

import bpy

def my_handler():
    bpy.data.objects["Cube"].location[0] += 0.5

bpy.app.handlers.frame_change_pre.append(my_handler)

I tried to call my_handler, which moves an object when the frame changes, manually or when the animation starts.

I have written the code in text editor. After I run script, nothing really happens. Please help me someone out there I couldn't find anything online.


texts: Set "Preferences > Navigation > Autodepth" to ignore certain geometry types / geometry?

texts:
Autodepth is great, much easier to navigate the view port when you can zoom to based on mouse cursor location.
However this can be frustrating when working with things such as reference images. Its easy in certain view modes to not realise that the cursor is actually over reference image geometry and not the object you are working on, so when you zoom / pan you end uo at the location of the reference image, not the model, for example.
Is there a way of setting this feature to ignore certain object types? If not is there a way of setting certain objects to be ignored? I have tried disabling selection but this has no effect, not that it should.


texts: Extruded sphere has loop with no normals - how to fix?

texts:
I've extruded a sphere which I later deform with a shape-keyed lattice. All's well, except that when deformed, I see a discontinuity in the shading. Inspecting the face normals, I see the following:

You can see that there's a loop which has two odd characteristics:

It has both edge and face markers;
It has no normals (and they're not just pointing the other way, they really appear to be absent).

Selecting everything and recalculating the normals had no effect.

If I select an edge segment along that loop and delete the edge, one of the adjacent faces gets deleted too.

I think this is an edge from which I extruded to lengthen the tube.

How can I repair this loop?


texts:
I saw a video where the person copied a material from one object to another (Cycles).

How can I accomplish this?


texts:
I created a skull cap to do particle hair, moved it to a separate layer to edit it, now I need to reattach it to the head.  Any suggestions about how to do this, so it fits?

Tim


texts:
Is there a way for an object to be rendered with a one tone lighting?
When I render a low poly object, it is illuminated with a lighting gradient -

What I need is one tone lighting on each polygon, where the lighting quality is highly depended on the poly detail of the object - lighting per polygon instead of lighting per pixel. Which means that every polygon would be illuminated by a one tone of lighting so that the pixels on each polygon are equally colored -

Is that possible to achieve and possibly in Cycles too?


texts:
In my camera view my objects are clipped. I know the "default answer": clipping end value but I changed this already to 100000000 for the camera. The normal 3d view does not clip when I use 1000 end clip value but the camera view does and the render also.

Where can I also change a value? What Is my mistake?


texts:
I just watched Blender Guru's video on the new-ish Priciples BSDF shader. My current version of Blender is 2.78c. I don't know where to find the release which has Principles BSDF. On the Blender latest releases, they still say 2.78c. What version has Principles, and where can I download it?

Thanks, Phil


texts:
Obviously the opacity isn't what I want lol. I'm a little stuck on how to merge

Little bit closer, but it's still transparent...


texts: Is there anything like Arnold's Clip Geo in Cycles?

texts:
I saw this from Lee Griggs and I wonder if there's anything similar in Cycles:
https://docs.arnoldrenderer.com/display/A5NodeRef/clip_geo
I know something similar is possible with the shader nodes:
Cycles. Masking objects with shaders (no compositor)
But as you can see, the inside part in the Cycles version looks empty, the geometry is just missing. Whereas in the Arnold version, the geometry is still solid.


texts:
I have two mesh that are not aligned to the grid. How an I snap and merge these two shapes?

The first one is a cylinder, the second is a half sphere. They are at slightly different angles, but they both have the same number of vertices. If possible I would like to merge each matching vertex.


texts: Procedural wrinkled paper lamp cycles material

texts:
I am not completely new to Blender, but I'm actually on a project of interior design visualization where I would like to create a material that would allow me turn any surface into this kind of paper lamp.

Its basically wrinkled paper extruding from the volume, never intersecting with each other, slightly opalescent, with a light source inside (which could obviously be another object).

I have no idea where to start from. I guess it should involve procedural material rather that using an image, but I'm not sure how to make the lines protrude neither how to generate them and be able to modify their parameters

I'd be really grateful if someone could show a way into this problem. Cheers!


texts:
Blender 2.67 is out, and one of its main features is the long-awaited Freestyle integration.

I'd like to try out Freestyle, but it doesn't appear in the "Render Engine" dropdown. I assume some assembly is required. What will I need to start using Freestyle on Windows and Linux?


texts: Movement/rotation etc. hypersensitive in perspective view but normal in orthographics

texts: I have been mostly using blender in orthographic mode but sometimes I use perspective view. My problem is that in perspective view the tools use is sometimes hyper sensitive. For example if I want to move a vertice. Even with shift the selection just moves so fast they just zap across the screen. Sometimes it could even be super slow. It is not a scale issue with my objects. I'm thinking this is because of some blender setting but why is perspective so unpredictable while ortho is perfectly fine?


texts: Can you make a bump map using grey scale after you texture paint?

texts: I'm working on an apple model and am about to texture it. I plan on using bump maps, reflection maps, etc. My only problem is that it would be much easier for me to texture paint the apple instead of using an image or such. What I was wondering if it's possible to turn the texture painting I do on the apple into a bump map using grey scale, or do I need to use an image directly?


texts:
I have an image sequence taken from a screencasted (2D)video game and there is a moving object (projectile). I want to add a lens flare effect to this projectile, therefore i wanna an ellipse mask that covers it for every frame. I need to to add keyframes for many frames and I have to type and adjust the values by hand in the x-/y-value fields which is quiet tedious (600 frames). Is there an easier way to do this? (Motion tracking doesnt work well for me by the way - too pixeled i guess)
I wonder if it is somehow possible to click on the image and the coordinates get copied into the x-/y- value fields in the ellipse mask node.

Thanks in advance


texts: How to change effect strip input in Video Editor?

texts:
Let's say I have a cross fade track from Track A to Track B.
Now I decide to create a gaussian blue effect strip over Track A, let's call it Track C
Now I want the cross fade from Track C to Track B, but i can't change the "Input 1" parameter from the cross fade track because it's grayed out.

Do I really have to create the effect again? Or is there a better way to solve this problem?

I just started learning blender, so sorry if i'm using the wrong terms and this question is already answered.


texts: Animated cloth simulation parenting troubles

texts:
I have parented both banner (with a simulation), airplane and camera, but cannot make them travel in sync.

The flag/banner is making me troubles: The objects appear connected when moved
in 3d-view, but the banner is lost behind when animated.

Animated example (gif)

Please download blend file

Appreciate any help.

Kind regards,
Raaskot


texts: Making mirrored object a real object with mesh

texts:
This is something I've been looking for for a very long time and found no answers to: how do I make the mirrored side of an object a "real" object with selectable mesh?

If I apply the mirror modifier to an object how can I separate the two halves so that they become two separate objects that can be edited independently?


texts:
I would like to know how i can paint geometry in blender as shown in this maya tutorial

https://youtu.be/6Wi4-fdeYyM?t=703

I asked on blenderartists about 2 years ago but I didnt have any detailed reply for it. So i try ask here and see if someone here can guide me through the process of painting geometry in Blender


texts: I tried all day to connect those 2 points but I can't for some reason. I keep pressing F but it doesn't work. I tried ctrl+J, didn't work


texts: How to deal with changing focus when 3d tracking

texts: I'm doing a 3D camera track on some footage, but my error margin stays on 0.3. My guess is the camera operator changes the focal distance while shooting. Does blender take this into account when solving? I refine the focus, k1, k2, focal length, Optical Center when I calculate the solve, but does it animate the focus in the scene?


texts: How to render volumetric light on a transparent image?

texts:
I have principled shader plugged into my world output and a spotlight in my scene, as well asthe film settings transpareny turned on and it keeps rending out the black background?
I have provided a screenshot and rendered image.


texts: Export 3DS file with pivot point in Blender

texts: Hi I've been working with Blender for some time and I can't figure out how to export 3DS with pivot point. I tried exporting 3DS by putting 3D cursor and the object origin, but it doesn't seem to export the pivot point either. Need help on this.


texts: I want to know if it is possible to Merge Texts together for easy to move, scale and grab with the Objects. For example; the Fs and Frankfort Stainlesscoin to be merged as one. See the image below.


texts:
Apologizes for the terrible wording in this! I am unsure how I got to this point but my garment seems to be mirrored on both sides. I've tried to texture one side different so that maybe that will give me both sides of the garment in the UV map area- but it seems to paint on both sides when I do this.

I'm very new to blender so perhaps I have something turned on that is doing this? Any ideas or assistance would be greatly appreciated. Thank you so much!


texts: Renderlayer with different world settings?

texts:
is it possible to have a renderlayer with different world settings?
In my current case I would like to have a separate renderlayer to create a volume light. Thus I need to create a volume world shader, but then all renderlayers are affected (and they should use another world shader)

What is the workflow for that? It feels strange that I can't have different world settings per renderlayer...
Thx


texts: Can you assign an object to a remesh modifier? (might be a discussion question)

texts: So, I've been messing around with the remesh modifier in Blender 2.8 beta, and I was wondering if you can assign an object to the remesh modifier (kinda like a particle system). Is there a python script, or addon?


texts: rendered video tracking isn't the same as in 3D view

texts:
I am really new to blender I was following a tutorial to put a mask on my face.
I put dots on my face and tracked it very good (Solve error 0.3391).
After that I put a mask on my face and the mask was moving when my face is moving.
So far every thing is good, but when I start rendering I got these issues:

mask shows ghostly
the colors looks different

Sorry that I can't provide pictures of my face with the mask.

I had another error that the dots I tracked on my face on the movie view.
It's not on the same place when I go to the 3d view
(the dots in the 3d view aren't on my face, and the camera isn't facing my fill face for some reason) .

I had to move the mask under the dots so it will be on my face.

total probs 2
tracking dots no showing on my face on 3d view mode
rendering ghostly objects with high contract colors


texts: Installing Python 3.6 on any version of Blender

texts:
I am trying to install Python 3.6 on any of the recent versions of Blender. I cannot use Python 3.5 because I need to use the python package mne. Upgrading to Python 3.7 as in Blender 2.8 results in a failed build and conflicts with packages such as vtk.  Therefore, other major packages such as sklearn fail to build.

Is there a way to install Python 3.6 specifically with Blender?

Thanks in advanced.


texts: Cut rounded corner holes from a face of a cube

texts:
I'm new to Blender. The problem statement is: there is a cube and we have to cut multiple rounded corner rectangular holes from the face of the cube.

Actually there are many tutorials regarding how to cut circles from faces/planes. But, could not make out how to cut rounded corner rectangular shapes from those.

Please help.


texts: Modify render settings for all scenes using python

texts:
I have some basic render settings (border off, resolution, etc.) that I would like to have applied for all scenes in the .blend file using Python, via the -P command line switch.

I have tried:

for scene in bpy.data.scenes:

but it only operates on the active scene.


texts: I just started with Blender and found some wired problem - on Object Mode I see a vertice, that i cant notice in Edit Mode. I have no idea why it happend and how to fix it.


texts: Scaling / Transforming an Object from an Image

texts: I am not exactly sure how to describe this, as I am new to blender. I want to make a 3d model of a gun for a project I am working on. How exactly would I scale / transform an object like at 3:46 of this video: https://youtu.be/qM7LhN7N7o8?t=226


texts:
To the outside it appears at least superficially as if an object was not much more than it's location, rotation and scale values and the datablock handled the rest.

That's obviously not the case and you can only swap datablocks of the same type. Why is that? Why do objects even have a type? How do objects differ from each other when you ignore their datablocks?


texts: How to re-order Objects in a Collection Alphabetically?

texts:
If I print this:

print( bpy.data.collections['My Collection'].objects[:] )

... I get a list of the objects in the collection, but it's not an alphabetical list like the Outliner. It looks like the objects are ordered by the moment in which they were added to the collection.

What is the best way of reordering the data in the collection alphabetically so that is is identical to what is displayed in the Outliner?
Also, how can I do this while keeping the same Collection name?

-

OPTIONAL CONTEXT:

I'm working on an addon that imports objects from a Kitbash Library in a different Blend file with collections for different types of objects. There's a collection for chains, another for cables, etc.

I have a modal operator that lets you scroll through the objects in the different categories and display one object at a time. Basically, I import the entire collection but I don't link it to the scene, I only link one object of index[i] which is controlled by the mouse scroll.

I know that mouse scrolling might not be suited for a kitbash library with tons of elements but I want to keep this feature for quick asses to user favorites at least and implement a visual library UI/panel similar to what is used in Decal Machine later.

For now, I want people to be able to customize the Kitbash Blend file directly, reorder the objects by renaming them, put in their own objects, etc. The problem is that if they add a new object and rename it so that it is first in a collection, for example, it won't actually be first when you run the scrolling operator, it will still be last because it was created and added last.

Basically, re-ordering elements in the outliner to their personal preference will do nothing when I access the collection with:

bpy.data.collections['Cable Kitbash'].objects[mouse_scroll_index]

I figured the best solution was to make sure the collection data is ordered alphabetically at some point in time, maybe during startup somehow or when the modal operator is first ran.

If anyone has a better idea I wouldn't mind hearing it.


texts:
There is obviously an answer to the question of converting GPencil from 2.79 to 2.8 here. Convert old GP to new GP

And this works but only if you open a 2.79 file with Gpencil in it. The Gpencil shows as annotations and you can use the same datablock on a Gpencil object.

However if you create an annotation inside of 2.8 you can't use the same datablock for the Gpencil.

I don't know if this is a bug or intended but it sucks :-)

Does anybody know of this issue and can help me report it to a dev? Or is there a solution?


texts: Ive just started using blender to build meshes, and it ended up making these slanted things. Any idea how to make it flat? (i want to make the dark parts flat)


texts: How to create an edge loop including an existing edge?

texts:
Lets say I have something like this:

How could I create an edge loop around the model that includes the circled edge?


texts:
I have a set of eyeballs made up of 2 meshes joined together, a pupil and an iris. When I apply rotation and scale, it moves them in different directions. How can I apply rotation, scale etc. without changing an object's transformations?
.blend file is below


texts: Display values of a normal of a selected face

texts:
We want to see the three values of a normal of a face when we select it in edit mode.
How to do so?

Is there any add-on showing these sort of info realtime?

Update:
It seems the accepted answer does not result correct normal vector!! In the following figure the normal vector of the selected face obviously is not (0,0,-1)!


texts: How to put an sRGB image on top of a filmic render in the compositor while retaining their own sRGB-colors?

texts:
When I put an half-transparent sRGB image on top of a filmic render in the compositor, the transparent image will take the color-modus of the render (filmic in this case).

Is there a way to keep the sRGB-colors of the overlay image while using filmic for the  render image?


texts: I'm using cycles render and I can't figure out how to render the image texture

texts:
I modeled a Desert Eagle, or "Deagle," In the internal render system (Blender Render), and then created a new .blend file, brought the model(s) over and then textured them and added a spare mag and 2 spare bullets to show to a friend.

So it looks normal. But when i render it, i get this

Anyone know a solution to this? I looked around for around an hour and couldn't find a fix for this issue. i'm pretty new to cycles still so I don't know as much as I know about blender render.

EDIT for Carlo: For the lights it's just a simple 3-Point lighting system using rotated planes with the emission node attached. I would send an image, but sadly my reputation is not above 10 currently so I can't have more than 2 images.

And for the nodetree, I don't think i'm going to be able to send one image for that as there are multiple objects in the image and they each have different node trees. There's nothing too complicated to them, as they all just have the "Image Texture" Node connected to the output node. If you need anything else just let me know what you need.


texts: How to Import Obj File Split Into Groups and Split Into Objects

texts:
I have an obj file which has hundreds of objects under 3 group names. When I go to File > Import > Wavefront (.obj) and check only the Split by Group option, it will show the 3 groups with all associated objects joined as one. Makes sense. If I only check the Split by Object option, it will show all individual objects. Again, makes sense. Now if I check both, I was expecting the individual objects to be shown under each of the 3 groups in Outliner but it seems to just how the individual objects.
Is there a way to make it so that in the Outliner, it will show 3 groups with their associated individual objects when importing .obj files?
Using v2.91.0


texts:
I add a texture to a cube. The texture is an image. I set Coordinates to Generated and Projection to Cube. The rendering is perfect: the texture is replicated on all 6 faces of the cube.
But if I use the Texture or Material Display Modes in the 3D View the texture is applied only on 2 faces of the cube.
Why ?

The attached image show the problem with Material Display Mode


texts: Transferring colors from my Direct/Indirect passes into Color

texts:
I'm doing some compositor effects on my Cycles passes before outputting them to Krita and recombining them. But I'm running into a problem: Cycles stores a bunch of indirect light color in the Direct and Indirect passes, which complicates some of my setup. I want my shading passes to be totally black and white, and all the color to be in the Color pass. I'd like to transfer the color from the Shading passes to my color pass.

The normal way passes are combined is (Direct+Indirect)*Color. So I want to somehow alter the Color pass based on the colors in the Direct and Indirect pass, so that when it's all combined, it looks the same as it does now. I'm not really sure where to start with this. Is this something that can be done?


texts: I have a few materials that I want to fade between during an animation

texts: I have different procedural materials and I want to fade from one to another during an animation. Any way to do this?


texts: Global keyboard shortcut to execute text editor script

texts:
How do I create a global keyboard shortcut that executes the script currently in the text editor?

I say global because I would like to be working in the default 3D View (no text editor displayed) and simply press a key to execute the script.  This would avoid me needing to change to the script layout, run the script, return to 3d View every time.

Alt + P only seems to work when the text editor is focused.

In User preferences->Input, I tried adding a new "Run Script" event ('text.run_script') to the Window (Global) section and assigned it a key, but the console reports 'event has invalid window'.


texts:
I'm very new to Blender and I'm just learning textures. When I take an image like this and place it on a plane:

and render it I get a visible line in the final image like this:

I'm so new I'm not sure what words to use to search here in Blender Stack Exchange to find if someone has already asked and got the answer to this problem I'm having.

I know I must be doing something wrong.


texts:
I have installed an addon Space engineers modding addon, but cannot check the box to enable it. I get this error on the console:

fake_module: addon missing 'bl_info' gives bad performance!: 'C:\\Users\\Besitzer\\AppData\\Roaming\\Blender Foundation\\Blender\\2.66\\scripts\\addons\\install.py'
Error reading file as UTF-8: C:\Users\Besitzer\AppData\Roaming\Blender Foundation\Blender\2.66\scripts\addons\release_scripts_wings_import.py 'utf-8' codec can't decode byte 0xc4 in position 26: invalid continuation byte
Traceback (most recent call last):
  File "D:\Programme\blender-2.66a-windows64\2.66\scripts\modules\addon_utils.py", line 269, in enable
    mod = __import__(module_name)
  File "C:\Users\Besitzer\AppData\Roaming\Blender Foundation\Blender\2.66\scripts\addons\space_engineers\__init__.py", line 25, in <module>
    if not reload('utils'): from . import utils
  File "C:\Users\Besitzer\AppData\Roaming\Blender Foundation\Blender\2.66\scripts\addons\space_engineers\__init__.py", line 20, in reload
    importlib.reload(modules[module_name])
AttributeError: 'module' object has no attribute 'reload'

this part of the error message appears multible times in the console:

fake_module: addon missing 'bl_info' gives bad performance!: 'C:\\Users\\Besitzer\\AppData\\Roaming\\Blender Foundation\\Blender\\2.66\\scripts\\addons\\install.py'
Error reading file as UTF-8: C:\Users\Besitzer\AppData\Roaming\Blender Foundation\Blender\2.66\scripts\addons\release_scripts_wings_import.py 'utf-8' codec can't decode byte 0xc4 in position 26: invalid continuation byte

Anyone knows how to fix this?


texts: How do I link multiple meshes to one armature and apply Inverse Kinematics without distorting mesh?

texts:
I’m trying to to rig and animate a set of meshes that are 3d scans of a horse’s leg bones. Each bone is a separate mesh. I only need the bones to rotate on one axis (y-axis in the screenshot) and move up and down along Z-axis.
The screenshot shows the 4 main positions I am attempting to achieve. I followed the Blender 2.8 fundamentals tutorials and attempted to achieve these positions following the basic IK elbow rig, but to avail. I think I’m having trouble with the fact that my objects are all separate meshes and I’m not sure who to parent to what, and which bone to reference when setting up the Inverse kinematics (or maybe this isn’t the way to do it?)
So far the closest I got was parenting all of the meshes to the uppermost leg bone mesh, then created the armature by extruding each armature bone from the last, and parenting the armature to the meshes. I duplicated and disconnected the lowest leg bone as if it were the hand, but had no luck being able to rotate the boney column with it.
The other issue I encountered was that I can’t seem to keep the mesh from distorting, when really all it needs to do is pivot at the articulations as the actual leg would. I first tried automatic weights and then found the closest I could get to no distortion was to fully weight paint each bone, but there is still some mesh distortion, and I wasn’t able to create the full range of motion I was hoping for.
If anyone has any suggestions your help would be greatly appreciated.


texts: icons_geom.blend - how to move a new icon into the export collection?

texts:
The Blender toolshelf icons are defined in a icon_geom.blend file. The file can be found here: https://developer.blender.org/diffusion/BL/browse/trunk/lib/resources/
This blend file has a collection called Export. And a new icon needs to be in this collection. But it is not described how to do so. Just that it is required. There seems to be no UI way, the collection just shows in the Blender file and Orphan mode in the outliner. It is not in the move to collection dialog and  not in the Scene or View Layer mode. Drag n Drop fails, paste fails. I have tested everything i could think of. No avail. I have never seen such a hidden collection before. It is not documented.
So how do i add a new mesh object to the Export collection? Any help is appreciated.


texts:
I'm new here so I don't know if I'm making this question in the right place, but I'm having an issue with bones in Pose mode and would be so thankful if anyone could help.

I can select them without any trouble in Edit and Object mode, but whenever I move to Pose mode I can't select them anymore. I could select them on the Outliner, but that isn't very practical nor intuitive.

Also, whenever I do select the intended bone, I get no outlines, just a very faint coloring on the object. That gets really confusing when I'm using bendy bone segments, as I can't tell whether they are there or not in side and front views.

I'm on Blender 2.82.7

I tried uninstalling and reinstalling the latest version, updating my drivers, but nothing has worked so far.

Sumarized:

I can't select individual bones in pose mode unless it's from the outliner
Whenever I can select the bones, I can't see their outlines


texts:
So I am making my first UV-mapping and have been following a video on Youtube.
I have UV-mapped my model, baked it and colored it in photoshop.

I have also saved it as a PSD file and opened it in the UV-window in Blender, but the model is blank. My viewport is in texture, but the model appears to be the same as when I baked it. In the video, the texture just appeared automatically.
Am I missing something here?

( I have Blender 2.74 + Photoshop CS5. I have tried opening it as a PSD file and a JPG, and I have tried changing cameras and changing to Edit mode)

Thanks for reading


texts: Being kind of new to Blender, Shaders are still kind of a mystery for me, I tried adding a Gradient Shader to the Background in World, to my surprise, I couldn't find any sliders or colors! is there a way to change the default colors in Gradient shader?


texts: How can I avoid rendundant (no changes in progress) rendering?

texts:
I'm working on a project which is barely more than a fancy slide show, changing an image on a plane every few seconds.

The issue is that every time I render an animation, it does it frame by frame, repeating the same renders over and over again until the "slide" changes.

What I'm searching for is a way to opt-in to lazy rendering, where unless there's a known tween in progress, Blender just holds the frame.  Does something like this exist, and if not, is there any way to get Blender to skip renders?

EDIT:  I found this link (Render optimization when frames are almost the same), but it's not very helpful and relates to similar frames rather than frames which are exactly the same.

Image for clarity


texts: Shrink wrap made some of my model face gone

texts:
Im a beginner who just started learning blender i made this model based on some tutorial and end up using shrink wrap for the eye of this model i it bother me because the left eye face is gone after i shrinkwrap it while the right one is still exist like this

Blend file
http://pasteall.org/blend/index.php?id=51731

Edit :
sorry i was not clear enough, it was supposed to be my eyelid i want to make the outer eyelid adapt the eyeball shape by using shrink wrap then subsurface it


texts: Making Loop Cuts On Same Mesh on Individual areas simultaneously

texts:
I have made on my mesh using the individual origin option some inner extruded circles . what i'm trying to do is, add loop cuts in the inner section of the holes. The problem is, I have to do it one by one adding the loop cuts. Is there an option where the loop cuts can be applied simultaneously in all the holes?

Thank you.


texts: Set the units of slider property to m instead of mm python

texts:
I'm using the location property as shown below but wonder how I can control the units when dragging the slider? Currently when I drag it, it moves in mm as this is my scene unit, is it possible to set the unit regardless the scene unit? so it can be in meters instead of mm.

ob = bpy.data.objects['Rock']
row = layout.row()
row.column().prop(ob, "location")

This is what appears:


texts: How to change UV map loaded from obj when change unwrap way

texts:
I import an 3D object from OBJ file, and the relative .mtl and map image are loaded automatically.

My UV map image is messy.

I want to use other unwrap way or make seam by myself. But when I use other unwrap way, only triangle mesh change, UV map is still the same, so object renders incorrectly.

I am not good at Blender... Is it possible to move UV map with the triangle mesh, and generate new UV map?

Thanks.


texts: setting and getting bone transformations

texts:
I am having some problems with blender bones.

In short this is my issue:

In python I am creating some bones.
I transform them in edit mode using a specific matrix.
Now I need to read back the mentioned matrix. How can I do that?

Check the script to clarify may be:

import bmesh
import bpy
import mathutils

# create skin container
asset_arm_name = '' + '_sk'
bpy.ops.object.armature_add()
narmature = bpy.context.scene.objects.active
narmature.name = asset_arm_name
arm = narmature.data
arm.name = asset_arm_name

# enter edit mode to start creating bones
arm_obj = bpy.data.objects[asset_arm_name]
bpy.context.scene.objects.active = None
bpy.context.scene.objects.active = arm_obj

bpy.ops.object.mode_set(mode='EDIT', toggle=False)
edit_bones = arm_obj.data.edit_bones
arm.edit_bones.remove(arm.edit_bones[0]) #remove default bone

# calc transformations
x = [[2.220446049250313e-16, -1.0, 0.0], [1.0, 2.220446049250313e-16, 0.0], [0.0, 0.0, 1.0], [0.0, 0.0, 0.0]]
tr=mathutils.Matrix([i+[0] for i in x])
tr[3][3]=1.0

bone = edit_bones.new('bone')
bone.head=[0,0,0]
bone.tail=[0,0,10]
bone.transform(tr)

print('=====================')
print(tr)
print(arm_obj.data.bones[0].matrix)
x=arm_obj.data.bones[0].matrix
x.transpose()
print(x)

So, given a bone at 0,0,0 with no previous transformations... if I transformed a bone using a tr_matrix. How can I get the transformation matrix that I just applied using the blender api?
In the previous example this is the tr_matrix applied to the bone:

tr_matrix = <Matrix 4x4 (0.0000, -1.0000, 0.0000, 0.0000)
        (1.0000,  0.0000, 0.0000, 0.0000)
        (0.0000,  0.0000, 1.0000, 0.0000)
        (0.0000,  0.0000, 0.0000, 1.0000)>

And this is what I am getting from the bone:

arm_obj.data.bones[0].matrix = <Matrix 3x3 (1.0000, 0.0000,  0.0000)
        (0.0000, 0.0000, -1.0000)
        (0.0000, 1.0000,  0.0000)>

Multiplying by parent transform, transposing or converting to_4x4 doesn't help. I tried through arm_obj.data.bones and arm_obj.pose.bones, using matrix or matrix_local... but I don't manage to get tr_matrix again, and I have been searching for some days already.

May be I am missing something?

Note: In case you are missing the use case, I am evaluating blender to use it in our pipeline. We have a custom mesh format.
Importing is fine, all bones, skin, etc.. all ends in the correct places. But exporting that same data without any changes is giving me different results.
The problem is in the bones. I don't manage to get their world transform. I can set it (using bone.transform(tr_matrix)) but when asking for the transformation I am getting different data.
So, I assume I am doing something wrong, and this example is probably simple enough to find out what. I hope!


texts:
Does anyone have an idea how to make ocean like this?

I tried to add a plane under ocean modifier but it doesn't seem to work at all, because of volumetric water shader it is super noisy and it looks like crap.(and i think this shader is necessary here to make it look realistic)
I am also confused with the depth value in ocean mod., changing it also doesn't seem to do anything.
PS:I reckon a foam like this would be impossible to make (?)


texts: How to get a square brush in texture paint?

texts: Is it possible in texture painting mode to change the shape of the brush from circle to square? I am using the anchored stroke. As it is, it uses a circle brush and fades the corners of the image texture making it hard for me to make carefully aligned brush strokes. Other strokes that I tried also do this.


texts: Why do I get an "internal error setting the array" error when editing a mesh with Python?

texts:
I want to update an object's mesh (only vertices and edges, plus screw modifier) at every new frame via frame_change_pre. This is my code:

import bpy
import numpy as np

def get_mirror_vertices_dummy(frame):
    zpos = np.array([0., 1.]);
    rpos = np.array([0., np.sin(frame/10.)]);
    return zpos, rpos, [], [];

def create_mirror_mesh(mesh, frame):
    # mesh arrays
    verts = [];
    edges = [];

    zpos, rpos, zneg, rneg = get_mirror_vertices_dummy(frame);

    # calculate vertices
    for vertexID in range(0,zpos.size):
        x = rpos[vertexID];
        y = 0.;
        z = zpos[vertexID];

        vert = (x,y,z);
        print(vert);
        verts.append(vert);

    # fill edges
    for vertexID in range(0,zpos.size-1):
        edge = (vertexID, vertexID+1);
        print(edge);
        edges.append(edge);

    # create mesh from data calculated above
    mesh.from_pydata(verts, edges, []);
    mesh.update();

def add_mirror():
    # create mesh and object
    mesh = bpy.data.meshes.new("mirror");
    mesh.update();
    object = bpy.data.objects.new("mirror", mesh);
    # set mesh location
    object.location = bpy.context.scene.cursor.location;
    bpy.context.scene.collection.objects.link(object);

    # add screw modifier
    object.select_set(state=True)
    bpy.context.view_layer.objects.active = object;
    bpy.ops.object.modifier_add(type='SCREW');

def mirror_update(frame):
    # if object does not yet exist, create it
    if not 'mirror' in bpy.data.objects:
        add_mirror();
    # delete old mesh first
    mesh = bpy.data.meshes['mirror'];
    #bpy.data.meshes.remove(mesh);
    create_mirror_mesh(mesh, frame);

def mirror_update_handler(scene):
    frame = scene.frame_current;
    mirror_update(frame);

bpy.app.handlers.frame_change_pre.append(mirror_update_handler);

When I run it in Blender (v2.82.7) in a fresh, empty scene, the first time I jump to a new frame, the object gets created and the mesh is also appearing. However, when jumping to another frame, I get the error

Error: Array length mismatch (expected 12, got 6)
Traceback (most recent call last):
  File "/Text", line 61, in mirror_update_handler
  File "/Text", line 57, in mirror_update
  File "/Text", line 33, in create_mirror_mesh
  File "/snap/blender/37/2.82/scripts/modules/bpy_types.py", line 469, in from_pydata
    self.vertices.foreach_set("co", tuple(chain.from_iterable(vertices)))
RuntimeError: internal error setting the array

I tried to remove the mesh before calculating the new vertices by un-commenting the line

bpy.data.meshes.remove(mesh);

in the function mirror_update. When I run this and jump to a new frame, the mesh is deleted and I get the error:

Error: Array length mismatch (expected 18, got 6)
Traceback (most recent call last):
  File "/Text", line 61, in mirror_update_handler
  File "/Text", line 57, in mirror_update
  File "/Text", line 33, in create_mirror_mesh
  File "/snap/blender/37/2.82/scripts/modules/bpy_types.py", line 469, in from_pydata
    self.vertices.foreach_set("co", tuple(chain.from_iterable(vertices)))
RuntimeError: internal error setting the array
(0.0, 0.0, 0.0)
(0.3894183423086505, 0.0, 1.0)
(0, 1)
Traceback (most recent call last):
  File "/Text", line 61, in mirror_update_handler
  File "/Text", line 57, in mirror_update
  File "/Text", line 33, in create_mirror_mesh
ReferenceError: StructRNA of type Mesh has been removed

The strange thing is: when I now comment-in again this line and run it afterwards, it works exactly as expected.

Can someone spot what I am doing wrong here?


texts: How I manually fix my grass mesh normals so all textures are visible?

texts:
have been exporting models from blender to the hammer editor recently and have come across a problem with this particular grass model:

Some of the grass wasn't visible in the editor I was exporting it to and I looked in the face orientation view to find that most of the inside of the model was red, meaning it wouldn't be visible once exported.

I then tried to recalculate my normals outside in edit mode. This was the fix I did before when I had texturing problems, but with this mesh, little to no change is seen when I do it.
Before:

After:

I also tried recalculating inside but it gave me the same problem with the texture but now on the inside instead:

I asked in a chat about this and people said I need manually change my normals. How would I do this so both sides are visible? When I select a face, it selects both sides i.e the red and blue side. Will this be a problem when I'm changing them?


texts: Transfer armatures keeping vertex weights

texts: I want to know if there's a way to transfer between two exact same armatures while keeping the weights, because I've already páinted the weights but there are some corrections that I want to make in the rig that I cannot do without spoiling the mesh. So my idea is to copy the armature and transfer the rig from one armature to the other which I'll make the bone positioning corrections. Is there another way that I 'm not aware of?


texts: I started using blender yesterday, i have worked on my smartphone desing which looks pretty awful at the moment. the problem is that after opening a file im not able to scale, rotate or move without lag resulting in at least a 5 second freeze or a crash. Im using a 1050 TI with an i7. i have checked that im not accidentally running on integrated graphics. I also tried reinstalling.


texts: Appending a sub-menu under an existing sub-menu in Blender 2.8

texts:
I can add menus to Blender 2.8 with the python code below but how can I add a sub-menu using python to one of Blenders existing menus?  I'm trying to add the rtMyMenu sub-menu under Blenders Add-Curve sub-menu (see red arrow).

What I currently have is:

-Add-
-rtMyMenu-  -rtMyOperator-

What I'm trying to get is:

-Add-
-Curve-
      -rtMyMenu-  -rtMyOperator-

-

import bpy

class OBJECT_OT_myoperator(bpy.types.Operator):
    bl_idname = 'object.myoperator'
    bl_label = 'rtMyOperator'
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        # ...affairs...
        return {'FINISHED'}

class OBJECT_MT_mymenu(bpy.types.Menu):
    bl_idname = 'object.mymenu'
    bl_label = 'rtMyMenu'

    def draw(self, context):
        layout = self.layout
        layout.operator(OBJECT_OT_myoperator.bl_idname)

def menu_func(self, context):
    self.layout.menu(OBJECT_MT_mymenu.bl_idname)

def register():
    bpy.utils.register_class(OBJECT_OT_myoperator)
    bpy.utils.register_class(OBJECT_MT_mymenu)
    bpy.types.VIEW3D_MT_add.append(menu_func)

def unregister():
    bpy.utils.unregister_class(OBJECT_OT_myooperator)
    bpy.utils.unregister_class(OBJECT_MT_mymenu)
    bpy.types.VIEW3D_MT_add.remove(menu_func)

if __name__ == "__main__":
    register()

I tried

bpy.types.VIEW3D_MT_add_curve.append(menu_func)

and

bpy.types.VIEW3D_MT_add_curve.remove(menu_func)

But that doesn't work.


texts: How do I delete/remove/replace an image using a script?

texts:
I have a script that inserts three images (Image1, Image2, Image3) into a blend and then renders the video. It works great. The images show up exactly when and where they are supposed to.

The problem is that I want to be able to run the script as loop, picking up a different set of images each time through the loop. I have that part working just fine except...

The new images (Image1.001 - Image1.00n, Image2.001 - Image2.00n, Image3.001 - Image3.00n) simply overlay each other. Since I am using .png images with transparencies, this is a real problem. To be clear, these are foreground images, not a texture or anything similar.

I have tried everything I can find to delete, remove or replace the original images with the new ones via my script. Nothing I have found and tried has worked. I have to believe there is a way to do this.

Help??? Please.

Here is the relevant part of the code:

import bpy
import csv
import sys

csv_path = sys.argv[5]
file = open(csv_path, 'rU')
reader = csv.reader(file)

fnt = bpy.data.fonts.load('../fonts/Helvetica-Bold.ttf')

s = bpy.context.scene
sed = s.sequence_editor
sequences = sed.sequences

header = next(reader) # 1st line is header`

data = [ ]
for row in reader:
    name0 = row[0]
    pic2 = 'gfx/'+ row[2] # car(s)
    pathout = 'renders/proj003/' + row[4] + '.m4v'
    f = s.objects['Text']
    f.data.body = name0

    frame_start2 = 202
    frame_end2 = 266
    image_strip2 = sequences.new_image("Image2", pic2, 5, frame_start2)
    image_strip2.frame_final_end = frame_end2
    image_strip2.blend_type = 'ALPHA_OVER'

    bpy.context.scene.render.filepath = pathout
    bpy.ops.render.render(animation=True)

bpy.ops.wm.quit_blender()

Image1
Image1.001
Image1.002

Note that 'Text' is replaced properly.


texts: How do I bake flat textures using cycles?

texts:
I would like to bake just the texture colors while using cycles. In blender internal I would pick "Textures" as bake type to accomplish this, but no such option is available in cycles. According to the documentation it seems the 'UV' bake type should do this but instead it seem to bake the uv coordinates or something like that.

Edit: I would like to clarify the use case. I have a game level that we normally bake with lots of lights using cycles which takes the order of 10 hours with lots of complex materials. We can also lower the samples / bounces settings to get a quicker, noisier result. But, we would also like to render just the the unlit texture colors to get a super fast, noiseless, flat version to see what textures will look like in the level. This is useful when we iterate the source textures frequently and the designers prefer this over the noisy version.

So ideally I would like to modify the materials as little as possible (not at all). It is certainly an option to have a script in our plugin modify them automatically, making the materials shadeless as suggested below, but that would turn the whole thing very complex which I would like to avoid.


texts: Mirror not work correctly for stl imported file

texts: I have a troubleshoot with my blender file. I've upload a stl file in blender and when i apply a mirror modify to X axis i see 2 objects. I tried to change 3d cursor position, but not work.


texts: This is a very small question, and there is not much to explain; let me jump into it: I have my character with WSAD controls. When triggering any part of WSAD (using or controller), my animation plays. When I press A  and D, W and S, all the keys together, or any odd combo where you should not be moving (e.g. you move left and right using A and D, so you don't move), the walk animation plays. When you are not moving, you should not look like you are. How can I pass this? Should I just use an and controller for all the combos? I, for those of you who need my question in a sentence rather than context, just basically want my character to play his walk animation only when moving. Thanks!


texts: How to stop rigid body objects from going out of the object when i spin it too fast

texts:
I have an animation that is a couple of fruits falling into a blender and the blade is going very fast. But the fruits are going out of the cup. Basiccaly I want the fruits to not go out of the blender but I want the blade to still affect them at the same speed. Thanks in advance
https://drive.google.com/file/d/1DMSJfsWEGqN4sZ--Bohk-HkbFnrfQ0Mx/view?usp=sharing    (ORIGINAL)
or you can use this link if not working()
EDIT:I tried increasing the steps per second but didi not work,here is that file:
https://drive.google.com/file/d/1Am6fJ9ZlgnXjnur7A5qFNkKf2z8rTPGa/view?usp=sharing (INCREASED STEP PER SECOND)
EDIT:it is going out of the side of the cup not from the top
Can you give me a good STEPS PER SECOND when you look at my file :)


texts: why is my procedural texture not displaying properly and something else?

texts:
hey guys can someone help me to fix the bump map? is not displaying at all (showing black in the input) when i combine several math nodes (or mixrgb as well) for combining the scratch layers, and when i combine it to the other bump map, it doesnt work....
also please give me some feedback on the scratch node to make it more advanced as possible (add more advanced scracth settings) and also improve the scattering which i found a way to do it from a tutorial but i am not happy with it, its clipping the scratches, and instead i want them to overlap in each other.... besides of this also the edge wear i made from a tutorial from cgmatter looks blocky does someone know to fix that as well? thanks in advance for the help...


texts:
I have two scenes and I want to delete one of them.

So I use the right-click menu to delete.

It works, but the problem is that the objects are still in the blender file. As we can see below, if I switch from All Scenes to Data-blocks in the Outliner it shows the sphere objects as well which were part of the deleted scene.

So is there a way to delete a scene with all its content (all the data-blocks)?


texts:
I am trying to gradually make an object transparent. To this end I mixed in a Principled BSDF with an Alpha of zero.

However, this results in the following black artifacts in the picture (shaded image for comparison):

Is this due to some shady normals issue? is there a better way to make objects transparent?
Thanks in advance!


texts: Can movie data from a movie strip in the VSE link to data in a texture?

texts:
In one scene of my .blend file, I use a frame from a video file in a texture. In another scene, I have a movie strip in the VSE that uses the same video file. Since this is Blender, I assumed that I would be able to link the data for the movie strip from the data for the movie into the texture, but I cannot see a way to do this.

What I really need is for one to be changed when the other is. Right now my solution is a really ugly python function, but I'd rather it work like other objects/strips in Blender. Is there a way to link the data used in strips in the VSE from other parts of Blender?


texts: Boolean modifier "Cannot execute boolean operation"

texts:
I'm currently making a Rook chess piece on Blender. I've been trying to use the boolean modifier to subtract a part of the chess piece. The first application of the boolean modifier worked. However, as I was on my second attempt, I got the message "Cannot execute boolean operation".

I've already searched online for any possible solutions, but nothing seemed to have worked with mine. Could anyone help me with this?

Thanks in advance.


texts: How to model a tinfoil hat? (aluminium foil texture as a mesh)

texts: I want to model a tinfoil hat. What techniques should I use for modeling with tinfoil? I actually want the hat to be made of mesh (I don't want a texturing solution).


texts: How to correct Blender "physics visualization" inconsistancy with base mesh made of quads

texts:
I have been investigating building some terrain for a blender game engine project, I already have a camera worked up that can follow a mesh with the static physics type. The camera works. However I noticed that the camera started clipping through the terrain at some points.

I believe there is a disparity between how the physics engine calculates collisions with quads and the physical topology of the base mesh. You can see the physics visualization shows every triangulated quad has an edge drawn between the bottom left and top right corner, it doesn't accurately describe the surface.

I have here, same exact same mesh explicitly triangulated with the triangulation modifier. This DOES accurately represent the base mesh. When I apply the modifier the camera works perfectly. The simulation follows the terrain perfectly, no clipping, no looking through the terrain.

This would be great, but I plan to use benj's lodshader.py to add a much more detailed simulation surface at close distances while maintaining a low density surface at a distance to preserve performance. This script requires a square base mesh. How how can I get accurate terrain collisions with a square base mesh?

EDIT:

Hopefully these pictures will better illustrate the problem

This is the base mesh made of quads from an angle

This is the base mesh with the incorrect physics visualization overlay

Base mesh in wireframe

This is the triangulated mesh in wireframe

The same mesh in solid surface

And finally the solid surface mesh, with the triangulation modifier shows the proper physics visualization that follows the surface of the mesh and doesnt allow clipping of the camera through the terrain. I need blender to do this without using the triangulate modifier


texts: I want the pose to be identical as the rest pose. I've cleared all transformations of my armature in pose mode but it's still not the same as the rest pose. I'm sure it's related to specific constraints and pole targets but I don't know how to fix it. This didn't help me Pose Mode: How to reset transformed armature to its rest position? Why is it so hard for blender to do this simple thing?


texts: Weird Mesh on exporting As fbx from blender

texts:
So I recently made a 3d model of a spaceship for my game. I tried to export it as fbx so that I can use it in unity. but the exported object is distorted/stretched.

Honestly I don't even know what this abomination is. As soon as I export the fbx and try to open it in unity, this is what I get.


texts: Extracting 3-d forms for producing organic shaped model from various flat parts

texts: I am a carpenter. Looking for a way to build organic shapes and curves in 3-d rendering that we can then extract 3-d pieces to understand the geometry required to build the form from multiple pieces of wood. This is a way to save material and build a 1-2" inch thick form that can curve in any direction. Pictures show simple forms that we built made by gluing up a series of small pieces cut at compound mitre angles.


texts: Synchronisation between Video and UI/Image editor

texts:
I am a  fresh Blender user. I started collecting training videos and some of them are very explanatory indeed. So I guessed, following their instructions I could manage. The problem I describe here is a problem I have with all the videos I shot with my Panasonic Camcorder  HC-VX870.

In this video, wanted to blur the ship floating on the river Seine.

System imformation :
Computer ASUS Desktop PC P30AD
Processor 4 Intel Core i3-4160 CPU @ 3,60 Ghz
Memory : 3914 MB
OS : Ubuntu 16.04.2 LTS

Specs of the video :
Duration :  1 minute 24 seconds
Container : Quicktime

Video :
Dimensions : 3840 x 2160
Codec : H.264 (High profile)
Frame rate : 25 fps
Bit rate : 61128 kbps

Audio :
Codec : MPEG4-AAC
Channels : Stereo
Sample rate : 48000 Hz
Bit rate : 256 kbps

Media details
Demuxer : lavfpref

Let us now take a look at  the process itself.

Step 1 : I add the video. It appears in the upper-right side window. Everything works fine.

Step 2 :  I open the UV Image Editor in the upper-left side window . OK.

Step 3 : I create my mask (upper-ledt side window). I call it Blur_01. OK.

Step 4 : In the Upper-left side window, I open the video. It appears. No sinc yet, but so far, so good.

Step 5 : In the Upper-left side window, I select View/Properties, in order to sync the left side and right side.

Step 6 :   In the Upper-left side window, I now tick  the Match movie length and Auto Refresh boxes… and the video disappears.

I have been trying hard over the past week to solve this problem, to little avail, so I am turning to you now.

I also tried on Blender 2,76. I managed to move my mask around in the UV Image Editor, then I ended up with two cases :

If I start from image 1 (say image 1 to image 50), everything seems t work fine and I manage to get full sync (i.e. the mask  moves around nicely in both windows).
If I start from another image (say image 51 to 100), then I cannot get the sync and, while the mask moves around in the Upper-left side window, it stays stuck at image 51 in the Upper -right side window.

I hope I clearly stated the nature of my problem. Thanking you in advance for your time and efforts.


texts: Creating depth of field from Beauty+Depth passes (rendered in another software)

texts:
Creating DoF in the compositor is very easy if you have the scene rendered in Blender and the camera depth set right. But what if you rendered a beauty (raw render) and depth pass in another program?

This was rendered in Maya, the white is at the front and the black at the back. There is no "focal distance" value on the Defocus node, so I don't know how to tell it what distance is supposed to be in focus.

I also tried using a regular blur node with "Variable Size" on (Gaussian Type) after putting the depth through a color ramp to remap the values, but this causes areas in focus to have the out-of-focus background blur "bleed" into them:

(The whole worm should be in focus, no blurred edges)

So how should I create depth of field using these two passes alone and no access to the scene itself (since it's in another software)?


texts: Grease pencil fill appears infront of glass, while in 3d space it is behind

texts: Trying to put a grease pencil layer behind and infront of a glass jar in Blender 2.8. But the part behind the jar appears to be infront of the jar. Is there some kind of Blend mode in grease pencil I can change?


texts: Export Collada files with texture and animation

texts: I'm new Blender user and I'm trying to import a collada file  with texture and animation, then change only the texture and finally export the new file. When I open the exported file it's deconfigured. So I would like to know if I need to set a specific configuration for exporting collada files with texture and animation.


texts: How To Make V-key Toggle Between Vertex Paint And Object Mode?

texts:
I am trying to set up V-Key as shortcut. But it is ignored in Vertex Paint Mode.
In Object Mode, I hover over Vertex Paint, right-click and add shortcut.
Great! I hit V-key, switches to Vertex Paint mode.
Now I hover over Object Mode, right-click and add shortcut.
Since I am trying to toggle states, I use same: V-Key

But, it does not switch back to Object Mode.
It seems that shortcuts are global, not bound to current view state.
So, can I make V-key a toggle between view modes?


texts: bpy.ops.render.render() freezes Blender when used in an addon

texts:
I'm trying to build an addon that makes it possible to batch render using Cycles directly from the UI. I've started from a script find a while ago here but I cannot find anymore to link for reference. Anyways, the script worked correctly but without UI so I've decided to port it into an addon that permits to make the same actions but when Blender is open.

Here the problem: my addon works. It correctly creates the panel, buttons etc, but when I click the render button Blender freezes and the only way to "recover" is by force-closing it. I've debugged the code line by line and find that the problem is when Blender calls the render.render operator (bpy.ops.render.render()), and that the same problem appears when you call the operator from Blender build-in Python terminal.

I know that the render.render operator is a C implementation and not a Python one, so maybe the problem resides in that, but the normal render button is implemented in the same way (it seems to me) and it works, and if in my addons I change the call to my operator render.batch with the call to render.render the behavior is normal (it renders the chosen camera), so I don't know what I'm doing wrong.

Below my new operator implementation, maybe someone knows how to help me.

class BatchRender(bpy.types.Operator):
"""Batch Render"""
bl_idname = "render.batch"
bl_label = "Subsequently render all selected cameras"
bl_options = {'REGISTER', 'UNDO'}

def execute(self, context):

    sceneKey = bpy.data.scenes.keys()[0]
    r = 0

    for item in cameras:
        if item.custom.isSelected:
            bpy.data.scenes[sceneKey].camera = item
            bpy.data.scenes[sceneKey].render.filepath = "//" + item.name + str(r)
            bpy.ops.render.render(write_still=True)
            r += 1
        else:
            self.report({'INFO'}, "No camera selected for batch rendering")

    return {'FINISHED'}

Some more little clarifications:

cameras is a list of the cameras present into the scene
custom.isSelected is a camera properties implemented by me before into the addons, is a boolean property and work correctly (I've tested line by line the code as I've said before)


texts: Deform Mesh Subtly, randomly across many Objects

texts:
There are lots of good Q/A on the Blender Stack exchange about this stuff, but none of it has so far informed my decisions on the best way to do this, so apologies for any redundancy (I did look through all the recommended existing questions before posting!

I'm fairly new to Blender and pushing myself to learn by taking a simple subject and layering on complexity as I slowly begin to grasp Blender's capabilities.  My first project to push through was to try to make photo-realistic M&Ms.  It's been really fun and SO MANY lights have come on for me!  Ok on to it...

My M&Ms start as cubes, get subsurf mod 3x, subsurf is APPLIED, then "Transfrom > To Sphere".  After this textures are applied, etc.  (This step is probably not the most efficient but I'll work on that eventually).

I then duplicate the Object 5x, apply the five different M&M colors, then duplicate the Objects to create my composition on a plane.

All the M&M mesh objects are perfect squished spheres with no irregularities.  This is CLOSE to what I want but real M&Ms have subtle irregularities in shape.

I don't know how to approach:

What would be the best way to apply a defomration to a small mesh object with a heavily subdivided topology?
If my composition has many of these objects (with many of them having different textures applied) is there a way to apply the subtle deformation to ALL of them?
If there is a way to choose a subtle deformation method, then apply to all of them, how then could I randomize it so all the mesh objects don't have the same subtle deformation?

TL;DR

I have a bunch of small heavily subdivided mesh objects with different materials applied.  How can I subtly deform each one to give photo-realism?

Here's the latest version of the image I'm practicing on and the .Blend file.  Thanks to a few of you who have already helped me get where I am!  Thanks in advance to anyone who knows how I can tackle the next steps.

If anything I've done so far is a "rookie" way to do it and there's a better way, I am open and eager to learning the better way and changing my composition (or even starting over for practice)

My practice .Blend File


texts: Why can't I remove the light blue weight paint from my mesh?

texts: I even maxed out my strength and everything but it still can't remove that light blue part of that mesh area. I need to reduce it back to normal dark blue.


texts:
How do a i make the most simple white outline for a text mesh? I am exporting a 3D text to a graphic editor as a PNG. The background and the mesh are the same color so i need a white outline. Is there a super easy way?
Render engine is Cycles.


texts: How do I diffuse light that responds to the thickness of an object?

texts:
I have an image of a lampshade that I am trying to make a material shader for. I have a bulb inside that is a point light or I have also used a light bulb model with emission for cycles. I am trying to render in cycles to get a photo realistic render.
I can't go with emission because I need the subsurface to stay white corresponding with the subsurface image.


texts: How to remove the effect reflection of shadow

texts: In this image, why the shadow is strongly reflected on the person. How can I fix that problem ? I am using a direct lighting by setting  the rendering parameter as:


texts:
In 2.8 I made facemask holders, and was playing with the design in 2.9 to explore new functionality.
In the picture below I have increased the base of the object to more clearly to show the missing wall.
This object started as a cube, mirrored in X and Y. I used a large cylinder to bool away the middle of the sides of the object, exactly as I used to in 2.8. However, in 2.9 the wall of the cube is removed (from both sides because of the mirroring), and I can't find a way to get it back. Neither can I print the result. Is there a new switch that I haven't noticed? Is this sort of activity meant to be done some other way in 2.9?
I can't find anything about this, and would be grateful for some help.
Ctrl- destroys the wall from the original part of the object, but the Y-mirrored part keeps it. The x-mirrored part is completely unaffected, and no bool is performed.


texts: How can I get this recycled plastic material with a procedural shader?


texts: Lock to Camera to View moves camera position

texts:
Im trying to use Lock Camera to View but when I move the camera while its locked it goes to a completely different place.

Any ideas how to fix this?
Thanks!


texts: eye lighting + export image/video problem

texts:
i try to bright up the light and it was super bright, the eye (glass) look great but lower makes darker, is there any other way to make bright light focus only the eye and not other object.

Another question is;
how can i export animation in image or video without chnaging setting, i am 100% unsure what to do. all i press is change the output and press animation to start uploading however fur wasn't in correct way and it very messy (it not the way i set up) how can i kept the same setting or fur

sorry for bad english....


texts:
First I really need to clarify, I’ve watched people use the boolean method, but I swear I’ve seen people just able to drag an object into another and it automatically fuses without any interior meshes or extra work. Problem is, I can’t remember what it’s called or how to do it. Was this not a recent addition to Blender? I may be wrong.
Say I have a sphere and a cone and I want to make something resembling an ice cream cone, but I want the hidden half of the sphere to be gone (so that it’s 1 object, a semi-sphere and a cone attached to one another with no hidden geometry).
I don’t want to count vertices or do any extra selection -> deletion/vertices manipulation work to get this effect. I just recall seeing people drag one object into another. Say, they drag the sphere down onto the flat surface of the cone and the sphere geometry that enters the interior of the cone just disappears and the vertices where the two objects touch hook onto each other automatically.
Am I confused or is this something possible? If it’s possible, I assume it’s some sort of modifier that gets attached to the cone? This will seriously speed up my work flow, so if anyone has any answers that would be wonderful! Thanks.
—-
Edit: All of the answers are helpful, thanks! I likely saw someone using the Bool Tool addon. Ctrl + J and Convex Hull and Bridging will also be very helpful. I really appreciate the quick responses.


texts: How can I move an object with a UV map to a DIFFERENT project?

texts: I've got an object that I developed in one project that has been decimated and makes use of a UV map. When I copy the object into a new project, the object comes over and the UV map comes over, but the texture that is overlaid on the UV map seems to get lost in the shuffle. The object is just a splattering of purples and blues (the UV map).


texts: Issue with Cycles rendering regarding my GPU

texts:
Using Cycles render with either my CPU (intel i5-4690k) and my GPU (GTX 750ti) yeilds the same result. When I go into user preferences and select my GPU under CUDA, it displays it as: "GeForce GTX 750 Ti (Display)"
Does the (Display) mean that only my CPU is rendering, and it lets my GPU then process the other UI in Blender?


texts:
Is it possible to add a node to the middle of, say, a material, that just contains plaintext information for people viewing the node tree?

I know that it's possible to add a tooltip to frames, which are nice for organizing, but screen real estate for what I'm working on requires that the text be wrapped into the node itself; basically so that I can reference it without having to pop over to another viewer or such, sort of the equivalent of adding comments in a programming language.


texts:
Is there anyway to render backwards?

No, I do not want to play it backwards. I know how reverse output frames easily.

I want to render backwards because I want to render on two machines that render at significantly different speeds, and I want one to start at the end, and the other to start at the beginning. Is there any way to do this? Thank you.


texts: I have a torus that I want to project the earth onto, but the current shape of the UV can't be simply scaled into a square. Is it possible to deform this into a perfect grid-like square (I'm not worried about preserving area).


texts: Camera position and rotation while following path

texts: I have a camera following a path, by using the "ctrl+p -> follow path" method. I noticed that during the animation, the camera position and rotation shown are constant (they are the ones the camera has at the start of the path). I actually need the camera position and orientation for every frame of the path. Is there a way to obtain that information?


texts: Why is the aspect ratio for this UV-unwrap wrong?

texts:
I have been at this for days now, but I can't figure it out.
Why is the point / pinacle in the uv-unwrap not centered like it is in the object?

blender object and the uv


texts: How to Export "Selected Objects" to fbx in 2.77a

texts:
I just upgraded from blender 2.72 to 2.77, when trying to export a single model in the scene with the fbx exporter, the export options that exist in 2.72 are all gone. One of the most important ones is the "selected objects" option.
Am I missing something here?


texts: How to take an animation off an object thats parent to another

texts:
so basically I have a camera and an object (health bar) parent to it. The camera has animations within its movements, both the camera and health bar are parent so they stay by each other of course. But I want only the camera to work with the animations and the health bar to sit still.
Any suggestions?


texts: EEVEE rendering with a weird 'pixel effect'

texts: I have a problem wtih the new version (2.81): EEVEE renders wtih a weird 'pixel effect' on meshes. Even when i render the image i get this effect. I don't know where's the problem. I've already tried to reinstall it but it doesn't change. Does anybody know how to solve it?


texts: Adding transparencies in blender grease pencil

texts:
I'm trying to shade my drawing in grease pencil, and for that I'm using a layer with Blend set to "Multiply" and a grey material to fill the color. I have multiple objects, trying to rig a character, and when these shadows are superposed the result looks really bad (see image attached). Is there any way I can shade my drawing in different layers without having this issue when they are superposed?
Thanks,


texts: Relation between BGE framerate and Action framerate

texts:
By BGE framerate I mean the rate at which True pulse is fired (and thus attached Python controller script is executed) and by Action framerate I mean the rate at which the value returned by KX_GameObject.getActionFrame() is changing. (I've heard the term Logic framerate in the context of BGE, but I'm not sure if it is the same thing as BGE framerate I'm talking about :-/ Sorry!)

Here is a small snippet which I used for testing (which should clarify what I mean by BGE frame and Action frame):

import bge

BGE_frame = 0

def main(cont):
    global BGE_frame

    arm = cont.owner
    if not arm.isPlayingAction():
        arm.playAction("run", 0, 45, play_mode=bge.logic.KX_ACTION_MODE_PLAY)

    print(BGE_frame)
    print(arm.getActionFrame())

    BGE_frame += 1

Using the above script for Python controller attached to an Always True sensor gives following result (the n-th BGE frame and corresponding Action frame):

http://pastebin.com/NK2RrVkR

As we can see, there is a significant difference in both frame-rates (e.g. the 11th BGE frame corresponds to the 4th Action frame and 16th BGE frame corresponds to the 6th Action frame -- so roughly 5 BGE frames corresponds to 2 Action frames).

Assuming that the action starts playing when BGE frame is 0, in what way can we compute the Action frame from the BGE frame and vice-versa? More precisely, I'm looking something like:

import bge

BGE_frame = 0

def main(cont):
    global BGE_frame

    print(BGE_frame)
    print(BGE_frame_to_Animation_frame(BGE_frame)) # TODO: Outputs same result as above

    BGE_frame += 1

If it is needed here's the .blend file: http://wikisend.com/download/114182/framerate.blend

Thanks!


texts: how can i fix the this offset rig problem with the hand?

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so i was making this model for a while now and i rigged it and everything, but for some reason the fingers arent on the bones when i rotate them more than about 20

does anyone know whats going on and how do i fix it?


texts: Might it be possible to use scripts in blender to do what Mandelbulber does?

texts:
This would be a sort of extension of this question: Fractals in Blender?.

I was playing around in unity and found a tutorial for making fractal objects via C# scripts. I used the script from the tutorial and set up a scene to port to android and discovered the frame rate when looking at the fractal object was extremely low due to the vert count and number of individual objects. As I was unable to figure out how to merge the meshes properly in unity I figured I'd turn to blender with python scripts since I figured I could do the same thing in python and have seen how simple it is to copy and merge meshes via the array modifier.

Long story short, after trying to find scripting tutorials for blender 2.7 and getting lost in the API I started to wonder if what I'm trying to do is even possible. What is my end goal, you ask? I want to make a fractal landscape similar to what you might generate in mandelbulber, but finite in each direction. Fake 'infinite depth' is also unnecessary, as I'm fine with simply stopping recursion at a predefined depth. I want this landscape to be a single mesh that I can export to unity.


texts: How to composite in a background picture?

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This is a diagram:

Look at the background carefully...

This background was made in compositing: http://www.filedropper.com/xtruder22

However, I wanted to know whether I could put a better background gradient from a .jpg or .png file? e.g.: http://www.shoutot.com/stockimage/black-gradient-background.jpg http://fc07.deviantart.net/fs71/f/2013/042/c/3/gradient_toshiba_background_by_daproba-d5uo24e.png

Many thanks


texts: Why doesn't the image in the UV Image Editor appear on the object in the 3D View in 2.8?

texts: I can't figure out this problem.  Based on this video @ 1:59 (which, admittedly, is set up a little differently in terms of nodes), I should see the texture on the surface of the selected object...


texts:
To separate an object, I use the edge split modifier in the object mode:

then I go into edit mode, put my mouse over the external face and press L. This operation select all the external part and I can separate it from the rest :

However when I try to do it with a script it doesn't work because I have to manually put my mouse over the external surface...
Have you any ideas on how to seperate this object in two parts (the external part and the rest) with a python script ?


texts: I have linked an object and I want to add a mirror modifier, but there are no options in the properties tab to add modifier. How can I add mirror modifier to a linked object. Is there any addon or how? Any suggestion or Help. Thanks


texts:
I have a mesh with the following modifiers: Lattice, Armature, Mask, and Mirror.

What is the recommended order for these modifiers?
The modifiers will only be applied during FBX export.


texts: How to select original geometry from empty space?

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Yes, I know, yet another beginner question.

I've bought a 3D printer a couple of weeks ago. After working on it and trying to make it work and stable, I've decided to start creating my own STL files so I can print whatever I want. So far, creating small and easy stuff isn't that bad. Although, Editing, is.

I've downloaded an STL file from Thingiverse. Even if so far I like the design, I'm trying to edit it and it's not going so well. I'm currently trying to split up the forms the actual designer used to make this. The first cavity on the left seems like a rectangle. The big middle slot, is a rectangle with round corners. The right slot is looking like a cone.

All these forms are kind of reversed into the box, and I am trying to select this Reversed form, so I can change its dimensions or edit it as I want (ie. Make the left slot bigger, make the right cone smaller, ...) . My actual goal is to modify one of the sphere-shaped corners of the big middle slot so it becomes a hollow cylinder, but like I was saying I can't seem to even select the "Sphere" at this place. I am using Absolute values as these needs to be quite precise.

What can I possibly do to make it work ? Thank you for your help !


texts: How to combine proportional editing with vertex slide?

texts:
So, I am trying to do some basic facial animations with shape keys, and I would like to do most of them with proportional, but also I need most of time to use vertex slide. When I try to do vertex slide + proportional it doesnt work.
Is there any practical way to do that?


texts: Is there a way to restart a modified addon?

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I'm currently twiddling with an old addon and insert some print statements for debugging. Currently I'm restarting Blender each time to see the new messages. Is there a way to 'refresh' an already loaded Python script?

An API call would be preferred to disable/re-enable the addon in the User Preferences dialog.


texts: How can you make meshes transparant in sculptmode?

texts: I am trying to create a relief using an image as reference. The way i would like to do this would require to make the mesh transparent in sculptmode, but i can´t find this option. Any suggestions please?


texts: How can I create a nebula in Blender using Blender Render instead of Cycles?

texts: I've looked over the internet for an hour or so, trying to find a tutorial for creating a nebula without Cycles in Blender Render, but I found nothing? Is it really not possible or am I just a bad googler?