texts: HIDE_HEADER in bl_options over rides the panel location in the UI

texts:
I am assembling my first add-on and I have a particular order I would like my panels to stay in inside the UI. This is easily done by rearranging the order in which each panel is registered.

However, one of my panels I would like to hide it’s header and as soon as I use the bl_options to remove the header my panel jumps to the top of all my panel list.

I have a quick test code shown below with 3 panels. As you can see I have it setup so panel 3 shows up second in the panel UI. Run the script and you will see the 3 panels N Panel in the order as intended. Then un-comment the line "#bl_options = {‘HIDE_HEADER’}". Then IMPORTANT close blender. Reopen blender, run the script and the panel 3 header is hidden but it moves to the top of the list. If you DO NOT close Blender and rerun the script after the change the panel stays in place and hides the header…it appears to work. But this is the last UI register. You have to close Blender and reopen to get it to reset the UI and see the issue.

import bpy

def main(context):
for ob in context.scene.objects:
print(ob)

class SimpleOperator(bpy.types.Operator):
bl_idname = “object.simple_operator”
bl_label = “Simple Object Operator”

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

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

class HelloWorldPanel1(bpy.types.Panel):
bl_label = “Hello World Panel1”
bl_idname = “OBJECT_PT_hello1”
bl_space_type = ‘VIEW_3D’
bl_region_type = ‘UI’
bl_category = ‘Mine’

def draw(self, context):
    layout = self.layout
    row = layout.row()
    row.operator("mesh.primitive_cube_add")

class HelloWorldPanel2(bpy.types.Panel):
bl_label = “Hello World Panel2”
bl_idname = “OBJECT_PT_hello2”
bl_space_type = ‘VIEW_3D’
bl_region_type = ‘UI’
bl_category = ‘Mine’

def draw(self, context):
    layout = self.layout
    row = layout.row()
    row.operator("mesh.primitive_cube_add")

class HelloWorldPanel3(bpy.types.Panel):
bl_label = “Hello World Panel3”
bl_idname = “OBJECT_PT_hello3”
bl_space_type = ‘VIEW_3D’
bl_region_type = ‘UI’
bl_category = ‘Mine’
#bl_options = {‘HIDE_HEADER’}

def draw(self, context):
    layout = self.layout
    row = layout.row()
    row.operator("mesh.primitive_cube_add")

classes = [
SimpleOperator,
HelloWorldPanel1,
HelloWorldPanel3,
HelloWorldPanel2,
]

def register():
for cls in classes:
bpy.utils.register_class(cls)

def unregister():
for cls in classes:
bpy.utils.unregister_class(cls)

if name == “main”:
register()

Any ideas of how to keep this from happening would be greatly appreciated.


texts: Selected meshes vanish when in object mode

texts:
So, I’m a total noob at Blender, just started learning it last week by using the Blender Guru’s Donut tutorial. During the process I found a problem with my Solidify Modifiers that I managed to fix (a problem with the normals I believe) but in the process I might have broken something. I’ll explain what happens with a New file (I tried reinstalling Blender 2.81, reseting settings and such and it didn’t work) cause it now happens everytime.

When I open a new file I find this:

Aparently nothing, right? But as you may notice, there is in fact a default cube.

When I change from Object to Edit Mode, I can see that it is selected and it looks normal.

And when I deselect it and go back to Object mode it’s back to normal. This also happens with individual selected faces so I guess the problem is with my selections? Also, this only happens in Solid Mode cause in Render Mode it looks as it’s suppose to be.

Does someone knows what may be causing this? I can’t find anything on the subject (Sorry if there is, I just couldn’t find it).

Thanks in advance ^^


texts:
I am trying to create an animation with dynamic paint, where a brush is cleaning of a surface from some dirt via displacement. Problem is, that I can't find a solution for this interaction. When I use normal object or emitted particles, everything works fine, but it doesn't work with hair particles at all.
I need to have the brush strands animated, react with the surface, so faking it would be kind of a pain in the ass.


texts:
I am learning Blender and currently building a simple low poly model. Trying to follow reference picture I realize that it is very difficult to build a model such that all faces are perfectly planar. I can use flattening tool but some quads are never brought to perfect flatness. When tested wih 0.1 deg limit they show nonplanarity.

Even when I scale one face of a standard cube (in its own plane) it is enough to show nonplanarity above 0.01 deg. Similary scaling and/or rotating simple plain is enough to create nonplanarity above 0.02 deg.

I am guessing that this is related to the finite accuracy of numerical representation of the location of vertices. Clearly it makes sense to disregard this level of nonplanarity.

But how about 0.1 deg? 1deg?


texts: How to restore a key binding that does not work correctly?

texts:
I have a very stupid question:

The last weeks I used the shortcut Alt + C to convert from mesh to curve. If I use Alt + C now, the pop-up menu does not show up, instead the shortcut changes the function of the middle mouse key. Before Alt + C the middle mouse key zooms in or out – after hitting Alt + C it does not zoom in/out anymore, but the the whole model moves from left to right or vice versa.

I have completely re-installed blender (--purge), and loaded the factory settings. This image shows Alt shortcuts including Alt + C

This image shows all zoom view shortcuts:

My feeling is that somehow Alt is interpreted as Ctrl + Alt, no matter if I use a real keyboard, or a virtual keyboard.

How can I get back the original function of Alt + C?


texts: How to fix warped faces when using boolean modifier on curved objects?

texts: I'm trying to merge 2 like obects (1 rotated at a degree to make an "X" shape) and I can't seem to do it without warping the faces at the seams where the objects merge. Is there a way to fix this? Or do I have to manually fix the points? I've tried using "smooth vertices" but that just made it worse. I even tried this tutorial ( How can I merge these two spherical objects into a single smooth mesh? ) but no luck.


texts:
I see there is no option for importing 3ds files in the File -> Import menu in Blender 2.80.

Does this mean importing 3ds files will no longer be supported in Blender?


texts: Should i retopologize this 3d model or not?

texts:
I'm planning on adding a small power up item for characters in my game. The topology of the 3d model is messy, with a few n-gons and a ton of loop cuts with bevels on corners. I'm unsure if i need to retopologize it or what steps i need to take to begin texturing and finalizing the model.
Should i Retopo the model to have quad mesh or instead should i get rid of loop cuts/ edges and have giant n-gons? Then i'll mark seams, Uv-unwrap and apply a material texture node?
I'm still learning basics of 3d modelling and confused what the next step should be. The object will have a static mesh and not animated which is why i wonder if i should simplify the loop cuts and create more n-gons in the mesh

Based off a Floppy Disk Drive:


texts:
I created a terrain in blender. I have on it a base layer. The base layer comprised of two textures. These are a dirt and rock texture mixed together using another texture as a mask. On top of this texture I would like to create a road. I have another mask texture for the road. I am using tiling textures for the base layer, only the masks are non-tiling: they take up the entire UV space. The road also must be tiling somehow, I cannot create a 32k texture.

How can I have a tiling road texture follow a path so that it looks like an actual road? This is an example of a tiling road that correctly follow a path.

blend file textures are packed and set up is clear


texts: How Do I Keep These Pants From Acting Like A Dress?

texts: Im trying to figure out how to make pants, I dont want them to be skin tight but kinda poofy like this, but when I added the texture and material and added the rigging it formed like a dress.


texts:
I have two keyboards and would like to use keyboard #1 as usual and keyboard #2 mapped in another way. Is this possible? Currently the two keyboards are considered equal.
If this is not possible in Blender, is it possible to hack Windows so that e.g. Q on keyboard #1 emits a different character or modifier code than keyboard #2?
Possible use case: I have a separate numeric keyboard, and would like to use key 1,2,3 instead of MMB actions for pan, rotate, zoom, as the MMB button push or drag is really damaging my hand.


texts:
Hello my fellow blenders.
I was playing around with adding decals with the shader editor/nodes but I stumbled upon a problem where the mask of the 2. image is also masking everything outside the image. How can I change that?


texts: Problem baking a diffuse texture with a metalic material

texts:
Hi so I've been constantly scouring reasons why my bake has been unsuccessful. I was trying to bake all the materials into a diffuse map to use. When I did this only some of the materials would bake while the rest would leave just a black texture. I eventually figured out that using metallic for me caused the black textures. The problem is that without the metallic the look of it changes drastically. Is there a certain way to bake the diffuse map to reproduce the colours without getting rid of the metallic in the shader.
https://imgur.com/a/A1H6UKg
This is what the project looks like with uv baking and how the material is set up.
Any help would be greatly appreciated as I have been struggling greatly trying to bake these materials.


texts: Scale object in place keeping its origin

texts:
New to blender, working on some plugin for 2.8.

I need to scale an object, but keep it in place. These objects come from a file and I cannot mess with their origin nor position.

My original thinking was to set the object origin to geometry center, apply the scale, then restore the origin. But I haven't found a reliably way to do this.

Is there a way to scale an object in place without changing its origin?


texts: How to map a texture onto an object correctly?

texts:
I want to make a flappy Bird clone for practice and fun but I am struggling with blender and how to use the UV Editor correctly.

The pictures speak for themselves:

As you can see I am trying to apply the texture in the picture onto the object. But when I unwrap the object the coordinates get kind of inverted onto the editor on the left. When I rotate my object nothing changes. Also the coordinates on the left do not match the object at all ? I hope you understand what I mean. How can I change the way my object is unwrapped so I can save time trying to map the picture onto the object.

Quick update:
@Duarte Farrajota Ramos
I tried the method in the link you provided and it took me back to step 1:

Why is the plane not transparent when I enabled "Use Alpha" everywhere I could in Blender ?


texts: Is there a way to lock a vertex from object1 to the surface of object2? More specifically I am talking about the end of a spline which should be locked to the surface of a mesh (not only a single face of the mesh).


texts: About the version of blender written in bl_info

texts:
When developing an add-on, I write bl_info as follows.

bl_info = {
    "name": "test_bl_info",
    "author": "taichi",
    "version": (1, 0),
    "blender": (2, 80, 0),
    "location": "3DView",
    "description": "test",
    "warning": "",
    "support": "COMMUNITY",
    "wiki_url": "",
    "tracker_url": "",
    "category": "Object"
}

And I distribute add-ons to users.

But will users have to rewrite this bl_info every time a new version of blender comes out?

Is there any way that bl_info is automatically rewritten according to the Blender version that the user is using?


texts: Spin tool in Blender 2.92.0 rotates only around z-axis by default

texts: The documentation says that the spin tool will extrude faces along an arc rotating around the axis of the viewport. No matter which axis my viewport is oriented to, and no matter where my 3D-cursor is, my spin tool makes an arc around the z-axis. In order to spin around the x- or y-axes, I have to open the Spin menu and type in a 1 for the axis I want and type in a 0 for the z-axis.


texts: How can i move a set of meshes to a new layer?

texts: how do I move a set of meshes to a different layer?


texts: GPU Rendering Issues (OpenCL, blender 2.92)

texts:
I'm trying to render a moderately complex scene, and I'm really struggling to get my GPU to behave. Currently using an rx 5600 xt w/ i5-9600k, amd driver 21.2.2 (outdated but more stable w/ blender as I understand. The scene includes hair physics and smoke physics, but the water is just a normal map. Here's a screenshot of the scene for reference:

When I perform a cycles render with the GPU enabled I'm getting render times of ~5 mins+ (60 samples, 12 bounces (6,6,6,12,2), 256px tiles), however on CPU I'm getting  render times of ~3 mins (60 samples, 12 bounces (6,6,6,12,2), 32px tiles). I feel like the GPU should be performing much better and I'm really not sure where my issue lies.
Things I've tried to optimize my render:

Adjusting tile size
Reducing bounces (any lower and I start getting fireflies)
Reducing the resolution of physics sims
Playing w/ hair BVH (little/no impact)
Tested the newest amd driver 21.3.1 (complete instability)
Enabling / disabling the CPU as a render device when doing GPU rendering (little/no impact)

I understand this is a pretty broad question, but if anyone has had a similar experience or renders with AMD gpu's let me know, any insight is appreciated! (I also ran the BMW27 benchmark w/ openCL and it performed exactly where it should, leaving me to believe the issue in my render settings)


texts: Object moving on it's own when rendered!

texts:
Sometime when I move an object in the viewport it renders ok in the real-time rendered viewport (Cycles) but as soon as I press F12 and render the image - it goes back to the original location in the rendering as well as the viewport. It doesn't happen all the time but I have faced this issue few times in the past couple of months.

I have a feeling that it's something to do with the parenting. But I have tried everything I could think of - un-parenting, re-parenting with or without keeping transform but nothing seem to help!

Here is a screen capture of the issue:

Here is the .blend file in case anyone wants to examine it:
http://pasteall.org/blend/index.php?id=47962

Could anyone suggest what's the issue and how to avoid it?


texts:
I cannot load an image in the UV/Image editor. I can find the image in the browser, and when I click "open image" the file name displays as if it has loaded, but I cannot see anything. I've tried lots of different image files and also both .png and .jpg files.
I'm using Blender 2.74.
Thanks!


texts: Properties Editor's tabs change according to Workspaces

texts: If this is supposed to be a feature in Blender 2.9x then it's a very annoying one. But It could be my settings. So if I'm in the Layout workspace, I can't add a material slot when I'm on Cycles, I have to switch to the Shading tab which changes my entire view and organized areas. And it seems to me that only the Shading Workspace has everything. Each workspace has some menus missing. Is there a way I can just simply have all the menus in the Layout?


texts: Exporting model as .glb and model is super reflective

texts: So I just added a bump, normal, and diffuse map to this model on the walls and floor and when I export it as a .glb it turns out super glossy. I've tried turning things up and down in the nodes in the principal BDSF but nothing seems to work? any help would be great! thank you


texts: Why does my armature deform incorrectly?

texts: I have been trying to create a rig for my model of a dragon (it is a school project). I have restraints on the eye, inverse kinematics on the legs, and a spline restriction on the tail. I stupidly made the teeth as a separate object, sculpted the mouth to include the teeth, and then used ctr+j to make it a part of the dragon. Before using ctr+j, the teeth moved very weirdly but everything else worked. After joining the teeth everything went weird. How do I make this armature work?the images show what happens when I parent the armature


texts: How to apply albedo, ambient occlusion, normal/bump maps and metalic/roughness texture for Cycles?

texts:
I have a model with multiple maps : albedo, ambient occulusion,metalic,roughness and normal map. I only managed to add the normal map to the mesh in Cycles. I want to apply the others too but don't know how

How would I go about applying the other maps in Cycles ? I couldn't find any reference on YoUTube or Google.


texts: Create custom physics for an object with python

texts:
Blender has physics options which we can enable for our objects - cloth , fluid etc. Is there a way I can add a custom physical behavior to my objects, where this behavior is modeled as a python script. For example, I'd like to add a new button to the physics tab like "My Physics", and when it is attached as a modifier to objects , the objects follow the behavior as modeled in the script.

Basically, I want to test some physics algorithms and want to use blender for that. So I'd be relying on blender to do the rendering and other things, but the physics will be provided by my code.

Is something like this possible?


texts:
I'm trying to extrude a simple cylinder, but when I do, it seems like it's trying to make a copy of the item and then move it along an axis.

All I want to do is make the cylinder longer, but I have no idea why this is happening.


texts: Mesh causing abnormal results with subsurf modifier

texts:
Probably an obvious answer, but I can't figure out why my mesh is causing such a weird crumpled up look with the subsurf modifier.  I've gone through to make sure there are no doubles or overlapping vertices, but it still looks weird when I apply the subsurf.  Any idea what I might be doing wrong?

Here is the .blend


texts:
I am struggling with understanding screen space reflections in EEVEE.

I am aware of the excellent answer to this question, however, this only talks about when an object is off screen entirely.

Maybe it is the same point (if so, I apologise), but can someone confirm for me that this is actually the correct behavior? The partial reflection seems so odd that I am having trouble believing this is how it is supposed to work.

Is the entire bottom face of the cube really supposed to be missing?


texts: how to animate a cylinder unrolling like carpet / toilet paper

texts:
I wish to take a thin rectangle / plane with solidify modifier, roll it into a cylinder and then animate it unrolling. For example, imagine a rolled up carpet or a roll of toilet paper.

The tutorials I've found so far do not do the rolling / unrolling in a physically correct manner. (The coiling action happens in the center and the outer roll diameter stays the same the whole time.)

Is there a simple and easy way to roll/unroll this cylinder back into a flat rectangle? Currently, it's a rectangle with a curve modifier applied.

Let me know if there's anything I can add to clarify what I'm looking for.


texts: I can't render a scene with GPU Compute using intel Iris GPU

texts:
I have a MacbookPro with the following specs:

Processor: 2.7 GHz Intel Core i5
Memory: 8 GB 1867 MHz DDR3
Graphics: Intel Iris Graphics 6100 1536 MB

SO my problem is I have created my first animation scene and I want to render a picture of it and see what it will look like. (I am following Black Plasma Studios tutorial which is very detailed and easy to follow.) I have all the settings correct and I render it with the GPU but when I do it says OpenCL build failed: errors in console
Please tell me what I need to do I really want my animations to render fast.
Thank You
BenCosmos


texts:
I've seen people rendering single objects in Cycles without rendering the background
I know about the transparent option and I've enabled it, problem is that Cycles still spends a good amount of time to render the completely transparent tiles of the background, how do I prevent this from happening?


texts: Blender python default function not recognized?

texts:
I'm trying to apply rotation and scale to all objects, but blender apparently doesn't recognize its own functions.

I've copied this answers code and get the following error:
'Object' object has no attribute 'transform_apply'

For such a simple function there seems to be little speak of it, I suppose because no one else is having trouble with it. How do I figure out what's the problem?

import bpy

for obj in bpy.context.selected_editable_objects:
    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)


texts: How to put one material where the light is hitting and one where the light isn't?

texts: So I want to create an object using cycles render that has two different materials applied to it. One of the materials can only be seen on the object where the light is hitting and the other material can only be seen where the light isn't hitting. And of course these two materials should blend between the shadow and light.  Let's just say I want the shadow part to be glossy and the light part to be diffuse.How would the nodes look like?


texts:
I use Blender 2.79 on Ubuntu 16.04 with an AMD Radeon RX 560 GPU. However, Blender doesn't detect my GPU as a "Cycels Compute Device". My approach is listed below:

Installation of Ubuntu 16.04
Installation of AMD GPU driver

My terminal output from  is:

*-display

description: VGA compatible controller
product: Advanced Micro Devices, Inc. [AMD/ATI]
vendor: Advanced Micro Devices, Inc. [AMD/ATI]
physical id: 0
bus info: pci@0000:01:00.0
version: cf
width: 64 bits
clock: 33MHz
capabilities: vga_controller bus_master cap_list rom
configuration: **driver=amdgpu** latency=0
resources: irq:26 memory:d0000000-dfffffff memory:efe00000-efffffff ioport:ee00(size=256) memory:fba80000-fbabffff memory:c0000-dffff

Download Blender 2.79 from Blender.org
Open the Blender User Preferences

The System Tab in the window Blender User Preferences displays None as the Cycles Compute Device.

I am not shure whether I'm doing somthing wrong or whether it is a bug.
I would appreciate any help on this subject because I would like to render with my GPU.


texts: How to display edge lneghts on non-highlighted edges?

texts:
When I'm in edit mode, I can use the N menu to toggle on the edge info Length option.
This is great, but the problem is that I need to see the length of the edge while I'm edge beveling a vert. (crl+shift+b).

Is there some way to do this?

Thank you.


texts: Rigid body objects not interacting with animated deforming mesh

texts:
I am new to using physics simulations in Blender, and I am having trouble setting up a rigid body physics with an armature deformed mesh in the scene. Basically, I have an animated mesh of a fridge spewing groceries on the floor, except without the groceries at the moment. I want these objects to begin inside the fridge since there is a hollow space inside it, and stay in there until the fridge door is opened later in the animation.

Currently, it seems the active rigid body objects don't interact correctly, or at all, with the fridge which is set as a passive rigid body. All the objects are set as Mesh for their shapes.
I have included pictures of the settings I currently have for both the animated fridge, and a grocery object. All the groceries have the same settings, except for mass.

I have messed around with a whole lot of settings in the physics tabs for the objects, but I honestly dont know what I am doing.
If you know any solutions to my problem, please let me know!


texts: I'm using the wind force to blow some floating objects in the wind. I have the Affect -> Rotation checked, but the objects don't rotate. What am I missing?


texts:
For some reason, whenever I change the x-axis, the object turns on the z-axis

Any Ideas on what's causing this


texts:
I'm new to blender and 3D in general. Im making this armor for an academic project.

The part betwen the legs is supposed to be a cloth like object, and i would like to make it look like old and a little ripped apart in the edges.. I dont realy know a way to do this, any advices on how to make this?
Thanks in advance.


texts: Rigging shft+ctrl+v does not flip animation properly

texts:
This is the 0 and the 60th frame this pose.

If I copied everything (press a and ctrl+c) and then when I went to frame 30 and pressed shift+ctrl+v, then I get this.

Do you notice how the arm is not the same as the other arm on frame 0, why is this?


texts: I really need help modeling Asian, specifically Chinese eyes. I’ve been learning character modeling recently and I would say that I have a pretty solid grasp on almost everything except Asian eyelids. I can’t figure out a way to model the monolid on top and epicanthic fold on the inside corner while having clean topology and without my model ripping and tearing. Does anyone have any advice? I can’t find any tutorials covering this anywhere on the internet. I’m going for Lucy Liu eyes. Please help!


texts:
There are about 102 questions about the armature not deforming the mesh, and I have tried every single one of them. And It's still. Not. Working.

I have utterly no clues as to why the armature isn't deforming the mesh (I've included the file, so you all can play around with it), and the entire mesh has a series of vertex groups - of which all of the bone names match.

I am honestly so confused. The only bone I can get to deform anything at the shoulder.l and shoulder.r. Absolutely nothing else.

If anyone could help, that'd be greatly appreciated!

Here's the link!


texts: change/create hotkeys for vertex\edge\face select

texts:
I would like to create or change the hotkeys for the vertex select, edge select, and face select options. I know that they already have Ctrl+Tab+1, 2, and 3, but I don't like using them. They are a pain to use. I would like to change it to Alt+1, 2, and 3. I know you can use the python script to do a lot of these things but I don't really know how to set that up.

Is there a way to make these changes?


texts:
Blender 2.91.2
I'm new to Blender and I can't work out how to solve this problem.
I've made a model and tried to shorten the neck in Edit mode, but then it created a hole, so i filled it using F. That made the place where was the hole look rough. Now when I try to smooth it, the modifications don't save and the rough place remains unchanged.
I've already tried making manifold with 3d-print Toolbox, but it but it doesn't change anything. The more vertices I remove, the rougher the place becomes.

In Edit Mode. When I try to delete the rough place and use Grid fill, Blender crushes.


texts: Can you start Simulation From Already Simulated Frames?

texts:
I am using Blender 2.83.2, Just Trynna do Some Simulations. I have some heavy Simulations But "FREE ALL" in Mantaflow Cache clears everything saved as cache on the Disk.
I have don't intend to Change any Settings, I just want to change Total Frame Amount (eg. I have 1-120 Simulated, I want to Get 121-200 Frames Simulated too with the Same Simulation Settings)
Is There any Way that I Can Do That with Mantaflow? If not were there any way for doing that In previous Blender Fluid Engines?


texts: How to define a Loopcut into a specific area?

texts: I want to make a Loopcut only in the Torso area, not in the chin, How do I do it?


texts:
I have made a scene with smoke in it. The smoke is baked and the cache-files are in a folder next to the blender-file. I work on a Mac and when bringing the project to another Mac the cache is recognised as long as I do not change the name of the Blender-file.
When I bring the project to a Windows PC, the scene does not include the smoke. Cache folder and Blender-file is still side by side (Dropbox).
How do I reconnect to the baked cache-files on the new Windows-PC?


texts: How should i approach game asset design as a beginner?

texts:
I have come back to blender after a long break, and now that 2.8 is here, I thought its a good time to get back into modelling. In the past i have worked on modelling simple objects and animation.

However i want to focus more on creating game assets. So... What is the best way to start? Im not sure if i should sculpt or model my assets, how many tris/vertices should i aim for. how can i optimize my object to be used in a game engine and what is the best way to texture my models? I was thinking of going for the texture painting approach. Do i need a third party software or is blender enough for everything?

Just need some ideas to get started. Any help would be appreciated.


texts: How can I make my animation video repeat several times so it is a loop?

texts:
My animation video after the rendering is only 4 seconds long tho I want it to repeat several times so I can choose how many seconds the video should have.
My animation video has 120 keyframes it took long to render it with Cycles but unfortunately it only takes 4 seconds and this is too short I would want to have like 20-30 seconds.


texts:
I have a problem with the textures or actually with a very weird problem.
I have a big terrain which has over 100 000 vertices. And I have textured the whole terrain to the same texture file.(UV unwrapping)
Now I cutted my terrain to 64 pieces with the slicer tool(external). For performance issues I want to also cut the texture file. So I want to make texture file for every piece also.

So, I have 64 small part of the big terrain and one big texture atlas, where is all textures of the all parts.

Is there any tool, addon or software which could read the texture coordinates of parts and pick it's textures from texture atlas and make new texture file where is only the textures of the that part?
Or is there easy way to do it manually? Or does blender have tehcnique for my problem?

Thanks for answers


texts: Problems with particle hair in 2.72 (cycles)

texts:
So I made some hair in blender using cycles and as soon as i hit animate (the play button in the time line) it strongly resembles her standing in a pool of water with a live overhead powerline in it.

Obviously I am missing a setting here some place.

(video included.)

https://www.youtube.com/watch?v=L3fG4QBpNTE&feature=youtu.be


texts:
I have used the Macro Recorder (http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Development/Macros_Recorder) to record some actions in Blender.

Does anybody know how I can save the macro to a file so that I can use it again even after having closed Blender?

Thank you very much!


texts:
How can I save my object's texture, for example in a .png file?

When I make a model I am using one body, but I am using different materials for the body's different faces. When I press the A button I can select all faces. How can I save all these face's textures, for example in a .png file?

I will edit this picture and add again in my body. I want this. How can I do that?


texts: Wrong spline length with Animation Nodes

texts:
With Get Spline Length i get wrong measurments for curly spline.
How to get proper length?

Animation Nodes 2.0.4 Blender 2.79b


texts: Is it possible to render other materials besides volumes using a procidural texture to define "density"?

texts:
In other words, is it possible to render an image of a cube like this:

But make the "spheres" refractive as opposed to scattering volumes?

When I attempted with this (I did not expect it to succeed):

I got this:

As you can see, there are no surfaces inside the cube.

Is it possible to render a procedural texture in 3D so that black parts bend or reflect light?


texts: Blender Cache Error. 0 frames in memory Cache is Outdated

texts:
Hi, so for the last couple of days i've been trying to bake hair particles from a tree I modeled  but I keep getting this error that says "0 frames in memory (0 B), cache is outdated!" and I can't find an answer for this.

At first I thought that maybe I did something wrong with the project file, but then I started a new one with the default cube, I added some hair particles and the same error still appeared. Does anyone know how to fix this? Or what is the cause?


texts:
Here's my code:

import bge
from bge import logic
from math import degrees

cont = logic.getCurrentController()
own = cont.owner
own_rotation = own.worldOrientation.to_euler()
mimic = own.parent
mimic_rotation = mimic.worldOrientation.to_euler()

own_rotation_x = "%.0f" % degrees(own_rotation.x)
own_rotation_y = "%.0f" % degrees(own_rotation.y)
own_rotation_z = "%.0f" % degrees(own_rotation.z)

mimic_rotation_x = "%.0f" % degrees(mimic_rotation.x)
mimic_rotation_y = "%.0f" % degrees(mimic_rotation.y)
mimic_rotation_z = "%.0f" % degrees(mimic_rotation.z)

def mimic_process():
    if own_rotation_x > mimic_rotation_x:
        then own.worldOrientation.to_euler.x -1
    elif own_rotation_x < mimic_rotation_x:
        then own.worldOrientation.to_euler.x +1

I am fairly new to python. I am trying to get an object to, every single 2 GE ticks (didn't specify that in script yet), an object add/subtract/do nothing to its rotation to try to match another object (in this case, parent). I get an error the line following the function. I am trying to fix my current code I have for the function, but I don't quite understand how to directly add/subtract/do nothing to an object's rotation based off what I have so far. How can I rotate this correctly? Thanks.


texts: creating n random points on face of mesh

texts:
I'm trying to select 400 or so random points on the face of a mesh using a script (just on the face, not inside the volume) but I'm not sure how to do that.

I've tried looking into the following function:

bpy_extras.mesh_utils.face_random_points(num_points, tessfaces)

but I'm not sure how to use it in a script.

Currently, I've tried running it as such:

import bmesh

obj = bpy.data.objects[1] #Gets the object
me = obj.data
bm = bmesh.from_edit_mesh(me)
faces_select = [f for f in bm.faces if f.select]
bpy_extras.mesh_utils.face_random_points(400, faces_select)

but I get the following error:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\modules\bpy_extras\mesh_utils.py", line 533, in face_random_points
    verts = f.id_data.vertices
AttributeError: 'BMFace' object has no attribute 'id_data'

and I have no idea what that means. A simple script to select an object from bpy.data.objects and select 400 points from its faces would be really helpful.


texts: Dynamic/physics bones in unity do not work with auto-rig-pro

texts:
I exported an fbx with auto-rig-pro for unity. Everything works with dynamic/wiggle type bones except for bones added to the rig manually.
What would be different about the data in those bones? They can be rotated manually in unity, but something about the way auto-rig treats manually added bones causes them to not work with some components.
Any ideas?


texts: (Python API 2.82a)how to pin vertex group with python api

texts: how to pin a vertex group in Cloth modifier with python API?


texts: Add camera shake to a camera with track to mod

texts: How can I add camera shake to a camera that has a track to constraint to a moving object?


texts: How to pin cloth object to another object

texts:
I'm trying to pin a cloth object to another object.

I tried to fix it through the Vertex group. However, because the two objects are dissimilar objects,  cannot try to pin them together into the same vertex group.

Also, tried to fix the object using the sewing function, but the cloth object subdivision was done through the modifier, so it is difficult to cover the curve of the fixed target object.

And, I'll fix the cloth to the object and add another frame bottom of the frame.


texts: Check if a mesh has a material in Python

texts: I want to create a script that check if the mesh has a material, if not it applies a diffuse shader with mid grey (value 0.735).


texts:
I was wondering if someone could explain me why blender is not saving images when I save the project?

I know that this is treated as external data and it's not really big deal to save it manually but consider case where you don't know the program well.
Normally like in all other programs, when you save a project you expect that it's going to look exact the same when you load it again but in blender you could have a Big surprise especially when you spent few hours on it.
And even if you are experienced user you could forget to save it and little mistake can lead to waste much of your time.

I'm aware of this topic Auto save images along with .blend

But I'm asking why is Blender behaving in such way. It don't seem hard to program such thing so it must be a matter of choice which i can't understand but even a simple warning will be very helpfull.


texts: Split meshes into separate objects based on closeness to others

texts:
I can't share my files but I have a long river scene where I have placed various rocks and plants along the river edges for several miles. These meshes are all now in one object as a result of being converted from particles to meshes and finally to a single mesh.

What I'd like to do is split this one huge multimillion vertice object to smaller objects so that each object still contains meshes near itself. Like take a big grid and make all meshes in one square of the grid into its own object and split the big object into smaller ones like that.


texts: How can I erase part of an image to show another image under it?

texts: I do stop motion with Lego and when I want to make something fly, I make a video with the character supported by bricks and/or clay, then I remove all the pieces from the set and take a picture; then, using GIMP, I import the blank image of the set and paste a frame with the character supported by bricks on top of that image and erase the bricks which shows through to the blank set image creating the impression of flying. I have been trying, for a few weeks, to do this in Blender to speed up the process and have not been able to find a way. How could I this in Blender?


texts: Continuous rotation in AN with certain control behavior? (Speed)

texts:
My Goal is a continuous rotation of an object in Animation Nodes around on the z-axis that can be controlled via a value in the way that 0 means no rotation and 1 means certain speed. -1 would be reverse.

Increment values, reassign values?
My understanding of AN got tested in this case really hard. First of all the Rotation Input by default doesn’t use the Object Transform Output as a new Input, is there a way?
Second of all is there a way to “store” values or “reassign” them to get this certain kind of behavior.

My First idea was to simply do it with a time_info but multiplying the time_info, logically prouces reverse motion on curve descend. Demo File is 2.81

Comparison to Unity C#
Coding this behavior in unity and c# is easy, because of its incremental fashion: Every tick I can use the current rotation as new input and decide whether I want to add or subtract a certain amount. In AN the linear Time_Info Curve gets multiplied and clinched as a whole.

help would strongly be appreciated! :)


texts: Blender only portion of model being rendered

texts:
I am rendering a still scene of a house.
it is quite a large mesh, the issue I have is that only half of it is showing up in the camera view and the render.

If you look at the screen shots you might see what you mean, it looks like half the mesh is being swallowed. I've been searching for answers and can't find. It's driving me mad.
Thanks


texts: Permanently expanded submenu in pie menu

texts:
Is it possible to add submenu (from another custom class) in pie menu is a such way as to make it always expanded (without howering over it). Or maybe it possible with popup menu as submenu? (For example, there is “Expand Popup Dialog” checkbox in Pie Menu Editor addon).
And second question is how to insert panels in pie menu? Again, it is possible with Pie Menu Editor but I want to know how do it by myself, without addons.

import bpy
from bpy.types import Menu, Operator

class CUSTOM_MT_menu(Menu):
    bl_label = "Main Menu"
    bl_idname = "CUSTOM_MT_menu"

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

        pie.menu("CUSTOM_MT_submenu", text='SubMenu')

        pie.operator("object.custom_operator", text='Operator')

        col = pie.column()
        col.operator("mesh.primitive_cube_add", text = "Cube", icon = "MESH_CUBE")
        col.operator("mesh.primitive_cube_add", text = "Cube", icon = "MESH_CUBE")
        col.operator("mesh.primitive_cube_add", text = "Cube", icon = "MESH_CUBE")

class CUSTOM_MT_submenu(Menu):
    bl_label = "Sub Menu"
    bl_idname = "CUSTOM_MT_submenu"

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

        layout.operator("mesh.primitive_cube_add", text = "Cube", icon = "MESH_CUBE")
        layout.operator("mesh.primitive_cube_add", text = "Cube", icon = "MESH_CUBE")
        layout.operator("mesh.primitive_cube_add", text = "Cube", icon = "MESH_CUBE")

class CUSTOM_OT_operator(Operator):
    bl_idname = "object.custom_operator"
    bl_label = "Operator"

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

    def invoke(self, context, event):
        wm = context.window_manager
        return wm.invoke_props_dialog(self, width=70)

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

        layout.operator("mesh.primitive_cube_add", text = "Cube", icon = "MESH_CUBE")
        layout.operator("mesh.primitive_cube_add", text = "Cube", icon = "MESH_CUBE")
        layout.operator("mesh.primitive_cube_add", text = "Cube", icon = "MESH_CUBE")

classes = (
    CUSTOM_MT_menu,
    CUSTOM_MT_submenu,
    CUSTOM_OT_operator
    )

register, unregister = bpy.utils.register_classes_factory(classes)

if __name__ == "__main__":
    register()

    bpy.ops.wm.call_menu_pie(name="CUSTOM_MT_menu")


texts: Why i cant bevel this corner properly. I thought i should apply scale but it doesn't help.


texts: Increase cycles speed for interior render

texts:
I modeled a house and wanted to render the rooms from the inside with the approximate sun lighting through the window. However cycles is incredibly slow in doing that. What should I change to increase my render speed? I am okay with sacrificing quality for it as it is not yet my final render and I am still planning the room layout.

The room is physically correct with ceiling and floor (cube with multiple small holes in it). I'm rendering in perspective mode using Cycles.


texts: I'm making a quasi-3d model for Sanic the Hegehog where it's just a cut out of an image that was given depth. However, I'm trying to put the same image as the texture, but it's shrunk down and tiled. How could I blow up the image so that way it fits out the cutout


texts:
In my VRML file, I have lights switched off. But when I render it in blender (by using the import tool), the lights are switched on.

I looked at the code:

def importLamp_PointLight(node, ancestry):
    ....
    # is_on = node.getFieldAsBool('on', True, ancestry) # TODO
    ....

As I can see in the code, lamp's is_on has not been implemented.
But I need this to work. How can I contribute to the code and make this work?

I see the this is implemented in bpy.data.lamps, but it uses C code _bpy imports types.

Thanks.


texts: Total noob, how do I make something into jelly

texts: I have an Animal Crossing model that I've rigged for some small animation, but I would like to render it falling out of the sky, hitting the ground and jiggling on impact. The tutorial's I've found have been kinda old or not very helpful, and I'm not a huge fan of youtube tutorials. Any help? Assume I know nothing I barely figured out how to rig it with bones.


texts: Nothing will unwrap, even after applying seams

texts: Absolutely nothing will unwrap, on any layer, at all. I have no idea why. The E hotkey doesn't seem to do anything, and neither does pressing the unwrap function its self. I'm at a loss.


texts:
I have this problem with jagged lines around objects in the 3D-viewport in blender 2.8.
It looks like the problem only occurs on objects in front of the reference images (see picture).
Anyone have the same issue or know how to solve this?


texts:
Imagine, you add an object to the scene and you get the redo-panel (F9 menu). If you want to modify the options of the newly created object but you mistakenly click elsewhere, the menu disappears. That's not a problem, since you can bring back this menu using F9.
However, imagine you move the object (using G) first and then want to access the F9 menu again. When you press F9 now, the menu of the translation will appear instead of the initial options for the object! How can I bring back the initial F9-menu?


texts:
I was trying to write something in Blender in Bangla(Local Language in Bangladesh) but unable to write bangla.. Then I googled the problem and found that a similar post has been posted almost 7/8 years ago but it was about writing arabic but that technique didn't worked out for me. I also tried importing bangla font in Blender thinking it might help fix the issue but it didn't fixed the issue..
Is there anyone who knows how to write Bangla or if not is there any way I can tell the Blender Devs to fix this issue.. If you're Blender Dev and reading this post Please fix this issue.


texts: Would a scene render faster if you delete everything the camera can't see?

texts: I'm not sure how render engines work, so perhaps this is a dumb question. But if I were to delete the portions of my scenes and meshes the camera couldn't see, for example, the back of a cube, would that have any impact on render times? It intiutively seems like less work for the computer to do.


texts: RX 460 "no compatible GPUs found for path tracing

texts:
Is this correct? Am I unable to use an Rx 460 for cycles rendering? I was going to CPU + GPU, but this is whats showing under all categories.
I'm using Ubuntu 20.04.2, and I just installed the amdgpu-pro proprietary drivers. I posted in the AskUbuntu forum as well regarding whether or not my system is still running the open source driver vs the proprietary, (no response yet) -but honestly I don't know what to expect with either. RX460 is supported by pro drivers, but I don't know if they're expected to make this card render in Blender. I've searched for as much as I can, but I don't want to start uninstalling and purging random things in my terminal based on forum replies before encountering a bit more expertise.
I'm not having any trouble with my viewport, especially in eeVee, aside from wishing my cycles render preview looked a bit better a bit more quickly, I was just hoping to gain a bit on my renders.


texts: A mess happens when i try to unwrap my model, any idea whats causing this?

texts: Please help i have been at this for a couple of hours, and i have no idea how to fix this.


texts:
I am a bit of a noob when it comes to animation but here goes.

I need to create a movie/video that has falling poppies and i need them to fall until the video stops, but I need them to fall on a transparent background because I will be projecting the video on to a mesh screen to overlay the brass band playing for a concert

Can anyone help?
Thanks


texts: Handler frame_change_post causes strange side effects in render

texts:
Related to this issue. I created a new .blend file for a test case. A moving object Lift is parent to Camera and Text objects.

The lower Text is updated every frame to show the altitude of the Lift. As adviced by user lemon (see the link above) I set up this script:

import bpy

def frame_handler(scene,depsgraph):
    print(depsgraph)
    obj = scene.objects['Lift']
    obj = obj.evaluated_get(depsgraph)
    z = obj.location[2]
    scene.objects['DynamicText'].data.body = 'z = {:06.3f} m'.format(z)

bpy.app.handlers.frame_change_post.clear()
bpy.app.handlers.frame_change_post.append(frame_handler)

The idea is that camera films both the scenery and the altitude text. It works fine in viewport:

However, the render result is strange. The Text moves vertically in an unintentional way:

Blender file:

Edit. Blender version is 2.81.16


texts: UV map slightly distorted for some reason

texts: so I've been working on a mod for a videogame but I ran into a problem that I simply can't figure out on my own (I'm fairly new to blender but I honestly don't know what I've been doing wrong). So I modeled the object (an I-beam, pretty basic stuff -->started from a cube and added some edge-loops and did some extrusion and scaling) applied the scale and location and started to place the seams. Then I duplicated the object b/c I've been planning to bake a normal map later on. After that, I unwrapped the model but there always is this one part or rather loop of the unwrapped model which appears to be deformed for some odd reason. I don't know but I don't think it has anything to do with my placement of the seams but I might be mistaken. Anyway, I'd appreciate your help and please let me know if you need further information:)


texts: How to implement Ian Hubert's "Rasterized planes"

texts: I've tried to implement Ian Hubert's rasterized plane animation over a scene without any success, I hope someone here will have some mercy and help me. The reference is min 3:33 from this video. Final result is shown at min 3:58. Thanks in advance and god bless your kind soul!


texts: Help with adding extra faces for extruding

texts: So I added an edge loop to my model so I could extrude part of the face out. When I try to select the face I made, it selects the old, larger face that was there.


texts: How Can I Create a Keyframeable Animation of Changing Numbers?

texts:
So ... I have several different video clips I'm editing together. Some are of a SCUBA diver during his dive, others are of a cyclist touring the countryside. I need to overlay on these videos a keyframe-able animation of numbers to track data during these events.
For the SCUBA diver, I need to be able to overlay the diver's depth and the water's temperature as it changes over the course of time during the dive. For the cyclist, I need to be able to overlay the cyclist's speed and overall mileage over time during the ride.
It's been almost two decades since I've cracked a 3D Modeling program, and that was Maya when it was produced by Alias. So, I'm not that well versed with Blender. That being said, I do have some mild knowledge, so I hope to be able to follow along any tips.
Thanks in advance!


texts:
After knife projecting, and heading back into edit mode, I find that all the vertices are invisible, and I get a very peculiar way of moving/editing things which is highly inconvienient.
Here is an example of what happens https://gyazo.com/02085eed7b7fc3adfe1b1ec81ab3244a

Usually I have simply copy and pasted everything onto a new blender file and this has fixed it, however on bigger projects that I am now undertaking it has become highly troublesome to copy and paste many objects and parts without worrying that I've forgotten something, and really it's just become a hassle.

If any of you could help with this it'd be fantastic.

Thanks


texts: How to change color of action editior an graph editor selected items


texts:
My shading on my chinook is really bugging me. I have put an edge split modifier on my model and this has elimated the majority of my issue but it still persists. As far as I can see, there are no existing ngons.

I want the beveled edges to have no shading issues. It should all be beveled. no sharp edges (anything that looks irregular is not what i want)


texts: Bricktexture allignment on different Objects

texts:
I wanted to make a House for my Art class and used the brick texture node with some extras to make a brick shader for the walls. Because the bricks didn't align correctly with the first object (House1) I added a Mapping and Texture coordinate node to adjust it. Now that i need to do the other side of the house the shader of the bricks is not aligned correctly and weirdly stretched. I thought that I could fix it by unwrapping the objects and then set the texture coordinate to UV, but it made it made it worse.
Thanks in advance.
Here's the Blend file: https://drive.google.com/drive/folders/1u0f0i5NZXxUbIkHjgmLmKPWjTaXAe_z9?usp=sharing


texts: How do you get rid of film grain in a render? I made the sampling high enough and I just want to get rid of the film grain and make the pixels look smooth.


texts: Auto-Resizing objects in BGE when I press play? How do I fix this

texts: I was trying to make some custom guns for a little game project in BGE then when I would press "p" to play the guns re sized themselves. I have no clue how to fix this or if its even fixable.


texts: GPU final render is very dark (depending on number samples)

texts:
Not sure what happend - GPU rendering worked fine before - but now I cannot get blender to GPU render, though rendered preview works(!), so it shouldn't be driver. I have an AMD card, cannot remember driver updates recently. Updated to latest after the issue happend and it didn't help.

Problem is not related to file - same thing in the new projects now.

Also it depends on the number of samples, below are the render results for 1, 2 and 3 samples respectively. On 50 samples it's like almost completely black.

Did anybody had similar issue? Is there a known solution?


texts: Possible or impossible to import 3D-models with correct UV-mapping and texture into Blender?

texts:
After a lot of searching and testing it seems like it's impossible to import an 3D-object with it's UV-mapping and texture from another 3D-software into Blender. Is this really true or is there a way to fix this?

I have a potential customer that is not working with Blender. I guess they are using 3ds Max and a cooperation is only possible if I can use there 3D-models and textures in Blender.

I have tested to import .3ds and .obj files into Blender, but there are no textures visible and the scale is not correct or the 3D-models is broken or just a big mess.

I need to clarify if it is impossible to use 3D-models with correct UV-mapping and textures into Blender? If it's impossible, I must unfortunately consider using 3ds Max again instead of Blender and that's something I want to avoid!


texts: Video texture is out of sync in blender, but fine in other programs

texts:
I am attempting to use video textures to animate a "scoreboard" of sorts. I've gotten the UVs correct, and everything seems to be working. Until I try to sync it up to my audio.

As far as I can tell, the issue lies with Blender turning the video into a number of frames. Both Blender (Cycles Render) and the video editing software I am using (Vegas Movie Studio 11) seem to rendering at 23.98 FPS. If I attempt to sync the video file itself up to the audio, it works just fine. However, when I set it as the file for the texture, the video seems to be a certain % too long.

For example, at frame 8 in Vegas, the video is supposed to switch from a slide of "You" to a slide of "Won't." But it in Blender, it doesn't switch until frame 11. Then, the slide is supposed to change at frame 15 but in Blender it changes at frame 21.

In fact, there seems to be a delay of x + 3 frames, x being the delay prior.

I've also tried it with different renders of the same file, with no visible change.

To recap: It is a single AVI file, it appears to work correctly everywhere but blender, where there is a strange adding delay.

I'm sure I could tweak this file to be perfect, but I'm going to have to do this a lot during the project and it seems there must be a simpler way.


texts: Emulate 3 button mouse not working properly on linux mint 18.3

texts:
I used this feature on Wnidows 7 and it worked perfect, recently I change my OS to Linux Mint 18.3 Sylvia Mate and I just realized that this feature only works for the zoom in, zoom out, when I try to do a pan it drags the whole window and also the same when I try to rotate my point of view.

I'm using blender with my Huion H610 as I used to do on Windows 7.

Thanks a lot man! my Linux is in spanish but it worked, in the "centro de control" then "visualizacion y comportamiento" "ventanas" in the pop up menu search for the "comportamiento" tab and I uncheck alt and chose Super (logo de windows) as You tell me, Thanks!!


texts:
I was following this tutorial: https://www.youtube.com/watch?v=EmzfaD6IgZ8

and when it got to the point where I need to apply the mask to my 6 frames (png files) of the can, I am unable to adjust how the clip is displayed in the Movie Clip Editor. I can zoom in but I can't click and drag the image left or right to move it to where I want to apply my mask. The person in the video seems to just click and drag. I've tried both LMB and RMB but neither seems to work. I've also tried pressing 'g' before trying to move it and that also didn't work. Lastly, I've checked to see if there were any settings that might "lock" the view in place, but none exist that I see.

For reference, here is a screenshot of what I'm seeing:

Any advice?


texts: Any idea where the ability to transfer weights is located in blender 2.8? I can't find where they moved it after looking around, and a bunch of google searches.


texts:
My problem is as follows
(is a model ported from SFM to Blender)
Animation attempt unsuccessful
Solid Mode
When I create a frame with the rig or in positioning mode, The FPS ends up dropping to 3 or less than that. I've tried simplify, decimate and none of these worked.
I used several optimization tips that my friends recommended to me.
Frame Dropping.
Simplify.
Decimate.
As said before, it didn’t work


texts:
Hey all is there a way to prevent meshes from moving in the z axis below the grid?
I want to have a solid floor to work on Quickly without always needing to check the transform to 0 on Z


texts: blender bge have chosshairs in center of viewport

texts: I have a simple little game I'm setting up, and I'm wondering, how do I put little cross-hairs in the center of the screen?


texts: Enumerating Images used by BSDF Node Tree

texts:
I'm trying to enumerate and export all images used by all materials in a given .blend project and associating them with named slots / channels used by BSDFs.
My problem is determining which images are assigned to which element in the material's node tree. The toolchain expects things to be named a certain way (ie. "diffuse" instead of "Base Color") and I don't want to always have to remember to change the texture's name every time for every texture. Here's what I've got finding images in Python.
real_texture_list = []
test_texture_list = []

for obj in bpy.context.scene.objects:
    for s in obj.material_slots:
        if s.material and s.material.use_nodes:
            for n in s.material.node_tree.nodes:
                if n.type == 'TEX_IMAGE':
                    if n.image.type == 'UV_TEST':
                        test_texture_list += [n.image]
                    elif n.image.type == 'IMAGE':
                        real_texture_list += [n.image]
                elif n.type == 'BSDF_PRINCIPLED':
                   print(n.inputs["Base Color"]) # want the "Base Color" image object so I can name it something else on export


texts: I have a field of ellipsoids with various rotations. I'd like to colour them by their rotation. Is it possible to get an object's rotation in a cycles material node?


texts:
Sorry for my bad English, I'm new to Blender and I looked at the code many times.

As I suspect (if I'm not wrong) Blender UI is python and the core is C/C++.

For example when I want to change some features in the UI, I should do some work with python files in "bl_ui", but when I want to change Blender foundations, I should change C/C++ code

I almost know somethings about how this works but, I can't understand the connection and relationship between Python and C/C++.

When we click a button, a python file and function will be used, but what's going on after that?

I don't if know you can understand my question, I can't speak English very well, sorry.

Thank you


texts: How can I prevent an object from being too deformed when using a Curve modifier?

texts:
I have used a cube with a curve modifier and array modifer to run create a set of tracks for a tank model.

My problem is that the cube appears to be at a slight angle and I can not work out why.

There is no rotation on the cube itself so I am not sure where the rotation is coming from.


texts: Nothing there in the Active Tool drop down

texts: I’m really new to blender and whenever I click the Active Tool drop down in the tab Tool of Texture Paint, nothing happens. In the tutorial I’m following, there is supposed to be a bunch of options that show up. I’ve tried reopening blender and I’ve opened a new project where these options do show up. Does anyone know why this is happening or how to fix it? Thanks!


texts: How to create a custom UI script that toggles a specific Object's Render and Viewport visibility while being a bool property (toggle or checkbox)?

texts:
Blender Python (overall Python) noob here. I simply want to make a Custom UI that toggles my models accessories by enabling and disabling their viewport and render visibility. Generally, I want to know how to make customizeable input for operators but I simply can't wrap my head around it. I'm trying to avoid using Custom Drivers since I need a more user friendly input and not just a float property.

I don't exactly have a full script since I'm not sure how to approach it.

Here's a script that toggles the visibility of both the viewport and render but isn't a toggle:

import bpy

class UiPanel(bpy.types.Panel):
    bl_label = "Custom UI Visibility Toggles"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = 'Item'

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

        layout.operator("cube.button")

class CubeVisibility(bpy.types.Operator):
    bl_idname = "cube.button"
    bl_label = "Cube Visibility"

    def execute(self, context):
        if bpy.data.objects['Cube'].hide_viewport == True:
            bpy.data.objects['Cube'].hide_viewport = False
        else:
            bpy.data.objects['Cube'].hide_viewport = True

        if bpy.data.objects['Cube'].hide_render == True:
            bpy.data.objects['Cube'].hide_render = False
        else:
            bpy.data.objects['Cube'].hide_render = True

        return{'FINISHED'}

def register():
    bpy.utils.register_class(UiPanel)
    bpy.utils.register_class(CubeVisibility)

def unregister():
    bpy.utils.unregister_class(UiPanel)
    bpy.utils.unregister_class(CubeVisibility)

if __name__ == "__main__":
    register()

This one has the toggle feature but are on separate buttons (needs to be only one):

import bpy

class customMenu(bpy.types.Panel):
    """Sample Toggle"""
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_label = "Toggle"
    bl_idname = "custom_ui"
    bl_category = 'Item'

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

        row = layout.row(align=True)
        row.prop(bpy.data.objects['Cube'], "hide_viewport",text="Viewport")
        row.prop(bpy.context.object, "hide_render",text="View")

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

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

if __name__ == "__main__":
    register()


texts: How would you render backface culling with Eevee engine?

texts:
I'm using backface culling to make contours but it will not render with Eevee. The first image is with the hand in the view.

The second image is when I attempt to render.

I was thinking of using nodes to enable it but I am open to other ideas. The only solutions I found were either outdated or only cover Cycles.


texts: Blender crashes when started from the command line

texts:
I'd like to run Blender from the command line (like this) in Mac OS, but am running into an error which causes Blender to crash each time I run ./blender (from within /Applications/Blender/blender.app/Contents/MacOS):

Jamies-MBP:MacOS Jamie$ ./blender
ndof: 3Dx driver not found
Read new prefs: /Users/Jamie/Library/Application Support/Blender/2.74/config/userpref.blend
found bundled python: /Applications/Blender/blender.app/Contents/MacOS/../Resources/2.74/python
Fatal Python error: Py_Initialize: unable to load the file system codec
  File "/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/encodings/__init__.py", line 123
    raise CodecRegistryError,\
                            ^
SyntaxError: invalid syntax
Illegal instruction: 4

The OS also reports that 'Blender quit unexpectedly.'

The error seems to suggest that Blender is looking for Python 2.7, but I thought Blender would always use its own copy of Python 3? If I run which python I get /usr/bin/python, and if I run which python3 I get /Library/Frameworks/Python.framework/Versions/3.5/bin/python3.

If I run $PYTHONPATH the output looks like this:

-bash: /Library/Python/2.7/site-packages/pip-1.4.1-py2.7.egg:
/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python27.zip:
/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7:
/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/plat-darwin:
/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/plat-mac:
/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/plat-mac/lib-scriptpackages:
/System/Library/Frameworks/Python.framework/Versions/2.7/Extras/lib/python:
/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/lib-tk:
/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/lib-old:
/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/lib-dynload:
/System/Library/Frameworks/Python.framework/Versions/2.7/Extras/lib/python/PyObjC:
/Library/Python/2.7/site-packages:
/Library/Python/2.7/site-packages/PIL: No such file or directory

I'm not sure whether this is typical or not (there seems to be an No such file or directory error but I don't know if that's related).

What should I do to fix this or investigate this further? Do I need to add python3 to my $PYTHONPATH? This answer mentions other variables, such as $BLENDER_SYSTEM_PYTHON – do I need to change this?


texts: Starting character with cube or six sided cylinder?

texts:
I always start with a Cube, but recently I saw some tutorials which are starting character with a six sided cylinder. The result at the end is same, after I add my loop cuts, but I am still interested if its there any advantage of this method or is it just preference of an artist?
I would just like to mention that I prefer cube because it makes me feel like I am more in control where edges and cuts gonna be. The question would be: Does it make any difference, at the end, starting with six sided?


texts: Drawing text through bge module - Drawing several words

texts:
The code of my script:

import drawtext
drawtext.chain = 'Hello World!'
drawtext.positionx = 0
drawtext.positiony = 0

The code of the file drawtext.py:

# import game engine modules
from bge import render, logic
# import stand alone modules
import bgl, blf

# create a new font object, use external ttf file
font_path = logic.expandPath('C://Documents and Settings//Guillermo//Mis documentos//Google Drive//Gproyectos//Proyectos con Blender//arial.ttf')
# store the font indice - to use later
font_id = blf.load(font_path)
chain = 'this is the message'
positionx = 0.5
positiony = 0.5

def write():
    """write on screen"""
    width = render.getWindowWidth()
    height = render.getWindowHeight()
    # OpenGL setup
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, width, 0, height)
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glLoadIdentity()

    # BLF drawing routine
    blf.position(font_id, (width * positionx), (height * positiony), 0)
    blf.size(font_id, 50, 72)
    bgl.glColor4f(1.0, 0.0, 0.0, 1.0)
    blf.draw(font_id,chain)

def update(cont):
    own = cont.owner
    chain = own['msg']

# set the font drawing routine to run every frame
scene = logic.getCurrentScene()
scene.post_draw = [write]

when you run the game engine, you see this:

And what I want to do is to obtein this:

How can I change my code?


texts: Strange face transparency artifacts in Eevee

texts:
Can somebody explain whats wrong with my mesh? Have no idea what to do.

Why some of these faces are transparent?
It is rendered with strange holes in Eevee, but in Cycles all is ok.

3rd and 4th screenshots with marked edges

You can achieve this with any texture in my .blend file.

http://pasteall.org/blend/index.php?id=52822

Please help!


texts: Adding reflection to a plane while keeping a perfect white emission

texts:
I want to have a perfectly white background with a reflection of an object. For the perfect white, I decided to use a emissive color, the result is as I expected.

Now if I mix a Glossy BSDF, I have my reflection, but the white is not as perfect as it was before mixing the shaders. Playing with the Fac-value is not bringing be further, because I need the white to be perfect, not with a tradeoff.

Is there a way to achieve this?

Please don't go too harsh on me, since I'm a beginner :D

Thank you for your help!


texts: How to get a Collada model to rotate around its own centre axis, when the model is imported into iBooks Author

texts:
So I export complex models from Blender into collada format and then import them into iBooks Author.

As the images show, the object doesn't rotate around its own centre of axis, it chooses something random, and thus the model doesn't rotate correctly around its centre in iBooks.

Is there some setting I can use while exporting it into the collada format, or is there something I could do to the model to get it to rotate correctly. I have tried joining all the objects into one and then changing its origin to the geometry, but that doesn't work.

Any ideas ?


texts: Material node - increase saturation one color?

texts:
How can you increase the saturation of one or two colors using nodes? I would like to increase the saturation of blue(s) and also the orange just a bit. This is in a material using nodes.
Thank you


texts: Is there a quick way to copy the Object Name to the Mesh Data Name?

texts: I like to keep my scenes clean. Much of my Blender life is spent naming an object, copying the name and pasting the same object name into the mesh data name. Is there a quick way of doing this (or an add-on out there) where I can name a single-user mesh and the mesh data will be replaced with the same name?


texts: Why is Eevee giving low res animation output?

texts:
First off, I wanted to make a HUD in blender. I thought it was better to use Eevee for its bloom effect. I can get single frames render at high res but IDK why the animation looks all pixeled..

This is the rendered image and it looks pretty good. But the animation video is really low res
If you noticed you can see the pixelated retro sort of look. The rendered image at first is 1.08MBs. But the rendered video is 0.88MBs. I don't why this is happening..

They are the exact frame but why does the rendered video looks so crappy?? Anyone please help, thank you!!


texts: Can I animate a mesh using raw vertex coordinates per frame?

texts:
I'm interested in creating an animation in Blender that involves an intricate and roughly-scientifically-accurate animation, that appears to be beyond the ability of Blender to perform easily and accurately. This animation will be mixed with other animations in the same scene that will be done using standard keyframing/rigging.

As a result, I'd like to write a program that generates mesh data for each frame and outputs it in some format (likely X,Y,Z, and a few texture parameters for cycles, perhaps U/V for a UV map). Is there a way to easily import this bulk mesh data into Blender so that I can obtain an animated object, without importing a separate mesh per frame?


texts: How to import animation from directx .x file properly?

texts:
I am almost finished with my directx importer with all mesh/bone/material, but the animation is just still bad. I would like to ask for help about how to get animation going properly, with using data collected from .x file.

I actually tried many variations, so I just could not tell what I tried already: nearly everything, really, I am sure I just missed something silly.

Here is a code I use at moment (and I do not ask you guys, to do it for me, but to point out the problem):

csontvaz_objektumkent.animation_data_create()
for animacio in animaciok:
    animacio_nev = animacio[0]
    uj_animacio = actions.new(animacio_nev);
    uj_animacio.use_fake_user = True;
    csontvaz_objektumkent.animation_data.action = uj_animacio
    max_matrix = animacio[2]
    for csontja in animacio[1]:
        csont = csontvaz_objektumkent.pose.bones[csontja[0]]
        if (csont == None):
            continue

        mi = len(csontja[1])
        li = max_matrix / mi
        i = 1

        for aktualis in range(len(csontja[1])):

            matrix_elozo = Matrix.Identity(4)
            if (aktualis != 0):
                matrix_elozo = csontja[1][aktualis -1]
            matrix_jelenlegi = csontja[1][aktualis]

            #nem jó: matrix_relativ = matrix_jelenlegi.inverted() - matrix_elozo
            (te,re,se) = matrix_elozo.decompose()
            (tj,rj,sj) = matrix_jelenlegi.decompose()
            rr = re.rotation_difference(rj)

            csont.rotation_quaternion = rr
            #csont.matrix = csontja[1][aktualis]

            bpy.context.scene.update()
            kulcs = i * 10
            csont.keyframe_insert('location',frame = kulcs)
            csont.keyframe_insert('rotation_quaternion',frame = kulcs)
            csont.keyframe_insert('scale',frame = kulcs)
            i = i + li

I got an array of data collected, having bone names and the keyframes. The csontvaz_objektumkent is the armature object. I do all animations in animaciok and do fake_user so I do not lose it after saving as .blend file. I search for bones in csontjai and csont will be used as bone object found. I use several variables like mi, li and i to make sure, that every part is same length. Then I start with just one bone and here I left two variations in the code.

The first one uses the matrix_elozo and such: this will try to just use rotation quaternion. Takes the previous and current matrices and tries to have the bone rotated by the difference. The idea here is that I need only rotation, since the translation is just the length of the bone.

The second idea (with what I started) is that I just give the .matrix the value by the keyframe data.

None of them is working correctly. The best I got so far is like this:

and if you guessed that it looks bad, you guessed right.

So my question would be that how can I do this right, having data from .X file?


texts: How To Fill The Hollow Parts With Another Material?

texts: I making a simple mesh of two different materials as shown in the figure, the question is how can I differentiate both of them in Blender?


texts:
I need to render some stills of ships at sea. I've played with the ocean tool for literally days and the results I get are pretty terrible. The rendering time goes up so high it becomes impractical, and I get striping/banding whenever I do any kind of repeat. I just want a simple infinite ocean plane like I used to be able to do in Bryce 5 back in the day on a Windows 98 machine. I don't want to see any striping/tiling. How can I accomplish this.

Also, can't use cycles for this as I am automating it with a python script and the 3DS models I import in the script do not have materials/textures that work with cycles (and I have 100s of models).


texts: I get this noisy result (attached video and blend file) for engraved and beveled text

texts:
Can someone please enlighten me what am I doing wrong? Why does the boolean difference operator result look so bad?
The bottom of the engraved text is very noisy as you can see in the attached video. Also, I can't get the bevel modifier after the boolean operator modifier to produce a nice glitch free result. I actually had to disable the clamp overlap option because otherwise there's no bevel at all, but I guess this way the bevels around the engraved text gets noisy. Maybe the boolean difference operator and the bevel operator can't play nicely together. I wanted the text to move into the other object, maybe there's another way.
Blend file
Video
Edit:
Part of the reason why the output is so bad is that I made the cutout invisible by making it transparent using a transparent surface/volume material. Now, that's a bad idea, but I didn't know there was a specific boolean option for that. Silly me.
The other reason could be that bevel for very pointy corners doesn't play nicely with the boolean difference operator. I couldn't figure out what to do about that yet.


texts: Is there some way to hide the axis of linked objects?  I'm working on a model that's a composite of a bunch of others and all the crosshairs are making it really difficult to work with as most of the work has to be done in wireframe just to get the positioning right for internal objects. The image below demonstrates the issue:


texts: My characters walking animation breaks after jumping

texts: When I test my game everything works perfectly until I jump. No animations except for the Idle one I have will work.


texts:
When I try to animate or tweak my nodes, the mesh automatically switches back to flat shading despite I have set it to smooth previously.

Q: How can I set the shading to Smooth when using Sverchok?


texts: How is it possible to have a add-on run immediately after you open blender?

texts: What I am needing to do is that when I open blender it toggles the add-on. The add-on that I am using is the Virtual Reality ViewPoint. What I want is for that addon to activate right when I open Blender.How is this possible?


texts: Emitting an Object Particle based on a rotating parent

texts:
I am animating a baseball spinning and moving through space.  I am using an attached emitter to produce particles based on the "seams" object of the ball.

As the ball spins, the seams are in different places.   I want each emission to reflect the current orientation of the seams, and stay frozen in that rotation.

Currently, ticking the [x] Rotation box under Render matches the initial orientation, and each particle continues to rotate as the parent object does.  I want to freeze its orientation once emitted.


texts: What was the first printed documentation for Blender?

texts:
I remember buying a printed documentation from NaN a long time ago. Perhaps it was this one:

2000 "official" documentation for Blender 2.0, source

In my memory the book was more in the shades of pink, but I may be wrong. Anybody can confirm this was the first book sold by NaN? (I'm not talking about books written by independent writers, though at this time I doubt there was many authors).


texts: I'm following ducky 3d tutorial - https://www.youtube.com/watch?v=SlizedfuIN4&list=RDCMUCuNhGhbemBkdflZ1FGJ0lUQ&index=6 - But when I turned on alpha clip it didn't work, what I could do? I set up eevee and bloom, motion blur, screen space reflection and ambient occlusion. Please help me


texts: Is it possible to use a texture to control the size of particles?

texts: I'm trying to make a forest with a particle system, but I want a controlled variation in tree size. Is it possible to use a displacement texture or something similar to control the size of the particles?


texts: Selecting armature via Blender's Python API

texts:
If I use the outliner, I can select a skeleton and include it in an FBX export by hand.
How would I do this programmatically?

The goal is to be able to export multiple meshes with the same armature to separate FBX files.
Right now my script looks like the below, but it doesn't export the armature correctly.

import bpy

def export_clothing_items_to_assets_directory(assets_directory):
    objects = bpy.data.objects
    for object in objects:
        if ("_shoes" in object.name or "_top" in object.name or "_bottom" in object.name):
            bpy.ops.object.select_all(action='DESELECT')
            object.select = True
            for bone in bpy.data.objects[0].find_armature().data.bones:
                print("Selecting", bone.name)
                bone.select = True
            export_path = assets_directory + object.name + '.fbx'
            bpy.ops.export_scene.fbx(filepath=export_path, check_existing=True, axis_up='Y', axis_forward='-Z', filter_glob="*.fbx", version='BIN7400', use_selection=True, global_scale=1.0, bake_space_transform=False, object_types={'MESH', 'ARMATURE'}, use_mesh_modifiers=False, mesh_smooth_type='OFF', use_mesh_edges=False, use_tspace=False, use_custom_props=False, add_leaf_bones=False, primary_bone_axis='Y', secondary_bone_axis='X', use_armature_deform_only=False, bake_anim=True, bake_anim_use_all_bones=True, bake_anim_use_nla_strips=True, bake_anim_use_all_actions=True, bake_anim_step=1.0, bake_anim_simplify_factor=1.0, use_anim=True, use_anim_action_all=True, use_default_take=True, use_anim_optimize=True, anim_optimize_precision=6.0, path_mode='AUTO', embed_textures=False, batch_mode='OFF', use_batch_own_dir=True, use_metadata=True)

export_clothing_items_to_assets_directory("D:/tmp/")

I would like to select the highlighted object in this image:

When I try to select from the armature object, an error is thrown that Armature type cannot select.

>>> bpy.data.armatures[3].select = True
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
AttributeError: 'Armature' object has no attribute 'select'


texts: Why does the same material look different on another object?

texts: I have a PBR material. I have assigned it to the floor and the side wall. On the floor it has good scale, but on the side wall it looks compressed. The side wall and the floor has the same material. How can I get the same correct scale on both objects?


texts: How to make one face always be on the top of another

texts:
I'm trying to modeling a male character with a skirt (don't ask) but when I move the bones the leg very often overlaps the skirt... I've done the weight paint to be influenced by the bones around but it seems I have to do something else.

see image below, any ideas?

thanks


texts: I want to make a transparent mesh for particle hair. Don't know how to call it correctly

texts:
I'm newbie and not very familiar with definitions, so I could call something wrong.

How can I make an separate object with mesh like this (transparent) to use it for patricle hair system? I'm selecting faces of scalp I need, duplicate them and making them a separate object, but don't know how to make it's mesh transparent, with no material, just like at picture.

I've searched the web a lot, but all what I found is about making the material of mesh transparent. Maybe I just asked the wrong questions because don’t know how to call this option right.

Sorry for bad english, I'm not the native speaker.

Thank you in advance!


texts: operator_enum of object.mesh_add and object.empty_add is displayed unexpected

texts:
i'm writing an addon, that's simplifying the ui of blender dynamically for mesh-editing only purposes. So i want to simpify the add-menu of the 3d-view. But there i've the Problem, that if i uses this code

layout.operator_enum("object.mesh_add", "type") #new_line
layout.separator() #new_line
layout.operator_enum("object.empty_add", "type") #new_line

it looks like shown in this image:

I'm getting the same result if i'm writing an new menu-object or if i'm replacing code of the original menu-object. I'm using blender 2.76b of the ubuntu repositories (16.04).

Did i do something wrong or is this a bug i've to solve by a few of this lines:

layout.operator("object.<...>_add", icon='<...>', text="<...>").type = "<...>"

thanks.


texts: Noise issue when baking ambient occlusion to texture on spherical UV map

texts:
I am trying to bake ambient occlusion to a texture using blender render on this model of a meteorite. It almost works, except for steep edges of holes, where I am getting a strange noisy / mottled pattern of black and white faces.

I did try using lightmap pack instead of spherical unwrapping, and it does make the mottled noisy areas go away. However, I need to use a spherical UV map shown because of requirements for scientific analysis later.

Can anyone explain what is causing this mottled pattern?


texts: Scrolling the mouse wheel scrubs the timeline

texts:
Since I updated to 2.74, sometimes the mouse wheel scrubs the timeline rather than zooming. I guess I've hit some key by mistake, but I haven't been able to find out which one. When this happens, scrolling scrubs the timeline no matter which part of the UI I'm in, i.e. it won't let me scroll up and down in the panels either.

Update: I have several virtual desktops, and after posting this, when I went back to the desktop where Blender is, it had reset the mouse function to what I'm used to. Seems strange. Is this a bug that I should report, or is it some feature that I haven't been able to wrap my head around?


texts: I Used Shift + L to select all objects in common.. how do I apply a material to all of those now?

texts:
I did Shift + L to select objects with the same default material, but now how do I apply a material to all of those?

It will only apply a material to the original one I wanted to compare the other objects with.


texts:
Is it possible to produce several small flames from different parts of the same mesh? I'm modelling a birthday cake with 42 candles, and in a weak moment I joined the cake and the candles into a single mesh (don't ask why, I honestly don't know). I created the candles by modelling one, which I used as a template object for a particle system, which I then converted into objects. Then, ¤#!& knows why, I joined it all, including the cake, together into one glorious whole.

Could I put a smoke domain around each candle, or do I need to separate them? Or could I even accomplish it with a single domain?

I save pretty often, so although I have Blender keeping five backups, I can't recover the individual meshes (my /tmp is a tmpfs, and I've rebooted since the "accident", so no quit.blend either).


texts: How to exact copy paint weights from one object to another

texts:
2 object occupying the same space with the exact same geometry.
They both need to be influence by one bone identically. I edited one's paint weight so I want to have the same changes applied to the other.

I was suggested to:
Select the object with the correct weight(source)
Shift select the object that you want to copy weights.
In weight paint hit [ Transfer Weights ]
Opens the Transfer Mesh Data tab.
hit [ Transfer Weights ] again.

I tested it in pose mode but it didn't work they are still different.

(UPDATE)
Upon additional information
Hit [ Transfer Weights]
For Source Layer destination select: By Name
For Destination Layers Matching select: All layers
For Mix Mode select: Replace


texts: Object material that is completely transparent, but occludes other objects

texts:
I'm trying to overlay some animated 3D models over live action footage. Some of the models (I'll call them collection A) will appear behind objects that are in the footage. I also have matching models for the live action objects that will be in front (collection B) and they are already animated to move exactly like the live action versions. I hope I'm explaining that clearly.
My issue is that I want to only be able to see the live action footage of collection B. I want the collection B 3D models to be transparent, but still occlude collection A so that collection A appears behind the footage of collection B.
I'm not sure that there's actually a way to do this, even with custom material nodes. I've seen posts describing a way to do it with compositing, but I wasn't able to replicate it. I would very much appreciate any help.
I'm on version 2.9, with the eevee engine.
Unfortunately, I can't upload my actual .blend file or screenshots, since this is for work. But as an example, in the screenshot below, I'd like the cube to be completely transparent, and the desert to show through. But I want the piece of the sphere that is covered by the cube to also be transparent, and the desert to show through that as well.

Here is my current compositing setup:


texts: In Blender 2.91. In sculpt mode have Stabilize stroke function. Way to function Sidebar -> Tool -> Stabilize Stroke. But i can not set Hotkey to this function.


texts: Palm rejection issue with Blender on HP zbook x2

texts:
I'm having issues with the palm rejection in Blender on the HP zbook x2. It uses HP's custom wacom driver. When the pen is close to the screen it should ignore any touch, but it seems to be picking up touch too. So the cursor doesn't know where to go and starts flickering. Attach is a video I put on youtube about the issue.

https://www.youtube.com/watch?v=ZPu4HqwrRjU&t=188s

I've been in contact with HP support and since Blender is a 3rd party app, they won't do anything unless I get a case number from Blender developers and then submit the case number to HP. I'm at a lost as to who to contact on Blender.org. I'm hoping someone on here has a fix for this issue or can direct me to someone on Blender.org who can help. Thank you very much everyone!


texts: Image Texture Node : separate image file as a socket - to make it more reusable - in Eevee

texts:
I have a shader node tree like this.  It works well even in Eevee.

^ All of the yellow circles use the same image file.
This is inconvenient when I want to :-

change the file later
create a reusable node group that have image file as input e.g. to create an awesome blur/high-pass node

How to split the file-text-box to an input socket?
I wish for something like :-

Edit (reason to reopen this question) :-

A duplicate question and answer suggested by Gorgious Timaroberts♦
(Select Input Texture file name as parameter/node) forces me to use OSL.

Unfortunately, OSL is currently not supported by GPU-rendering / Eevee at all.      Thus, such solution has heavy negative impact on rendering/preview time.

How to solve the problem without negative impact on rendering/preview
time?    Moreover, I still want to achieve it in Eevee.


texts:
I'm still pretty new to blender but I've been working on this guy for a while. He's only being used as a ragdoll, so I haven't included any fancy IK bones or constraints or whatever. Looking at the picture above, you can probably see some problems already, but I'm really only worried about this one right now:

So in weight paint mode, I did all my weight painty stuff, saved it, and tested it for any weird contortions in pose mode. And I noticed this. It wasn't an issue while painting it, so I reverted to the last save but, because I saved at the wrong time, the problem was still there. (Just noticed I spelled clavicle wrong in the photo, but youknowhwatimean)

His right arm and leg bones were moving the mesh in odd ways, pulling his face and left leg when I hadn't assigned them to. I ended up subtracting all the paint I had put on to find some sorta reason to why the mesh was moving. So everything's completely blue when you select any of the bones, but now all of the mesh, with the exception of his left arm, is connected to the armature.

If anyone could identify the problem, that would obviously be great. I'm not sure if this is a big problem or a small problem, my best guess is that I messed up when duplicating the left arm and leg (the ones I made first) over to the right side. Maybe I pressed a wrong button, skipped a step, or made a mistake when parenting the mesh to to armature (with automatic weights). So yeah, if anybody has an solution, or just an idea, that would be great.


texts: How can I get rid of these weird shadows?

texts: I was trying to find a solution on youtube but I couldn't find any.


texts:
I'm new to scripting inside blender (two days). I have a camera folowing a path (a circle).

I have written the following code to get the location and rotation for each frame and write it to a file:

import bpy

transformMetrix=open('C:\\Users\\sunimalm\\Desktop\\transformMetrix.txt','w')

for f in range(bpy.context.scene.frame_start,bpy.context.scene.frame_end):
    for obj in bpy.context.selected_objects:
        transformMetrix.write('\n'+obj.name+'\n')
        transformMetrix.write('\n'+ str(f)+'\n')
        transformMetrix.write('Location : ' + str(obj.location.x) +' '+ str(obj.location.y) +' '+ str(obj.location.z) +'\n')
        transformMetrix.write('rotation : ' + str(obj.rotation_euler.x) +' '+str(obj.rotation_euler.y) +' '+str(obj.rotation_euler.z)+'\n')
        transformMetrix.write('scale : ' + str(int(obj.scale.x)) +' '+str(int(obj.scale.y))+' '+str(int(obj.scale.z)) +'\n')

transformMetrix.close()

When I play and run the script I only get the same rotation and location matrix for every frame.

What am I doing wrong here?

Then I tried to put above code inside a function and append it to a handler, but I still get the same output:

bpy.app.handlers.frame_change_post.append(function)


texts: I've been baking a fluid simulation for the past four hours, and I decided to set up the materials in my scene while I was waiting.  While doing the materials, blender crashed.  Is there anyway that I can resume the baking right where it left off?  Thanks!  (This is seperate from How to resume baking fluid simulation?).


texts: animating a collision with an object following a path

texts:
I have this idea that looks pretty simple in my head, but turned out to be pretty hard to animate.
I've got this animated bee that is flying along a path, and i want it to collide into an object, bounce off and then continue the path. The problem with the path is that the object following it wants to go in a smooth line, not in a 'colide-and-bounce-off' line.
Is a path animation the right way to do it or is there an other, more convenient way?
Thanks allot in advance!


texts: BGE app doesn't work properly with eye-tracking screen recorder

texts:
It is my master thesis project where i want to investigate the gaze fixations with Tobi eyetracker

i created everything in Blender and it works perfect but as soon as i turn on the screen recorder of eye tracker - it performs horrible, sensitivity increases 10 time and you can't walk in the 3d environment
here is the video have a look please
any ideas on how to solve this?

https://drive.google.com/open?id=1V3K7h8lCE3sjECoyh7WtxYG0gnwLFN4A


texts: How to get particles to move with object. Works in 2.79 not in 2.8 possible bug?

texts:
Seems like a pretty straightforward question.
I am using blender 2.8, and had trouble for days trying to figure out why my particles escape my collision object once the collision object begins a keyframed movement.

I decided to simplify the whole thing to test it. I made a sphere, keyframed it to move along x axis, and assigned it as a collision object. Made a square inside the sphere, keyframed the same movement. Then added emitter particles to it.

Now in blender 2.79, the particles collide and move with the sphere, none escape. I saved the file, and opened it in 2.8, and the exact same thing has a different outcome. The particles stay at the source (escaping the collision object), while some follow.

Is this a bug? If so, how do I go about fixing it, and is there a workaround for my project? I require snow inside a snow globe, to stay inside the snow globe once I start animating it. In 2.8 It isn't working, and I can't open a 2.8 file in 2.79

Thanks


texts: I'm following a video on youtube "Creating braid in blender" and he shade smooths the curves around 2:40. My model is the exact same as his and when I have it selected I go up to object, and go down and click "shade smooth". Only it does nothing. It's ruining my braid and bothering me to no end.


texts:
I'm having problems trying to make a Normal map. Essentially I want the High Res model detail to go on to the Lower Res one. And that's done trough Normal Maps correct?

Here is the blend file:

https://mega.nz/#!EQ11RYgR!kwZ57m9rj-nQx7dTKSlOfLcM_4eOlhTOR1GBoLvCmDQ

I managed to go this far, but the texture doesn't look quite there. It looks pixalated in some places, and the effect ain't showing on the Low Res model either.

What do I need to do?


texts: Is this possible that one objects follows the other object's transformation?

texts:
I'm trying to make an animation of tessellation structure.
Since I have to edit bunch of units at the same way, I wonder if it is possible to edit only one object and set others just follow the first one automatically. I have tried Parenting, Grouping etc but I haven't found any solution yet. Thx in advance!


texts: Imported a 3ds w vertex groups(?) How do I rig it properly in blender?

texts:
I imported a robotic arm 3ds model to play with and it came in with these little nodes. I think they are vertex groups but I don't know how to play with these because I dont know what to call them to search in google for a tutorial.

I tried to delete the nodes so that I could attempt to build an armature system. But, when I did, it deleted parts of the mesh.

Rotating or moving the nodes cause parts of the mesh to move, but not in the way they should. For example, clicking on the node that is associated with the top arm and rotating does not cause the arm to rotate as if it was attached to the lower arm. It just moves independently.

Since they look like origin points, I tried to set the origin to mesh. But the node didn't move.

There are no dope sheets or curves associated with the model.

How can I set this up so that it works properly?

How do I delete these nodes without deleting the mesh, if I wanted to start over? Or how can I convert these to bones?

Where should I start to look? (I have watched tutor4's animation tutuorial at https://www.youtube.com/watch?v=xy8yFclpC9E but all it did was make me want to make my own bones for the model.)


texts: Why edges of my design suddenly overlapping other objects in edit mode

texts:
While everything was going good with my design I started noticing some edges started showing up on other object. I am not sure if I messed up a setting or checked some checkbox, has anyone stumbled upon this, or knows what is wrong

the cylinders face looks like it is inside the edges

but it is actually in correct place