texts:
I would like to compare 2 images with little color changes to another. (To be specific, the raw render result and the output of my compositing viewer-node).

For now, i use two UV/Image Editor windows, displaying my two images. The problem now is that i need to resize/move both images so that the edge is fitting correctly (wich is unpleasent work). Also, when moving the border around, both images also move a bit...

Is there a better method to display two images on top of each other with a movable border between them?


texts: How do I export blender textures as png in cycles?

texts:
I just modeled this knife and I can't find how to export its texture as png.

I searched a lot, but nothing seems to work. I tried baking it a few times, but all I got is a black UV map. And yes, it is unwrapped. When I baked it using combined bake type it baked the texture together with the light that was reflected of it.


texts:
New to this site however have been playing around with blender for a few years on and off.

I'm in the process of making a game asset so fairly low poly model. I previously made the model before but wasnt 100% happy with the result.

I'm stuck at this stage where I want to take a bevelled curve and sort of spread out the vertices towards the lower part so the bevelled edge is not so sharp and sort of 'tapers' out.

I was able to do this in my previous model by following a tutorial but it was a long time ago and I've completely forgotten the method I used. I know it was fairly simple and it involved grabbing the said vertices and sort of spreading them out.

This is what I have so far and as you can see by my terrible painting I want to spread the lower part out but still keep it fairly even and rounded.

As you can see from my previous model above, this is the desired effect.

Has anyone got any tips or advice on how to achieve this? Its a simple concept but I just can't put my finger on the method I used before.

Joe


texts: IK bone does not perfectly follows the target

texts:
I have no idea why it behaves like that. even when i'm doing animation render, the IK is still miscalculated a lot.

Here's the render result

notice that the hand is slightly moving down from the grip, even though i parent the IK target bone to the front grip.
the target bone follows the grip perfectly, but the IK bone is just keep glicthed up and down make it seems disconnected from the target.


texts: giving a movie texture to lamp (spot) in cycles

texts:
im currently making an underwater scene which has caustic lighting in it, so i prepare the objects (lamp, 2 planes, one with ocean modifier) and give movie texture to the lamp and... it doesnt work.

i know how to do this in blender render, in fact it just works like the same as i did in cycles render : give a movie texture to the spot lamp and it works. but it looks like cycles doesnt work the same as blender render.

here's what it looks like when i give texture to spot lamp in cycles

i've connected a texture coordinate : reflection node to the movie texture
(edited : it works and it animated, i tried rendering it out to see the light and it animated)


texts: How to Parent Bones to the Panels of a Dieline Package (Paper Folding)

texts:
Anyways, I am trying to create a folding package with a simple dieline structure. Each flap has a bone in order for it to fold (rotate). (See dieline figure)

I have watched a tutorial on how to create bones and pair them to the flaps from its vertices in edit mode. Keep in mind this tutorial is outdated but the features are still there not sure if Blender evolved a feature where I am making an honest mistake: https://www.youtube.com/watch?v=qh2fhnQlJqU&list=PL1ufR-_dSlrGa-rN23kR_C0ACjpi-38JE&index=13&ab_channel=BlenderForDesigners
The video where I am struggling starts at 11:10
Rigging process starts at 12:30
What he does is selects the box and selects the armature > crtl + P (to parent) > with empty groups > tab into edit mode with that panel > go to vertex groups > "select top points" then click assign > tab out of edit mode > select armature > pose mode (blue highlight) > rotate armature.
I've done these steps to the teeth and no good results. I can't move the armature in pose mode, I can only move it in object mode and when I do it only moves the single flap and not the rest along with the larger flap (see figure below).

Object mode it can but not with the rest:

So, at that point I thought its a parenting problem, checked out another video on YouTube to see how to do it: https://www.youtube.com/watch?v=i_I4XWATOYk&list=PL1ufR-_dSlrGa-rN23kR_C0ACjpi-38JE&index=115
and still no success..
Not sure what to do at this point. If I could figure out how to do this, it will change my career. Here is the Blender file I am working on, maybe it can point out something I am missing. Thanks


texts: black spots on the object in edit and object mode

texts: The object I downloaded from internet is covered in black spots. There is no texture or material on it. How can I delete them?


texts: Smoke domain position problem in solid mode but not in render mode Blender 2.92

texts:
I have a weird problem, when I make smoke in solid mode appears in another place.

But in render mode it is in the correct place.

I was searching everywhere but I did't find anything about it.
All is ok, inclusively the render, but in solid mode it is impossible to work with.


texts: What options do I have to make metal engravings and etchings in blender?

texts:
I'm want to create the hidden blade from assassin's creed brotherhood (video game)

I created the model and stuck on how to create engravings on the hand guard of hidden blade

Here are some reference pictures

The engravings on the blade doesn't has that much of a bump to them, so I'm going to add them in textures

But ones on the hand guard does

So my question what options do I have to make them?

I want it to be details just like in the first picture

So I don't think a texture with a bump map will do

PS: Still a noob in blender so... sorry if this question is stupid


texts: Denoising in Blender results in a black screen (Render layer node is connected)?

texts:
So I've seen a lot of people complain about their experience using the compositor. Usually people forget to actually connect render layers to the output. However, I have not forgotten this, yet it still turns black sometimes. Not always, but not at predictable times. Has anyone experienced this issue?

Also, connecting the render layers directly to composite results in a perfectly fine image. It is only when connecting to the denoise node that the screen jumps to black. I use Blender 2.82a.


texts:
I tried this code to calculate the mesh surface, It gives me a right value when I apply it on a simple cube, but a wrong one when it's this leaf mesh. As you can see, there's a difference between the blue output value (It's in meters unit) in Blender console and the area surface from 3D Print Panel.

import bpy, bmesh

obj = bpy.data.objects['tomato_leaf']

bm = bmesh.new()
bm.from_mesh(obj.data)

area = sum(f.calc_area() for f in bm.faces)
print(area)

bm.free()


texts:
I have a tree mesh with the following structure:
• a base mesh ("tree.002") for the trunk and largest branches, with a hair particle system
• a twig mesh ("branchmesh") instanced to the above particle system, with its own hair particle system
• a leaf mesh ("leaf") instanced to the twig's system
This all seems to work out nicely in the viewport, but when I go to render,
many of my leaves are missing (though all the twigs seem to appear).
My leaves have double sided normals and both instance modifiers have "show particles when:" alive, unborn, and dead activated
Below you can see a snapshot of the render with a corresponding section of the viewport that shows just how few of my leaves are rendering.
What am I missing?


texts: Limit Location Constraint on Armature Breaks in a Loop Animation

texts:
I'm having a little issue with this rig I have set up. It's a pumpjack rig with a wheel on the other side.

The gears are driven by a driver but that has no relation to the pump itself.
The armature for the pump in the video is parented to the horizontal arm above
The top bone is parented to the tall cylinder/vertical shape
The second bone is parented to the pump below it
The empty is being tracked by bone 1 and is parented to the pump as well

Hopefully that makes sense, here's a small video that demonstrates the issue I'm having.
https://vimeo.com/544658076
After a bit the arm constraint breaks and go into a weird location. I followed this tutorial on YouTube https://www.youtube.com/watch?v=t1GmLAVeySY

Also to add bone 2, the lower bone has "Inherit Rotation" disabled and "Connected" Disabled.


texts:
I am following BlenderGuru's tutorial on Blender, the donut, and everything has been fine except for this. First, I noticed in medium-light renders a greenish hue or tone. I had the donut laying on a metallic blue table so I thought it was a reflection thing going on. Later I changed the table to a lighter cream color, and it was still present. And after I applied displacement the green in the shadows fully reveals.  I can not remember if shadows were like that in the very beginning of modeling or if it is something I did along the way but I have solidly followed the tutorial, so doubt it. I am now thinking it is either software, or a hardware issue going on. Also thought it could be the display, I use an LG 4KHDR tv as a monitor, but nothing happened after turning HDR off and tweaking other stuff.
Thank you for your help! Pics attached


texts: Trouble running Blender on Paperspace Virtual Machines

texts:
I have looked at related questions about virtual machines, but I have not found an answer to this. Blender is less responsive (when I move the mouse or press a hotkey, the object's movement is slow and jerky) on our virtual machines. Is this inherent in Blender itself (does it just not work well with virtual machines, or with our virtual machines, or is there a way to optimize the two together? (We are also piloting on a different virtual machine, and so far it seems maybe a little smoother, but we're keeping an eye on it.) Or, does this work better with some versions of Blender than others?
Thank you!
Lisa


texts:
I have two sets of Operators. The first set, lets call it A, produce data. The second set, lets call it B, needs to read this data.
What possibilities do I have to store my data from set A, so it is accessable for the ones from B?

Additional info:

The type of the data is a dictionary
It is not neccessary to store it in the blender file to make it persistend for later use
When Operators from A are called multiple times, the data shall be overwritten, so the Operarators from B always gets the latest data


texts: How do I gradually go from one material to another?

texts: I am trying to put lips on my character, but as you can see, there is an abrupt line between the lip material and the skin material. It looks super fake. How do I smoothen out the transition between kips and skin? I'm using cycles.


texts: Applying texture to plane: Get rid of diagonal repeat pattern

texts:
I wanted to add an image to a plane. Here is what I tried:

Created a new plane
Added a new material and added a texture
Selected .png

and this is what I get

And this is what is shown in the preview:

Why am I getting the diagonal pattern? And why is it applied by default?


texts: Is it possible to animate a single mesh as if it were multiple objects?

texts:
I am attempting to animate a single mesh which appears as a group of separate objects.
I want to animate three separate boxes which are joined together as a single mesh for ease of use in the dope sheet/action editor. This makes exporting the actions into GLTF easier for action manipulation/programming in three.js.

When I join armature bones to the single box object, I am able to manipulate/pose each object independently. However, when I join the objects together into one mesh, I lose the ability to independently manipulate them, and the bone pose influences all other objects.

Is it possible to join the three boxes together as a single mesh, and independently pose each box within the mesh as if it were its own object? This would make things much easier for exporting to three.js.


texts: How can I remove natural gaps on a 3D model with Blender before printing?

texts: I have a 3D dental model that I will use in an academic study. On this model, there are some small gaps marked by the yellow arrows on the figure. These gaps are the natural areas between the teeth and gum. However, I cannot print the model with these gaps. Can I automatically turn off these gaps with Blender?


texts:
I've never rigged a character so bare with me in what I am gonna ask.
I've been given a rigged character with animations. It works fine. I want to clean it up a bit by deleting things I don't need. Here is the image of the objects:

I guess I should not delete anything in the rig hierarchy, but can I delete all the ik/fk objects since the rig has been made and the animations are done ? If not what can I delete? If nothing, can I somehow bake the animations (I think I've heard it somewhere) and delete things I don't need after? And what things would those be?


texts:
I am looking to get some help from you all. I recently (today) encountered an issue where the material preview in viewport does not seem to work. All the materials come out gray. I am not sure what is happening and any help would be greatly appreciated. I attached an image for the issue I have.
Thanks!


texts: Is there a quick way to set a specific length for multiple edges?

texts:
Blocks 1 and 2 have same distance but block 3 is bigger than 1 and 2:

Is there a quick way to set a specific distance between the verts\edges of those blocks?

I can't use Loop Tools because its 'Space' command makes edges the average distance between the selected edges. I need to SET an accurate distance between 3 blocks. For example, if block 1 has 0.50m and block 2 0.56m, after Loop Tools 'Space' command they will 0.53m and 0.53m. How can I set a specific distance, for example, 0.50m and 0.50m?


texts: Is there a way to use the handy clay render button in 2.79. But exept elements from this?

texts:
I want to render a room in clay.

But also want to use an emission object in the scene, to light the scene.

Is there a quick way to do this?

Besides giving all things a clay material and expecting the emission object there.


texts:
I've seen some sliders working in pie menus but the one I'm trying to add to my pie script isn't showing up. Its the 'autosmooth normals' slider from the Object Data tab, under Normals (in the Properties panel).

I'm trying to call it directly in the pie menu without making a new class since its already loaded by the main UI:

row.prop(mesh, "auto_smooth_angle", text="Angle", slider=True)

Are sliders like this one not able to be displayed in pie menus?


texts: Why do faces appear transparent when exported to a game engine?

texts:
I created a low poly tree, and it's what I see in the editor:

But, in my 3D game engine (Godot Engine), this is how the tree looks:

(On the left, this is an icosphere created with Blender).

I don't know what part I missed, or what I done wrong for having this result with the 3D engine.

I started with a simple cube, cutting it and extruded it for this result, and I created manually near all the faces (except for the trunk). Then I exported the object in the Wavefront format (.obj).

Is my method wrong? Need I to recreate the whole object? How can I fix it?


texts: Automatic weight paint error when trying to rig a bow

texts:
I get the "bone heat weighting failed: could not find solution for one or more bones" whenever I try to parent the armature to my bow mesh with automatic weights. I already tried different things including:

Removing Doubles
Recalculating Normals
Removing all Vertex Groups
Adding the Decimate modifier

I can't find out what's causing the error.

Here is the .blend file.

What causes this and how to I fix it?


texts:
I found this answer (first answer) Python: assign custom tag to vertices

I'm pretty excited of this. But I have some questions:

1) How to get all vertices which have 'my_id' custom data?

2) How to remove 'my_id' custom data from all vertices. To clear vertices from unnecessary custom data.

Thanks.


texts: Problem/Glitch with Matcap and a normal map

texts:
I have a a high poly object that looks normal in the studio viewport (on the right) but when i select any kind of matcap(on the left), the object has this weird effect. At first i didnt think much of it, but now when i tried to bake the normals onto a low poly mesh the normal map also had that weird effect.
Does anyone know how to resolve this or at least what is causing it? It is only happening whit this object.


texts: How to write a script that executes a list of commands only if a specific object is already inside the scene: Easy question I think!

texts:
I was wondering how to write a conditional in a script so that a list of commands runs only if an object IS NOT inside the blender scene currently.

For example if "Cube" is already in the scene I want the script to do nothing. If there is no object name "Cube" I want a list of commands to run. I feel this should be pretty simple but I'm not really good with syntax at the moment.

More Specifically(EDIT): I am making an operator button that is added to a tab in the tools section. When the operator button is pressed by the user I only want it to perform a set of commands IF there is not already a object named "Cube" inside the scene. Something like: if bpy.data.groups "Cube" = False: bpy.ops.mesh.primitive_cube_add. I know that is the wrong syntax so I am looking for the right way. Does that make sense?

Thanks in advance!
Best,
Brad


texts:
I have a ParticleSystem so that I can make grass on a plane that I have created.

I need the grassy area to be bigger so I tried to use the Array modifier to make it larger.

The ParticleSystem is not copying over to the arrayed part. Can anyone help me?


texts: How to disable bounding box for reference images?

texts:
I've got a few reference images I've been working from. I've manipulated them so that they're transparent except for the sketch lines (shown below) but would like to hide the bounding boxes.

Checking/unchecking Bounds under Object Properties > Viewport Display has not done anything, and the Display as option doesn't apply to reference images.

Thanks for any help in advance.


texts: Modelling and rendering an "impossible object"

texts:
I'm trying to make an object in blender that look like this:

I want to make the final render turn out 3D. Is this possible to do in Blender?
Is there some trick to making these objects?
This would be similar to what I would want.


texts: How do I move game pieces around a three dimensional board in a turn based game?

texts: I have the board made, and some rudimentary pieces. I need to figure out how to use the game engine to move the pieces around. I do not want to write script yet that actually plays the game, because it needs a lot of play testing to work out any issues. I've watched several game engine tutorials, but none I find relate specifically to moving pieces around on a 3D object like this. Any ideas about where I can look for this type of info? I will continue to work on better renditions of the board and pieces while I'm learning the rest of what I need to know.


texts: In the Video Sequence Editor, how can I make a strip selection snap to the Play Head (the vertical blue cursor line)?


texts: Can I parent an object to follow a miximo animation?

texts: I would like to parent or join the Object (yellow missile pod) to follow the animation movements of the mech (grey) which I animated (walk animation) through Miximo.  Is it possible?  Tried parenting but did not work.


texts: Purchased a rigged character, but can't vertex paint

texts:
I purchased a royalty free rigged hamster from TurboSquid but the colors are wrong and don't fully match the colors on my free downloaded hamster from TurboSquid. I tried to create a New Material to Vertex Paint on some white to the hamster's face and belly, but I think there may be an issue preventing me from doing this as the existing material doesn't show up in the Nodes and the New Material isn't affecting the existing coloring.
Here's the naming of that material (aiStandard?)

I want to use this hamster in a clip on my Demo Reel, but I want the two hamsters to basically match in color. The spacesuit won't come off the free hamster, so I purchased the normal hamster w/o a spacesuit for the non-space scenes.
Hoping anyone can help me just make this minor color adjustment to keep basic consistency in my scenes. TurboSquid doesn't allow contact with modelers or I would just ask him/her to re-create the space hamster without its suit.

EQUIPMENT / SOFTWARE:

Working with Blender v2.83
Please let me know if you need any other information.


texts: I'm tying to get expected rendering results from many days but not able to get it as seen in image. I have attached image of expected results.


texts: Texture appears stretched in vertical faces of an object

texts:
I am trying to apply a brick image texture on the walls (without UV unwrapping) and it appears stretched, but curiously on the ceiling, it appears correctly

EDIT: Just changed the projection in the "Image texture" node from "flat" to "Box" and it solved the problem after rendering the image, BUT in the Material viewport shading (which I want to use) still looks stretched.


texts: Cycles procedural texture appears in preview, but disappears in final render

texts:
Today I was working on a porcelain material to include in my personal material library. It has several layers of procedural wear, including a grunge map inputting to the roughness of my PBR Dielectric shader, a scratches layer with four separate sets of scratches all going different directions to add to the bump map and to mix in a different color to my Dielectric shader again, and a layer of dust using the layer weight and upward facing normals to apply a noise texture to add in a dust dielectric to mix into the final result. (Picture below to clear that up, and I'm more than willing to post screenshots of the expanded node groups)

I worked for quite a while on this material, and it was looking absolutely fantastic in my preview renders, but it was missing something in my final renders. I was unable to put my finger on it in the beginning, but now after comparing them side by side it appears that in the final render for whatever reason the scratches layer is not showing through, despite it being in the preview render. Why might that be, and how can I fix it? Might it have something to do with the subsurface modifier looking different between the two renders since I'm using the pointiness geometry node?


texts: Alembic eye mesh not following the character body

texts: I'm trying to export Malcolm(Animschool rig) from maya to blender as an alembic file. But after exporting his eye mesh break the connection with the body and they come on grid in blender. Any valuable suggestions would be helpful.


texts:
I wanted to make my cloth and rig smaller .
Is there a way to change the scale in the bake?
I tried baking it after i scale the shirt down but the shirt suddenly go into a weird shape.
Why does the cloth work well when my collision objects is big but went into a weird shape when it was scaled down? Is it the settings?
Here is the file
http://www.mediafire.com/download/ytao6s7wqo3vpgo/robin+ninja+run.blend


texts: Scale - X to 0 then mirror X Axis, some vertices still off

texts:
I was done with sculpting the detail in Mulitres lvel 5 on my humanoid when I noticed that some edgeloops on the thinghs are bad for animation.

I cut the model in half and adjusted the edge loops, then added a mirror modifier.

The merging vertices were not all aligned so I thought I can just scale the x to 0 to have them all on one plane and then add the mirror modifier.

But when I adjust the merge limit on the mirror modifier it shows that some vert merge together faster than others - so they are still not all on the same x Value.

Anyone know why?

PS: The holes do not show on level 0 of the humanoid, but If I up the level of Multires the holes (or the messy structure if the merge limit was too high) are visible.

Edit: Gif to illustrate it


texts:
Let's say I'm going to be doing an instructional animation showing 100 different chessboards/positions (all at once, at one point). The chessboards are just planes of 8x8 faces.  The pieces will just be textures.

My question is how to structure the materials.

Originally, I thought of having all the 12 piece types on one image, and using a separate UV map per chessboard, and if a queen was at c3, then move 'c3' in the UV map to be over the queen.  However, this turned out to be rather messy, and not maintainable so I'm starting again.

The "brute force" method is to do all the work in Gimp and have 100 textures of a full board.  That is of course not efficient with 100 1024x1024 board textures.

Another idea is to use a different material per 'face', so then have 14 different materials (6 piece types 2 colors, 2 blanks)  and apply a different material to each square.

Note that I would also like to be able to show different positions on the 'same' board at one point, so having some way to animate between different squares having different pieces is a goal.

Is there an obvious way to do this that I'm missing?


texts: Can't Add Platonic Solids in Blender via Script

texts:
After watching the following tutorial, I thought I was going to customize it a bit and add a dodecahedron in the place of the ico sphere.

Tutorial that I followed
https://www.youtube.com/watch?v=F-cgCXg7Z3o

As mentioned in the tutorial, I found out via the console, that to add a dodecahedron, Blender runs the following command:

bpy.ops.mesh.primitive_solid_add(source='12')

So below was my best guess at implementing it and it doesn't work. Any idea how I'd go about doing this?

import bpy
from bpy import context
from math import sin, cos, radians

primitive_add = bpy.ops.mesh.primitive_solid_add

# get cursor loc - Script Modified by SardiPax
cursor = context.scene.cursor_location

radialdist = 2.0

xsize = 0.15
ysize = 0.15
zsize = 0.15

theta = 0.0
pi_over_8 = 6.28 / 16.0

levels = -10
maxlevels = 10
divi = 2.0
inci = 0.25

while levels < maxlevels:

    while theta < 6.28:
           x = cursor.x + (radialdist-(levels+ 2*cos (theta+levels/divi))) * cos (theta-levels/divi)
           y = cursor.x + (radialdist-(levels+ 2*sin (theta-levels/divi))) * sin (theta-levels/divi)
           z = cursor.z+levels
           bpy.ops.mesh.primitive_solid_add(source='12',location=(x, y, z))

           bpy.ops.transform.resize(value=(xsize* cos (theta-levels/divi), ysize* cos (theta-levels/divi),  zsize* cos (theta-levels/divi)), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), texture_space=False, release_confirm=False)
           theta += pi_over_8

    theta = 0.0
    levels += inci

radialdist = 1.0

Also at: https://gist.github.com/robksawyer/93597658ccc75fba324e

I'm using the following addon:
https://github.com/jaredly/blender-addons/blob/master/add_mesh_solid.py


texts:
Hi there I have a question,
I have seen in some post about people who makes very well their jobs with UV , I think useful way to earn space and give more resolution to the final texture (diffuse map for example)

see this picture I think it is well ( the blank space ,in color black is a Null space for UV coordinate right?) .
http://imgur.com/a/5K2ps

let's check my workflow for this asset I had made.
 (not bad , but I think I just left enough blank space? , not clever too be useful in pixels resolution).
http://imgur.com/a/ZzWwQ


texts: I'm taking an online Blender course and the instructor is using the "To Sphere" option to make the holes for a bowling ball made from an icosphere. So for the picture here I insetted the edges, subdivided by 3, then tried "To Sphere" but nothing happened. Does anyone know how to fix this?


texts: A rigid body sim where at the end all objects textures make out a picture?

texts:
Im not sure how to explain this, I've seen the effect done online multiple times.

For example, a bunch of balls simulated to fall on the ground, and once they settle if you look at the top of them all, its like they're perfectly organized to make out an image or word on their materials.

I guess the effect could be similar to this one

https://www.youtube.com/watch?v=S5WAswaJRjw


texts: What is the method to join points across the mirror edge?


texts: Making a embossing wheel using stl image around the wheel

texts:
I am brand new to Blender, I am trying to make a embossing wheel to imprint something like paper with a 3D design that wraps around the cylinder. The 3D design will be a animal in STL that is only 1-2mm thick but enough to show some detail just like say a Wedgwood cameo
Can Blender do this and how please in learners terms


texts: Set driver variable ID-block using python

texts:
I am trying to build up a scene using python to copy objects and their drivers. The object to copy is a simple cube which has the Custom Property prop and a driver for its x-location. The driver consists of a Scripted Expression which references to the variable var, which is just the Single Property prop of the cube. So when I change the value of the Custom Property prop of the cube, I change its x-location.

To copy this cube, I wrote the following python script:

import bpy

def main():
    scn = bpy.context.scene
    cube = bpy.data.scenes['Scene'].objects['Cube']
    copy_loc_x = 2
    copy_obj(scn, cube, copy_loc_x)

def copy_obj(scn, obj, prop):
    # copy object and set a custom property
    copy = obj.copy()
    copy.data = obj.data.copy()
    copy['prop'] = prop
    scn.objects.link(copy)

if __name__ == '__main__':
    main()

This works perfectly to copy the object and set a new property for the copy, but the copy remains at the same x-location as the original cube. The reason for this is that the variable var of the copy still references to the Custom Property prop of the original cube.

How do I copy the cube, so that its driver variable is automatically referenced to its own Custom Property, just as Shift-D would do? Or, if this is not possible, how do I set the ID-block of a driver variable using python?


texts: Weight painting not working at all (2.8)

texts:
For a little bit now I've been working on a model and I've gotten to the stage where I want to apply an armature to them. So I did the whole "Automatic weights" part and was underway to touch up the weight paint. But no matter what I do in weight painting mode, nothing shows up. I can't see the weight on anything.

I've watched all of the tutorials on how to weight paint in 2.8 and they all say the same thing: Just Click Armature, Shift-click mesh, Go to weight paint mode. Simple. But when I get there, there's no colour for me to determine the weight.

This is all I get. The arm on the right has been moved and the arm on the left is what it would look like relaxed.

According to the tutorials, this would be the part where I'd be able to do everything but there are no tools. I select to "Draw" option, try to paint and nothing happens. Which actually leads me to another question...

Am I missing a part of my layout for this to work? In the tutorial videos I've watched they all have the same layout, an extra box below the header which shows the tools and options for them. I, on the other hand, don't have this nor do I know if there's an option for it.

Is this a bug? I really hope it isn't and that I'm just missing something because I really want to finish this model but I'm getting so frustrated over this little hitch.


texts:
I am using Blender 2.9 and I am trying to select some mesh on the back of my mesh's head.
For some reason, I can't select these faces or their edges and vertices at all in edit mode. I tried removing the mirror modifier and opening Blender again, but I can still not move these specific faces. The rest of the mesh is movable and is working fine.
Is there any way I can fix this? (because I really don't want to model this character all over again).


texts:
hoping you folks can help.

In Blender 2.82a(2.82.7) edge loops seems to neither work with Alt+LMB, or double click or even going to Select->Loops->Edge Loops.

On the other hand Edger Rings is working fine.

Has anybody else gotten this issue?

Any help would be appreciated, cheers.


texts:
I have 2 different material (Ocean & Snow) from PBR material Addon. I want to mix both the nodes so that they combine each other smoothly. I have a node with green and white mix and same way i want combine both nodes to achieve a smooth result. Any suggestion or help how can mix both the Materials. Why there is a black edge line seen. Thanks

Smooth Result

Mix node

2 different materials


texts: I dont fully understand about Recalculate normals

texts:
I dont really get this functions without explanations or images,
"These tools will recalculate the normals of selected faces so that they point outside (respectively inside) the volume that the face belongs to. The volume does not need to be closed; inside and outside are determined by the angles with adjacent faces."
what does the volume means? and I dont get respectively inside which mentioned above.
somebody please explain the upper italic section please.


texts: Why cant I animate using shape keys or locroc

texts:
Thank you for looking in to my problem.
I am having an issue applying shape keys or loc roc to my scene.  I am trying to animate one of the tentacles i have or just have shape keys move the mesh so that it can look like it's floating but when ever I apply loc roc or create a shape key nothing happens. I've been using a curve modifier to move the mesh around.  Is this why I cannot animate?
I've attached a link to the blend file.
https://drive.google.com/file/d/1TUsHGsixeDUOL0bCVrLPKSemdz7Pqu3a/view?usp=sharing


texts: Animation exported to Unity is always Default Take

texts:
I have a simple character with three actions: MeleeHit, Walk and Default (one frame on T-pose). I am importing to Unity using the .blend file, not exporting it as FBX. MeleeHit and Default appear as they should on Unity, but Walk is shown as DefaultTake.

I tried to change the name of Walk in Blender and it still was as Default Take in Unity. Even if I delete the animation and create it again with the name "Walk" it will be the Default Take.

I've been trying to figure this out for hours now, if someone could just point me at the right direction I would appreciate.

I think it's also worth mentioning that I'm not an artist (I'm a programmer) so I don't know much about blender.


texts: Textures getting darker when inside of a cube

texts:
I'm using Blender 2.79 and Cycles render. For some reason the textures get darker from the half to the top of the cube, even with the normals facing the right direction (inside). The light source is just a point lamp but also don't work with a sun lamp or HDR (there is a window in the room), the materials works well when outside the cube.

By flipping the top part (facing outside) the problem is "fixed" but poorly


texts: I need to create a curve based on this reference (only a 3D tube/line), but it seems hard to make it exact. Is there a way I can make it exactly look like the one in the image?


texts:
The issue is I modeled a coffee mug, and I did several renders of it with different colors. But at a certain point it started rendering as though the subdivision surface modifier wasn't there.

For the time being I found that if I set the viewport value to 6 it renders alright. But if I set it to a lower value it looks pretty horrible and square.

Working like this is tedious because I set the viewport value to 1 to make the computer go faster while I am making some changes to my design, and then I forget to reset it to 6. Then I find myself swearing my head off to the ceiling as after 20 minutes of rendering I have to start over again. And my computer isn't terribly quick, which doesn't help.

I hope someone can help me out and explain why this is happening to me, and what I need to do in order to fix it. I am a complete novice in blender and for the moment I am completely clueless.


texts:
I want to assemble grip of cup to the bottom of it.
Thanks in advance


texts:
For example, if I were to simplify the following animation to just 2 cubes and have one of them not move and have the other one "walk" around the static cube (4 steps to make the complete circuit).  I tried moving the object's origin and that didn't work and I also tried moving the 3d cursor and that didn't work either.

http://cmdrkitten.tumblr.com/post/167838417054


texts: Removing polygon grid from displacement map?

texts:
Is there a way to remove the squares that show up when baking a displacement map in Blender Internal when baking from a high to a low poly object?

For example,

Blender Internal generated displacement map:

zBrush generated displacement map:

A grid that follows the uv shape is created on the Blender displacement map. In Maya there was a way to smooth uvs to get rid of the squares. Is there something similar in Blender? I rendered an example of a zbrush displacement map without the grid as an example.

Blend file:


texts:
Thank you. Once I made a copy of it all in a folder that was not related to My Documents, it works just fine. MY Documents would launch the index but take me to links in a temp directory which told me I needed to be online.

I open the index and genindex from blender.org and it launches Internet explorer. I can read the index page fine, but clicking on any sections tells me you're not connected to a network. In the address bar it shows a hard drive location. It won't open links to any sections unless I'm online

I can't get the manual to work on a pc without internet. It always launches a browser. I've downloaded the manual that says it's for offline use. Any ideas?


texts: Why does my rig pose change when i render?

texts: i made a rig of some arms and added a pose. But when i hit F12 to render it, it sets back to default. What's the cause of this?


texts: How to create stylized cloud streaks like these using a particle system?

texts:
I have attached a sample picture from Matkovski Dragos' project "Illustrat3d Nature". I looked up for the workflow to create clouds like these, but I didn't have any luck with that. The only thing Dragos mentions about the clouds is that they are created using a particle system to create infinite variation.

I am assuming we use emitter particle system to create these, but I am relatively new to this topic so I could be wrong.

Any help is greatly appreciated. Thanks!

[I am using Eevee rendering engine]

Edit:

Added my shader setups for world and volumetric fog.


texts: Cross section using Camera Clipping Distance results in very dark model interior

texts:
New to BSE; new to Blender.

I've imported a fairly complicated .stp model into Blender and successfully produced some renders using Cycles.

Now I want to produce a cross section of the model to show the detail inside. In the viewport I'm achieving what I want using the Camera Clipping Distance.

Viewport:

When I render the scene, using Cycles, the interior parts which are exposed by the clipping distance are extremely dark, i.e. black.

Render:

I have a sun and couple of hemi lights outside the model. I tried moving a light inside the model but it didn't seem to change anything.

Can anyone help me how to avoid this or how to light the scene correctly.

Thanks!


texts: liquid simulation with Viscosity getting weird (like explosion)

texts:
I have a question about fluid setting. (blender 2.92)
I set 3 fluid output with initial speed 3m/s in Y/Z direction in a Domain. (All three inflow are the same)

Resolution Divisions is set at 32.
I tried to set the parameters of "Viscosity" to 0.1.
In this case I am changing the "Timesteps Max/Min" to "1/1", "2/2" and "3/3".
In the second case the result becomes very weird. (Like the image below)

Why is only "Timesteps Max/Min = 2/2" so weird?
Although I found that the timesteps is set to 2 will be very weird, but this should also be matched with the specific Resolution Divisions.
When Resolution Divisions is set to 30 or 34, there is no such "uncontrollable" simulation.
Or maybe when the simulation starts with "Viscous" liquid settings, it will start to have such unpredictable results with some  parameters settings with specific value?
Are there other settings that can prevent such as these explosion of viscous liquids?
Thanks a lot!
(My settings are below)


texts:
Lets say I'm looking at my scene through a camera. I can project an image sequence onto an object from camera view. I can then move the object, which keeps the image sequence in the same position on the object.

What I'd like to do is bake an image sequence onto an object as though it were being projected from a film projector (not using actual light rays). After the textures have been baked, I want to be able to remove the "source", and have the textures remain in position by virtue of having been baked on.

Anyone know how to do this?

I could do it frame by frame using AnimAll, I think. But it would be nice if there were a faster way.

Edit

Here's a GIF. I projected a video clip onto a plane and a sphere. I then moved the sphere. You can see some stretching as it moves because you're starting to see the side. I'd like to first animate the projection so that the sphere's UV's change with each frame. Then I'd like to distort the geometry with shape keys to distort the image.


texts: BGE: when testing the game the screen glitches

texts: I am making a game in which I am giving controls to a car. I am using the Blender game engine. The problem is that when I play the game to see how it works the screen glitches. What is the problem and how can I solve it?


texts:
I'm a noob when it comes to using particle systems to create grass, so I've been trying to improve those skills. However, on my latest test render...something rather strange has appeared. Or rather, two of the very same strange somethings...

As you no doubt see, there are two-ish black and whitish-yellow squares of speckledinest that have randomly appeared on the render. I have not the least idea of from whence they came, as they do not even match the tile size that I used. I am using 128 samples and  a denoiser. The grass is using the Principled BSDF node.

Could somebody please give an explanation of where these came from?


texts: Set background color without effecting scene colors

texts:
When changing the background from it's default value to gray (0.5,0.5,0.5) I saw that the other object colors were effected (been brighter).
I must say that I didn't use nodes to change the background color.
What is the way to do it using python script?
I want the background and the plane to have the same color this way the scene will look like endless horizon but without effecting the colors of the current objects.


texts:
I'm making a panel with buttons to do different actions for modeling. One one of my button I want to merge vertex by distance when I click on it, but merge to center when I CTRL + Click.

I got this working just fine except that I would like my regular click to show the context panel that shows up when you call with from Vertex -> Merge Vertices -> By Distance where you can adjust the threshold and what not.

I mean this window:

I noticed that when I call the function with

row.operator("mesh.remove_doubles")

the context panel does show up, but when I call it inside invoke to get the event.CTRL it does not show up.

def invoke(self, context, event):
    if event.ctrl:
        bpy.ops.mesh.merge(type='CENTER')
    else:
        bpy.ops.mesh.remove_doubles()

    return {'FINISHED'}

Any way to run the same method in the invoke ?
Thanks!


texts: Blender 2.9 Sever relationship between Grease Pencil and animation

texts: I want to use the grease pencil but I do not want it to create keyframes or do any animation.  How is this done? are grease pencil layers "hard wired" to be keyframes ?


texts:
i have this scene tracked. The "camera solve error" appear to be not bad (0.5).

My question is: How the "reconstruction tools" works?

To set the FLOOR it ask only two trackers when normally we need minimum 3 points to have a plane. To set an AXIS it ask only one tracker when from what i know we need minimum 2 points to have a line. In fact, when i try to define one axis in the tracked scene selecting one tracker it changes anytime the result without an apparent logic behind. Now in this scene the trackers are moving nice and following their spots in a good way but the final perspective of the camera is not good as you can see.

(The settings of camera and lens are correct.)

I apologize for my bad English.


texts: Blender Game Engine: RayCast to get a point

texts:
I'm making an fps game and I have a gun which I want to have a laser sight (similar to this: https://imageshack.com/f/jxdscn2857sj)

I've tried to do this using the logic editor but I realised I would most likely need to use python. So basically, is there a way - like in Unity - to get a point by raycasting?

Here's an image of what I want:


texts: I have a problem about joining 2 objects. One of them is subdivided, the other is not... I have to join them together, so I'm able to 3D-print them both in one object, but when I join them together, the ''un-subdivide'' objects turns subdivided, and it's impossible to get the object back in the right shape, so I wanna know if it's possible to join two objects whitout changing their separate ''subdivide-value''?


texts: Why can't I select these extruded lines?

texts:
I have no idea what to do,these lines are totally unselectable.
They appeared when I was trying to extrude an object but I did it too far.

I can't delete them and I fear I may have ruined everything!


texts:
This is probably a simple one, but it keeps bugging me.

On some objects I can see the edge lines even in object mode like on the tea cup in the picture. I can't figure out how to get rid of them. I compared the object settings to the other objects and couldn't find anything. Any idea? It's got to be simple.

Here is another video. It shows that the wireframe settings in the object properties work as expected on the bowl, but not on the cup and saucer. As I said I only ever had this phenomenon on models I downloaded from somewhere else.

video edge lines

Once I am at it, I'm uploading the Blender file as well.

Blender file


texts:
I wanted to assign similar hot keys on Snap menu and setting Origin menu  like shift + f1 and ctrl + f1 since you can't add Origin menu to Quick Favorite

After seeing this question, I managed to make it for setting Origin, but I couldn't for Snap

I only found those on google
bpy.ops.view3d.snap_cursor_to_active()
bpy.ops.view3d.snap_cursor_to_center()
bpy.ops.view3d.snap_cursor_to_grid()
bpy.ops.view3d.snap_selected_to_active()
bpy.ops.view3d.snap_cursor_to_selected()
bpy.ops.view3d.snap_selected_to_cursor

which are options under Snap menu.
I hope there's a way to round them up as one shortcut button (not as a quick favorite menu)


texts: The objects look fine in rendered view, but once I render out the frames these seams appear. Super subtle but want to get rid of them. Any ideas?


texts: Programmatically adding a Curve bevel_object

texts:
In Blender, following this post, I notice that hovering over the Bevel Object dialogue box in the object properties for my curve object, I see the helpful python data for my circleObj object:

Python: Curve.bevel_object
bpy.data.curves[circleObj].bevel_object

What is the first reference to - I cannot see Curve object
referenced    in the API
When I search the Blender 2.76 API Wiki (or as far back as the site pages went before they redirect to a different blender page), for bpy.data.curves,
there returns nothing.

I want to use python to create thin pipework for my vectors, and I'm not turning up any programmatic methods equivalent to the blender SE post referenced above.  Anyone done this?  I've tried this:

tor0refCirc = vecCircle("tor0refCirc", 6, 1, "NOTHING", 1000.0, 1000.0, 1000.0, 0.0, 0.0, 0.0, 19)
for circleName, circleObj in sorted(cAr.items()):
    circleObj.select = True
    bpy.ops.object.convert(target='CURVE', keep_original=False)
    bpy.data.curves[circleObj].bevel_object = tor0refCirc
    bpy.ops.object.mode_set(mode='EDIT', toggle=True)
    bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.mesh.remove_doubles()
    bpy.ops.object.mode_set(mode='OBJECT', toggle=False)

where vecCircle is a function that just calls bpy.ops.mesh.primitive_circle_add to place a circle well out of the way of my scene  to act as the diameter reference for my bevel.


texts: How to have a script run from a keypress?

texts:
I'm trying to get keymaps working in my script, but it's not working.  I want grid size of the current view3D to double if I press Ctrl-LeftArrow and halve if I press Ctrl-RightArrow.  Right now I'm just trying to print debug messages in response to keypresses.
Below is my code, but my operator is not being called no matter what key map items I add.  Am I doing this correctly?
import bpy

class GridRescale(bpy.types.Operator):
    """Change grid scale"""
    bl_idname = "kitfox.grid_rescale"
    bl_label = "Grid Rescale"
    bl_options = {'REGISTER'}

    def invoke(self, context, event):
        print("evt type %s" % (event.type))

    def execute(self, context):
        scale = bpy.context.space_data.overlay.grid_scale

        print("execute")
        self.report({'INFO'}, "Grid scale %f" % (scale))

        return {'FINISHED'}

# store keymaps here to access after registration
addon_keymaps = []

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

    # handle the keymap
    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')
#    kmi = km.keymap_items.new(GridRescale.bl_idname, 'NUMPAD_0', 'PRESS', ctrl=False, shift=False)
    kmi = km.keymap_items.new(GridRescale.bl_idname, 'LEFT_ARROW', 'PRESS', ctrl=True, shift=False)
    addon_keymaps.append(km)

#    kmi = km.keymap_items.new(GridRescale.bl_idname, 'NUMPAD_0', 'PRESS', ctrl=False, shift=False)
    kmi = km.keymap_items.new(GridRescale.bl_idname, 'RIGHT_ARROW', 'PRESS', ctrl=True, shift=False)
    addon_keymaps.append(km)

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

    # handle the keymap
    wm = bpy.context.window_manager
    for km in addon_keymaps:
        wm.keyconfigs.addon.keymaps.remove(km)
    # clear the list
    del addon_keymaps[:]

if __name__ == "__main__":
    register()
```


texts: How to do this: Render shadow on transparent background with Blender Render from script? I need to set a transparent background color before render a mesh.


texts: So in the image below there are two circles, how can I remove the internal vertices between them without messing up the outside shape. I'm working on a gun and this is just a simple way to illustrate the issue I'm dealing with. If I where to go in and delete the internal faces it would leave holes on the outside of the object, is there a fast way to get around this?


texts:
In the attached image how can I delete the 2 highlighted vertices and edge and leave the surrounding edges, faces intact?

When I hit 'X' and select 'vertices', a gaping hole is created with adjoining faces/edges deleted.


texts:
I parented the hair to a single bone via vertex groups and I've tried a few other ways but the hair always deforms oddly. Automatic weights makes it worse.

The Hair was imported from FBX if that matters.

The blend file is 150mb so I will have to cut out a few other meshes if you want to take a look.


texts:
Is it possible to show an f-curve in an animation to show how the object moves as the frames progress? I want to show how the object moves in the animation as well as show it's position on a curve since my displacement is really small.

Thanks in advance.


texts: How to create an HDRi environment map with Blender 2.8?

texts: I'd like to create a scene in Blender 2.8 and render an HDRi environment texture from it. Is that possible? I expect I'd create a sphere, texture it appropriately, add some distant objects, put the camera at 0,0,0... but how to set up a camera type to record the 360-degree view as a properly formatted HDRi (e.g. equirectangular float EXR)?


texts: When using a lattice for a lattice deform modifier, I often want to use a more detailed lattice. However, I can not edit it in the viewport in edit mode, I can only move already existing vertices. How can I subdivide a lattice?


texts: How to texture a racing helmet (with all its logos)

texts:
I'm trying (and failing to) shade a racing helmet. My initial approach was to have multiple UVs for different parts of the design, but I'm finding it impossible to match perspectives properly.

Looking at models for sale on Turbosquid and CGTrader to see what the pros are doing isn't helping a lot either. For example:

How did this person texture this? You can see in the render that the white lines are pretty straight on the 3D model, but all over the place in the texture. Did the artist use a different UV (say project from the left view) and then baked those lines onto a new UV?

How would you tackle this? It's driving me nuts, and I can't find the answer.

Thanks!


texts: It's clear how to set and retrieve custom properties from an object with python, but how do you get all the custom properties that were set to an object ?


texts: Blender api: How to set shapekeys as keyframe in a loop?

texts:
I am writing a simple script using the blender api (2.8) that essentially translates keyframed animation info from a rigged model to another model using shapekeys. It attempts to do this by the following;

Moves through a scene frame by frame, applying an armature modifier to a mesh and then setting that modifier as a shapekey
Moves through the same scene frame by frame setting the above created shapekeys as keyframes one by one setting their value to 1 in their corresponding frame.

Part 1 works fine, and I think I understand how to write part 2 as the keyframes are added. The problem I have is that the value of 1 is only applied to the last shapekey and does not change per frame.

Please see below my code. Please note I am a python novice:

    import bpy
    #save the total number of frames as var
    frames = bpy.context.scene.frame_end + 1

    #loop through frames, jump to each frame, add the armature, set as shapekey
    for frame in range(frames):
        bpy.context.scene.frame_set(frame)
        bpy.ops.object.modifier_add(type='ARMATURE')
        bpy.context.object.modifiers["Armature"].object = bpy.data.objects["rig"]
        bpy.ops.object.modifier_apply(apply_as='SHAPE', modifier="Armature")
        #loop through shapekeys and add as keyframe per frame
        for shapekey in bpy.data.shape_keys:
            for i, keyblock in enumerate(shapekey.key_blocks):
                if keyblock.name != 'Basis':
                    curr = i - 1
                    if curr != frame:
                        keyblock.value = 0
                        keyblock.keyframe_insert("value",frame=curr)
                    else:
                        keyblock.value = 1
                        keyblock.keyframe_insert("value",frame=curr)

And here is screenshot of the results you can see the shapekeys are applied, that they are all keyframed, but the value of 1 is only applied to the last shapekey and does not change per frame. (Hard to see that here but please see attached file).

What I expect to happen is that for each frame, the corresponding shapekey will have a keyframed value of 1 and all the others have 0.

So;

for frame 0, 'Armature' shapekey has value 1, all others have 0
for frame 1, 'Armature.001' shapekey has value 1, all others have 0
for frame 2, 'Armature.002' shapekey has value 1, all others have 0

etc. and so on, the result being the equivalent of the original animation but using shapekeys instead of a rig.

It is probably easier to understand the intent and the issue by looking at an example file so if you are willing, I attach the file here. Please open and select the 2nd model ('Cube.001') then go into the scripting layout and run the 'Test' script. You will see the shapekeys are successfully created and the keyframes are applied but the values are not correct.

Downloadable file here

My feeling is that there is an issue with my loop, that is does actually work but it keeps overwriting it each time which is why only the last one shows. No tweaking can get it working though so any advice would be much appreciated. Any more info needed please ask.

Thanks


texts: Blender 2.8 EEVEE render out viewport like old openGL render

texts:
In the older versions of blender 2.8 it used to be possible (I did it once and I saw videos of people doing it) to render out the viewport (I think it was with an OpenGL render option), in rendered mode with EEVEE and it gives an, albeit lower quality than the final EEVEE render product, a function EEVEE-level real-time render of the scene from the viewport.

In the newer versions of blender 2.8 I noticed this option has been removed and I can't seem to find it (or anything about it on the web)! Does anyone HOW to still accomplish this functionality? It's probably just some built in function whose button was removed, but the function probably still exists... does anyone know how to access it with python, or do I need to make my own build of blender? If I need to make my own build to get the function back, does anyone at least know the C++ function to call to get it???


texts:
I'm working on an importer from a game format, using an existing MaxScript for reference.

So far things have been working out pretty well, but I was wondering what the best way to solve this issue is:

These bones should really be pointing down the line, and I'm not sure if it is the way I'm orienting them when they're created.

for bone in self.bones:
    bone.blend_editbone = self.blend_armatureobj.data.edit_bones.new(bone.name)
    bone.blend_editbone.tail = (1,0,0)
    bone.blend_name = bone.blend_editbone.name # actual name
    transform_loc = Matrix.Translation(bone.pos)
    transform_rot = bone.rot.to_matrix()
    transform_rot.resize_4x4()
    if bone.parent_id is None: # no parent
        bone.blend_editbone.matrix = transform_loc * transform_rot
    else: #parent
        parent_bone = self.bones[bone.parent_id]
        bone.blend_editbone.parent = parent_bone.blend_editbone
        bone.blend_editbone.matrix = parent_bone.blend_editbone.matrix * transform_loc * transform_rot

(all happening within EDIT mode of an armature, for each bone, in descending hierarchy -- parents first)

As I'm not a whizz at quaternions or matrices, let alone the two combined, I may have the order of operations wrong. Alternatively, the stored bone formats are of a different orientation.

I've got the bones importing as seen and parenting with the mesh correctly. It poses correctly, but I'm having trouble incorporating animation, and as the animation data's format is practically the same as that for setting the bone's original orientation, I figured getting this right would help getting the animations functioning.

I've attempted to use_connected, but as I expected it forces the rotation upon the bones, great for manual posing a model you made yourself I suppose, but results in a jumbled mess when I'm trying to set these orientations to precise values.

The orientation quaternions I'm reading in appear to be local for the bone, using the parent bone's orientation as a rotational origin. I'm wondering how to rotate these without causing the later bones to inherit an incorrect parent orientation.

Here's a different model with the same issue:

Any help with the correct way to orient these bones when importing would be greatly appreciated!


texts: I am looking to make details on the handle of a sword, and am trying to use the Boolean modifier to cut into the cylindrical handle. Unfortunately, Blender does not seem to enjoy cutting the objects when the subdivision surface modifier is high detail. I would like for the curves to look smooth. Is there another way for me to create these rounded cutouts or am I using Boolean wrong? The Blend File: https://we.tl/t-8ZrO9rS824


texts:
I want to give these line segments a continuous cylinder shape, like a Spaghetti noodle. My aim is to make this path visible in render mode. At the moment you are not able to see it in render mode because it has zero thickness.

I already converted them into a Bezier curve and played around with the Bezier Circle. The result were a lot of cylinders behind each other with a lot of gaps between them because the whole line has edges as you can see on the picture.

I also tried to solve the problem with a Skin-Modifier, but this didn't give me a good solution either. Maybe I should combine it with another Modifier.

So I was wondering if it's even possible to convert an 3D edged path into a curve path with a cylinder shape.

I would be very glad if someone could tell me how I get a good solution.

Thank you very much!


texts:
I'm very new to Blender and tried Blender 2.8.
My currently problem is that Eevee does not render the lights I placed in the scene as shown below:

The final render of Eevee:

The weird thing is that it works with Cycles:

In Eevee I enabled the options "Ambient Occlusion" and "Bloom".

Would be nice If someone could help me to render with Eevee :)

Edit:
Platform: Ubuntu 18.04.2 LTS
GPU: NVIDIA GTX 1060 6GB
CPU: Intel i5 760

Solved by restarting blender (after computer was in standby)


texts: Grease Pencil not rendered in video, but can see them in Preview (Video Editing Workspace)

texts:
Some Greas Pencil are in Video Editing nor rendered.
I could see them all in preview. However somes are not rendered in video.
Even same objects(Greas Pencil) from same scene are rendered in one place, but disappeared in other place of the video.
I think that it is not about camera-distance. Very near Objects are not rendered as well.
Here is my render setting and Timeline. Have anbody an idea? :(
Thanks for all comments.


texts:
sorry I can't think of a better way to phrase this question.

I have been working on a horse walk animation for quite awhile now. I am pretty inexperienced with rigging and animation in general, but I am quite familiar and comfortable with Blender as a whole.

Following various image references & video tutorials I have the horse legs working in the way I want.

Edit: Link to armature & keyframes

Now to make Horse really shine, I want to animate his spine bouncing with him. Following this reference image  I can see the stages where his spine should move to certain places, but my rig doesn't transform the way I need it to.

The biggest issue is when I try to make his butt go down, it makes the whole front half of him shoot straight up into space.

I've tried to re-rig it quite a few times, but I am getting the feeling that I am missing something to make it work the way I need. Is it possible I need to use an IK Constraint from the Back to front? I haven't seen anyone use a method like that, but I am very confused on how to approach this problem.


texts: Can you use a face to slice other faces?

texts:
I am pretty new to Blender (currently working on my 3rd model). I need to tidy up the in/underside of the model to help reduce the impact on performance in the game it will be going into.

Is there a way I can use the flat face to slice the crystalline structures to make new edges so I can delete the unwanted sections?


texts: Grease Pencil bug, drawing disapears when zooming and moving

texts: so I built a scene with different components ( a building and some trees), everything looks fine from distance, but when I zoom in or move in some directions, the trees get "cut", they partly disapear. ( stroke depth order is in 3d btw).


texts: How To Work On Specific 2d Plane While In Perspective Mode?

texts:
To work on either XY , YZ or XZ plane, I have to go to ortho view left/top/front. But if I'm in perspective mode, how can I activate selected plane to work on while still in perspective?
To clarify maybe something like modo's construction plane or work plane:
https://youtu.be/1Ms0v0VsJhY?t=95
Where we can see and predict the location in 3d space (while drawing in perspective). The construction plane will adapt or orient itself when we rotate the view to choose the closest 'correct' plane.

Is there something like this in blender? Currently, while in perspective, I have to constantly press Shift + X , Y ,Z to constrain the direction of the movement.


texts:
I was modeling something when suddenly I was unable to pan around using shift + middle mouse.  I tried changing the controls in user preferences, closing and reopening the program, and everything else I could think of, all to no avail.  I'm working with 2.69.  Any help would be much appreciated.

EDIT:  Still not sure what happened, but I copied everything in the file into a new one and now it's working.


texts:
I am trying to make clouds. I watched "Clouds Tutorial for Blender Cycles - YouTube" but in render result, no shadow on clouds.

The sun strength is 16.000 and I also tried several different strengths and sizes.

Where is the problem?


texts:
I'm trying to purge all data left by multiple appends through Python in order to get a clean blend file after my script ran.

I found a way that work for all data except shape keys

#Delete all data
datalist = [
    bpy.data.meshes,
    bpy.data.curves,
    bpy.data.materials,
    bpy.data.images,
    bpy.data.shape_keys]

for data in datalist:
    for x in data.keys():
        if data[x].users == 0:
            data.remove(data[x])

Turns out bpy.data.shape_keys has no attribute .remove()

No idea why, but how can I get rid of those useless shape keys?


texts: Is there a way to acces external .blend file's data with python script?

texts:
I'm writing an addon to parse a directory (and its sub-dirs) to write an XML file which describe the tree-structure of the assets contained in that directory.
At the moment, my standalone script works pretty well.

The fact is, I need to add some info to the XML, like the dependencies (linked libraries) of each .blend file the script found.

I found a way to do this (outside blender), with the module "pyblenderfile" : http://code.google.com/p/pyblenderfile/

The principle of this module is to open a .blend and get all its data. But it's pretty long and often buggy on large .blend files. Especially since it's included in a for ... loop!

So I wonder if there is a utility function or method into Blender API, to access other .blend files data (without having to wm.open() them) ?


texts: Is it okay to have more vertices on the hand then the rest of the body?

texts:
I'm trying to create a female model but I'm having a quite a hard time to create the hand from the wrist so I made it separated. Is it okay to do it with in the future I'm trying to rig them?
Example like this:


texts: When should I rotoscope in the compositting proces?

texts: I already made my animation and I’m going to composite it in a videoclip. I’m currently tracking the clip, but there are going to be some occlusions in front of the animation that I need to rotoscope. My question is, when in the compositting proces should I rotoscope those things? Should I do this in blender?


texts:
I have this going on:

This "partial wireframe" thing is really annoying and I have no idea how I enabled it and I need to disable it.


texts: Why does my rendered object appear too big compared to object taken with real camera?

texts:
When I try to render a cube it appears too big compared to an image taken with a real camera and to the opencv method projectPoints.

My setup

I have a box and film it with a camera. A motion tracking system gives me both the position of the camera and the box. Now I can use the positional information, the size and the intrinsic camera parameters K to project the corners into the image. In blender I set the box size and pose. I also set the camera pose and K which is and my image resolution is 640x480:
$$
    \left(\begin{matrix}
    610.55992534 & 0 & 306.86169342 \\
    0 & 610.32086262 & 240.94547232 \\
    0 & 0 & 1 \\
    \end{matrix}\right)
$$
and I set it like this:

cam.shift_x = (306.86169342 - 640 / 2) / 640
cam.shift_y = (240.94547232 - 480 / 2) / 640
cam.sensor_width = 3.896
cam.lens = 610.55992534 / 640 * cam.sensor_width

The blue points are the points received with the opencv method projectPoints which takes the points to project, pose, K and projects the points into the image plane. The grey box is the one rendered with blender.

Since the blue points are pretty much correct(the residual error is probably calibration error) I think my measured poses of the box and camera and K are right. My K is:

I entered the values for the first image into blender to visually confirm that the setup looks right and it does:

But the picture rendered with the GUI looks exactly the same like the one rendered by my code.

Where could the error be that my cube is rendered too big? Did I forget to set some important camera parameter? What more could there be than setting K, and box_pose and camera_pose?


texts:
I'm trying to make a video similar to this one (Made in Adobe After Effects)
https://www.youtube.com/watch?v=YAV5DwR1pU8
But I don't know how to make the circle disappear than reappear with a circular swipe. Any help is GREATLY appreciated.


texts: Get value from a bpy.types.Scene property

texts:
I have a few properties created like:

bpy.types.Scene.myprop = bpy.props.IntProperty(name="Myprop",default=1)

I want to save their values to a text file but don't know how to extract the actual value (saving just myprop saves all object data instead of just the int value).
How to get the actual value?


texts:
I have a question about the rendered texture of my tea fluid.

Why do I have this weird blurry texture of my tea fluid?
I have copied the surfaces from the cup's inside and added a face on top of the surface. The fluid texture can be seen in the attached figure.

When I render the whole scene with the cup, fluid, walls and surface light this is the result. I still see this blurry texture which is confusing me.
When I rotate the camera, some of the blurry areas disappear. This is very strange

Since I am quiet new to Blender, I don't know how to improve this behavior.
Thanks in advance.


texts: "Toggle Window Fullscreen" Hotkey missing in 2.8?

texts:
On 2.79 i used to click alt+F11 if i remember correctly.On 2.8 i cannot find,even on Preferences/Keymap tab,a way to check or assign a key to this specific command..

Only way to toggle it is from Window topbar,as in picture

I even tried to search on keymap the word "full",and this is the result,that specific command is missing it seems...Is it even possible ?Is there another way i can manually assign it ?Cant find anything online about this specific command


texts:
I installed blender 2.79 and when i run it the viewport interact really slow it has a delay of almost 1 sec after i make any movements.
Im using AMD 12 Processor
Radeon R7 4Gb GPU
8 Gb RAM

IDK What to do.


texts:
I am making a node setup in Cycles stylized after the toon shading in Legend of Zelda: Wind Waker, and I have two questions. Using the "normal" node, how can I have the first normal input (the first sphere in the node) automatically point to the nearest light, and when the nearest light changes, smoothly animate the movement of the normal direction? Second, how can I make a light that illuminates all the vertices in it's range, not just the ones pointing towards it?

This is my node setup.


texts: Weird shading on mesh after using boolean?

texts:
As you can see below, there's some strange, slightly visible shading issues on my mesh. I looked at the normals and they're facing the right way, and I tried using an edge split modifier as well. This started happening after I extruded a circle and used the difference boolean modifier on the mesh. If you know an answer than can help me remove these weird glitches, ty! :)

Edit: Same picture in edit mode.


texts: PNG transparency shadow issue for graphics on a coffee mug

texts:
After finally figuring out how to apply a transparent PNG only to specific faces of a mesh, I spent forever trying to figure out why I was getting a shadow and finally realized it was because my coffee mug is hollow and a shadow is being cast on the inner wall of the mesh.

Is there a better way to add transparent graphics and logos to solid objects like this?  Ultimately, I want to be able to do this for cars and characters.  Thanks!

EDIT: I do not believe this is a duplicate of those other issues as my problem was a shadow casting onto the interior of a mesh due to the transparency.  I tried both of the solutions shown below and here are the results.  I believe the shrinkwrap mod is the best solution for me right now (thanks @masterj2001), but I will continue to tinker with the other solution (thanks @thibsert) to try to get rid of the lighter background, and I did try all the blending modes in the MixRGB node.


texts: Children particles not reading "Lifetime" cyclesnode output

texts: I have a particle system where the particles have randomized lifetimes, changing colors throughout their lifetimes, and different patterns of changing colors depending on lifetime.  The process works fine when working only with parent particles, but as soon as I try to enable children..... nothing happens.  The children refuse to render. Well, they act more like their material is a holdout node.  After poking around a bit I figured out it was related to the particle info node somehow.  When manually entering values instead of using the particle info node, the node setup works as necessary... without the random values.  Anyone know how to get this to work properly, with child particles reading from the lifetime imput?


texts: Blender moving f-curve Z location moves object diagonally instead of on the Z axis

texts:
This is what I have

As you can see in my case when I move the Z location in the F- curve it moves it diagonally for some reason. I want to move it on the Z- axis. What am I doing wrong?


texts: Set meshes for each frame of the animation?

texts: When you export a cloth simulation as an alembic file and then import it again, you get a modifier on the cloth mesh called "Mesh sequence cache". The meshes in the sequence are read from file. What I want to know is whether it is possible to set custom meshes into keyframes to get a custom animation with a single mesh?


texts: Add a ''glossy'' material for Blender render?

texts:
I'm making a 3D realistic eye on Blender, I started by an already pre-made file, and it came with a transparent material/layer that works like glossynes, still it doesn't apply to the texture on the background (the pupil).
How can I make this model look better by making it reflect or 'shine'?

This is my actual project:

Everything is fine, but I want it to look like this:


texts: Multires Normal Baking Not Baking Normal Data

texts: I smart UV projected a model of the monkey head after subdividing it 5 times and lightly sculpting on it, then baked the normal data based on the multires, but all I get is a flat normal map texture with no directional normal data. How do I fix this?


texts:
Well, I want to imitate the same camera settings in blender as in photograph that I have taken, in order to edit rendered stills into the same picture I have captured. However I'm having trouble setting up the camera in blender to simulate my camera.

Maybe someone can tell me how to set up the camera?

The picture was taken with a large format camera on a 4x5 film format ( that is 4 inches by 5 inches) with a 121mm lens.

How would I set up a blender camera to simulate this perspective?

farge format film cameras are not included in the camera presets, how can I set them up in blender?


texts: The skin modifier is incorrectly applied to the skeleton

texts:
I'm new to Blender and I ran into this problem, when I trying to skin my handrail skeleton (a screenshot of the skeleton is attached below)

But after applying the skin and trying to reduce it(by pressing the keys CtrlA), a certain part of my handrail becomes much thinner than the rest, even at this stage it is clear that the part that is closer to the top is much smaller than all the others (the screenshot is again below)


texts: Textures not showing after Collada Export

texts:
I am using blender 2.76b. I am trying to export my model to dae file. My model has an Icosphere and Sphere with image textures applied to both. I have checked the Copy and Include Material Textures while exporting.

When I render the scene the object look fine with image textures applied to it. As Copy is checked, Blender automatically exports the image textures in the same directory as dae file.

When I try to import this dae file in Shiva3d or Sketchup, I can see the objects but I am not able to see the object with image textures applied to it.

I am facing the same problem when exporting to 3ds file

I can't figure out what the problem is. Can any help me figure out the problem

=======================================================================

I am successfully able to export the textures UV Map to dae file. Please have a look at the output below. The problem is that the textures are getting applied to individual faces rather than whole object.

I want the textures to be applied to the whole object and not individual faces. How do I fix this problem.


texts: Camera setting does not give the expected fisheye result

texts:
I am modeling a real camera with a wide angle (fisheye). My room is 4*4*2.5 meters and the camera is attached in the ceiling with {0,0,0} degrees rotations. For camera setting, I added a camera named prosilica having a sensor type 2/3" (8.8mm*6.6mm). as mentioned in the image 1 and 2.
When I render the scene, i remark:
1) It does not a distortion effect! Normally, we get a distortion caused by the wide lens of camera (large filed of view)?

How can I simulate a fisheye on blender using the same sensor size mentioned above? Any suggestions?


texts: Why can't I UV unwrap a rectangle in cycles?

texts:
I was trying to add a texture to my rectangle...
This is how the problem occurred:

1: I added a new material to my rectangle

2: I added a new texture (image or movie) to my rectangle

3: I opened the texture I wanted

4: I UV unwrapped the rectangle

5: This happened:

Does anyone know how to help?


texts:
i used the materialize app by bounding box software to create the textures and it works great in the app the textures really look good but when applying them to the mesh the texture don't look realistic anymore.
The texture's when combined in the materialize app look like this:
But when i apply them to the mesh they look like this :
and the node setup i use for the textures :
Please and Thanks


texts: I'm doing a project, but when I decided to do an animation this happened! I don't know what to do. you can see through link the screenplay of the problem. I need help!


texts: This is my first time using hair particles and I've managed to figure out many of the settings, but I can't for the life of me figure out why it's sitting above the emitter. I tried checking the B-Spline option as a similar post has as an answer, but it didn't do anything (If anything, it made the gap worse). Are there any other solutions?


texts: Is it possible to rotate hair (object) in timeline?

texts: I'm trying to animate bugs over my character and can't seem to move them in the timeline using hair particle settings. Could anyone give me advice?


texts: Moving and spawning objects randomly with python

texts:
I'm creating a simulation in blender whereby the objects move randomly, but where the code I have attached applies.

At the moment, they are stationary.

The code I have attached basically states that when in a given distance within each-other, objects can spawn at their location.

Dnapolymerase is an object which upon reaching a certain radius between nucleotides, can spawn nucleotides at their location. Almost like the snake game? Where snake eat apples and grow longer.

I'm hoping to get the same kind of result in this simulation, without using physics in the game engine or using keyboard sensors. The movement must be completely random.

Random movement was achieved in the previous code I had, most likely by looking at nearest.worldPosition or something like that, but I'm not sure how I can apply that to the code I have.

Any help would be amazing.

(I've attached all relevant code/video and if need be I can send you blend files of my script)

This is probably going too far, but I'm willing to literally pay someone to help me. I'm not kidding. I am prepared to do this.

The link shows a video which depicts how I would like the objects to move (tinyurl)


texts: Can I bake a Bump Map from a highpoly model?

texts: I wonder if it's possible to bake a bump map from my high poly mesh to my lowpoly one?


texts: Is it possible to import tensorflow into blender?

texts:
I am trying to import tensorflow into blender, but I get an error when I do. It says

 RuntimeError: module compiled against API version a but this version of numpy is 9
Traceback (most recent call last):
  File "/Users/me/project/bin/Script.blend/Text", line 6, in <module>
  File "/Users/me/project/bin/TensorFlow.py", line 7, in <module>
import tensorflow
  File "/Users/me/project/lib/python3.4/site-packages/tensorflow/__init__.py", line 23, in <module>
from tensorflow.python import *
  File "/Users/me/project/lib/python3.4/site-packages/tensorflow/python/__init__.py", line 50, in <module>
from tensorflow.python.framework.framework_lib import *
  File "/Users/me/project/lib/python3.4/site-packages/tensorflow/python/framework/framework_lib.py", line 62, in <module>
from tensorflow.python.framework.ops import Graph
  File "/Users/me/project/lib/python3.4/site-packages/tensorflow/python/framework/ops.py", line 40, in <module>
from tensorflow.python.framework import versions
  File "/Users/me/project/lib/python3.4/site-packages/tensorflow/python/framework/versions.py", line 24, in <module>
from tensorflow.python import pywrap_tensorflow
  File "/Users/me/project/lib/python3.4/site-packages/tensorflow/python/pywrap_tensorflow.py", line 28, in <module>
_pywrap_tensorflow = swig_import_helper()
  File "/Users/me/project/lib/python3.4/site-packages/tensorflow/python/pywrap_tensorflow.py", line 24, in swig_import_helper
_mod = imp.load_module('_pywrap_tensorflow', fp, pathname, description)
  File "/Applications/Blender/blender.app/Contents/Resources/2.73/python/lib/python3.4/imp.py", line 243, in load_module
return load_dynamic(name, filename, file)
SystemError: initialization of _pywrap_tensorflow raised unreported exception

How can I import it without the error? It works well outside of Blender.
I'm using Blender 2.73 and it uses my local python 3.4.2.


texts: How to achieve a sharp tip/edge for a blade?

texts: I would like to make one edge sharp, and for the tip to be sharp as well. I've considered using the bevel tool, merging vertices, or just scaling things down to almost no distance. What would be the best way to make a sharp edge/tip?


texts: Can't bevel an inverted edge using bevel tool

texts:
Im creating this steel part for a trailer chassis.
I used the bevel tool with sucess for edge 1, now I want to do the same with edge 2 but no sucess. How can I do it?


texts:
I use the below code to retrieve location of pose.bone, but it always give 0 (or -0).
It seems the pose.bone location is the relative position of its parent so it will not-zero value once I grab pose.bone to somewhere?!
Is there a way to get "global location(X, Y, Z)" of pose.bone??

for action in bpy.data.actions:
    print(action)
    for fcurve in action.fcurves:
         print("data_path:" + fcurve.data_path + ", channel " + str(fcurve.array_index))
         for keyframe in fcurve.keyframe_points:
              print(keyframe.co)

data_path:pose.bones["Bone.011"].location, channel 0
Vector (13.0000, -0.0000)
Vector (29.0000, -0.0000)
Vector (40.0000, -0.0000)
Vector (45.0000, -0.0000)
Vector (83.0000, -0.0000)
Vector (110.0000, -0.0000)
data_path:pose.bones["Bone.011"].location, channel 1
Vector (13.0000, 0.0000)
Vector (29.0000, 0.0000)
Vector (40.0000, 0.0000)
Vector (45.0000, 0.0000)
Vector (83.0000, 0.0000)
Vector (110.0000, 0.0000)
data_path:pose.bones["Bone.011"].location, channel 2
Vector (13.0000, -0.0000)
Vector (29.0000, -0.0000)
Vector (40.0000, -0.0000)
Vector (45.0000, -0.0000)
Vector (83.0000, -0.0000)
Vector (110.0000, -0.0000)
data_path:location, channel 0
Vector (13.0000, 0.0245)
Vector (45.0000, -3.3037)
Vector (83.0000, 0.0245)
Vector (110.0000, 1.5101)
data_path:location, channel 1
Vector (13.0000, -0.0075)
Vector (45.0000, -0.0075)
Vector (83.0000, -0.0075)
Vector (110.0000, -0.0075)
data_path:location, channel 2
Vector (13.0000, 3.0031)
Vector (45.0000, 2.5048)
Vector (83.0000, 1.8442)
Vector (110.0000, 1.8442)


texts: How can I output the Compositor result instead of the Render Result when rendering an animation?

texts:
I have a File Output node in the compositor to output my composited images for my animation.  I put the same output filename (e.g. "anim_###.png") in the Output Properties area so that I can click Render -> View Animation from the menu to review my animation.  But when the animation renders, the Render Result overwrites the file from the compositor output.
As a workaround, I delete the filename in the Output Properties area, render the animation, replace the filename that I just deleted, and then click View Animation.  This works, but is tedious and error prone.
As an alternative, I would like to be able to simply view an animation using the output images from the compositor instead of relying on the Output Properties settings.  Perhaps I could just write a Python script to pull up the animation playback window?  But a native solution would be preferable.


texts: blender 2.93 and upbge 0.3 (program crashes and then quits when running simulation with navigation mesh

texts:
2 scenes (main) and (you lose - return to main)
Three objects (a plain and 2 cubes)
Applied: (Plain - navigation mesh)
(Cube 2 - logic bricks always and steering-pathfinder)
(Run simulation (P) after collision with cube 1, scene switches to - you lose, great so far)
Press mouse click to play again and return to main scene, program crashes and quits.
I have tried with a completely new game setup, but I get the same result, when build navigation mesh is applied.


texts:
Is it possible for math function to be created in python, that could be used in the designing of animation? For example using sin or cosine for the motion of the bones .

Is this what most animators do when they create some of there animation or are they all using GUI to produce the desired result?


texts: Is there a way to collect all the files a blend file is using?

texts: Is there a way blender can sort of collect all the files that is uses within a session. Because I need to tidy the files on my computer but some of them will have paths to blender session and some won't?


texts: Texture messes up after extruding a modified plane

texts:
I want to make some 3d models of pixel art. I started by adding a plane, adding a texture to it, added loop cuts to my plane, 15 loop cuts because it's a 16x16 texture, then I selected the blank faces and deleted them.
As I extrude this plane, A > E > $0.1$, the texture messes up on the edge of the item, as shown below

Although not all faces mess up on the edge, a lot still do. I tried recalculating normals, unwrapping the object again, but I ended with the same problem, no change at all. Though I may have done it wrong, since I never did it before.
I tried smart UV project and cube projection, but they just mess it up even more.
Does anyone have a solution to this?


texts:
I have created a rigged 3D model, and it starts with nothing but white. I wonder how to color the model.

I did try painting it directly in Blender and did not like the results. There were spots I couldn't get to make my model blink.

I also tried unwrapping the mesh, painting it in an external program, and "wrapping" the new painted texture around it. The results were much better.

Am I on the right track? What can I do to improve the resulting model? What other options do I have? I want the model to be 100% done, to be used in an external game engine, so that I can start with the programming.


texts:
I'm trying to animate a sectional door, but without success.

I made a profile using a bezier spline and I want the sections to follow exactly the profile.

If I use the Follow Path Constraint, the section does follow the profile but in an unrealistic way :

Adjusting the pivot does not allow a more realistic way.

The main issue with follow path is that the orientation is made on only one point : the pivot but I want here is to have two "pivots" : one for each extremity of the section of the door.

I also try to use the Curve modifier with a whole door, but it doesn't solve all the issues :

Here the extremums of the sections follow exactly the profile, but the placement is difficult (conter intuitive, I have to move the door down to get it up ...), and most important it introduces some deformations on the door extremums, and this is not realistic. Moreover it would be more realistic to have independent sections of the door instead of of full block (because the last section have different movement)

I also tried to use some empties to follow the profile (using drivers, I was able to move only one empty and move the others on the profile with good spacing between the empties), but I wasn't able to set the door sections follow exactly the empties.

Anybody have a good suggestion ?

Ideally I would like to have :

Wheels that follow the profile (I can do that with some king of cylinders, it works well) ;
Sectional doors that are independents each others (they should be independent objects) ;
Sectional doors extremities are tied to the wheels ;
Sectional doors must be rigid (no deformation like in curve modifier) ;
Animation should be simple (a single empty that is moved on one axis can drive the full animation).


texts: Problem with applying image on a displacement map, displacement apply on top and bottom but not on sides

texts:
I tried to search over the net but it seems nobody as the same problem...

I try to apply a displacement map from an image and it seems that whatever option I choose from Image Mapping, Texture Coordinates, Direction .etc, it is always like if the image has been projected from top and bottom, streching texture on the sides...

Does anyone have the solution ?

EDIT: image of my settings


texts: Show split 3D view with and without rig?

texts:
I'm trying to pose my characters face, but with so many rig layers on top for control, it's hard to see if I'm doing the right tweaks. I want to have two windows, one with my rig controls and one without, but the changes to viewport are global.
My current work around is to have the render result and then use F12 each time, but it would be awesome with live update. Does anyone know how to do that?


texts: Gradient Fill not working in Grease Pencil in 2.83 update

texts:
I just updated to 2.83 and got very confused when all the gradient fills in my Grease Pencil drawing were gone I opened my blender model, it just showed a flat fill of the primary color. I tried to recolor them but found out that no matter how much I tweaked all the settings on the gradient options I was not getting gradients between the primary and secondary color.

Is there something I am missing? I am new to Blender and started the drawing in 2.82a. When I opened 2.83 I opted for the 2.83 preference when it prompted if would like to retain 2.82 version or not.

Is it something that setting that needs to be turned on to display gradients? I tried going to Draw, Edit, Object, Sculpt modes and all showed me the same no gradient fill.

Anyone has any pointer I could try? Very frustrated and lost.

CURRENT SETUP IN 2.83

PREVIOUS RESULT IN 2.82A

TRYING WITH ANOTHER COLOR

There isn't a gradient being applied between the blue and yellow colors.


texts: Part of the Wave Animation is Not Moving in Animation Render in Cycles

texts:
I was animating wave using cloud texture displacement in Cycles Engine.
Everything looks fine in the wireframe view, all the wave is animated and moving for the whole length, however, when I render my animation, part of the wave is not animated.
The part highlighted in "white" in the images is not moving, and the rest of the wave is moving for the whole length of the animation.


texts: Blender Grabbing Vertices Duplicates Them

texts: I'm following a tutorial on how to make a low poly character and whenever the guy im watching grabs certain vertices and pulls them they move but for me, the create a duplicate version of its already existing vertices and i don't know how to fix it.


texts: I made a model with armature and animations.Everything was working fine in unity but axis y and z were swapped. So i went back to blender and tried to apply rotation but it totally messe up model. Im not sure what exactly "rotation to deltas" does but i tried and it seems like rotation was applied correctly but i axis are still wrong in unity.


texts: What is the trick for getting grid snapping to work?

texts:
Using Blender 2.90 now, with hopes that it might be more functional than 2.83. All I am trying to do is have objects snap to the grid when moving, rotating, and resizing them. Here are the steps I took:

Select the object.
Open Edit mode and select one of the vertices.
Shift-S and "Selection to Cursor"
Object menu > Set Origin > Origin to 3D Cursor
Open Snapping menu and select "Absolute Grid Snap"

Now, when hitting G and moving the object around, it is not snapped to anything. After all the steps above, one would think something this simple would work. What am I missing?

I have already looked over the bug reports, and someone mentioned today that since 2.79, snapping doesn't work. So perhaps I am expecting too much. Nonetheless, over 60% of the functionality I have tried (according to docs, forums, and online tutorials) either looks nothing like the screenshots or doesn't work as described. I'll do my best not to go on another diatribe. I was able to calm down yesterday and except that re-meshing objects wouldn't be possible with this tool. Having a grid snap may be an ambitious goal for Blender, but hopefully not impossible.


texts: How to add a face outside a round feature

texts:
How can I fill in a face and still keep the circle/cylinder open

If I choose make face here the opening in the cylinder also gets covered.


texts: Extruding multiple edges simultaneously but separately

texts:
Coming from C4D, I'm having a very hard time with Blender. I want to use the extrude tool to extrude several edges into not connected new edges. In Cinema 4D this could be achieved by unchecking "preserve groups". How do I do it in Blender?

Here's a short animation of what I mean:


texts: Write bone transform from fcurve animation data

texts:
I am trying to write an animation exporter and facing issue to write animation bone curve from fcurve data. And the animation looks stretched and not correct at all. Down here is the code to compute transform matrix of bones at keyframe. I retrieve the location/rotation/scale from the matrix and use it to set keyframe data of animation curve. Can someone tell me what I am doing wrong here?

def get_bone_matrix ( armature, action, bone_lists, keyframe ):

from mathutils import Matrix
# init identity matrix
m = Matrix ()

for bone in bone_lists:

    curr_pose_mat = armature.bones [ bone ].matrix_local
    curr_parent_pose_inverted_mat = Matrix ()

    if armature.bones [ bone ].parent:
        curr_parent_pose_inverted_mat = armature.bones [ bone ].parent.matrix_local.inverted ()

    l, r, s = fcurves_data ( action.groups [ bone ], keyframe )

    r = r.to_matrix ().to_4x4 ()
    l = l * curr_pose_mat
    #print ( l )

    m = r * ( m * curr_parent_pose_inverted_mat * curr_pose_mat )
    m = Matrix.Translation ( l ) * m

return m


texts: Apply collision event only on a specific mesh

texts:
I've been using Blender Cycle render for over an year and never done any game engine... This morning I looked a tutorial how to make an object move and after that I wanted to experiment a bit.

I did a simple project where I just move a ball in a box. The box is make of 2 meshes, a plain for the ground and a 4 sided cylinder(I don't know why I did't use a cube...) I setted those 2 meshes on static and the ball on dynamic.

But there is the problem. I put a collision sensor to make the ball bounce back with the proper rotation, but this event trigger even if the ball does not it the front wall. I understand that the ball is always colliding with the floor, but i would like to trigger this event only when hitting the wall when the up arrow is pressed.

Is there a way to trigger a collision event on the wall only?

Here


texts: Shading glitch appearing on faces unsure why

texts: so I just had this issue appear on my mesh seemingly out of nowhere and I'm unsure why. Last thing I recall doing before this problem occurred was turning the shading to smooth instead of flat and I came back to this problem. Its making the same effect when you have two faces on top of each other in the same location. I already tried dissolving faces and merging vertices to no avail. Any help?


texts:
I'm trying to make a really rustic, non-uniform looking wood panel cabin.  The problem is all the textures I'm finding are too perfect.

Here's a sample render of what I have made so far:

But what I'm really looking for is a way to make this:

Would each panel have to be modeled individually and with a variety of textures?

Thanks


texts: Why do these weird lines appear in my render?

texts:
Applied denoiser as well, rendering in cycles on GTX1050Ti
Also why is there that weird noise just behing the rocks, like smudged kind of thing?


texts: Make fresnel visible only from a side of the mesh in eevee

texts:
I used this fresnel setup on top of my shader to create a artificial rim light effect

But of course fresnel is applied around the entire object, is there a way to control the sides of the object it is applied so I can emulate a rim light effect comming only from the left?