texts: Why is some code being skipped in the BGE?

texts:
This is my code:

def textanim():
    print("GOGO")
    print("end")
    scene = bge.logic.getCurrentScene()
    print("end")
    scoreAnim = scene.objectsInactive["scoreAnim"]
    print("endNach anim")
    scoreSpawn = scene.objects["TextSpawn"]
    print(scoreAnim)
    print("end")
    c = scene.objects["Cube"]
    newText = scene.addObject(scoreAnim,scoreSpawn)
    newText["anim"] = True
    print("all lines were ececutet (hopefully)")

This is my result:

As you can see, not all the lines are executed, but there aren't errors either.
As Chebhou said the problem is the line where i try to load the FontObject:
scoreAnim = scene.objectsInactive["scoreAnim"]
I copied this at the beginning of another function and than this function isn't executed anymore.
So there is any problem with loading Font objects. Although I have it on an Inactive layer

This function should duplicate a score text object. The duplicated object than should then play an animation and slide to a corner. The score is saved.

Here you can download the .blend
2D car Game


texts: Why does the Transform's Z not change for an object constrained to an object that does move along Z?

texts: I have a "motorbox" object (just a plain box for now) animated to move vertically.  A "rod" (long thin cylinder) near it has a Copy Location constraint to copy the Z coordinate.   When I scrub the Timeline cursor back and forth, while the rod is selected, the Z shown for the Transform ('N' key side panel) does not change, though I see the rod move up and down following the motorbox.  Why?  As I have read, the Transform shown is the full global position/orientation of the object in world coordinates.


texts:
I am trying to create a specific kind of look on a mesh, as to be seen on the following picture:

https://www.bz-berlin.de/data/uploads/multimedia/archive/00375/Merida2_375848a-724x432.jpg

Doesn't have to be 100% accurate, since it won't be too close in the final render, but I still want that swirl effect at the end parts of the bow.

In the picture you can see my attempt to screw two vertices, connected via an edge, to create a similar effect, but whatever I do I end up with a distorted spiral, or with a big hole in the middle. Any idea how I can close this hole? Or maybe a smarter way to get by?

Thanks already! :)


texts: How do I render a shiny metallic or chromed material?

texts:
I really thought I got this but I can't seem to get this material right.
I'm trying to achieve this:

In case, anyone wants to see more photos of this, it's the Dior foundation cap.
But I cant seem to get it to shine like this.
Although I've tried various nodes, this is what I'm doing currently:

And this is what I'm getting:

My roughness for the above image is at 0.192 and reducing it further isn't looking great. I've also tried using principal BSDF with metallic at 1 but that didn't look similar to what I want either.
This is the HDRI I'm using: https://hdrihaven.com/hdri/?c=studio&h=photo_studio_01
Any tips on how to come closer to the reference images would be really appreciated!
Edit for Jachym:


texts: Is there a way to move a UV block without using the central handle in the UV editor?

texts:
I find that Max is more sharp in its possibility to move a UV block by grabbing it anywhere inside one of the faces selected.
Using the central handle is very often very approximate and a waste of time as one needs later to another step to reposition the edges sharply.


texts:
I just made a character and it has about ten thousands of vertices.

So, I thought I might as well low poly it and make a normal map.

How do I do that?
Do I texture paint it first? then low poly it and bake normal map? or is it the opposite?


texts: logical keyboard sensor brick specificity

texts:
I use logical keyboard sensor bricks to control some actuators.

Now when one sensor occupies key A, and an other sensor occupies key A and modifier key SHIFT_LEFT, both of the sensor fire when SHIFT_LEFT + A is pressed.

Is there a way to set the first sensor so, that it only and really only is firing when solely A without any modifier key is pressed?

Thank you,
Elmar


texts:
I'm trying to understand how the new Nishita sky texture is supposed to work. I added it to my world shading like this:

The result in Cycles (GPU rendering), with every setting to default is this:

Everything is blown out, you can't see the sun and barely see the color of the sky.
I'm assuming the default settings of the node equate to a "normal day", clear sky, no pollution, you know, just a normal atmosphere. But I mean, that's not how the sky looks on a normal day. To get something more reasonable, I have to crank up the altitude to 11. Literally.

This is the result at altitude 11, which going by the documentation, means that I'm 11 km over the sea level. I'm basically in space. Is that how it's supposed to look? Did I miss something? I updated to 2.90 from the installer version (I was on 2.83 before), and I used the option to import the settings from 2.83. So I'm wondering if doing that might have messed up something. I couldn't find a good tutorial on how to actually use the node.


texts: Custom Properties value in Animation Nodes

texts:
I'd like to directly control custom properties of my empties and bones in Animation Nodes tree, to avoid location, scale and rotation manipulation. "Object Attribute Input" doesn't work, even after using copy data path.

My workaround is to create empty with scale controlled by custom properties, and this scale attribute is used in Animation Nodes tree, but I hope, I can do it .


texts: How to manipulate position of mask layer using python

texts:
I'm using Blender 2.78 and playing around with making different video transition effects. I want to automate the dynamics of a mask layer(rectangle as seen below) and it all work fine if I add keyframe>move rectangle>add keyframe however facing a hard time in finding how I could manipulate the position of the rectangle from the scripts. Already tried to work with bpy.ops.transform, bpy.data.masks['Mask bar'].layers.active.select but it seems that none of them has a member or function that gives me access to the position of the rectangle.

Not after something big, just couple of pointers on what object would store the data I'm after.


texts: Making all points meet in the middle using inset

texts: I have a cylinder that I want to close the tip by making all the points meet in the very middle. Kind of like what I have here but further inward meeting to one point in the very center. When I press I and then 0 (which I thought would bring them all to meet in the center) nothing happens.


texts: Cannot get shadows working with shader graph nodes

texts: I have a custom shader that is basicly just rendering a object with vertex colors. I am trying to get shadows working by using LightPath node, but everything renders black when I apply that node. Using Eevee renderer.


texts: How to freeze a falling rigid body animation for good?

texts:
What I've been trying to do is to make a simple bowl in which candies fall using the the rigid body animations for both. But after say certain key frames I want it to be the final(or rather the default) model, as if it was never animated and this itself was the default model. I want to use this model in another file.
I can't find any option like the cloth simulator where you can simply apply it and it finalizes. Any help would be appreciated.
I'll post pictures in a bit.


texts: OBJs not importing to Blender 2.8, is there a workaround?

texts:
I've very quickly sculpted a few items for a scene I'd like to do a base render for in Blender - and I was hoping to take advantage of Eevee.

However, when I try to import the OBJs, I get the following error:

When I import into Blender 2.78, it's fine. Is there something simple I can correct here?
Exporting an OBJ of these models after importing to 2.78 will not open in 2.8.

Small OBJ available here as an example.
Mushroom OBJ

Thoughts and tips appreciated, as not having to pause for renders would help my art workflow. Thanks <3


texts:
My animation was working fine but after reopening blender and despite the keyframes with the correct values and at the correct spot being present in my dope sheet, my IK bone is not moving anymore (highlighted in red).

Any clue about the "whys" would be highly appreciated!

To me, it looks like blender didn't cash the anim info of the bones linked to the IK bone but I have really no idea why it happened and how I can prevent it in the future (or restaure my animation).

PS: my bones are not locked, but there are on a separate bone layer (like some others which animate just fine).

Cheers.


texts: How do I add a Panel to the Rigid Body Panel?

texts:
I'm trying to watch the coordinates of an object as it moves during a simulation, and to this end I want to add a new Panel to the Rigid Body Panel, like this:

class PHYSICS_PT_rigid_body_worldmatrix(PHYSICS_PT_rigidbody_panel, Panel):
    bl_label = "Rigid Body Coordinates"
    bl_default_closed = True

    @classmethod
    def poll(cls, context):
        obj = context.object
        return (obj and obj.rigid_body and
                obj.rigid_body.type == 'ACTIVE' and
                (not context.scene.render.use_game_engine))

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

        ob = context.object
        rbo = ob.rigid_body

        row = layout.row()
        row.prop(ob, "matrix_world", index=12, text="X")
        row.prop(ob, "matrix_world", index=13, text="Y")
        row.prop(ob, "matrix_world", index=14, text="Z")

This works if I put the code into startup/bl_ui/properties_physics_rigidbody.py, but not if I put it into a script file and try to load it.  It can't find PHYSICS_PT_rigidbody_panel, even if I add this line:

from bpy.types import PHYSICS_PT_rigidbody_panel, Panel

Any ideas how to access class PHYSICS_PT_rigidbody_panel?

Also, when I run it by editing the system files, it still has some issues.  It doesn't update in real time during the simulation; I have to move the mouse into the properties window.  I'd also like to see the numbers displayed in scientific notation if they are extremely small.

Any suggestions?


texts: find the closest vertex to a point in space

texts:
When i want to find the vertex within a mesh object that is closest to a given point in space,
i can do something like this:

import bpy
p     = Vector((1,1,1))
ob    = bpy.context.object
me    = ob.data
verts = me.vertices
distances = [(v.co - p).length for v in verts]
val, idx = min((val, idx) for (idx, val) in enumerate(distances))

Then idx is the index of the closest vertex.

But is there is a ready made function available that gives back the index of the closest vertex ?


texts: Dirty Neon, I'd like to add grime and age to a neon sign

texts: Mixing the emission with a texture or putting a decal on the emission is what I originally thought but I'd like a real look with dark spots and dirt.  Any thoughts?


texts: After parent bone with another bone, why my bones and mesh only visible in edit mode? No constrains

texts:
I'm new to rigging, and there is my problem.
I followed the course called "The Art Of Effective Rigging In Blender", in the course, there is three bone system in one Armature, deform/target/control.

deform :  Directly bind with mesh.
target :  The target bones of "Copy Transforms" constrain added on deform bones.
control:  Control the target bones in world space, Where the problem appears.

Problem: I parent the root bone of target bones to one control bone in edit mode, switch pose mode, everything disappeared (include target bones) but the control bones.
I followed the course all the way down, and compare the blend file with the blend file in course-files, didn't find any key different till now, I'll keep looking for it...
So if there is any solution or advice for this problem, thanks a lot!!

This is two blend files I uploaded to Dropbox


texts:
I'm using composition but I can't combine my render layers: can anyone help me?

https://www.youtube.com/watch?v=mdGv-rcTJn0


texts:
So i have these variables that search for the active object's coordinates.

obj = bpy.context.scene.objects.active

Xrot = obj.rotation_euler.x
Yrot = obj.rotation_euler.x
Zrot = obj.rotation_euler.x

eul = mathutils.Euler((Xrot, float(Yrot), Zrot), 'XYZ') # <--- Does not print coordinates

mat_rot = eul.to_matrix() #Convert rotations to matrix

mat = mat_rot.to_4x4() #Lets turn this into a grid!

print(mat)

However the "eul' variable does not read out the coordinates. If I also try using float on the Xrot for Zrot variables then i will get a "too many arguments" error.

I've attempted to use "int" aswell but no luck.


texts: object particle system not transfering with object

texts: i have an object(tree) that uses a particle system (leaves). but when i try to spread the trees with another particle system on a plane, the leaves don't carry over with the tree


texts:
I am trying to do some Moon renders using NASA's CGI Moon Kit: https://svs.gsfc.nasa.gov/4720

Said kit has super high-res color and displacement textures (27000x13000), but this is what I'm getting up close:

Is there a way to smooth it out?
Even though a 27k displacement texture which weighs 1,06 GB shouldn't even look like that in the first place...
Shade Smooth is (of course) enabled. Auto Smooth is off.
I tried adding a bunch of Subdivision Surface modifiers, but they didn't help at all.
Someone said I should use Adaptive Subdivision, but I couldn't find it in the Subdivision Surface modifier panel.
I also tried plugging the same displacement texture in the Normal input of the Principled BSDF through a Bump node, but the result was even worse.
Please help me!


texts: Characters hair faces shows my characters UV's (Textures) instead of solid blue color I'm attaching

texts: Hello guys I'm making a character based on the book "Learning Blender Second Edition" and I'm on the stage where I need to put materials on my characters hair, eyebrows and eyes. Well I did it, but on rendered preview (Blender Render) I see that my characters hair, eyebrows and eyes objects faces individually has characters UV's attached... This is so weird... I thing I made a mess somewhere and I just cannot understand, because I'm new to Blender program and I don't know how the system works... I attached image for you guys, I hope it will help a lot.


texts: I do not have a number pad on my computer so in blender instead of using number pad period what should I use instead? I have this question because it is hard to work and zoom up close into objects without it it. Thank you.


texts: My model was animation ready then the hair stopped following the model

texts:
With my model, I finished rigging it, all of the hair followed the head and it was perfect. Then I added a skirt and rigged it and suddenly the hair is leaving huge chunks of it behind and now I'm absolutely crushed.

Why did the model suddenly play up on me like this? I tested it and everything was fine but now the hair is suddenly refusing to follow the model.

Plus due to copyright(since this model is for a game) I'm not allowed to upload or share it, which makes the situation even more grim.

Can anyone think of what is causing part of the hair to stop following the armature?

When I click on the vertex group for the head bone, it shows the entire head and neck highlighted with the parts of the hair also highlighted that moves but when I try selecting all of the hair and clicking "Assign" the neck becomes stiff and refuses to move like it did before. I'm seriously out of ideas at this point.


texts: Programmatically assigning EnumProperty items in a CollectionProperty

texts:
I have a CollectionProperty which contains an EnumProperty, and I need to programatically assign each EnumProperty's items attribute.

You can assign a value to something like IntProperty, BoolProperty, StringProperty etc.:

class Item(bpy.types.PropertyGroup):
    asdf = bpy.props.StringProperty()

bpy.utils.register_class(Item)

bpy.types.Scene.collection = bpy.props.CollectionProperty(type = Item)

# create a new item, assign its properties
item = bpy.context.scene.collection.add()
item.asdf = "asdf"

, but my siduation with EnumProperty is different here. The items attribute is taken in through an argument:

class Item(bpy.types.PropertyGroup):
    asdf = bpy.props.EnumProperty(
        # items argument required to initialize, just filled with empty values
        items = [
            ("", "", "")
        ]
    )

bpy.utils.register_class(Item)

bpy.types.Scene.collection = bpy.props.CollectionProperty(type = Item)

# create a new item, assign its properties
item = bpy.context.scene.collection.add()
item.asdf = [
    ("asdf", "asdf", "asdf")
]

So when you assign a value, you're just changing whatever the active enum value is. And it gets mad at you for trying to assign an array of tuples to a string.

The (best?) way to dynamically assign items appears to just be to delete it, and then re-assign it.
This works with a normal EnumProperty:

del bpy.types.Scene.collection
bpy.types.Scene.collection = bpy.props.EnumProperty(
    items = [
        ("asdf", "asdf", "asdf")
    ]
)

, but it works differently when its part of a collection...

Calling the collection through bpy.types.Scene.collection returns a tuple, and attempting to execute del bpy.types.Scene.collection[0] throws AttributeError: 'builtin_function_or_method' object has no attribute 'asdf'.

How can I assign my own values to the EnumPropertys' items when they're in a CollectionProperty?

I'm definitely open to the possibility that I'm coming at this the wrong way, I've been getting acquainted with BPY for the past couple days and all the jargon's making my head spin a bit.


texts:
I want to

A: trim a section out of a video (the jitter when I pressed record) and delete the trimmed section.

and

B: speed the remaining part of it up by 5x

Any help would be appreciated. I can add more details if required.


texts: Duplicating At Regular Intervals Along Mesh Face

texts:
I am hoping someone can give me a bit of advice on how to achieve something.

I am currently working on a model for one of the old MK .. British tanks.
In the picture below you can see i have a lot of the basic elements, and am looking to attach the squarish object to the tracks at regular intervals.

I know i can snap objects together, in this case to the face of the mesh making up the track, and can duplicate the object and repeat that process to make the spacing the same. But i am not sure how i can achieve snapping all of the duplicate objects to the track as the track of course goes around the entire tank as opposed to being just a straight line.

Obviously i am a self taught amateur, so i am sorry if this seems like a stupid question, or if i am simply doing this is a difficult or stupid way.
I make 3D models for my own love of doing so, and so am not exactly the most knowledgeable.

Any help or pointers would be very much appreciated.


texts: Should light be exported when rendered in a different engine?

texts:
My impression is the following (correct me if I am wrong):

Presumption: Models are used in a different engine (for example for a game) which renders light by itself.

Exporting light with blender would only produce glitches and bugs with another engine right?

Under what circumstances would it be useful to export blender light/light-sources?

Ultimately can I delete any lightsource in blender without hesitation if I know that it will be rendered by another engine?


texts: 3D Tracking an object that follows camera motion

texts:
I have a unique scene that I am attempting to solve for motion. It is some aerial footage of a camera following a moving train along a track. The camera is basically flying alongside the train from a distance. I was able to solve the camera motion correctly, and the 3D camera moves along the expected path. However, when I add an object to solve for and track the train, the solved object just floats in 3D space much farther out than where the object should be and it doens't move along the "landscape" at all.

Obviously to the viewer the train is moving across the landscape with the camera, but the tracked points all stay basically in place and this throws off the solver.

Is there a way to help Blender correctly place this object and solve for it? Without correct motion I can not, for example, add physically moving smoke to the train.

Edit: Some people have asked me to provide a link to the video and while I cannot provide the exact client video, from 2:45 to 2:50 in this video is the identical motion.


texts:
I run v2.78
When I'm rendering my animation, only the red part renders.
I have everything set in Output (render) and Stereoscopy (Camera settings) but it still doesn't work...


texts: Normals shows up as single while they should be double

texts:
If I create a plane, subdivide it in halfs, grab the edge in the middle and pull it upwards and then inspect the normals, they show up like this:

Now, I do not see double normals at any vertex. Still, the rendered output suggests that the normals where the faces meat eachother are different:

Now, which normal is applied on each of those two faces? The average of the vertex normals?


texts: I have created 2 alpha brush and when i make a stroke on it. Its giving square shape edge around it. I want the alpha should have a feather or blur so that square edge should not seen. Any suggestion


texts: Camera Mode is fixed to a point independent to where the camera is

texts:
I was following a tutorial about cameras and lightning. At certain point the shortcut Ctrl Alt Numpad 0 was introduced. This shortcut was about moving the camera to the point I was looking at.

The strange thing is that the camera did not moved to that point, but every time I switch to camera view mode with Numpad 0. It goes to that point. Even when I remove all cameras from the scene, that point is the camera view.

Bellow is a print screen showing the view point when I click on Numpad 0. You can see that the camera is somewhere else.

Can someone tell me what am I looking through when I click on Numpad 0 if there is no camera set at that point. Also if I have no camera on the scene, why is Numpad 0 even working.

References:

Tutorial Link:
https://www.youtube.com/watch?v=0rbPwn-I0oM


texts: Why does the top displace modifier always switch to the active texture?

texts:
Often when modeling I have a need to apply multiple layers of displacement, with each displace modifier using a different texture.  However, every time I go to the texture panel and select one of the textures the topmost displace modifier (and none of the others) switches to using that texture.  I then must go back to the modifier panel and switch it back, which is a royal pain in the neck to do this every time I go to edit a different texture.

Why does Blender do this?  I don't think it is a bug as I can remember it doing this for as long as I have used Blender.


texts: Is it possible to mirror an object across two planes?

texts: I want to model a pair of boots for a character. I'll model one and mirror it across a YZ plane at X=0 to get two, but the boot itself is generally symmetric about an internal plane too (e.g. YZ through the middle toe). Is it possible to mirror an object across two planes at once? Thanks!


texts:
I'm looking for a method that compares two vectors in order to use a mix color/shader.

Example : If the camera looks at the object from atop (as the two vectors align) it should select material A. As the camera moves to a different angle away for top of the object, the material gradually change for B.

What I want to do :

It has to be based on the object orientation and not the world origin (x,y,z).
It should allow to select any angle as an input. This means calculations with the object orientation and the input vector.
It cannot be a Facing as it is based on face Normals and wouldn't select the material for the whole object but only for faces.

I thought I had to get:

Camera angle
Object Angle (pivot) + Any angle I choose (as an
input)

Input>Camera Data is the one for the camera (obviously).

I cannot find the orientation of the object (or something related). The nodes Input>Geometry and input>Object data do not seem to provide that data.

Converter>Vector Math seemed to be a good candidate.

Basically I thought a subtract or a Vec1,Vec2 angle comparison would be ok.

But everything I try is not working. Not even close. Any help is welcomed.

EDIT 1:
I hope those images will help understand the question.

Situation 1 : The camera is aligned with the purple vector. Suzanne has a blue material. BTW This vector is determined by user.

Situation 2 : The camera is NOT aligned with the purple vector. Suzanne has a completely different material.

EDIT 'going further with @Shady'
@Shady puck has provided step one solution. When the camera aligns with the Z axis of Suzanne the material is properly selected. I made a blend file and attached it here to document it properly.

more testing on solution A by @Shady puck

Edit 'Going further with batFINGER'

Remarkable. The concept of using one object to provide the necessary data is good as it provides levers (sort of) that can be easily manipulated in the scene. I did implement your solution and did some tests. I only took the liberty of changing some names in your script. Also I took care of respecting name conventions (sort of speak).

A/ It seems I have to select the control object (in this case the yellow cone) before using the animation slider to be able to see a change. It non the less render.

B/ It seems when I press space (B2.80) the animation has trouble changing the colors unless I move the mouse cursor over the custom panel/TextInput named “angle” (in and out). Rendering it, doesn’t seems to work.

C/ If I clear all links and then “link” Suzanne and the Camera, it works but only sometimes and I don’t know why. Selecting one or the other isn’t a guaranty of success. Which makes me wondering about A a little more. Rendering in EEVEE also make the material flicker between 2 colors when I’m luck to see any change.

Maybe I did something wrong. Blend file provided.


texts: Why am I getting these spikes after Solidifed an SVG file?

texts:
So anytime I import an SVG and then apply the solidify tool, it will give me these weird spikes.
How can I fix this?
Here’s footage of what I mean: https://youtu.be/UqrxbEj0GOs


texts:
https://www.youtube.com/watch?v=3K7ESn-AVW0

I want to use this green screen video in my blender video editor movie, but it has black bars on it. I've tried cropping and resizing it, but when I render it the quality goes down. Also, does editing it directly from the video properties or editing it from the transform strip make any difference?

The footage of the tigert has unwanted black bars above and below it.
Cropping it stretches and distorts the picture.
But using image overlay leaves blank empty space.

I changed the scale and the black bars were still there. The original footage has black bars. But removing them by cropping makes the picture look granulated.

If the problem is the number of pixels, how do I find out what the number of pixels are, and how do I change it?


texts:
Okay,so I am making a fan model of Ezio Auditore and I added hair.

But the strange thing is that when I started combing the hair on the base mesh I made of him in MakeHuman,the hair particles started stretching irregularly and i had the Comb tool selected.

Can anyone tell me what's going on here,please?


texts: Are there any plans to add some basic floor plan features to create architectural plans? Some anotation tools, line styles and maybe a way to render straight on paper format would be amazing.


texts: Blender 2.81 - Sculpt level disappeared from Multires modifier

texts:
I'm using the latest version of Blender: 2.81.
I find it fantastic, but the "Sculpt" level seems to have disappeared from multires modifier.

Currently it is impossible to jump back to a previous subdivision level to do easy smoothing on lower topology levels.

Is it a known bug?
Is there a new way to use this modifier?
Is there a way to get the sculpt level back?

Thanks!


texts:
I have created a chessboard and pieces scene. Unwrapped model individually. I am new to blender hence referred one tutorial hence made model as per that. I "shade smooth" all and then with several degree angles, checked smooth normal. Created texture for every single object. Now, my question is:
When I rendered image in object mode the texture messed up in render however without renders its seems totally fine. When I changed it to edit mode and rendered the image it took the exact texture. However, If I select any other object only that object renders fine and other object messed up in edit mode before render.


texts: Why is the camera in the viewport smaller than the focal length suggests it should be?

texts:
I launched Blender, in the default "Startup file". I changed the Camera Location X, Y and Z, halving them.

Then I changed the "Units" in the "Scene" to Millimeters as you can see in the following screenshot; in the same screenshot you can see the cube "Dimensions" is 2mm.

The rendered image is fine:

But I do not understand the mutual size of the cube and the camera Focal Length: the cube side length is 2mm and the focal length is 35mm, so the focal length should be ~17x longer than the cube side but in the following screenshot the focal length seems shorter than the cube side.

What am I missing?


texts:
So, this is my setup:

I have parented a plane with the cloth modifier onto the mesh. However, when I play the animation, the cloth falls downwards, while the mesh continues on the path animation.
I want the cloth to follow the bird exactly like an advertising banner -- without  the mid air fluttering -- attached to an airplane.

PS : any other modifier-related help also welcomed.


texts: How do I activate the editing box at bottom of "Tools" section?

texts: When I add a new item (sphere, cube etc) the lower left hand editing box is no longer activated....it is clouded over and unresponsive. For example: I add a UV Sphere but can no longer change the segments, rings, size etc. It was working in the past which makes me wonder if I have inadvertently turned it off....I have closed and reopened Blender but cannot rectify this issue.


texts: Accessing screen areas from render handler

texts:
The code below works flawless, if e.g. triggered by a menu button in a 3D view.

        for area in bpy.context.screen.areas:
          if area.type == 'VIEW_3D':
            for space in area.spaces:
                if space.type == 'VIEW_3D':
                    space.viewport_shade = 'BOUNDBOX'

However, if I bundle it into a function and hook it to a handler, it returns a NoneType error:

@persistent
def allBound(dummy):
  for area in bpy.context.screen.areas:
      if area.type == 'VIEW_3D':
        for space in area.spaces:
            if space.type == 'VIEW_3D':
                space.viewport_shade = 'BOUNDBOX'

 bpy.app.handlers.render_pre.append(allBound)

Returns:

AttributeError: 'NoneType' object has no attribute 'areas'

How to solve this?


texts: Giving Mesh thickness with additional requirements

texts:
I have some meshes that are parts of hallways with different crossings but all walls have no thickness.
For purposes of rendering it in a game I program they need thick walls (for avoiding artifacts with shadow mapping).

How can I achieve this thickness with Blender? My three conditions are

No self intersections: I know about the solidify-modifier but the angles of my mesh make it so, that the new thickness intersects with itself which is not ideal (z-fighting).
UV-coordinates of all pre-existing vertices have to stay the same. We have a cool looking texture and the texture-mapping has to stay the same.
Stay tileable: The meshes get positioned next to each other in order to form a maze. This has to be possible with the thick meshes.

The outward appearance of the mesh is not important since they are only seen from the inside. Additional I should be able to do this within a day for round about 10 meshes.


texts: Modelling one irregular surface to fit against another

texts:
I'm currently modelling a sofa.  Each seat has two cushions, a horizontal one for sitting on and a vertical one for back support.  Both have been deformed with sculpting and proportional editing to give them a used look.

I want one cushion to sit on top of the other with the bottom of the upper cushion deformed to fit the contours of the cushions underneath.
So far I've been achieving that by placing the two meshes so they intersect, then pulling up the individual vertices of the upper cushion using snap to face so that they follow the form of the lower cushion.  See included test render.

This works, more or less (as you can see from the included test render there are a few places where the two meshes still interfere with each other and the line vanishes), but is annoying and slow, plus getting enough distance between planes to allow Freestyle to draw a line without them looking like there's a gap is a process of trial and error.  There has to be a better way of achieving the same effect.  Is there a way you can get Blender to deform one mesh so that it fits properly against another?

I am aware that you can just push one mesh through the other, but I'm also using Freestyle on this project, and Freestyle apparently can't render lines where meshes intersect, so the two meshes have to sit flush to each other and not pass through each other or there will be no line in the final output.


texts: where is 'refresh sequencer' in the VSE of 2.8?

texts: I insert a scene from the 3d view into the VSE, and as expected it has specific frames where its displaying pure grey or just plain wrongly. 2.79 had a big fat "refresh sequencer" button, which you normally pound to fix this problem. I can't find anything of the sort under any of the tabs I find in the vse viewports. Where is it? And if it's not there how am I supposed to refresh the strips so I see the right thing? the control+r thing or whatever the hotkey for "refresh strip" never had anything to do with fixing this problem in 2.79 and it doesn't here either.


texts:
This is the top view of folding door.
I know that IK tend to rotate bones to the pointy side, but I want to keep bone's shape to align with the hinges.
Any way to invert the IK rotation?


texts: (2.8) Img Texture Emitting thru Glass "Why is the glass black?"

texts:
Long time skimmer of blender, not well versed in any particular area.
I'm trying to use only the emitter itself as the light source, having it shine thru the fluid object. Each object renders out individually, but the water doesnt seem to recognize the emitter's existence.
I've tried switching the blend modes to no avail. Having this problem in both Eevee and cycles. Also tried futzing around with light path settings but v much out of my depth here.
Feel like this would've worked easier in blender render, but coming back after maybe a year or 2 away from blender, that doesn't appear to be an option anymore.


texts: Why are my objects not visible when looking through camera and starting the game

texts:
I'm trying to make a simple game in Blender, but nothing will render when I try to play the game looking through the camera.
The game looks fine in object mode:

It looks fine through the camera:

Rendering a frame looks fine:

And playing the game looks fine as well:

But then looking through the camera and playing, or starting the game in player just displays a blank grey screen:

I've been googling and found a few questions similar to mine, but none of their solutions have worked so far. I've cleared restrict render and checked the clipping on my camera (set end to like 1500) to no effect. Does anyone know what's going on?


texts: It is an eyelash question when importing SFM(Source Filmmaker) characters into Blender

texts:
The eyelash part was strangely applied when importing the SFM(Source Filmmaker) character into Blender. The eyelash texture is supposed to be included in "face.png". I have not been able to advance for a week due to lack of knowledge. I searched SFM into Blender related courses multiple times on Google and YouTube. I've seen a lot of related videos, but I can not find a solution.

Compressed file I worked on (Blender, texture, etc) link:

https://www.dropbox.com/s/1r3c4iv2d8f2bfu/2b.zip?dl=0

Original SFM character source address:

https://sfmlab.com/item/2087/


texts: How to colour vertices of a beveled curve mesh without converting to mesh?

texts:
For scientific visualisation, I'm using a lot of splines which are bevelled with an object (i.e. a hexagon). I control the level of details depending on the context.
Without losing the benefits of curves, I want to assign colours to the curve points so that the generated mesh will show these colours (with interpolation).
Here's an image of what I would like to achieve. The image below is an example of the object I want to map colours to. Some splines have hundreds of points. Each point has a colour so the mesh has to show the "exact" colour at the proper location.
I browsed stack exchange for an answer and I also did try to answer my own question before posting it here, see below.
1. the naive way
I tried looping over the curve points but there's no colour property. Meh.
2. curve mesh data
So, this is about looping over generated mesh vertices and then calculating how close they are to a point in order to assign the proper vertex colour.
When I have a meshed curve in my viewport, I do a loop
for mesh in bpy.data.meshes:
    print(mesh)

And I get 0 as a result. But my mesh is there, I can see it in Blender.
3. weights to colours with Cycles
So far what I did was assigning the colour value to the weight property of curve points, like this simplified code:
    polyline.points.add(len(points) - 1)
    for i in range(len(points)):
        vertex = points[i]
        # x, y, z and weight
        polyline.points[i].co = (x, y, z, w)
        # radius of the point (only meaningful if a tube-like volume is drawn around it)
        polyline.points[i].radius = r

I thought there would be a way to then transfer the weight to vertex colouring of the curve mesh but I found none since I can't access the mesh data.
So I randomly tried to find a way to use weights with Cycles, maybe there is something that I can plug to the colour input of a standard material ? Didn't find any.
4. using BMesh ?
Bmesh doesn't support curves so it's a dead end here as well.
5. uvw mapping
As Chebhou wrote, I could use UVW mapping but I would like to see this in python. However, I'm asking for a way to match colours at every curve point. It seems that uvw mapping is non linear so how do I know to what coordinate in space (on the mesh) a color will be ?
UPDATE : there is a limit to how many gradient elements you can have in a color ramp, 32 colours max. I have splines with way more points than that. I need to find an alternative way of using UVW mapping.


texts: I'm stuck. Help (I don't know what happened)

texts: I was modelling for an hour, then this happened. I saved, closed it and came back but the same thing was still there.... help....


texts: Why are material animations not responding?

texts: First of all, I don't even know where the keyframes go when I press I over the material. I assumed it was on the current selected animation, but when I play it, the color does not change. Does anyone know what I am doing wrong?


texts:
Is there a way which a matt cap can be rendered? I really like this shinny white texture. I tried to simulate it with the basic nodes, but doesn't quite match. Also when I try to render it's loosing it's glossiness which is more visible in the view port shader.

Thank you


texts: Fade in an image in an animation in blender 2.9

texts:
New blender user here, I'm trying to fade-in an image in a 3D Animation in blender 2.9.
I was able to import an image as a plane.
Looked on youtube and there were some tutorial about transparency or visibility, but I wasn't able to replicate any of those because the interface is different. I also can't find any options where I can set or animate the transparency/visibility.
I also tried this: Fade in action applicable to all objects (in cycles) but I kinda failed in the first steps into nodes stuff.
When I pasted the image in Blender with drag and drop I was able to set the visibility, but the image doesnt appear in the final render.
Here is stated why:
Imported image is not showing in render
It's just a reference.
Is there an option I'm missing in the material properties tab or any other tab?
Or do I have to do this with Nodes? If so I am ready to learn more about it.
Or is there another option to fade-in an image in an animation in blender 2.9?
Or I could try to animate it with blender 2.8 instead of 2.9? (Can I open my 2.9 blender file with blender 2.8?)


texts:
How do i get rid of this pole? I tried to redirect edge flow using the knife but it distorts the curved surface. Is there a way around this?

This is the shape I'm trying to model.


texts:
Let's say I have a armature bone with x position 0.

Let's also say I have three cubes, coloured red, blue, and green.

How can I make it so that:

When x is between 0 and 1, the only red cube is visible.
When x is between 1 and 2, the only blue cube is visible.
When x is between 2 and 3, the only green cube is visible.
etc.

To explain how I'll apply it:

I've imported a model from a video game, and the lip-sync system involves 10+ separate objects which I'd toggle on and off by using a single slider.


texts: While painting in the UV viewport, is it possible to use my wacom's eraser to erase?

texts: I was wondering if it is possible to bind a key to erasing in blender, like in photoshop, so that I may use the back of my wacom stylus to erase from the image. is this possible?


texts: "Failed to find Grease Pencil data to draw into" when using 'bpy.ops.gpencil.draw()'

texts:
I am in blender 2.79b. I would want to draw grease pencil lines by feeding in the points_list calculated in a programatic manner.

When used in "Poly" mode, this is the info output:

bpy.ops.gpencil.draw(mode='DRAW_POLY',
                     stroke=[{"name":"",
                              "location":(0, 0, 0),
                              "mouse":(451, 503),
                              "pressure":1,
                              "size":0,
                              "pen_flip":False,
                              "time":0,
                              "is_start":False},
                             {"name":"",
                              "location":(0, 0, 0),
                              "mouse":(429, 415),
                              "pressure":1,
                              "size":0,
                              "pen_flip":False,
                              "time":0,
                              "is_start":False},
                             {"name":"",
                              "location":(0, 0, 0),
                              "mouse":(363, 347),
                              "pressure":1,
                              "size":0,
                              "pen_flip":False,
                              "time":0,
                              "is_start":False},
                             {"name":"",
                              "location":(0, 0, 0),
                              "mouse":(407, 295),
                              "pressure":1,
                              "size":0,
                              "pen_flip":False,
                              "time":0,
                              "is_start":False},
                             {"name":"",
                              "location":(0, 0, 0),
                              "mouse":(527, 219),
                              "pressure":1,
                              "size":0,
                              "pen_flip":False,
                              "time":0,
                              "is_start":False}])

but when executed in console, it is giving me an error:

RuntimeError: Operator bpy.ops.gpencil.draw.poll() Failed to find Grease Pencil data to draw into

What steps am I missing to activate the grease pencil , so that it can work from a script?


texts:
See the model below:

Is there a way to move the selected face without affecting the body of the plane? the wing was created by simply extruding the face, so now it shares the bottom edge of the wing and moving the selected face lifts body too.

Of course, I'd still want it to be connected to the body, i.e. the newly created edge should slide on the body face.

Edit

Here is what I wanted to do. Open blender, select default cube, go to edit mode and simply extrude one of the side faces (not top or bottom face) of the cube. You get two connected cubes (sort of). Now select the bottom edge that is common between the two cubes. I wanted to move this edge upwards (in Z direction), while keeping one of the cube intact.


texts: How to add dirt on a direction of the object

texts:
I have modeled a car and now im trying to texturize it. I would like to make the materials proceduraly, so I have not unwrapped the model (if its necesary I will, but I dont want to bake the textures).

My problem its that I would like to add dirt at the bottom and front of the vehicle, and I dont know if there is a way to do that, for example, in Substance Painter you can set a direction and it will make a mask with that, but I dont know any way to do that.

I have seen this video: https://www.youtube.com/watch?v=ZmrCoGj9m2Y
but it doesnt seem to work to me

Im using blender 2.8. Thx

The model:


texts:
Darker colors are rendered black on my Blender and didn't experience this issue in my older version.

It started to happen after I updated it, I also use environment lightning with ambient set to black, I figured that could be the issue but I couldn't change it to anything else.

edit: also I could use some help with the weird color changes at the barrel


texts: Change in shape after adding mirror modifier

texts:
I'm making a knife. I have added subsurf modifier to the mesh. After adding the mirror modifier, the shape of the knife changes. The order of the modifier stack is the mirror on top and subsurf below. Why does the shape change?. Any suggestion or help. Thanks

Before adding mirror modifier

After adding mirror modifier


texts: Curve modifier doesn't follow curve in the correct axis

texts:
Apologies If I am not using correct words and names for the modifiers. I tried to follow a simple blender plant creation tutorial but in the last section I came across a problem that I cannot solve. I created a bezier curve for the sake of adjusting plant's stalk, but when I added curve modifier, my stalk changed it's position. According to the tutorial, I should simply choose 'deform axis Z" but when I click it, plant's stalk is still in an incorrect place. Please see images below. Any solutions? I tried to look for answers but didn't come across anything quite the same.
Thanks in advance!


texts: Subdivision surface changes model size. Any way to fix or alternative?

texts:
I'm trying to use a Subsurf modifier to create high poly model from low poly model in order to create normal map. And I'm not completely satisfied with the result. As you can see in the image below the size and geometry was changed with subsurf modifier:

I want to keep the original edges (red in the image above) and interpolate between them 'outside' of the model instead of inside of it as subsurf does.
Ideally upper bound of the mesh should follow blue line in the image below:

I know I can do this manually with Subdivide/Subdivide smooth but it takes significant amount of time. I know about Crease weight but setting Crease 1 to red edges will make Subsurf not working for them and geomerty will be unchanged.

Thanks in advance.


texts:
To preface, I have used Blender downloaded from blender.org on my setup quite well for a while now. I have installed it in /opt within the home location to steer around superuser constraints. OK.

Last night, I downloaded one of the recent 2.8 test builds and while figuring out the interface Blender completely locked up. Not only did Blender lock up, the computer locked up, too. There was no signs of the CPU taking on any additional stress. Fans not spinning up or anything like that.

After a hard reset, the computer runs fine, but Blender will no longer start. This includes the 2.79 build that's installed. No errors, Taskmanager listing, no response. Attempting to uninstall Blender gives errors that all the files are write-locked. After going into superuser levels, I could get it removed and reinstalled, but no improvements.

In short, I don't know how I broke it but I'm hoping someone has advice to help me get this working again.

Thanks all!


texts: Scene showing black outlines with no object faces

texts: I just downloaded a .blend file from blendswap but when i opened it in blender it is looking like graphs, i mean it looks like a bare structure, no white faces (walls). please help.


texts: Hide handles that belongs to non-selected vertices in the bezier curve editor

texts:
I want to only see the handles for the vertex I have selected.

Can I do that?

I know how to hide all handles, but toggling them all the time is annoying.


texts: Differences between the internal and blender players

texts:
I have a script that I borrowed from the companion files that came with the book, Game Development With Blender (it's a creative commons script).

It looks like this:

#Blender Game Engine 2.55 Simple Camera Look
#Created by Mike Pan: mikepan.com

from bge import logic as G
from bge import render as R
from bge import events

speed = 0.2             # walk speed
sensitivity = 1.0       # mouse sensitivity

owner = G.getCurrentController().owner

# center mouse on first frame, create temp variables
if "oldX" not in owner:
    G.mouse.position = (0.5,0.5)
    owner["oldX"] = 0.0
    owner["oldY"] = 0.0

else:
    # round() is a hack to work around the floating mouse bug
    x= round(0.5 - G.mouse.position[0], 2)
    y = round(0.5 - G.mouse.position[1],2)

    x *= sensitivity
    y *= sensitivity

    # Smooth movement
    owner['oldX'] = (owner['oldX']*0.9 + x*0.1)
    owner['oldY'] = (owner['oldY']*0.9 + y*0.1)
    x = owner['oldX']
    y = owner['oldY']

    # set the values
    owner.applyRotation([0, 0, x], False)
    owner.applyRotation([y, 0, 0], True)

    # Center mouse in game window
    G.mouse.position = (0.5,0.5)

Inside blender it works just fine, but when using the blender player stand alone, the mouse has to be moved a lot more than normal and the whole thing is a lot less smooth.  What would cause this to happen, and yow can it be fixed?


texts: Animate a mesh using bones rotations instead of shape keys

texts:
I'm using the mesh found in this link
which is animated using shape keys. I'm wondering how I can do the same animation but using bones (armature) instead? So if anyone could please advise.


texts: Blender Game - How do I start the game with the cursor centered?

texts:
I have a custom cursor, I need it for moving crosshairs. I have a moving ship that is only controlled with the keyboard, but in front of it are 2 empties. When I press the assigned key/button, 2 bullets come out. It works great. I also have it so that these empties turn when I move the mouse. Mouse/mouse movement - and - mouse/look. It works when firing the guns, I can move the mouse and the guns move. The problem that I am having, however, is that the cursor and the line of sight for the bullets don't line up. If I press the "reset" on the mouse/look actuator, the cursor will stay in the center while the bullets aim and move around freely. If I click off on the "reset" on the mouse/look actuator, it's better, but the cursor doesn't align to where I'm shooting. I can kind of fix this by forcing the cursor to the side, and it centers both of them for a little while, but after a minute or so, the two become separated once again. Is there a way to fix this?

This is how I have it set up right now:

Here's how the empty is set up for firing the guns:

Here's how the cursor scene is set up, which needless to say is overlayed:

And this is what it's doing. Notice how the cursor is near center, but the bullets are firing off to the side?

Basically, I want to know how do I link up the bullet line of sight with the custom cursor?

Update I have found a script that centers (well, a little off from center but that's preferable for me) the mouse upon starting.

import bge

bge.render.setMousePosition(int(bge.render.getWindowWidth() / 2.003),
int(bge.render.getWindowHeight() / 3))

Sadly, the empties do not align to center the way that I want it to still. It still makes them shoot off to the side. Is there a way to fix this?


texts: I have 1680p display, which makes lines in Blender just horrible. How can I enable MSAA or any equivalent on the editor? I have a GTX 970. I already tried to enable it in Nvidia Control panel but it makes the UI blurry.


texts: Camera View goes Purple when adding Video file as background for camera

texts: When I add a video file as background in the camera view. it works fine for a few frames (Upto 54) and then the camera view goes Purple (from 54 to 180 frames). What can be the issue. Adding both photos.


texts:
I have two blender files:

A table having an armature as parent (table.blend)
A bottle having an armature as parent (bottle.blend)

I export both models in MD5 (http://www.katsbits.com/smforum/index.php?topic=167.0) and I have a different behavior:

The vertices of the table are extracted in world coordinate. But when I extract the vertices of the bottle, the vertices are extracted relative to armature position.

I don't find difference in my Blend files. Where I can configure that ?


texts: When I move an object, why isn't it moving smoothly?

texts: When I move an object, I can only move from one place to another, not smoothly.  Why? What can I do to make it smooth? When I try moving a torso, I can only move it from a spot to another, not to anywhere I want.


texts:
I have been trying to render my scene but its stuck in a blank space and its at 0%.

Here are  my setting:


texts: Using 'Bake Sound to F-Curve' to Drive Animation -- Invalid Python Expression

texts:
I am trying to use sound to drive my animation like in the second section of this tutorial (https://www.youtube.com/watch?v=OAes-ITNaGA&ab_channel=quollism)
I have created a utility bone with 'bake sound into f curve' and I am trying to paste the property to my right arm bone. The utility bone moves as I would like but when I try to link it to the right arm bone, it does not work.
I have tried pasting the absolute path of the custom property while it is in Pose Mode, which is bpy.data.armatures["Armature.006"]["sound final"] but I am getting an ERROR: Invalid Python expression and my curve is still the default one as opposed to changing into the sound curve. I notice in the tutorial, it looks like the path is something like pose.bone["name"] but I am unable to get a path like that despite it being a single bone and in pose mode.
Is there something wrong with the Expression being var or my path?
Thanks so much!

driver path of arm bone:

what I want the driver path to look like:


texts: How to set specific location as an object's default (0,0,0)

texts:
So, my specific problem is the following:
I have a scene setup with multiple cameras in it.
When I add a new object like a cube, I would like it to have the camera's position as it's default location (0,0,0). Or in other words, I'd like to have the location coordinates of the object being relative to the camera position.
I can instantiate the object at the camera position using the 3D cursor, but that still gives me the world coordinates as the object's location.
I thought that "apply" does set the transformations to 0,0,0 at the current position, but turns out it doesn't.

I couldn't find a way to do it, but I might just not be searching with the right key words.
So any help on how to achieve this is much appreciated.
Thanks a lot!


texts: What is a matcap and where is it located in blender 2.8?


texts: How to make a shortcut key for switching to Texture paint mode?

texts: I cant find a key shortcut to use Texture paint mode. I wonder how can I make one cause it's a pain to have to change the mode using the menu back and forth.


texts: Once I create wind, all physics in the scene stops working. Why?

texts:
I am making a flag animation.

I brought in an image as plane and turned it into a cloth.

I pinned left most vertex as the pole.

Then I ALT + A to see how the animation would look. It worked fine.

But once I create force field - wind. All physics stops let alone wind blowing.


texts: How to select all faces with the same material?

texts:
If I have a model with 3 textures (blue, red, yellow), and I want to select all (and only) the blue faces from that model, what's the shorcut to do that?
I remember there was one, but now I don't remember what button combinations were correct.


texts: How do I join the vertices of two separate lines

texts: I can't seem to be able to connect these two lines I created using the


texts:
I have made the svg file and imported and then converted to curve.
As i have make with the red is my original mesh and the below is unmark bevel mesh.

I want my mesh to be bevel from the center and it should not created space or gap as seen the below mesh. The mesh should make bevel from the center mark in green.

Im i doing correct way or is there any other way or how should i make the bevel without creating gap or space in middle of mesh.

As the mesh is present same shape should be bevel from the center.

result

Reference image


texts:
i'm trying to make a normal map out of a high poly tyre. But i always get black spots in the normal map (see red circles). Left is the originial, right the low poly with the normal map.

Here is the blender file
tyre.blend


texts: Mirror modifier on the same axis is actually opposite

texts: I have joined two objects: the body, and arms, which i imported from another file, and I'm trying to connect them. Both have mirror modifier, that i would like to keep.  When i use bridge edge loops, the loops go to other side of the mesh.


texts: How do you import an animation for a custom skeleton with model?

texts:
I have a pokemon mesh and I want to rig a skeleton inside of it. I have the animation for the pokemon, but I'm not sure how to go about making a skeleton that looks similar to it so it can work. I've noticed that animations and usually the skeleton look similar to one another, so if I was importing an animation in and I wanted to make a skeleton for that animation, how might I go about this process?

Thank you.


texts: Link collection from external .blend in 2.8 via python

texts:
I tried to recreate the File->Link...->somefile.blend->Collection->Collection linking mechanism in Blender 2.8 (Release canditate) in a script.

Unfortunatley my linking code does not behave like when I link via the GUI.

GUI:
-> I get an EMPTY that I can move/rotate/scale /duplicate etc. (orange collection Icon without a "link symbol"). A linked collection inside of it. Perfect! This is what I want.

SCRIPT:
-> I get a collection that is linked that I cant move etc. This behaviour seems not really usefull to me. I want to at least do the basic opperations on a "referenced"/linked object like move/rotate/scale.

I tried to place the linked collection in an EMPTY but the GUI does not allow that.

My script so far:

    context = bpy.context
    scenes = []
    mainCollection = bpy.data.collections['Collection']
    with bpy.data.libraries.load(blendFile) as (data_from, data_to):
        for name in data_from.scenes:
            scenes.append({'name': name})
        action = bpy.ops.wm.link
        action(directory=blendFile + "/Scene/", files=scenes)
        scenes = bpy.data.scenes[-len(scenes):]
    for scene in scenes:
        print(scene.name)
        for coll in scene.collection.children:
            print(coll.name)
            context.scene.collection.children.link(coll)

Any ideas how to place the linked collection inside an EMPTY via script to move it?

collection.parent = empty

A collection does not have a "parent" attribute.

Thanks in advance!


texts: how to rig this object (function compass)?

texts:
I'm trying to make something like a compass which is used to draw functions on paper.

but I'm stuck and I have no idea how to rig it.
I want to make an animation to show how it works and I want to make an interactive bone so when the two legs move on their axis the parts in the middle move with them and become wider or thinner when the legs get separated or close to eachother.

Update: well I made an armature myself and it almost works. The only problem is I don't know how to pin those holes together.

the whole thing is I have rigged humans but I don't know how to rig mechanical parts.

Update 2: I tried to use a copy scale constraint to change the scale of both vertical and horizontal bones (middle ones) together but the problem is when I scale one of them up the other one will scale up as well (which is actually why its used for) but the other bone should be the smaller so the joints stay together.

How to inverse the copy scale constraint?

update 3: first of all sorry for the question itself its a bit confusing
so I made a animation of what I'm trying to do (it uses a simple armature)

I want to make an armature that by moving each of those legs in their axis
the rest of the object moves with it


texts: How can I draw in the 3D view with Python?

texts: I want to write a script for blender, and I wonder how can I draw something using python in the 3D view? Like lines or triangles? I mean something like debug drawing.


texts:
Here is a picture of what I am trying to make :

I am trying to make that pink factory belt but I cannot find any references :(
How can I make those repetitions of rectangular shapes (pink) and make them smoothly wrap around the round roller sticks (grey) below them?
Thanks a lot


texts: linux+cycles+cuda: nvcc fatal: Value 'sm_52' is not defined for option 'gpu-architecture'

texts:
I'm getting the error in the title. This has some of the same problems from here. Apparently this is an issue with an earlier version of the CUDA 6.5 toolkit, as discussed here.

However, even after installing the CUDA 7.0 toolkit, I'm still getting the following error:

"/usr/local/cuda-6.0/bin/nvcc" -arch=sm_52 -m64 --cubin "/usr/share/blender/2.74/scripts/addons/cycles/kernel/kernel.cu" -o "/home/jozxyqk/.config/blender/2.74/cache/cycles_kernel_sm52_680206C327F9D352594B0E249634D211.cubin" --ptxas-options="-v" --use_fast_math -I"/usr/share/blender/2.74/scripts/addons/cycles/kernel" -DNVCC -D__KERNEL_CUDA_VERSION__=60
nvcc fatal   : Value 'sm_52' is not defined for option 'gpu-architecture'
CUDA kernel compilation failed, see console for details.

Why is this happening?


texts: Object disappears when trying to simulate Soft Body physics

texts:
I  am trying to get my object to fall into the glass jar and bounce about. However, on the 20th baked frame my object disappears until the end of the simulation. I've taken a look at the dimensions of my object and it sky-rockets on the 20th frame, but I don't know why. And yes, all the vertices of the object are connected.

1st Image : Frame 1
2nd Image : Frame 19
3rd Image : Frame 20


texts: Can modifiers such as "Subdivision" and "Array" be "animated"?

texts:
Suppose I wanted to animate an object growing out of the ground, or turning from a cube to a much smoother shape, could I animate this using modifiers and key frames?

I know I can use shape keys to achieve something similar, but modifiers would make it easier and smoother. Is this possible?


texts: How do I mirror one side of an object to another side that's already there?

texts:
What would the best way to go around mirroring one side of an object to another already existing side?

Allow me to show the blend file. I need to copy the side with the holes to the side without the holes. https://a.pomf.cat/jqerzl.blend

edit:
I am trying to cut a revolvers cylinder in half so I can mirror one side to the other, but I am not sure if this is the best way to do it.


texts: How do I find the closest point on another mesh to a vertex with Python?

texts: I know that the closest_point_on_mesh function in BPY can be used to find the closest point on any mesh to an arbitrary point in space.  However, I am working on a project for which I need to take a vertex on a mesh object, and find the closest point on any other mesh object.  Is there a method that can be used to do that?  Thanks.


texts:
I want to create a rendered image of a scene and in addition several alpha chanel images that are only 100% black and 100% white. The objects should be seperated from the background. My goal is to import those images to Photoshop for an overpaint and I need the alpha chanel images to quick select the different elements of the image like items, building etc.

How do I render those alpha chanel images?

Thanks in advance!

PS.: is it possible in blender to render only occlusion shadows in fron of a 100% white background?


texts: why do objects appear to be emitting light?

texts:
It looks like the bed to the right, the pane beneath the window and beneath the couch are emitting light? why? all light sources except a moon outside is turned off.

All of these materials are basic Diffuse BSDFs. the wall with the window in it has a JPEG-texture wrapped on it.

i'm working in Cycles Render btw

Edit: heres the whole shebang with the layout of it all. the sun and the moon are the dots on the very right. the room where the "human" is sleeping on the couch is to the left. everything outside the room is just scenery, so that's why it looks very sloppy.

the "human guy" in pic 1 has nodes like this:

I have btw tried turning of all the light sources in the Outliner window, does that render light anyway somehow?

uploaded the .blend if anyone is interested


texts: VSE: How to set a custom Proxy percentage size; for example 10%

texts: Is there an option to set custom % on Proxy sizes?


texts: Baking animations and NLA editor, action clip behaves differently according the previous actions

texts:
I have two objects, arm and weapon. The weapon isn't animated, it just sits still parented to the arm. I need to bake the weapon position over time (set entirely by the arms) for Unity.

I know the baked animation is correct when it points upwards (works ok when imported to unity). See for example action.005

Even though the arms has the weapon in the same position, action.009 produces a different result, with the gun pointing sideways

However, if I move action.005 to another NLA strip, action.009 magically points in the right direction:

This is my configuration for both actions:

Animation Data:

action extrapolation: hold forward
action blending: replace

Active Strip

Extrapolation: hold forward
Blending : replace

Why this is happening? Why anim.009 behaves differently, given that action.005 clip also ends upwards.?


texts: Set new bone length depending on the pose position not rest position

texts:
I used the local coordinates of the armature newbone.tail = arm.matrix_world.inverted() * o.location to create a bone between its parent and an empty as shown below:

import bpy

scene = bpy.context.scene
arm = bpy.data.objects['Armbvh']
newbonename = 'My_NewBoneMarker'

bpy.ops.object.mode_set(mode='EDIT')

newbone = arm.data.edit_bones.new(newbonename)
parentbone = arm
o = scene.objects.get(newbonename)

newbone.tail = arm.matrix_world.inverted() * o.location
if newbone.name != 'Origin':
    newbone.use_connect =  True

newbone.parent = arm.data.edit_bones['ParentBone']
newbone.head = arm.data.edit_bones['ParentBone'].tail
bpy.ops.object.mode_set(mode='OBJECT')

The problem I'm facing is that the new bone is very big as shown below because the rest pose of the armature is at (0,0,0) so the newbone is created between the parentbone in edit mode and the empty which is a big distance as shown below. Any advice how to fix this? I want the bone to be created between the location of the bone in pose mode in frame 0 and the location of the empty as demonstrated below.

My .blend file can be found here:

This is the problem in edit mode (rest position):

Problem in Pose position:

This is what I where I want the new bone to be created to have a length between the parent bone in pose mode and the empty as shown below:


texts:
How do I make a simple tranformation in respect to world coordinates. For instance, I want to change the standard cube (add->Mesh->Cube) to a 50mx40mx1m cuboid and have a another cuboid with the same dimensions with a distance of 0.5m in the z-axis away from it.
What I can do is use transform but I can not change the dimensions in respect to meters.
Does anyone understand my problem and can help me?


texts: Why don't particles move with my armature?

texts: Hey I'm new to Blender and I tried rigging a lion with rigify with a tutorial but somehow it moves really weird. The mesh of the lion in Pose Mode moves with the armature but somehow the particles/the material won't move with it. Do I have to connect something or what else could be the problem?


texts:
I created a simple coil/spring using the "Screw" modifier. Is there a way to "taper" the coil so it gets smaller on one end?
Explanation: I created an Xmas tree in Blender. Now I want to add a string of lights to it using a coil. Hopefully it's something that can be done easily.
PS: I'm using v2.79. Still learning/hate v2.80.
My coil:


texts:
I just bought a new computer and I was following the donut lesson of Blender Guru.
When I raise up the number of subdivision of the donut (Viewport) to 3, the problem starts.

I can not smoothly move or rotate a part of the donut (Only 1 anchor point!). When the Blender Guru does this in his video it moves very smooth.
The graphic card is a GeForce RTX 2070 SUPER and the Processor I am using is a Intel 8-core i7. 16GB of DDR4 RAM.
The picture below that are my settings in the workfile. As you can see, I have to bring the drop of icing towards the donut.
I adjusted the graphic card settings. Am I doing something wrong?


texts: link new object to scene with python in 2.8

texts:
In Python 2.8, I would like to create copies of the object 'CubeTemplate' but am having no luck.  I have reviewed every blender.stackexchange post on this subject (this, this, this and this) but cannot get them to work - either they don't apply or the sample code throws errors (perhaps because it was pre 2.8).

The code below throws this error:

  AttributeError: 'bpy_prop_collection' object has no attribute 'link'

for x in range(1, 3):
    bpy.data.objects['CubeTemplate'].select_set(True)
    bpy.context.view_layer.objects.active = bpy.data.objects['CubeTemplate']
    me = bpy.context.object.data # use current object's data
    me_copy = me.copy()
    ob = bpy.data.objects.new('CubeCopy'+str(x), me_copy)
    ob.location = (0, 0, x)
    scene = bpy.context.scene
    scene.objects.link(ob)
    scene.update()


texts: Making Vertical Gradient, then make top half transparent

texts:
So, I would like to make this texture to where I have the gradient going from top to bottom, instead of side to side like in the picture. After that, I would like to make the top half, lets just say, the purple, transparent. I am using cycles renderer in blender v2.76.

Thanks in advance!
Danny


texts: So I got my rig set up right so it doesn't glitch. But now I'm having a weird problem with the knee in the walking animation. If you open the copy of my blend file and run it from frames 40-60 you will see that I move the foot forward at those key frames. Now when the knee moves between 40 and 60 I fully extends straight then bends again in those ten frames. The two key frames don't shift the knee so the leg should go straight so why does the knee do that for a second between the two key frames at 40 and 60?


texts: Crazy random normals. Can anyone explain?

texts:
crazy random normals are showing up not attached to my object when "show normals" is enabled. the positions cycle through a few different shapes.
object is a simple bottle modeled from a circle solidify applied. subsurf level 2 not applied. I believe this started happening when I joined the cap back with the bottle as one object. cap was modeled with geometry borrowed from the bottle.
this doesn't seem to have any effect on anything I'm doing, but it's not the first time I've seen this and I'm curious if anyone can explain. (bottle faces are oriented correctly. selection is making it look red)


texts:
I'm trying to make a 3D model of some hair.  I started with a basic head that I downloaded, and then I selected the section of the scalp that I wanted the hair to grow on, and separated it from the rest of the head.

Then I created the hair using particles.  Then I selected it and exported as an Object file.  But when I import it, it's just the surface of the scalp with no hair (3rd screenshot)

How can I export the particles as well?

I'm still very new to Blender, so I'm watching a TON of tutorials.  In this case I feel like i'm missing something simple.

Thanks.  I hope all is well.
Dustin


texts:
The bones on an armature are way too small and I can barely see them, even with the "in front" option toggled. I tried scaling the bones but scaling them all together moves them out of place since they don't share the same origin. Is there an easy way to increase the size of al of the bones?
Note: The bones are in octahedral model.


texts: File output node and output panel both exporting during animation

texts: I have an animation ready to render but there is a small annoying issue. I currently have a basic file output node to export the raw render and a mist pass and they are both set to export to the correct folder and that is all working fine. The issue is the file output panel is still exporting images. Is there a way to stop this?


texts: Why do some polygons appear completely one shade when rendered?

texts: When I modeled a shoe (the polygons might be bad as I usually don't model) and rendered it, some of the polygons appeared to be all one shade even though the shoe was all shaded smooth (same problem when some parts were not shading smooth). The material on this is the default, lighting is one sunlight, and rendering settings are default.


texts: Baking image from script gives me a blank image

texts:
I am trying to bake image from the script in cycles mode. In my node structure, since I am baking in cycles engine, I am adding an extra image texture node, with image input of a newly created image (named uv_image) and I am making this uv_image texture node my active node. Now I select the object and do a bake using bpy.ops.object.bake(). Here is the code I am executing :

    uv_image = "UV_image"
    bpy.data.images.new(name=uv_image,width = 1024,height = 1024)

    mat = bpy.data.materials[material.name]

    nodes = mat.node_tree.nodes
    node = nodes.new('ShaderNodeTexImage')
    node.location = 300,0
    node.label = 'uv_image'
    node.name = 'uv_image'
    node.image = bpy.data.images[uv_image]
    uv_img = bpy.data.images[uv_image]
    node.select = True
    nodes.active = node
    for area in bpy.context.screen.areas :
        if area.type == 'IMAGE_EDITOR' :
            area.spaces.active.image = uv_img

    for ob in bpy.data.objects:
        if 'pattern' in ob.name: #object of interest has the name pattern)
            ob.select = True
            bpy.context.scene.objects.active = ob
        else:
            ob.select = False

    bpy.ops.object.bake(type='COMBINED')

The output baked image is blank when I am doing this from the script without any texture baked and it happens instantaneously. (Usually bake takes a few seconds) But when I execute the code without the bpy.ops.object.bake() statement and hit the bake button in GUI, the baked image is perfect. Another observation is that, once I bake in GUI, from then on, when I execute and bake from script, it works. So, everytime I need to bake it in GUI once to get this code working from script. It is really frustating!

EDIT 1:

By using bpy.ops.object.bake('INVOKE_DEFAULT', type='COMBINED'), I can see the texture getting baked well on the uv_image but when I tried to save the baked image through the following lines of code which follow the bake statement, I get a blank image in the destination folder. I think image is getting saved before it is getting updated with the baked texture. I tried to include image.update() before saving but that did not help.

 for image in bpy.data.images:
    if "UV_" in image.name:

        image = bpy.data.images[image.name]
        scene=bpy.context.scene
        scene.render.image_settings.file_format='JPEG'

        image_path = img_path + str(cg)+"_"+image.name+".jpg"
        image.save_render(image_path,scene)

EDIT 2:

If I add a time delay in the following way:

import time
time.sleep(60)

and I wait till the bake is complete and then save, then the image is saved after the entire bake. So, I am guessing that INVOKE_DEFAULT runs the baking in parallel without blocking the image being baked? Is this correct? Can someone help me find the documentation for INVOKE_DEFAULT along with other parameters ?


texts:
After appending Animation Nodes tree and selecting object in the new scene by eyedropper, AN doesn't work. Even Viewer on Time Info is freezed.
How can I Append or use Nodes in another scenes?


texts: Map a procedural texture like an image texture

texts:
Is it possible to map a procedural texture like an image texture?

Image textures have the posibility to be mapped flat, cubic, spherical etc.

Can I take for example the x and y part of a procedural and map it cubic, so this x and y canvas is mapped equaly to every side of a cube?

EDIT:
Sorry qeustion was asked wrong: I wanted this for Cycles Renderer.


texts:
Hello Blender Community,

what would be the easiest way to animate a chain of lights for a Christmas tree? I'd like them to show different patterns (running up, running down, blinking alternating every second light, and so on...) and sync it to some Christmas song. And at best it would be possible to change the color for differently grouped lights. These groupings would be dependent on the selected pattern/mode.

I'm just searching for a way for not having to creating a lot of material/object-data instances and modifying each brightness values individually over and over in the graph/NLA editor. Ideally I imagine having some simplified controls like pattern/mode, speed, step, ... And in the timeline or NLA editor these would simply be triggered synchronously to the music.

I'm not sure which rendering engine I might take. My PC is not the fastest, so BRE would be better. But if cycles can make it significantly simpler, I'd be ok with using that instead. For the light type I think an emitting material will do great. There is no need for much detail.

I'm not afraid of using some math. However I think python might be a bit overhead. Please correct me if I'm wrong.


texts:
I try to model an old tv.
Now I have a hard time to recreate the curved screen.
I tried inverting and extruding the area and then applying a sub surf modifier, but that does not work.

Then I had the idea to distort the plane twice via a simple deform modifier but that is also not the right solution in my opinion:

Also proportional editing is not really working:

How would you solve it?
This is the TV (screen) I’m going for:


texts: How to write drivers to be copied and pasted between objects' modifiers?

texts:
I have assigned a script-expression driver to a field in a modifier.
The expression is a function of properties of the object to which the modifier is assigned, extracted as Single Property variables.

I can CtrlL link the modifier to a new object. I can copy the driver from the old object's modifier, and paste it into the new object's modifier.

But, of course, the driving properties still refer to the old object, and so I have to go in and manually point the variables in the driver to the new object.

How should I use 'self', or suchlike, either in an expression, or in a driver-namespace function, so I can copy the driver between modifiers on separate objects, always referring to the object the modifier is assigned to?

EDIT:

I've just worked out that self in an expression driving a modifier field, refers to the modifier, not the object the modifier is assigned to.

AND YET, if I create single-property variables to be used in the expression in the UI, the root is the object. For example, to reach the value of a field in the driven modifier that way, I use modifiers["name"].modifier_property.

This makes no sense to me at all...


texts: How to make strips in VSE follow a path or curve?

texts:
Currently trying to get my head around blender after moving away from after effects.
My workflow currently is, I produce animated gifs and will import these into blender as an png image sequence that I will then layout in a composition in VSE and then cycle/loop (which i can do).
I can crudely keyframe a strip move from point A to B using the x and y axis, and then use the graphic editor to change the speed or flow.
But what I cant do is make a strip follow a path, there are plenty of videos about making 3D objects move along a path but I dont see the same options in VSE.
Is it possible to do this in VSE or is there another work flow that better suits my needs?


texts: How to fix the sinking area surface after decimate?

texts:
I have a 3D model which I am going to use it in a website but the size of the model is way above acceptable range for online applications. So I tried to decimate the model, but its surface sinks in. how can I fix it!?

Original Rendered Model

After Decimating


texts: How do take an object from 2.8 and work on it in 2.79b?

texts:
I'm trying to import the .dae file of a project I exported from my 2.8 installation, into my 2.79b installation. The object will import fine, but the textures get all messed up.

Here is the material I created in 2.8:

Here is how it renders when I import it into 2.79b:

Here is the image I am using for the material:


texts:
playing around with the greasepencil stuff I am wondering if there is already the possibility to:

transform (move,scale,rotate) grease pencils along with their parent objects?
hide the parent object but keep the greasepencil visible?

E.g. create a null, paint a grease pencil tree, duplicate the null and move it around to create a forest.
Thx


texts:
I'm getting strange shadows on the model: the normals are ok (already tried to recalculate them) so I have no idea what this could be.
Any suggestion?


texts: Bryce "Zoom to Selection" Function in Blender?

texts:
As a newcomer to Blender, I'm trying to reproduce a few workflow scenarios I once used in Bryce, but now in Blender I can't figure out how to do one simple task that was the backbone of much of my output:

In Bryce I could render a scene, then using a bounding box to select an area, render the selection and see a newly rendered scene that would then fill the 3d view (called "Zoom to Selection" in Bryce). I could then select another  area in that "new" scene, render that selection, and so on, and so on (re-iteratively) quite a ways. Essentially you are slowly zooming in. Each new render was detailed enough to see what I wanted to zoom into further.

The closest I've found in Blender is the "Render Border" function.  Unfortunately, the rendered selection is too undetailed to see well enough to effectively zoom a second time, much less allow for successive iterations. Also, "rendered border" only fills the selected area within the "camera" view. If the selected area is near a border of the main view, then zooming the view to see greater detail in the selection results in part of the image scrolling outside any possible view.

At any rate, if anyone here has worked with the "Zoom to Selection" feature in Bryce, and has a suggestion as to how to recreate it in Blender, I would be overjoyed!


texts: How to distribute light equally on a surface?

texts:
I have the following setup:

The black rectangle is my light source, the gray panel is the rendered panel.
How can I distribute the light in an equal mode on the panel?

I'm using Cycles in Blender 2.79


texts:
Is there a way I can add hair to my mesh manually plotting it one by one?  By using the particle system, it adds hair to the entire mesh and lets you adjust but that's not really what I'm looking for.
I just want one piece of hair I can have control over like I would a mesh.  Here's my failed attempts at making hair a mesh.


texts: Is there a way to export each render layer seperate but as animation?

texts:
i'd like to render in one Blender File different videos at once. Is this possible? I chose for each animation an seperate Render Layer
Thx for your help


texts: Why does fluid (water) stick to the top of an obstacle?

texts:
In our simulation, Fluid (water) drops on an obstacle and splashes. It mostly works fine, but there is noticeable part which remains on top of the obstacle! In reality, there should be no water there, as you can see the shape of the obstacle is very rounded.

Is there a setting we are missing?

Our settings: Obstacle is no slip. Fluid is free slip (which, it was assumed, forces water not to stick to obstacle). Water. Baking resolution is 150.

See some frames:

Update:
based on accepted answer:


texts:
I'd like to create a holodeck like this in Blender:

The holodeck model used is from g3d. The screenshot is simply the obj file and a material applied to it. What's interesting is that the grid lines align nicely, even at the rounded corners.

The model itself seems to be a simple box with beveled corners (don't mind the door). A simple square texture over it:

Question: How is that kind of model and texture created in Blender? My guess is that the "magic" of the alignment is in the UV map. However, the uv map looks like this:

How can you create such a UV map in Blender, so that the square material texture fits so nicely on the walls and even on the rounded corners? None of the in-built UV unwrapping techniques seem to lead to the desired result.

I only need to know how to create that UV map (if it's the key to achieve that result). I do know how to model and texture it.


texts: Get smooth and slow 25fps video from 50fps footage

texts:
I have shot a few clips using a Panasonic LX100 at 50p Full HD.

I created a project in Blender 2.77 and am trying to slow down some of these strips to get a dramatic, smooth and stable effect, so I applied a speed control effect strip (speed factor: 1, multiply speed: 0.5) to them and the slowdown is previewed fine in the viewport (it seems to me, although my computer is not powerful enough to preview all frames).

When I render the project however (with an output frame rate of 25fps and "100 old / 100 new" time remapping settings), I can distinctly see that the playback of the strips I slowed down is jagged, ie. I see the distinct frames coming up, no smooth playback. The speed is fine but playback fps seem to be half of 25 fps.

How can I achieve a smooth slow-motion effect? I have double the needed frames (source footage 50p) so it should work to output slow and smooth 25fps video, right?


texts: My Character from Mixamo has no shading in Blender

texts: When I import my character as a Collada file - it looks completely flat with no shading. I have not seen that before in Blender. Why is this happening?


texts:
[Blender 2.73a]
I have a scene, where a helmet is falling on a surface.

It is quite complex: high-poly helmet, every link in chainmail is a separate element and all this stuff are rigid bodies. I want them to act physically correct, that is why so. All modifiers and transformations are applied: objects are clean meshes. I've already done simulation tests with this model earlier (https://www.youtube.com/watch?v=gszj0GUkigI), now I've updated the model and try to make a new simulation, but it fails:

Surface (was a passive body plane first, now an active non-dynamic cube — doesn't matter) first collides, but then chains and helmet pass through it.
I've tried everything — no idea how to fix this.

Here are screenshots of settings:

Helmet:

Chainmail:

Surface:

Scene:

(all objects are real-size, high values of steps and iterations always well helped increase accuracy)

Any ideas, why is this?

UPD

Subdivided surface, increased steps to 1600 and solver iterations to 120. No luck


texts:
So I currently have this string: "//..\Desktop\vine.png"
However, to use it when loading an image I need the \ to be \\ , so:    "//..\\Desktop\\vine.png"

path = "//..\Desktop\vine.png"
image = bpy.data.images.load(path)

I've tried using

bpy.path.abspath(path)

however this is what it throws back at me:

For some reason it changes the "v" to "x0b" and doesn't change the last \ to a \\

Anyone have any ideas why this might be? Or any other methods to change the \ to \\


texts:
To start, I am familiar with What is branched path tracing and how is it useful?

That answer is great, but I am wondering with all the pros of Branched Path Tracing, like...

Splitting rays
Advanced control over sampling
Reducing fireflies
Overall greater realism

...it seems that there are no cons, yet Path Tracing is still the default. I guess what I'm asking is why shouldn't I use Branched Path Tracing?


texts:
I have been trying to look this up for a tutorial for the better part of a week, and I've had no manner of luck.

I have two objects - both "cubes" of different dimensions, and I would like to merge them together. One is 4x4x20, the other is 1x20x5. I wish to align a single corner vertex of each object, as if I were bolting a length-wise piece of wood to an upright (which is what I'm trying to model), merging them without having to stretch any individual faces of either object. The entire object will have to move (either one), and I am at a total loss of how to make this happen. Please, someone, tell me what I'm missing.

Simplified screenshot of my desired ending point:

It's not perfect, because I can't get it to be perfect.


texts: How do I flip a rigged model to its mirror image?

texts: thanks for looking.  I have a mesh with armature, a robotic right hand.  I have the model completed, and now I want to create its mirror image, a robotic left hand.  I can flip the mesh and I can flip the armature, but I can't seem to figure out how to do both at once.  Failing that, can anybody give me some guidance on how to do each individually and then merge the new mesh and new armature?


texts: Insert fcurve keyframe point whilst keeping curve shape

texts:
I have 2 keyframe points on an fcurve with free bezier handles, and using Python I want to insert a point in between these keyframes whilst keeping the custom shape of the curve with the handles. I can insert a keyframe point no problem using

fCurve.keyframe_points.insert(frame, value)

but I'm not sure how to do so without affecting the shape of the fcurve. Is this possible?


texts:
I am rigging some hair with Bendy Bones with the method found in this tutorial: https://www.youtube.com/watch?v=BsJ3Grq_3GM

I can control the hair by moving/rotating the tail bone. However, this allows me to stretch it. I would like to limit the length of the bendy bone so that it can still move and rotate, but never stretch the hair past its original length.

I can use Limit Distance constraint on the tail to stop it from stretching too far, but that does not take into account length caused by rotation of the head, and doesn't stop the length from getting compressed.


texts:
How to add some blur inside a glass sphere and keep the outside sharp & reflective? Blur may not be the right descriptive because there is also some distortion. I'd like to keep it one mesh because I'm going to shatter it and the pieces need the same material.. Here's what I want.

Here's what I have.

Node set up.

Thanks!


texts: Shadeless mesh that's being affected by lighting?

texts:
For a while now, I've been using the emission node to create shadeless materials and textures: that way, no matter what the lighting or environment is like, the appearance of the material does not change.

However, is it possible to create a shadeless material that is affected by lighting?

For example, I have a shadeless object with a texture using the emission node. I want the environment/lighting surrounding the object to affect the object's "tint" or "color," just like any other type of material, but in this case it's shadeless.

Thank you!


texts:
Struggling to work out how to make a depth AND height pass, so I can use them in compositing an animation of a city.

Depth is easy...height, not so...

Is there some way to mix a vertical gradient with a mist pass to get this result? Or is there a different way?

I am trying to get the effect of a denser mist at lower levels.

Let me know if i need to clarify further.


texts: Can't open/close anymore the scene collection

texts: Suddenly I can't open/close the drop down arrow of the scene collection, I could use numpad "-" to close them once and that's it. Now they are closed...I can't use "+" to open them...before I was able to do both easily with the left click of the mouse (left is my preferred choise)


texts: Changing envelope size of an vertex with the Skin modifyer hot key

texts: I want to work with the skin modifyer to produce a organic beam to put something on top. So i want to change the envelope size at the red marked are, so there is a hotkey which I already forgott 3times... So what is the key in blender 2.8 for that feature?


texts: Need help with bone constraints for creating joints

texts: I have this rig that has an arm composed of 3 bones. I have an IK bone set up already to control the entire chain. I would like to use the Elbow.L bone to create a pole target that acts as a joint, however everything I've tried so far either locks all bones in place or does nothing at all. What am I doing wrong, and how can I fix this?


texts: Boolean operation section cut pattern black

texts:
I want to use the boolean modifier to create an architectural perspective section this requires that the faces/surfaces touching the section plane/box to be colored in black (architects would relate to this).

I don't know how to do it in using Blender, if someone could help me.

This is a similar result but the cut faces are colored in orange.

https://www.plusspec.com/wp-content/uploads/2015/07/PlusSpec_Villa-Savoye_Section-AA.jpg


texts: Creating a batch version of a script that renames Vertex Groups

texts:
I have the following code, which creates a button in the panel which when clicked creates a vertex group from all vertices in a selected obj. Is there a way I can edit to so that when I click the button it cycles through every obj in the scene and repeats the script? Essentially creating a vertex group for each object with that object's name.

import bpy

def main(context):
    bpy.ops.object.editmode_toggle()
    bpy.ops.object.vertex_group_add()
    bpy.ops.object.vertex_group_assign()

#obj = bpy.context.active_object
    sel_obj = bpy.context.selected_objects
    for obj in sel_obj:
        for g in obj.vertex_groups:
            print(g.name)
            g.name = obj.name

class CreateVertexGroup(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "myops.create_vertex_group"
    bl_label = "Create Vertex Group"

@classmethod
    def poll(cls, context):
        return context.active_object is not None

def execute(self, context):
    main(context)
    return {'FINISHED'}

class CustomVertexGroupScriptsPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Custom Vertex Group Scripts Panel"
    bl_idname = "OBJECT_PT_createvertexgroup"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "data"

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

    obj = context.object

    row = layout.row()
    row.label(text="Active object is: " + obj.name)

    row = layout.row()
    row.operator("myops.create_vertex_group")

def register():
    bpy.utils.register_class(CreateVertexGroup)
    bpy.utils.register_class(CustomVertexGroupScriptsPanel)

def unregister():
    bpy.utils.unregister_class(CreateVertexGroup)
    bpy.utils.unregister_class(CustomVertexGroupScriptsPanel)

if __name__ == "__main__":
register()

    # test call
    bpy.ops.myops.create_vertex_group()

Thanks.


texts: How do I make a panel that I can select bones in a rig

texts:
So what I need is to have some bones type thing off to the side that I can use to chose bones.
Here's what I want similar to the mike rig on blend swap.
Are there any tutorials or something else that I can use to make this?
I have a freelance client that needs this for their rig and I can't figure out how to do this.
.
Thanks for helping.


texts: How to render 3D anamorphic panorama with a third perspective view?

texts:
is it possible to render 3d anamorphic panorama with a third perspective view in one single movie?
I'd like to show the anamorphic motion graphic on the curved glass screen.
it should include the front, side, ceiling as well.
Here is the reference that I want to make.

https://www.youtube.com/embed/dJCRxm-d14U
As you can see those images, those methods are already rendered as calculated distortion for giving 3d depth. Even it is only effective from the specific point to see, I want to test it as a mockup though.
I got information that a specification of this curved screen that 7,840 by 1,952 pixels of resolution. (also 80m width and 20m tall it is, but for making mockup, it’s not necessary.)

This is my testing modelling that some objects in internal space.
And it may need to connect more than two cameras' rendering
or make a projected camera with python script like below. Unfortunately, I have no idea to handle python code like that.

^ picture by Martynas Žiemys
Also, most problem is it has to show a third perspective view.

Thanks!