texts: Blender 2.8 Subdivision Surface on planes not sharp with creases

texts:
In Blender 2.79, creasing the corner of a subdivided plane generates the expected sharp corner:

When using Blender 2.8, I can't replicate this behavior without triangulating the face and creasing the third edge to the corner.

Adding a solidify modifier and creasing the rim sharpens the corner, but I don't always want to solidify the geometry.  Is there something I'm missing?


texts: Why would Blender slow down in editmode with only 2886 vertices?

texts:
Blender slows down in edit mode with only 2886 vertices. I am not sure what is wrong with the file. Can someone suggest a solution to this?

My PC specs are:
Processor: Intel(R) corei7 3.50ghz
Ram 16gb
NVIDIA Geforce GTX 660Ti


texts: The properties window changed its layout to landscape

texts:
I have a UI problem: the "properties" window changed into landscape format for some reason.

How can I fix it, without reloading the factory settings?


texts:
So I know how to animate using bones, I created some simple animations with human, however I want to try animating human on rollerblades. I've got no problem with making key frames for bones, however using rollerblades give character a momentum and they should slide.
I can't figure out how to keyframe the model sliding. Even though I animate bones, then move the whole rig to other location when I hit insert keyframes location+rotation the model still stays still.

What am I doing wrong? Is there any tutorial I could use for that?


texts:
I am using the lighting sun position add-on in Blender 2.82 to render an animation. I want the viewer of this animation to see on which time it is. I only want the hours to show.

So it should be a kind of "timer" which starts at 09.00 in the morning and ends on 20.00 in the evening. And just reads the time values in the lighting sun position add-on.

I have no idea how to start with this. I have been searching for compositing settings, but i read there are no options for text in the compositing nodes.

I have also been searching for other methods and often see python codes. I have no idea how to use them, and they don't seem to do what i want.

It seems such a simple thing that i am thinking that i miss something very obvious.


texts: When I do this UV unwrap the cube becomes transparent and shows vertical and horizontal lines

texts:
When I UV unwrap the cube, and place a logo/image in it I get 2 things:
1) the Cube becomes transparent. How can I keep the diffuse not transparent. I used the transparent node to get the alpha from the logo.

2) I also get some weird vertical and horizontal lines.

Any ideas?

Is this the way to do this? Is there a better way? any links to tutorials?

Here is the blend file:


texts: Compositing cg watersplash with water in video footage

texts:
I am trying to create an effect where water is frozen in time, resembling the splash of water created by stepping in low water.
My issue is in compositing the borders of my water splash into the water covering the floor.
I've tried multiple shading settings and searched for countless tutorials, looking for one that basically lets me keep all the highlights of the lights bouncing in the splash effect but basically makes it so that its the only thing shown in the layer or a way to softly blend the edges into the water, as in mask feathering.
Further than this I would like to create an invisible layer below the foot that reflects only the particles of the water splash and not the environment map.
I'm not sure whether my solutions would be the right way to accomplish the effect and I'd appreciate whatever solution you might have.
(I'm at a semi-beginner level and would appreciate descriptive answers if possible)
Thank you in advance!
-Chris


texts:
I baked a normal map in cycles with a method I found on youtube where you select the high poly (sculpted) version > then the low poly (non-sculpted) version > then bake with selected to active checked.

This gave me a nice normal map where all my sculpting showed up nicely on my low poly version. HOWEVER, it completed ignored my painted texture on my low poly object. I painted some wood tiles and figured when I baked it would recognize it and add some bump map action however it did not. How would I go about baking my sculpting from my high poly to my low poly version AND my low poly painted texture all onto one normal map image?

I’m creating this object for Unity so I kind of need it to all be on one normal map, thanks for the help.

This is my current node setup.


texts: Why I can't keyframe position of hips bone?

texts:
When i move hips bone and keyframe it, its position does not interpolate, but it stays in the same position. However, rotation on leg bones (caused by IK chain when moving hips) is keyframing properly.
Here is my .blend file: BLEND FILE

I've set the keyset to LocRot, so it should be ok. Any ideas?

( The problem came up from troubleshooting THIS one )


texts: Having trouble making an indent using the Boolean modifier

texts: I am very new to blender, and I was wondering if there was a way to fix this issue that I have been having. For my Gameboy model that I have been trying to make I need to create an indent where the button would extrude from. I found the the Boolean modifier would probably suit this task, but I am not sure how to simplify it or get rid of all of the pinching. Thanks in advance.


texts: How can I hide an image from the image search button?

texts:
This is what I'm talking about. I want to hide some images which are not supposed to be displayed or selected from the uv editor selection, image texture selection, compositing image input or whatever option that includes the image search button. These images have a huge resolution and size as well, so when that little button is clicked, all that memory suddenly adds up; so hiding these is also supposed to not calculate them in any way.

Does anyone have an answer for this? Thanks.


texts: Is it possible to scale only UVs to a specific value?

texts:
I need to scale the UVs of an object to exactly twice their current size. However, Blender does not seem to have a system put in place to get exact UV scaling. When you scale UVs, the scale operator is opened in the 3D view window, but editing this scales the object and returns the UVs to their original size.

Is there a script or operator I can use to achieve this?


texts:
I am making a dragon and the texture is scales. I need to repeat the texture so that the scales look a decent size. I am quite new to Blender so I'm sorry if this is obvious.
I am using Blender 2.83


texts: How to bake using Principled + cycles under reasonable time? GPU + CPU = Instant crash

texts:
Here is the deal, I'm using principled shader to bake a simple object, it works is great but I've waited 36 Hours and it was at 70%.

The object is a car with only 13K polys and I've separated the materials for each object that uses it, and I try to bake a single object/material per time.

I have a Ryzen 1600 and a RX 580 with 8GB, I have tiles at center and at 512px,

Light Patch at 6 bounces (max) and render samples at 256. Caustics Disabled.

Not sure why it is taking ages to render on 2.79B and why it crashes intantly when trying to use hybrid CPU+GPU OpenCL render on newer 2.79 and 2.8.

I have also tried with only roughness and diffuse and nothing changed.


texts: How can I ensure a given part of my lowpoly retopo sticks to the correct part of the highpoly sculpt

texts:
My character sculpt has a crease on the upper eyelid that has proven to be quite difficult to deal with, as my retopo is quite lowpoly and subdividing it causes the retopo crease to no longer align with the crease in the highpoly sculpt of the character. This deviation is so extreme that it prevents a shrinkwrap modifier from moving the vertices back to the correct place, generating a glitched mesh instead.

It may be a bit hard to see in the above screenshot but if you pay close attention you'll notice the upper eyelid of the retopo (yellow wireframe) does not match the highpoly sculpt (solid grey matcap). Here's a simplified .blend file of the same scene:

I've only been able to fix this issue by applying the subdivision surface modifier and then moving vertices manually to the right place, then using a shrinkwrap modifier on top of that, but I don't think the above solution is ideal as it involves destructively applying modifiers, so iterating further on the original sculpt is not possible without redoing all the work moving vertices after applying the subsurf.
Is there a better solution to this problem?


texts:
This is what I have done :

1.mark seams -> unwrap mesh for uv map (for texture map etc.)

make armature -> parent mesh to armature -> move bone

The problem is that the mesh 'opens' at the seams I set before while animating.

How can I solve this ?


texts: Add vertices at the intersection of edges

texts:
This question was asked many times before, but the most suggested solution "Use Auto Merge" didn't seem to do the trick for me.
I have a grid of overlapping edges as in the attached picture and want to create a vertex at each intersection. The edges do not have any vertices at the intersection point yet. What is the best way to do this?


texts: I'’ve tried rigging this case latch but I’m having issues with it. Would appreciate if someone can help me out with it. Blend file will be provided.


texts: When i import an obj file from Roblox the obj turns into pieces.!

texts:
I am new to blender.

I make Roblox renders such as my profile pic.
but when i import an obj from Roblox the obj turns into pieces can anyone please tell me how to make it whole?


texts: How to set attributes in a Blender registered class dynamically?

texts:
Is it possible to set an attribute in a class dynamically? That is I don’t want to have the attribute (e.g. could be a property) defined in the body of the class directly, I want it to be defined later via setattr on user input.

# this is the callback from a UI EnumProperty
def update_type(self, context):
      self.update_props()
      # the valueA attribute exists at this point
      print(“valueA = “, self.valueA)

def update_props(self):
    if hasattr(self, "valueA"):
        print("Deleting valueA prop")
        delattr(self, "valueA")
    else:
        # note: it appears that the valueA does not exist
        # even after a second call to this method.
        print("valueA prop not found. Create one.")
        setattr(self, “valueA”, 10)

for some reason (unclear to me at this point) even though the valueA gets set in the update_props() method and it’s visible its caller change_type, the next time the caller invokes the update_props() the valueA attribute does not exist anymore.

Note: this code was added to a blender add-on (sverchok) and I can’t guarantee that the above behavior is a blender or sverchok related at this point. If the above code is added to a simple class in python terminal for instance, it works fine and the attribute gets set permanently in the instance of the class.


texts: Is automatic "Reload from disk" confirmation in Text Editor possible?

texts:
I use an external editor for my scripting. When I return to Blender I want the script in the text editor to reload my changes. Blender does indeed detect the changes (red button) which is great but it quickly becomes a nightmare having to confirm my changes over and over.

So, is it's possible to make the "reload from disk" confirmation automatic, via preference, console command, or scripting?

Update 2:

@batFINGER I tried to wrap it into an addon but I'm new to this and cant get it to work properly.

Edit: removed code as it should be posted as a new question instead.


texts: When starting the blender, there is always a cube on the floor. The floor is actually a grid. My question is how to make this grid bigger so that we can measure big stuff?


texts: Sun Lamp and volumetrics in Blender cycles

texts: I create an cave in the hole I add an sun lamp and set into node by using emission shader in the strength I set it to 155 value but I'm not satisfy in the light strength and i'll try to add more strength but still the same result. see my picture references of my problem. thank you


texts: How can I make two molecular particle systems collide? (Using the molecular addon)

texts:
I am trying to recreate something like this with the molecular addon:

https://www.youtube.com/watch?v=t7qjlWxgtNY

I created two separate particle systems, but they aren't interacting at all (when I bake the simulation, the particles go through each other). I tried to add both particle systems to the same Collision Group (as seen below) but that didn't fix anything.

I'm fairly new to blender, but I have experience in a few other programs. Any help would be appreciated!


texts: Why does my character glitch out when i put it on a path

texts:
video   blend file

i animated my character and when i put it on a path to walk it glitches out and distorts. At first i tried just moving it with g and it did the same thing and now im trying to put it on a path and it does the same thing. Ive linked a blend file and a video file. If any of you could help me it would be appreiated


texts: i have a tube and want make it going around an edge. I usually know how I have to do that but in this case, i cant because the axis of the 3d cursor which I use as pivot point a distorted. how can I get the axis right again? (they should align in this case with the normal word=grid)


texts: ColorRamp outputing unsollicited color variations despite using constant mode

texts:
I'm using ColorRamp to limit the colors of my render to only a couple of colors. In the outputted image, there are still slight variations of the colors set in the ramp and I can't get them to stop appearing.
As an example, I have this basic scene and composition nodes:

The colors in the ramp are #FF0000, #00FF00 and #0000FF. I would expect to get an output containing only those colors, but if I pick colors in it, I find:

#FF0000, #00FF00 and #0000FF which is right
Variations of red #FF0101 and #FE0000
Variations of green #01FF01 and #00FE00
Variations of blue #0101FF and #0000FE

How can I remove those additional colors from the render? I want the final color palette to contain only the exact colors I picked. Of course in my actual files, there are other colors too but this little example alone reproduces the problem.
Also, my Color Management settings are set like this:

Any idea?
My example file if you want to try (you will need a color picker):


texts:
I need a bone that can follow the curve of an eyeball in pose mode. I've tried many different "solutions" that just don't work.
I'm following this tutorial: https://www.youtube.com/watch?v=_7rk-zFvVis for an eyelid rig
The closest I've gotten to a desired behavior is in edit mode where I can select the head of a bone, turn on snapping and move the head to the surface I want to snap to. Is there any way to do this same thing in pose mode? whenever I try any form of selection in pose mode it only selects the entire bone and all modifiers are done relative to the bone's tail or its center of mass.
Example blender file with undesired behavior:
Undesired behavior:

Desired behavior In Pose Mode:

Desired behavior: In pose mode: instead of the tail of the bone snapping to the sphere I want to independently select the head and have it snap to the sphere.
Before anyone asks,

Yes I have tried lattice deforming and that doesn't give adequate
results.
I've tried searching on google for the title and everything
on this list.
I've tried using a shrink-wrap modifier but again the
modifier is only available in pose mode and only works on the
tail not the head.
I've also considered using objects and the "stretch to" modifier but that would be very complicated for posing because I'd need 2 separate armatures and dummy objects.


texts: How to add equally wide border to a plane?

texts:
Is there any way to non-destructively add an equal width border to a plane mesh? For example:

By non-destructively, I mean that editing the shape of the rectangular plane should also adjust the border automatically. Preferably, this would be done with modifiers, but modifiers aren't necessarily required.


texts:
I'm box mapping a grunge map to add dirt to the bottom of some assets which works great....except it is projected on the z axis as too.
Is there a simple way toto just project on X & Y that I'm missing?


texts: reset a custom PropertyGroup of an object to initial state

texts:
I have created a PropertyGroup as follows:

# Define property groups...
class ObjectPropGroup(bpy.types.PropertyGroup):
    edge_display = BoolProperty(default=False, name="Edge Display")

#initialize custom property groups...
bpy.types.Object.ObjectProp   = PointerProperty(type = ObjectPropGroup)

When i now create a new object obj and then look into the custom properties list, ObjectProp is not listed. But as soon as i add a property to the group:

obj.ObjectProp.edge_display=True

now the ObjectProp appears in the list of custom properties of the object.
This is all good so far. But now i run into a small problem when i want to cleanup the object and remove all elements from ObjectProp. So what i do for now is:

for key in obj.ObjectProp.keys(): del bpy.context.object.ObjectProp[key]

This works as expected and deletes all data. However the ObjectProp itself keeps in the list of custom properties with an empty data set {} Is there a way reset obj into its initial state so that ObjectProp is no longer shown in the custom properties list? I tried the easy way but that failed:

del obj.ObjectProp
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: bpy_struct: attribute "ObjectProp" from "Object" is read-only

Is there a solution?


texts: How can I make renders more similar? (Xna, blend4web)

texts:
I’m testing with Xna’s models, but there are differences between blender(blend4web) and Xna. How can I render same or almost same figure?
Difference shaders make this gap? I want to know how can I apply every setting like Xna in blender(blend4web)!
The left side of following image is my rendering result with blend4web using node editor.
How can I change models or setting to make more realistic? Comment please… (I want to make this model as realistic as possible.. But now, I think realistic ranking is like this.. Real>Xna>blend4web , So I uploaded  comparison images…)

I’m a student and study 3D modeling for individual hobby.
Self-studying with books and internets, I have problems in rendering parts. Various renderers make me confused.
I really want to render on web browser, so I’m testing with blend4web.
But information about blend4web is really rare.
[Anyway! Followings are my real questions!]

Any comment can be helpful to me!  Please help me!..
Thank you in advance.

ps. Last image is the node materials that I used!


texts:
I can make a curve with python, but I'd like to convert that curve into a renderable tube. In blender 2.6 and up, I can just select the "Fill Mode" of the curve as "full", change the "Preview U" and "Bevel" properties, and I haz a tube.

How I can I do that in python?


texts: Get pose bones which were animated in a strip

texts:
I created an animation with some of my pose bones and created a strip in the nla editor.
How can I access the strip and find out which pose bones were needed for this animation via python?

I took a look in the animation data of the armature object

C.active_object.animation_data.nla_tracks[0].strips[0]

but I couldn't find anything useful.


texts: How to Set Transparency to One Specific Color in EEVEE

texts:
What I want is assign the black color as an alpha or transparent, then the red color as a normal shader. I'm using EEVEE.
My render result:

What I actually want (edited in external app) :

My node:


texts: How do you specify the name of a primitive created via the Python API?

texts:
For example, the command to create a cube is:

bpy.ops.mesh.primitive_cube_add(view_align=False,
                                enter_editmode=False,
                                location=(0.0, 0.0, 0.0),
                                rotation=(0, 0, 0),
                                layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

But how do you specify its name so it's not automatically determined (e.g. Cube.001)?


texts: How can I connect two seams on a mesh? They come apart while posing but not while modeling

texts:
I am learning how to rig properly using this simple molecule character.  I joined all the spheres and created seams by using ctrl-F and self-intersect.  I then deleted the internal faces.  The molecule now comes apart when I am testing the armature.

However, when I am modeling, there is no break in the seam; it is connected:

What can i do to make the seams remain connected while i am posing the character?

Here is the .Blend file:

Thank you!


texts:
I am trying to extrude a gpx file which I created at alltrails.com.  I am following the tutorial below but its not extruding.  You'll see that when the file is rendered it doing something and not extruding all the points.  What you're seeing in the rendered file is the start stop point from when I created the gpx in alltrails.  I've tried deleting vertices but to no avail.  I am a noob to blender.
Selected vertices:

Rendered track:

creating 3D race tracks with elevation


texts: Somewhat of a noob here. How might one go about creating this salt flat material in blender? I'm assuming you'd start with the voronoi texture but that's as far as I've gotten. Thanks!


texts: Fetch RGB/hex values of object material color for all frames where shader nodes have been used

texts:
I need to fetch RGB values of object material for all the frames where shader nodes have been used to change colors. I'm not able to fetch values with scripting by using bpy.data, materials['material1'].node_tree.nodes['separate RGB'].outputs
This is the blender animation file
Some experienced people have told me that

you can't read shader node output data with python but you can try to
bake though
if you need the output of a node, sticking it into an emission node
and baking it is an option

but I am not familiar with these techniques, can anyone please help me out?


texts: Blender 2.79 How to Pin Down a Bone to a certain location?

texts:
I try to make a walking animation.
The difficulty is the foot tweening often makes the foot not to stay put. Even though in the keyframe 1 and 2  the bone is in the same location.
Is there a way to pin the bone?


texts: Per-Viewport Settings vs Global Settings

texts:
When there are multiple viewports active in the UI, it seems that some settings apply per-viewport, while others apply globally.

Examples of per-viewport settings:

shading mode (wireframe, solid, rendered, etc...)
transform manipulators
Visible layers (after finding the "unlock camera and layers" button)

Examples of global settings:

Object interaction mode (i.e. object mode, edit mode, weight paint, etc..)
Pivot point
Edit mode's selection type (i.e. vertex, edge, or face)
Edit mode's visible/hidden vertices/edge/faces

Is there any way to get the global settings applied per-viewport? For example, could one get one viewport in edit mode while another is in object mode? Is it possible to have one viewport in edit mode selecting vertices, while another is selecting faces?


texts: In most of the software I have used like Coreldraw and Microsoft Word the user can save a series of keystrokes by making a Macro, called an Action in Adobe products. How can the user make a macro in Blender? The video at https://www.youtube.com/watch?v=zMxkU350SaE seems to show this, but is unclear since it doesn't seem to me that the author showed how to save and how the use the macro. Is there any other video tutorial describing how I can make a macro?


texts: Split row inside of pop up panel while keeping formatting

texts:
So I have a panel I want to create a split option for. I experimented with box, row and column but was unable to get anywhere. I basiclly just want (S) and (C) on the same menu without extending the panel to be longer.

else:
                #C/S Sharpen Split Option
                layout = self.layout
                row = layout.row(align=False)
                split = row.split(percentage=0.5)
                col = split.row()

                Ssharpen = icons.get("Ssharpen")
                CSharpen = icons.get("CSharpen")

                col.operator("ssharpen.objects", text = "(S)", icon_value=Ssharpen.icon_id)
                col.operator("csharpen.objects", text = "(C)", icon_value=CSharpen.icon_id)

this is what the menu looks like normally

While the extended menu looks cool I would like it more if I was able to lock it to that layout and had guidance text in the blank area.
But I would rather it just have both the S and C in a panel thats the same size as normal.


texts: I want to create a motion trail effect for a sword like known in games look at that example if you have an solution that looks not as fancy as in the picture don't mind to post it. I'll accept anything useful.


texts:
I press F12 to render the camera view, but I just get a pixelish version of the render.

Can somebody tell me how to change that?
I have already changed the object's "Render" Resolution to 100%.

Well, I have something to report now: When I use the middle mouse button to scroll out a little, the render appears a little smaller (seemingly at 100%), and it looks the way I expected. However, I wonder why that is that the render appears at like 125% for me instead of 100%.


texts: Newbie question: Where is my rendered PNG saved to?

texts:
macOS Mojave 10.14.4

I set /Users/username/Documents/BLENDER/rendering as output path.

Is the filename from the .blend files used?


texts:
I'm trying to import a FBX file from Navisworks into Blender, but whenever I do I can't see anything. I can see something in the menu to the right under Scene Collection, but all I get are these lines. I'm new to Blender, if you couldn't tell.

Am I importing the fbx file wrong, or exporting it from Navisworks incorrectly? Is it maybe a problem in Navisworks? I have Blender version 2.81, and Navisworks Manage 2020.


texts: Cryptomatte & Render Layers: is it possible to recover Cryptomatte from a .PNG sequence?

texts:
I will try to explain my noob-problem a little deeper.

I have a 3-days-render just done as a PNG sequence. I enabled Cryptomatte pass before rendering, but I eventually realized that the png sequence doesn't have Cryptomatte pass.

In other words, I need the Cryptomatte pass, but I can't find a way to not to re-render the whole scene, possibly in another more compositing-oriented format like Open Exr Multilayer, making it possible to load the actual render in the compositor.

Another thing: I know that my render is stored somewhere in cache, where Render Layers load the actual render into the compositor. The problem is that this 3-day-render I've just done, has crashed 2 or 3 times during the whole process, so the Render Layer in my Blender project seems to be empty.

Is there a way to recover my Cryptomatte pass, without re-rendering again the whole scene?

Why is it, every time I close Blender, my Render Layer in the compositor seems empty, losing the Cryptomatte pass?

Thanks all
Guglielmo Ruben


texts:
I am trying to render this 2D Animation but my text always appears like this. I have tried every little solution on the internet but nothing works.

I am using EEVE Renderer.
Sampling: Render: 64
Resolution 1920x1080

Someone told me to use emission shader which improved its brightness but it is still harsh/pixelated.

(text and stroke are not in the same plane, text is a little above that.)

Tried Cycles renderer, higher resolution, depth, extrude. Nothing worked.

Any help?

Here's the file: https://drive.google.com/file/d/1mvFENCrmU1Cngdzc9cq1xsSp-NKw8EQW/view?usp=sharing


texts: OSX Unrecognized Arguments Terminal Render

texts:
I am trying to a run a slave blend to connect to a server. I made the slave and it runs on windows and will run fine on when I run in blender and start the service manually with a GUI. How when I try to run with a slightly modified command I run into errors.

open /Applications/Blender/blender "/Users/schultz/Desktop/Blender/slave.blend" --addons netrender -a -noaudio -nojoystick

When I try to run
terminal I get this error:

  open: unrecognized option '--addons'

I also tried to do an applescipt version

do shell script "open -a /Applications/Blender/blender "/Users/schultz/Desktop/Blender/slave.blend" --addons netrender -a -noaudio -nojoystick"

And that yielded

  The operation couldn't be completed. ( com.apple.Automator error -212)

If anyone could inform me how to either send arguments to open or how to fix what I have to do that would be greatly appreciated.

I also tried to run it with exec and supply the arguments after

exec "/Applications/Blender/blender.app/Contents/MacOS/blender" [-b "/Users/schultz/Desktop/Blender/slave.blen" netrender -a -noaudio -nojoystick]

and that got me this error:

unknown option 'n': skipping
unknown option 'n': skipping
wm_main_playanim_intern: '/Users/schultz/' not an image file

[Process completed]


texts: How does the Projected (2D) mode of the Proportional Editing works?

texts:
I wonder how does the Projected (2D) mode of the Proportional Editing exactly work?

I found a description somewhere on the net, which says: ''Projected (2D): Its effect won't depend on the mesh, but on the point of view which you're looking at the mesh.''. What does it mean? What is a difference between this mode and a simple proportional editing mode (which you enable using the O button)? Tried to compare them, but with no different results.


texts:
I have a node composition that works for one color only. However, I want to have multiple colors have a star flare like the following picture:

I have the studio lights all set and in each hanging light, there is a circle mesh that is an emission of red or blue. How does one get the flare to get like this in cycles? Specifically, how do I make it so I can have multiple colors flare like this? This is my node:


texts: I am working on a game in BGE and I am trying to figure out how to give my game a pixelated look while not making it blurry. I have found some scrips online but I am not sure to apply it onto my camera.


texts: Grease pencil - Brush options unable to find in v2.91.0

texts:
When I was following this tutorial, I saw these options in their draw mode viewport window:

However, it's not present in my DRAW mode window (Blender v2.91.0). Because of this I'm not able to get smooth ending point in the stroke like below:


texts: Cloth bake: Certain parts of cloth deform very quickly and not consistent

texts:
Sometimes, when performing a cloth bake, certain parts of the cloth "collapse" inward very quickly before the other parts have deformed. The screenshot shows what happens.

The top portion of the cloth has "collapsed" very quickly.
The preset used for this was "Denim".
Is there a certain cloth bake parameter(s) that could be tweaked to prevent this?
I am using the latest version of Blender.

Result 2: Chaning self-collision parameters. No change:

Result 3: Greatly increasing the mass. The results are now much better.
(The results seem to be the opposite of what I would expect. I would expect the issue above to happen if the mass was too high. However, the opposite effect seems to happen).


texts:
Im trying to make a forest scene of a path and I want it to seem like the path is infinite or the path goes on for a very long time.  Im gonna also add trees to the side of the path and an HDRI for the sky.  I wanna know what I should set the camera settings and the plane size to so that the screen will be filled but appear to be infinite.  All help will be appreciated.

Thanks


texts:
I'd like to add a poll function to my BoolProperty, but I don't understand how it works.

Is it similar to the poll function of an operator? What represents the "object" argument of this function?

EDIT after Teck-freak answer:


texts: Blender render or camera view clips my object or shows nothing

texts:
I am new to blender and 3d modelling.  I have tried searching for the answer to no avail.

I'm having a hell of a time positioning the camera.  At first it was clipping my object as such (bottom left tire)..

I moved the camera and now I see nothing in the render or the camera view.  I have linked my blend file here...

https://drive.google.com/open?id=0B8ZnFrE6fxi_a3FGZWVENExtLVk

I have moved my camera in a thousand different places with no luck.  In a previous project I was able to manipulate the camera and render with no problems.  I'd guess I hit a hotkey by accident that messed everything up in my current project.

Thanks for any help.


texts: How to find xyz dimensions as I rotate an object

texts: So I know that I can press N and I will get a window that shows me the Dimensions of my object. However, these dimensions always remain the same when I rotate the object. How would I find the new XYZ dimensions as my object is being rotated? Would this be bounding box dimensions?


texts: Why is my mesh highlighting the geometry?

texts:
Firstly, I apologize if this has been asked. I tried to search but I wasn’t even sure what terminology to use to describe what’s happening to my models. But I’ve modeled a drum clip for an assault rifle but some of the mesh is highlighting each individual polygon, here’s what I mean:

See how it kind of looks like a circular pattern and then again on the rounded sides you can see the individual geometry? What’s causing that and how can I remedy it? Thank you in advance for your help.

Here's what it looks like in edit mode:


texts:
Following this tutorial:

https://youtu.be/lZPedlX6CMw?t=813

when I try to bevel a circle I get:

Why isn't bevel working only for the selected vertexes in the same direction?

I tried merging by distance but the result is the same.


texts: Select object and move the view simultaneously

texts:
is there a way to select something (in edit/object, I'm interested to see if this is possible in either mode) from an area of my workspace and then zoom in/out and pan to a different area (off screen at the time of the selection) and place my selection there?
Thanks


texts: Sensors or Feedback technique in Blender 2.8

texts:
I have modeled a conveyor belt of 10 meters length and I would like to place a sensor at the length of 5m on the conveyor so if there are any product on the conveyor moving past 5 meters I would like the conveyor to stop for 5 seconds and start moving again. I am using Blender 2.8 and I am not finding any solution to it.
Is there any way where I can get an output for my requirement.


texts: Camera imported from alembic does not follow it's parent transformations in 2.79?

texts:
I came across a problem when i was working with blender files created in older versions of blender. I currently use 2.79.

In those scenes i have a camera sequence imported with alembic format. I moved this camera around by parenting it to locator, and moving the locator.

Problem is: in this version of blender, alembic camera sequence does not follow the parent movement at all. The camera got it's position reset in those scenes as if it was never parented and moved. I tested it in fresh blender scene, newly imported .abc camera does not move with it's parent, and stays in 1 place.

Is there a way to fix this and make camera respect transformation of it's parent again?


texts: My Model Wont Convert (with the mixamo root baker plug in)

texts: So I have a model, however when I try and batch convert it with the mixamo root baker plug in it wont convert and comes up with this ERROR message help is greatly appreciated. Thxs


texts: Any way to weight paint a specific value?

texts:
I'm trying to use a grid mesh with a displace modifier on it to create a terrain.  I want to paint in the heights of this hill using the weight paint tool.  While this does work, it's hard to control.  The blender weight paint tool seems to only add or subtract a value of 1 from a circle around the cursor.  This makes it really hard to get an even mid range value.  For example, I'd like to create a plateau where all the points have a weight value of .4, but the brush tools make it difficult create anything smooth.

Is there a way to get the weight paint to target a specific value?  Alternately, is there a way to get the displace modifier to sample from vertex colors instead of vertex groups?


texts:
I created a bridge, created the uvs and created a material with a texture in cycles. I can see the textured result when I set the viewport shading to material, but when I try to render the image, the material just appears to be black.

Any idea why this could happen?

blend file


texts: How to define customized property in Material?

texts:
I'm working on my addon for Blender, which is a simple offline renderer.
I'm stuck at the material system for two days.
I would be much appreciated if anyone gives me a pointer.

The issue is that in order to implement my own material system, I have to store my material information in the context.material class, however I've no idea how to add a customized property for this class.
I noticed that there are customized property for other external renderers, such as this one:
http://www.mitsuba-renderer.org/
There is a property named "context.material.mitsuba_material".
What I want is something like "context.material.my_material" so that I can store my material information there.

I also found this class in the render addon script:

@MitsubaAddon.addon_register_class
class mitsuba_material(declarative_property_group):
    '''
    Storage class for Mitsuba Material settings.
    '''

    ef_attach_to = ['Material']

I believe it has something to do with this customized property, however I got no luck by implementing myself.

Forgive me if it is a silly question and I did googled it, got nothing useful yet.


texts:
Hello Blender Stack Exchange,

I am trying to fill a face between 4 surfaces. Two are straight edges and two are a curved line made up of short vertices that came from a SketchUp export.

The problem: I select the vertices on the top and bottom and fill the hole. It creates a strange face that ruins the curve. I would prefer it create some sort of complex curve. I want it to be smooth.

Images attached to better explain.


texts: How to set up SSS on cycles for efficient rendering

texts:
How do I set up SSS shaders properly to render efficiently in animation projects. Are there any specific optimizations to consider?

I am trying to render some orange juice in a bottle and getting really long render times.I was wondering what I could do to optimize my shader and scene.

Here is a sample scene http://www.pasteall.org/blend/36594


texts: Render with alpha channel for transparency for After Effects?

texts:
I'm using Blender 2.8 to render a simple text animation with no background (I want to render a transparent bg).

I'm rendering with the Eevee engine, following this tutorial:

https://www.youtube.com/watch?v=ArJCsLBGByI

The file format for output I'm using is: FFmpeg video and the container Quicktime. Video codec: QT rle / QT Animation.

In render film I'm using "Alpha: Transparent".

When I press F12 or Ctrl + F12 the render is actually transparent as desired, I can open the video in Quicktime but not in After Effects. Why?

Blender file:

https://www.dropbox.com/s/dsd52fnlunwr968/text_animantion.blend?dl=0

AE Error when importing file:

  Basically it says: Origin compression method is unkown.

  Installed Quicktime to see if this solves the error. This is a
  brandnew Windows 10 PC, so I havent install any particular codec.


texts: I have a lego figure I ham trying to draw freestyle lines on (eevee)  and where the top of his body meets the front there is no line because it is curved but I want to put a freestyle line there


texts: How to select "in between values" with Math nodes

texts:
I like to take age values of particles between 20 and 40 and change color of an object in between these values. How can I do it?
Thanks


texts: How to copy bone transform in edit mode?

texts:
I have two armatures as below

How to make the left one into the right one ??


texts: What does 'Autorun disabled' statement mean?

texts: Could someone explain me what does this statement mean and what option should I click when it pops up?


texts: Can I colour the same text in two different colours?

texts:
I want the text to have this sort of colouring

And this is the text.


texts:
How can I create a material instance with the instancer in animation nodes?

I have animation nodes creating instances of an object. I change their position based on which object they are, which works fine, because each object has its own position information.

However, I am changing the colour of the object, based on which object it is. This does not work, because it only creates an instance of the object, not the material. therefore, the colour ends up being whatever the colour of the last object was (the last value in the line to be changed to).

Here is an illustration of what I am doing.
Can anyone help?

Edit: There was an answer for this instance, but if anyone knows how to create a material instance with animation nodes, please share. Thanks!


texts: Incorrect white background in compositing

texts:
Really straight forward question here, basically I have a few doors I want to render with an alpha layer and a shadow catcher, then I want to use the compositor to add in a PURE white background ( HEX: FFFFFF ).

Even though I have a pure white selected in the compositor when I render it and use a color tester it is quite a bit less than PURE white ...

Must be missing something simple I guess ?

Here is my compositing setup ( you can see my HEX code ):

Here is my test of the result ( which is not pure white ):


texts: How do i rotate my character head without deforming the neck like that?

texts: I'm using Blender 2.79 and I've been trying to fix this, and i can't get my character head to rotate without messing up the neck. I tried with one bone, two bones and three, i've tried adding some Inverse kinematics to see if i could get a better result but nothing. here is the file: https://www.mediafire.com/file/4wvs3tf5f3e4pqx/Meajuda.blend/file


texts: Saving Multiple Image files to Disk with Python

texts:
So an addon I am working on is generating a new sequence of images using numpy. My question is, what would be the best approach to saving them to disk? Python packages like imageio and PIL are not installed with Blender, so calling those raises an error for me.
I'd rather not have each image listed in the Blender file (ie, bpy.data.images having 'image01', 'image02', ... entries) unless they could all be combined as one image sequence entry of 'image##', for example. Otherwise, is there a way I could programmatically save each image to disk?


texts: Mesh Has Black Faces and Recalculate Normals Outside (Ctrl+N) Change Nothing

texts:
everyone.

I'm still "intermediate" in Blender.
I usually mod 3D model from TESIV:Oblivion game.
Know a bit about: importing, exporting, cutting mesh, UV mapping, bone weighting, etc.
But haven't learn to make 3D model from 0.

Usually, there's commmunity that likes to rip 3D model from games.
And so, I import .obj file to Blender 2.49b, but found this issue on the mesh:

Anybody know how to fix it?

(I follow this link: Why are some faces in my mesh darker? but nothing change)


texts: combine multiple textures into one without baking

texts:
I have a computer generated architecture model with around 110 bmp texture files. These texture files are all photoreal. I want to combine the texture files into one file without the remapping process.

So far I know there is a texture atlas addon, but this only allows plain colour texture files. There is also cycles baking, but the result is horrible, the architecture's appearance looks like a mess. Are there anymore ways that can combine the texture files into one file?

My Blender version is 2.8.


texts: White spots (reflections?) appearing in Blender Internal Render

texts:
I am rendering an animation in Blender Internal Render. The problem is, white areas/spots are apperaing on the floor of the scene (which is a textured plain).

Playing the rendered scene, I see them flicker everywhere. (You can already see them while the pictures are rendering) Do you think it is related to the lamps? There are two lamps, one Point-light behind the Camera and a Hemi in the sky behind the rocks in the back. Increasing the light-intensity of both lamps helps a bit, but I don´t want the scene to be too bright. I´ve already tried to darken the Material of the plane, but it doesn´t help.

I´ve found anything about this in the internet, problems with white spots are mostly referring to fireflies in Cycles, but I am using Blender Internal.

Do you know any solution?

Greetings!
MM


texts:
here is a new topic I can not solve. I am using Blender 2.80.

At UV Editor I would like to align vertex from one Object to Edge of an other Object.

I tried snap incremental. But each vertex will always snap to t's own incremental mesh?


texts:
I added a clip (19s) by drag and drop in Blender (Layout). When I press the play button, the clip works normally...till frame 100, then the picture stopped but in the timeline it moves forward.
Frame start is 300 and Frame end is 1600.
Does anyone know how to solve this problem?


texts: I  have a tree of bones, that are linked to a single "Root" bone. They can only be controlled individually in Pose Mode, and not object mode. This means that when exporting them to a .bam for the Panda3D game engine, rotating a single bone rotates the entire hand. I want to be able to control them individually. Can anyone help? Thanks in advance.


texts: How do I can grab the current image in blender game engine from a python controller?

texts:
I am trying to create a python controller that executes game commands based on the image pixels of one of the camera viewports. This is for a robot simulation using computer vision.

I've tried two different approaches to no avail:

APPROACH #1: use bge.render.makeScreenshot() to save the current frame to a png file. The PROBLEM is that when I process that file later in the script, the PNG file is invalid/incomplete. I think the image file writing buffer is not flushed and closed yet. The files are there and look fine after the I exit the game engine.

APPROACH #2: try to render and grab pixel values as outlined in this thread. The PROBLEM is that image array is None.

Is there a way to fix either of these approaches or another better approach for getting an image frame from the blender game engine?

import bge

def main():
    cont = bge.logic.getCurrentController()
    own = cont.owner
    scene = bge.logic.getCurrentScene()

    if not 'init' in own:
        own['init'] = 1
        own['counter'] = 0

    own['counter'] += 1

    ######### APPROACH #1
    # get frame using makeScreenshot()
    frame_filename = "//frame" + str(own['counter']) + ".png"
    bge.render.makeScreenshot(frame_filename)

    # do image processing on frameXXX.png ...

    # ***PROBLEM: frameXXX.png is empty/invalid/incomplete

    ######### APPROACH #2
    # render a camera scene and get image pixels
    cam = scene.active_camera
    source = bge.texture.ImageRender(scene,cam)
    source.capsize = [640,480]
    imageArray = bge.texture.imageToArray(source, 'RGB')
    charArray = imageArray.to_list()

    # do image proccessing on charArray ...

    # ***PROBLEM: source.image and imageArray are type 'None'


texts: does Blender have a Material Swatches panel showing all available materials?

texts: I'm a C4D user and it has a Materials Pallette. I can see a preview of all materials in the file and I can drag one onto an object. Does Blender have a similar window?


texts: I want to convert an armature to another

texts:
Is there any way to convert an armature to another with different bone names on the same scene by selecting both armatures on the scene and guiding the whole process by clicking bone to bone?
Maybe if there is an addon or something .I tried bone rename scripting but it does not meet my expectations because i want to convert various different armatures to one specific armature.Im using mostly humanoid models .I hope my question is clear enough :)
1: Selecting an armature
2: Selecting the secondary armature
3: "Telling" blender what bone to rename by clicking or something like that.
Thanks


texts: Compatibility with macOS Big Sur (macOS 11)

texts:
is there any experience, if the upcoming macOS Big Sur is compatible with the latest stable Blender version? I tried it in Parallels, and it keeps crashing.
Falk


texts: Why are Grease Pencil Strokes converted to thin Lines?

texts:
I was working on a small test animation within the 2d animation, but somehow hit a hotkey that I couldn't seem to find and fix it.

The image below shows how it looks after the accidental hotkey input.


texts: I'm currently working on the "Sword in the stone" tutorial from CGFastTrack but my computer can't support Blender 2.8. How can I make the runes glow in Blender 2.79?


texts: How to increase frequency of a repetive animated movement?

texts:
following setup: Blender 2.79 freshly downloaded from builder.blender.org
on Linux (GENTOO) using Cycles.

In a animation I have a character using a saw to cut wood. In a fast movement
the character pushes the the saw away from him/herself and then pull it more
slowing to him/herself.

I animated one movement manually
So far so nice.

One push/pull will not cause anything serious.... ;)

Now the problem:
a) This push/pull movement should be repeated many times.
b) The movement should become faster and faster.
c) I dont want to animate every single push/pull manually.
( d) I got headaches while searching for a neat solution.)

Repeating a movement is not that problem. But anymating the flow
of time over THE WHOLE THING is a problem for me.

How can I acchieve this?


texts: f-curve for armature doesnt appear in graph editor

texts:
The graph editor doesnt show up keyframe for the armature, but i can see the keyframe on the timeline, i have active the "Show Hidden" in the graph editor but it still doesnt work

can anyone solve the problem please


texts: Why do my faces look as if normals are inconsistent when they are consistent?

texts:
In my viewport, some faces look like they are either disconnected from the rest of my mesh by means of duplicate vertices or edges, or they look like their normals are opposite to the rest of the mesh.

But the tools for fixing these problems fail to find such problems. According to these tools, there's no duplicates to merge, and the normals ARE consistent.

What other strange geometry problems could make my faces look inconsistent in my viewport?

Added a share of my file as requested:


texts: How to keep particles moving around inside an invisible box

texts:
I'm trying to create a kind of mystical shadow thing, made from black particles of varying size. Essentially, I'm using a shape (I've tried it with several things: A cube, a custom shape I made, a cylinder, a sphere, etc) as the outline, and trying to have a bunch of particles surrounding the edge of the shape, or else filling in the inside without going out, or much out.

I can get it to work for a still image by just having the start and end frames set to 1, but for an animation, how would I get them to constantly move around (not just bounce off the walls like when I tried having an invisible collision shape) inside the volume of the object?


texts: How to move an object to a particular position using a python script?

texts:
When I import a stl object it arrived like this (front view):

I have to manually rotate it until I have the two lower points of my object at the same level on the Z axis(that's what the black line is supposed to show). Here is the result after the first rotation, in the
front view:

The same rotation seen in the right view:

Then I rotate it in the right view until the two extemum points of the object are at the same level on the Z axis:

Finally, I translate the object on the Z axis until every vertex of the object are above the XY plan :

My question : How to do that with a python script ?

I thought about the least square method to correctly rotate the object but I don't know if it is the easiest way !

update
That's what I obtain with the Bounding box :

update
here's what I get with the convex hull :
front view:

right view:


texts: F-curves: Generating transformation matrix

texts:
I have written an exporter for blender to use with my games, including hierarchical object data and animation curves.  So far, I have only had a need to work with a subset of animation channels - either just translations or just a single rotation axis (eg., just rotation around X axis).

But now for a new game, I need to include all channels from LocRot keyframes - X,Y,Z location, and Euler rotations X, Y, and Z.

I searched around, but so far have been unable to find the answer to my question:  In what order do I apply the channels to generate the transformation matrix?
Do I apply translation first, then rotate around X, then rotate around Y, and finally rotate around Z?

Thanks very much!


texts:
It might be a dumb question but I didn't find the answer anywhere on the internet.

I really don't understand why my camera is all of a sudden invisible in my scene. I know it is there when I push Numpad 0 it goes to the cameras view but when I push it again and go back into the scene its gone along with the center point. So far I have only tried Alt + H.

The camera is selected here but I cant see the black outlining


texts: Missing the circle brush in sculpt mode using Blender 2.8

texts:
When I open a new sculpt scene it works perfectly, but as I was editing my own model I must have pressed something by mistake and now it's disappeared. The green arrows are pointing to the diamater/radius/sculpt circle thingy that I'm talking about.

Also, if anyone knows the official name of that pinkish colored circle that would be very helpful, I might be able to simply find it in the UI myself if I knew what it was named... I'm calling it brush circle which is not an accurate description. :)


texts: Is there any way to modify transform widget thickness?

texts: is possible to tweak transform tool's thickness?


texts: How do you render the viewport view in Cycles?

texts:
Everytime I click the render viewport, it just renders without the cycles engine and it renders all the UI symbols in the edit scene.

Appreciate any suggestions.


texts:
I am beginner, I am trying to made a car bumper and problem appears when I want to mirror my model (I modeled a right side half of bumper because is symmetric).

When I use only mirror modifier all is fine but when I want add subsurface modifier, my model has some bugs and mistakes.


texts: Animation not follow th IK or play in wrong position

texts: I've created some FPS Animation but when I move the slider to frame 0 the hand go to the rest position, because of this after import it to unity the Animation plays in the opposite direction enter image description here


texts: Make photo fade out to black in the middle of a circle

texts: I need to have a photo fade out to black in a tunnel effect.  Kind of like the edges are becoming all black and you only see the circular photo in the middle which then goes to full black.  Can't find the term for it and not sure if this program will do it.  Any ideas? Thanks.


texts: Animation from version 2.79b to 2.80 is not working

texts:
I migrated to version 2.8, and the animation of a file is not working. The objects remained present. Since the animation is very long and months of working time, I wold like to recover such animation. Using Blender for artists, which is compatible to version 2.79b, the animation works normally.
The platform is Windows.
If necessary I send the file. Thanks


texts:
Very beginner question, I'm attempting to have barbed wire twisting while moving in multiple directions behind a subject.

I purchased this barbed wire 3d model and I've figured out how to animate it how I'd like to to look but I just can't manage to bend it.
https://www.cgtrader.com/3d-models/architectural/other/barb-wire-chrome

Not sure if im better off using simple deform or curve modifier. I'm pretty lost on where to start but I don't think what I'm attempting is very difficult just having trouble with it.

https://youtu.be/DnOELJXghOQ

Finally, what would be the best workflow to achieve my final image?
Multiple barbs exported as indvidual ones and layer them in premiere or could this be done in Blender


texts: Automating Replacing Materials From Library Then Saving With Material Name

texts:
I've been looking around the forums on here and BlenderArtists, as well as the Blender API documentation to try and create a script that suites my needs. This is as far as I got, though it doesn't work, I hope someone can at least see what I am trying to accomplish?
Basically I have multiple furniture assets that come in a variety of colors, instead of manually replacing each material and saving it out with a specific naming by hand, I want to try and automate it as it's very repetitive.
I have an asset with a default material that needs to be replaced by appending materials from other .blend files that I have saved in a different location, then save that blend file with the new material's name. And then loop through this command until it's finished through the given materials to replace.
Here is my sad attempt at trying to do it myself..
import bpy

Asset_Name = Wylie_Chest

library_path =
{
'//Falcon_Grey_Lacquer.blend'
'//Boeing_Navy_Lacquer.blend'
'//Charter_Coral_Lacquer.blend'
}

    #Append Not Link
link = False

    #Load Materials From New Library
with bpy.data.libraries.load(library_path, link=link) as (data_from, data_to):
    data_to.materials = data_from.materials

    #Stating Old Material And New Materials
old_mat = bpy.data.materials.get('Cirrus_White_Lacquer')
new_mat = bpy.data.materials.get('Boeing_Navy_Lacquer')
new_mat = bpy.data.materials.get('Charter_Coral_Lacquer')
new_mat = bpy.data.materials.get('Falcon_Grey_Lacquer')
old_mat.user_remap(new_mat)

    #Execute Replacing Old Material With New Materials
for name, mat in old_mat():
    new_mat = bpy.data.materials.get(name)
    if new_mat is None:
        mat.name = name

    #Purge Old Materials
bpy.ops.outliner.orphans_purge()

    #Save .blend With New Material Name
bpy.context.space_data.params.filename = ''Asset_Name'+'new_mat'+'Brushed_Bronze_SmSqHandle'+'.blend''


texts: When trying to make a fluid simulation, my domain cube changes into an odd shape. When I select 'domain' from the drop-down box, it immediately changes into an odd roundish shape. I have restarted blender and the problem is still there. When I turn fluid off, it changes back into a cube. Any help on how to fix this?


texts: What are the most common reasons for not being able to edit UVs?

texts:
In 2.80

I have unwrapped the UVs. But I can't edit them now.
I tested this with another object in a different file and that was not a problem, so I guess it's something specific to my other file.
Also, the UVs only show while I have them all selected in the 3D view. Is there a way to have them all showing whether they're selected or not?

Thanks


texts: Is there a Python Event for swapping between object mode and edit mode?

texts:
I have a script that is manipulating the text of a text object. I want this script to work when the user swaps between "edit mode" of the text to "object mode".

Is there some event for that?

For now the script works with a button, but I want to avoid that.


texts: How to give the color texture "light"-gloss instead of just lighten up the color of the pattern?

texts:
Hi blender stack exchange,
I've encountered this problem at work, where I try to make the pattern a metallic color, that should reflect the light on it, but instead it just lighten up the texture color. I've worked a little with the speccular mapping of the model, because I found some tutorials on youtube about it, but it seems like it isnt the way to solve this problem.

Does anyone know how to fix this problem?

My specc-map:


texts:
I would like to use multiple textures to paint both sides of a mirror modifier. The idea is to paint one side of the mirror modifier, and duplicate it with the text flipped.

The problem is that when I apply my mirror modifier, the texture is still mirrored with no indication of where the other half of the texture is getting its data from.

How can I use two different images to texture the object? Is there a better way, such as mirroring the entire object EXCEPT for the text? If so, how would that be done?


texts:
Layout view is what I'm after for the final animation render.
The pictures show the problem and difference between the two.
How to keep the wireframe view overlay when rendering animation?
Thanks so much!
as is in layout mode

rendered

camera view within layout

[


texts: Why should triangle meshes be avoided for character animation?

texts:
I've read many times that triangles should be avoided in meshes, too give one reference: "Introducing Character Animation with Blender by Tony Mullen" says that equilateral triangles work fine as long you don't deform them.
It seems to be common in game development that the models are triangulated.

What issues are introduced by using triangles?
Does the same apply for n-gons?


texts: How to animate options from Tools panel?

texts: I wanted to add animation to Randomize option that can be accessed via Tools panel. When I click on it and go to the options it provides..(Amount, Uniform, normal, Random Seed) and press 'i' it says that 'offset' property cannot be be animated. Any workaround? Thanks in advance


texts: How can i measure projected area of any object in blender ? (Ex. shadow from top view)

texts:
I'd like to measure the area of the projected front, top or side view of an object.
please give me some suggestion
Thank you.


texts:
Using Python, can one select or find what is selected in the UV Image Editor?

I tried accessing the UV screen itself and found its SpaceUVEditor but got stuck there.

Any thoughts?


texts: Why can I not render a displacement map animation?

texts:
I've followed a Gleb Alexandrov tutorial (2.77) up to this point, using Blender 2.82. However, I can't seem to get Cycles to render the required displacement maps. Can anybody tell me how to get over this hump?

You should be able to download my .blend here!


texts: How do I stop the body passing through the clothes when rigging?

texts:
I am trying to rig a character wearing a T-shirt,but the problem is that when I move the arm to a certain degree the arm comes out of the T-shirt as the photo attached shows.
Does anyone have an idea of what is going on?


texts: Creating Millions Of Particles With Spheres

texts:
I have a scene where I need to put in millions of particles. I want to represent each particle with a primitive, for example, a meta-ball object. All the particles can share the same primitive. The locations of the particles are from somewhere else, therefore I need to import them and create the particles inside blender with python scripts.
Currently, I'm testing the following scripts:
 for i in range(0, 100):
    for j in range(0, 100):
        bpy.ops.object.metaball_add(type='BALL', radius=0.1, enter_editmode=False, align='WORLD', location=(i*0.1, j*0.1, 0), scale=(1, 1, 1))

I input the code via the console, but this seems inefficient and freezes blender. Is there a way to create many copies of the same object more efficiently?
I also found the array modifier. The array modifier seems to be able to handle a very large number of objects without a problem. However, I'm not sure how to input arbitrary displacements for each individual copy. As in my case, each particle has its own displacement.


texts: How to hide certain objects in reflection in Eevee

texts: Hello, I want to make the kettlebell shiny but without those reflections of other objects. Is there a way to make certain objects not visible in the reflection in Eevee?


texts: How can I make video output smaller, or what would be a better codec to use? Currently 31 seconds of video is 127MB and at that rate, videos longer than a few minutes would be impractical because I'd have such large files. I used AVI JPEG because it seems to open in more video players, not sure if anything special is needed on client's PC to display videos made in the other formats.


texts: Why isn't blender exporting colors to .mtl?

texts:
I had create a dice model and added two materials to it: black and orange.
When I export my file to .obj and open it in different software I see only grey dice.

What I am doing wrong?

This is my .mtl file content:

newmtl Material.001
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2

newmtl Material.002
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2

Even if I change the colors, the content does not change.

Link to file .blend
I am using 2.71


texts:
Background: I've worked with Blender a lot in the past, but all I really did was create models. I never had to use it to animate or render anything. I basically never touched the cameras and lights, either.

I plan on working on a short with some friends of mine, who are animators. For this very short short, I'm also the "writer", meaning I plan out all the scenes. I want to make sure I convey the scenes I have in my mind to my animators as accurately as possible.

Instead of writing down and describing everything in meticulous detail, I want to create a little storyboard to make it easier on everyone. Not all of them have English as their native language (like me! In case it wasn't obvious), and I want to make sure there are no misunderstandings. Plus, it's a lot easier to simply show it, instead of describing it - if you can.

However, I suck at drawing. So what I wanted to do, since it's a lot easier for me to do than it is to doodle some embarrassing and possibly unclear sketches, is to use the models and pose them for the key frames. We already have the models with rigs, and I can always use placeholder models for things we don't have yet.

The problem is, I'm a bit stumped. I don't know where to begin. As I said in the beginning, I never used the camera, I never animated anything and I certainly never rendered anything. I know about the poser edit mode, but that's about it. Where do I start?

Just to give you an idea of what I want to do in the animated storyboard:

use existing models and pose them for key frames
use the camera a bit to move around, to show how the camera should move in the short
add a simple drawing for the parts that require detail that the models can't provide, such as very specific facial animations (one of my friends helps out in that)
use some sounds and music here and there
quickly render what I have as a video

Might be too much to ask here, but most tutorials I've seen go into waaaaay too much detail, as they (rightfully) assume the viewer will need that info. Is there a specific way to make a storyboard like that in Blender?


texts: I sculped my mesh which is very dense.Then I retopologized it and added a multiresolution modifer to add details(As youtubers suggest).But doing this increases the polycount and actually kills all the effort I made to make the mesh animation friendly and lowpoly.Do I have to retopologize my mesh again to make it lowpoly again?


texts:
Editing vertices, faces and edges becomes difficult post subdivision. While I understand I can toggle off the subdivision during editing, it would be beneficial (to me) to be able to change the theme of the generated subdivision mesh as to decipher between it and the object's original mesh.
TL;DR: Is it possible to change the subdivision generated mesh color?


texts: How to hide an object in front of a mask instead of behind it?

texts:
I have a scene with two characters (mesh objects) in the camera frame, and I'd like to remove and replace the character closest to the camera as the scene progresses--WITHOUT changing the location of the character object, because that would disturb hair/cloth dynamics parented to the mesh. In Cycles this was easy to do by keying exclusion layers, but I need to render this in Blender Internal, which doesn't have that option, so I've started looking at masking. I put a plane into the scene between the two characters that I can animate in and out of the shot, similar to this (imagine the plane large enough to completely hide the green monkey):

However, trying to use this plane as a mask or with a mask layer only hides the green monkey, instead of the red one.

Is there a way to completely hide the red monkey in the render and only show the green one, preferably in a way that can be keyed/animated?


texts: Getting the image of a texture node that feeds into a node group

texts:
I have a Cycles material node group like this:

I can access the user-specified color (red) like this:

bpy.data.objects["Suzanne"].data.materials[0].node_tree.nodes.get("MyNodeGroup").inputs[0].default_value[:]

which gives...

(1.0, 0.0, 0.0, 1.0)

I can also hook an image-texture node into that node group like this:

However, bpy.data.objects["Suzanne"].data.materials[0].node_tree.nodes.get("MyNodeGroup").inputs[0].default_value[:] still gives (1.0, 0.0, 0.0, 1.0).

How can I access the image node? I'd like to get the associated filename and/or image. Thanks!


texts:
I am pretty new to Blender so please bare with me, as I'm sure this question has a very simple answer.

I'm making a scene where my character falls and hits the ground. By default, Blender smooths movements like this, but obviously things don't slow down before they hit the ground, they just come to an abrupt stop. I just want to know how to stop my character from decelerating (and accelerating) so that I can make this fall seem real. Thanks!


texts: Python to get and iterate loose mesh bodies

texts:
Say for example i have an object made up of 3 (or more) cubes, loose meshes.
I wanted to use script to iterate each loose mesh (cube).

Is it possible to loop through each loose body and store them in an array, then do something with them in a for loop?


texts:
There is this annoying thing going on when I render my image in blender.
Here is what it looks like without rendering

And here is what it looks like when I render it.


texts: When I use the Subdivision Surface modifier on a basic cylinder, it turns into a weird-shaped sphere

texts: How do I use the subdivision surface modifier to simply soften the cylinder, not create a new shape?


texts: I am currently learning about the physics in blender. I have a sample blend file, the physics works well but it starts automatically in the first frame what i wanted is to play the animation in a specific frame like 10, 20, or so. How do I do this?


texts: How to match cycles texture with displacement modifier?

texts:
I created a diffuse material in the node editor in cycles on a UV-unwrapped standard default plane from a noise texture.

Then, I added a displacement modifier and in the texture option, there was exactly one option. I wanted to exactly match that noise texture, but it doesn't. No matter what I do, the changes I made to the material node editor have 0 effect on the displacement map, which begs the question: where the hell is this displacement map from?


texts: Cycles Image as Plane: How to improve the quality of Image? Sampling rate?

texts:
I am importing images as plane into Cycles render.  The image is a bit blurry, not as crisp, compared to the original image from Photoshop.  Is there something I can do about this?  Currently it is 12 x 12 and 300 dpi.  I imported it as emissions.

Is there an optimal render sample rate for images as planes?

Is there a special way to adjust color/contrast/etc. ?

Should i just 'sharpen' the image in Photoshop to adjust to the slight blurriness when I import the image into Blender?

I am new to this, so perhaps there is something obvious that i am missing.

Thank you for help!


texts:
I'm having a problem with the Alpha transparency on my PNGs.

I'm using planes as a treeline and faking some depth with some that are a little closer up. If you look at the picture provided there is almost like a fuzz that surrounds the tree that's closer up than. I'm not sure what's causing it, the image itself is clean around the outside and even has a few holes in the middle that seem to get some fuzz in them. I can't seem to find any settings to change that would fix this issue.

Any ideas why there's almost like a fuzzy stroke in the alpha areas of my pictures?

Thanks!


texts: How to use different offset for each duplicate created with array modifier?

texts:
I would like to generate several copies of an object, but place them at specific locations. One way I thought I could do that was to use the array modifier, but have it use different relative offset for each iteration (eg. the first clone is created with relative offset {1, 0, 0}, second with offset {0, 1, 0} and third again with offset {1, 0, 0} to create sort of S shape).

I tried to use the array modifier multiple times on one object with different offsets, but it always duplicated all the objects previously created by previous array modifiers instead of creating just one new copy.

I understood that using array modifier is probably not the way to go. How could I accomplish what I want?


texts:
Particle emission system has control over total amount of particles to create, but is there any way to control amount of particles to spawn at once?
For example having 120 particles over 120 will produce 1 per second. How can I change it to 2 per second?
I guess I can make duplicate of that particle system and change seed so all of the settings will be the same. However that always becomes a problem if I need more than 1 per second since in order to make changes I will have to perform same routine over all systems or to copy them again and again after each tweak I make.


texts: Get rotation of object without decimals?

texts:
import bge
from bge import logic

from bge import logic
cont = logic.getCurrentController()
obj = cont.owner
rotation = obj.worldOrientation.to_euler()
print(rotation.x)
print(rotation.y)
print(rotation.z)

Here's my code (above), which works fine, but the console prints really long digits. I am trying to get an object to rotate according to another object's rotation by taking the objects rotation, comparing it to the other, and adding/subtraction to x, y, or z. The problem I have is that the rotations have decimals when they aren't supposed to (, or atleast I think). The object has 0, 0, 0 as its rotation when I go to the object panel, but if I add 10 degrees to z, the script will print a long number (10.01231234923) when I added 10 and only 10. The object is static. In other words, I dont need the small and specific value. How can I have it only print the whole number, i.e. without decimals? Thanks.


texts: Is there any way to import *.ma file to blender without maya?

texts:
Recently I have downloaded a *.ma file from free 3d web site and I don't have maya program.

How can I use the file without expensive maya?


texts:
I have downloaded the Smart Join addon

Blender File

I'm having problem with the add-on for this model. When I click on Separate S Join the model or mesh is deleted. When i click on expand smart join there is a empty cube only no mesh inside. I do not want to Apply smart join. How can I separate my mesh with our without the add-on?


texts: How to get a material to keep the transparent border from it's texture

texts:
I tried almost everything from fiddling with import properties, to adding a Transparent BDSF (As answered in other questions I found on this site) yet nothing seems to work...

below is the picture, that appears, it's in material view, and I also tried switching to rendered view.


texts: I understand that there is no proper way of doing volumetric shading in cycles yet, but I'm curious to know if there is a way to fake it. Effects such as clouds or fire.


texts: Rendering Glass (layers) resulting in strange dark patches (in Final but not Preview)

texts:
I am working on a school research project and hence I cannot share the blender file (confidentiality BS). I am getting strange lines in the render where there are stacked "glass" tiles. This occurs only in the final render and not in the preview render. I have tried the following but to no avail:

Increasing spacing in between (the tiles are not touching each other)
Increase light rays
Smooth Shade Toggle and Edge Split Toggle
Toggling Caustics
Changed Material from Glass to Principled shader

Blender File: https://drive.google.com/open?id=1OERauRJs8S7BAYAZq7S64UlmmxdvrcSL

Final Render (500 samples)

Preview Render (32 samples)

Final Render (1000 Samples)

Preview Render (1000 samples)


texts: In uv editing it won't put image on cube

texts: I tried putting blender in render mode, quitting and restarting, going into shading tab (but for me the shading tab is broken) and it still won't work


texts: Scaling multiple faces along their y axis

texts:
My goal is to have these faces scaled down so it's symmetrical, any help?
It should be a knob just for making clear my objective.


texts: How do I expand the Preview or Render range in the VSE?

texts: I'm new to Blender and I want to know how to expand the Preview or Render range in the VSE?


texts: 2.83 - Cycles - CUDA error: Out of memory in mem_alloc_result, line 815

texts:
When rendering in Cycles at 1080p, everything went fine until it started denoising. I then suddenly got the error: CUDA error: Out of memory in mem_alloc_result, line 815.
My GPU has 6GB VRAM and my computer has 24GB RAM, yet neither showed any signs of approaching the max.


texts:
In BGE I want to use an object's property like a variable (for example to simulate speed increment for a car). How could I do it using a python script? And in this case could I use only "sensors" and "controllers" (using a python script as a "controller") without using "actuators"?

Sorry for my English. Thanks a lot...


texts: The rendered animation didn't come out rendered

texts:
So I wasted a few hours just to wait for it to render a 150-frame animation but the result is the default layout animation rather than the rendered one. And I'm very frustrated. I wasted my 2 hours just like that. Can anybody help me?

That's what I get from 2 hours of waiting.

This is the picture render and what im expecting from the animation.


texts:
(EDIT to reply to duplicate thread suggestion: The reason I think that this thread is not answered in https://blender.stackexchange.com/questions/68923/torus-object-stretched-in-array-curve-modifier
is because none of the solutions seem to talk about this feature which is very simple and different to the method used in the thread indicated. The problem is also addressed in How can I duplicate a mesh along a curve?, which does not work for me in 2.8. It seems such a fundamental and simple feature, it deserves to work in 2.8. I suspect I am missing a simple step that you don't need to do in 2.79)

(EDIT on problem: Progress: I do seem to get one duplication of the object on top of the instancer, because if I change the evaluation time on the path animation setting, I can see another object on the curve. But just one.)

My objective is to duplicate an object many times along a curved path without that object distorting. (With array and curve modifiers the object distorts around curves).

I found this video tutorial how to do it in 2.79, and it works fine: https://www.youtube.com/watch?v=Rp88ckdLwVQ

(Basically it says:
Click on object you want to repeat then click on the path;
Ctrl+p > follow path;
With the object selected, go to the object properties;
In the duplication section, select frames then unselect speed;
Play with adjustments

When I try to do the same in 2.8 (although the section is called "instancing" instead of "duplication" it looks like it does the same) I get no joy.

Any ideas?

Many thanks.


texts: topology broken after extruding the mesh

texts:
Its a very simple question, I am not sure what will be the impact of this on rigging & animation of my Organic Model. I was trying to extruding the circle and when I switched from Edit mode to object mode, I found that the mesh is broken (refer ciruclar mesh)

Does it have impact on my rigging & animation & or any other stage (like UV mapping)


texts: strange distort with simple pose on basic cilinder

texts:
On the left what it looks in a simple youtube demonstration. cilinder with a 3 bone rig
On the right what happens to a cilinder when i try the same in blender.

Anyone any idea why?


texts: How can I disable bpy.ops.convert objects sorting?

texts:
I would like to iterate through all objects in my scene and change their type to Mesh using script. It works, however after every iteration blender sorts all objects on the map (I've got over 130 000 objects). It is realy slowing down the process.

Is there a way to disable it through some function or just modify convert function in Blender source code? (I've tried to look for it but I failed, do someone knows where is it exactly?)

Or maybe there is another way to convert curves to meshes or optimize it?

Thanks in advance for any help. Cheers

My convert function:

def to_mesh(obj):
    obj.select = True
    bpy.context.scene.objects.active = obj
    bpy.ops.object.convert(target = 'MESH')
    obj.select = False

Console output. I think that the process is so slow because convert sorts all objects after operation (ordered on the top), or am I wrong?


texts: What does the frame_offset_end/Trim Duraion (soft) mean?

texts:
I've recently started making scripts to assist in my video editing, and it's already helped me out tremendously!  Now I want to make a script that automatically changes the video offset of all the selected strips by a set amount.

In doing this, I noticed a very confusing property about trimmed video clips.  For the Trim Duration (soft), the frame_offset_start of clips makes sense because it's the frame of the original clip where this cut begins.  However, the frame_offset_end seems to make absolutely no sense.  Its value is lower than the start value, but it's not the length of the clip and it's not the end frame.  When I increase the value, the clip gets shorter!  What is going on?


texts: Custom file output name format using incremental letters instead of numbers?

texts:
Lately I've been experimenting with importing rendered animation frames into a game engine which expects a very specific filename format consisting of four letters, followed by a fifth incremental letter, followed by a static numerical value.

NAMEA0.png
NAMEB0.png
NAMEC0.png

Is there a way to make it so blender automatically saves my rendered frames following this format? With frame 1 = A, frame 2 = B and so forth?

Thanks in advance.


texts: Shape appears different in edit mode, object mode and render

texts:
I'm trying to animate a figure to jump and the animation runs fine when I play it in timeline but when I render image/animation, it also shows the initial T-pose figure that I started with:

what i found is that in the edit mode the shape of the figure is still in the initial t-pose and the armature seems disconnected from the object
in edit mode:

whereas in the object mode the armature and body are connected and not in t-pose
in object mode:

is it because I had not applied the armature modifier before making the animation?


texts:
I'm trying to scale from the center. The entire circle is selected but it's scaling from the white edge that was option clicked. Is there a setting for this? How can I keep my selections centered?

Cheers!


texts: Motion track markers go red and stop tracking

texts: I'm trying to do motion tracking for a clip but it can't track past a certain point. The trackers all go red and I can't figure out why. Any help would be greatly appreciated, thanks!


texts: Mesh with cloth simulation and particle instance modifiers (used in a particle system) not responding to wind

texts:
I want to create a simulation of leaves blowing in the wind using blender v2.72, just like this tutorial (archive).

My problem is, I can't get the wind force field to act on the cloth simmed leaves once they are emitted by a particle emitter. nHere is a breakdown of what I tried to get the wind blowing.

I created a plane (at 0,0,0) as a particle emitter, adjusted the number of particles to 20, set the start and end frames to 1 and adjusted the lifetime to 2000. Under velocity, I set random to 0.2. I then set the physics to off ("No" in the settings) and switched off the rendering of particles.

I created another plane (also at 0,0,0) to act as the leaf mesh, subdivided it a few times in edit mode, applied a particle instance modifier to it, and selected the emitter plane as the object, I also checked "size" in the "create from" field to make the leaves smaller. After this, I applied cloth simulation to this "leaf" plane.

I then created a ground plane, scaled it up to 2, placed it below the emitter plane at (0,0,-0.2) and applied collision physics to it.

At this stage, hitting play results in the "leaves" realistically falling down onto the ground plane with cloth physics working.

The problem is I then can't get a wind force (in the physics tab) to act upon the leaves.
I tried adding an empty and applying a wind force field to it, but no matter where this wind field is directed and no matter how strong I make it, the leaves don't react to it.


texts: Imported SVG does not fully show up in rendered view

texts: I brought in an SVG logo and have had almost no problems so far. However, I've gotten to a bit in the logo which has 3 letters. The one in the middle does not fully show up in rendered view. I can go into edit mode and I see the full letter, but I'm stuck as to how to convert it to mesh and make it render correctly. I've included some screenshots. Despite how wonky this letter looks, I can't change the shape at all. It has to be exact like the logo I'm working from.


texts: How do I alter keyframes for a new framerate?

texts:
I created a new scene for a new animation. I didn't know this at the time, but a new scene is a new world, so settings will be back to default. I made all my weapons, models, HUD elements, and others with the default settings. Whats the problem with this? I have 60 fps for my animation framerate, but the new scene has it on 24.

Yes, I should simply increase it to 60 to match everything else, but all my animations will run faster than 2x regular/intended speed. I could set it to 60, and do whats on my mind: delete and rework all of the tons of animations I have created.  I obviously am looking to an alternative, and I am thinking that, hopefully, in some way, I can take an animation and maybe move the frames or have all the frames moved by a percentage (example: original frames = 10, moved by 150% makes total 15 frames)?


texts:
I saw a render (attached) with really realistic looking shadows. Any clue how to do this bokeh-style shadow?
Thanks in advance


texts: Flag does not move in the wind in Game Enigne

texts:
My Flag does not move in the Game Engine.
I know how to make the flag work when not in the BGE, but when I move it over to the Game Engine the flag stops working.
What could be wrong?


texts: 2D Platform game with a character that turns 180 degrees to go in the opposite direction

texts:
I am wanting to show my class how to make a simple 2D platform game. I put an image of a running book on both sides of a cube so, depending on which way it was turned, it would look like it's running left or right.
The problem comes in with camera tracking. When I parent as soon as I switch direction, the camera moves to the other side (don't want that). I have tried camera tracking, track to, nothing seems to work with having the character turn to go a different direction.


texts: Is it possible to decide where menu is drawn next to pie button?

texts:
I would like the menu to showup left to the pie button and not right. Is that possible?

    pie.menu("edge.menu2", text="Edge Menu")


texts: How do I select things behind/near the gizmo?

texts: I've looked everywhere but I can't find a way to select things "behind" the gizmo in 2.80. It's like there's a forcefield that gets in the way. I didn't have this problem in 2.7x. Is there some setting that allows me to select through the gizmo so I don't have to keep disabling it while editing?


texts: BGE: How can I make a hostile animal artificial intelligence?

texts: In the blender game engine, how do I make an animal change it's condition from walking to attacking when it sees the player?


texts: I have a problem with bevel. Here u can see one half of the mesh bevels fine, but the other one doesn't work. I applied scale transform, removed doubles, recalculated normals, object wasn't mirrored, but it was extruded out of itself on the right half and on the left it was merged with another part, which is where it's not working. I tried creating new model and yes, basically, as long as I extrude geom it's fine, but where I make a loop and merge vertices it doesn't work. Pls help, I'm obviously missing smth and idk what :')


texts: i get trouble finding my fluid, i'm a beginner

texts:
i was following this tutorial on youtube https://youtu.be/3lvpNM1DrYU and i'm having trouble finding my fluid options, you may see it on 5:58 in the link i shared
the picture bellow is how my settings look like.
is there any possible way to fix mine? :(


texts: Is OpenCL possible within Blender either via cycles or internal?

texts:
I have the  Radeon R9 280X video card and was wondering if there was anyway at all to enable GPU rendering with this card? I know Nvidia has CUDA cores and that works. That's good and all, BUT I don't feel like dropping $900 on one of those cards.

I did some research on OpenCL with Blender (which seems to be compatible with AMD cards), but it seems the functionality has been disabled within Blender??

I would like to use cycles with the card, but if that is not a viable option then I'll stick with Blender internal. I just hate CPU based rendering. It takes ages to do the renders.


texts:
How can i move selected edges/vertices to the cursor on only one axis?

The selected edge in the image should have the exact Y position like the cursor while retaining the X of the two vertices.

I know i can copy the Y information over to the vertices but this seems tedious. Is there a more simple solution?


texts:
I have a hair issue, I want the particles to follow the mesh hair model, is there a way to do that? The hair mesh is made in 4 parts: forehead, sides and back part. For example is it possible to select my forehead hair part and then tell to particles to transform it into particle system?

Cuz when rendered with diffuse, normal map and gloss it looks not so good, at the tip of the hair you can see how it forms as polygon, instead of looking natural hair.

I want to make the tip of the hair to look natural like on this photo of Mavis:

and I think particles is the only way to do that, so if I manage to make it follow the form of the hair model, then I delete the hair mesh and use only the particles.
Back views:

Your help is much appreciated!!!!


texts: how do I add missing section to a cylinder

texts: I have a label that wraps around bottle, however it does not wrap around sufficiently. I need to close the gap, making the label longer but keeping a perfect circular shape (as seen from above). Is there an easy way of doing this or do I need to start again from scratch?


texts:
Hi and good days to everyone.

What I have been trying to accomplish is rotating the plane (in the image below) in its x (red) direction until it aligns with the top vertex of the cone. Is there a way for me accomplish this via scripting? My tryouts have given me no result.

Edit: I have added a picture how it should look. And top of the cone is just a point. It could be 3d cursor.


texts:
Often I create a 3D scene in order to save the 2D image and do some post-production in Photoshop. Also in some cases the final result (after post) is an Isolated on White image. What is the best way to do this ? Should I create a kind of Infinity wall (Cyclorama) in Blender and use that as a background ? And making it easier to judge the image and also maybe the easiest for post-processing ?>

Like this image below. I created a plane as background (and the World is black). But cutting out the dices would be a lot easier when I would not have this background. By the way ... I want to keep my shadows (because I need those for the final image).


texts: (Beginner) Large metal ceiling optimization

texts:
I'm pretty new to blender.

I am trying to render a large metal ceiling (over 120m long) (see image)

you would not see through it
you would not see the edge
as it is on the ceiling, the vertical faces would be quite dark

Directly modelling all of it seems like a sub-optimal way to do it.

What would you say is the best way to go about it ?

My first thought was to try and use bump/normal maps, but i'm not sure how to proceed.


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While I render using the new eevee engine, the render has squares in it.

I have Intel HD 620 integrated GPU and all GPU drivers are up-to-date. I can render it good in Cycles but not in Eevee? Why?


texts: get position of object following a path via script

texts: I have an object obj following a path, and when I run obj.location, it always returns the same value for every frame even though it's moving. How can I get the real position?


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This would seem to be a dumb question since I can't find anyone asking it before....
I thought I would install an Alpha build for the first time (2.93 - on a Windows PC). I unzipped all files to a different directory from 2.92 but I cannot find the exe file to run it!
Should I have installed all the files to the 2.92 directory? Was really hesitant to do that since I want to be able to remove it easily, if necessary. I would think it not necessary to do this since if I never had Blender installed prior how would I run an Alpha build?


texts: Materials change when I export a fbx file to Unity

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I am pretty new to Blender. I am trying to export a character from Blender to Unity, but when I import it in Unity in FBX file format, the materials get somehow mixed up, so for example the hair becomes blue, but in the blend file it is yellow.

I didn't do any complicated stuff to my material, I just set the color at the Diffuse section. If it matters, I initially checked the Shadeless box, but I unchecked it and it still doesn't work.

I also want to mention that I have all the materials applied to the character, which is only a mesh (it kinda looks like a Minecraft skin, because I chose to do it low-poly).

So should I:

try other formats for exporting?
unwrap the model and apply materials in Unity (I don't know how to do it)?
give up?

Any help is appreciated.


texts: How to use Separate Text Object inside a "Subprogram"?

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I'm trying to create a "for each character of a text" loop.
I have a list of text objects as input and need to pass each object as parameter to the "Separate Text Object" node.
Is that possible? If not, is there a workaround?
P.S.: The screenshot is not accurate. I know I would have to call a subprogram after the "Separate Text Object" node. And that would result in a subprogram calling another subprogram (nested or recursively).


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I am relatively new to Blender so please excuse me if this is rather amateur!

The bottom of my torus has poor surface quality, I have scaled the vertices down for a smaller (variable) tubular radius all the way around the torus and at the bottom the surface quality is awful, with inaccurate shading. Any ideas as to what is wrong and/or how I could fix this?

Thanks,
itsanate


texts: 3D manipulator widget in multi-selection does not appear

texts: I can see my 3D manipulator tool all right, but I cannot see it when I select everything.


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I'm editing some videos in the VSE with blender 2.7 and am experiencing pauses and lagging in audio, when I (AltA), which is driving me MAD!

I've  "proxy/Timecode" all video strips to 50% with build quality to 50% too (which was tedious for lots of clips) and strip, rebuilt proxy and strip timecode indices.
I've set the Memory cash limit to 2048, in the user preferences

But still have Audio playback problems.
I have included a blender file so you can see my settings. I have 6GB of Ram and a I5 processor.

Has my computer run out of computing power?
 Have I not optimized a setting correctly?
Or have I loaded too many clips into blender?

blender file


texts: Subdividing a beveled mesh creates new vertices in wrong places

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A new vertice forms when the object is being subdivided.

I beveled my mesh and added a subdivision surface modifier, and now a new face/vertices are created where the black areas are:

It appears that when the mesh has the modifier active, the subdivided mesh goes to a singular point in the center:

I applied Rotation and Scale to the mesh already after it was edited. Nothing changed.

How do I get rid of the odd mesh warp when my mesh is subdivided?
I want to get the center curve near the bottom to be as smooth as possible, without signs of low poly mesh. Like a perfect part-circle.

Here is the blend file:


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I'm trying to set up a driver for an object that uses an integer property from a panel in a custom addon as its data path, to basically control the visibility of the object within a range. So for example, if the slider is set to 1, make the object visible, but if its 0 or any number higher than 1 then hide it. So Far I've managed to find expressions that set up a min and max such as:
max(0, 1 - var)
but it only works until it hits it max and then it stays visible. I'm still new to expressions, what could I add to this to make it a range basically, or would it be better if its an if statement?
Thank you


texts: I have a Dynamic paint scene that looks cool in view port but when i render the animation nothing happens.


texts: How can I make it so that objects only move with widget / text entry?

texts: I constantly move objects / models in tiny increments without noticing. How can I make it so that I can only move objects deliberately! Through widgets or text entry, no accidental mouse dragging!