texts: CollectionProperty inside another PropertyGroup

texts:
I'm trying to initialize a PropertyGroup with pointers to objects inside another PropertyGroup. I'm getting an error: bpy_struct "ListItem" registration error: object_group could not register. Am I doing something wrong? In principle I'm trying to hold pointers to objects in a list, with each list with a label.
Answer from here doesn't seem to be working:Register Object inside of Another Object
class ObjectPointer(PropertyGroup):

    obj: bpy.props.PointerProperty(type = bpy.types.Object)

class ListItem(PropertyGroup):

    name: StringProperty(
        name = "Name"
    )

    object_group: CollectionProperty(type = objectPointer)

Inside register():
bpy.types.Scene.my_list = CollectionProperty(type = ListItem)


texts:
I am trying to do some video editing using blender in headless mode as a python module.  My first problem was that when I tried to import a video using movie_strip_add it always failed even when I tried multiple formats.  I tried importing an image and that works but when I go to check the length of the strip or even find the added strip I get array out of bounds errors.  Does anyone have an example of how to do this.

Second question is there anything special I have to do to add movie strips

def __init__(self):
    self.numRunning += 1
    self.scene = bpy.context.scene
    self.ops = bpy.ops
    self.data = bpy.data.scenes

def compress(self,filename):
    newname = os.path.splitext(filename)[0] + 'Compressed'
    (filepath,vidname)=os.path.split(filename)

    self.scene.camera = None
    for obj in self.scene.objects:
        self.scene.objects.unlink(obj)

    self.scene.sequence_editor_create()
    self.ops.scene.new(type='NEW')
    bpy.data.scenes['Scene'].render.resolution_x=1280

    file=[]
    #for i in vidname:
    frame={"name":vidname}
    file.append(frame)
    scene_name=self.data[0].name

    self.ops.sequencer.image_strip_add(directory = filepath, files = file, channel =1, frame_start = 0, filemode = 1)
    #self.ops.sequencer.movie_strip_add(filepath = filepath,files = file,frame_start=0, channel=1)

    stripname=file[0].get("name")
    print(self.scene.frame_end)
    print(self.data[scene_name].sequence_editor.sequences[stripname].frame_end)


texts:
I have a DXF file which is a 2D file (all lines are on one layer), and I have a 3D terrain model.

I'd like to cast these lines on terrain (to keep X,Y axis, and stretch with Z axis automatically).
I can't find any fast way to do it. I know I can adjust every vertex manually, but It is almost impossible with few thousands hektares.

I attach 2 images to show my problem

View from the top
View from the side

Can you please help?


texts: How to get a group of many rigid bodies to start simulation at a set frame

texts: I have a physics simulation in Blender with many rigid bodies. I have a group containing many objects (255). How do I turn off physics simulation on this group of objects to until a certain frame?


texts:
It's possible to animate a change noise texture by animating the texture coordinates with a mapping node or by animating the texture space, however this only works on one axis at a time (on the other axes the texture will appear to be sliding across the object's surface).

For example, the top face has the desired effect but the other faces appear to be moving/sliding upwards:

Even with all three axes location and rotation animated it still appears to be sliding rather than statically changing.

Is there some way to make each face appear like the top face in the first gif but still be seamlessly blended with the other faces? This should work for other shapes as well.

In other words, I'm looking for a way to animate the "seed" of the texture.


texts: Animate hidraulic cilinders + vb.net + wpf

texts:
Good afternoon all,
I'm inheriting a project developed in vb.net, wpf. My goal is to animate simple movements of rolls and hydraulic cylinders from a 3d modeled object, with some joints and kinematic restriction.
I can model this object either in Solidworks (which i didn't find any information) or in Blender.
Example image of 3D model to animate
From what I've read i have to somwhow convert the model to xaml to then be able to import it to vb.net.
I want to be able to adjust the position of the each os the cylinders and by the kinematic chain, the roll tilt.
Can you please help me, or point me to the right track?
I have no experience with blender, but i have seen others create kinematic chains for python scripts.


texts: Make the pose position equal to the rest position

texts:
I want my rest position to be my pose position (make pose position = rest position), because the when I duplicaed one side of my armature to make the right side, one of the arm got flipped and its only present in the pose position, so I was wondering if I could make it equal to the rest position or if there was an other way to make it symmetrical. Also, if one of you is patient enough to take a look in my blender file, could you tell me how to make my foot look at the pole target as the rest of the leg (the foot as set offset to the leg controller bone) and make it so when my leg controller goes too far down, the foot dont follow it ? Thank you (also I just noticed the right leg is very slightly not symmetrical too in pose mode)
my project: project


texts: Need Help to make Animation Node Working with Materials

texts:
This result is from a tutorial on Youtube. https://youtu.be/BYgo4vx64uc
It was made in 2.7 and I got lost from the instructor's accent. Please help me to resolve this puzzle or if there is an efficient way to achieve this result. Thanks a lot! :D
The part I got totally lost was how he set up the Math shaders.  Plus, His material set up applying to all the particles, but mine only effect a few of them. Mystery!
From the tutorial, the purpose to use AN because it needs to be calculated from the center of the volume (the sphere, image 2).
The mesh is converted from particles.
Thanks again for your time and efforts. :D


texts: Can't get blender to work on Ubuntu - when it opens I don't see the default scene

texts:
I have recently installed Blender on Ubuntu. I have tried both installing v 2.72 by downloading the tar from the website and 2.62 installed using apt-get.

In both cases when I open Blender I do not see the default image (mesh floor, cube, light). These objects seemingly exist (I can seethe cube in render mode) but I am unable to see them or add other meshes I can see.

I've previously used Blender on Windows and haven't experienced this.

Grateful for any suggestions.

Update. If I start blender from it's folder using

./blender-softwaregl

it works, I can then see the mesh floor, box, lamp etc. Found this here:

http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/Linux/Debian_Ubuntu

So looks like a graphics hardware driver issue...


texts: Why is my mesh "drooping" when I apply automatic weighting

texts: I'm working on a mesh of a person for school, trying to rig him and get him ready to animate, but when I apply automatic weights, my mesh begins to droop in the arms, torso, and eye ball. Not sure why? Everyone else's works very well in the tutorials. Any idea why mine is drooping and how to fix it? Thanks!


texts: Cycles removes assigned material from mesh faces altered by a displacement map, instead leaving them plain white

texts:
Let me preface this with the statement that I'm a complete Blender beginner. Literally started modelling yesterday.

Here's the deal. I'm modelling a very simple tyre, and testing out different displacement map patterns, in order to be able to generate a nice complex tread in PS where I feel more confident, instead of having to model it directly in Blender. Here you can see said tyre in object mode with the map applied:

Whenever I render the image however, some weird artefacts show through on the tyre wall and more importantly, the tread grooves don't show the texture I have assigned to the mesh. It looks like this:

There is no doubt in my mind that this has some absurdly straightforward solution, but I simply have no idea what that might be. The only avenue of logic I can go down is that for some reason, at rendering time, the displacement map separates the mesh faces that it alters from the rest of the object, thus breaking the link between them and the assigned material. But what confuses me is why it doesn't do the same thing when I'm in edit/object mode.


texts: how do I make a tiled UV island without this white line?(node Fraction)

texts:
I started learning how to create shaders. I saw an interesting technique on the network, but I did not understand how to remove this white line and why it appears in it. I would be very grateful for a way to remove it to get a good tiling.
I'm trying to make a tile on two different UV islands and use one texture ,atlas.


texts: Subdivided plane faces with same UVMap Texture

texts:
I have a plane subdivided with W >Subdivide into countless smaller faces.
I'd like to texturize all those faces with the same texture. For that i right-clicked a face U >Unwrap and added the texture to it. But now I would like to do this for all of those faces.

When I select all faces and click U>Unwrap the Texture is spread over the whole surface, as can be seen in the figure below.
In other posts I read I could use U>Reset. When I do that I get every "plane-part" in the UV-Map Editor but lying all about each other.
Is there a way to drag every part over the full Map, when they lie over each other like in the image below? Other tutorials write if I do it like this using Reset, the whole Map should be filled. Is there something I did wrong?

I am using textures without material, because the application I'm using it for works with that and blender 2.79 because I use a special addon which only works with this version


texts: How to get the brightest area of a hdri in blender python?

texts:
I need to render a scene with many different hdri. For each hdri I need to rotate the Z axis until I have the brightest area behind me.
Pseudocode:
z = get.Hdri.BrightestPoint.Z
node.hdri.textureMapping.Rotation.Z=z

I already can loop change the hdri with python, only the hdri brightness attribute's missing.

Most promising approach so far, using scikit-image: https://stackoverflow.com/a/30085210/1172907


texts:
Sketchup has this snap function whereby the cursor can snap to an empty point in space that has the same X, Y or Z coordinate as a certain vertex somewhere else in space. As soon as the cursor comes in the vicinity of one of the three coordinates of that vertex, the vertex lights up and you can snap the cursor to that single coordinate value (and not to that vertex). This allows for quick and correctly line drawing 90° angled geometric forms (like a cube) in 3D mode.

Is there a similar snap functionality in Blender? To my knowledge, the Blender cursor can only snap to a grid or to a vertex (or edge) itself.

ADDED: OK, this is what Sketchup can do, explained in Blender language:

you start from a vertex in 3D space. You draw a first edge by creating a second vertex. For the third vertex (second edge), you want to make a 90° angle with the first edge. Can you restrict ("snap") the cursor so that the second edge is always orthogonal to the first edge? Going further to the fourth vertex (third edge), can you restrict the movement of the cursor so that the third edge is always parallel to the first edge? And finally, can you restrict the cursor movement so that the third edge and first edge have the same length? If yes, you can draw (so not using a preset shape) a rectangle in 3D space.

This functionality also allows to select a random edge in your project, and then start somewhere else in space from a selected vertex an edge that runs parallel ("snap") to the random edge, and that even can be set ("snap") to the same length as that random edge.


texts: Normal baking in cycles is painfully slow

texts:
I'm trying to bake the normal map of a saddle.

PC ( AMD Ryzen 3 1200 Quad Core processor, 8GB RAM and a NVIDIA Geforce GTX 1050Ti)

My previous pc which had worse specs, was able to bake normal maps like these within minutes, now it takes a whole night for a single 4k normal to bake, even the 500x500 take 2-3 hours to finish... I have no idea what I am doing wrong, here is the file:

https://drive.google.com/open?id=1yYDFcKy2RYtkv7a1klIU7_kHvAsZzdT4


texts:
I have a rectangle that i want to divide in 20 faces verticaly

like this:

How can i do it? i need it to be exactly 20 faces


texts: adding detail (extruding a grill type part at top) to a box mesh without affecting lower part of mesh

texts:
Hello all I'm still learning Blender and I am stuck understanding the best way of adding some extruded parts to the top of my mesh. Im modelling a Glock 17, its fairly blocky so thought it might be an ok mid-project (i've made stuff such as Bottles, cups, tables etc and even made a pretty decent car which took me forever and probably had lots of 'errors' in the mesh.)

Anyway as you will see in the picture, I want to add a bunch of splits in the top rear part of the gun barrel. I could do this by adding some loop-cuts running vertically where i want the slices to appear. But this will run lots of unnecessary loop cuts into the lower barrel and handle of the gun.

What would be the best way to avoid these loop cuts?

Pics:


texts: Strange size when creating a cube using bpy.ops.mesh.primitive_cube_add

texts:
Just starting with scripting in Blender, and the simplest thing seems to not work as I would expect.
I copied the code that creates the standard cube and repeated it, with a z scale factor of 4. I expected this to create a "tall cube" (cuboid) that's 4 times taller than the standard cube, but that's not the case. If the standard cube is 2m x 2m x 2m, the other one is 1m x 1m x 4m (half of what I would expect).
Furthermore, the Item's transform panel says the dimensions are 1x1x4 and the scale is (1,1,1).
Any tips on understanding how that works? The API documentation is really minimal.
Here's a screenshot of the result:
Also, here's the code:
import bpy

bpy.context.area.type = 'VIEW_3D'
bpy.ops.view3d.snap_cursor_to_center()

# Create the default cube
bpy.ops.mesh.primitive_cube_add(size=2, enter_editmode=False,
    align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
bpy.context.object.name = 'Standard'

# Like above with z-scale=4.
bpy.ops.mesh.primitive_cube_add(size=2, enter_editmode=False,
    align='WORLD', location=(4, 0, 0), scale=(1, 1, 4))
bpy.context.object.name = 'Tall'

bpy.context.area.type = 'TEXT_EDITOR'


texts: Smoke Generation "Unpaired" from Object / Broken Quick Effect Smoke

texts:
So I am trying to use blenders quick effect smoke but I am stopped every time I try because the smoke gen isn't sticking with the object I am using. I have tried following tutorials, but this doesn't happen in their videos. I also haven't been able to find evidence of this anywhere online. What is going on?
Videos:
https://drive.google.com/drive/folders/1XH8H9ozSjPsX8_aCMUjrQt17_6WLzw6J?usp=sharing


texts: How to change the lamp strength using python scripting, for cycles renderer?

texts:
I have inserted a HEMI type lamp in the scene using python scripting. Now I also want to change the strength of that lamp via python. I am using cycles to render my scene.

I am stuck here, thanks for helping.


texts: How can I reduce the vertices on this converted file?

texts:
I have a file 500 MB in size with 4 million vertices that was converted to a .blend from a .ply. A large majority of the vertices really aren't necessary, as they are on the same plane. The file comes from scans of the lunar surface by an instrument on the Lunar Reconnaissance Orbiter. It has a lot of artifacts I need to smooth out, but first I need to get the vertex count down.

I tried using the decimate modifier. In order for my machine to handle it (and my machine is no slouch), I had to divide up the file into a lot of smaller objects. Then I tried using the 'planar' option, set at 5o. It worked, but the faces it leaves behind are a mess.

I tried using the 'collapse' option, but at the ratio 0.3 it leaves a great deal of artifacts of its own, and the vert count is still 87,000, on a small section of the file.

So does anyone have advice on the least grief-laden way to approach this task?


texts:
When i try to bake multiple textures blender dont merge all texutres

What i want to make : https://imgur.com/a/n3hbiSw

and this happening


texts: Is it possible to add to this render data?

texts: I'm making an addon as a personal project and it estimates the total render time left for an animation render. i want to show how much time is left to the user. but a pop-up wont work and crash blender. is there a way to show data here? if not, is there another way to show this data?


texts: Many shortcuts don't work in Blender 2.8. Are these bugs?

texts:
In blender 2.8 it looks like all the 0-9 keys were remapped to numpad only. Wondering why the viewpoint changes could not be done, I customized the keys back to my upper row or digit keys 0-9, because I have Apple keyboard without the numpad.

Even then the shortcuts don't work as expected. Changing the viewpoint using 0 thru 9 keys only works in Edit and Sculp Mode and only sometimes. What is the logic behind, I would like to know.

When in camera view, the shortcut Shift+F for free move does not work.

Also CRTL(or CMD) + ALT + 0  shortcut does not work.

These are these I discovered after an hour of messing around with Blender 2.8. Are these actually bugs or features? Anybody can chip in? I was used to 2.79 behavior.


texts: Why the Emission on Hair Particle System is disable?

texts:
I need to edit the NUMBER of EMISSION, but it disabled after I use WEIGHT PAINT with VERTEX GROUPS.

How can I edit emission after this?


texts: I can't find bake option under cache while doing smoke simulation in blender 2.82

texts: I was following a tutorial a youtube and my cache options are different than all people out there I don't know why. I also don't have a bake option in it. Here is a screen shot of my screen.


texts: How can i modify a Displacement texture roughness?

texts: If i add a single  texture as a Displacement texture on Cycles, how can i modify? i had been trying with Mix but i don't get the right number, or maybe is the wrong option?


texts:
I have several objects in my scene and each of them has an actuator (type Motion). The object1 has the actuator Motion1, the object2 has the actuator Motion2 and so on. My problem is that I have 95 objects and I would like to define them in the code in a efficient way.

I've tried this:

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

m = []
for k in range (1, 95):
    m[k] = cont.actuators["Motion"+ str(k)]

But it doesn't work.


texts: Render with artifacts and errors (sharp teeth in the shadow area) for basic paint texture

texts:
I seem to have had some basic problem and there's a simple solution, but I can't find it and understand it. Help me understand what kind of mistake I'm making with the renderer.

After saving the file, I have a render with artifacts and errors (sharp teeth in the shadow area)

I know I made a simple mistake in setting up materials or tying textures, but I can't figure out where I'm making it.

Please, help me.


texts:
I have a file with a duplivert system on part of it, which was working fine, and then something caused it to disappear. Nothing I do to fix it or rebuild it works, in fact, after testing, nothing made with dupliverts is working. For kicks I built a simple duplivert setup in a new file just to make sure that yes I am doing it right. That worked. The one in the file I'm working on still doesn't. Not the one I built originally or the test object systems.

What could turn that off?

There's the file, stripped down to just those objects.


texts: Scaling so that the distances from the center are the same?

texts:
when I scale a face, it is scaled propotionally. But how can I scale it, so that the two distances that I marked here:

are the same?

thx


texts:
I'm new to blender, and I'm working on a project. I texture painted my character, and it shows up fine, but once I switch to object mode, it disappears.

I also need to import this character into JME, so if anyone could help me with that too, that'd be fantastic.
Thanks!


texts:
I'm having problems trying to run this addon
https://bitbucket.org/nitish_116/tri3d_gazer
After following the steps in this video
https://www.youtube.com/watch?v=rSOrc_rPAnM
the console show this error

AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
found bundled python: C:\Users\User\blender-2.79-windows64\2.79\python
Read blend: C:\Users\User\Desktop\gazer.blend
------------------------------------------------------------------------------------------------------------------------------------------------------
Traceback (most recent call last):
  File "C:\Users\User\Desktop\gazer.blend\Text", line 11, in <module>
  File "/tri3d_gazer/operators/gazer_create_garment.py", line 53, in <module>
    class CreateGarment(bpy.types.Operator):
  File "/tri3d_gazer/operators/gazer_create_garment.py", line 59, in CreateGarment
    g_folder_name = generate_garment_folder_name()
  File "/tri3d_gazer/operators/gazer_create_garment.py", line 45, in generate_garment_folder_name
    if cur_garment_name not in os.listdir(dir_name):
FileNotFoundError: [WinError 3] The System Cannot Find The Path Specified: '/settings_config/'
Error: Python script fail, look in the console for now...

The folder is there and I don't know why the addon do this, any help will be appreciated


texts:
Hi I am trying to make a fire simulation with embers. For the embers, I created a sphere and put a material on it that changes color depending on how fast the embers are going. The color should go from yellow to orange (which is the color the original sphere is), but for some reason the particles turn out white. I thought it might be that I had the emission too high, but eventually I disconnected the material from the sphere entirely, but the particles still turn out white. No matter what I do, it doesn't change. Anyone know what could be happening?

Here's a picture (with the actual sphere in the back):


texts: Blender 2.83.2 - Only half of the icing's sprinkles are added to the icing

texts:
While following a tutorial by BlenderGuru, I ran into an issue where only half of the sprinkles were selected (as shown below).

I really don't know what could be causing this because I followed the tutorial step for step, and did exactly what the tutorial said.
If I make any change to the sprinkle object, like add a material, they all get effected, but if I do something like apply random colors to the sprinkles, only the selected half get effected. I have my model provided below if you need it.
The tutorial: https://www.youtube.com/watch?v=jNmnPXY9UQA
My model:


texts: how to fix the creases after solidify and why it occurs?

texts: Currently doing blender sport car creation course in blender 2.8. Followed step by step but also those pixelling after solidify doesn't go.


texts:
I want to implement a new BRDF in Cycles.

I've already tried to code an OSL node but I couldn't because the way that BRDF closures are implemented in OSL seem to only permit BRDF closure composition.

I would like to now the standard (simplest) protocole to add a new BRDF closure in Cycles.
I've already had my own blender build so I can modify the source code if there isn't another solution.

Edit : Or maybe, somebody eventually know where I can ask to get the answer ?


texts:
So I've very new to Blender coding. Here's what I'm trying to do:

cubeobject = bpy.ops.mesh.primitive_cube_add
cubeobject.scale = (-2.2,0,0)

I can't get this to work. I've tried SizeX settings and other translate functions, but nothing seems to work. I'm sure that reference method is wrong, but I've combed the forums for 20 mins with no progress.


texts: Can't manage to succesfully UV unwrap house to get aligned brick textured walls

texts:
I've started learning blender a few weeks ago and my desire is to model and render a brick house. I've followed a lot of tutorials on modelling and texturing. However, I can't manage to successfully line up the the brick texturing at the corners of the walls and at the windows as you might be able to see in the images I've added. I've tried to look up as much tutorials on UV-unwrapping but I keep bumping into the problem of lining up the bricks the right way.

I have added my blender model as well, I guess I have made mistakes with the seams and such. Could anyone help me and show me what I'm doing wrong? I'm very eager to learn :)

Kind regards,

Tomas

Blender file


texts:
Here is my first model

I cannot figure it out how to remove "ears". I made something and these polys/edges/vertices become unselectable but still visible in object mode

I just want to remove them to remake it completely

UPD
Here is how my model looks in solid shading

And when I select all via A


texts: How to access/calculate tangent and bitangent vectors from BMLoop via script?

texts:
This question has an answer when using MeshLoops:
Script access to tangent and bitangent, per face: how?
But I'm working with BMLoops to collect vertex data. I haven't yet found a good way to calculate or access tangent/bitangent vectors using bmface/bmloop/etc.
I did find a possible solution, which is to just find the corresponding MeshLoop, but I'm not yet sure this works 100% of the time, and I feel like there should be a better way. (For this to work, all face and loop indices must match up between bmesh and mesh, I don't know if that is guaranteed?)
I've found and tried: BMLoop.calc_tangent(), but this appears to give the wrong vector (pointing towards the center of the face, not aligned with uv coordinates).  BMFace also has a few calc_tangent_*() function, but again, these don't appear to be the tangents I'm looking for.
Sample code:
    bm = bmesh.new()
    bm.from_mesh(me)

    me.calc_tangents()

    for face in bm.faces:
        for loop in face.loops:
            meshface = me.polygons[face.index]
            meshloop = me.loops[loop.index]
            tangent = meshloop.tangent


texts:
how does blender would know how to scale the vertices by the common center[?]
[SOLUTION][]
Inset Faces - Blender Manual
docs.blender.org/manual/es/dev/modeling/meshes/editing/duplicating/inset.html
is the other way around focused on using faces to accomplish this result;


texts: I've been working on a game with levels. I know how to use scenes and transferring to scenes for the levels but it's getting laggy and slow. I know I can just do 'Start Game From File'. That will start the other blend file. It works, but the problem is when I save the final game as an exe or Game Engine Runtime it doesn't work. When ever I select the option to go to the other blend file it just quits the game.


texts: Most efficient way to apply textures to a model (Game Dev)

texts:
This is a Game-Dev related question.
Let's say we modeled a simple piece of floor in Blender and applied a wood texture to it. From this plain texture, often referred to the base texture, we usually create some other maps, like:

A bump/normal map.
A specular map.
A displacement map.
An ambient occlusion (AO) map.
And some more...

Finally, right before exporting this model, we usually bake all textures into a master texture (which is a single .jpg or .png file that contains all of the aforementioned textures combined). And voilà. We have a master texture and ready to be used in Unity (or Unreal Engine, or the game engine of your liking).
However, the more I dig into this designing/game-dev world, the more confused I get. This is so because Game Engines generally give you the possibility to attach all of the previously mentioned maps (normal, spec, displ, AO, ...) separately to the model. For example, in Unity 5, you can do that right into the shader:

So, I can come up with two ways of texturing a complex model (for example, a WWII tank):

1. First way of doing it: Baking all maps (normal, spec, displ, AO, ...) into a MASTER TEXTURE. Then using this master texture right inside of the Game Engine.
2. Second way of doing it: Importing all maps (normal, spec, displ, AO, ...) into the Game Engine. Then importing the model as well, and tell the shader what texture corresponds to what map (i.e. manually select all maps; see the first image).
All in all, what is the "most correct" way to apply texturing to a model inside of a game engine, out of the two I mentioned right above?
Thanks.


texts: Child UI Panel appears at the bottom of its parent

texts:
How can I make a child UI panel to not appear at the bottom of its parent? IS this possible?
I could only find the bl_parent_id to set the parent UI Panel.
class childPanel(bpy.types.Panel):
    ...
    bl_options={'DEFAULT_CLOSED'}
    bl_parent_id='bcp.parentpanel'


texts: In this scene i cant select the Object "corps" and I don't know why.


texts: Particle Instance Modifier ignoring Length

texts:
(2.79 & 2.8)

When using Dupli Object option in a hair particle system, the Vertex Groups -> Length influences the object's size correctly.

When I use the same particle system by Particle Instance Modifier, the Vertex Groups -> Length is ignored (only Density parameter works).

Is this a desired behavior or a bug? But most importantly, does anyone know how to get Particle Instance Modifier working with Length parameter?

I need this to vertex paint the size of my vegetation (populated by a particle system) where I avoid using Dupli-Objects because of many reasons (poor performance, converting to a single mesh issues, need of pre-rotating the models etc.).


texts: How to keep my particles from getting messed up once converted?

texts:
If this were sphere shapes for something like marbles I wouldn't mind, but I'm trying to do some grass. It all looks good while not converted.

But then I convert it and ...

How to avoid this?

Thanks guys,

DPC


texts:
some keyframes are undeletable in dope sheet.

But, they can be deleted one by one in 3D view in object mode.....
This is annoying... How to delete all the keyframes at once?

The file is attached below:

untitle.blend


texts: SVG Render (Freestyle) resulting in lots of open paths

texts:
I am rendering this design in Blender that is made of lots of Circles. Need to export it out to Illustrator, but realizing the resulting artworks having all open Circle path. Wonder if this is a known issue and if there is any option to toggle it?

Thanks!


texts: Video Sequence Editor - How to make subtitles?

texts: Is there a way of adding Subtitles directly in the VSE? Or do I have to make an animation of text meshes and add it to the video via a Scene strip?


texts: What would be the best way to hollow out the space for nostrils while modelling a head?

texts: I finally got the skull where it should be more or less. Is it possible to add in some nostrils? What would be the best way to hollow out the space? Thanks.


texts:
I have multiple objects in different locations that I have been animating with the NLA Editor.

These are the objects I'm referring to. They are supposed to be cartoonish birds.

This is the action I've been using to make them flap their wings.

I want to modify this "flap" action so that it causes the objects to move up and down as if the wings were propelling the birds upward before they fall down to their original height. How can I do this while keeping the objects in the same relative location? So far, I've only been able to animate their location globally, so I can modify the action, but it will put all of them in the exact same coordinates, which is not what I want. I want the action to affect the objects’ local location, not put them all in the same place.


texts:
I want a scene in which a cube falls to the ground. I want this to be realistic with bounces and so on. How do I do this?

Thanks in advance


texts: How to find out what particular vector component is animated?

texts:
I can iterate over animation f-curves of an object and identify animated properties through data_path attribute:

o = bpy.data.objects['myObj']
fcurves = o.animation_data.action.fcurves
for fc in fcurves:
    print(fc.data_path)

I also need to distinguish between different vector components for properties like 'rotation_euler'. When all 3 of them are animated they can be identified by their relative order, but I can't find a way to identify individual components when only 1 or 2 of them are animated. How can it be done?


texts: Information about updating from v. 2.79 to v. 2.79b

texts:
One can always be wiser.
Unfortunately, it was not possible to move the settings from v. 2.79 to v. 2.79b. As the included installer installed v. 2.79b on v. 2.79.
Fine. But all my presets disappeared so I have to get started on the gene.
It might not be an idea, in future programs, to provide a "normal" update option.
Or is there a good reason why it should be so?


texts:
For some reason, this hollow cylinder gets textured differently than a normal cylinder, and it's auto generated as a column, just like doors and windows.
I like the way it looks better than texturing a normal cylinder, but it stops looking good at one point and the texture seems to clip.

You can see in the left column that at the bottom, it's well textured, but as it goes up, it becomes weird. It's a poliigon texture I applied with nodes.
What can I do to fix it, or achieve a result like the bottom part of the column?


texts: How to extract commands such as single dupliverts

texts:
To my understanding now Blender has many single commands that can be run via python commands and those commands are embedded into UI scripts.

For example the command for Duplication.

layout.prop(ob, "dupli_type", expand=True)

Now if I click Verts the Consol will write:

bpy.ops.object.duplicates_make_real()
bpy.context.object.dupli_type = 'NONE'
bpy.context.object.use_dupli_vertices_rotation = True
bpy.context.object.dupli_faces_scale = 1
bpy.context.object.dupli_type = 'VERTS'

I try to understand how for example I could only display None, Verts, and Faces plus their settings Rotate and Scale and package that into a box layout.

col = layout.row()
split = col.split(percentage=1.0)
box = split.column().box()

row = box.row()
row.label('Geometry Instancing')
row = box.row()
row.operator("context.object.dupli_type = 'VERTS'", text="VERTS")
row.prop(ob, "dupli_faces_scale", text="Inherit Scale")

But this only generates the button for scale and does not draw the Verts Type button. I assume this has something to do with the way how the object.dupli_type is called and the type declared.

I hope the way I explained this makes sense. In the end I would like to generate slimmer UI interfaces for my students so that they are only presented with Values/options usable for ID. Frame and Group is not a function we would use in product design.


texts: fSpy doesn't work with vertical pictures

texts:
I've been trying to camera match a vertical picture with fSpy into blender. When importing a picture into fSpy, the program automatically turns it into landscape mode and it seems that there is no way for me to change that.

Of course it is possible to manually rotate the camera and the background picture after importing fSpy file into Blender, but I find this very tedious and manual.

If anyone knows how to make this process automatic, please let me know! Thanks in advance!


texts:
Spent the whole day trying to solve this problem of mine so I decided to ask for help.
I have two 3D scans of the very same building. Since one part of the building is of low quality I made another scan of that part wich is of good quality. I now want to replace the bad part with the good, combining the two scans.
 The scans is of the very same building but the meshes differs somehow since they are cut at different places (more ground etc).
The placement in the 3D space, rotation and scaling is also different. Therefore it is quite a hard task to align the meshes since it involves 3D rotation, scaling and transforming all at once.
Does Blender have any tool that might be able to align the meshes in a simpler way? The meshes contains a lot of patterns etc. that could be used as references.

So in short. Is it possible to align and scale two (almost) identical objects given reference information in the objects themselves?

I know there is a software called Meshlab  that can do this, but I dislike that software since it cannot undo it's operations and it crashes very often. If anyone got any helps I would be greatful..
Thanks for your time!
Regards


texts: Baking normal for high poly sculpture not applying to low poly mesh

texts:
I will list the steps that I did -
I opened the high poly mesh that was initially sculpted, with multires modifier on. (I did not apply the modifier)
I duplicated the high poly mesh and made a low poly mesh using decimate modifier in the collapse tab with the ratio of 0.1.
I UV unwrapped the low poly mesh, created a new image with default settings.
I created a new blank material for both the high and low poly mesh and applied it to both of them.
I opened the shade editor, and added a image texture node with the image created before opened up.
I turned my render settings to cycles, GPU compute, and selected the high poly mesh and baked a normal map using the ‘bake with multires’ setting.
Once the map is baked, I created a normal map node and connected to the material node to complete it.
However, nothing seems to be happened… What would be the problem? I think the problem is in the unwrapped UV of the low poly mesh, but it is only a guess and I am still not sure…
https://www.youtube.com/watch?v=bFOkHxZzVZ8 This is the tutorial that I followed.
https://drive.google.com/file/d/1FAElBG4TOwq6HVqRG3IiGr1LBfk6O9MC/view?usp=sharing Here is the link to the file.


texts:
Configuration:

Ubuntu 14.04 (latest update)
Blender 2.75
Nvidia Quadro FX580


texts: baking to multiple objects at once with multiple materials

texts:
I'm learning Blender because I want to be able to make simple assets for my Unity3D projects. For example, let's say I want to design a simple level (labyrinth-like) but with some premade lamps and different tiles on the floor. So i have a few objects in the scene, each with a different material.

I'm a total newbie when it comes to baking. I guess, that what I need is a combined bake. I know how to bake a simple single object with one material: I need to unwrap it, create an image texture in the node editor, set it to a new image and then click "bake".

But when I want to bake this whole "level" that I want to be a single object in the game (so I'll need to export it in OBJ or sth similar), what should I do? Should I Ctrl+J all the things to merge them into one object and then unwrap it and do the usual stuff? Won't it mess up my materials?


texts: Can the 3D viewport be set to draw smooth (anti-aliased) wireframe?

texts:
When I create mesh etc the wireframe looks so jagged. Coming from other applications I've used, most of them seem to have smooth wireframe (Maya to name one).

Are smooth wireframes possible in Blender?

I'm using a MacPro and my version is 2.71.


texts:
Trying to make the Talisman from "9"

I need to know how to split the dome into threes

Thanks


texts:
I'm trying to make a script that adds motion trackers every n frames and tracks them but I can't get the detect_features and track_markers operators to run on a specified frame.
My approach is to jump the time cursor to the next "step" of n frames using any way I know to update the frame, namely:
bpy.context.scene.frame_current
bpy.context.scene.frame_set
bpy.ops.clip.change_frame

But for some reason, the tracking operators ignore all of these commands and always operate on the current frame instead (the one you're on when you press the Run button).
Here's a script that shows the problem. You can paste it in Blender’s text editor and run it, provided you have a Movie Clip Editor area with a clip open in it:
import bpy
C = bpy.context
ctx = C.copy()
for area in C.screen.areas:
    if area.type == 'CLIP_EDITOR':
        ctx['area'] = area

for step in range(3) :
    currFrame = (step*20)+1
    C.scene.frame_current = currFrame
    C.scene.frame_set(currFrame)
    bpy.ops.clip.change_frame (ctx, frame = currFrame)
    bpy.ops.clip.detect_features(ctx)
    bpy.ops.clip.track_markers(ctx, backwards = False, sequence = False)

Notice how after running it, all markers are tracked at the same frame and if you grab the currently selected markers with G, it will reveal the previously added markers underneath, at the same positions.
EDIT: I added a topic on blender devtalk.
EDIT 2: I also made an add-on with an interface for easier automated tracking (under development). Feel free to ask me anything about it.


texts: Cycles render showing up black and weird

texts:
I'm trying to make an awesome render of an office building in Blender 2.7. Here's what it looks like in my 3D workspace view so far.

I've been toiling over the wire frame and 3D aspects of it, and then checking to see how it actually renders periodically. When I first started, it seemed to be rendering just fine. But then, when I was about 25% of the way done with building my model, I clicked render and this weird black image of it shows up.

Also, I'm quite certain that it doesn't have to do with the lighting, as I have 4 lamps placed around the scene. I'm starting to get a little concerned that when I'm all done with pouring hours into this, I'm not going to be able to render it properly. Does anyone know what might be going wrong?

edit: I tried adding a white material to the floor part with the chairs on it, but it showed up like this:

Here is the .blend:


texts: Retopoflow - How to only do a portion of the mesh?

texts: I have a model that needs Retopology in portion of the mesh only. What I'd like to do is use Retopoflow to do the Retopology in that area but then have Retopoflow copy the rest of the poly's of the model into place so I don't have to do the whole thing. Is this possible?


texts:
I'm currently working in Blender 2.78 using cycles trying to create a realistic toroidal/doughnut planet. The problem I'm having is mapping an image onto a torus.

The result should be something like the picture below.


texts: How to make a Shader to RGB node in cycles

texts: I need to use the shadows as the factor for something, but I am in cycles because I need real bump displacement. How can I convert a shader to rgb in cycles?


texts: How to fix outdated internal index table in an addon

texts:
I downloaded Blur Weights addon, since it was made for blender 2.63 it is giving an error in blender 2.74 when trying to use it.

Why does this error happens and how can it be fixed to make outdated addons to work with newer versions of blender?

Addon link


texts: Cycles: Render result doesn't match render view

texts:
I'm having trouble getting blender's render result the same thing I see in object mode + render view

Here's render view:

Here's render result

I was following a tutorial tutorial but it didn't seem to encounter the same issue. perhaps I missed or toggled something. Things were going fine until I got to the "preview render" step towards the very end, when my render result showed what seemed to be the objects but with no material or lighting. Messed around a bit whit the UV mapping and world > surface and the result got a bit closer but still not what I expected. I was also having issues getting the camera & lamp to display, they are shown in the outline but in 3D view they are invisible.

project file:

https://drive.google.com/open?id=0B6jU39F0oQekVDQ2a2dDeVM0d2c


texts: Object is rendering in viewport but not in final render

texts: I have a downloaded object that I placed on the stage and textured. An object in the "Material Preview" and "Render" modes in the viewport is displayed, but upon final rendering, the object disappears. What could be the problem?


texts: I want to smooth hard edges without effecting other in close proximity

texts: I want to smooth the edges in the red circle but I also want to keep the blue edge rough. I also want to smooth the blue edge along the horizontal line so the sharp cuts between the edges disappear.


texts:
I can add a text field to blender go to edit mode and add more text and hit return at the end of each line to get more lines and go back to object mode and  object is a single object.
How can I use a python script to do the same. in other words I like the following on the screen
Line1 some text
Line2 more text
Line3 more text
.etc
all as one text object.


texts: Why am I not getting equal squares when I unwrap?

texts:
I'm making a pillow and I have marked a seam in the center. When I unwrap with pressing U, instead of getting squares I'm getting a different result.

This is the uv result:

I tried smart uv

Why am I not getting just to equal squares? Any suggestion or Help


texts: I was making a test render of one of my models that I've made to look good in Eevee with Screen Space Reflections and Contact Shadows, but I saw that both of them clip near the edges of the camera. I know screen space effects only apply to objects visible, but is there a way to fix this clipping without having to completely ditch the screen space effects or resort to Cycles?


texts:
I'm trying to use the knife tool. My scene has a small scale, set up in millimetres. I've set the "Auto merge" to 0.01mm and lowered the view clipping to 0.01mm. When I select the knife tool in edit mode I can't click anything. The bisect tool works, the loopcut tool works, but the knife tool doesn't do anything. This applies to every object in the scene, if I make a new cube and try to use the knife tool nothing happens. I'm using Blender 2.90.0
I've seen others saying that knife tool doesn't work in their scene but since you need 50 rep to comment I can't ask them if they are working on a small scale (which is probably the cause of my problem).


texts: Subdivided means alt. lmb not connecting edges

texts:
I just subdivided the short perpendicular edges along the bottom floor of this object and now when I alt. lmb the edge along the long bottom edges (next to the red line along the sides) it only connects up to the next subdivision instead of the entire edge line. Is there a way to re- merge all the vertices along the bottom edges so I can connect the entire edge using alt. lmb? I've tried merge by distance with alternative variables to no avail. Any help most welcome!
Cheers, Dan


texts: How to paste the keyframes of one animation at the end of another

texts:
So I have an object with 4 different idle animations. I want to combine these into one animation which has one playing after the other.

I succeed in combining them using the NLA editor, by dragging them one after another. But this is not what I want, as this makes an NLA track that consists of 4 animations. I want them to become 1 animation, placing the keyframes one of another.
How do I achieve such a feat?

This is the reason I cannot use multiple strips in 1 NLA track. The GLTF export cannot export those.
https://github.com/KhronosGroup/glTF-Blender-IO/issues/763


texts: How to rotate source video in Movie Clip Editor - Blender 2.68

texts:
After importing my footage in to the Movie Clip Editor, I find that it is not oriented the way I would like.

What is the easiest way to rotate this in Blender?


texts: How to have collection where collection origin is not world origin?

texts:
I'm trying create a set of modular 3D pieces in one blender file that I can use to build scenes.  My idea was to create a single file with the modular pieces and then create a second blender file that would link to them to create the scene.  Because I need to export my scene as glTF, I need to import the pieces from my first file wrapped in collections (if I just import the object, the glTF exporter ignores any transform I make to the linked object).

I have carefully set the pivot points of my model pieces so that they can snap together easily.  Unfortunately, if I put an object in a collection and that object is not at the world origin, when I import it the linked model includes the offset from the origin in my source file:

I can solve this by moving the model to the world origin, but that causes another problem - now all my model pieces are overlapping each other in a cluttered, unworkable mess.  Is there a way for me to link to my model pieces without having to move everything to the world origin?


texts:
I am having an issue with this render. I only want the circular energy in the image to glow, not the whole scene. It was working before i saved it. Then when i came back to the saved file and rendered, the whole scene glowed. Hopefully this is a simple fix.

So managed to fix the issue only for a new one to arrive. I moved the circle to a different layer and turned off sky in RenderLayer001 in the layers tab. But now my human model glows with the circle..


texts:
Was retopologizing a dress when suddenly I was no longer able to zoom (in nor out) or pan the camera. I can only rotate the camera.

I closed Blender and restarted it, loading my project from a save point BEFORE this started happening and the camera controls are still messed up, only allowing me to rotate.

I tried changing the input shortcuts, and that didn't help either.

It's not a case of being zoomed too far in or out, I can still see the dress, at a normal distance I'm usually at, just a case of zooming & panning suddenly not working.

Anyway, I then loaded an even earlier save, I was then able to pan & zoom, but rotating no longer worked. Then when I zoomed in closer to the dress, the ability to zoom & pan stopped working again (I still wasn't really close to it though, could still see most of the top of the dress)

Anyway, when I start a new, blank file, everything works fine. Can zoom, pan & rotate like normal (and yes, zoom much further in than I was when it stopped working)

So, I'm at a complete loss as to what happened. I would ask if I should reinstall Blender, but it works fine in a new, fresh file. What did I do in my project that is messing it up.

Edit: The issue seems to be due to Surface Deform. When I choose that modifier and bind it to another layer and then apply it, then while in Object Mode the camera locks up if I zoom even remotely close to the dress. However, the camera still works normally if I'm in Edit Mode, which may be by design, but seems like something that may want to be looked into.


texts:
I've been rendering a project for about 2 1/2 weeks for now... It's a 600 frame project and this issue started around frame 400. I keep getting these light streaks around my light sources... this is what they look like:

And ever since around frame 500, I get these laser-like streaks covering my render window. Here's a screenshot:

I think the ones that started around frame 400 look pretty cool, and that's not as much of an issue, but the ugly ones from frame 500 need to be resolved. These issues don't appear from compositing but appear during the render... Anything on how to resolve this?


texts: Eevee is broken (Don't know how to describe it)

texts:
https://www.youtube.com/watch?v=dg28IKO2dkw&feature=youtu.be&ab_channel=KPidS

Does anyone know what the heck is that? Eevee is just broken and I have no idea how to google that


texts: Make object follow path and collide with other object

texts:
My goal is to create a two objects collision while the moving object(1) won't move in a straight line before it hits object 2. In order to make a realistic collision turning off animation's property is essential. You might say ok what is the problem check in which frame the collision happens and turn it off but I'm doing this using script and different size objects (and also orientations).
Here is what I tried to do so far:
1) make a follow path constrain - the problem with this approach is when you turn off the animation the object goes off track and doesn't collide with object 2. I also tried to play with the influence parameter.

2) make clamp to path constrain - the problems here are the same as for (1) but with addition, the animation starts only in the 20th frame instead of the first one.

It seems like constrains and animations have some sort of relation between them, why can't the object follow the path after the animation is turned off?
Let me try to be clearer I want the moving object to maintain it’s direction think of it as train on track when the engine is suddenly stopped working, the train will continue to move on the track. Since the train already developed speed it will take some time until the train will stop completely.

The solution doesn't have to involve python script I will be able to convert it after implementing it using the GUI.


texts: Cloth-like simulation but without creases

texts:
I'm new to blender and I wonder how difficult it is to achieve the following.

Imagine a scene with small houses and skyscrapers made out of Lego bricks.
Now imagine a very thin and soft scarf that you throw on this.

I saw some great-looking cloth simulations, however I'm looking for something without creases.
What I'm looking for is a material simulation that behaves more as if it was a rubbery, sticky liquid (but high viscosity) substance that then dries, so there won't be any creases.

I hope you get the idea. A different way to express the same would be to throw a polyester scarf and then you heat the whole scene to melt the scarf. But without earth gravity so it doesn't run down, but rather with local gravity so the objects pull the sticky liquid towards them.

Is this doable without going super deep?


texts: Mirror-Modifier applied, but still mirroring

texts:
I made my first sculpt model and I used a mirror modifier. But then I applied the mirror modifier, because I got a strange edge on the mirror line in sculpt mode.
Now I modeled it, but it still mirrors the model, what in the beginning was good, but sometime I want to do asymmetrical things.

What did I wrong?
Many thanks for your help!!
Happy modeling :D


texts: How to hide the reflection of an object in blender

texts: I have a transparent sphere encasing a diffuse inner core with a cut out from one of its sides (shown in the attached photo). Is it possible to keep the outer material semi glossy to show reflections from the environment while hiding the annoying reflections of the inner object? Any solutions would be greatly appreciated!


texts:
As you can see in the picture I have flat faces mapped to a texture but on the model they're being distorted (especially around G2 and G3). I've tried things like triangulating my mesh and adjusting the mapping and unwrapping types but no luck.

Please any help would be appreciated

EDIT:

I've noticed the shapes don't match, if I ask blender to unwrap that face only it gives me a wrong looking shape:

If I project from view it seems to give a much better appropriation of the shape:


texts: Python API script, why does extruding verts behave in this way?

texts:
I run into this issue when writing Python scripts. When I am selecting several individual verts and I make an extrusion, I get some odd behavior I cannot explain.  It doesn't happen if I am working with edges or faces.
For example, I open a fresh instance of Blender, select the default cube, go into edit more, deselect all, and run

import bpy, bmesh
# have cube as active object, in edit mode, no verts selected
mesh = bmesh.from_edit_mesh(bpy.context.object.data)
for v in mesh.verts:
    if v.co[2] > 0.0:
        v.select = True
bpy.ops.mesh.extrude_region_move(
    MESH_OT_extrude_region={"use_normal_flip":False, "mirror":False},
    TRANSFORM_OT_translate={"value":(0.0, 0.0, 2.0),
                            "orient_type":'GLOBAL',
                            "orient_matrix":((1, 0, 0), (0, 1, 0), (0, 0, 1)),
                            "orient_matrix_type":'GLOBAL',
                            "constraint_axis":(False, False, False),
                            "mirror":False,
                            "use_proportional_edit":False,
                            "proportional_edit_falloff":'SMOOTH',
                            "proportional_size":1,
                            "use_proportional_connected":False,
                            "use_proportional_projected":False,
                            "snap":False,
                            "snap_target":'CLOSEST',
                            "snap_point":(0, 0, 0),
                            "snap_align":False,
                            "snap_normal":(0, 0, 0),
                            "gpencil_strokes":False,
                            "cursor_transform":False,
                            "texture_space":False,
                            "remove_on_cancel":False,
                            "release_confirm":False,
                            "use_accurate":False})

I get this  where the verts are extruded but they are just lines, not connected to each other, as if I had went around and extruded each vert individually.

I don't generally want that though. I found this odd little "hack" to get around the issue. I get the verts selected as desired, and then toggle out and back into edit mode before doing the extrusion, like this

import bpy, bmesh

mesh = bmesh.from_edit_mesh(bpy.context.object.data)
for v in mesh.verts:
    if v.co[2] > 0.0:
        v.select = True
bpy.ops.object.editmode_toggle()
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.extrude_region_move(...)

and then the extrude behaves like this

So I have a couple questions. Why does it do this? And is there a better way? What should I be doing instead?


texts: Artifacts in rendered geometry which appears okay in openGL / Solid view?

texts:
I made a low poly piece and realized that in the 3D viewport with rendered mode enabled that I have some artifacts on the boundaries of faces, if you look closely it looks like scratches.

Can anyone help me in my debugging process of understanding what's wrong?
I'm still a beginner on Blender, and there's so much I ignore on the good ways to do things.
Here are the viewport clipping settings:

Here is the component in question: Blend
Originally I tried to fix this problem using BSurfaces, but this was giving me unrelated error messages:


texts: Blender Internal: normal map facing wrong on barrel mesh

texts:
I made a barrel model from a Sphere and textured it normally, but the Normal map generated from the image (InsaneBump) looks displaced and weird. It shows some strange stuff, like this:

Object mode:

You see that the top is displaced and the sides look like the sides of a sphere. Different projections didn't change the result. What am I doing wrong?


texts: Location Modifiers gets lost after exporting to collada

texts:
I'm trying to import an 3D-Model which I have created with blender.
My goal is to resize the 3D Frame accordingly programmatically with the help of an armature.
I could achieve this within blender but unfortunately when importing the .dae file in Xcode it looks like one location modifier was not applied...

Underneath the described behavior:

BLENDER

XCODE

Is my armature wrong assembled or does anyone has a better solution for this problem?

Thank you in advance!!!


texts: Understanding Proper Scaling for 3d Export dimensions

texts:
Hey im using the latest version of blender as of march 2018

I made a custom wall plate for a relative to 3d print. I made sure to set units to "Imperial" and "Inches" as i needed a piece that is 1.5" square. here is a picture of my current settings

Now here is my 3d view port

As you can see i have my scale set to 1.5" but the problem happened when i shared the file (a .STL) with my relative and they printed it it came out as 1mm wallplate, so if their is anyway to tell blender or the exported stl to be in inches that would be great! thanks guys


texts: Bone snapping to control bone while making an Inverse Kinematic Rig

texts:
Good evening. I have made a humanoid rig and wish to add an IK Controller to the bone "UpperArm.R". I wish to make the bone "CTRL_1.R" bone as a controller bone. Whenever I do so, the control bone snaps to the bone "UpperArm.R". A blend file has been provided. Please look into this. Thank you.
Blend File: https://drive.google.com/file/d/1RswoL_7QxSEs98YIJ_Ud3OiYzzdGmSnu/view?usp=sharing


texts: Is it possible to convert movement animation of the floating object into animation keys?

texts:
I created an Ocean simulation, with an object "floating" on it.

https://www.youtube.com/watch?v=mZUkHyDC1lk&feature=youtu.be

Now I need to export this to Nuke, so I need to convert the movement of the floating object to animation keys - floating object repeats location and rotation of the ocean, in the area that I'm drawing using invisible object (dinamic paint).

Can I somehow convert movement animation of the floating object into animation keys?


texts: How do i Parent a mesh to an armature that is not in rest Pose?

texts:
This is a simple character mesh: http://www.pasteall.org/blend/31247

The mesh has no modifiers.
Scale and Rotation have been applied.
The Armature's Rest Pose is the T-Pose.
The Armature has been posed to match the mesh.

How can i parent the mesh to the armature (with automatic weight from bones) while retaining the armature's original rest pose ?


texts: Can't get rid of that white-alpha-border!

texts: If I press the "include alpha-button" in the Mix-Color-Node, I get white borders. Otherwise i've got a perfect alpha but no blue background.


texts: How to hide wireframe while turning on the 'face selection mask' in texture paint?

texts: In texture paint , i hide some faces by turn on the 'face selection mask' button. But turning on this button will make the wireframe appear on the object surface. This is annoying, how can i hide the wireframe ?


texts:
So I'm trying to model a can of Coca Cola. I use Cylinder projection and then scale it. I use cycles and I use the image texture node to go into diffuse BSDF color node and then from the BDSF output to material output surface. When I apply texture it goes crazy, it even creates texture on the parts I didn't select to have a texture! (see photos)
I'm new to blender so any help would be nice.
Thanks in advance, Seppe


texts: Steer Emission Strength of an Shader by the position of an unrelated bone...how?

texts:
There is a armature.bone, which position is driven by a noise modifier on its
f-curve (y.position).

I want to make a LED-material flicker in its intensity in dependence to the
position of that bone.

The bone has no logical relationship with the LED-object.
The LED-object is not moving.

How can I achieve this efficiently?


texts:
I have .blend file which when I open through blender, shows up like this:

Now, when I export it as .3ds, and then open it again through blender, it shows up as this:

Is this normal? Why is this happening?


texts: How do you Adjust the number of vertices when creating a circle?

texts: The new blender 2.8 is different. When I create a circle there is no longer an option to adjust the number of verticies in the circle. Even when I press F6 av


texts: keep modal timer operator running at same time of other

texts:
I have the folowing code:

import bpy

class modal_pressure_simulate(bpy.types.Operator):

    bl_description = "simulate pressure"
    bl_idname = "wm.pressure_simulate"
    bl_label = "pressure"

    def modal (self, context, event):
        context.scene.tool_settings.unified_paint_settings.size = event.mouse_x / 156

        return {"PASS_THROUGH"}

    def execute(self, context):
        wm = context.window_manager
        self._timer = wm.event_timer_add(0.001,None)
        wm.modal_handler_add(self)
        return {"RUNNING_MODAL"}

    def invoke(self,context,event):
        wm = context.window_manager
        self._timer = wm.event_timer_add(0.01,None)
        wm.modal_handler_add(self)
        return {"RUNNING_MODAL"}

    def cancel (self, context):
        pass

if __name__ == "__main__":

    bpy.utils.register_class(modal_pressure_simulate)

    #bpy.ops.wm.pressure_simulate()

When in sculpt mode and operator is called the brush size will be changed based on mouse_x position but when click to sculpt the operator pauses.

How I can keep it running even if another operator is called?


texts: UV texturing mesh object won't turn black in texture painting mode

texts:
Im following a video series by Darrin Lile (Texture painting part 1) my mesh doesnt turn black when I change to blender render, change from data to object, assign a new material, and switch the texture painting. Any ideas?
Thanks in advance!


texts: What is UV unwraping and what do the different unwrap options mean? In what ways can we cheat unwrapping?

texts:
As a beginner, I wanted to know, what UV unwrapping is and how it works.

What is it used for? Is UV unwrapping necessary or can we cheat it?

What do the different unwrap options mean and in what situations do we need to use them in?


texts:
I can use 3D cursor as reference point, when painting with the clone brush in the 3D viewport. But how can I use the clone brush in the image editor?

I guess I will have to use the 2D cursor as the reference point. The problem is that the 2D cursor is available in the UV editor but not in the image editor (paint mode).

Does anyone know a solution to this?


texts: No playback buttons when animating in Graph Editor or Dope Sheet

texts: The small playback buttons when viewing "Timeline" vanish when in the Graph Editor or the Dope Sheet.  Is there a way (other than hotkeys) to bring that little strip of buttons back.  There is room for them.


texts: Is there a way to align rotation with snapping target in edit mode?

texts:
Basically what the title says. Is there a way to be able to align with a face but in edit mode?, here is some pictures of what i want:

then i change the element to snap to and have it like this :

Hope i made myself clear.


texts: Model Animation works in blender but not in Unity

texts: I made a model in blender gave it an armature and two animations: Walk and Idle. I saved the .blend file directly into my unity assets folder. The animation for walking looks perfect in blender however when I test it in unity it is not right at all. The model moves but in none of the right ways. I tried applying the location rotation and scale and making sure the origin of the model and armature were centered, but none of these solutions worked. Am I missing something?


texts: My environment texture is not displaying

texts: I have enable equirectangular, pressed 5, not sure why this is happening. Please help.


texts: How to get/select a bone by it's name in python?

texts: I am having a master armature which has multiple bones. Now I want to apply rotation to a particular bone. Now, I can loop through all the bones in the armature and check for the bone with the expected name and then process it. But is there a way to select/get the bone object directly using it's name without looping through all the bones?


texts:
I have defined a custom Enum property for the Material type:

bpy.types.Material.EMaterial = EnumProperty(
    items=[('none', 'None', ''), ('vertex_lit', 'Vertex Lit', ''), ('transparent', 'Transparent', ''), ('transparent_bfcall', 'Transparent Back Face Cull', '')], name="Material"
)

This’s how I display panel for each material of a selected object:

    def get_materials(self, object):
        slots = object.material_slots
        materials = []
        for slot in slots:
            if slot.material != None:
                materials.append(slot.material)
        return materials

    def draw_material(self, material):
        layout = self.layout
        column = layout.column()
        column.prop(material, 'EMaterial')

    def draw_materials(self, context):
        object = context.active_object
        materials = self.get_materials(object)
        for material in materials:
            self.draw_material(material)

    @classmethod
    def poll(cls, context):
        return context.object != None

    def draw(self, context):
        self.draw_materials(context)

I want the name of the property (marked red in the image ) to be dynamic. i.e. it should depend on the material name itself. For example if the name of the material is material_1 the name of the property should be material_1. Is it possible to achieve it?

P.S. please let me know if my question isn’t clear enough , I’ll elaborate it.


texts: Object Shows up fine in Editor Render Shading Mode, but not in Final Render

texts:
As you can see below, when I render my scene, the icing from my doughnut disappears, however if you zoom in on the render, you can see some faint traces of the pink icing. Why does the final render (pic 1) not look like the render shading in object mode from the perspective of the camera (pic 2)?

Here is my blend file


texts: How can I use the BI Noise Texture in Cycles?

texts:
Okay,so I kept watching the FNaF material video by Emil "Ace" Macko wondering how to make the most accurate FNaF toy material. I tried Then I see the new toy models made by Everything_Animations and the material in the image is the most accurate. So I was wondering,how do you make the exact same procedural texture that Everything_Animations made,but for Blender Cycles?

I found out that the material in Blender Internal is the hardened version of the Blender Original clouds texture with an inverted Colorramp and what I want is that I want to use the same kind of texture for the glossy specularity using the Cloud Noise listed in the description but in Blender Cycles without using an image texture because of seam marks.


texts: How to hide the object emitting particles in a render in Blender 2.80?

texts:
I have a surface with particles. But I don't want to see the original object in the render. How to fix it?

Transparency, other collection / scene doesn't work.


texts: Normal map texture does not render on all faces

texts:
I am using Blender Internal (BI). I have an object with a texture applied to it. The object is UV unwrapped.
The following happens:

Viewport: color texture is visible
Render: color texture is visible
Viewport: normal texture is visible
Render: normal texture is not visible

The following is a figure of a render (left: normal, right: color):

The lightning in the scene consists of:

Environment Lighting (0.200, White)
Sun (1.00; default settings)

The normal map does appear when the sun is changed from "Ray Shadow" to "No Shadow", although it appears inverted (or something):

But evidently I do want shadows being cast by the sun light.

What is wrong?


texts:
For my current model I need a series of concentric circles, and I haven't fully decided the proportions. Is there a way in which I could create them and alter their radiuses after?

Thanks in advance


texts: Why is there no glow with the emission shader added?

texts: I added keyframes but when I played the animation the emission shader doesn't seem to work. The object in the screenshot is supposed to flash.


texts: is there an inverse function of the circle function (w --> Loop tools) to form a square form a circle?

texts:
To create a circle from an edge loop in edit mode, there is the function under the specials menu. Access by W > Loop Tools > Circle.

But is there a Function to do the opposite?

By now, I pick a quarter of amount of the circle vertices, scale them to an axis by zero, and doing this for all four quarters of the circle. but this only works as long as the circle is aligned to the main axes and has a number of vertices that can be divided by four.


texts: Turn 2D Mesh into a 3D Mesh reuleaux solids

texts:
I am trying (right now failing) to construct a 3D reuleaux solid in blender. For those of you who don't know a reuleaux solid basically is a fancy word for solids of constant width. If you are a math nerd like me then you should go check them out as they are quite fascinating! (Here is a link to a informative Wikipedia page: Reuleaux Tetrahedron Wikipedia

Right now I have the 2D version of it and it looks like this:

If anyone is wondering how I constructed this I accomplished it like this: Its basically the same way you would construct an equilateral triangle in geometry class.

My question is how can I take this 2D mesh object and create a 3D mesh object such as this Reuleaux tetrahedron:

I tried using the screw modifier but the blender gods laughed in my face. I think that there must be some way of rotating the figure around itself to accomplish this but I have yet to come upon that solution.

Thanks for the help!


texts: How do I remove the 'mesh' in the starter blend file?

texts: So in the starter blend file, there is a cube, and there is this mesh thing underneath it. I deleted the cube, and made my own creation, but I can't figure out how delete that mesh. I need to delete because I made a greenscreened plane, and the mesh is interfering. Thanks!


texts:
I want to create a 3D Animation of a hydrogen orbital using the mesh.math addon. Therefore I wrote a short python code.

#Repositorys
from scipy.special import sph_harm
import cmath

#Variables
l = 1
m = 0
#v and u mesh variables (v from 0 to 2*pi and u from 0 to pi)

#Variables for linear combination
l2 = 2
m2 = 0
t = 0

#Calculate linear combination
x = abs(sph_harm(m, l, v, u)  + sph_harm(m2, l2, v, u) * cmath.exp(-t*1j))  * np.outer(np.cos(phi), np.sin(theta))
y = abs(sph_harm(m, l, v, u)  + sph_harm(m2, l2, v, u) * cmath.exp(-t*1j)) * np.outer(np.sin(phi), np.sin(theta))
z = abs(sph_harm(m, l, v, u)  + sph_harm(m2, l2, v, u) * cmath.exp(-t*1j)) * np.outer(np.ones(np.size(phi)), np.cos(theta))

Now I want this to create a plot. And even an animation by changing t from 0 to 2*pi. To be honest I have no idea how Blender works so I would really appreciate your support.


texts: How to get a bone’s Pose Mode transform matrix

texts:
With my script I want to export these values for bones:

I have tried using PoseBone.matrix_basis but I got incorrect values. For instance the expected quaternion rotation is (1,0,0,0) after export it is (0,707107, -0,707107, -0,707107, -0,707107). Can someone help me out please ?


texts: I am having very slow performance running Blender

texts:
I just installed Blender and I am having very slow performance,when I press any menu buttons it takes around 3 sec. to respond or show is this normal? Do I need to set up something additional or install a driver?
I have read the system requirements are looking fine,it shouldn't be that slow.

Thank you

P.S.

I am using:
Samsung RC530
Intel core i7 , 2.20GHz
GeForceGT 540M,
6GB RAM DDR3,
500 GB SSD Samsung,
Windows 10 64 bit


texts: How can I set the color of the wave modifier?

texts: I am trying to illustrate with a color (highlighter) how a wave travels across the surface or/and through an object from one point of its surface to an opposite point on the object. For example, for a blue colored cube I would like to show an expanding yellow circle which starts from a vertex in the middle of its right side, then expands (scales up) until it reaches the edges of that side, then it moves to left over the top-bottom-front-back sides (as a rectangle/plane) and then finally it is displayed scaling down on the surface of the left side until it disappears. Can such animation be done with the wave modifier? Can the color of the wave be changed (not the texture)? Is there a simpler way to do this?


texts: How can I organize the outliner with groups?

texts:
When I learned the basics of Maya awhile back, they taught us that we could organize and clean the outliner window with groups. Anyway, it doesn't seem that I can hide multiple objects into one grouping in the Outliner in Blender.

Is there another way of doing this?


texts: Rendering into video with Blender in Python, frames to video

texts:
Im trying to render directly from a python script in Blender, and I almost got it.
But there is no information on how to do it in the docs.

Actually, the code I got so far is from here
With the following code, the script will render your blender scene into a series of images:

for scene in bpy.data.scenes:
    data_context = {"blend_data": bpy.context.blend_data, "scene": scene}
    bpy.ops.render.render(data_context, animation=True)

This will produce a folder with all the frames in your scene.

But how to convert those to a video in 30 fps with a python script with blender?
I found no documentation about it. Anyone did this?
Thanks!


texts: How to unwrap a surface with a UV projection?

texts:
I am new to blender, and still learning.

I have made an object with a UV projection on the surface, and I want to unwrap the surface to two dimensions.

When I try the UV unwrap, I only get a 2 dimensional of the surface, but without the projection.


texts: I'm trying to create a car rim in Blender. However when I try to add array modifier, and rotate the instances around empty, they are not in the same distance from the center (as shown in the image). I can't figure out, how to put them in the same distance from centerpoint and I haven't found a satisfying answer. Thank you in advance.


texts: Syntax for operator Make Single User using the mesh data block

texts:
so imagine you have two objects but they are linked so it is one mesh data block

The following command should make the cubes single users so that the mesh data blocks are not shared but it doesnt do it.

row.operator("object.make_single_user")

So I am curious how one has to add the value for the object + data:

bpy.ops.object.make_single_user(type='SELECTED_OBJECTS',
                                object=True,
                                obdata=True,
                                material=False,
                                texture=False,
                                animation=False)

or how one could call this menu:


texts:
I have a circle

This circle was created from long cube using a Simple Deform modifier.

The problem is than I cannot set pivot point directly to the center of circle.

I've tried all the set origin options, but none of them put pivot to the center. (Almost all of them put it as shown on the first pic) I assume that this is because of simple deform usage. Are there any ways to put pivot to the center of circle?
(Blend file of the circle - https://drive.google.com/file/d/1-6PGztAwS3kKmWvQFPws0XdZtyINKymS/view?usp=sharing)
Or if there are other ways how I can design circle with 4 edges with right angle between them?


texts:
im using bezier curve and bezier circle to make tubing. im using the tubing to make a body that looks like it was made of cables. can you rig the tubing to make it move like a normal model thats being animated
like an arm being moved


texts: bpy.path.abspath is appears to be messing up

texts:
I am working on an addon and I have a StringProperty that is a File_Path, you select the file and it reads the xml at the location. These string property's automatically use relative paths, so my code is if "//" is in the path it automatically uses bpy.path.abspath on it to convert to an absolute path, but it dosesn't seem to be working right.

The .blend is in D:\Pictures\3D Models\Models\file.blend
The file selected is at D:\Pictures\main_car\file.xml
The output from the StringProperty is //..\..\main_car\file.xml

When this output is converted using bpy.path.abspath it becomes:
D:\Pictures\3D Models\Models\..\..\main_car\file.xml
not where the file actually is. It is like it isn't backing up far enough before it goes into the main_car folder


texts: Is there way to avoid Blender doing this? Using Extrude Region (Vertex normals) or Extrude and than AltS does the same thing. Is there any chance this could be improved in case this is how it suppose to work?


texts: View reference image in Wireframe and solid view

texts: I am modeling using a reference image. The image is behind the model and I need to see through the model, i.e. have the model in wireframe but the image in solid. Is that possible? I am using mac and Blender 2.9.


texts: I'm very new to Blender and I have a rigging question. I imported my model from Zbrush, and built a rig for the character. I select the rig, then the model, and pair them. Now when I move my rig, the model doesn't move. Am I missing a step, or could there be something wrong with my rig? Any suggestion would be great!


texts: How to snap to the point of intersection?

texts:
This is what I'm trying to do -

Thanks!


texts: Adding specific uv map to UVMap node in python script

texts:
I am trying to create a script that at one part of it select a specific UV from the active object
(e.g. Cube object ⇒ 'UVMap_final')
I have managed to create the new node using:
uv_map_node = bpy.context.object.active_material.node_tree.nodes.new('ShaderNodeUVMap')
But I cannot understand how to select and assign a UV to this node.
Appreciate the help!


texts: Proper way to remove unused linked Group data-blocks

texts:
In the outliner i have a local library called "Current File" and a linked library called "//foo.blend". Is this the proper way to remove all unused group-datablock-links from the "//foo.blend"-library?

import bpy

groups = bpy.data.groups
for group in groups:
    if group.library and group.library.filepath == "//foo.blend":
        if group.users == 1 and len(group.users_dupli_group) == 0: # EDIT
            group.user_clear()
            groups.remove(group)  # <- crash warning, don't use this part of the example.


texts: How Can I create this Slime dripping down effect?

texts:
I want to create this cool looking Slime Effect in Blender with a Mesh:

I researched a bit for an answer, but I could not find something useful.
To be clear I want to use a basic Mesh like a Cube or a Cylinder and edit it until it looks like this and I don't want to make a render with this.
I want to export the map to Unity and thats why it would be the best if I would use a basic mesh for material and stuff.
The slime itself should be dripping down a wall.
My Question is which Mesh should I use and with which tools can I achieve this effect.
Maybe you can suggest a good tutorial or you can explain me how to achieve this effect.
Here are some more examples from what I meant:


texts: Hi guys I’m looking to make a cloth material of corduroy. Wondering if anyone has any ideas or places I can download th material. Thanks


texts: I want to make a Final year engineering project in Blender. What is the scope of Blender?

texts:
I have been using Blender for a few months for animation and game development and am well versed with python scripting used in blender too.
I am a 3rd year engineering student and was thinking to make my final year project using Blender.

What all are the things exactly that Blender is capable of doing?
Can I make something useful(not recreational projects like games or animations) with Blender?

Thanks in advance! :)


texts: How to make a thick, smooth metal coil using plane extruded along spiral?

texts:
I'm making a metal coil as per the picture below by extruding a plane along a spiral curve. I've added Fill Caps to make it solid

I need the coil to look smooth but the top and bottom to be sharp so I have added an edge split modifier and Subsurf modifier.

This works except for the ends of the coil which Blender tries to smooth as well instead of treating them as 90 degree angles.

Is there any way round this without turning the curve into a mesh?


texts: How to get soft deformation at contact points between objects

texts:
I am trying to get soft, clay-like contact points between objects like the included images.
Is there a way to do this that does not involve softbody simulation or doing it by hand?


texts: How to model concavity, depression on a mattress surface?

texts:
I am trying to model a mattress.
How can I model irregular depressions on the surface?
I tried creating on photoshop the pattern, create a normal with shadermap and applying it with a bump but I have several problems, I tried pure modeling but it's too hard for my skills.
I tried boolean, maybe I should try with lattice?
thank you


texts: Can you pack UV's according to material ID?

texts: I have A LOT of uv islands for a character and despite my best efforts, I can't optimize space well manually. is there a way to automatically pack uv's SUCH THAT islands with the same material are adjacent? Via a plugin or script or anything?


texts: How to get a value between 2 and -2 with a driver having 2 variables having z rotation of camera and the z rotation of object in view?

texts:
I am trying to animate a character which require driver value of range -2 to 2 when the character rotates his head and also when camera rotates around the character.
I am having trouble with the expression, if i rotate the head in only y or x axis, z axis is also changing.
Here is what i want to achieve:
https://imgur.com/a/NpCAZBP
Please watch to make sense of what im trying to say.
Here is what i tried.


texts: How can I make a light trail without using particles?

texts:
I'm trying to replicate what this user was after, but without using particles. (I know the particles will work easier, it's just not what I want for this.)
Glowing Light Trail in Eevee
I've got an emission shader on my curve object, and a path for it to follow. It's animated along the path, and what I want to do is fade out the tail end (the Bevel Start) as the curve animates, to create a simple light trail using geometry.
I was trying to do this with mixing a transparency shader and an emission shader with a color ramp between them, but that only gives me a smooth transition across the entire object, instead of fading it along the path.
Here's the scene I'm working with: light trail testing geometry
and a couple screencaps of what I have, what I'm after (just an image edit) and my current shaders


texts: how do i fix the gap in my cats nose? there are also holes in the legs that i would like to patch up. :)


texts: Can you paint parts of an image onto another image?

texts:
Is there a way to paint parts of a source image onto a canvas image?

It's also important to use scale while painting.  For example, if the source image is a heart, can I paint it on the canvas image in different sizes?  How can I do this?


texts: Constraint objects to rotate in opposite ways

texts:
I'm trying to rig an airplane's ailerons on blender. They are each near the tip of the wing and (usually) rotate in the opposite direction. I'm currently using the Locked Track to rig the other control surfaces, but is there a way to use only one control point to rotate both of them in the opposite direction?

Blend file: http://www.pasteall.org/blend/34207

The ailerons are the green objects. I made one, then duplicated and mirrored it to the other side (Mirror modifier wouldn't let me rotate them)


texts:
I can't add loop cuts to these faces of my model:

I know it may be an ngon therefore I tried to fill those holes but the loop cut still doesnt work. I've tried separate the selection from the mesh and bridge the edges but it just made it worse. What am I doing wrong and how can I fix this issue? Thank You for the answers in advance. Download link to my file:


texts:
I'm trying to to get this effect :

with my maze.

So, the maze should fall into the hole. I have no idea how to go about it. Maybe get it to follow the surface of a torus? (but don't know how). Please help.


texts:
Is it possible to animate a given object's visibility inside an Action in Blender Game Engine?

I've been trying to make it by animating the "Invisible" button in the physics tab (it enables the Restrict Render property in the Dopesheet). Every other animation plays as it should within it's Action, but the visibility won't.


texts: Does Blender take more time to render with extra objects that aren't visible?

texts: I've got an obj file from a client that has about 4000+ layers (individual screws etc).  There are several components that are inside of the structure, hidden from view, and I am wondering if deleting those objects will help render times.  Basically: does the renderer sample all of the polygons or only the ones visible in each frame of animation?


texts: How can you make a scratched metal procedurally?

texts: I want to use a type of scratched metal thing to use for a robot I'm working on, but I want to know how to do it in a procedural way, just using nodes and math, is there any way I can do that? This is a picture of what I want it to look like, but, just less scratches, so if anyone has a way, please tell me.


texts: Baking Textures from Scene Lighting. Which color space should I use?

texts: So I'm going to bake some procedural textures that I made in my scene. Since I'm baking the lighting with the textures, should I use Filmic or Standrad (sRGB) color space? I assume sRGB since it seems like Filmic should be used for the final renders. Thanks!


texts: is there any way to make annotations snap to a mesh?

texts:
Is there any way I could use the grease pencil snap to the face of a model/plane?
For example:

but then if I change the perspective the annotation is floating where it shouldn't

It would be much more useful if it could snap to faces, Is there any way I could do this?


texts: Rendering series of images with objects in different positions

texts:
What is the best way to render a series of images with different cameras and views of the scene, with objects in different places?

Do I need to essentially create an animation and build all of that in, or is there a different way to do it?


texts: Why can I pose my rigify model in Weight Paint mode, but not in Pose mode?

texts: I have used rigify to add a rig to my model. However, I can't pose the model in Pose mode. I have checked the model in Weight Paint mode, and everything seems to be painted correctly. I can even manipulate the rig and pose the model in Weight Paint mode. But when I go back to pose mode, only the rig moves and the model does not. I have linked the .blend file.


texts: place bone-armature given selection of faces/vertices/edges for cursor

texts:
I am trying to place a bone in an exact position on my 3d model. I need to use other geometries as references such that the desired position of the bone can be inferred from the selection of vertices/edges/faces. I have been trying to follow these 2 other answers to move the base of my bone.
Change pivot or local origin of an object
Move cursor to center of some selected geometry/faces
My issue is that I have to "Enter Edit mode" and then select the desired vertices/edges/faces, but they do not specify which object needs to be in edit mode, the bone or the object(s) with the reference geometry. Also, I find that the only way to see all of the geometry at once is in wire-frame mode, but then I am unable to select the faces. In short, I do not know how to apply the answers above in the context of my question.
The bone seen below needs to have its base placed such that it is in the middle of the block model (around where the green Y-Axis is) and the Z-X plane (Blue-red arrow plane, only red line can be seen) location should be coincident with the hole for the lever. If looking along the green axis (centered) at the big block, the base of the bone would be right in the middle of the block. If looking directly into the hole, the bone base would be centered on the center of the hole. Does this make sense?
(Ignore the holes on top of the big block. Only looking at the hole near the lever/leg peg)


texts: How to troubleshoot Blender 2.83 crashing

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I’ve just added a GPU to my system in the last few days that has allowed me to upgrade from 2.79 to 2.83 YAY!!!

A few times while rendering though I return to my computer to finder Blender has shut down. One occasion I had 2 instances of 2.83 and one of 2.79 running at the same time (which might have been an issue) but on another 3 times it was only the rendering instance open.

Is there a way to find out when and why this might have happened?

I’m running Windows 7 (64 bit), 2nd Gen i5 3.3GHz, 12G RAM, GTX1650 (just installed). Everything seems to be running efficiently in task manager and I’m loving the new GPU and Blender version but I don’t want constant crashing and want to be able to avoid it becoming an ongoing problem if possible


texts: Why does my array along a curve get shorter when I scale it down?

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I have a spiral stairs array with the curve path. I parent the whole building (stairs and curve) to an empty and want to scale it all down. As I scale down the stairs get smaller.
Without applying array modifier how can I scale down?


texts: What methods should be used to model the curved lip on this model?

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I'm about 6 weeks or so into learning blender, and I'm working on this model for a scene I'm doing. I've used what I've learned from the few tutorials I've done so far and got this far.
I'm stumped on how model the piece I've circled on my reference photo, I've done some boolean operations and I tried to make it by extending out that top edge and using a boolean with a cylinder like I did for other parts of this, but it just wouldn't come out right. I've also tried just manually extending and bending it but the nature of the curves on multiple axes makes that very difficult and I assume there's a simpler way that I'm just not aware of.
Any advice is appreciated!


texts: How to create an embossed/low relief texture?

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I would like to create realistic skin/organs by applying slight low-relief or embossed effect to a mesh surface as in this example, maybe from a grayscale image as reference (Note: the surface has a 3d texture and not just a standard flat image mapped over it.)
Thanks for any Inputs!


texts: Why I can't paste a mirrored version on certain axis?

texts: I am new to blender and started creating a character of an online template some time ago. I am currently on the animating phase and I am making a walk action. I was following an online tutorial [Video]. I was going to paste the mirrored copied key frames but I could only paste it mirrored on the x-axis, and not on the y-axis which is what I need.


texts: After importing a few PNG files to Blender files successfully, I ran into a problem recently.  The PNG file I imported appeared "see through".  Please see attachments.  As you can see in the rendering the back wall and fake shadows behind the PNG file of the bench all appear in front of the bench.  I Also attached the texture settings for the bench PNG.  I don't have this problem in my other Blender files.  Does anyone know what might have caused this undesirable see through effect?  Thank you!


texts: Should I model my animation assets to real-world scale?

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I would like to know what would be considered the best practice when creating assets for animated movies (i.e. I don't need to integrate my models into any live-action plates)

When using Blender, I switch it to the Metric units as it makes it easier for me to measure things. My question is, let's say I am modelling a character that should be about 1.6m tall, should I model that character as 1.6m or is it better to scale it down a little bit (maybe 1m=10cm)?

I tried both methods, but I feel both give some issues, and I am not sure what is usually done when working on big projects?

When I model to real-world scale, the scene size gets really big really fast, and navigating it seems to be a bit harder. But modelling scaled down versions means I have to make sure I don't forget the conversion, and it also makes it a bit more difficult to control the small models as I have to zoom in a lot to see them or go to their local view and lose their relationships to other models in the scene.

What do you think?


texts: Why does rig work only on one side of the mesh?

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I've rigged everything fine, it looks good, it feels good, everything is good. The rig works, but when I try to use the rig, the right side of the rig doesn't work.

and when I try to use the left side....

Everything is good! I still had the mirror modifier so I thought that was the problem, but I've applied it and nothing still works. Can you help me out?


texts: How to create a seamless animation loop in Blender?

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I have a small animation of a character in Blender 2.8 that is suppose to loop, however no matter what I try to do, there is always a little "hiccup" where the animation ends and starts.
Things I've tried doing:

Changing interpolation to Cyclic;
Copying start frame and placing it one frame AFTER the animation end;
Manually adjusting curves in the graph editor to make the transition more smooth.

After all of that, the animation simply does not loop correctly. The place where it starts/ends is very noticable. Despite the begining and end frames being identical, it being cyclic and having the curves adjusted.

Is there a tool, or a function or something I'm missing to create loops in Blender, or is this simply not possible to achieve?

Blend file: https://www.dropbox.com/s/nngunwosevrh5w9/loop.blend?dl=0


texts:
Sorry for asking, but I couldn't find my problem elsewhere.
I'd like to have the default dimension of newly created objects 20x20 instead of 2x2 units. The reason is, every time I create a new object, I have manually scale them up to my mostly needed size, which is 20mm.
Regardless of whether unit scale I select (mm or cm), the default cube is either 2mm or 0.2 cm, but I'd like to have a 20mm default cube.
Where can I change this?


texts: Sending a render request to a personal server

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I own a game website where users can customise their avatars (to display the avatars in 3d I use treejs) but recently I found out that I needed also rendered profile pictures for the users.

My idea is that when a user edit their avatar, it sends a render request (via php?) to my old laptop (that I want to use as a "rendering server" where it runs blender on linux) and after it rendered it on blender it uploads it back to the webserver database.

How can I achieve this?

I am not an expert so I asked my friends for ideas and they said I could use some python or ssh or maybe I could use telnet.

Sorry if the question is vague, but I have no idea of how to solve my problem