texts:
I can subdivide a mesh, for example a coin, many times, then add a texture to it as a Displacement modifier to add detail on the mesh (coin), for example a bust of a famous person.
However, the displacement modifier will require a lot of polygons (over few millions) to make the relief look smooth and detailed. A lot of those polygons are useless and piece in a large group of planar polygons. The 3D preview can also get hard to navigate with the CPU/GPU reaching their limit.

A more practical and easier approach in my opinion would be to have the topology regenerated based on the texture used for the displacement modifier, then adding polygons to that mesh instead.

Is something like that possible?


texts: How to display hidden functions in menu bar?

texts: I use (and study) the Blender 2.8x and find the Solidify function in menu of Mesh in Edit mode by hotkey F3 and entered keyword but the function don't displayed in menu bar. How display all available and hidden functions in menu bar? How to get a list of all hidden functions?


texts: Blender 2.91 Mesh Object to 3D Print STL

texts:
I am a Blender newbie. I started on 2.7. Recently upgraded to 2.91.
I used blender to create models for 3D printing and I use a Cura as my Slicer.
My issue is has to do with creating a “sliceable” STL file from joined mesh objects.
Here is an example.

Add ==> Mesh ==> Cube
a.  Set dimensions X: 8cm  Y: 8cm  Z: 1 cm
Add ==> Mesh ==> Cylinder => Named Cyl
a.  Set dimensions X: 12.4 cm Y: 12.4 cm Z: 4 cm
Add ==> Mesh ==> Cylinder => Named Cyl1
a.  Set dimensions X: 11.8 cm Y: 11.8 cm Z: 10 cm
Select Cyl ==> Add Modifier ==> Boolean ==> Object = Cyl1 ==> Difference ==> Apply
Select Cyl1 ==> Delete
Select Cube ==> GZ move a few centimeters above top of Cyl
Select Cube and Cyl ==> Ctrl-J to join objects ==> Tab to enter edit mode
Click in Edge and Using MRB – Subdivide, I subdivided the equal distant edges of the Cube multiple times so that there are as many vertexes on the edge as there are on the curve it faces
Click on Vertex mode and select two facing vertexes (bottom of cube edge to inner cylinder wall top) I create and edge by clicking F. I go all the way around doing that, then go around selecting two edges and using F to create a face.
I do some clean up like the top face of the cylinder and the 1 cm edge of the cube, I remove the faces.
In object mode, it look perfect. I Merged by DIstance and Recalculated Normals.
I export to STL. Import into CURA, resize (x10), Cura can’t slice this. The error message it gives is:

Unable to Slice:
Please review settings and check if you models:

Fit within the build volume (yes I can see the gray outline of bottom and it does)
Are assigned to the enabled extruder (not sure what this is)
Are not set as modifier meshes (again not sure about this)

Bottom line, cant slice. Now If I export the cube or the cylinder as STL, then Cura can slice those, So I think I am missing a step for complex joined objects. I assume I need to fill this object but how do you do that in 2.91. Solidify modifier seems to distort the image.
Does anyone have a faster way of doing the above and any insights of export STL’s for 3D Slicing?


texts:
I searched for this, however I'm probably not familiar with the terminology, so could not find what I wanted. Is there a way to move only one vertex of the edge? Example:

I've added a cube, then subdivided the top and bottom edges and added two edges from the top-left and top-middle vertices to the bottom-right vertex. I want to move only the "left" vertex (top-left to bottom-right - selected on the left-most cube) to the bottom-middle vertex, so I arrive at either of the two right-most configurations below.

I understand I can delete the edge and create another one (which is what I did to demonstrate the above anyway), just wondering if this can be done to save time when moving several vertices at once.

I guess the main reason is to be able to manually refine things such as using Alt+F to join a cylinder and a cube, getting this:

So it would be easier to move the three selected ones to the bottom-middle vertex, instead of deleting them and then creating the three new ones.

Of course, regardless of the above question, there might be an easier way to do what I showed in the lase image - open to suggestions here. The point is to join two faces together so that the join is smooth.


texts: How do I uniformly apply the same texture to many uneven faces on a mesh, such as a road?

texts:
I'm very new to blender and was following a tutorial to build roads. This worked out pretty well, and now I want to add a road texture to my road.
Here is an image of the mesh, it is basically just many semi-square faces on the same mesh.

I want to apply a road texture to at least the non-intersection road segments, as I understand these would require a different approach.

So far what I've tried is I've smart unwrapped the road and scaled the resulting UV map so that a single square fills the area, then used a road texture as input. This worked, but only for one direction. The white stripe in the middle of the road was not evenly aligned. I can also just manually work on the UV map or paint it, but with this many segments it's too much work to be feasible.
Below is kind of what I want (I've tried emulating it with paint), but I can't find out the Google terms that will help me solve this myself.

Is there any way to apply a road texture to each of these faces, so that the middle white stripe of the road is always centered and respected?
I've uploaded my Blender project here: https://easyupload.io/s3s0d5


texts: Working in Blender 2.73 I have created a fountain and assigned it as a fluid obstacle with a 0.054 partial slip and an impact factor of 1.  Why when the fluid interacts with the obstacle, it creates a mushroom type effect and will not lie flat on the surface and run over the edges?  Similarly, in the pooling section of the obstacle why does the fluid create a curl and not roll over the edge?  I have tried multiple settings and resolution adjustments.  Attached is a screenshot of the domain settings. Any help would be greatly appreciated.


texts: How to create fire materials using the new Principled Volume node that visually look the same as the "old method" of fire materials?

texts:
There is a new volumetric shader node called "Principled Volume" in Blender 2.79 as of this commit. It appears to support a new temperature attribute, using blackbody temperature.
Using the more or less familiar setup as pictured below, I can get a good enough material, but I would like to know how to achieve the same result with this new shader node.
"Old method" and result:

Setup with Principled Volume node:

Here is the current file to play with.
It does require a current (as of 3/5/18) buildbot build to use the shader.

The question:
How do I set up a material with the Principled Volume node that renders visually the same as the old setup?


texts: Is it possible to armature a multiple objects?

texts: I have a model with weapon and shield separated in objects, but im having a difficulty because i have to merge those objects before adding armature and weights


texts: How to make a stylized low-poly tube tree?

texts:
So, I want to make a tree something like this:

However, I don't want the fur/hair on it. I want the tree to be made
using tubes and as seen in the image the same tube(s) in the stump should branch out and form the branches.
Also, each branch should reduce in thickness as it extends to it's end.
I'm making this for a game asset,hence I need it as low-poly as possible.


texts:
The stabilize 2D node in the compositor continues to produce jumpy renders on my computer. When I export using this node, the video jumps about every 30 frames.

Here is my setup in the compositor:

Here is what the output usually looks like:

https://youtu.be/PIEDARkL7iI

Note: The renders look fine when I use only transform nodes and offset them using the movie clips x,y, and angle outputs. I like how clean the compositor is when using the Stablize 2D node, so I would like to figure this out. Maybe it is my old macbook pro Mid 2010 that is having trouble.


texts: Suddenly, when grabbing I can only move objects in increments

texts:
I don't know how it happened

I could only grab an object and move it in increments, as if I was holding "control"

Only grab/move/translate is affected, the other transformations like rotate and scale are normal.

If I hold control while grabbing, it'll inverse it and allow me to grab normally and smoothly.

Only the blender file I was in is affected, if I open other .blend files the problem won't be there.

Does anyone know how this happened and how to undo it?


texts: Gradient texture not showing up in render in Eevee

texts:
So I am making this simple low poly landscape.

The large plane to the left is meant to be colored used a gradient texture, using this node setup:

However, this texture does not show up in the final render giving me just a uniform shade of purple like this:

The texture also does not show in the 3D Viewport on render mode. However it does show up in the viewport if I select the plane and switch to local editing with numpad '/'. It also shows up if I do a 'Viewport Render Image' from the 'view' menu.

So I'm guessing this is an issue with rendering settings - I have not changed any from the default for this other than changing the image dimensions to produce a square image. I am using Eevee and Blender 2.82.7. The texture does render correctly with Cycles but I would like to know why this isn't working in Eevee. Thank you in advance
James


texts: What does the icon to the left of the object name in the outliner mean?

texts:
I have been having a problem with "can not operate boolean operation" to unite 2 objects. One is definitely mesh and other one, I thought it was mesh but it has a different icon next to it. I did roll over it but it did not tell me what it meant. I suspect this needs to be converted to a proper mesh to boolean.

It is the icon in the outliner panel immediately to the left of the stem final copy and stem_final objects. It is a file imported from sketch up, with the file format "dae". I also converted this file in another software "mesh lab" obj file, ply file, neither worked. One file imported from mesh lab in the form of dae worked as mesh, so I am not sure what is going on...

When I try to find out if the object is non-manifold with Ctrl+Shift+Alt+M, all the lines light up in orange…


texts: How do I get rid of these lines in my mesh?

texts: It's near where I merged objects. I've tried mesh>clean up>merge by Distance but that didn't work. Any tips?


texts: Why in this Blender file cant I add a texture?

texts:
Relative noob here.
Having trouble adding texture to an object. Added material, then set colour field to Image Texture and selected the texture to us, but nothing appears on the object. it works fine in other files Ihave, but I created this from fresh recently and don't understand what is different and why it's not working. Have tried different textures that work elsewhere but nothing seems to work for me.
Using Blender 2.78 with cycles render.

My Blender file is here

Will be grateful for help. TIA.


texts:
Animation dose not render if i set armature copy location of Empty
Empty is linked to Track track is tracking face

Animation In 3d Viewport is working fine
but if try to render movie there is no movement at all...just still frame.
I use Eevee . Same with Cycles.


texts: Shading issues on inside surfaces when using Boolean

texts:
I am playing around with boolean operations, and having a shading issue on the inside of my mesh when using the difference operation to cut a section out.

I was able to fix most of my issues by using Auto Smooth as spelled out here, but this doesn't appear to affect the inside surfaces. Any suggestions for cleaning up the shading on the inside curved surface?


texts: Sides and volume of object not rendered through glass

texts:
I have been trying to render a simple glass of milk. Yet parts of the milk is not rendering.

Help would be greatly appreciated.


texts: How can I use mirror modifier type of clipping with an edited mode vertices object on to an object mode object

texts:
I don't want the vertices of the object with strings to pass over the heart object.
strong text


texts:
Why I am getting such strange result after baking?
I baked a cube with bevels onto simple cube. When I then connect the normal map (which looks ok and does not contain any checkers on flat surfaces) the shading looks strange with a checkerboard pattern on the surface.

file


texts: Is blender capable enough to model this?

texts:
let's say I have a solid cylinder surrounded by a cloth like pipe. I want to bunch up the cloth to one end without it going inside the cylinder.

is there a way to make parts of the cloth move and collide with itself as parts underneath it moves up?


texts: Procedural character generator based on blendshapes

texts:
For my work I need to merge lots of different characters into one animated alembic. For that I use models generated with Character Creator 3 which share the same mesh data. Joining them as shapes works well enough, but problems start with armature which doesn't want to work with new blendshapes. Examples in GIFs below

I tried linking blendshapes with armature scale using drivers but problem intensifies

Any idea how to fix this problem?


texts: Missing Material Issue; Pink Color in Render Mode

texts:
I made a simple image in Inkscape to go into the background of the shot to make it look as though the robot was in space. However, when I go to add it through the materials tab, it shows up as pink whilst rendering. I looked into the problem and tried to troubleshoot on my own by using the File >>> External Data >>> Find Missing File and it still did not want to show up. I have attached the file extensions and the Blender UI while I am editing for anyone who needs it.

Thanks to anyone who can help. I am sure this is a simple fix that a beginner like me cannot figure out.


texts:
I wrote an addon that removes components (using BMesh) depending on the context of the selection. The problem is that he crashes a Blender. I cannot establish a pattern, but most often this happens after several operations in the Edit mode and an attempt to delete all the polygons or n-gon. If I try to repeat the same operations, everything can go well.

since the polygon delete causes the problem, I think in this part of the code:

import bpy
import bmesh

def delete_components():  # for components selection mode

    obj = bpy.context.edit_object       # prepearing BMesh variables
    me = obj.data
    bm = bmesh.from_edit_mesh(me)

    sel_faces = [s for s in bm.faces if s.select]   # get the list of selected polygons

    if bpy.context.edit_object.type == 'MESH':      # if mesh is selected

        sel_mode = bpy.context.tool_settings.mesh_select_mode[:] # define active selection modes

        if sel_mode[2] == True:                     # if polygon selection mode is on
            for f in sel_faces:                     # unselect all edges belonging to these polygons
                for e in f.edges:
                    e.select = False
            bmesh.ops.delete(bm, geom=sel_faces, context = "FACES")    # delete polygons

        bmesh.update_edit_mesh(me, True)            #update BMesh mesh

delete_components()

link to the full code:
https://github.com/Borschberry/smart_delete

p.s. This is my first addon and I just started working in Blender. Correct me if I incorrectly described the problem.


texts: How should a glass material be setup in Cycles?

texts:
A glass-shader produces a render like this:

Adding a transparent shader creates

Where does the border labeled as 1 come from? Why is the outer region (2) more translucent than transparent?
Not sure this is a material or lighting issue.

.blend

With out a subsurf modifier it looks terrible:

I tried several values from the IOR range 'Glass': 1.440 - 1.900

Only the upper edges and bottom are beveled.


texts: modular frontend support? /new features, xbox controller support?

texts:
Both my brother and I have tried to use blender in the past for 3D modeling or animation.  I found the layout/ all the keyboard cammands frustrating.  Lately within the past months, my brother has spent 3 weeks on and off trying to learn from video tutorials on the web.

I had some ideas to make it easier to use...

One thing that may make it easier to use may be if a person is able to use a game controller or other input devices to create animations.  Is this possible currently? not BGE

After trying to work through web video tutorials for blender3d, I eventually used freecad for 3Dprinting and was able to create and print basic 3D shapes.

Is there any way to make the blender GUI feel like freecad?


texts: Update edges in UV map after editing mesh

texts:
I was working on a mesh to create a new UV map for it. The UV unwrapping showed me some places in which the topology was awkward (tris in places that they could be quads), so I popped back over to edit mode, and fixed it by dissolving the bad edges and creating good ones. I neither created nor destroyed the existing vertices in this process.

Now my UV map has some rather large holes where there should be new edges. Is there a way to ask the UV editor to update where it has its edges placed?


texts: Math logic between camera angle and lens

texts:
Camera has two properties:

bpy.data.objects['Camera'].data.angle
bpy.data.objects['Camera'].data.lens

If change one value, the other one will be changed automatically.
I am curious about the math logic.

From the table below:

$$
\begin{array}{c|c}
\text{angle }(\theta)&\text{lens}\\
\hline
30^\circ&-18.691732\\
45^\circ&28.681456\\
60^\circ&2.497919
\end{array}
$$

Sounds like the formula is: $\text{lens}=\tan{\frac{\theta}{2}}$, but what's the theory come from. I found a diagram about camera as below but not figure out how to match this formula with this diagram:

Is this logic specific to blender or it's generic for all camera's?


texts: On what Cloth Simulation Model is Blender Cloth Physics Based?

texts:
What research papers were leveraged to implement Blender Cloth? I know of several cloth models - Geometric, Physical, Particle. There are several researchers who have published work within each type of model (Provot, Baraff & Witkin) and I am not certain if Blender utilizes one over others or a combination of multiple.

In short, I am not entirely certain what each of the Cloth Settings actually represents as far as a calculation is concerned. I am not sure what units are being manipulated for, say, "Structural Stiffness", when you decrease the value from 15 to 10. I'm unsure of what a "Stiffness" of 1 unit actually means (mathematically or physically). I know that it cannot be arbitrary (at least I hope). A further understanding of the actual physics and math behind the "Quality" step sizes, the "Structural" and "Bending" qualities, and the "Spring" variables under the Damping setting are of interest. This powerpoint has helped, as has this .pdf, but neither offer a total picture on what Blender may be using.


texts: Can you have a timer on suspended dynamics in blender game engine?


texts:
I having problems to see weight effect area in the viewport.

For example this file:
https://dl.dropboxusercontent.com/u/51093542/35-minecraft-char.blend (right-click and 'Save As' to download .blend file)

used in this tutorial:

https://www.youtube.com/watch?v=rkT92aoMpP0

Compare how its shown in the video (around 5:23) and this

In another test if I pose the object and try to weight paint on it:

So obviously the weights are being applied to the object, I just can't see it like its supposed to do.
Any ideas?


texts: Is there a faster way to connect edges (f key) around a closed loop of eges quickly?

texts: I'm trying to fill in the edges along the circle across its two sides, but with so many of them it's going to take very long selecting them individually, is there a faster way to do this?


texts: Unwanted sharp shadows when using a point lamp

texts:
I'm learning the basics and while modeling a simple volcano using a point lamp for the magma I keep getting unnatural sharp shadows, even when disabling ray shadow. I don't think the problem is in the mesh (you can find the .blend file in the comments). Here are some examples:

In this case I put the lamp outside the crater. If I disable Ray Shadow here it gets better.

Now placing the lamp inside the crater. Even when I disable Ray Shadow I keep getting those sharp transitions.


texts: Pixelated textures blurred in Render view?

texts:
So, my problem is that I'm using a pixelated texture with a model. I've followed the directions for disabling MipMaps and Interpolations so the texture and material both preserve the pixelation, but this doesn't hold up when Rendering.

In material/texture view I get the pixelation I want, but when in render view, the texture is blurred again.

Is there something in render settings or filtering that I'm missing?


texts:
I've got a finished model which is made up of circles on top of circles with a cylinder on the bottom, trying to resemble a pine tree.

When i export the model as .fbx with the 6.1 ACII to unity, the model shows up in a wierd way and i have no idea why and how to fix it. It looke like this:

Thank you.


texts: Animated CopyLocation bone constraint delay problem

texts:
I have set my rig with IK where I am trying to copy location of Bone of different armature (Sword) to my main IK bone (LeftHand) using Copy Location Constraint.

It works well but when it is animated there is always 1 frame delay at least it seems for me(maybe more). Means that target bone is 1 frame ahead compared to bone that copies the location. When I export animation via Fbx to UE4 the delay is clearly visible unless I change "Sampling Rate" 0.8 or less but then the exported animation contain a lot of unnecessary frames and exported file is a lot bigger... Thanks for any advice


texts: Why is Blender "overcompensating" edges on normal maps, and how can I stop it?

texts:
Wikipedia has this example of normal maps:

I put the normal map into Blender myself and got this:

Why is there a dark ridge around the edge of each shape? Based on the specularities around the edge of the donut, it looks to me like Blender is "overcompensating" every bump by surrounding it with a ditch (and vice versa). How do I stop this behaviour to get the correct edges?
(This is a minimal example of the more complex problem I'm facing.)
EDIT: These are the exact steps I took to reproduce:

Open Blender 2.79b.
UV map the default cube to this image.
Alter the default material's "Tex" texture so that instead of Color 1.0, it influences Normal 1.0. (No nodes are involved.)

That's all. I have tried changing the Color Space, but like all other times I've tried, changing it has no effect.


texts: How to export 3D model unity Correctly with textures

texts: I made a 3D model for Unity. I tried to export it to Unity using the fbx format and some other formats, but every time I tried to export it the material would not show up. Instead the 3D model shows up as one color, black. Thank you, fellow humans.


texts:
I started learning Blender a week ago and now I'm having problems with animation when exporting my .blend file to FBX (two arms holding a weapon). The animation isn't "perfect" so to speak.

The first gif shows the correct animation in my blender file;
the second gif shows the incorrect animation when importing the FBX.

The hand isn't holding the weapon's grip as it should; it moves around it.

The hand has bone constraints so that it moves where the grip's bone moves to.
The grip's bone is parented to another bone, which moves the entire weapon.
The animations look equally bad when imported in Blender or other software such as Unity.

What could be the problem? Should I upload my blender file so someone can take a look at it?


texts: FBX Export: How to merge animations of two different objects with both a different armature?

texts:
I have a problem, I modelled and rigged a gun inside of Blender. Then merged it with some hands that were already rigged. I animated them inside of Blender with the Dope Sheet on Action mode.
To have them play the same animation together, I need to select both armatures and select the same animation and press play. If I only select one armature and change the 'action' they both play a different action.
This Is not the biggest problem.
I want to import my model and animation to Unity, I use FBX to do that since it is the best possible option. Now to clarify some extra things, I have made 2 animations. One for firing, the other for idle.
Exporting it to FBX and importing it inside of Unity, gives me 4 animations.

I can not animate them correctly this way, since Unity doesn't allow for 2 animations to be played at the same time. (Well they do, but this requires a lot of extra trickery to get it right. Since I'm also blending the animation for it to look smooth.)
How do I get Blender to get the animations together into one?
I've thought about not using the action editor and just animating one after another and splitting it inside of Unity. But I think that would generate two animations instead of one. How would I do this?
Thanks in advance.


texts: Can mesh analysis colours be applied to face material colour

texts:
The mesh analysis overhang tool gives me a coloured heatmap in edit mode. Is there any way to use these colours and apply them to the face material colours, so they are visible in object mode? perhaps using a python script.

I am using the 3d print toolbox at the moment to colour my faces, yet the mesh analysis tools gives a clearer indication.

Here is a comparison. 3d print toolbox coloured in object mode and mesh analysis in edit mode.


texts: Is there a way to snap face to the cursor without all its vertices collapsing to a point?

texts:
I am making a structural latticework, the kind of supports you see on the back of radio telescopes or radar dishes. It is a lot of small struts in triangular and square configurations.

It would be much easier if I could place the 3D cursor where a joint should be, and then make the end faces on the right struts all snap to the cursor.

But when I do that, they all collapse to a single point. It seems like if I do it right, I should be able to prevent that. It is in face select mode, pivot center in individual origin mode.


texts: I've been trying to wrap my head around how to go about this and so far have come up with nothing. I'm trying to create a loop out of a number of keyframes in my animation sequence of 130 keyframes. This loop would leave out certain keyframes, say the first two and the last four. I've tried using the cycles modifier in the graph editor but still can't get it down.


texts: there is much on the net concerning lofting in blender but I just cant get a mesh to form over three bezier curves and stay attached to the bezier so I can animate the beziers with shape keys and have the mesh affected. any ideas. Blender 2.8.


texts: How to control specular/glossyness of glass shader in cycles

texts:
I am trying to control the amount glossyness/specular (not roughness) of glass but not able to find any option in cycles. I have tried both the traditional glass shader and the new Principled BSDF shader - none of these seems to let you control the amount of reflection on glass.

I understand that it might not be physically accurate but is there a way to do it?

Here is the blender scene in case anyone wants to examine the setup. http://pasteall.org/blend/index.php?id=47771


texts: How to generate final texture image for complete designed scene

texts: I designed a house interior, i used wooden texture and some other texture for walls and windows. How can i generate a final texture image so that i can use that image in open gles ? I added a example image with question. I have to generate image like this for my scene.


texts: How to make object visible only in refleciton without Cycles

texts: I'm about halfway done with a long project using Blender Render and am trying to have an object be invisible but appear only in a reflective surface. I understand how to do this using Cycles however I'd really prefer to use the native renderer as everything is already set up and I'd rather not re-texture everything. Not having any luck messing with object/scene layers unfortunately. I'm using 2.79 (computer can't go any higher at the moment.) Thanks


texts: camera is zoomed in for a close up render but render is zoomed out

texts:
Zoom Issues,Hello, I am a noob when it comes to blender, so I apologize up front for not being able to communicate the problem better.  I am following blender guru tutorial on how to model a donut with icing and I have the camera zoomed in for a close up of the donut but when I hit render it is in a zoomed out position, the donut is far away.

My clipping distance is .001 so I don't think it's a clipping issue.  It's as if no matter where I position or zoom camera to, the render is operating on it's own and positioning the camera and focal length farther from my object. I've tried with both EEvee and Cycles but still have the same results. I've also tried different focal lengths, 35mm 50mm and 175mm but still resulting in a zoomed out render instead of a close up shot.


texts: how to use the slider of the shapekey value for moving the shapekey and the bone connected to it

texts:
I'm trying to connect the shapekeys that comes from the manuel bastioni lab to the bones that come from rigify. Infact I’ve used two armatures to get the best from both these rigging systems and I have connected them into one only armature that I have called rig.

I want that when I move the value of the shapekeys expressions, the bone should also move and both should deform the mesh.

I’ve watched some tutorials where the authors move the bones and the mesh connected with the shapekey also move. But I don’t need this.

I wanna move the slider of the value of the shapekey at the same time the bone that I have previously connected with the addon and the mesh should be deformed.

In my case,I have created a driver,but it does not work correctly,because a cyclic dependency error.

So,what’s the solution here ?

I’m trying to convert the set of shapekeys of the manuel bastioni lab to a set of (bones) poses.

Update : I configured the driver like this,but it does not work :

update 2 : After having tried to follow the kraken suggestion,I have solved half problem,but not everything. Infact now with the child of contraint I'm able to move the bone through the shapekey value,but when I add a pose on the poselib it sticks but I can't clear the transformations. Just need to fix this...check the video below to understand..

video to show that the clear transformations don't work


texts: How to create a new camera that matches the active 3d-view, can it be done?

texts:
Can one add a new camera in the 3d-view that matches the current view in that viewport? Is there a quick-key shortcut?

If, for instance, you have a 3d-view port set to orthographic, the added camera would also have to be orthographic and the orthographic scaling would have to be some certain setting etc, for the camera to match whats seen in the viewport.

Can this be done when creating a new camera?


texts: For some reason whenever I try to find the "textured coordinate" node in blender, it never shows up. I tried seeing if this was a problem for anyone else, but it wasn't. Was the node named to something else? Or is my version of blender just broken?


texts: In eevee, shadows are clipped by camera distance

texts:
As shown in the gif, the shadow in eevee is clipped by the camera distance.
The same is true for F12 rendering.
Where are the options to improve this issue?


texts: What coordinates do I use to edit multiple instances of an object as if I was editing one at a time?

texts:
So I have these teeth.  Let's say, I wanted the selected ones to look more like the unselected one.  (Perhaps it's too thin, but still.)

Whenever I try to scale the center vertices in at one, it always leans them all in the same direction, like so:

This is really cool, but without understanding why it does that, it would perhaps be difficult to replicate the effect for anything useful.  I would much appreciate it if someone could explain how to resize these teeth at once, as if each selection were independent (ie, had it's own origin I believe.)

Hypothetical bonus points for anyone who can explain the exact rules that scale is following here - that effect is cool.  Source is here.


texts:
My first post, and no im not suck in edit mode!

I downloaded a model of an oil rig from blend swap created by "B M." as i'm hoping to model one of my own.

Upon opening the blend file i noticed that the beam like support structures pictured below are modeled in a particular way where it looks to be single verts with edges that then somehow generates faces around it.

This don't seem to be the work of a modifier. Something seems to be going on under the 'Shape Tab' within 'Data Object' options, as when i tweak the 'Fill values' and the 'Bevel Factor' the geomerty generated around the faces of the single Vert and Edge begins to take shape / deform.

In sum

What is going on here?
how do i achieve this type of modeling?
what other applications could this type of modeling be used for?

Thank you in advance.


texts: transfering compositing nodes with render layer nodes

texts:
I have two projects. In one I have a lot of compositing nodes including a lot of render layer nodes. I have found a way to append nodes but it does not work with render layer nodes. Is there a way to append compositing nodes including the render layer ones? It would take me ages to copy that and yet it would not be the same.
Thank you very much.


texts:
I want to use this add-on, so the Python code has to be Single line
https://github.com/InamuraJIN/CommandRecorder
I was able to select Empty in this Python
bpy.ops.object.select_pattern(pattern="Empty")
However, this command does not select the object in Python as active
I don't want it
Python allowed me to select objects with matching names
But it's not Active Select.
I want to do.
Active selection of the currently selected object + specified Name Object

I use Google Translate


texts: Pin vertices? Stick grease pencil strokes together?

texts:
I have a rig for a 2D grease pencil character but the individual pieces of the character aren't moving with each other.

The bicep and forearm deform correctly.

But when I move the shoulder bone the endpoints of the arm disconnect from the body.

I want the vertices at the intersection of the body and arm to be locked in place and the arm to stretch/bend around as if those two points were pivot points.

I used vertex groups and hook modifiers to stick together the intersecting points on the wrist but this would be way too tedious to do for every pencil stroke intersection on every character.
Is there any way to pin the vertices together? Maybe parenting them to the same bone?

I just tried parenting the intersecting vertices to a bone that is parented to the shoulder's parent (spine3) and it sort of works. It's still pretty tedious to do do, even if I only have to retarget the armature to each character drawing and assign vertex groups. Is there any other way to do this?


texts: Why does my glass fishbowl have a gray sphere inside it, even without an object there?

texts:
I can clearly see a grey sphere looking thing that doesn't exactly look like a glass bowl. Here's the blender file for the bowl.

I have no idea what is causing this.


texts: Rigify: Parent bones of some DEF-* bones

texts:
Blender 2.83.3 (on macOS Catalina)
Rigify 0.6.1

When I generate a rig from the basic human (or other) metarig, some generated DEF-* bones of the rig have ORG-* bones as its parent as below. Is this an intended design?

The parent of DEF-upper_arm.L(R) is ORG-shoulder.L(R) instead of DEF-shoulder.L(R).
The parent of DEF-breast.L(R) is ORG-brest.L(R) instead of DEF-spine.003.
The parent of DEF-shoulder.L(R) is ORG-shoulder.L(R) instead of DEF-spine.003.
The parent of DEF-thigh.L(R) is ORG-spine instead of DEF-spine.
The parent of DEF-pelvis.L(R) is ORG-pelvis.L(R) instead of DEF-spine.

This behaviour causes that many unnecessary bones will be included when you export the rig as a FBX with “only deform bones” option, which is not suitable for the Unity projects (and the other Apps, I think). If you tweak these relations manually before exporting, you will get a pretty straightforward rig with only DEF-* bones.
Exporting as FBX is a major operation in Blender. I think it will be happy when I don’t need to tweak these bone relations manually every time I generate rigs with Rigify.
Thank you.


texts: Ocean modifier (animated) with small waves

texts:
I can't solve a problem I'm having with the ocean modifier. It's the last major thing before I can start to render the animation. I have a boat moving through waves with equipment being towed coming to a standstill. At the standstill equipment is deployed over the side. With these I'm quite zoomed into the side of the boat and need detailed waves at the moment they're horrible!

I can sort the foam out later and general choppyness / scale of the big waves, just need a decent detailed ocean to work on

I can't seem to get detailed waves no mater how high I put the resolution, I've adjusted the spatial size etc. I know I'm missing something simple!!

My settings are:
generate
Repeat X 2 Y 4
Resolution 25
Depth 200
Size 1
Spatial size 25
Choppiness 3
Scales 0.250
Smallest wave 1mm
Wind &m/s

Any help would be much appreciated


texts:
I have an array of molecules along a curve which makes the DNA model.
How can I show the cutting of the DNA like what is shown below.

I want to show the DNA get cuts and moves apart like this.


texts: I have been trying to figure out the video making in blender. I have a green screen and decided to film myself in front of it. I uploaded the video into blender in the compositing category. Once I filled my green screen in with a background I was ready to save the video I have created. I Have the file format as an xvid but it still only saves the single frame of the video I am paused on. Yes, I am new to blender. Any attempt of help is greatly appreciated!


texts: is there a modifier to slightly shrink/grow mesh so it doesn't overlap?

texts:
I have build a building model in Blender.
You can see through it (semi-transparent) to view the floors of the building.

Those floors are simple planes that have a boolean modifier on it.
The object used as boolean is another instance of the house, so the 'cuts' of the floors are done dynamically.

But then the floors are overlapping with the mesh of the (first) mesh house and it creates artifacts.

Is there a way to add a modifier or something else dynamically that I would enable on the boolean object (house) so that the mesh is a slightly smaller/bigger than the original house mesh so it does not overlap ?

Thanks !


texts: How do I increase the loop cut amount on macOS Blender 2.8?

texts:
How do I increase the loop cut amount on macOS? I have no where in the UI where I can change it.

Mouse wheel doesn't work, page up/down doesn't work, and numbers don't work.


texts: How can I output a counter or/and progress bar in the UI?

texts:
When I batch operations such as exportings, I'd like to know when it will be over.

Having a progress bar or indicator and something like "X of Y" (X is number of objects processed; Y is total number of objects) would be useful.

Does Blender have a way to accomplish this?


texts: Why do my lamps require an insane "strength" value of 1 million?

texts:
recently, I was using mesh planes to emit some light, and they had a strength of 8.0.. this worked well
now, I want to swap these out for area lamps (to improve performance)
i've positioned these area lamps in the place of my emitter polygons
i've scaled them such they have 1.0 transform scale, and in the lamp settings, I set the size to 1m across (to size-match the previous emitters)
the problem is, the lamps require a crazy "strength" of at least 1 000 000 (one million!) to produce any reasonable amount of light... this seems bonkers!
point lamps, area lamps, and the others, are all effected
my scene is scaled using the Centimeters preset.. the foreground is only a meter a way, and the more distant background is more like 5 meters back
i've paid special attention to the sizing and scaling of this scene, I can't figure out why the mesh emitters are working with a sane Strength of 8, and the lamps require something out of this world? something must not be right...

Edit: Remastered scene corrects scales, problem persists

stage-crazy-lamps-2.blend

i've remastered the scene so that all of the objects have a proper scale factor of 1.0
this should correct any sizing discrepancy/confusion
my scene must be in centimeters preset, all my other work is in centimeters
the area lamp size is now definitely 1m, as highlighted in the above screenshot (and it is not affected by the 1.0 transform scaling factor, also highlighted (I also verified the delta scale is also 1.0))
despite correcting the scaling of my scene, strength 1 000 000 is still required
is blender simply not accounting for my scene's Unit Scale setting?


texts: How to find the function and the menu (or button) corresponding to a shortcut (knowing only shortcut keys)?

texts:
I wonder how to find the function and the menu (or button) corresponding to a shortcut (if I have only the shortcut and no idea of what it does) ?

For instance : if in a video I see one maker doing "[Shift] + [S]" and I would like to find the explanations corresponding to this shortcut, at least in the manual... How can I find this ?
(Default Keymap does not help to this in the manual)

Thank you for your attention and your kindness, and maybe for a good answer ! :)


texts: Pixelated textures in Blender Cycles Render

texts:
My model is almost ready for the demo I'm building, but I ran into another problem. I'm following this tutorial on Youtube by BornCG and made it to 9:05 when I started to put textures on top of the materials I placed on the model. https://www.youtube.com/watch?v=5NlvgMYZgaY

When I plug in the diffuse node into the mix shader, pikachu's face turns white--like it does for BornCG in the video. But, when I plug the bottom image texture's alpha slot to the mix shader's grey port, the face stays white.

Also, my facial textures that I made for the pikachu model get pixelated when I bring them into blender. I used Photoshop CS to make the facial textures and turned them into PNGs. How can I fix this?

Edit: I found part of the problem and fixed it. The textures now have an alpha channel added to them, but the textures still get pixelated when I bring them into Blender. There's still the issue with the white background that gets added to them when brought into blender.


texts: How can I get this setup in Cycles (for cell shade)

texts:
I'm using a material setup in Blender Internal for cell look. I want to use same setup for Cycles but I can't get exact same result.
In this setup; I can select shadow color and direction in color ramp. And also this setup works good in viewport.


texts: Motion tracking : setting parameter for multiple selected trackers

texts:
I have 20 trackers which need to be re-tracked and i want to change the method from  'loc' to 'Affine'. But how to set this for all the trackers at once ? i can select multiple trackers but the parameter only apply to single active tracker only. Of course if possible, i don't want to do this one by one for all those 20 trackers.

Any help ?


texts: Check if blender was compiled with openmp

texts:
Is it possible to check if Blender was compiled with OpenMP? How? The installed package is

2.70+git201404250132.3b75d6c-0irie1~trusty1


texts: Does the vertex count of a mesh affect the size of the normal mapit generates?

texts:
I would like to understand a thing related to a question I asked a few days ago.

How can you create detailed low poly meshes?

In the answer the user hawkenfox tell me 5 steps from high poly mesh and low detailed poly mesh.

In the third point he writes "Unwrap the low poly mesh, and bake the high poly model's normal onto the low poly model. - affectionately known as "texture baking"."

My question is: will the number of vertex of the high poly affect the weight of my normal map? In other words: more vertices will be and more Mb will have my normal map or these things doesnt affect at all?


texts: how to use matplotlib interactively with blender?

texts:
I use Blender to explore and render some data that I have in real time.

Besides that, I also have an interactive matplotlib application that further helps me explore and report on the data.

How can I integrate my matplotlib into Blender, so I can use both of them in real time?


texts: How would you UV map some photos of a person?

texts:
I have a 3D model of a character and a front and back photos of a person. Something like this but in T pose:

Don't know why I can't delete it.


texts: Jagged edges when using Glare in Compositor

texts:
I have designed this jewel:

I am using Compositing nodes for the final render, to add a glare effect, as such:

But the result is that some of the edges of the golden shape are irregular where the glare is most present:

I have tried to change the settings in the Compositing nodes, which didn't do anything, and I can't seem to find a way to make the edges as sharp as they should be.


texts: How to Import a model with textures applied?

texts:
I have downloaded a model from this website.

It comes with all the textures as .tga files.

I want to import all the files into blender so it looks exactly as it does on the website, textures applied and everything.
I've searched around for how to do this with no results.

Can someone help or guide me through doing this?


texts:
How to make transparent background in blender 2.8 with HDRI on?
After selecting "Film" - "Alpha" -> "Transparent"
I still have my HDRI on the rendered image

Please help


texts: Can't scrub through animation in Blender 2.8

texts:
Default behavior for LMB+drag in any timeline panel (timeline, dope sheet, action editor etc.) in Blender 2.8 is to create a selection box instead of scrubbing through animation. I have the B key to enter box select if I want to select things - I don't need this new method of selecting things.

I've managed to disable the selection box, but the scrub still doesn't work - now if I hold LMB and drag on the timeline it just does nothing. And I don't want to have to click on the frame number panel (which does what I want it to when I click and drag on that - see picture for clearer explanation).


texts: Why is Rendered Viewport Shading not working correctly

texts:
When I enable viewport shading rendered mode, it appears that its not rendering my scene properly. Everything appears to be a shade of grey and its hard to make out any shapes.

I am trying to cast some lighting within a cylinder as per a youtube tutorial, however when I go to rendered mode, it appears nothing like it does within the youtube video. I am a total newb at blender and its possible a setting that should be on is not. I have tried to render this scene on a different and better computer, and I get the exact same results, even on a new scene entirely!

I have a point light inside the cylinder which doesnt look how its supposed to, and I have a basic material selected with a Cloud texture.

It appears the render mode itself is not working correctly, as creating a new scene has the same effect. This is through Eevee.

Anyone know what is going on here??


texts: Limit Possible Bone Location Within Custom Object

texts:
I would like to be able to constrain the possible X,Y and Z locations of an armature bone to within the 3D space inside a specified mesh object, such as a cube or sphere (and eventually a custom shape). I want to be able to move the bone anywhere inside the object, but not past the walls of the mesh. This would allow complex limits of a bone's location to be added in such a way that would erase the need for an animator to pay attention to the range of motion of a bone chain - they would simply be unable to exceed the realistic boundaries of the bone's location.

I have tried a few approaches, using a sphere as a basic example, which have so far been unsuccessful:

Limit Location Transform Constraint = This works fine for setting cuboid limits on location (and so would work perfectly for setting bounds on a bone's movement within a cuboid space) however with spherical objects (or any objects which have a hole in them/don't fill their complete bounding box) this approach doesn't work such as the example below, where the selected bone is outside the sphere but still within the set maximum Z location of 1 and X location of -1. Therefore this method doesn't work with more complicated objects.

Shrink Wrap Relationship Constraint = this is almost there as it limits the location of the bone (shown here in four different positions) to the surface of the sphere, so the bone cannot exceed the bounds of the object. however the bone cannot be moved anywhere inside the object (such as the selected bone in the centre), meaning that the bone isn't restricted to the entire volume of the object (and so able to be in any position within the object) but to its exact surface.

I've also tried using the Floor Relationship Constraint a bit but haven't been able to get this to work at all. It limits bone movement up to a specific plane rather than within a custom segment of 3D space.
EDIT.1: I've now tried using the Limit Distance Transform Constraint, but this only limits distance in a sphere around a point. therefore it won't work for limiting bone movement to within custom shapes or cuboids.
EDIT.2: I've been tinkering a bit more with the Limit Location Transform Constraint. I feel as if this is the most promising option as constraining a bone's movement within a specified bounding box is its entire purpose, however it only works for a cuboid shape and not a spheroid or more complex custom shape. I wonder if there's a way to adapt the code of the Limit Location Constraint to change it so that a target object can be selected that acts as the bounds within which the bone can move?

I don't intend to use this with a simple shape such as a sphere or a cube (etc.) but instead a custom shape which will represent the volume in which an armature bone that controls a character's mandible can move, so that the jaw doesn't exceed a defined range of motion. However I want to get to grips with a method on a simple object before I try anything more advanced.

I would also like to have a solution to this issue which uses blender's inbuilt features instead of a custom python script, however if necessary I'm willing to give this a go as well...

I doubt this is something which has never been tried before as it seems like a really useful concept to me. Any help is greatly appreciated.


texts: How to achieve softer and more realistic lighting from a chandelier?

texts: I created a crystal chandelier and wanted to use it to light up my scene, but I'm not getting the results I wanted. I want to achieve a more reflective and softer lightning. Now you can see the silhouettes of my lamps right through the chandelier. I am using small parts in the chandelier with emission materials on them. Has anyone got any tips or tricks for softer realistic lightning?


texts: Convert particle system to animated meshes

texts:
I've started trying to make a 3D model that I will end up exporting to an augmented reality app but I've hit a problem in terms of the particle system. The app wants the 3D file in .dae(collada) format which blender allows, but it doesn't seem to export particle systems. I've read that blender doesn't support exporting particle systems at all so I'm now focused on converting the particle system to lots of meshes which will (hopefully)animate using key frames. Then I can export all the meshes and the particles will 'work'.

Currently I'm just using a standard particle system emitting small icospheres. I've tried a few different techniques, such as 'make duplicates real' and using a particle instance instead but they don't seem to animate. Instead it just freezes the current frame into an object(which exports fine but is not what I want). I've also tried recording the animation in the blender game engine but particle systems don't work with it so that didn't work either.

Any help would be appreciated! Thanks


texts: Blender Mapping Drivers not Updating until Render

texts:
I have a rig that uses drivers for a facial panel. The rig has one UV texture for its eyes, so I want to move the driver to change the eyes. Ive used a mapping node in my material, and this is what my nodes look like:

If I manually change the mapping coords, it updates in the material view, but when I use the driver to change, it doesnt update until render. Does anyone know to how to fix >.


texts: Blender 2.8 exporting meshes materials with 0 opacity (G3DB/G3DJ) (LibGDX)

texts: I'm attempting to use LibGDX and an fbx-conv to create a 3D game as detailed here. The model loads but does not show so I decided to check the G3DJ file and found that the opacity was set to 0, changing this to 1 fixes the issue but I would rather use the binary G3DB file. The above tutorial mentions that to fix this you should "Go to the Material in Blender, and below "Transparency" set its Alpha to the desired one (usually 1, for full opacity)." but this was written pre 2.8 and I can't find this option anywhere. I'm guessing it has to do with  but I'm not sure.


texts: Drivers - Is it possible to make the frame number of one clip dependent of the frame number of another?

texts:
My goal is to play a video clip scene as if I was scratching on the time line like a DJ on his LPs forth and back.

I thought, maybe it is possible to make the frame number of this clip dependent from the frame number of another clip, so that I could control the first clip with an expression like:

frame_clip1 = 100 + 30*sin(frame_clip2)

If it worked, one clip would go from frame one to the last frame, the usual way, and the other clip would oscillate back and forth through time.


texts: Glossy object looks different in rendered view (Cycles)

texts: A glossy  object looks perfect in material preview ,but when I come to render mode (I try to use cycle), everything looks completely different.


texts: How to remove drawing with gpu module in blender?

texts:
I have drawn some points with the GPU module of Blender and I need to draw other things in an empty window without closing Blender. But I don't know how to remove all these points with codes. It seems all these points are not showing in Outliner (which means they are not objects) so that I cannot manipulate them. So I want to overcome mainly two problems:

How to remove or clear these points with codes without closing Blender?
How to manipulate these points like other objects in Blender?


texts: Getting global axis value of the vertex with the lowest value

texts:
In Python, Is there an operator that selects the vertex (or vertices if applies) that has the lowest value on a global axis (let's say Z).
I have an object that I need to select it's bottom vertex/vertices (the ones with the lowest Z global value) using Python, in order to move it's origin to the Median point among these vertices later.


texts: Is there a low level alternative for bpy.ops.mesh.separate()?

texts:
I am dealing with a great model, I have a problem, I want to divide it by parts, but bpy.ops.mesh.separate(type = 'LOOSE') seems to have a big problem, that is not takes into account the materials and keeps all the materials connected to all the generated objects, this is a big nuisance, I created a small script that eliminates the unused slots, but at this point I think the best solution is to create a small operator that does this I work because I think it is faster to create an object with materials already assigned correctly. I don't know what kind of approach can be used, if it is the case to use bmesh, it should basically do the same as bpy.ops, with some small variations.

I hope I'm not wrong, but I don't see any option that does this

Edit:

My research continues to lead me in this post:

It seems to me that it comes close to what I should do, I would like to use the bmesh module, but I think I should navigate to the connected faces, and get a list of material index on each face, then create a list with (face, material_index, # uv ?) and probably create a new object in that location that contains that data.
But I find it difficult to put this into practice


texts:
I had tried to use micropolygon displacement but ended up disabling it.
This is the preview rendered view:

But this is the final render:

What on earth is happening!?


texts:
I have a plane with hand drawn vertex weights and I'm trying to dynamically paint onto it during animation. The problem is that if I set the dynamic paint vertex output to the same vertex groups with my hand drawn weights on, then rather than getting modified by the dynamic paint, my hand drawn weights get completely overwritten at the start of the animation.

Is there a way to keep the existing weights and just modify them dynamically?


texts:
I want to take for example a cylinder or other object and cut in it two holes but with eyes shape and make the object then flat. The idea is later to take the flat object with the two eye holes and use it with a camera from behind the eyes so in the end it will look like first person eyes.

Later I will want to animate the eyes and to control the eyes scaling. But first how can I make first person view eyes holes ? Can't find tutorials.

Here is a image example of first person eye. This is example of the idea of what I want to create. But two eyes and make it to be looks like more realistic eyes.

There are many tutorials how to make eyes in blender but not first person view.


texts: Is there a way to address the shrink / fatten / radius values of individual vertices on a curve with animation nodes?

texts:
I want to drive the fatness / thickness / radius of parts of a curve using a sound source and can't see a way to address the individual points / vertices in animation nodes...

I thought that I could possibly do it with shapekeys but they don't seem to hold that data (ie you change the radii on one shapekey and it affects all of them...)

cheers

Chris


texts:
I have a problem making the cloth sewing work. It keeps falling off. I have followed every instruction from a youtube video. I even looked at the clothweaver.com documentation for some answers. But It doesn't explain why some values works in a certain ways.
I had self-collision enabled from the the cloth. I even had the thickness outer and inner value to 0.010. How can I make the plane look like a real cloth without falling off? I'd appreciate your answers!


texts: Animate location (or strength?) of alpha / opacity mask to suggest motion along arrows

texts:
I have a globe depicting trade winds:

The trade wind arrows are an image with alpha.

I am in cycles, using this node tree for the earth material:

I would like to animate the opacity of the arrows from less visible to more visible in a conveyor-belt manner, or in "waves", suggesting motion from the south to the north. The point is to emphasize the motion of the trade winds along the image.

The north and south trade winds are on a single image. I can make them separate if a solution requires... as I only want to animate the arrows in the southern hemisphere.


texts:
I am using Blender behind a firewall with a proxy.
When anything , e.g. an addon needs to connect to the internet, this fails.
Is there a way to set a http/https proxy in blender ?
(assuming using Blender on Win10)


texts: What is the shortest way (or a shortcut key if there is any) to move the object to the origin?


texts: I made an animated a model in a blender that I will be putting into a video using 3d tracking.  The problem is that the video and animation are not synced up like I want them to; all I need to do is to, for example, start the video at frame -10, I don't want to cut the video so it is easier to work with and play around with the timing, and my animation uses some glitch(feature?) that only lasts from frame 1 to 100, so I can't move my animation. is there any way of changing when the video starts?


texts:
I'm manipulating .bvh files from CMU and need a way to quantify the difference in movement from one blender file to another. The rig, mesh, and position of the actor is held constant while the movement of the actor in place is manipulated (e.g.higher knee elevation when marching in place).

Is there a script or a program out there that would give me the difference in the movement between the two blender files?


texts:
I'm trying to copy python text from the info view, but I can't select any text. I tried 2.6.4 and 2.7.6. Am I doing something wrong?

I'm using Blender on OS X 10.11


texts: Possible to exclude certain objects from "snap during transform"?

texts:
What I need:
I need a way to exclude certain objects from the "snap during transform" tool in object mode. I want to be able to tell blender to only snap to transform if the object is in a certain group or has a certain setting but I don't know how I would go about doing that.
Example:
In the example, snapping is turned on for the "pupil" and the object will snap to both the "weird eye" (cylinder) and the "normal eye" (big sphere). I'd like to make it so I can exclude the "normal eye" from snapping so the pupil only snaps to the "weird eye".
Example blend file here:

Background:
I'm trying to model an eye using a moving pupil object that I want to slide along the surface of an eyeball, but not any other objects like a human body containing the eyeball. I am a noob to blender trying to make a model. I've tried the approach using spherical eyeballs and lattice deformities but the eye socket for this character is heavily stylized and is more of a cylinder than a sphere so if I try that approach I get an incorrect shape and a bad looking face.


texts: Why are parts of the image rendering so grainy or pixelated? (Blender 2.79)

texts:
I am trying to render something I've been working on, but every time I try, it doesn't fully render. I'm using cycles render in version 2.79. In the center of the piece, there's a cloud. The cloud barely renders at all. There are other areas around the image that didn't render properly, either. The main problem area is the cloud. I used the cloud generator add-on.
When I say "doesn't fully render", I mean that some spots all over the image are super grainy and pixelated. Does anyone know how to fix this problem?


texts: Preview and rendered video from VSE suddenly shows nothing

texts:
I started using Blender couple of weeks ago to edit some of my video clips. Spent quite a while editing this one, and everything worked fine. Video rendered as it should. The whole project consists of a MP4 file with a whole lot of soft cuts. Came back to it a couple days later and now the preview won't show a thing. When I render the scene, it's just a black screen with no sound.

The original file is still working, as well as my other Blender projects. And the weirdest thing is that if I add a new movie clip to the project, the preview works just fine for that clip.

Can anyone guess what might have caused this? I've googled like crazy and haven't found anything helpful.


texts: Deleting an Object in the Blender Game Engine using a Mouse Click Event

texts:
This might be a simple question, but how would one delete an object on a mouse click when the object is clicked? Picture below.

Logic bricks or python is accepted. Thanks in advance


texts: Object not rendering/Object teleporting. Blender 2.8

texts:
I created this Sci-Fi thing and the ships (which I made in a different blender project) are not rendering. I can't find anything that can help me. I am using Blender 2.8.

This is the render: Google photos link to large render output

Also, when I load the save, all of the ships go to the middle where you can't see them, which makes it look like the final render. So the issue might be that the ships keep teleporting to the middle.


texts: Blender internal: How to get a plain rendering of an object by ignoring its materials?

texts:
I wonder is there an easy way to render an object in the scene without its materials to get a rendering of a plain shape? By "without" I mean somehow hiding the materials that are applied to the mesh without removing them. The only option that I thought could help was "Traceable". However, after I unchecked Traceable the materials still show on the object after rendering. The hard way to do this is to remove all of the materials but I wonder if there is an easier solution to this?

In summary, I want to go from this:

To this, without removing the materials:


texts: I have no icon to click on to open blender just the install wizard under downloads

texts: I only have the install wizard after finishing install. There is nothing to click on to open blender. I have installed 64 and 32.


texts: Why does performing any translation on parent bone move entire mesh?

texts:
I have a 3d model of a  snake thing. The snake thing has bunch of bones in a line. All on the bones are parented to the bone at the front of the line.

I would like for the first bone to only move the head part of the mesh.


texts: Rigid body simulation not interacting with objects that have an array modifier

texts:
I'm trying to animate objects falling onto a conveyor and falling off the end. I'm using a conveyor belt constructed by using an array and curve modifier to pattern the segments around the curve. However, rigid body objects pass straight through the conveyor belt when I use "Deformed" as the source. I can't use "Final" as the source or apply the modifier as then I cannot animate the belt rotating.

Is there a work-around for this?


texts: Blender 2.81 3D Corner Axis Gizmo thingy disappears when using shortcut move/scale/rotate

texts:
Hey guys! I'm used to using G/S/R to move/scale/rotate things. In previous versions the corner gizmo stayed visible at all times so I can further use X/Y/Z to precisely control which direction I want to to move at. Now the gizmo disappears. Any idea what to toggle to make it show?

Without it I'm just guessing which of the XYZ I have to press.


texts: How do you animate someone holding something with both hands and placing it on the ground?

texts: I'm trying to make a Minecraft animation where Steve, is holding a full size crafting bench in his arms and places it on the ground. How do I parent and unparent his arms from the crafting bench?


texts: Making a reflection on a glossy object based on each frame of the video

texts:
I made some attempts in doing it but all of them didn't look to well and they didn't change with the video.

I managed to achieve this. Perhaps someone with more experience could give me some tips on making the effect more realistic?
Another question: how can I add a noise to my render so it looks more grainy in a way bad video does?


texts:
Hey there we’re doing a web VR lab project and the programmer is using “a-frame”, so that means using a limited PBR process.

So any ideas on how I could make a realistic looking ice material, at the moment mine looks like a 90’s game.


texts: Prevent object from casting shadow in Eevee

texts:
How do?
One answer says to set Shadow Mode to none in the settings of the material, but this doesn't work in this case for some reason. The light is spot.


texts:
I've been using blender a while but I don't texture paint often. I'm unsure if there is some new options in 2.9+ or if this is a bug, but my texture painting is all jittery and weird. Also sometimes it just paints big squares instead of the brush. When I open the exact same file in 2.83 it works fine. I've included a video of the issue. Are there any fixes?
Thanks!
https://www.youtube.com/watch?v=grwG99gzmuE


texts: How can i let my rigid body simulations continue for longer?

texts: My timeline will only go upto 350 frames then the simulation will end. I have tried to increase the end time for it but it will not work is there another way i can do this?


texts: How to set mesh to the particles? (Not converting)

texts: I'm trying to make basic explosion. I used quick explode effect and then done some stuff with particles settings etc. to make it better but I can't figure out how to set the right mesh collision to my particles. I can see they land on the plane as halo particles (as you can see it on screenshot) not as mesh gained from explode modifier. I was searching quite long everywhere and didnt find any solution. They don't collide aswell but that's clear since rigidbody world sees them only as particles, not mesh. (They also don't rotate - also clear) To summ up I just want to make them fall and land like a real pieces of the icosphere. Thanks in advance! PS. I don't want to use Cell Fracture.


texts: How to extract the frame rate of a source clip of a movie strip?

texts:
I know the width and height of a source clip can be extracted with this: https://docs.blender.org/api/2.79/bpy.types.SequenceElement.html

Ex.:

bpy.context.scene.sequence_editor.active_strip.elements[0].orig_width
bpy.context.scene.sequence_editor.active_strip.elements[0].orig_height

But how do I get the fps of the source clip?


texts: Python scripts not working after connecting more than 2 controllers

texts:
I'm making a bomberman like game and like the titles says, after I connect more than 2 usb controllers to the game, it's like the python script no longer runs, I have written a script that helps me place bombs, and it works fine with only 2 players connected.

I find this really hard to debug, anyone have a suggestion on what I can try to do?

Has anyone tried making a 4 player local game in blender?


texts: Blender 2.90.0 scripting (copying selected mesh)

texts: I'm completely new to coding in Phython. Especially blender scripting. I was googling all the possible ways to copy a selected mesh. But none of the code seems to work as it was for 2.7 or 2.8 blender version. As well as I like to add the new copy of the mesh to selected place. Wether it's underneath the selected mesh, or above. I'd like to as well scale the copy down.


texts:
Using a character rigged with Pitchypoy Rigify in different scenes.
Can't understand why when opening certain scenes the "rig layers" normally visible in the N panel disappear.

My "auto run scripts" in pref users is ON.

Any help?


texts: How can I render a cubemap with Blender Internal?

texts:
I need to render a cubemap from a Blender scene.

Is this the correct way to do it?:

Set camera FOV to 90.
Have one camera facing up, one down, left, right, front , back.
Is that all to achieve a proper seamless cubemap?

If not, how then?


texts: How to check if a mesh is a two-sided manifold?

texts:
I would like to check if a given mesh is a two-sided manifold rather than something like a Mobius strip. I can use bpy.ops.mesh.select_non_manifold() to check if it is a manifold. But how can I know whether it is two-sided?
For example, the procedure should be able to tell that the mesh created here is not two-sided.


texts: Any way to click and drag the pivot point?

texts:
Maya has a great feature that lets you enter a mode where you can click and drag the pivot point to wherever you want.  Blender as far as I can tell only lets you move it to 2D cursor or current selection, which is usually requires several mouse and menu clicks as well as switching between object and edit mode.

This is very inconvenient.  Is there any way to simply click and drag the pivot point and maybe snap it to things the way you can when you've moving a vertex?


texts: This pizza waffle donut sandwich doesn't look so good with these strange shadow artifacts. What can I do to remove them?


texts: Re-running my script gives `Access Denied`

texts:
I am sorry if this has been asked before. I already searched for a similar question but I could not find anything. I have a piece of code from a tutorial to rotate a cube with a potentiometer. It all works fine until I re-run the script. I run the script it works, I cancel to change some code and when I want to rerun I have to restart the whole program. It gives a Access Denied error on my port.

This is really frustrating, especially because I want to be able to edit as I go and test my code. Is there any solution to this? Thank you!


texts: How to make an object have a clay like surface?

texts:
I am new to blender and I am trying to add a clay like material to an object in blender.
I tried using a material but I want the object to have a rough imperfect dull surface like play-doh. Is it even possible to do that?


texts: I am quite new to animation & blender. I need help of Masters on how to create this kind of animation in Blender?  I have tried follow path animation but it doesn't work as there is a pinching of bottles in the beginning. So I was thinking maybe they have used some kind of particle system? much appreciated.


texts: Cannot load custom keymap / custom keyboard shortcuts (Version 2.8 / 2.9)

texts:
I have a problem with my blender versions 2.8 / 2.9 that I can’t find an answer to anywhere:
I am using a couple of addons and have customized my keymap heavily.
If I export my keymap into a .py file and immediately try to import the same file again even without any changes, I get an error “Failed to load keymap XYZ.py”. There are no entries in the system console or in the python console that would elaborate on what the problem is.
For anyone who wonders why I would be doing that, this is the reason:  In hope of migrating smoothly to later builds of blender I exported my user preferences plus the keymap, but I am running into the same problem. When I try to load the keymap in another build (or even just a copy of the same build) after applying the preferences to the new build and after loading all the addons involved. I also tried saving and restoring settings via BlenderCloud, but still can’t load the keymap after loading the settings.
Therefore I figured: If I cannot import the same keymap in the build in which it is working nicely, there must be something very wrong, probably with my understanding of the concept here, right?
Does someone know what I am not getting?
Is there a way to see in more detail what causes the loading operation to fail?
I would be very grateful for any help on this problem.


texts:
You are watching the heart's back part it is currently looking ugly. I want to cover the back part of the heart with a hollow object. I tried with the hollow sphere but the shape of the image is not exactly spherical.

So how can I create custom hollow object that can cover the heart. I would like to connect the edges that I marked in the red color in the heart below.


texts: Color grading/matching strips in the VSE

texts:
Imagine you have a number of strips in the VSE and you want the white balance, the exposure, or the color balance to match between each strip. Would there be a setup that would enable you to display for example strip 1 (with strip modifiers if any)  in a window and strip 2 in another window? If such setup was possible, one would them add strip modifiers to strip 2 to match strip 1 (eyeballing).

Thanks


texts: How to access bpy.props.StringProperty() from a different class?

texts:
I need to access the string in 'my_type' string property which reside in the class Append_OT_Operator from the class Apply_OT_Operator. How can I make this 'my_type' a variable that I can access globally? Or is there a better way?

This is my code in my_operators.py:

class Append_OT_Operator(bpy.types.Operator):
    bl_idname = "wm.appending_basic_objects"
    bl_label = "Append the basic objects"

    my_type : bpy.props.StringProperty()

    def execute(self, context):
        path = (r'C:/Users/')
        blendfile = "Assets" + ".blend"

        bpy.ops.wm.append(
            filepath = blendfile,
            directory = path + '/' + blendfile + "/Object/",
            filename = self.my_type)

        return {'FINISHED'}

class Apply_OT_Operator(bpy.types.Operator):
    bl_idname = "wm.apply"
    bl_label = "Apply most modifiers for UV unwrapping phase"

    def execute(self, context):

        print(my_type) #return an error, instead of printing my_type string

To clarify, 'my_type' is set when the user click on a button of the UI in my ui_panel.py:

class UI_PT_Panel(bpy.types.Panel):
    bl_idname = "UI_PT_Panel"
    bl_label = "Bijoux Panel"
    bl_category = "Bijoux Addon"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

    def draw(self, context):
        layout = self.layout

        row = layout.row()
        row.operator('wm.appending_basic_objects', text = "append my_object1").my_type = 'my_object1'

        row = layout.row()
        row.operator('wm.appending_basic_objects', text = "append my_object2").my_type = 'my_object2'


texts:
After having done my IK rig, I notice that moving my arm control bone moves it in the wrong direction. I am not able to put my arm in the correct way.
How I want to pose my arm (sorry, best photo I could find ):

How it is (tried to pose same as wanted result) :

I have tried rotating the pole target bone to 0 and other rotations, but this twists the mesh in some gruesome ways :

Shoul I restart my rig, twist the mesh itself or are there parameters I forgot?


texts: I'm currently watching CG Geek's VFX tutorial and in his video, there is no transparency box around the subject but I do. How do I fix it? Much appreciated!


texts:
TL/DR: Collisions at edge of convex hull give physics errors

I have a very simple rigid body car in Game Engine, and when going over triangle mesh it seems to bounce where Blender decides to cut the triangles.

Okay, simple fix, I made the ground convex hull instead. Now the car seems to bounce at the edge of where I broke up the floor (not off the edge, but to a new section of ground). But it's not all the time either, it's more 1/10 of the time you drive over that line.

I've tried lots of different ways to try and fix it. And though I'm not using Python, it seems more and more that I will have to use it. I'm not looking for realistic car physics like this. But just for something that works.


texts: Can duplicated objects be given a separate material?

texts: I duplicated a model, but when I change color of one of the duplicated models, they both change color. I tried looking up how to separate them to color them differently but couldnt find anything.


texts: How to record an object changing its shape?

texts: I want to record a short animation in which a simple object would totally change its form and grow into a complex form with space inside. I tried with simultaneous extruding and key framing it, but at the end it recorded just the last version of the extruded object. I would also like the camera to move in circles around the object and then jump inside it. Is it possible to do it in blender?


texts: How to close this hole with clean geometry?

texts:
I modelled a set of plates and bowls, all based on one design - see renders and the attached blend (one plate). It's a design choice that all the items have geometry slightly bunched up on the outer rim, it is necessary to get a nice subtle wavy decoration on the plates and bowls. But the problem is the center of every plate and bowl. I have a large hole and I can't find a clean way to close it, clean meaning good geometry, quads only and all evenly spaced. I made 3 attempts. One is using an N-gon, least work, but it renders badly, its triangulated and it's a visible flaw in the render. Two other attempts were done using the Grid Fill function, one regular and one with Simple Deform checked. It looks ok with subdivision level 0, but its bad when subdivided, at least I think so. It looks bad, it's uneven, and there are faces bunching up near the edges of the hole.

Please note, that the outer geometry is bunched up on 3 sides, on purpose, there are more edge loops in these areas.

Can someone have a look into this? I'm attaching the blend. How to get good geometry, a nice evenly spaced closing for this gap, quads only?


texts:
I have an iphone video (30 fps) with a person speaking a text. I am trying to cut it into single videos, each containing one sentence of the text. Therefore i use the blender video editor and set the start and end frames exactly where the sentence starts and ends (needs to be very precisely). That works perfectly in the blender editor.
However if i click on "Animation" and the file gets saved, then the resulting video file is shorter than in the preview in blender. Therefore i am missing the last part of a word in the sentence.

I post an image of my encoding settings.

Please help me


texts: Blender is seeing my GPU but it doesn't seem to kick on when I render

texts: I have an AMD RX 480 8gb GPU in my machine. Blender doesn't seam to recognize the card, instead, under OpenCL, it says Ellesmere. I can select GPU when I render, but my GPU doesn't kick on. Is this a known issue with AMD cards? My AMD drivers are up to date.


texts: How to make a interactive 3D scene/environment out of something created in Blender?

texts:
This question may not be directly related to Blender itself and it's more like a general 3D question. If it's too off topic excuse me and let me know so I can have it deleted.

I've started learning Blender not too long ago and I'm loving it. I use it mainly to showcase products. For example, if it's a lamp, I will just create a simple interior scene and have it displayed which always comes out beautifully.

I was wondering, would it be possible to create a scene/world in Blender, like a house for example, pre-render it and have the user be able to explore it, using a controller like mouse & keyboard or VR? Like a virtual showroom.

This may also sound like I'm trying to create a game. Which is not exactly what I'm aiming for but I'm open to the idea of creating a super simple game in something like Unity for example to achieve this. My concern is, I don't want to  re-create the scene, or objects in another 3D software. I'm hoping I can somehow move/transfer the thing I created in Blender.

I had a look at three.js library which seems to be used to create 3D scenes in the browser, but It appears it requires to recreate the whole scene in it, have each object created separately and position it using numbers. Also it uses it's own render engine which looks cartoony and isn't photorealistic-like which is what I'm looking for.

Any thoughts and ideas would be appreciated.


texts: Use Decimate modifier as a realtime LOD generator

texts:
I have a very dense scene and I need the objects to vary their polycount in realtime based on camera distance. The idea is to keep objects about 20% (0.2000) of the original polycount when the camera is far and 100% (1.000) when near.

I'm trying to do this with a driver connected to the Decimate modifier Ratio value.

The thing is.. I have no idea how to set this!

I'm trying this solution because my graphics card go out of memory. Will the Decimate modifier help reduce the card memory load?

Thank you!


texts: Is there a way to tile a texture automatically over an object?

texts: There must be a simple option to tile a texture evenly over any object automatically. Are there any ways to do this?


texts: Using corrective shapekeys with a IK rig

texts:
I have a character rigged with AutoRig Pro and I am using IK on the rig, but corrective shapekeys are not working unless I use FK.
Is there a trick to using IK with corrective shapekeys?


texts: Flock behavior using Blender python scripting

texts:
I am very new to the blender python scripting. I am planning to do a
flock (boids) behaviour using python script in blender. With a little research, I find some animation script examples for bge but not for blender python. Can anyone please help me
to start with this. Any links to the tutorials will be appreciated.

Thanks


texts: Can I edit an armature's size through its bounding box?

texts:
Let's say I have a human model and I want to give it a certain height. Currently I only see a way using the scale (either with the mouse or by editing the numbers) but I don't even know its initial size so I can only scale it approximately.
So is there a way to see a model's bounding box dimensions and edit them to resize the skeleton?


texts: Crashes after rendering with Compositor Node connected

texts:
When I composite an image in blender and am planing out how I want it to look I look at it with the Viewer node and Blender kind of runs fine (lags a bit) but it works. When I connect all those nodes to the composite node and hit Render, Blender crashes.

Is there any tips to prevent this?


texts: Move hands from two seperate rig from a single controller

texts:
I'd like to know if it's possible to move a pair of hands from two seperate characters without workings on their individual animation.

The best case would be an empty that moves the hands by adding animation on top of the two characters without replacing it. I hope I am clear enough in my explanation.

Thank you for your time!


texts:
Was looking around for how to have properties from blender in the notes for the render stamp.  I found a solution although with many properties I would like to add a newline or carriage return to format the output so that I can have a block on the side of the frame rather than running the length of the frame.

Found this: How to show render-stamp for arbitrary values?

The sample script in the answers Works great! A little further on the answer refers to:

  New Lines

  As of 2.77 the note will be wrapped onto new lines, you can also add in
  explicit \n newline characters to format the text yourself.

I just can't understand where and how to put that /n.


texts: Anyway to have stripes of different textures without making a lot of geometry?

texts: I have 2 materials that have the same texture, but different hue node values. I want to have stripes that are only in specific areas of the mesh and I want to have the orange stripe repeat after every 4 blue tiles. This is the best way I could think off and it's most likely very bad way of doing this. Is there a proper way of doing such a thing?


texts: Smoke/Flame clipping trough the object in Eevee

texts:
Smoke/flame in eevee clips trough the object.
I have tried higher divisions on domain, 4-6 timesteps, volumetric lighting and shadow samples at 256, volumetric tile size is 2px, volumetric clipping is 0.1-1000m.
In cycles it works great, but whole scene with everything enabled would take weeks or even months to render.
This is very simplified version what I mean.

Thank you!


texts: Best way to light the inside of a clear dome

texts:
I am new to blender and I would love some suggestions about how to go about lighting the inside of a bubble/clear dome. I would also like the light to hit the dolphin so that there is a gradient of light on the dolphin (ie, not making the dolphin look "flat").
Here's what the dolphin + dome looks like without any light inside the dome:

Here's when I tried a point light:

Here's when I tried a spot light pointed at the top corner of the dome:

How would you suggest placing light(s) inside the glass dome to illuminate the dolphin? Do you have suggestions about point vs. spot light, and where to place them? Or any other lighting advice?
Thanks so much! I really appreciate it.


texts:
After several failed attempts to create a procedural carbon fiber material, I decided to look around for tutorials, only to find that the majority require the use of textures. The only promising resource seems to point to a dead page, but from the little information I could gather, it seems to have something to do with two texture nodes and a checker node.

I'm not quite sure what to do with this information, so hopefully someone might be able to fill in the blanks as to how I can achieve that weave-like look that carbon fiber has, without the use of textures.


texts: Cycles fire/smoke render - black particles

texts:
I trying to make jet exhaust for short jet animation, but when i trying to render it, fire and smoke are rendered as black particles.

Here's the node setup for the domain material:

EDIT

After I followed instructions to add shaders for the fire I got this result:

Here is modified node setup:


texts: Menu in the node editor is different than the one on the tutorial I'm trying to follow

texts:
I'm trying to reproduce this tutorial on my Blender 2.79 in Linux machine from this YouTube video: https://www.youtube.com/watch?v=K3CwKkiJZN0. But the problem is somewhere in this video, instructor switches to node editor and his screen looks like this:

I just draw a red circle over that option that I don't see in my Blender when I switch to node tree. In fact, my Blender looks like this:

As you can see, I don't have that option in my node editor and unfortunately, instructor does not say anything about that option (e.g. how to load it up). I will be very grateful to let me know how I can add that option in my node tree in order to be able to reproduce this tutorial. I really appreciate any comment, suggestion, or recommendation.

Update:

I downloaded v2.0 of animation nodes add on and I enabled it like this:


texts: How to have volume material cast shadows?

texts:
I have a box with a volume material applied, affecting its density.  However, when I render the scene, the shadow of the box is still in the scene. Here is the image:

I am wondering how to either disable the shadows for that box specifically (in case there are other objects in the scene) or to make the light cast volume shadows based on the density inside the box.

Thanks!


texts: Color not showing up in cycles, same nodes, two different objects

texts:
I am using the cycles render engine, because it is more versatile and many more attributes can be controlled with nodes.

The problem I have is that the same node structure don't show color on certain objects in the scene.

Picture (2) the nodes are used to color the streamlines and picture (1) the nodes are used to color the contours, but for some reason, the contours are just showing up as black/white/colorless objects

Any suggestions?


texts:
I watched a lot of tutorials but I don't know what to do further.

When I go into weightpaint mode it looks lie in the picture or the bone have an orange outline.

I tried to select the bone by right clicking, left clicking with ctrl and shift. I even tried to select the bone by name.

But it doesn't work.


texts: How to set vertex position resolution in the world?

texts: When I translate/scale/rotate complex meshes its vertices are often spread in 1/1000 of a millimeter. From time to time this leads to non-manifold surfaces and other problems. I would like to be able to set the resolution of the world to let us say 1/10 of a millimeter. So all vertices are snapped to this resolution automatically. Is this possible?


texts: Eevee is not showing shadows in viewport, but they are present in the final render

texts:
I am using an HDRi to light my scene and I noticed EEVEE not rendering shadows in the viewport so I was assuming it wouldn't show them in the final render either. On the other side, with Cycles they are shown in the viewport as in the final render.
It turns out that EEVEE is rendering shadows in the final render. Am I missing something or is it normal? May I enable HDRI-based shadows in the viewport or disable them in the final render?


texts: Subdivide a face by connecting opposite vertices

texts:
Is there a way to subdivide a face like this? There is a lot of opposite vertices, it takes too much time to connect them manually.

The best way I found was triangulate (Ctrl-T) but it does only a half of job and requires a lot of manual edit.

If it is not possible to have done automatically, what would be the easiest method?

Thanks!


texts: I got a .blend file which containing only rigged characters, now I am copying the whole character to another .blend file to combine it and animate it. The problem is when I am working on multiple characters on the 'another' blend file I can't select the whole rigged character but just left clicking it. Can anyone tell me how to select rigged characters with their body at once? Thanks!


texts: why is everything white when i try to paint mesh?

texts: I created a mesh and  unwrap it. Then i  go to texture paint mode and choose diffuse but everything is white and i cant paint anything.


texts: Blender - Bone heat weighting: failed to find solution for one or more bones

texts:
I am using Blender 2.78 and as it seems I am facing the most common problem that can be. I am receiving an error: Bone heat weighting: failed to find solution for one or more bones when i try to Armature Deform: With Automatic Weights.

What I have tried so far without any success:

Edit mode on the mesh and Remove Doubles - No effect.
Recalculate normals - No effect
Intersect (Knife) - No intersections found.

The only thing that helped me was to click Seperate By Material. After i have done this my mesh was devided into parts. Like arms, legs, torso, face, etc. All of those when select them and after that try to parent it with Armature Deform: With Automatic Weights it was working fine.

However when I've made this to all the parts into which the main mesh was devided i faced another problem which is shown here: https://www.youtube.com/watch?v=pS6I13QRhG8

Do you have any idea how can I fix the bone heat weighting or how can I fix the problem shown in the video after joining the parts of the main mesh ?


texts: get the traveled distance out of a moved object

texts:
i want to calculate the distance an object travels during an given animation-time.
and i need to get the value each frame so i can calculate speed and velocity from the moving object.
i´ve tried in blender phyton with fetching the object values, but wasnt able to get them each frame.
maybe anyone can give me a hint how to get this information or help me with some codeparts.
thanks a load
bert


texts: Mesh deforms when parenting to the armature

texts:
I was trying to make a character rig , I have done all the steps necessary except one , when I parented the armature to the mesh , the mesh went haywire.
This is an image before parenting :-

And this is an image after parenting:-

file -


texts: Everytime I press D + LMB I see the pencil as cursor and the indication that I'm about to draw something, but every time I draw a line, the line disappears.


texts: Why are straight lines sloping in render?

texts: Why are the walls in my architectural renders sloping and how do I fix this?


texts: Find lower left vertex of a quad with python

texts:
I'm a looking for a simple and fast way to find the lower left vertex index of a quad with python. What I've tried so far is to change the coordonate system to fit with the normal and sort the coordonnate of the vertices to the x and y axes and get the first element. Unfortunately this doesn't seem
to work, any idea of a simple solution ?


texts: Not sure what these are but they seem to appear only on certain edges. I've already checked there's no intersecting geometry and all the normals are facing the right way. Does anyone know what these are and how to get rid of them?


texts: How to copy an armature between two scenes without linking the armature to itself?

texts:
Title might be vague -- When I make a "Full Copy" of a scene, it's not really a full copy apparently. I re-rigged a duplicated armature and edited the duplicated mesh it was a parent of - it messed up all the other scenes that were using that mesh and rig. I never knew a "Full Copy" had rigging data as an exception to that rule. -_-
Is there a way (a plugin maybe?) to ACTUALLY duplicate a scene so that 100% of the data between scenes is independent?


texts: Render result showing something other than camera view?

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I was following this tutorial (https://www.youtube.com/watch?v=VbHqIDLa39I) on how to make an animated creek, but I'm running into problems rendering. As I render the image, the actual scene as seen through my camera is rendering, but when it finishes, it shows something completely different.

Here is an image of the render in progress, 97% rendered (taken on my phone)

And here is it when it is finished rendering at 100%

What is happening?


texts: My objects are semi-transparent, and not one behind the other in the compositor

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I have multiple scenes each with different objects. I want to combine all these scenes in the compositor but when they render, all the objects from each scene overlap each other and are all transparent, so I can see all the objects when some should be hidden behind others.

To join my scenes I'm using a mix node with add.