texts: How can I copy an animation onto an other object?

texts: I have an animation in blender, I want this animation copied onto an other object, that it does the exact same thing as the other object. (the same animation)


texts: How to get the normal of the face which was hit in a collision?

texts:
I would like to make an object stay at the height (Z) and velocity it was created at (it's created from another object with an Edit object actuator). Ideally it should be allowed to bounce up/down, but not allowed to fall (think very slow light ray).
I would like this object to bounce off only certain objects.

I couldn't get an object to do this with collision groups + physics (it seems like it should be possible though, so if it is, please say so :)

I thought I would try and handle bouncing with python, however I can't figure out how to get the normal of the face it hits on collision (I'm using a collision sensor with a property)

How can I get an object to behave like this?

Blendfile


texts: can anyone help me with me carving a ring

texts:
hi i need help to carve a ring, i got the ring down to the proportion i needed but i would like to engrave it with celtic runes. my original idea was to create two seperate object  here's the ring: ,here's the runes:

what i thought of doing was put the runes at the same circumference of the ring and then boolean it.

but thats were im stuck, does anyone know how to make them in to said circle thank you


texts:
First, I tried to do my first turning table with Blender that I do not master through tutorials and eventually I succeed. I regret that I cannot make the "same turntable" for each models in my files to see easily what model looks like.
Then I tried to find an easier way so I explored 2 things:
-An Add on that I understood lately it is not compatible with my Blender version (2.8.2).
It's available on github : https://github.com/ChestMimic/blender-automatic-turntable
I tried to update sources to make it work but it didn't and I cannot debug this code because I don't have the skills to understand how it works.
Perhaps I should install an old Blender, most probably a 2.7. something but I can't get which version would be compatible with that plugin. BtW most of the interface changed between 2.7 and 2.8 right? So disturbing
-I tried an add on bundled with Blender called "Animation: Turnaround Camera" which is doing part of what I am looking for. I also face another issue, some STL loaded are not centered I do not even know why!
I also found this really interesting topic : Add camera at random position through Python
This script on the bottom seems to create the turntable but the script doesn't care about the size of the STL imported, it's position, ...
I can understand a little of Python but all related to 3D and mathematics for it (translation of matrix, ... is quite unusual for me.
Can someone would be able to give some guidance for a noob on Blender to do what I'm trying to do?
I would like to do a script that make automatically a turntable video as mp4, avi, mov (ideally without background) on STL files whatever and then I will need to convert that video to a gif
I would like to script it to always have the "same result" and also because I have too much STL to do proceed with a manual way.
Thanks a lot for any comment!


texts:
I will have some home movies converted to video.  I will need to import and edit these in pretty basic ways - copy entire sections to another location and give it it's own file name, etc.

I have no need to make my own graphics, games, or anything like that.

If there are "clean up" capabilities to fix minor problems in the video, I might use them if they are easy to use.

I hear most other Ubuntu Linux video editors crash more than a blind pilot, but this one is good.

What is not clear from anything I can find is: "Does this program do simple things like the above, or not?"  If not, what is my best choice?


texts: Using Blender as a video editor can I only add an audio track without recoding a video track?

texts:
The task is to add an additional audio track to a video file (mkv).
But I do not want to change a video track in any way while rendering.
Can it be done in Blender?


texts: Is there a way to hide and show the timeline in blender 2.8 series?

texts:
Just like the way the tools hide with "T" or the "N" for the propeties. I know ctrl+space hides everything but the the one your cursor is, but sometimes i need to unhide just a especific tab.
Thanks in advance for your help.


texts:
This has started today, and I'm not sure what happened, since I had been using 2.83.2 for a while.
The process is as depicted: I click on either the Blender shortcut, or the direct .exe file, it boots up the command tab, and then it closes.
I have tried using other versions, these don't work either. It may be a problem I've had in the past where Blender 2.83 closed because I tried copying the preferences from 2.82.
I'm pretty sure it's not a performance problem, but I'll tell this if it helps.
Nvidia GeForce GTX 1070
i7-8750H
32 GB of RAM
8 GB of VRAM


texts: How can I have objects in second scene be affected by lighting?

texts:
I have an FPS, the weapon is a part of the HUD, and I want it to be affected by lighting in scene 1. I can have it be affected by sun and main things, but it wont work when your character moves and there's a spotlight or a point light. How could I make objects in other scenes be affected by lighting in the main level scene?

-I have gotten a great answer but no .blend; therefore, I will ask kindly for another answer.

Place steps, and a gif(Recommended: http://recordit.co/), and post a .blend. Try to avoid python as much as possible. Sorry this might be asking for too much, but the answer is sitting there, just do it. I want it to be the best type, that is, have it be affected even by walls in the first scene. In other words, I want the weapon to be JUST as it would be in the regular scene but another. Thanks!


texts: I am trying to connect a vertex from one curve to the vertex from another duplicated curve. The command does not make a segment between vertex. If I pick 2 the vertex from the same curve I can. I am wondering if I can not connect after I duplicate the curve.


texts:
Im trying to bend this plane into a hemisphere but its not bending correctly and i cant figure out why.
one half bends upwards and the other one bends downwards. what am i doing wrong?


texts: How to average the normals of mesh to corner angles using Bmesh

texts:
I am trying to do the same as

bpy.ops.mesh.average_normals(average_type='CORNER_ANGLE')

but using Bmesh instead, since Bmesh doesn't have a command for this i thought i would have to edit each vert or face normal manually.
But when i edit the normal vectors of the Bmesh and then apply it to the target mesh, nothing happens, the changes aren't applied.

Here is a basic test script i am using:

odata = bpy.data.objects['Cube'].data
bm = bmesh.new()
bm.from_mesh(odata)

for v in bm.verts:
    v.normal = (0.0, 0.0, 0.0)
    #bm.verts.ensure_lookup_table() #These don't work either
    #bm.verts[v.index].normal = (0, 0, 0)

bm.normal_update()
bm.to_mesh(odata)
odata.update()
bm.clear()

Which nothing happens when run.

Though i am able to flip the face normals successfully using:

for f in bm.faces:
    f.normal_flip()


texts:
I'm trying to use the Bend modifier along with an array modifier and appropriate pivot objects to take a plane and turn it into a segmented ring.

So I use an “array pivot” object to rotate the array copies, and an “bend pivot” to reposition the center of the bend modifier.

But I don't understand where exactly to position the bend pivot object. By experiment I found approximate solutions for various bend angles, and used python to fit a curve to the data, and determined the relationship is roughly -114.563/x, where x is the angle of rotation.

But that -114.563 makes no sense to me, I assumed there was some factor of pi or something that could explain how to position the bend modifier, but it still looks like a mystery to me.

So I was wondering, does anyone know what the relationship is? Or is there something I am missing that would make sense of this, or simplify it?

Edit: It just occurred to me that my factor is really close to 360/pi, so I think that is the answer, though the question remains, why does the bend modifier's center have to be offset different amounts depending on the degree of bend? And why the factor of 360/pi?


texts: As soon as I hit render in cycles renderer, blender closes without a crash popup

texts:
It doesn't matter what file, (I've opened up a new file and hit render and it still crashed,) but whenever I hit the 'render' button or use the rendered viewport mode blender automatically closes without an error popup from windows. This happens in both cpu and gpu modes, and exists in supported and experimental options for both modes. This doesn't happen when rendering with blender internal though. I've tried uninstalling and reinstalling blender, to no effect. I appreciate any help I can get!

Error message from CMD: https://pastebin.com/BbZhw6L9

Edit: It also crashes when using the 'preview' window when adding textures, and gives me errors when I add nodes in the material editor.

My specs:
Radeon RX 480
Intel Core i5-6600
16 GB Ram
Windows 10


texts: How to make an Emission material transparent?

texts:
I would like to be able to see the green cube through my yellow cube while retaining the intensity and bloom of the Emission material:

I've seen other questions that ask the same thing but unless I'm misinterpreting they all boil down to using a Mix Shader that takes mixes the Emission node and a Transparent BSDF node, which as you can see from my screenshot I am already doing.
What am I doing wrong?


texts:
I am trying to make a material that is translucent at the surface and opaque in the middle.  How can I control the gradient?

I would like the gradient to correspond with the mesh; i.e. not simply radiate from the origin or something like that.  (If my model was a tree, the leaves and bark would be translucent while the branches and trunk, under a couple inches of bark, would be opaque.)

For reference, I am trying to replicate this glacial ice:


texts: Move empty as parent so that children follow (python)

texts:
I have a scenario where I want to align objects based on a particular set of vertices. I thought the simplest way to do that would be to add empties at those vertex locations, parent the mesh to the empty, and then align them. However, when I did this, the empty moved, but not its child mesh! If I do it manually (parent and move with my mouse) the child follows the empty the way I expected.
Here is the code doing the movement. I'm setting the location, so I'm wondering if that somehow works differently from mesh translate - which I'm assuming but not sure is what is called when I move the mouse .
bpy.data.objects[hotObject.name].select_set(True) #child
bpy.data.objects[hotObjEmpty.name].select_set(True) #parent

bpy.context.view_layer.objects.active = bpy.data.objects[hotObjEmpty.name] #parent active
bpy.ops.object.parent_set()

#then move the empty to the target coords (the object will follow)
bpy.data.objects[hotObjEmpty.name].location = targetCoords


texts: How can I properly orient custom leaves with a Particle System modifier?

texts:
In trying to replace Sapling 2D leaves with custom ones, I struggle to orient them properly. Setting the Tangent value to 1 in the particle system doesn't have any effect (bug ?).

The new leaves in this blend are in the right plane and their bases touch the branches. It must remain like that, but the new leaves should grow in the same direction as the old one (at the moment it's random). If you select one of the old leaves's face and choose "normal" for the orientation, you can notice that the x and y axis follow the sides of the old leaf, so the orientation information is in the mesh. But how can I get it to influence the particles?

The base of the new leaf must touch the branches because the tree will be in the foreground.
The orientation must follow the original leaf's one.
The whole foliage must be easily editable and form one mesh (to be able to make instances of it). For that, the current solution is to use a particle instance modifier. The answer can use something else, but it must have the same convenience (fast because having each leaf in one object makes blender slow at 2000+ leaves and easy to modify : modifying one leaf mesh modifies the whole foliage)


texts:
I want my texture to circle around the top of the ring.
Any solution to unwrap the ring to straight grid?


texts: How do I remove a section of a wall created with Archipack?

texts:
I activated Archipack add-on. With that add-on I just made a simple rectangular shape with 1,2,3,4 walls numbers. And I just want to delete the 2 number wall only to make a U shape. I do not want to recreate the walls again just to delete the 2 number wall. When I press remove from the N panel it just created a triangular shape. Without loosing the shape I just want to delete the 2 no wall. How can I achieve is there any other option?

Cut or delete this wall

Get this U Shape

Un-tick the close button


texts: How to make an object change color after being touched by another object?

texts: So I've several dominoes in a circle, and I would like each domino to change color after being touched by the previous domino. I can do it manually using keyframes but this will take ages they are 200. So is there is an easier way to do it? Is there is a script that automatically adds a changing color keyframe every 10 frames as that is what I found to be suitable.


texts: Compositing Mist Over Multiple Render Layers

texts:
UPDATED

(mushrooms and far trees are background, buildings on right and some vegetation on both sides of middle building is midground layer)

I adjusted the values on the colorramp and the factor to show the issue i'm still having, it seems like the bottom two layers' fog cannot be adjusted individually the way I have the node set. Ideally, I would like to have a little separation between these two layers, however I can't figure out the right node setup to give each layer its own mist layer adjustment.

UPDATE

Made a little progress, I think I'm like two thirds there. I attached my most recent render (top image), the current node setup (middle image), and the version with the mist I am trying to mimic (3rd image). I seemed to have figured out how to apply the mist (minimally)to my background and my midground, but the foreground doesn't seem to be affected by the colorramp slider with this node setup. Still a WIP, among other things, the mist is a little heavy in the version I'm trying to match, but once I have the nodes set up I should be able to tweak that. The mist in the foreground is probably irrelevant for this image, but would be nice to know how to apply it for future renders.

ORIGINAL

I recently ran into hardware bottlenecks on a render, and found I am able to complete the same scene using multiple render layers and combining them during compositing. However, the mist pass that I had on the previous single layer render now needs to be spread over the 3 render layers. I believe I would have to setup a mist to colorramp/mix node for each layer and combine those similarly to "stacking" the 3 render layers I have already. I am trying to avoid volumetrics to cut down on CPU strain. What would be the best way to combine the mist node tree to my 3 render layers node tree to achieve the same depth that a single render layer with a mist pass does? Is there an easier way to add mist to the image that contains the 3 render layers?

Thanks.


texts: VSE. Textures missing when combining video clips with 3D scene

texts: In addition to a few video clips I have added a scene with a 3D model to my video sequence editor. Now the final render of the video does not appear to have rendered several settings that I have given the objects in that scene such as the materials for instance. Does anyone have an idea what might be causing this?


texts: Retaining a mesh while deleting vertexes

texts:
So, I want to make a sphere with faces similar to what is seen in the image:

I though I could achieve this by deleting the vertexes in a mesh, while hopefully keeping the sphere shape, but alas, Blender doesn't allow that. Is there something I'm missing or an addon of sorts I can get to help me with this?


texts: Changing the color of non selected edges in the theme preferences

texts: There is an option to change the color of various edges (selected, seam, crease...)in the themes menu, but not for the simple non selected edges. there is a way to change the black color?


texts: Custom Property vs ID Property for temporary User Preference Variable?

texts:
I was making a modal operator and I needed some kind of global variable I could use as a "user preference" if you will. Whenever the operator is run, it checks if the value is True or False and runs the necessary code. If it doesn't exist then it creates it with a default value.

I managed by using something like this (an ID property?) which is great because I think it's saved with the scene and not per object:

context.scene["My Property"] = False

My code is already working just fine, no problems there. However, I discovered I can also do this (with optional extras I imagine are useful/necessary for UI Panels):

my_property : BoolProperty(default=False, name..., min... max...)

I just use this property to remember to turn on the wireframe for a selected object while the operator is running, that's it. I don't need to display it in any menu (at least not at the moment) and I don't need to save it in any file; it's just a temporary, non-persistant user preference.

My Question:

Is there's any benefit of one method over the other if I just use it like a global variable?

I've read about Custom vs ID Properties but I'm too much of a layman to understand when to use different things.


texts: Hey I am new to the program not sure what I did wrong here. I can't select any vertices, faces or edges on the tongue and gums of my model, which I need to in order to colour them in UV Editing mode. I appreciate any sort of help!


texts: Wireframe mode not really being wireframe (z-fighting occurs)

texts:
Thing is, when I set viewport rendering to wireframe, I expect only edges to be rendered, not faces.
And this is true until two faces overlap - then I experience z-fighting.
I would really, really prefer this not to happen.
Here you can see two cubes, partially overlapping each other.


texts: Alpha Over .png file pixelated after adding it to Video Sequence Editor

texts:
After I add the Alpha Over png file to my VSE it is pixelated.
Maybe you could have a quick look into the files and show me my error:

Alpha Over Image File:

VSE with Image File:

Thanks in advance!
Appreciate any help.

Cheers


texts: What is the fastest and easiest way to add a vignette in the compositer for Cycles?

texts:
Poking around to find an easy vignette effect, I constantly run into seemingly unnecessary node setups. Six or seven nodes to add a vignette? An apparently really simple effect, this seems a bit much.

For simplicity, it just has to be circular (or oblong since 16:9) vignette. Doesn't need to have fancy options, just needs to work and be simple.


texts:
In my scene I have many objects, some of which share materials. I'd like to create 1 UV map per material.

This is because I'm using Substance Painter, where 2 objects with the same material should not have overlapping UV maps (or their paint data overlaps). I'm effectively trying to create an "atlas" for each set of objects sharing a material.

I've written this script which joins all objects, separates them by material, then does a smart UV unwrap (thus creating 1 UV map per material), then joins them back:

# join & separate based on material
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.join()
bpy.ops.mesh.separate(type='MATERIAL')

# smart UV unwrap each object
for obj in bpy.context.scene.objects:
  if obj.type == 'MESH':
    bpy.context.scene.objects.active = obj
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.uv.smart_project()
    bpy.ops.object.mode_set(mode='OBJECT')

# join everything back again
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.join()

The problem is I end up with all my objects joined, and now I have to manually separate and rename them again to their original state. (PS. "separate by loose parts" is not good enough unfortunately).


texts: Blender crashes when enabling "true" displacement

texts:
I created an OSL shader (a 4D noise texture) and connected it to the "Displacement" output of my shader. I wanted this to be a animated micropolygon / adaptive subdivision displacement, so I enabled "Experimental" of course.

When I go to make the Displacement type "true" though, Blender consistently crashes, probably due to memory overload. I don't have an especially high vertex count, though.

How can I work around / fix this?

This video shows the problem, it's through Google Drive.

Here is the Stackexchange question that help peed me create the OSL shader

And, finally, here is the video that was guiding me through the Micropolygon Displacement process.

EDIT: Here is my OSL code.

#include "stdosl.h"

shader simple_noise_texture4d(
float Scale = 1.0,
float Time = 0.0,
output color Color = 0.0
)
{
    Color = noise( "uperlin", P * Scale, Time );
}


texts: Only last text block out put in Animation Nodes loop

texts: I have an Animation Nodes loop that takes three text blocks and three text objects and outputs them. The debug is showing the individual texts are intact, but only the last text block is output. What am I doing wrong?


texts: Subdivision Modifier cuts into hole in plane

texts:
I have a quite boxy model where I made a round hole in a flat face. I first worked with the bevel modifier to get round edges, but I think the model looks a lot better with a subdivision modifier. Probably should've done that sooner but oh well.

When I set the subdivision modifier the hole will be arced into from a plane far left, so it's not round anymore (demonstrated below).

I would like your suggestions on how to fix this. I think I could add edge loops to make sure there are no more N-gons around the hole, but this would add a lot of polygons on flat faces where I don't need them. I'd rather not do that for performance and mesh simplicity.

Is there another way to solve this? I've already added edge loops to sharpen the edges, as you can see.

SubSurf off:

SubSurf on:

The hole has depth:


texts: To move back the centre origin point to were the object is

texts:
Hi Please can you tell me how to move the 3D cursor and centre origin point back to were the object selected is please?
I am selecting the landing feet and the X,Y and Z axis arrow is all the way to the right hand side please can you tell me how to fix it so it is situated relatively close to the object in this case the landing feet.

Thanks

Simon


texts: How to create a script that simulates the blinking terminal cursor?

texts:
I try to create a script that simulates the blinking of terminal cursor

layout.prop(text,'character')
if text.character
    layout.prop(text,'source_character')

def uptext(text):
if text.character > 0:
blinking = [" ",text.source_character]
character2 = random.choice(blinking)
character3 = character2

text.body = character3

but the blinking is very fast, I would like to know how to improve and to correct


texts:
I'm trying to inflate a balloon for an animation. I would know how to do this in Maya with nCloth as there is an option for air pressure and pump rate. Is there anything similar to that functionality in Blender 2.8 or how to get this done using Cloth or Soft Body simulation?

I found this solution here using Soft Bodies

But that is not quite what I'm looking for since this is more scaling than inflating.

Any help would be greatly appreciated.

Thanks guys!


texts: UV Editing - Strange line apearing where two sections meet

texts:
I am trying to make textures for my little plane using UV Editing, however when I paint them and put them on a plane I get these what look like empty spaces between the sections. I have tried to bleed the edges few pixels each side but I still get the same result as it can be seen from the images. If anybody has an idea how to fix this I would really appreciate it.
Kind regards.


texts:
I'm using the Import Image as Plane add-on to import RGBA PNG-24's. My issue is that the add-on automatically crops the planes, which changes the images' location relative to the world origin.
As you can see from the attached images, once imported into Blender, the image is cropped, which changes the location. There doesn't seem to be any option to change this behavior in the plug-in, is there a work-around?
I am using Cycles, Blender 2.83


texts: How to get the image textures around for eyes, eyelashes, and eyebrows when exporting a human model from MakeHuman

texts:
I have been struggling with this simple but naughty problem since a while now. I can do good things in Blender, but I miss simple knowledge, so I'm sure someone can help easily.

Once I have exported a .mhx model from MakeHuman into blender, the textures are not ready for cycles. I can quite easily add the skin by just following these simple steps:

In Object Mode, select the body, go in Material > Surface and click "Use Nodes"
Replace "Color" with "Image Texture"
Select "Young_light...diffuse.png" or whatever the default image is.

Everything works and goes on as planned:

But when I repeat the same steps for the eyebrows, eyes, and eyelashes, everything turns black instead of using the image texture. Arrg! I tried Ctrl + N to invert the normals, but that doesn't fix anything. The same problem persists in Cycles view. Would anyone please help me here? Thx!


texts: how to bridge 2 set of edges of preserve the texture mapping (uv)?

texts: I tried to bridge to edges but the result has the textured altered or stretched. Maybe the closest thing is to adjust position of the vertex by sliding the edge (correct uv turn on) then do the bridge. But is there anyway i can have good result without have to edit the edge /vertex first to match the target ?


texts: How many Materials should a Game-Ready character have?

texts:
I'm making a character for an indie game project aimed for the pc platform using unreal engine.
I currently have 15 materials for every part, are they too much? If so, How many should I use?
Texture Resolution used is 2k


texts: Where is " convert to Dual Mesh in blender 2.9"?

texts:
When I try to do convert to Dual Mesh in blender 2.9 version
There are not "Convert to Dual Mesh"
And then I searched google about Add-on but it doesn't work as I wanted to do

This is what I did on 2.9

This is what I want to do on YouTube.
I know I could go back to 2.83 to make it but why it disappears …
Thank you for reading :)


texts: Join multiple objects into 1 object without combining the vertices?

texts:
is there a way to combine multiple objects without actually attaching them to each other?

I tried parenting them to a empty axis but I can't switch modes from the parent.
I would have to go through and select each child object to do it. :<


texts: How can i control individual object/hairs in my particle system that aren't visible in the particle editor?

texts:
The particle system that i've created in this project (rendering as an object) seems to be projecting through my mesh. When i move to the particle editor, i get much less particles on display to move about

I want to able to move or comb these hair/objects that aren't visible in the particle editor and almost steer them around the mesh so they're no longer poking through, is there a way to do so?


texts:
I use dual monitor setup with diffrent screen layouts. So I have a "Default_l" screen layout and a "Default_r" screen layout. Is there a way to automate the change of the screen layout:
When I change one screen layout for example from "Default_l" to "Compositing_l" the other screen layout also changes from Default_r to "Compositing_r"?


texts: Render layer selection when rendering via python

texts:
I'm working on a script that renders certain render layers defined in the operator. The script is supposed to make a list of currently enabled render layers, disable all of them, and then enable the layers specified in the operator, render, and then revert the enabled layers to what they were at the start. But, when I run it, the render is always of the layers enabled at the start. However, if I remove the INVOKE_DEFAULT argument from the render command, it works properly. But then it doesn't show the render progress.

What is going on? Is there a better way to do this?

Here is the relevant code snippet:

startlayers = []
enabled_list = [*desired layers*]

for x in bpy.context.scene.render.layers:
    startlayers.append(x.use)
    x.use = False

for x in enabled_list:
    bpy.context.scene.render.layers[x].use = True

bpy.ops.render.render('INVOKE_DEFAULT',scene="Cycles")

for x in range(len(startlayers)):
    bpy.context.scene.render.layers[x].use = startlayers[x]


texts:
I've written a script which creates an an audio visualizer.

The python console gives me this error:

SyntaxError: (unicode error) 'unicodeescape' codec can't decode bytes in position 2-3: truncated \UXXXXXXXX escape

location: <unknown location>:-1

I'm not able to find the audio file in Blender.

As it didn't work within the script I tried to import the audio via the File Browser, but as I tried to import the audio file from the File Browser, the File Browser also didn't show me the audio file at the location it was supposed to be at.

I'm sure it has to be Blender. I've found the file in every other application. (VLC, Windows Media player)


texts: Metaball-style merge effect on two modelled and realistically textured human heads possible?

texts:
I would like to create a complex animation in which two rigged objects - human head models in this case - merge together as they float next to each other with a similar effect that metaballs have on each other.
Is this possible in any way? I'm trying to find the best way for the skin to pull out from the parallel side of each head and have them merge (With the merged skin materials being seamless), similar to a metaball interaction but with a detailed skin material. The only example I can think of which is along the lines of what I'm aiming for is the split-face scene in The Thing (2011) (Very graphic) at the 2:20 mark. (I'm not aiming for this much realism of course.)
Like that but with the heads floating and magnetized to one another. I'm also hoping to have the faces animated on their own before the merging/smashing together takes place so they'll be rigged but this question is only regarding the mesh & material merging effect specifically.
As far as I know, you can't model and animate metaballs with as much detail and variation that a human face requires or convert part of a mesh into a meta object so would this work by keyframing the skin meshes towards each other in a stretching fashion then merging them into one mesh at the desired frame?


texts: Link an object from a different Blender file and be able to move it around while retaining its modifiers

texts: I want to bring an object modeled in one Blender file into another and have the second file reflect changes that are made to that object after I have later edited the first.  I have been using File->Link and then selecting the file that contains the object and navigating down to where it is in the "Object" subfile of the Blender file.  Then, in order to be able to move the linked object to a different position in the second file, I have to do a "Make Proxy" on it.  My problem is that as soon as I do the "Make Proxy" any un-applied modifiers I have put on the original object in the first file are no longer reflected in the linked object.  Clearly, I could just apply the modifiers again in the second file or apply them before linking in the first file (that is essentially what I have been doing: after finishing edits in a source file, I duplicate the object and apply the modifiers, taking care to have this duplicate object's name match the one I linked in the second file) but neither of these are the ideal workflow and it seems there must be a better way.


texts: Rendered Video Causing Artifacts In Adobe Media Encoder

texts:
So, I've rendered this video (took about 25hrs(Mac book Pro 2015)), and now when I put try to encode it to .mxf it has lots of artifacts. I'll provide links and Blender file Below.

Here is a picture from Premiere Pro's timeline:

Here is the original video clip: https://drive.google.com/file/d/1F6AnVLV3z39P1WCsYUh8OVgpwxwUH4Qo/view?usp=sharing

Here is the .mxf file: https://drive.google.com/file/d/1YfI_ytThNXYAT-dZi5yT7TRH5-2qIjGC/view?usp=sharing

And the blender file (for the settings):


texts:
I cant seem to get rid of the ripples when making holes in my model.  The hole on the right has loop cut and I tried creaes.  Both hold have this weird small flap that keep showing up.

Here is the file if you want to look.model with holes


texts: I'm trying to apply facial tracking markers to a 3D model and I've run into a bit of a snag.. While setting the constraint depths of the trackers to a face mesh, the trackers stay locked in below the model. I notice that the Location and Rotation settings in the Transform window are now yellow, but I'm not sure if that has anything to do with why they're locked. Any help would be greatly appreciated!


texts:
When I use X-Ray, the mesh also becomes transparent which is often super confusing.

What I want is to see all the vertices/edges just like in the picture, the closest ones are more visible than the "hidden" ones, but I want the mesh to not be transparent.
I think it is really confusing to see the shape of the mesh in the X-Ray because it has no depth at all. Ideally, it should look like a frosted glass material
Is there a way?


texts:
I'm trying to make a model of horn acoustic:

Actually, it should be a parameterized (for example, exponentally widening) tube, which can than be shaped/curved.
I've been trying Curve Modifier but it works OK only for one turn.


texts: how to use the color black on an alpha texture?

texts: What do I when I have a model that I am painting on, the texture has an alpha layer, and I want to do something like paint the color black over some other color on that texture. when I do this of course the color black just ends up making any other color on the texture invisible. So is there way to paint on an alpha texture with the color black and have it show up instead of alpha things out? I'm trying to do this using nodes in blender 2.82.


texts: Should I be concerned about non planar quads like these if I'm modeling for unity?

texts:
I'm currently learning modeling for my game, below is a mesh I'm working on which will be part of my character model for unity.

I suspect the scaling in the front face will cause some distortion for the connecting faces, so I use the mesh clean up tools split non-planar faces

So the connecting two faces are indeed non-planar faces. I tried to fix it but there's no easy way at least for my current knowledge of modeling. Should I take care of it before I export it to Unity or this kind of non planar face is OK for game models?

I tried to google answers about non planar faces in modeling, the information is mixed as some articles saying non-planar faces are no but some post also says non-planar faces especially for biological objects are not something to be concerned as game engine will split them to triangles eventually, so I'm confused.

Edit: I have read the post Flat quads (or, why is my mesh so funky?), I think my problem here is: this mesh is gonna be a part of a mech, and I also want to keep the polygons low so I'm not sure if subdividing/smoothing it is the way to do it.


texts: How to add a panel to the properties region in the Image Editor?

texts:
How do I add a panel to the properties region in the image editor?
The code below is just a slight modification from the "ui_panel_simple.py" template. I changed the bl_space_type to be the text editor, and the bl_region_type to be UI which I thought would put it in the properties region, but it does not work.

import bpy

class HelloWorld(bpy.types.Panel):
    """Creates a Panel in the Text Editor properties region"""
    bl_label = "Hello World"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'TEXT_EDITOR'
    bl_region_type = 'UI'

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

        row = layout.row()
        row.label(text="Hello world in the text editor!", icon='WORLD_DATA')

def register():
    bpy.utils.register_class(HelloWorld)

def unregister():
    bpy.utils.unregister_class(HelloWorld)

if __name__ == "__main__":
    register()


texts: I want to put a 2D image onto a 3D object. I have downloaded the image, and just can't find out how to add it onto the object. Thanks! (v2.80.75)


texts: Is it possible to duplicate a camera in a scene? I tried selecting the camera an going to Object >> Duplicate Objects but it doesn't seem to duplicate the selected camera.


texts: How to set grease pencil palette when creating new strokes with python?

texts:
Based on How to add points to a grease pencil stroke (or make new one) with python script?, I can add new strokes by:

str = fr.strokes.new()

where fr is a grease pencil frame object. But each time I do so, Blender will create a new grease pencil color palette with pink color. I want to ask how to set the color palette of the created stroke. Thanks.

PS: The document [1] of bpy.types.GPencilStrokes.new(colorname="") shows that the new method has a colorname parameter (which may be relevant), but I still do not know to set it.

PS: Blender version 2.78c

[1] https://docs.blender.org/api/current/bpy.types.GPencilStrokes.html?highlight=stroke#bpy.types.GPencilStrokes.new


texts: how to rig the eyebrows which are separate from the head?

texts:
I imported character from makehuman, and rigged it using rigify, but the eyebrows and eyelashes are separate objects, I don't know how to rig them. should I join them to the head, or parent them to head bone or what.
I am stuck, need your advice.


texts: What's the difference among object, active_object, and selected_objects?

texts:
I am wondering if following statements are true:

active_object is always identical to object.
active_object(or object if previous statement is true) is always the first one of selected_objects. (This seems to be a false statement since if I use bpy.ops.object.select_all(action='DESELECT') the active_object and object is not changed while selected_objects is empty.)


texts: Limited dissolved over thousands of objects

texts:
I'm new to Blender and I'm having a few issues attempting to run a 'limited dissolve' over thousands of objects. Is there a simple way of doing this?

What I've tried so far is:

Select all objects/faces in the "object mode" and then in the edit mode run the limited dissolved feature. However for some reason 'limited dissolved' seems to only work on single faces/object.
Python script looping through all objects and selecting the objects individually to do a 'limited dissolve' on each one. However when I run the script the dissolve_limited method doesn't seem to work - see code below:

bpy.ops.object.mode_set(mode='OBJECT')
bpy.data.objects['Shape_IndexedFaceSet.'+str(HundsCol)+str(TensCol)+str(CountTens)].select = True
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.dissolve_limited()
bpy.ops.mesh.dissolve_limited(angle_limit=1.75)
bpy.ops.object.mode_set(mode='OBJECT')
bpy.data.objects['Shape_IndexedFaceSet.'str(HundsCol)+str(TensCol)+str(CountTens)].select = False


texts: Baking materials to make them usable in game engine

texts: When trying to make a model for a game I have to make materials into textures and I found this really nice tutorial (this https://www.gamefromscratch.com/post/2014/07/16/Baking-Blender-materials-to-texture-to-make-them-usable-in-a-game-engine.aspx) but it isn't working and seems to have options that I apparently don't have, could someone help me with doing this or updating it, but if it already has been put up somewhere can you guide me to it?


texts: How to drive the color in node editor by the color of the light?

texts:
I want to control the color in the node editor by light color.

After trying it myself, I guess I should probably get the RNA properties and enter it in the driver editor in the correct way.

I searched for official manuals and tutorials for this, but I did not realize how to manipulate them.

Help me please.

Thank you in advance.


texts: Rigid body objects interact with armature bone?

texts:
Is it possible in Blender to create an object (human + armature), rig it and make it to interact with other rigid body objects?

Will this possible in the next blender updates?


texts: Issue With Subsurface Scattering and Scale on a Human Model

texts:
I scaled down my characters to real human measurements (around 1 m 70 cm), in meters units. I found it harder to manipulate because the characters are tiny in relation to the scene.
Also the skin shader seems to works differently. The smaller the size, the higher the strength the sub scattering is for my skin shader. I don’t understand why, it causes the facial features to lose in definition.
Then the scaling down seems to make the head and hair shrink too in viewport rendering (not so sure and not as concerned about this, but curious)
What is the scale recommendation for human model? The life-size scale doesn’t seem to work well for me. Thank you for your help.


texts: i'm animating a little scene with a puddle in it, and for the ripples i used the dynamic paint wave efffect. it shows up fine in vieport mode and rendered mode, but when i render it just goes away. i've already baked the mesh but still nothing works. Does anyone knows how to fix this?


texts: How can I connect the top loop to the down loop with faces

texts:
Hey I want to connect the bottom loop with the top loop so that it forms a solid.

I have tried selecting multiple vertices and pressing F but that just creates a large face which I do not want.
I have tried using grid fill bu that doesn't work either.
The solution that seems to work is by selecting four vertices and pressing F and then selecting the next 4 and pressing F and on and on. That just takes too long.


texts: How can I animate the sun in Sky Texture?

texts:
I'm trying to keyframe the Sun Elevation and Sun Rotation from the Sky Texture Node but it doesn't work.
I'm setting at frame 1: Elevation 15, Position 1, and at frame 200: Elevation 50, Position 100.
When I click play, the Elevation and Position are set at about 70 and 160 and they are fixed. I guess they have something to do with the Sun position tab which tries to get the real status of the sun based on day/month/year, latitude/longitude, time, etc. Sadly I can't find a way to animate those variables.
Any solutions?


texts: How do I put a constraint on a bone affected by chain length?

texts:
I'm trying to figure out how to put a constraint on the shoulder bone as shown in the images below. What I'm looking for is a realistic motion where the shoulder moves upward ONLY when the arm bone reaches a high enough angle. The image with the green circle is the position where I want the upward movement of the shoulder to start. I've tried tinkering with the rotational bone constraints but I ran into a couple of problems. The first problem is that I could never get the bone to rotate in the upward direction. The second problem is trying to find the axis behavior that causes the rotation resulting in upward motion. Moving the shoulder bone itself only rotates it in one direction and moving it indirectly with an IK through chain length doesn't change the coordinates of the bone itself.

Blend file:


texts: Baked normal map leaves dark spot on model

texts:
I’m learning the process of baking normal maps from a sculpt. I’ve created a head model and can get most of the normal texture baked correctly, but am having problems where there are sharp turns in the surface, like on the lips. I’ve created a cage and while it improved the render a bit, I’m still getting a prominent dark spot on the lips. Is there a way to fix this?

Download blend file

Base mesh with face orientation overlay enabled:


texts:
This may be a bit OCD from me, but whenever I see people mention the pink missing textures I yell magenta (and get strange looks from my family). I have looked in the manual, but can not find any reference to the color. There also does not seem to be a preference to change the default missing texture color. Finally I have also tried to get it from a Blender output itself, but this depends on the lighting/settings etc.

Does anyone know how to get the actual RGB values for the missing textures, ignoring lights, shadows etc? I need to know if I am a crazy or just crazy smart.


texts:
I made a character for a mobile game in Blender rendered with Cycles, and i used a toon material as shader. Now, for each toon material i create, i used an 'Image Texture' as a color gradient. I like the result, but i'm trying to work more on the shadows of the character, not cast shadows, but of the character itself. What i cannot figure out, using an image texture(png) as a color gradient, is there a way to change the colors of the shadows of the material? only of the shadows.
This is my character:
Thank you in advance


texts: How to prevent the rigging hair pass through the body, object or mesh while animated?

texts:
Greeting...
I never find this problem solution for 2 years... can some one help me? Please? or blender dont have way to do this?...
HERE THE FILE :


texts: Blender 2.8 scene collection not update when adding new objects

texts:
Scene view seems not to update regardless how many components I add.

First image (have a cylinder and a plane (with a modifier)):

Second image, same but added a cube as well:

If any of the components overlap one another I can no longer select them individually (only the result of the overlap). Why?


texts: I would like to put the text on the jacket of cable I have rendered. As the Cable itself starts off as a curve which is then converted to a mesh, I need a solution to place it on the mesh and follow it


texts: Apply subdivision surface modifier to one axis only (round edges)

texts:
I have a mesh in Blender cut such that when I apply subdivision surface modifier, it will become round in the places I want it to. Here's the mesh created by using loop cuts on a basic cube:

Here's what it looks like when I do apply the subdivision surface modifier:

Predictably, the subdivision is applied in all "axes" (for a lack of a better term, this is not exactly about axes). I want to ideally see the subdivision to happen only around the loop of faces which make up the "walls" of the mesh - those intersected by the X and Y axes in the picture. Top top and bottom faces should stay flat except for their corners which should become round copying the roundness that has come about from subdividing the faces.
In a picture, I want this:

I achieved this by loop cutting the mesh along the band of faces which constitute the "walls" of it and setting the factor to .99 and -.99 on the two loop cuts. The subdivision surface modifier still introduces new geometry but it is so close together it visually looks like the top and bottom faces remained completely flat, with just a very slightly round corner where they meet the perpendicular faces to them.
This is a fine result, but I wonder if there is a tool / a way to do this which avoid introducing the unneeded geometry that I have here. I tried using the bevel tool and applying it to the 4 edges of the mesh, but when using that tool the roundness of the edge is not applied to the full extent of the faces to the sides of the edge, just half-way to each:

Am I missing some better technique / tool or is this the best way to go about this?
I am using Blender 2.83.


texts: How to render in blender with compositing

texts: I have started using blender for a couple of weeks now and I got familiar with the compositing interface. The problem is if I change the color from, lets say, gray to red through compositing it will still render as grey. How do I fix it so that it will composite?


texts:
Should I append the armarture before binding it to the mesh?
I know you should append the mesh before binding but does that apply to the rig as well?


texts:
While trying to find some information about low-poly mountain, I end up finding this image explaining the material the person used to make his mountain and I thought it look really cool, but it was with 3DS Max:

I tried to replicate it with Blender with no success. Can anyone point out how to make something like that with Blender?

EDIT:
With the Ant Landscape, I got this :)


texts: Set edge of an object at a precise distance from another

texts:
I'm totally new with blender, and I want to measure the space that is present between the center of an object and a second object:
the first object is a road, and this is its center:

the second object is a rail, and I have to move it to exactly 9,012meters on the right of the y axis of the road:

how can i place it measuring the distance with precision?


texts: How can I make it so that a texture displacement applies to all sides of an object?

texts: I am using a height map as a texture for a displacement in a cube, but the only sides that are displaced properly are the top and bottom. The other sides don't have the texture applied to them, they only have lines that kind of make to look like the displacement is only being applied on the Z Axis. How can I make it so that the displacement shows up on all sides of the cube?


texts:
Is there any way to cleanup/remove empty vertex weights?  Namely, on each vertex in a mesh, remove any vertex weights that have a value of zero or something close to it.

Note that I am referring to something more distinct than vertex groups.  When you have a vertex selected, a "Vertex Weights" tab will appear in the Properties Panel, and it will list all of the vertex weights affecting a particular vertex.

Stuff like that in the image.  I'd like something to remove all of the vertex weights that are at 0 from each vertex.  Or any that have a weight of less than 0.001, since the display there only seems to go out to 3 digits past the decimal point.


texts: How do I create a 10-sided die as one object?

texts:
What I'm looking to do is create a 10-sided die, specifically in the shape of a 'pentagonal trapezohedron', i.e., a polyhedron that has 10 kite shaped sides.

With the following link I was able to produce a d4, d6, d8, d12, d20, & d30:
How do I create an 8 sided die from one object?

What I'm looking for is something similar for a 10-sided die.

Thanks


texts: Live rendering problem in all viewport modes other than Rendered

texts:
I have suddenly had a problem with how the kitchen I'm designing shows up in the viewport, using Blender 2.82. I tried lots of searching for a solution, but I must be asking the question wrong: except when using cycles to render or in wireframe mode, the scene is jagged and full of holes. Moving around the viewport makes lots of flashing and stuttering unless it is in wireframe mode. It was not this way before, it just suddenly happened and restarting didn't fix. I am new to blender, so I'm I'm sure I just clicked something accidentally. Any help would be greatly appreciated...  Here's some screen shots:

original

now:

cycles render


texts: How do you remove the overlap of two mirrored, hollow, conical, cylinders?

texts:
How do I remove the overlapping middle sections of these two merged cones? I need to remove the part of these two cones that makes it look like a Venn diagram; so that the two cones are one shape with one large opening and two small openings.
I'm trying to represent binocular vision, if that helps you understand.
Here are a couple screenshots:


texts: How to send picture to the background so i can see the plane?

texts:
So this is my workplace, i use this as a background image which will help me to modeling the plane but its look like this so i can't see the plane.

But If I visible the image, this appears.

So my question is: How can i send the plane in front of picture so i can see it?


texts:
Here is what I have accomplished so far:

I have sculpted out what I wanted my dragon to look like
I re-topologized the dragon into a much less dense design.
I tried my best to unwrap this design to no avail.
I crafted a normal map (Which works very poorly)

I currently still use Blender 2.79 because I really like it, the main thing that I am trying to accomplish is to just one time get one model done all the way through.

I have sculpted a lot of my works, but every time I retopologize and then try to unwrap I always get a disgusting mess as a result. I have seen tons of tutorials on the entire process and I have never seen anything like my result.

So, sometimes when you have no other options you just have to take a step back and throw yourself on to someone's feet and beg for help. I really love this kind of art and have been stuck on this for months.

I have no idea what I'm doing wrong or even how to correct this issue. I can even send you my blend file for further observation if it will help.

This is my original completed sculpt

This is my re-topologized mesh

This is a representation of the unwrap that I have

These are the steps I took to apply the normal map

The seams are pretty bad and that you can still see that my dragon is polygonal as ever

https://drive.google.com/file/d/12t99_Vl1bkYhNsxou2SUD3qYkjIGotnd/view?usp=sharing


texts:
I want to scale down an animated model and apply scale.
The problem is that when applying the scale to the armature, the keyframes remain unchanged, so their location/scale is incorrect.

Is there a way to apply scale on all keyframes?
Especially to correct their location.


texts: How would you make the curvature of this plane so it can imitates the photo behind it?

texts: I´m Having problems to give the mouse the same curvature as the real life model.Could you tell me how would you do it?


texts:
yet another IK question....
I'm working on an animation project where I have an accordion wall segment that needs to extend outwards, one fold at a time. When I create the the IK bone setup and pull the outermost bone, all of the bones move at once which is not the desired affect. I have played around with animating stiffness values and IK constraints, but nothing is yielding the results I'm looking for.

Again, the desired affect is that when the accordion unfolds, only one segment will completely unfold at a time, and only when the extended accordion folds are all planar will it pull out another segment. (Bottom image, not top)

Thank you in advance!

Thank you AJCDFIN for the awesome help, I though I could take it from where you left it but I cannot.


texts: Shadow catcher in EEVEE shadow not strong enough

texts:
I'm using EEVEE shadow catcher. I have an animation of a handle that I need to export having a shadow. When I export the PNG sequence The shadow is not there, although It does appear in preview viewport, but in render viewport its very slightly there but not strong enough. I have the sunlight strength set to 4.000 which was recommended so the background is transparent. Is there a way I can get the shadow to be more intense?
Thank you.


texts: Issue with lighting and rendered environment map

texts:
I'm trying to create a simple environment map for a Unity game I'm working on but I'm getting weird lighting issues, it seems like the lighting for each face is rendered differently. I'm using Blender Render in Blender v2.76.

I've added the map as a skybox in Unity which displays the problem:

I've created a very simple scene that displays the problem, it only has a few objects in a single mesh with a couple of lights. An empty above center is used as the Viewpoint Object.

The environment settings are using the static map defaults except that I've switched to Equirectangular coordinates.

Above is the environment map output though rearranged so the faces to connect to make the problem more obvious. Last two faces are bottom and top respectively, notice how the bottom is much darker than the plane is in the other faces as well.

Why am I getting this odd lighting behavior?

Example file:


texts: How can I select all creased edges with specific weight at once, can be with python

texts: Technically simple thing, how can I check for exact crease weight edges and then select only them? Like only that one edge on the cube ?


texts: How do I align the viewport to a face normal?

texts: I would like to align the view straight on to a face, perpendicular to the normal. How do I align the 3D viewport to the face of a mesh?


texts: why does my world property look diffent from this one?

texts: Someone was helping me with ambient light and showed me this from 2.79 and mine looks like the second picture. Why?


texts:
I saw this tutorial on Blender Nation that deal with creating Minecraft animations in Blender.  After following several links, I finally came up with the file and downloaded it.

I could edit the images that were used to texture the models.  However, when I wanted to disable anti-aliasing/sampling, I discovered that the textures are not linked to their objects in the usual way (i.e., through the Textures tab in the Properties panel).  In fact, I have not been able to find any link between the textures and the objects that they adorn.

What is going on here?  Am I just missing something blindingly obvious?


texts: I have textures of wood but how to make a wet wood out of that?

texts:
I have a complete wood textures including col,nor,dis,gloss,refle etc..
Can anyone say how to make a wet wood out of that?


texts: Why I can't visualise my render in real time/

texts: I have a huge issue right now. I can't visualise any real time render and eeve seems not to work. When I visualise the real time it is either gray or a bizarre texture. But in cycle it works fine. Need help.


texts: How to create a flower unfurling effect?

texts:
The effect I am looking for is not like a simple flower but more like a plant unfurling over it's length. Like This:

I am not a beginner with animation nodes but in figuring this out the greatest problem is I don't really know where and how to start.

Here's a link to the actual video. -- By alex sirbu

Now to the question,
The effect is like the tip is moving forward while still unfurling.

So any help with understanding and executing this effect will be helpful.


texts: Make all objects on an array fit exactly on a curve

texts:
I created cube, then I created circle-curve and scaled it. Then I set modifers on the cube: array to fit the curve length, and next a curve modifier. But my cubes not fit exactly on the curve, and I don't know why :-/ If someone finds a solution to this problem, please share it.

I attached screenshots of my steps.


texts:
I'm exploring procedural textures and I am looking to get close to something like this:

How can I achieve this kind of worm texture?
The closest I got is with the musgrave texture:

I would like the (black) islands to be disconnected.

UPDATE:

To make things clearer, this is more like what I would like to achieve:

I have no idea if it is at all achievable, but it's an area worth exploring.


texts: How to force compositor nodes to execute?

texts:
Whenever I add certain compositor nodes after a render is done, it doesn't execute these automatically without re-rendering (By automatically I mean whenever a change to the node setup is made, regardless the state of the rendering process).

I'm specifically referring to the ''file output'' node here.

Is there a way to force this node to execute?
(Automatically and/or manually)


texts:
I am a newbie so please be gentle....
I am trying to edit large MP4 family videos (a couple are mpv files).  I have tried multiple options for my output files ( as I said I don't really know what I am doing :-) )
None of the output files I have created can be read by my iPad or my Panasonic smart tv.
If I could output as MP4 then I know they are playable. I am using the windows 7 version.
Anyone able to provide advice? Thank you in advance.


texts: Make triangle faces in stead of square faces

texts:
I am new here on this 'forum'. I started learning blender about a year ago, and this day I am still  a bit learning. For 3D Modeling for a game I need to use triangle faces in stead of square faces to make sure that the faces are visible in game. What I do is just make a face to delete the normal faces in the model and delete them with the X and then 'only faces', and then select 3 points and press F. But to do this for the whole model that will take a very long time. Is there a easier way to do this?
Kind regards,
Jonne


texts: How to make god rays with png transparent image

texts: Working with cycles. Can we create god rays with the png transparent image. I have setup all the scene. With sun lamp and a transparent png image. But the light is not going through the image and making the rays. Any suggestion how it works. Thanks.


texts: Interior Vertexes and Faces Post Boolean

texts:
I am attempting to model a screw so that I can 3d print them if my son looses them.  I thought this would be a good time for me to play with the new blender 2.80. (why do people keep calling this Blender 2.8?)  I have modeled all of the cylinders and the Philips cavity into one part (I used bools to merge all of this but always check for clean results) and then the screw threads in a separate object.  Both of these objects (named "Screw" for the cylindrical post and "Threads" for the threads) are manifold and look good from a geometry point of view.  When I try to do a boolean union between the two, I get a lot of internal faces and manifold problems.  I have two clean meshes here which I thought would play nicely with the boolean operations.

I obviously need to have a clean mesh to support the printing efforts.  I have attached the blend file here for easy checking.  Any pointers?

As an aside, I typically avoid using booleans but it seemed in this case that would be the easier approach.


texts: Change opacity transparent image texture?

texts:
I'm using a transparent image texture of humans on a plane for architectural scenes. Before I load the image to the Image Texture Node, I change the opacity in Gimp, like 50%, so that you can see through just a little bit. But I wonder if there is a simple way to do this in the node setup instead of Gimp?

I have search but I just find tutorials about how to use transparent images, but that I already know about.

This is the node setup I'm using:


texts: A problem while rendering wineglass in Cycles

texts: I have been trying to make a wineglass with filling using curves. In Eevee everything displays correctly, but I cannot say the same thing about Cycles. How can I fix this strange effect? I have tried turning curves into meshes, tried using Subdivision Surface, did not help. Any help appreciated.


texts: How do you get an object's position and rotation through script?

texts: I'm working on a project that requires me to get some of the position and rotation values to give to an Arduino via pyserial, but after sifting through the Blender documentation I can't find how to get them through script.


texts:
I'm a total beginner and I've tried four different tutorials on creating grass, but none of them go into importing the grass into Unreal Engine.
The first couple of tries, I converted it, exported as a smooth fbx, and got several different error codes. (A new one each time I tweeked what I thought would work).

Finally, after two whole days, I was able to import my grass along with the color material that went along with it. I did get literally thousands of what I assume to be children files to go along with it. So I deleted all the unneeded imports to result in three files. My 3d mesh (I assume that's what it's called?), my green color material and my transparent material to hide the square underneath the grass.

However I cannot figure out how to get it to turn into a foliage material.

I'm doing a learn-as-you-go process. Started with the basics, creating a landscape in unreal. Gathering textures to create my terrain materials, got my landscape painted. Now I want to start adding grass, rocks, trees, etc.

It would be most helpful if I had a video to work off of. However I don't want a tutorial where you use their assets. I want to know how to make it with my own assets so I can have full customization as well as being able to trouble shoot on my own.

Extra notes:
I am able to load the grass into the scene as a 3D object, however the square doesnt stay transparent, I imagine thats just a setting in UE4 that shows hidden items but a better proccess to doing this wouldnt be so bad either.

My first attempts I created a hair particle system, added lighting, wind, turbulance. those I couldnt get to load into unreal at all.

My more recent attempts. I created blades of grass in Blender, grouped them and generated a hair particle system from that. First attempt just resulted in 40,000 files of a single blade of grass. (I have no idea how when none of my rendered numbers for parent or children are even that high). I changed all copies to real instances and when importing it yielded in fewer stray files ( meshes of single blades of grass), but it also gave me the 3 materials mentioned above.

This is only something I've been doing for about a week. But I think I could have a great game concept and I really want to give it a go. I understand that working on my own I could be at this for years, but despite the frustrations it's also been a lot of fun.

I really need help understanding how to build assests in Blender. Things like landscape materials, buildings and animations. I have a general idea about working in UE4 but blender is a little more difficult for me to grasp, especially in the relation to making sure a file has everything it needs to be imported properly to UE4.


texts: How do I “group” objects so they all move together? (Version 2.8)

texts:
In other drawing programs, I can draw separate things and then “Group” them so they behave as one.  In particular, moving, rotating, and scaling automatically applies to everything rigidly.

The “Collections” in Blender 2.8 doesn’t do this.

Assigning parts to other parts as “Parent” causes it to re-interpret the position and scale relative to the new parent, rather than just making it follow the parent from now on.


texts: Rotate object "Like Center Mouse Button"

texts:
(I don't even know how to articulate this).

Say I start Blender with the default 2d scene - cube and view centered at 0,0,0. I can use the center mouse button to rotate/pan around the cube. Any up/down mouse movement gives me a "pitch" with respect to local view, and any left/right mouse movement "yaws" the cube. The amount of movement is uniform no matter where my cursor is, and no matter how I have rotated the other axis. This is an easy and natural way to pan around an object.

So now I basically want my camera do to the same. The best technique I've seen is to create an empty at 0,0,0, parent the camera to that - view through the camera - and rotate the empty.

That works - but no matter what I do - I can't get the same kind of rotational control with my mouse that I had with the "center mouse button" above. I've tried everything from changing the rotate transform mode (global, local, view), locking one of the axis, and using rr for "trackball" mode.

I can almost do this if I use the gimbal in "view" mode and just move the up/down and left/right rotation handles (individually) - but the mouse behaves very poorly - like it gets too sensitive near the center of the gimbal, and stops working altogether outside of it (giving a very narrow, single-axis control, oddly-proportional control). Nothing like the two-axis control which is completely linear - even if you indefinitely move the mouse in one direction.

Anyone know how to do this?


texts: Create good edge flow for subsurf on a plane

texts:
I have a very mesh made in a single plane that I'd like to extrude down to create thickness and add supporting geometry to use a subsurface modifier while keeping the sharp edges. The problem is I can't get a nice edge flow so the supporting geometry doesn't reach some edges. How can I fix that?

After changinging the geometry to correct the previous problem other part of the mesh gets weird, which is prone to catching light in an unwanted way:


texts: how to tweak the wind affecting the cloth simulation (flag)?

texts:
I have a wind blowing onto my flag, looks fine at the beginning but quickly becomes very static so the cloth barely moves. How can I tweak it? I`d like to apply file but cant find where to upload.
Edit
here`s file


texts: How would I change a Cycles material's color using the scale of the object instance it's applied to?

texts:
Basically I have a field of spheres that are a bunch of different sizes that use the same material and I want them to be a different color based on their size.

I'm using a volumetric shader, so each of those little clusters is one sphere.

I accomplished something similar to what I want by using the Object Info input node's position attribute. It looks like this. Unfortunately the Object Info node doesn't have a scale option. Is there a way to add that? Or perhaps some method using drivers? I'm still not very good with drivers so maybe I'm just missing something.

atomicbezierslinger has suggested a way to change the color of a particle based on its size, which is an interesting solution, and it worked well.

I'm not very experienced with particle systems, so I basically manually went through to each sphere and gave it it's own particle system that emits 1 particle from its volume and with no physics. I manually changed the size of each particle then shrunk the emitter sphere down to .01 so it would be in about the right spot. I'm feeling a bit like a monkey on a typewriter but it got the job done.

My problem is solved thanks toatomicbezierslinger, but I would still be interested in whether or not it's possible to not have to use particles to do this. I can't be the only person to have this problem and the method I used wasn't exactly fast.

Perhaps there's a way to use Object Index on the Object Info node by assigning an index to each sphere based on its size using a script of some sort? I don't know the first thing about python, so I wouldn't know.

I'm using blender v2.76b, by the way.


texts: Hotkey to Frame all Objects into viewport?

texts:
Is it possible to set hotkey F to View/Frame All objects into all viewports, and if any objects are selected will frame that object within all view ports as well with key F.
I would be very grateful for any tips.


texts:
Hi Blenderstack commun:)
Trying to create a certain pattern using Array modifier Mirror modifier and
like maybe a shrink wrap? I think?...
I'm trying to recreate the handle wrap without having to like sculpt it by hand:)


texts:
I have a particular request:

For each pixel of an image, I would like to know at what distance the ray first entered the mesh and at what distance the ray last exited the mesh of an object.

In fact, I need to generate not only the "visible" depth map of an image, but also the "invisible" depth map.
Those would consist in two point clouds that would act like a "mould" for my object.

Would it be possible to solve this with a Python script?
Should I loop over each pixel and call the ray_casting function? I'm afraid it would take a long time to compute (I have many images to generate).

What functions would you use? Any help on how to code this is welcomed, I am Blender beginner.

Thanks


texts: Cycles synchronizing static objects each frame

texts:
I'm trying to render a scene with a huge mesh (it's a spaceship made with kitbashing, it has millions of polygons, no subdivision modifier is used), the object is completely static and only the camera is moving, but cycles is resynchronizing the mesh each frame which is taking a lot of time.

However, in the viewport, cycles keep the mesh in the ram and I can navigate between frames without having to resync the mesh.

Is there a way to avoid resynchronization on render ?


texts: What's a good strategy for texturing large objects?

texts:
I'm wondering about the best way to go about setting up textures for a house meant for a game.

I've read some things that say I should create a single large texture (2056x2056), paint all my details into there and then shrink it down to a smaller size for use later (512x512).

Another option is to create several materials with tileable textures for the brick, wood, shingles etc. and apply them to the faces that need them.  This would allow me to save a lot of memory on textures since I could reuse them on other models.

If I go the one-big-texture route, would I run into problems if I try to make something really complicated like a castle?  A 2056 square image might be okay for a one room house, but I'm worried that a castle would require an image that would be to huge to handle.


texts: Quick Explode Modifier in Blender Internal Does Not Affect All Objects

texts:
I'm not sure if this problem is common, but I was working with the Quick Explode modifier, and in the pre-rendered scene it worked alright, even when I pressed rendered view, but after I actually rendered it, the exploded object remained visible.

Pre rendered (everything is ok).

Post rendered (2 of the exploded Islands to the left are still there).


texts: Is there any procedure/plug-in to import .aep files into Blender?


texts:
I made a simply addon for myself that shows a property editor dialog. I wonder if it's possible to add several buttons on it that'd change value for Index property?

I know I can add buttons for existing operators but what about buttons to use within the dialog itself?

Here's my dialog class:

class SetObjectIndex(bpy.types.Operator):
    bl_idname = "object.set_object_index_sk"
    bl_label = "Set Objects Index Pass"

    my_index = IntProperty(name="Index",
        min=0, max=99)

    def execute(self, context):
        objects = bpy.context.selected_objects
        for ob in objects:
            ob.pass_index = self.my_index
        return {'FINISHED'}

    def invoke(self, context, event):
        source = bpy.context.active_object
        current_index = source.pass_index

        self.my_index = current_index
        return context.window_manager.invoke_props_dialog(self)


texts: Can't remove keyboard shortcut for vertex paint

texts:
I accidentally set a shortcut to vertex paint on left mouse button but not through user preferences and (after looking at countless answers here) never found a solution that works. I've been through user settings for what seems like hundreds of times now, and still can't get the problem fixed. Would it be worth reinstalling blender? I'm new, so I haven't made much progress yet.

I'm running Blender v2.79


texts:
I am a complete Newbie in regards of rigging and animating, trying to create a Robot, which I will try to rig and move afterwards.
I have two questions while I am at the beginning to avoid double work in the long run.

Question 1:
Right now I have every part as a separate object, should I combine them to one sinle object for the whole Character? Because then I ask myself how the movement of the jaw you see in the picture should look like.

Question 2:
I want to make the neck, and probably arms and legs as you can see in the following link:
Make Bezier Curve look like Torus Array

I ask myself if I should use a torus array for this or rather a cylinder and try to achieve a similar look and avoid any problems of being unable to move the parts without any sort of unwanted deformation.

Thank you all a lot. :)


texts: Change Diffuse shader to emission shader without affecting shader color

texts: I'm making a motion graphics. All elements (in hundreds) are modeled in diffuse and have different colours. How do I select them all and change to emission shader without affecting the colors?


texts: How to load a big number of maps and assign them to variations of a material?

texts: I've created a certain number of book cover textures (with their respective roughness maps) but I really don't want to create a material for every book and then assign their respective textures manually. I'm talking of hundreds of books. There's a way to do this automatically?


texts:
I'm writing a script to limited delete all coplanar faces into one but I'm running into a little problem. As the title say the script work only if I open it into blender using the text block window and run it from there. If I run it using blender -b file.blend -P scritp.py it gave me an error and doesn't work at all.
Here the script (is inside a class because I'm planning to use it in a much bigger software)

import bpy

class Normalization:

    def __init__(self):
        self.scene = bpy.context.scene

    @staticmethod
    def retrieve_mesh():
        mesh_list = []

        for o in bpy.data.objects:
            if o.type == "MESH":
                mesh_list.append(o)

        return mesh_list

    def merge_coplanar(self, obj_list):
        for o in obj_list:
            try:
                self.scene.objects.active = o
                bpy.ops.object.mode_set(mode="EDIT")
                bpy.ops.mesh.select_mode(type="FACE")
                bpy.ops.mesh.dissolve_faces()
                bpy.ops.object.mode_set(mode="OBJECT")
            except Exception:
                bpy.ops.object.mode_set(mode="OBJECT")

# Start DEBUG section --------------------------------------------------------------------------------------------------
if __name__ == "__main__":
    n = Normalization()
    ml = n.retrieve_mesh()
    n.merge_coplanar(ml)
    print("Coplanar faces merged.\nDone!")

And here the error

Read new prefs: C:\Users\Andrea\AppData\Roaming\Blender Foundation\Blender\2.78\config\userpref.blend
AL lib: (EE) UpdateDeviceParams: Failed to set 48000hz, got 44100hz instead
found bundled python: C:\Program Files\Blender Foundation\Blender\2.78\python
version 3 imported
archimesh: Imported multifiles
Exception in module register(): 'C:\\Program Files\\Blender Foundation\\Blender\\2.78\\scripts\\addons\\object_boolean_tools.py'
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\addon_utils.py", line 349, in enable
    mod.register()
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\object_boolean_tools.py", line 1380, in register
    km = wm.keyconfigs.addon.keymaps.new(name='Object Mode')
AttributeError: 'NoneType' object has no attribute 'keymaps'
Exception in module register(): 'C:\\Users\\Andrea\\AppData\\Roaming\\Blender Foundation\\Blender\\2.78\\scripts\\addons\\uv_squares.py'
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\addon_utils.py", line 349, in enable
    mod.register()
  File "C:\Users\Andrea\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\uv_squares.py", line 957, in register
    km = wm.keyconfigs.addon.keymaps.new(name='UV Editor', space_type='EMPTY')
AttributeError: 'NoneType' object has no attribute 'keymaps'
read blend: C:\Users\Andrea\Desktop\t.blend
Error: Could not create merged face
Error: Could not create merged face
Error: Could not create merged face
Error: Could not create merged face
Coplanar faces merged.
Done!

Blender quit

Blender version: 2.78,
Python version: 3.5,
OS: Windows 10


texts: Points of vector in from .svg file imported to Blender become squished when imported

texts:
I have been running into an issue with importing .svg files into Blender. I created a vector shown below in Illustrator and saved it as an SVG 1.1 with all base settings. I then try to import it into Blender with File > Import > .svg but every time the points that make up the X's of the eyes become distorted or squished. I am just confused that it is only the eyes that are messing up.

Edit 1

This issue is not like this question here, because I am not intentionally wanting my vectors squished to the side nor am I having trouble extruding the svg once imported. The problem I am stuck with is the fact that I want the X's of the eyes to be imported correctly and not squished above and outside of the main circle.

Edit 2

This issue is also not like the questions here or here. That is because these two problems are dealing with extruding and already imported .svg file. I problem I am experiencing is that my .svg file is not importing into my scene correctly as shown by pictures 2 and 3. I DO NOT want the two X's shown in picture 1 to be squished outside of the circle. I want them to import the exact same way as they are shown in picture 1.

Here is the .svg file.

I really do appreciate all the help I have received with this question so far, however, none of the suggested duplicates are similar to the issue I am experiencing.

(Picture 1)

(Picture 2)

(Picture 3)

Thank you so much in advance!


texts: I would like to use a data glove to move objects and get feedback from them. Is there a plug in product for this?


texts: Control speed on track path with locked track

texts:
I have this scene with a camera moving on a bezier curve (Track path), maintaining a lock on an object (locked track), and it works pretty well!

Now the problem is, the camera starts and stopd abruptly, always mainting the same speed, I want to change this by adding some keyframe and doing some curves on the speed values.

No luck at all! Is there a way I can modify it's speed and acceleration values?

I have tried instead of parenting the track path, creating a constraint like this:

But everything seems to break for some reason. And even if it wouldn't break, I am not sure if this way I would be able to modify it's speed/acceleration values!

Trully appreciate some help here!


texts:
I'm fairly new to blender, modeling and animation so I'm sorry if this is a stupid question.

I just made this model and the animation. But when playing the animation the origin point of all the different objects and the armature doesn't move.

I don't know if this is meant to happen or if I'm doing something wrong.

I plan to import the model and animation to Unreal Engine 4 and use the animation as root motion.

But as far as i understand, in order to use root motion at least the armature's origin point need to move with it?

I was wondering if there is a way to fix this or if I'm completely in the wrong?

Thanks in advance.


texts: How to change text color from red to white?

texts:
I did a text animation based on this YouTube video.

Dissolve Animation by Tutor4u

When I render by clicking the animation button I get this.

APG Dissolve Animation

My issue is I want to color the "A" and "P" text white (hex color - ffffff) and leave the "G" text red (hex color - ff0000) but I can't seem to find a way to do it.

Here is my blend file.


texts: i've made a model with texture (via UV map: mark steam unwrap..) and it's looking great but when i export it (to put it in unity), the model looks like when it's in material view. how can i do to make it looks like in texture view ? Thank you a lot.


texts: Can multiple animations be saved in a .blend file?

texts:
With the current version, I created a simple mesh with bones, and by using the Dope Sheet I created two actions. I made animations for each action. Then I exported to FBX to check in Unity3d. So I saw that Blender is good enough for my needs. Then I saved this stuff into a .blend file.

Some time later I loaded this file and saw there was only one animation. I re-created another and saved, exited Blender, and re-loaded the file. The only animation was loaded with what I exited the program.

My question is: what is the proper way to create multiple animations with Blender, such that they can be re-loaded. I would like to have a separate timeline for each animation.

(Script is good too, because I want this for an importer; wanted to test it before coding.)


texts: Does Blender have the equivalent of Photoshop Smart Guides?

texts:
I'm doing my first blender tutorial. I want to extrude a face to create an upper lip but I don't want it to be larger than the lower lip as I extrude. In photoshop this is easy because the smart guides automatically create a pink line when and object you're dragging or extruding aligns with another edge/object.

Example:

I tried the solution found here: Object alignment/Pattern Object/Smart Guides in Blender but that did not actually apply to my use case at all.

I tried the different snap options but none of them seem to do it. If not, what's a simple way to guarantee that an extrusion does not go beyond a certain point?


texts: How to remove material and faces that are textured by it?

texts: I have a huge mesh with many-many textures and vertices. I would like to remove a material and all the faces using it (from the mesh). How can I do this?


texts: Advantages and disadvantages of using key shapes to correct pose of a scene

texts:
I have seen the use of a key shape for a special pose of a scene in This Video.

It looks like a very cool way.

However, this method requires that I bring the character's mesh into editable state for each scene, so it seems impossible to organize your entire work with the Linking Library.

For that reason, it seems difficult to respond to a character's design being modified while working on a shot in a production environment with tight schedule.

In other words, I thought that using a special key shape for each scene would improve the quality of the character animation, but it would be dangerous to apply it to a rapidly changing production situation.

Did I correctly understand the Advantages and disadvantages?


texts:
Ok, I know that this question must have been asked before, but I am having a hard time finding the right posts or finding an online tutorial which will help me get past this.  Here goes:

I am trying to replicate my basement right now and I am struggling to get the two lights which I have in the basement to correctly light the room.  It seems as though the picture is very grainy and does not get a lot of light although I have the lamp power turned way up.  I have downloaded a simple light fixture from online and then placed a lamp inside of it.  I have tried to use area and point lights with no real success.  I have edited the "glass" material to be a mix between the glass and the transparent shaders.

I am really at my wits end as this is simply not working as my gut would tell me.  Also, there seems to be a large difference between when I render the scene and when I just change the viewport mode to show rendered.  I would be grateful for any help on this.  Any other advice is also welcome.  I am not a blender regular and just starting to get my hands dirty here.

Configuration

Setup is OSX 10.13.1.  CPU rendering on Blender 2.79.  Using Cycles

Blend file

Example Images

Render

Viewport Render

Note: This image was scaled to meet the max file upload requirements of 2MB


texts: OSM skillion roof with bmesh... need an alternative to ray_cast

texts:
OSM buildings with the skillion roof shape, are often tagged with only direction and levels.

{'direction': '357', 'shape': 'skillion', 'levels': '1'}
{'direction': '267', 'shape': 'skillion', 'levels': '1'}
{'direction': '87', 'shape': 'skillion', 'levels': '1'}

The direction Vector can be obtained using

tag_direction = 270
a = radians(tag_direction)
v = Vector((sin(a), cos(a), 0)) # west (-1, 0, 0)

For example the default Cube could be considered a building, and given a 1 bu height, direction 0, skillion roof would look like

Here is some code to produce skillion roof from default cube, alter height and direction d to test.

The code adds a new cube, uses its top face as the roof, from the centre of the face, ray casts in the slope direction for low point and in negative slope direction for the high point.

These intersection points are then used to project the roof verts to the pitched plane which is defined by low point and the resulting normal of the pitched plane.

import bpy
import bmesh
from math import sin, cos, radians, degrees
from mathutils import Vector

from bpy import context
bpy.ops.mesh.primitive_cube_add()
cube = context.object
mesh = cube.data

d = 90
a = radians(d)
b = radians(d + 90) # ortho to direction
height = 1

up = Vector((0, 0, 1))
# direction vector
v = Vector((sin(a), cos(a), 0))
# ortho to direction vector
vo = Vector((sin(b), cos(b), 0))
bm = bmesh.new()
bm.from_mesh(mesh)
# roof face is index 5
bm.faces.ensure_lookup_table()
roof = bm.faces[5]
centre = roof.calc_center_bounds()
# use ray cast to find low and high point.
low_pt = cube.ray_cast(centre, v)
high_pt = cube.ray_cast(centre, -v)
print(low_pt, high_pt)
# add height to high point
high_pt[1].z += height
#Vector Across roof
V = low_pt[1] - high_pt[1]
print("Roof Pitch", degrees(v.angle(V)))

# define a plane at low point with normal n
# n is normal vector of pitched roof
n = vo.cross(V).normalized()
p = low_pt[1] # low point
# project verts in up direction to plane.
for v in roof.verts:
    v.co = v.co - (v.co - p).dot(n) * up
# check out result
bm.to_mesh(mesh)
mesh.update()

The rub is that I don't believe I can use ray_cast when building the objects as a bmesh, without having to to_mesh, which for potentially thousands of buildings could be expensive.

What alternatives would I have to the ray_cast call that essentially find the intersection of a line with a polygon.


texts: i have a Intel Pentium is there ANY possible way to use it for GPU compute ? And can some one explain how GPU works and why my Intel is not compatible.


texts: Boolean modifier difference but without filling in faces along the created "holes"

texts: Like the title says, I'm in need of some kind of modifier (since I'm doing a non-destructive workflow in order to parameterize a lot of things -- for the context, I'm creating a base for a modular tileset) that acts like the boolean modifier set to difference, but I want it to leave subtract (cut off along the volume border similar to a knife and delete all vertices within the volume). The reason for this is that I've got the tileset planned so that things will line up with pieces from neighbouring tiles, so the the final compositions will always be complete volumes, just not the pieces. But since the pieces end up as complete volumes if I use the current boolean operator, it causes the shading to get fucked up along the seams between tiles due to them having faces along the borders (not to mention that it results in a lot of redundant geometry that will never be seen). Any suggestions as to how I can accomplish this non-destructively?


texts: The Boolean Modifier isn't working at all, just leaving these weird lines:


texts: How do I remove an exact rectangle from the rounded face of a hollow cylinder object?

texts:
I have created some cylinders, removed the top and bottom faces from them, and used the solidify modifier on them.

I am trying to remove a section of the outer cylinder by using a cube of the exact size I want to remove. I thought that using the boolean difference modifier would work but it creates a sort of half union effect.

I can achieve a close result by subdividing the cylinder, moving the edges and then removing the faces, but it is not as precise as I was hoping to achieve.

I have provided some pictures of what I am trying to do and what is happening. Is there a better way for me to achieve this?

Thanks.


texts: Why are all my HDRIs displaying distorted?

texts:
Here's an image of the distortion.  And here are my shader settings
I'm just a beginner in Blender, and at first my HDRIs (from HDRI Haven) were working fine, but now they all display distorted as shown. Can you tell me what I'm doing wrong? Thanks for any advice!


texts: How to limit holdout to one or more objects?

texts:
Selecting in the "materials properties" of a certain object (the "masking object") the shader "holdout" will make any (part of an) object that is in the scene behind the masking object disappear.
How can I limit this effect to one or more objects only, so that all other objects in the scene are unaffected by the masking effect of the masking object?


texts: How can keyframes of properties be added to an action?

texts:
I tried to add keyframes for the emission value of a material to an action, but couldn't find out how.

Adding keyframes for a object's location works as expected but properties like emission only show up in the Timeline and Curve Editor.

A MaterialAction is created (only visible in the NLA Editor) toggling to edit mode Tab the keyframes are displayed in the time line. This MaterialAction is not accesible from the Action Editor.

EDIT:

Fweebs suggestion to use a driver works unfortunatly only in the 3D-Viewport but not in the BGE. I didn't ask specifically for the BGE because I was hoping for a common solution that works everywhere.

.blendfile here


texts:
when i render my object, i see it good but when i bake it result is so different as in the pictures below. What may cause it ?

When rendered;

When i bake the texture and check it on the mesh;

Toatlly different.


texts: How can I create a box/cuboid by entering values?

texts:
Warning: newbie question. I am just starting with Blender and learned about creating meshes and editing them. However, I miss something I did in 3DS Max about 15 years ago: I would like to create a box/cuboid just by entering the values and can't find a way to do this in a simple way.

So far I did it this way: added a box. Selected the vertices for one dimension (e.g. the ones of the face facing x into positive direction). Pressed g to translate, had to move it a bit and confirm by RMB. Entered the desired multiple of 1 for one dimension (e.g. x).  Then I had to repeat this for y and z, if necessary.

This hardly seems efficient. Did I miss something and can somewhere simply create a box e.g. with dimensions (4,1,9) in one step, as I know it from other software?

I hope I did not miss any existing question, but I did not find anything with my keywords. If I missed something please just close and hint me at the existing one. I might still be missing terminology for Blender.


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texts: While moving head bone,mouth isnt moving along. I dont know what to do next

texts: im modelling a 3d rat.I have attached the blender file here. the mouth has a little gap. While im moving the head bone,mouth isnt moving along but it opens widely.


texts:
There is something i don't understand. Currently I'm modeling a real life object with precise measurements. I create a cube and changed the viewport display > display as > wire instead of the default solid.
This wire cube acts as a guide for me to snap to and ensure the model is within the measurements; also it would not obstruct my view when modeling. But somehow snap vertices does not snap to this cube. It's still a mesh just that it is displayed as wire instead, the snapping to vertex should still work but it does not.
Is there a way to enable? is this a bug? or its a feature that is lacking?


texts: How come my skeleton no longer works after mirroring it's mesh?

texts:
I rigged a mesh human I'd made and it worked fine. I deleted the parenting and the armature modifier between the skeleton and human so I could edit the mesh more. While editing the human, I decided I'd change one side and mirror it to the other. I deleted one half and mirrored the changed half to where the one I'd just erased was. I connected the skeleton to the skin again, using automatic weights as I had the first time, however the weights were asymetrical. The right arm of the mesh works fine, but moving either arm on the skeleton causes the left arm of the mesh to freak out. Same goes for the legs.

So, how come the automatic weights got messed up? Why isn't it grabbing the skin symmetrically?


texts: How to adjust image color space, drawn with builtin shader

texts:
I`m drawing image with code in this example:
Gpu Shader Module, 2D Image Example.

import bpy
import gpu
import bgl
from gpu_extras.batch import batch_for_shader

IMAGE_NAME = "Untitled"
image = bpy.data.images[IMAGE_NAME]

shader = gpu.shader.from_builtin('2D_IMAGE')
batch = batch_for_shader(
    shader, 'TRI_FAN',
    {
        "pos": ((100, 100), (200, 100), (200, 200), (100, 200)),
        "texCoord": ((0, 0), (1, 0), (1, 1), (0, 1)),
    },
)

if image.gl_load():
    raise Exception()

def draw():
    bgl.glActiveTexture(bgl.GL_TEXTURE0)
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, image.bindcode)

    shader.bind()
    shader.uniform_int("image", 0)
    batch.draw(shader)

bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_PIXEL')

It looks much darker then same image drawn as camera background image or empty object.

Cant find a way to adjust its colorspace. Please help, thanks.


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texts: I now can't select or edit a curve in blender in Edit mode. I could before, but now I can't. I must have hit some key that changed a setting. In object mode I can select it, move, rotate and scale it, but can't do anything with it in Edit mode. I have even uninstalled the program and reinstalled it again but it did not fix the problem. This happens in a project I am working on now with curves that used to work but don't now. Even starting a blank new project gets the same result. Mouse is set for left-click select. I have searched the web for an answer and can't find one. I really hope that someone has an answer to my problem.  Thanks!!!