texts: How can I move an edge loop along its normal?

texts:
I scaled the loop and it only moved along the XY plane.

Actually, I hope to get the result like below in the Maya.

So, I wondering if there is any way to move the edge loops along their normal.
Thanks in advance.


texts:
i try to measure my drawing with the "MeasureIt" Addon.
The measurement should look like "A".
The result is "B".
Ok i think, maybe that's because the Verts belong to two different faces.
So i copy the two Verts and separate them to a new Object ( "C"+ "D").
Then i go to Edit Mode, create an edge between the two verts and measure it.
The result is "E" !? Is this a Bug?

Blender Version: 2.79
"MeasureIt" Addon, Version 1.7.0


texts: Creating a shortcut for changing the solidify thickness

texts: I would like to create a shortcut for changing a solidify modifiers thickness much like changing the amount of subdivision with Ctrl + number or hitting the S key and typing the number for scaling. Is there an easy way to do that?


texts: Is there any way to measure angle between edges/faces, or change the angle so that the mesh changes according to the angle we input?

texts:
These features are available in some CAD software packages. I haven't come across these features in Blender. Are they available as built-in features or add-ons?

I want to be able to build a model, return later on and edit an Edge or a Face such that it makes a certain angle with some reference.


texts:
I recently started using Blender and made my first character model, after that, I retopologized the model to make it low-poly for games. Now I want to smooth polygon edges of my low-poly model and so I found out that I can fake smooth edges with normal maps. I've baked the normal map from the high poly model but the edges on the low-poly model are still sharp.

High-poly:

Low-poly:

Normal map:

Low-poly with normal map:

What am I doing wrong?


texts: Why I don't have Undo History in Sculpt Mode?

texts: When working in Sculpt Mode, I don't have an Undo History of my brush strokes when pressing CtrlAltZ. Is this a regular behaviour or a known limitation?


texts: Layered and modular toon shader using a master node to stack them all

texts:
I was looking at videos from Lightning Boy Studio that show that they built a modular toon shader where you just have to plug node group instances in a master node to stack the shaders. The color and different lights just stack without mixing. Here is an example:

Of course, this is a shader they are selling so I'm not trying to rip them off by recreating it entirely, but I wanted to make my custom toon shading system using the same technique of "stacking" shaders using a master node, and I don't understand how they could achieve such a thing.
I tried using a chain of MixRGBs but failed, and then noticed that the input/outputs of their building blocks were green so I tried with Mix Shader, but I can't get anywhere. I always end up with either completely erasing the previous one or merging both like 50/50 and not stacked on each other.
My guess would be that some transparency trick is used.
Any idea?


texts: How to animate Texture change in Blender Internal

texts:
I want to change the texture of specific objects, making shift across the surface of the object. I don't know how to insert keyframes for UV mapping though.
How can I make the image on the object move?
Think of a magical cape, with the design constantly flowing on the cloth.
How could I achieve something like that?


texts:
I know about the whole "stop using Blender on Mac thing" but still -I do. I use a iMac 27" 2017 with Mojave and have a Radeon Pro 580 8GB GPU -and it works really fine with 2.79b! But now, when I try the 2.8 beta, no GPU is found. As far as I can tell the Radeon Pro 580 has OpenGL 4.6.

Will my GPU work in later builds?


texts:
How do I select a whole circle at once in blender without selecting other objects that are touching it?
I have tried every key on my keyboard and I'm just wrecking the model. I can't find the answer anywhere.


texts:
I have a file that has 9 separate objects in it. In Object Mode if I set it to Global, Local, Normal, etc... it's all the same arrow direction. If I go into Edit Mode, set it to Normal on the orientation, they basically all have the correct orientation for each specific object. Why doesn't Object Mode have the same info for the orientation that Edit Mode has or how can I force Object Mode to have the correct arrow direction for each object. (Side note, each object has its own specific arrow direction)

Example

The reason why it needs to be in that specific orientation is so that it can rotate correctly when exported out... the correct rotation is what the Edit Mode normal has.


texts: Parameterize Mesh or object imported from blender file?

texts:
I know how to link to an object or mesh inside of another blend file so that I can re-use parts or materials in other blend files.
However, is there a way to create a parameterized family of parts, based on a single mesh?
For example, suppose I have a series of boxes that all have the same type of ornate decorations on them.  I would like to create these decorations once, because that is a complex process.  However, the boxes will come in all different sizes and colors in my final scenes.  How can create a "Default" box with the necessary basic mesh, and then scale or more certain vertices based on a parameter after I've imported that mesh into another blend file?
So my workflow would look like this:

Create base model mesh.  Define a parameter, i.e. "L", which is the length.  Set to a default value.  Save this file as my blend library file.
In another blend file (let's call it my scene file), link to the mesh created in step (1).  Parameter is somehow imported as well.
Set the "L" parameter in the scene file, which affects only the selected instance of that mesh.  If I link the same mesh into another file, or in the same file again, each instance has its own independent parameters.

I'm trying to do something like what was asked in this question and this question, but neither answer is really what I'm looking for.  The first one doesn't have an accepted or upvoted answer, so not sure that's the right thing to do.  The second suggests using nodes, which is great for textures but not for mesh.
I was wondering that there might be some way to use drivers to do this, but not sure.  I don't know if drivers get imported along with an associated object or mesh from another blend file.


texts: Vertex Baking to textures for Colour ID Map not working 2.79

texts:
I don't understand, Only yesterday this baked out just fine and as far as I can tell, I never changed anything.

Blender render

Add 1 material to model - UV unwrap model - Vertex paint mode and paint each part of the mesh, eg hair, fur etc - select model in edit mode with face mode turned on - open new image in UV editor - bake to vertex colours, bake settings set to texture texture

but now it does nothing!

Can anyone shed light on this?


texts: Since upgrading to 2.78 requires rekey objects that were not even moved when doing animation.

texts: I upgraded to 2.78 and 2.78a. Since doing so every time I keyframe an object, let's say the left foot after moving it to position, if I don't also re-key the right foot even though it wasn't moved it will move when the left foot moves. Having to rekey objects that are not to be moved in the first place has had me pulling my hair out. Any suggestions on why this is happening? Is it a bug?


texts:
I have created two cables that wrap around each other.

I want to apply a foil shield, so I created a cylinder, deleted the top and bottom faces then applied a shrink wrap modifier.

It worked, however, the top and bottom of the wrapped cylinder (marked in red) is distorted instead of a nice straight top and bottom edge, I really wanted a straight line. Please see the reference images.

[


texts: Finger control in BlenRig has been deleted! Ups!

texts:
I just downloaded the character "Vincent" from the Blender Cloud and BlenRig. I have accidentally deleted the finger controller (The stroke that opens and closes the finger). I tried to undo everything with "cmd, Z" (on the Mac) but the controller is still gone. Would be cool if you could help;)

Eyal


texts: .blend object appears black on Web4Web Fast Preview

texts:
So i got this .blend object from a website and i transported it into my blender file that I'm working. Everything works fine except when i go to blend4web and i pressed "Fast Preview", the object turns completely black even though i added some color

I'm really new to blender. I tried everything but i have no idea what the problem. I feel stupid because it probably something simple. Thanks ahead for all the help guys


texts: Beginner help with Old-Style Vehicle Lights

texts:
I've been using blender seriously for all of a week now, but I have experience with modeling, texturing, and the generalities of 3D modeling from other programs.
My current project involves texturing an old-style car's tail light and reverse light fixture, which (as I'm sure you all know), uses colored glass over a chrome reflector and halogen bulb.
I'm looking to create the following appearance using textures only (height/normal/etc.), and then to use light to shine through the glass and create realistic refractions.

What I've been able to achieve thus far is probably not the best method, and is also far from accurate:

I am willing to learn any procedure and/or method to achieve the accurate result below, and the eventual light pass-through that is my final objective. Thanks so much for your consideration all!


texts:
So far, most of the textures i've been using seems very "new" and polished. For example, in the real world, a wood floor is not bright and shiny and over times it becomes more worn.
Therefore, i was wondering if anybody knew a way to make a wood texture and textures in general more worn?
I have attached two pictures to illustrate my point:

A woodfloor texture that looks bright and new
A real world wood floor that looks worn

Its clear that the two wood floors arent looking the same
Tips and tricks would be much appreciated :-)!


texts: How to move UVs by a set amount of pixels?

texts:
In Blender 2.7, using the UV editor, selecting some vertices / UV islands, I was then able to use G (grab), followed by a number, for example 8, to move the selected vertices / island by exactly 8 pixels.

In Blender 2.8, it seems that doing the above, the number entered does not correspond to image pixels, but instead to UV coordinates (0.0 to 1.0). Given a texture of size 1024, moving the selection by 0.5 would hence effectively move it by 512 pixels.

Is there any way to do the 2.7 way in 2.8?


texts:
The Rain rig that Blender provided here: https://cloud.blender.org/p/characters/5f04a68bb5f1a2612f7b29da works fine for me with the viewport shading but when I render it got this result:

After checking the UV, it seems that there is 3 different textures called "TEX-rain_body_diffuse.1001.png", "TEX-rain_body_diffuse.1002.png" and "TEX-rain_body_diffuse.1003.png" with different resolutions for the skin material. The UV corresponding to the 1002 texture is moved
one unit to the right, and the 1003 is moved 2 units to the right, which seems pretty logic in fact:

But I think the first texture (TEX-rain_body_diffuse.1001.png) is repeating instead of taking the next images that corresponds to the UVs...
As I am the only one with this issue, I suppose there is a basic option I didn't check. Ah and obviously I automatically ran the script on the blend launch
I hope you can help me, and thank you for your attention.


texts: Forgot to unparent armature while editing mesh, how to fix deformation?

texts:
This problem is a bit tricky to put into a search engine...
Anyways, hello!

I've been working on a relatively low-poly human model for a while now, teaching myself how to rig and model and such... Well, I got a little carried away and forgot to unparent the mesh while I edited it. The result is... confusing!

When going from edit mode with the proper shape to object mode, the mesh deforms in some bizarre ways. The left foot merges with the right foot and they both try to revert to how they looked before changes but with many new vertices. My question here is how to get the armature to register the changes!

Here are the actual bones they should be fitting to (I also edited these while the mesh was parented. Big oopsie.)

I tried to fish around for a solution but the mesh remains deformed in Object mode even if I unparent the armature or disable it and the bones do not want to re-auto weight themselves. The deforms stay in place even if they have an empty vertex group! Also, I can't weight paint because the deformations appear in weight paint as well.

I also have an animation in the Dope sheet, I read somewhere that that might be important.

I would love some help from someone who knows what they're doing


texts: How do i make a solid object into water for a animation?

texts:
Is there a way for a solid object to sit there for about 10s and then just turn into water?
I want to make an animation for an abject to turn into water after some time.


texts: What options should be selected to export a blender object to three.js json file?

texts: I am trying to export blender object to three.js json file. For this I am selecting "Vertices", "Faces" and "Face Materials" but I am not getting full object in Json file. So what option I should select to export complete object in Json file? Also when I am selecting "Scene" option then blender gets crashed.


texts: When changing to cylces my render properties menu changes and is buggy

texts:
I am using blender version 2.90.1 even though my issue existed since some version of 2.8.
So when I open my blender file and change the render engine from eve to cycles my menu looks like this:

even though it should look like this:

I seem to have the issue with only this one file / project of mine. But I dont know what it is that I did differently here than in other "working" projects.
Please help me. It is just really frustrating to me... Thanks in advance. I am new here and to blender :D


texts:
I'm back with another super basic question.

I have four faces that I want to extrude inward(or outward) ten grid units. So I have done the following...

I want to snap the faces in or out and have them snap to each grid line, but no matter what options I check, the extrude won't line up with the grid.

These two pictures are snapped to -.9 and -1, but they don't line up with the grid


texts: Build modifier - Bake object or Halt animation

texts:
Is there a method of baking an object so it holds it's current state? For example at frame 60 (60% built) on the time line the object is what I would like to hold for re-animating. The actual build animation isn't what I want to use, just the partial built object.

Blender File:
https://drive.google.com/open?id=1W5UjPl-24Ho0Gd4wxwidY_-t9vbVhp-n


texts: What's the difference between official builds and GraphicAll builds?

texts:
I want to get a lot of performance in rendering, but I also want stability and useful features that can be included in Blender builds.

GraphicAll builds seem to be geared towards a more specific set of features people might want, and they may include extra CUDA kernels (Blender reports that my card is 1.1, but the specifications don't say anything about it).

Should I stick to official builds from the Blender Foundation, or are GraphicAll builds more suited towards my needs? What's the difference, anyway?


texts: What does this do: fps = scene.render.fps / scene.render.fps_base?

texts: In blender python what does fps = scene.render.fps / scene.render.fps_base exactly do? I understand that it gives frames per second but how does that work. What is scene.render.fps_blender?


texts: Unable to select edges of cube in blender for trying to create a cut apart uv image

texts:
Pic #1 - all edges of cube selected - Hit "A" to unselect

Pic #2 shows selecting back upper edge

Pic #3 shows moving to front edge - but you can see first edge does not show selected

I am using Blender 2.79, and trying to follow tutorials on creating an unwrapped uv image of a cube. I have clicked on Edit mode and have clicked on the Edge Select icon in the menu bar. In the videos as the trainer is selecting their edges those edges are highlighting and it is clear which edges they are selecting for the program to cut along. When I select an edge the bullseye pointer simply moves around to the edge where I am clicking but it is not actually selecting each edge. What am I doing wrong?


texts: My entire model/rig teleports to a new set position when switching to edit mode from pose/object

texts: The whole model seems to move together. I noticed the transform gets set to some predetermined value, but when I reset it to 0 on location and rotation then go back into edit mode those transform changes get reset. It's currently in it's rest position, but seems to have this issue in both rest and pose. I'm not sure if I accidentally set a locked position, but the model returns to the same location and rotation values every time. Thank you for any help!


texts: How to enable the Alt + right click shortcut (select edge loop) in Lubuntu?

texts: On Lubuntu the shorcut Alt + right click moves the entire Blender window instead of selecting edge loops in edit mode. How do i disable the Linux shortcut to use it with Blender.


texts: Why are my dark areas so blotchy in video renders?

texts:
I've been using blender for about 3 years now but I only recently built a computer capable of doing more complex renders. My renders look excellent when rendered as a png but when I render as a video I get very bad blotches in the dark areas. I assume this is from compression. I'm using h.264 and I have it set to perceptually lossless. I still get ugly banding in my objects that are black. This has limited  me to only doing lighter scenes.

Right now I'm working on recreating an iphone commercial and it looks killer except the banding. I wanted a nice dark scene. (The banding only happens on the objects that are dark in color. The world is completly black and there is no blotchyness in it).

Not only does this happen in blender but in devinci resolve also. If I have a dark area in the video I get horrible blotchy areas after rendering even if I make no changes at all to the video.

I've thought about rendering as an image sequence and then converting that into a video outside of blender but I think I'd probably get the same result as just rendering as a video in blender to begin with.

I see lots of videos on YouTube that are dark scenes that have no blotchyness at all. And I've heard that youtube compresses the crap out videos when you upload. So how are these people getting such smooth dark areas even after all the compression?


texts: How to transform texture stencil correctly?

texts:
When I press Shift + Y or X to transform texture and right mouse button (+ Alt for texture mask), It is start acting strange. On the link is what I want, 19:57:
https://www.youtube.com/watch?v=6lqak2bFkpA&t=1197s Lizard Mage: Modelling, Texturing, Rigging (Blender Timelapse)
And this is what I have:


texts:
I'm new to Blender, and I'm trying to do the simplest fluid simulation possible in 2.82 using Mantaflow. I can't tell if I'm experiencing a bug, or not following the correct guidelines.

I'm using factory settings, everything is untouched except two meshes, a large domain cube (fluid physics->type: Domain [Domain Type: Liquid] & liquid option is checked) and a smaller fluid cube inside (fluid physics-> Flow Type: Liquid).

After baking, no particles are displayed throughout the timeline. The cache shows that it's certainly saved something, though.


texts: Blender Game Engine Not Rendering Objects Properly

texts:
So I made a simple blender game engine with a controllable character using WASD and mouse.  I added a Suzanne mesh and it will not render properly.
However, when I render from outside the camera in the game engine, the Suzanne mesh renders properly.  The 'game' is meant to be played from the first person.  The 1st person perspective camera is parented by the box and follows it, the camera is inside the box.

As you move around in 1st person, the object renders in different ways really fast, resulting in a flash, GIF here: https://media.giphy.com/media/WwpazKMWcgWTYJbps8/giphy.gif

This one keeps looking like this no matter where I move the character

If you know what I can do to fix this, please leave an answer, it would be greatly appreciated.  Feel free to ask questions about how I set it up, I would be happy to help!


texts: How can I get pixels from multiple render passes through Python and store them to generated multilayer image?

texts:
First of all I know that the easiest and probably the most efficient and the fastest way would be to add File Output with different inputs, but as far as it is possible I'd like to avoid writing unnecessary files on disc. For my addon I'd like to store all pixels from all render passes to numpy array and then move the results to the generated multilayer image without writing it on disc.

Pixels can be gotten from bpy.data.images['Viewer Node'].pixels, and with Python it is possible to reconnect Viewer node in Compositor to each pass and got particular pass's pixels from there. It starts to be complicated when you have not just a single View Layer but dozens of different Render Layers in Compositor, and worse - Viewer node gives only 4 channel RGBA image, while the passes may be of other types: some of them are values (depth, mist, ao), some are vectors (normals), etc.

Of course I could write a couple hundreds more lines of code to find out node.outputs[0].type for each Render Layer output, write for each type an algorithm to convert its RGBA Viewer result back to its original type and store them to array. This seems to be unnatural and weird way (comparing to something like ...nodes['Render Layers'].output[0].image.pixels) which takes additional memory, processing time and effort. But we all know those unexplainable limits in Blender's API and from time to time each of us has to do weird things. (Still hope there's more straight forward way of doing this which I've missed).

But how can I store pixels from an array to different image layers? I can generate an image in Blender and set its type to "MULTILAYER", but I haven't found any additional options like image.layers[0] appear after that. More to say, I've tried to find a path to existing Open EXR Multilayer file's different layers through API - and failed. And of course multilayer's self pixels, size, channels, resolution and other parameters are returned as 0, which is very similar to what we've got from 'Render Result' image.

To summarize.

The best and more obvious way would be if there was something like bpy.data.images['Render Result'].passes[0].pixels and the same for multilayer images.

Is it true? The problem to get an access to render results in Blender is actual for almost 7 years and yet we still don't have a solution in 2020?
There's no way to access/change individual multilayer image's layers' data through blender API?

UPDATE.

This is a known feature. At the moment there is no access to multilayer images' pixels through API. But the thread is not closed, so still there is a hope this will be improved.


texts:
Is it possible to set up Blender to have rotation controllers similar to Maya?

Preview of Maya's rotation controllers:


texts: How to achieve true material splating for large terrains?

texts:
I'm running out of luck here so I need help.
My current project uses a LOT of images to textures a large terrain (7 groups currently that each is PBR so at least 4 maps. Meaning 28x 4k textures).
I'm quite new to the shader graph of blender, but I figured out how to use my splat maps (made in Houdini) and mask all the "materials" using Mix Shader nodes, I even tried the whole project with manual MixRGB nodes with the same issue.
The issue comes with Eevee : since it's a realtime engine, it is limited in how many textures it can use at the same time and the viewport quickly becomes unusable (GPU is 100%; VRAM is only at 20%).
Cycles still works (I'm not sure it has any limitation of this sort) but is becoming very slow (understandably).
Would you have any solution to keep using Eevee and my splatmaps ?
Modern realtime engines (like Unity) can blend materials together in a similar technique. Since it's separate materials, it doesn't overload the pipeline. Could anything similar be achieved in Blender ?


texts: How would I make a plane look defocused or blurry

texts: I'm trying to make a product demo for a class and was wondering how to make a base plane look soft focused, like in this image. Would it be through depth of field or something else? I've tried depth of field, but can't get it like this. Thanks in advance.


texts:
I have created this top hat, which has 3 main parts: the base, the band and the top.
Originally, I created the hat incorrectly, I used materials instead of textures. I now want to use this as a textured Roblox hat for a game, but I can’t paint it to look like the original because when painting the band, it also paints the rest of the hat, like in the video below. How would I get the hat to look like this:


texts: Rotate two points on f-curve by opposite amounts

texts:
If I have two points on a curve and I want to rotate the handles the same amount I can select both handles, choose pivot from individual centers and rotate them. However what if I want to rotate them in opposite directions?

One way to do this is to rotate one point by pressing R and specifying an angle, and rotate the other point with the inverse of that angle. Are there other ways to do this if you don't know what angle you want to rotate beforehand?


texts:
I have an object containing multiple models with several IK.  One model has fcurves (euler rotation only) which gives motor to linked IK models.  What I need is bake/convert all IK animations into FCurves.

Is it possible?


texts: Animation Nodes - how to remove with python command

texts:
As far as I know, you can run a command in the bar button to remove animation node trees. But I would like to automate this with another script, for rigging purposes.

This doesn't work:

bpy.ops.an.remove_node_tree("nodetreename")

As far as I know, there is an error Invoking the right window?

Any clue how to script this?


texts: How can I move object origin with along with object while using Armature Deform? (2.82)

texts: I have three objects and an armature with three bones. The objects are parented to the armature using Armature Deform. I set the weights so each object is controlled entirely by one bone each. When I make an animation and play it back, I noticed that the object origin does not move along with the geometry of the object. Is there any way I can get the object's origin to follow along with the object as it is moved by the bone? A visual representation of what I'd like to happen is below. I would like to be able to do this so that the armature can control where the center of mass of an object is for a rigid body simulation. If possible, I'd like the origin to travel with the object throughout the animation instead of having to change it manually.


texts: Add-On Dev: Per-File Initialization (Issues Enabling Add-on After File Load)

texts:
I've noticed a lot of add-on code using the load_post handler to serve as a sort of startup event. This makes a lot of sense, because many elements do not exist before that moment, and most add-ons need to associate with them.

But what about when an add-on is activated after the blend file is loaded? The normal startup sequence seems to be load_pre, addon.register, load_post, which allows us to sync with the file contents. But how do we detect when load_post happens before our add-on is registered?

I've tried accessing bpy.data.* and bpy.context.*, to try to detect any differences, but they are both restricted at normal startup. Is there a safe way to ask the environment if any scenes exist?

Edit: Just want to sum my problem up as a really simple question: How do I initialize add-on states that need to look at scene elements?


texts:
I have created a 3d model in blender and I was wondering how can I export it as a 2d image.

For example, the game Clash of Clans the graphics are done in a 3d program and then exported as a 2d image ( that is what I have heard ).

Thanks!


texts: How can I get Blender to render the 3D view instead of the what's in the VSE?

texts:
I added a video sequencer/preview as reference for the animation I am doing, but now when I render, it renders from the sequencer rather than my 3D camera.
How can I fix this?


texts: Blender cycles render to unreal engine 4 problem

texts:
I'm pretty new to blender and have made my first mesh I want to import to ue4.  I used cycles render and when I export with fbx and import it to ue4, none of the materials are applied.  Here's a picture in blender  and here's the picture from ue4.
I've tried recreating the materials in ue4 but just can't get the same results.  I've read stuff about baking the material into the mesh or something about light UV maps but I'm not sure how to do any of that.  If I could get some help to export my mesh with the materials that would be awesome.
Thanks


texts: Can i fill a solidify mod while keeping it as a modifier?

texts:
I have a part that I would like to cut out of an object. however, the part is going to be 3d printed so it needs to have a small gap so that the actual part can slide into the cut space.
The solidify modifier with boolean works perfectly for cutting the gap to be a specific thickness. However, the mesh being solidified was already manifold, this means that when the boolean is cut, it only cuts out the gap and not the part that needs to be cut. I know that I could apply the modifier and delete the internal geometry but I don't know if the gap will be the right size so I would like to keep it modifiable.
Is there a way to make the result of the solidify modifier a solid object without applying the mod and deleting the internal geometry?


texts: I'm a little new to Blender. I've been trying to render this animation in Eevee. It's 18 seconds long, and includes two human models (only the heads). For some reason, it will not render. When I click render animation, it only shows the very first frame in the beginning. After that, the render is completely grey-transparent and it only gets to about 98%. This has never happened before. Any suggestions?


texts: how to array objects along mesh in blender and make it deform along mesh normals?

texts: does any one know how to array objects along mesh in blender and make it deform along mesh normals  same as this picture ??


texts: Water animation works in viewport but renders differently (cycles)

texts:
I have made a simple water text animation using canvas and brush, when i run it in the viewport it looks amazing causing ripples as a sphere glides through the text, however when i set the render animation up and hit render it renders the animation with just the ball going through the text but no amazing ripple effect, i am using blender version 2.8.3
Thanks
Stuart


texts:
I am trying to install an Animation Nodes add-on to Blender 2.8. I tired  GraphicAll and Github respectively. The system is rejecting and error message said that I have multiple versions of animation add-on already installed.

I never download this version of add-on before, most of my add-on are default add-on by Blender. After couple of initial rejections, I went through all add-on and removed most animation add-on I didn't use.

I am still having same issue installing this add-on. I have reset/refresh computer couple of times, cleared memory though it doesn't need much. I have attached screen shot if anyone else can see issue I cannot.


texts: Simulation of objects falling one after another

texts:
I would like to animate a great number of Cubes, falling from a plane located in a determined height, one after another. Each cube should be placed close to the cube placed before.

What I've want to do is deploying a sort kind of barrier (in several horizontal layers). To simulate the real life implementation I simply moved one element higher than the other, but in this way (obviously) the simulation gets affected by the gravity. I know how to through the element at steady speed, but it could be more realistic if each element appears after that the previous one has already reached the ground (it should be simulate a "crane" that places these elements on the building site).

Has somebody advices how to do it?

Thanks.


texts:
As you know, edge made by 'f' shortcut across a face do not divide the face.

I don't know why this type of edge is necessary in Blender.

Is it not sufficient only one type of edges(dividing face) exist?

Please tell me the case in which 'f' type edge should be used.


texts: Eevee - how to do god rays emitting from a transparent object?

texts:
Alright, Im trying to emulate the god rays/light streaks emitted from an explosion like this, in 2.8 eevee -

Ive looked at typical tutorials like https://www.youtube.com/watch?v=MQooOGayOQI and https://www.youtube.com/watch?v=N8wLd4Lob-o but these all deal with opaque objects to filter the light source.
I have a series of transparent bubbles that comprise my explosion - upping the intensity on a point light does nothing for this.
How can I accomplish god rays out of an explosion?


texts: Objects don't show up in the screen layout

texts:
I have several screen layouts that I have defined:  default, animation, UV, etc.

In some of them, after working in the layout for some time, some of my objects disappear from the scene, and won't show even if I unhide them.  They still show up in other screen layouts and in my outliner.  I assume I'm hitting a button or something, and it's not random, but I haven't been able to figure out what I'm pressing.  I have been able to get around this by deleting my screen layouts and remaking them, but I'm getting tired of doing this.  The objects are all on the same layer, and they won't show up even when I render.

Does anyone know what's happening?


texts: How can I apply color to a digital elevation model and a border?

texts:
I am trying to make a map from a digital elevation model using this tutorial. So far it's working well. I have a plane where displacement is set to the corresponding color/height of the DEM. And the map looks good.
I am now trying to color the map using a vintage USGS map. The map I want to use as a base color for my DEM-plane includes both the map itself and a border. I used GIMP to cut out the map-section from the USGS map and apply it to the DEM which worked, however I am now trying to add in the border. My first idea was to add a second plane directly under the first, use the full USGS map as a base color for this plane, and then have the plane with the elevation model sitting on top of it. Unfortunately, the plane underneath cuts into the DEM-plane at low elevation areas.

Next I tried applying a mask modifier to the base-layer plane, so that it is only visible where the DEM-plane doesn't exist. Upon adding the mask modifier however, the bottom plane disappeared completely.
Am I going about this wrong? Is there a way to do something akin to a clipping mask in Adobe Illustrator, where my base-layer-plane isn't visible in areas it is overlapped by the DEM-plane, or is there an entirely different workflow that would work better? The effect I'm going for is something akin to Scott Reinhard's maps, where the elevation appears to be sitting on top of the paper it's printed on.
I'd be really grateful for any advice here. This is my first time using blender, and it probably shows. Thanks in advance for your help.


texts: Cannot find UV Mapping options on tools shelf

texts:
I'm a programmer and making graphics is something very difficult for me, but for one project I need to apply a panoramic image to the inner side of a semi sphere.
So I found this tutorial on how to unwrap the sphere https://www.youtube.com/watch?v=yc0b5GcYl3U
it all went fine up to the part where he uses sphere projection. Look at the time 2:20+. He's got the UV Mapping (Direction, Aling) on the toos shelf. But there is nothing like that in my blender setup (2.73). Just look at my screenshot

Where can I find those options? Or how can I unwrap this semisphere to something like a rectangle like the guy does on the video?


texts:
I have 2 models in my scene. They are stacked over each other because I want them to be in the same pose.
I want to rotate one model's arm bone.
However, I seem to be unable to do so.
It always selects the other model's arm bone instead.
To tell blender which bone I want to rotate, I select "PCL3" in the outliner.
This makes the model red (or its bones if I select "Armature" instead).
However, I still can not click this model's bones to rotate them.
I only allows me to change "Genesis2Female" model's bone instead.
Why?
Thank you!
In this screenshot you can see the model is red. I want to edit this model's bones, but blender doesn't let me.


texts: Appended Group Objects No Longer Work in BGE

texts:
I designed an automated garage door for the BGE that uses rigid body physics and logic bricks to open and close. I made it in one blend file and then added the objects that comprise it to an object group so I could easily append it into other files. However, when I append it and try to run it, the logic no longer has any effect.

Here is the file that I appended it to:

test-door.blend

I have checked the logic bricks and everything else in the file to assure that it's all the same as in the original file, but I can find nothing wrong.

The door is designed to open when a character with the property 'door_key' comes near to an empty placed at the door, and should close again when the character gets near other empties further away on either side of the door. The support bar for the door moves between two other empties that act as targets for the support bar to move towards when opening or closing, The door hangs from the support bar using constraints.

I'm stumped. Can someone please look at this and see if you can find the problem? Thanks in advance.


texts: Why do I have more particles in the render than the viewport?

texts:
So I've got two emitters, each has two particle systems, all throwing hearts. When I render the animation, I get maybe 3x as many hearts as I want, which makes it hard to balance it all.
Here's the viewport, with all particles baked, playhead at frame 139

Here's the render, which I stopped at frame 139 because it's choked with hearts

I've seen viewport vs render amounts in the hair section, but I can't find anything that relates to emitters.


texts:
Trying to use the snap functions, I don't really understand how the "part to snap" option works in object mode and how to accomplish a precise snap.

Closest is working as expected.
and 3. Center and median : I couldn't notice the difference. I would await "center" to snap the origin on the target (that's the case in all my test), but then "median" should snap the "middle of the mesh" to the target ? At the end, on my computer with 2.68, both do the same. Wrong configuration or bug ?
"Active", the one I need the most. I would await it to snap the active vert/edge/face in the mesh. But it does like "Center" and "Median", it snaps the origin to the target :/ Maybe the "active thing" is the object and not the vert at that moment, but it makes no sense to have 3 different options that do the same and really not what is expected ? It works in Edit Mode.

What am I doing wrong ? If it has to stay so, maybe explain why and a way to accomplish 4) in object mode would be great.


texts:
I've been trying to render a scene with a dark infinite background, but when I use a vignette effect it looks posterized. I thought that it might be something I did in my Blender file, but then I started a new file just to test it and it seems like that's the way it works...
Bright background (no posterize effect)

Dark background (posterized)
Open the image to visualize it better

I tried adding a blur filter but it makes it worst:

Blend file: https://drive.google.com/file/d/1pIytoPHVPMyP7YvvJW72glZ9j9wP4Kz5/view?usp=sharing


texts: How to read a csv file and use the values as x and y points in blender?

texts: How can i use the value in column 'lon' and 'lat' as the position of my uv_sphere? For example,read the values from line 4, (116.4559081, 39.9139083), and make these 2 numbers as my uv_sphere x and y position in blender? and gives different colors for different mode, for example i have 4 modes in the csv , i want to make the uv sphere that represents the bus mode to be red, and subway to be green , rail to be blue and tram to be yellow., and use the row ['from'] and ['to'] to connect the nodes with a cylinder with x scale 0.5 , y scale 0.5 and the z scale with the value in ['length'] value.


texts: Texture painting is totally messed up, resulting in lines and unpainted areas

texts: after a few hours of hairpulling trial end error I ended up more confused than before. I am not extremely familiar with all that blender has to offer, however I decided to take the task of modelling something for my game. I am trying to make a spaceship corridor, but whenever I try to paint on the walls that are extruded from the floor plane, Blender paints weird angles and artifacts, and I have no clue what is wrong. If there is anyone who knows what causes this, help would be greatly appreciated. I even considered separately painting every part and then combining the textures, but I refuse to think that there is not an option I am missing that has to do with my issue.


texts: Substance / Blender GLTF workflow = wrong metal render

texts:
I have a 3D armor which was textured in Substance and exported following that pipeline: https://www.khronos.org/blog/art-pipeline-for-gltf, that is to say with a ORM map.

However, once the maps pluggued in the right nodes in Blender (I'm using the glTF metallic roughness node from https://github.com/KhronosGroup/glTF-Blender-Exporter)...the metal renders like plastic, not at all like in Substance. I have tried to toggle Color / Non-Color Data modes, to darken the roughness... Nothing works.

Here are some screenshots. First what it renders in Substance painter.

Then what it renders in Blender using the gltf nodes

The node connexions:

And finally what it renders when plugging the maps in the Principled BSDF node

Can someone please explain me why I can't seem to get the metal effect right using the GLTF pipeline? :(

Thank you very much :)


texts:
I wrote and released an add-on and part of the code finds the center of the faces and uses that for other stuff. A user of my add-on sent me this mesh and running this test code:

import bpy
ob = bpy.context.object

for face in ob.data.polygons:
    bpy.ops.mesh.primitive_cube_add(location = face.center * ob.matrix_world)

creates the cubes like this:

They aren't at the right position, doing face.center * ob.matrix_world doesn't fix it either.
The weird thing is that if you do Cursor To Center and then Selection To Cursor and then run the code it works. Any ides why this is?

.blend


texts:
I'm trying to add a dirt texture with small rocks as a foundation for a landscape, but I have a familiar problem: when the camera is directly overhead, the texture looks 3 dimensional.  However, when looking horizontally, it goes flat.  How do I make it bump at all angles?  I should mention there is a colour image in the image texture input node going into the colour input of the principled shader as well as a height image in the bump and roughness).

Here's the overhead view:

Here's the horizontal:

Here's the node setup:


texts:
I am looking to explode a wood block and reveal a text logo in blender 2.8. My original idea was to make cube with a remesh modifer and apply with a quick explode. The problem was that no matter what I did there was a bug in the code that wouldn't apply the explosion correctly.

My second attempt was to make a cube ND Subdivide it with loop cuts it accepted the quick explode but the result was not a real explosion, the particles just pealed off of the cube but would not lay down in a pile or without a collision set up they would not all fall through the floor correctly. Either way I was looking to explode the  cube not to have it just fall to pieces.

Idea?s


texts: mesh animation & boolean: avoid bugs & glitches (Cycles)?

texts:
I'm working on an isometric animation where a road scrolls.

The road should appear only within a specific "domain", so I added a boolean modifier on the road mesh, so it is constrained within the desired space.

Thing is, I can't make it work as it displays a lot of bugs & glitches.

How could I fix this / achieve the same effect ?

Here's the project file if you want to have a look.

Thanks !


texts:
I am trying to make a grid that i can deform, by adding points that acts like a magnetic field.
Is it possible to create a grid that i can manually/auto deform like this?

I need it to be one connected mesh and not multiple objects:

I am trying to recreate something like the tensor field on this site :
https://probabletrain.itch.io/city-generator
EDIT:
The closets i could get to what i want is by using a sphere modifier with a circle as control:

But this creates weird geometry. Anyone another idea?


texts: Mesh Has Different Shape in Object and Edit Modes

texts:
I made a mesh and applied a material (skin colour) to it. But now when I try to edit the mesh, the changes are not being reflected in object mode.

As you can see in this clip, the neck seems thicker in object mode when it should look like that in edit mode

What can be done to make the neck thinner in object mode? I've even tried removing the materials but to no avail.


texts: Blender 2.8 - bevel modifier on a cube to which other objects have been joined

texts:
Is it possible to bevel a cube that has been the subject of a join?

I am positioning text objects on the surface of the cube and then joining them to the cube; but this seems to interfere with the bevel modifier.  The surviving object is the cube.

I have created a cube and applied a bevel modifier successfully; but when I join something else to the cube, the bevel disappears.

I have also joined multiple items to the cube and then applied the bevel modifier (which doesn't work).

Thus, whether I apply the bevel modifier before or after the join, the result is the same - no apparent bevel!

Any thoughts would be appreciated!


texts: How do I denoise an image sequence that has already been rendered?

texts:
I have completed Andrew's donut tutorial and I have a full set of 30 frames that makes up the image sequence. I opened another Blender tab (closing down the tutorial with saving) to compile the frames into a video. However, I forgot to denoise the frames.
Now when I go to the 'Compositing' tab and open the Image Editor, the 'Render Result' is completely blank. Is there any way to denoise the image sequence without having to re-render the whole sequence?


texts: Using noise texture of one object to effect another object

texts:
I have made the ground look wet by using a noise texture to control a glossy node. I am looking to add several parking lines to the ground, my thinking was to uv unwrap the lines onto planes and shrinkwrap them to the ground below. The image below shows the result.

Is it possible to have the parking lines effected by the glossy noise nodes from the ground below? Or is there a better process than the one I have described?


texts: Grease Pencil: render is darker than what is displayed in the viewport

texts:
2D Animators question:
I have a material with a certain color, but in the rendering it appears a bit darker. See here:

Maybe there is an light or shadow source.
What I've tryed:

deleted  all light objects (see layers)

unchecked "use lights" in the layers properties (see grease pencil properties)

deleted the backround in the world properties

Here are also my render settings (opened up light and shadow settings. is anything else needed?) and

material settings


texts:
What is the difference between the solver for the Boolean operator.
It is obvious that Carve and BMesh give different result, but I'm unclear on when I should use which one?

The documentation says: 'TODO' which isn't all too helpful.

Can anyone shed any light on their specifics and appropriate use-cases?


texts: Bright pixels appear on my model in material preview with Cycles on Blender 2.82

texts:
I am currently following Blender Guru's donut tutorial for 2.8, but I've had an issue with the material preview in the viewport. This seems to come from the donut, where the entire object simply pixelates with bright and blinding white pixels along with a few other rainbow colors. When moving my view around, the pixels leave a trail too. I don't know if this is an issue with switching from Eevee then to Cycles, or if it is something else. Here is how my issue looks like:

If I add back the icing and sprinkles:

When I zoom in and out:

Edit: Here are my computer specs:

Name: ALIENWARE13R3
Processor: Intel(R) Core(TM) i7-6700HQ CPU @ 2.60 GHz
RAM: 32 Gb
System: x64
OS: Windows 10
GPU: NVIDIA GeForce GTX 1060

Here is the blender file to download on MediaFire:
Donut Tutorial.blend download


texts: Cycles viewport is dark compared to EEVEE

texts:
When I look at my scene in the EEVEE viewport everything appears fine. But when I turn to cycles, everything turns grey (total silhouette, no light whatsoever) unless I am looking through the 3D camera.
Why is this?


texts: White outlines around characters from sun lighting

texts: So, I'm trying to make a minecraft scene and every time I put a sun in the scene it puts a white outline on the characters.


texts: Can't Get New Intel Denoiser to Work on Projects

texts:
I've been following along on all the tutorials I can find to make this happen, but my denoiser node doesn't seem to have any effect whatsoever when I apply it. Where am I going wrong? Thanks in advance for the help!

Here is the .blend file:


texts: To what plane curve does a Catmull-Clark subdivision converge?

texts:
1 BU ×1 BU plane, 10 levels of Subdivision Surface modifier set to Catmull-Clark:

That's not a circle.

What is it?

(Mathematically, what's the limit surface of a Catmull-Clark subdivision?)


texts: How to allow blender to only use part of your CPU computing power?

texts: Is there a way to only allow blender to use part of my computing power?  For example, I don't want blender to use more than 25% of my CPU computing power.  Please make sure that it doesn't shut off when you use too much computing power but instead just keeps on running at 25% computing power.  Too clarify, I don't need this for rendering, I want it be for the 3d-view.


texts: Game Engine: Disable/Enable Keyboard/Mouse input

texts: Is it possible to disable and enable the mouse/keyboard input in blender that every sensor doesn't recognize any input while it's disabled? Thanks!


texts: Why when the point light is moving with the animation the text is not so sharp?

texts:
When I hit play the point light is moving around the text the problem is when it's moving around the text the text is not so sharp when the light is lighting part of the text. If I pause the text at some point the text seems very sharp. How can I make it to be sharp also when the point light is moving ?

This screenshot the text is not so sharp when the point light is moving around the text :

This screenshot is comparison of the two :

This is a link for my blender file :
https://blend-exchange.giantcowfilms.com/b/0B8XNgLv


texts: What's the fastest and / or craziest way to model an arrow in Blender?

texts:
I'm curious about all the ways you can come up with a solution. I'm searching for the way with the least clicks and maybe the two runner ups. I made up some rules on how to count them:

A default installation should be used.
Changes in the UI don't count, so you can zoom or pan without adding steps. Changing the pivot point or similar actions count.
Every press of a mouse button or key counts.
Combos like ctrlLMB or shiftD count as one.
The arrow has to be symmetrical. Proportions don't matter, right angles do. The backside of the arrowhead has to be parallel.
to broaden the field a bit: extra verts are OK as long as they don't distort the shape.
Addons belong in the realm of the second question.
In case two answers have the same score, the one posted first gets the checkbox.

The second and more creative question: what's the craziest, least practical and goldbergish way to do it? Feel free to contribute. Any fun solution in between the extremes is probably interesting, too.

So, who manages the least clicks and how?


texts: How to calculate centripetal force in BGE?

texts:
Everyone knows how a racecar traveling at such-and-such speed can drive along the inner curve of a race course, tilted almost perpendicular to the ground.
This is an example of centripetal force. There are a lot of fancy equations here to explain exactly what it is, but they don't relate to my question very well.

My game involves a character who can do pretty much anything that you could do in real life if you were awesome. This includes (but is not limited to) kicking people while airborne, throwing people back-flipping, running at Olympic speeds and punching people through walls.

I want to include a function that allows my character to run on walls, permitting his speed is sufficient. Example of this are found in Mirrors Edge and Jedi Knight 2.

I think this can be probably accomplished by adopting the face normal of a wall, playing an animation (differs from left to right) and decreasing personal gravity, but I haven't been able to get it to work like that. I've looked at these questions:

How to get the normal of the face which was hit in a collision?
Can gravity be disabled for a single object in the BGE?

but they haven't helped.


texts: Bevel a standard Cylinder of quads and produce a Cylinder of quads?

texts:
The goal: Bevel a standard Cylinder of quads  and result is a Cylinder of quads
How can I achieve that goal?
Perhaps I have mystery click or keystroke.

In the image on the left side is a plane.  I have a plane beveled with increased quad density. Successful
In the image on the right side is a cylinder. Next I tried that on a cylinder with no top and bottom.  I got the areas that appear as triangles or (miters). 5 poles. Unsuccessful.
This is the simplified cylinder for readability.  Can I turn off the triangles or Miter?
Of course Loop Cut is available.  But that would be time consuming for the actual model.  Can loop cut  work with preexisting multiple loops?  Of course I know how to use loop cut on a single loop and increase the loops.
I want to cut multiple loops in half.  Therefore I used bevel.


texts:
I was working on a game, but when I play it, all objects are invisible. It turns out, they all have the invisible property in the physics tab enabled. I don't know when it happened, and there's a lot of objects so turning them all visible again would be a nightmare.

Is there a way to do it to make all objects visible again?


texts: Is there any root motion workflow that doesn't require feet adjustments on frame by frame basis?

texts:
been searching for an hour or so, but wasn't able to find an specific answer about this problem. I need to make animations moving the character's root around for my game, so in place animations aren't a possibility. For now, I moved just the root bone (whole character) in straight line to ensure it has the speed movement I need in game, but now I need to start to add the actual feet movement to this animation movement. It happens that both feet follow the root movement (obviously), even when one of them should be planted. I did find some information pieces around the web, but nothing fixed this problem for me. I really need a best workflow for this, cause fixing the feet position on frame by frame basis seems to be a very bad, not to mention time consuming, way to do things.
I even considered unparent the feet from the root, but I'm positive this will cause problems in Unity as I need to use Humanoid rig there, which presupposes that the whole bone chain is connected to a single root.
I'm using Blender 2.8 and my rig was genereted by Makehuman, with the optimized for game engines option checked.
Does anynone knows a good workflow for this case? Maybe I missed something in my previous searches, cause this doesn't seems to be a big deal at all, it must have a better way to this..
Thanks in advance for any insights.


texts: Text inside blender2.8x weird and unreadble on Macos

texts: I'm using Mac,It's like two days ago,very suddenly turns into that,I have redownload a new version,old version,its the same,and also I deleted the preference folder in library,blender just can't boot anymore.Did someone encountered the same problem?


texts: What can i do to have aninmation Node version 2.0 or 2.1 python 3.7 build work on my linux? I am using Fedora 32

texts: The error message made it clear, the build i was installing isn't working at the moment.


texts: problems importing boost module into blender

texts:
blender boost version?

have problems incorporating dlib with blender (2.77a)

hello,
    My name is pascal and i am having trouble installing dlib with blender.
Dlib is a model that uses boost to do lots of cool things. What I’m interested
is the capableilty of extracting facial points from a webcam.
    This means i can control any blender rig on any computer using any webcam…
Well if i could get dlib working.

I have tried building blender 2.77a from scratch on my computer
i have tried taking out blenders python and inserting my own
i have tried a simply sys.append() to the python system folder that has dlib in it

created a python 3.5.1
for 1 and 3 in order to recognize my own python. I had to do sys.append() which then worked and imported everything that did not use boost.
for 2 worked for all but boost library without needed to create python paths.

so this is what it looks like when it crashes or gives me an area

import dlib  #this works

import os
predictor_path = "/Users/pascaljardin/Desktop/TheBitcoinDimension/CodeStuff/shape_predictor_68_face_landmarks.dat" #need this to be installed on desktop

print(os.path.exists(predictor_path))
    Code output: True

dlib.shape_predictor(predictor_path)

# Code output:
#   Traceback (most recent call last):
#     File "<blender_console>", line 1, in <module>
#   TypeError: __init__() should return None, not 'NoneType'

This is where i receive this error or blender will completely crash. As i understand the reason why importing lib worked is because it was able to find the links to call it. But when it wanted to actually run something, the boost got all messed up… well thats my understand any way

Here is what i installed in order to get the facial points and something in this is not happy with blender 2.7. Everything need for dlib to work: installed on python 3.5.1, but can us any python 3.x

 boost:  1.59.0-py35_0 menpo
 bzip2:  1.0.6-3
 dlib:   18.18-py35_2  menpo
 libpng: 1.6.22-0
 mkl:    11.3.3-0
 numpy:  1.11.1-py35_0

with that said, i can use the sys.append() to another python environment and by doing so dlib can be used in that environment

so do i need to build blender form scratch a special way for this to work?

Or do need to use a older blender like 2.6 for this to work
Because the python version dose not matter to install the dlib, as long as its python3x

or better yet is their a line of code that will magically get dilb working?

Thanks,
    Pascal


texts: How to unwrap an already textured model and then re project UV data

texts:
I am using computer software to generate a scan of a person.  The software returns a good looking mesh and a very high-polygon model.

Unfortunately the UV map is a very complex mess of image data shoved together.  It does map very well to the model, but I am hoping to unwrap the model (or re-unwrap) in a sensical way so that I can touch up the map and make minor changes (or just have a template to share with people who can easily see the cutouts of a person).

Right now I am unable to do this because the UV image data is all over the place (see images).

I am also aware that there may need to be some retopologizing done as well - I assume the typical process here is to re-topo the model and then unwrap it / bake the texture but I have never done this and am not sure how to go about this.

To be clear the ideal thing would be to be able to unwrap "UV Islands", with their current textures, in effect re-creating the UV map.

So, how to:

Create my own custom UV islands through unwrapping?

and

Have those islands keep the texture from the original model?

Can someone help me with this process? Thanks


texts: so I am currently on Part 5 Level 1 of Blender Guru's video. I am trying to sculpt but every time I try nothing happens. When something does happen this white area forms (see the image below). What am I doing wrong?


texts: Changes to particle problems not showing in 3-D View panel

texts:
I'm using Python to change the positions and sizes of particles in a particle system. The Python code seems to work: when I print the new positions and sizes of particles, they are as expected. However, none of these changes will show in the 3-D view panel.

This is not a simple issue with the visualization not updating automatically upon running the script (which some people have asked about). Even when I take steps to update the visualization (for example, changing from render view to material view and back), none of my changes are evident.

Is there a reason for this—and better yet, is there a way to make sure the changes I make with Python reflect in the model?

Thanks in advance!


texts: I am trying to get the effect seen in the answer for this question How do you animate the labels for a diagram in Blender? to work on a circle. I created a new curve -> Circle, set it to 2D, set fill to "none", increased the bevel depth and resolution, and then animated the bevel factor, but to no avail. How should I go about achieving this?


texts: Fluid leaks even through two thick obstacles

texts:
In short:  My moving obstacle leaks all the fluid that it's supposed to hold. I have tried tens of changes in the parameters (and all the solutions to similar questions), but it's not going to get better. What haven't I tried yet?

I've been very conservative and redundant with my obstacles: the ladle (already solidified to a completely unrealistic thickness) is duplicated and its copy gets scaled up even further during movements. The two ladle obstacles are initialised as shell and volume respectively.

However, even after trying different settings and setups, with or without the redundant obstacle, this is the average result:

My ladle spills all of the soup before reaching the target! And it does so even when the motion is really slow.

Also: the volume of fluid in the ladle is getting thinner and thinner but I'm not sure whether this is balanced by the fluid going out through the obstacle.

In conclusion: I have both Shell and Volume obstacles, my obstacles should be already properly solidified and pretty thick, I have tried with and without "Remove air bubbles", and I've even tried using an Impact Factor of 1.05 (very funny experiment: the ladle still leaked but it eventually created new soup on its way back to the pot). My resolution is 300 and the Scales are all applied to approximately real world scales.

In a total of 48 hours of simulations done, redone, and redone again, I haven't found a way to make it look right.

What else can I do before I scrap this project?


texts: Final render of an explosion looks different from my preview render

texts:
I've been trying to render an explosion in cycles and it comes out looking completely different, here are some pictures of the explosions and render settings. Let me know if anything else is needed. I will link the file.  You might have to click bake to see the rendered.  In case if you don't know, to bake it click on the domain(big transparent box) and go to the physics tab and click bake.
Download Here -> https://www.mediafire.com/file/uzehilfrioj1qli/Explosion+sim.blend/file


texts: Why is the colour of my model the same as its normal map?

texts:
I am making condensation map for glass mug of donut tutorial series of "blender guru".
I have done correctly but it's still purple.what should I do?


texts: Fluid emerging from random part rather than flow object - Blender 2.82

texts:
I was trying fluid simulation in blender 2.82, but the fluid seems to be coming from some invisible object inside the domain rather than from the inflow object that I specified, The domain boundaries seems to be working fine, but the gravity is also similarly inverted.
The flow starts from a surface almost identical to the flow object, but from the other side of the domain, and fluid seems to act as if gravity is inverted.
Is this any configuration I missed (although no videos on mantaflow does say to do anything different than what I did), or is it a bug in mantaflow.
The blend file is :


texts: 2.8 When and how should I remove unseen vertices?

texts:
version 2.8 from March 19, 2019.

When building a shape, when and how should I delete vertices that are no longer necessary?

From two cylinders, a cube and a sphere, I built:

I have other questions on texture 'zooming', but this part of the object looks like this from the vertices:

So my question is: is there a way to combine these shapes into one object to 'naturally' eliminate all resulting unseen vertices/faces? I'm trying in 'Edit mode' or 'Object mode' or... ?? If there isn't a natural way, then how should they be combined and then how to eliminate the unseen stuff?

I've tried to follow other posts but all are old and the menu items don't exist or the directions say 'do this' but not how that actually works. If there's a specific tutorial to follow, then great! But the Blender course just stacks things so far and doesn't 'join' them.


texts:
I am trying to model a wine glass with the spin tool. But the result looks more like a cup/beaker than a wine glass.

It is my understanding that the spin tool uses the 3D cursor as the pivot point. Not sure what I do wrong. The blender file is here


texts:
I wanted to make Rubik's Cube animation but something gone wrong.

At the beginning all working properly, sides rotates like i want. But at some point Rubik's Cube start to breaking down.

What i did: Rotate side > A > I (Rotation) > Rotate another side > A > I (Rotation) > etc

I tried to solve it, but my knowlegde is insufitient at the moment.

My version is 2.81

Project files:
http://www.filedropper.com/rubikscube


texts: Animation Nodes - instance objects over time

texts:
I am trying to create an animation where torus's emanate from a centre at regular intervals (like the RKO Pictures radio wave animation).
This means creating new instances over time.
I have managed to create expanding instances of a bezier curve, which is sort of the effect, but not really.

What I am looking to do is loop the expansion of a master circle over time.
Any ideas would be very helpful.


texts:
Ive uploaded this .Obj in blender but cant seem to edit away the edge of the image, ive tried doing it in the compositing but cant! see picture below.

Any help would be great!

so it looks like this


texts: Texture not displaying properly in any mode except Texture Paint

texts:
I am very new to blender so apologies if there's an obvious solution I haven't tried yet.
The two images I have attached are of my current project: attempting to turn my minecraft skin into a 3D model. I was using this tutorial (which is 3 years old and outdated but I've been using google to find how to do the things) https://www.youtube.com/watch?v=3VYWQgRvhQ4
The texture of my model is perfect in texture paint mode. Exactly how it should be. It's messed up in every other mode though for some reason and I'm unable to figure out why. I've even looked at the texture itself and it's fine, I'm not sure why it's not displaying properly in almost every mode.
Please help.

EDIT:
Here's the blender file of my project.


texts:
I've been using the grease pencil to create lines around my objects in Blender 8.2 with Cycles.  I'm really happy with the results for the most part,  but I'm having problems with some of the lines clipping through my meshes.  It seems to happen most often in areas that also have grease pencil lines.

If you look at the picture below, you'll notice that you can see the white grease pencil lines of the bottom of the dresser clipping through on the green lines.  The problem is also particularly present in the bottom left corner.  This worsens when the blur effect is applied.  Without the Blur effect, I still have problems as seen in the bottom left corner of the dresser, but I do not experience the problems with the white clipping through to the green areas until the blur filter is applied.

I've tried switching the stroke depth order between 2D and 3D layers and the problem is still there.  I've tried moving the lines around and that doesn't seem to help either. Are there other options I should look into?


texts: Blenderkit addon - Error while trying to enable the addon in Blender 2.9

texts: I am getting this error when I try to enable Blenderkit addon in blender 2.9, I am not sure why, it was working fine before updating to blender 2.9, please help me solve this issue.


texts: When I edit videos in the VSE, I would like to have a fast preview (e.g. sped up 1.5 times). Is it possible to adjust the speed of the playhead?


texts: glitches in texture in blender texture drowing

texts:
When I paint a texture in blender I have glitches on it.
It looks like this:

I think, it is because i hadn`t graphics card in my pc. If i think incorect, please, tell me how can i fix this issue.


texts:
I have a triangle shaped mask, and want to scale it from one of its points. Now, I am struggling how to do it precisely.

There is no coordinates of control point, so can't put 2D cursor there, Shift+S > Cursor to selected also doesn't exist
There is no pivot option like Active element from 3D view.

I was thinking about placing 2D cursor at given coordinates and create point here, but even this is impossible, because point is created by mouse and I can't click with such precision.


texts: Way to get vertex index to use in new vertex group from selected faces

texts:
I try and not undertand if i am on the right way, that code i want to set the select
faces, make a vertex group, this is a piece of code:

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

    vertex = [v for v in bm.verts if (v.select==True and not v.hide)]
    ver_grp = ob.vertex_groups.new(name = "My vertex group")

    ver_grp.add(???,0,'Replace')###not sure if replace can make ex novo


texts: Catching a wide range of scene events using scripting

texts:
I have an idea for a Google Cardboard app, where I need it to display a Blender scene and update it as soon as it gets edited in Blender. Technically it should be a remote yet ultra simplified renderer.

I'm not sure where to start. I only know there is a scene update callback in Blender:
http://www.blender.org/api/blender_python_api_2_76_release/bpy.app.handlers.html

But I guess it's not enough as it does not provide extra information about what's changed.

Does an object have a modification timestamp? Or is there a dedicated API that can be used in my case?

Thanks


texts: Make grey background while using HDRI for renders

texts:
I just want to ask if anyone knows how to make background grey while using HDRI so it would be the same as in Substanse painter "Environment Opacity slider" or basically the same as in Material Preview Mode in Blender?
Is it possible to make it without options that listed below?:

Not a transparent background and then add grey background picture in photoshop;

Not a heavily blurred background (I found this option here but it still has colors);

Without adding a grey plane at the back while rendering

Just pure grey


texts: Translucent material (a sheet of paper) with image texture?

texts: How to create such a translucent material (a sheet of paper) with some image texture? In the photo I'm directing the sheet towards a lamp and able to read what is printed on another side. What is the best way to achieve this within Blender?


texts: How do I edit a face symmetrically, or copy and mirror it?

texts:
I want to cut out the shapes seen in the background of the image below, onto the plane:

I want to do it symmetrically, preferably using the knife tool. The mirror modifier won't work here; I only want symmetry on a specific face, or specific faces, of the object that I'm currently modifying in edit mode. I have already tried using "X mirror" in edit mode options. How can I accomplish a result like this?:

Note: I already am using mirror:

If I can't symmetrically use knife, then I want to do this:


texts:
i'm pretty new to blender so i'd like to know if it's possible to save an animation of a ball bouncing on a plane made with the soft body modifier. when save the animation in nla editor the ball remain still at the origin.
And if i press apply modifier it freeze the ball in just one position. thank you for the attention, goodbye


texts: Is it possible to change material overtime by keyframes in swipe effect?

texts:
So I watched disney frozen, and at the let it go song, i was wondering, how to change the material texture in a swipe effect (if I do it on AnimAll add on, it just changing dragly, so the texture are really messed up). The point is, i want to change texture from feet to head by swipe effect by horizontal line , not dragging all the texture constantly.
Sorry if my english is bad, im me and im new to blender


texts: How do i keep HDR background without having to see it when rendering?

texts: Can anyone tell me how to maintain HDR as a background light source, without seeing it through the rendered room window?


texts: Is there a way to have Cycles skip rendering alpha?

texts: If I wanted to create an animation, each frame would have several seconds of rendering a completely transparent part, which adds up obviously. Is there a way to eliminate this waste of time?


texts:
Here's what the render looks like:

Here's my scene:

This is done in blender internal renderer.

Why is it only rendering that bit in a circle?

Blend file


texts:
can I turn meshes into light object?
Like 10 cones into 10 spot lights
I use SketchUp as my main modelling software & cycles as my main renderer.
The idea are... I place a cone (mesh) on every downlights on sketchup, then later, I want to replace all of them with spot light (light) on blender. is there any way how to do that?
thanks.


texts: Exporting Animation without IK targets, poles bones and other controls

texts:
I've created a character that has been rigged with IKs constraints for legs and arms and some other custom controls implemented through other constraints applied on control bones (like a copy rotation that copies the rotation of a control bone on the spine bones with different weights for each bone).

I'm exporting this character to use it in a game engine and obviously, all the control bones are shown in the exported "skeleton". Is there a way to avoid some "secondary" bones to be exported? I'm only interested in the final animations I don't need to maintain the logic implemented through the constraints.


texts: How to switch data display in UI of 2.7 back to 2.6 style?

texts: is there a way to make 2.7x version of blender to display numbers-data in fields like x/y/z etc. like in 2.6x version of blender?  Make all data appeal at center, not like in 2.7 new style, when for example in location tabs “x” is always at the left and numeric value is at the right? Thank you.


texts: how to reset dynamic/physic simulation at frame other than 0?

texts:
I have a dynamic (rigid body) simulation, but my animation range is from frame 584 to 716. So i don't start from frame 0. The problem is i can't start the simulation because i have to go to frame 0 for simulation to work. Is there any trick without have to slide/offset all my animation/scene to start from 0 ?

Thanks


texts: Heel bone twists strangely under rotation, need to resolve in order to progress

texts:
I have about 13 animations already made for an armature and now I am getting a very alarming, unexpected result that I need help identifying the cause of and fixing: When I try to rotate the entire model 90 degrees in pose mode, all of the bones rotate together EXCEPT the feet, which rotate in a weird position. Trying to manually correct the feet by rotating the IK bones doesn't rotate the foot bones in the plane of rotation. Instead they twist.

You can see me here trying to turn the foot in a plane parallel to the ground plane (that is, about global z-axis) so that it stays flush with the ground. This is the result:

Here I am showing how misaligned the feet bones are under rotation:

Now, that first foot bone is technically a child of the lower leg, not the IK bones I use to position the feet. But that caused no problems for Sebastian Lague, whose tutorial I followed to rig this guy a couple of months ago:

https://youtu.be/jp_SqjB0468?t=893

My pole targets seem to have no effect on the feet, whereas they do in the video. The feet also rotate in the plane in the video, but not in my project.

Can somebody please help me identify what is causing this problem? I have been fiddling with parenting and constraints for this all day with no success (YES, ALL DAY--like, I woke up working on it, worked on it at Starbucks, and hit nothing but walls until dinner). Every fix I have tried has not resolved the problem, and every other constraint change has ripple effects in existing animations that I will need to correct manually. I am willing to do this.

Here is my file:


texts: Is there a module similar to beautifulsoup in Blender?

texts:
I would like to convert an html string that I am currently obtaining from an webpage.
I currently get the whole page using the requests module (Present in Blender)

import requests
r = requests.get(url)
text=r.text

I would like to avoid using modules that are not present in Blender like bs4, but I don't know if this is possible.
Basically I would like to understand if there is something available in Blender's module library that facilitates the conversion to conventional text, or a trick that can do this.

News:

I found the module in Blender which seems to be useful for text files formatted in HTML

https://docs.python.org/3.7/library/html.parser.html

from html.parser import HTMLParser


texts: Parent Hairs Not Visible With Parent Rendering Enabled

texts: I'm pulling my hair out over this and I mean that literally :) Spent the past couple hours trying to get this to work and I can't figure it out. I have a hair particle system with interpolated children, Render > Extra > Parent is enabled, the viewport shows the parent and children but they are still not visible in render. I don't get it...


texts: reconfigure roll of bones without losing waightpaint

texts: I need to change roll of some bones in my rig and would like to save my weight paint so I does not need to re-do it again. Is this possible. I know that I can change roll of finger bones with out deforming mesh but I cant to the same on legs :) Any thoughts :)


texts: This image that i'm working on in cycles render is almost done but I stuck at the part of the block behind the cubes. It has a shadow on the white plane. The only thing that's wrong is that I don't want the plane to show up. Only the shadow. In "film" I already set the Transparent to "true" and in the compositing I did the thing with using only that layer and than substract and invert and all of that. But I can't seem to find any solutions. It's a movie clip so the compositing is more than just that.


texts: Weird mesh mistake that can't be edited in edit mode?

texts:
Hiya new to this site so forgive me for getting things wrong! The photos should clearly show what is wrong but further information is that this happened after i did a running animation, i went back into object mode and the body mesh had been moved back along the y axis, when i moved it forward in edit mode it was fine, go back into object mode and it is like the picture.

Any help would be appreciated.
Thanks!


texts:
what would be the fastest way (for you) to outline or boxing a complex model into a simple geometry ot of quads?

Is there a script out there that can do a simple hitbox outline ?


texts: getting error : location: :-1 in "shading" when adding no matter what to the board

texts:
Thank you all! I was able to fix it with the installation of the version Blender 2.93.0 Alpha (experimental build) and it is working quite well

The full error in 2.92.0 ... was:
location: <unknown location>:-1

bpy.ops.node.select(wait_to_deselect_others=True, mouse_x=779, mouse_y=162, extend=False, deselect_all=True)

bpy.ops.node.add_node(type="CompositorNodeRLayers", use_transform=True)

Python: Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.92\2.92\scripts\startup\bl_operators\node.py", line 138, in invoke
    result = self.execute(context)
  File "C:\Program Files\Blender Foundation\Blender 2.92\2.92\scripts\startup\bl_operators\node.py", line 129, in execute
    self.create_node(context)
  File "C:\Program Files\Blender Foundation\Blender 2.92\2.92\scripts\startup\bl_operators\node.py", line 92, in create_node
    node = tree.nodes.new(type=node_type)
RuntimeError: Error: Cannot add node of type CompositorNodeRLayers to node tree 'Shader Nodetree'

location: <unknown location>:-1

I use blender version 2.92.0 and no addons
added  "vector displacement" and it seams blender respectively shader does not recognice the handles anymore ... so I can not move ore tie the boxes ... but I can still ad others and change the adjustment

I did save
and restart
and repair blender
and reinstall blender
and save as
...
nothing did work so far.
is it a bug, ore just me ?
thanks for the help!


texts:
I'd like to project a video onto a mesh but the projection is distorted when I use the UV Project modifier.
What I basically would like to do is reconstructing a scene. I already have a camera track and prepared a model for the scene. The next step would be projecting a video as texture onto mesh. However, when I try to apply UV Project modifier set the aspect ratio, the texture comes out distorted. I tried to subdivide surface and did change the texture to some extent but no way to be correct.

Q: How to project a video onto a mesh using UV Project modifier?


texts: How do I fix hair collision on simulations

texts:
The selected mesh do have the particle system and the body is a physics collision.
I think every one can see the problem


texts: Is there a shortcut to undo a viewport move?

texts:
Is there a hot key to undo a view port change similar to the bracket key in Maya?

I've looked through the hotkeys and don't see anything.

Thank you.


texts: Is it possible to subdivide a surface without increasing the number of visible polygons?

texts:
If I have a low poly animal and want to put some kind of a pattern on it, can I subdivide the mesh without making the subdivisions visible?
I've tried using different subdivision modifiers but it just turns into a high-poly mesh. I figured out I could use the knife tool but it would take way too long to manually subdivide every single polygon.

So the question is, is there something like an automatic knife tool that doesn't make the cuts visible? And if not, is it even possible to subdivide a low-poly mesh and still keep it low-poly or at least low-poly looking?


texts: Extruding Vertices Is Moving the Original Vertices

texts: I've been following the BlenderGuru donut tutorial and was extruding these two vertices but it somehow moves the original vertices as I do so. Anyone know how I can extrude these vertices without moving the originals? I tried switching off proportional editing and that doesn't help.


texts: How to solve blender's additive parenting?

texts: If I parent a bone(A) to a master bone and give it a 'child of' constraint to get influenced by a certain bone(B), Moving the master bone will exaggerate the movement of bone(A) as if it's going additive. This is because it's parented to bone(B) which is already a child of the master bone. But this kind of situation is necessary where you want multiple bones in a hierarchy and one master bone to move all of it without the grandchild bone going additive. Is there a specific way to do this or Blender simply doesn't allow it?


texts:
Blender won't let me delete vertices! I started from an edge group and used ctrl+ to expand the selection to multiple vertices. When I press "x" and try to delete them, the first time, it appears to do nothing! I selected the same vertices and tried again a few times, and only after a couple times did blender delete some of the selected vertices. Anyone know what's wrong?

Here's a screenshot of what I'm working on:

I'm trying to use the Makeclothes add-on to edit clothing for a Makehuman model.


texts: My object has been rotated randomly for some reason on all axis. When I import it into Unity the rotation still applies. How can I reset it so it's the right way up?


texts:
This question is related with another one, posted few days ago, dealing with Shoulder deformation.

As the gif shows, to create a natural rotation of the upper arm the twisting has to be distributed in the upper arm and not only in the shoulder joint.
My doubt deals with this sentence: I clearly understand the logic behind, but I can't realize it in blender. I'm trying to find information about "blending bone weights" but until now I haven't found anything.


texts: Odd Reflections occurring within my scene

texts:
There's been odd reflections within my scene an example of this is shown below:

The My goal is to try remove the green tinge/reflection off of certain objects within the scene, the ground is creating the green diffuse.

I've tried turning off all ray visibility options on the lights and the objects.


texts:
I'm trying to build up a library of sets and props in Blender so I can use them as backgrounds for drawings, so after discovering Freestyle I'm trying to replicate the line style in that (and also exploring what else I can get Blender to do for me, but that's another subject).

For my first project I made a bed as that seemed simple enough.  The end result is looking fairly good but the absence of a line on the mattress is hurting the final result.

I discovered you could mark edges as Freestyle edges and I thought that doing that would fix the issue, so I added a mark on the mattress model.

But instead Freestyle added 2 lines to the output: The one I wanted and another one parallel to it.

Can anybody help explain what might be going on with this?  This is the .blend for the asset in question.

EDIT: I did discover that one of the bed's components was inside out.  I recalculated the normals on that part, but that didn't resolve the issue.


texts: How to access the OTHER half of texture? (after applying mirror modifeir to a textured half)

texts:
I am new to Blender, and have created and textured (painted) a symmetrical model using the mirror modifier (this character is 99% symmetrical in shape and colour).

Now I want to do some further work on it as a NON-symmetrical object, with textures and geometrical changes on one side only. But I have no idea how to do this.

Is there a way to generate a new completed texture from this image? Preferably retaining the relative position of the UV mesh on the texture I made? I'd prefer to avoid creating a non-symmetrical texture from scratch, as this object requires a highly detailed texture that needs to be 99% symmetrical. It also needs to be low-poly.

Cheers.


texts: How do you bring up the operations panel for an object after accidentally clicking into the 3D View? For example when you bring in an cylinder you can set its properties i.e. the number of vertices radius, depth etc. but if you click, it disappears. How can you bring it back up when you need it again?


texts: How can i preserve sharp edges during sculpting without getting this? ( I used creases and edge split modifier)


texts: Add curvature to the edge of my UV Sphere that has a hole through it

texts: Could someone tell me how i could add a curvature to the edge of this sphere hole?


texts:
I was working on a model and this started happening to it I don't know how to fix it
Thanks
Nano


texts: what is the proper way to transfer camera data from Nuke to Blender and vice versa?

texts:
Does anyone know how to transfer camera from Blender to Nuke and vice versa ? i tried some script but still not accurate , like focal length not properly match etc.

Thanks


texts: Figuring out FOV and Angle for a Reference? How to use a Reference Image?

texts:
I want to start modeling a character from multiple references. The original references are just images of the character and are NOT standard references -  which means I should calculate the Angle of the camera, Fov etc. What should I do?

Another problem that I've had, is about references in general . I've been using background images to load references ever since I started working with Blender, because if I used images as planes it'd go invisible if I were to go to wireframe mode. But images as planes seem more comfy and easier to use. Is there a way to avoid this (to still being able to see the image when in wireframe mode)?


texts: How to resize a mesh w/ particles, without breaking them

texts:
I'm trying to scale down the mesh but the particle system always breaks for hair/eyebrows. It doesn't scale correctly if I use the mesh's root control or if I scale in object mode. Both break the hair/eyebrows.
For an animation what are the concerns of just scaling everything upward to match this one character? Obviously that isn't ideal but would that cause a lot of other problems?
I usually just keep things to real world scale since it seems to be a rule. I'm guessing lighting would have to be way stronger but otherwise I'm not sure if the workaround of scaling everything is just a better idea for my purposes.


texts:
When I try to remesh, I see this

  QuadriFlow: The mesh needs to be manifold and have face normals that point in a consistent direction.

It won't let me remesh. Shift + N won't work and in Face Orientation all I see is red (as per pic). What can I do?

Thanks


texts: How do I add a texture when Importing from OBJ scan?

texts: I am rather new to using blender, and I have run into a bit of a problem. My boss has been using a 3D scanner, and I am supposed to import the results of the scans. I am able to import them into Blender, however there are no textures or materials. It just shows up as White. How do I import the textures onto the mesh?


texts: Best Practices For Compositing a Complicated Animated Scene

texts:
I'm working on an animated scene that I would describe as complicated.

The scene is large so to decrease the memory load, I have each part of the scene split into a separate .blend file. Each building (there are 14) get their own .blend file. Each of which is around or greater than 40mb

Then I have separate file for the road and a file for the figures. I'm basically trying to follow how to render a complex scene but with each layer in its own file.

The problem is, and this can be seen in the image I posted above, my layers are not front to back, because sometimes my figures are behind a building.

I was thinking maybe I could somehow use the offending building as a mask over my figures in a separate composite. Something like this:

But then any figures in the foreground get cut off.

Is there a solution to this problem? Right now my idea is to render every single figure on its own layer. But I have 35 and that sounds like a pain.

What are the best practices for compositing a complicated animated scene taking into account changing foreground and background objects?


texts:
I have a problem. I am trying to import a mesh that I scanned with the mobile phone 3d-scanning software Trnio, into Blender 2.79.

From Trnio I downloaded a folder with one .ply file and one texture file in .jpg

The two are linked propperly, because if I open them in Meshlab, the obj gets displayed correctly with its texture.

Once I open it in Blender, the obj gets displayed WHITOUT the texture. (I am in cycles)

If I unwrapp the model and apply the texture it does not match at all and the texture gets displayed completely wrong.

Thats how my texture file looks like:

And this is the model unwrapped on the texture:

How can I solve this problem?
Happy for any ideas, help!

Thanks


texts:
Whenever I build blender from source (2.8), I get a number of these build warnings. What do they really mean? And will it affect the performance of the built binary in anyway?

This warning stays on screen for a long time before the build proceeds and again stops on a similar warning with just the numbers updated. What do they mean?


texts: Is it possible to color-code the tabs on the toolshelf?

texts:
One thing I've been wanting to do is color-code the tabs on Blender's toolshelf, either with an existing addon somewhere, or by myself in Python. There are so many great addons going on the T-panel that I can't read what's on the tabs anymore.

Ideally putting an icon on a tab, or at the very least making each a different color, would help a lot. If there isn't an addon, can I do within Blender's Python?

My knowledge of Blender's Python API isn't great but is improving. I'd definitely make this a goal but I'd like to know first if it's even possible.


texts:
So I made a model (of hair) using entirely bezier curves and a circle (using this tutorial) and plan to import it into Secondlife. All's fine and well, but I noticed I might need to use the decimate modifier to get rid of some of those extra vertices and transport it.

However, you can't do that with curves, so I looked up how to convert curves into mesh and, low and behold, somehow none of the commands work. When I looked up 'covert' in the Object menu, both of the options (Mesh to Curve and Curve to Mesh respectively) are greyed out and I can't click 'em.

Edit: Here's a screenshot of everything selected!

I've tried with and without the bevel taper objects selected, with and without the entire head of hair grouped together. When I select a few chunks of hair at a time, it lets me convert.

What's happened?
Thank you!


texts: can dynamic paint be the origin of particle?

texts:
i wonder if it is possible to have a particle sytem A that rains down to another object, where it would act as paint on a canvas. (so far i get it working)

But next i wonder could this canvas paint be used to be a origin of another particle system on the canvas object ?


texts: Unwrapping angular mesh gives some islands distortions, why?

texts: Selected islands are skewed, mostly the one on top. My process was modeling in sketchup, then knifing it to get quads, importing to blender via skp plugin, selecting 90 edges and marking them as sharp + seams, then unwrapping. But some islands get distorted, my suspicion is on small triangles at curves that confuse blender.. what do you think? Smart UV doesn't produce distorted islands, they all are straight (but it produces more islands compared to manual unwrap).


texts: Why is the work top clipping out when i got to camera view?

texts: [full renderThe camera's location and rotation shouldn't cause it and it only happens in camera. I am the noobiest of noobs so please be polite and patient with me. I'm sure you will all say just scale it down but i really don't want to. Image of problem, worktop clipping out in corner behind monitor.Trying to add more pics from other angles but can't seem to so sorry for that. Probably to old for this.


texts: Converting hair to mesh in python script

texts:
I'm working on my own renderer for learning purposes. I'm currently using Blender as a UI host for my renderer. My renderer can export mesh by using my plugin in Blender. However, it doesn't convert the hair into mesh automatically. I have to convert it manually every time after I have hair particle modification.

Could anyone share me some pointer on how to convert it to mesh in a python script?

Thanks


texts: Generating 1000s of objects are really slow, how to optimize it?

texts:
I am making this BPY script that basically generate boxes based on Vox file format for Magica Voxel.

With my script, I am reading the position of each voxel and generate a Cube, as the number increases, over 2000 Blender started to become really slow.... I am only generating 8000 objects here, but possibly more.

I know the fact that Blender cannot have too many objects in the scene.

For what I am doing, what would be the best options? In reality, I could probably try generating a single mesh with point positions, for which I can use Dupli Verts for instancing the Box.

But is there other technique?

Is it much more efficient for Blender to have 10000 empty or objects under a single object?


texts:
I am doing arch. work and I need to project the top face of wall to the bottom face of the ceiling for further modification (like Revit). But, these two faces are in two different objects. Is there any python code can do it?

[

I have try shrinkwrap modifier, but it seems that it cannot do well at drop edge of the ceiling.

Also, Boolean modifier is not good because it is unstable. If the dropline of the ceiling is overlapped with the wall, the modifier will be crashed.

See my second example:


texts:
I made a model of a cosmetics bottle with a label on it,

regarding my design the logo should be in Silver hot foil texture so I made the design picture as PNG.

Then applied it on the label then the silver material under it, then the last material should simple diffuse white material as the adhesive paper back

Now when I apply the three materials on the label, the silver foil material doesn't appears on the preview render but the paper back material do.

But when I remove the paper back material the silver foil appears,
but I need them all to appears cause the are a transparent bottles not only what plastic bottle,

thanks in advance.