texts: python - get bones location in pose mode in world-space coordinates

texts:
I want to get the offsets between a bone's coordinates in pose mode and its coordinates in object mode.

My exact situation is that I have multiple rigged characters with same the orientations, but different scales. I want to modify the bones' locations in pose mode but in object world coordinates. So now I have problems with offsets between pose mode coordinates and object mode coordinates, and also scale.
Is there a way to have a single world coordinate system with the same scale, offset and orientation for all objects and bones in pose mode?


texts: The "reset of the scale" flips and destroys my normals

texts:
I had this mesh with these Normals:

The column had a "wrong" scale

and I wanted to set it to 1 1 1.
Then I pressed Ctrl + a and scale.

The result was that:

The normals are upeset and destroyed (if I flip all with Ctrl + n the final result isn't good . . .  the normals, although flipped in the right direction, don't come back to the origin.

My question is: is there a way to set the scale (1 1 1), avoiding the total distorsion of the normals? Or maybe, am I making any mistakes?


texts:
I have some problem with rendering. When I render it renders like this

But When I take a preview blender it looks good, like this;

If you want the blend file: Download

Sorry if you do not understand

The frame you need to see = 26, 32 34-36 and more

Anyway please help me


texts: How to make the Image Input node process every file in a sequence of OpenEXR or OpenEXR Multilayer .exr files?

texts:
My setup  i5 2500K processor @ 3.3 GHz  and 24GB ram.  Using Blender  v2.79b

I have rendered out a set of 11 frames  in  OpenEXR and  OpenEXR Multilayer format. Each  set is produced from rendering a 3 layer blender file.
Using an image node, set to image sequence  (as below)  these 11 files are connected to a composite node with the output set to produce .png files.

In both file types, the image node only processes the first file and produces blank files for the other 10, with the multilayer file format producing pink output .png files and the Open EXR files being black .png files.

I've read elsewhere that the pink colour is produced because there's no image there. I've  picked up the images  individually one by one in the image node, and it displays the image content of the file perfectly.

Why can't the image node process every file in the image sequence using the Animation button?

Can I have some help on this, I have an animation of 530 frames to composite and doing them one by one  rather wastes my processor!


texts: Using VSE. Rendered video and now nothing is showing up.

texts:
I've been using the VSE for awhile now and have yet to encounter this problem.

I finished editing my video and clicked render animation. Everything seemed to be going fine. After the video finished rendering I went back through to watch the rendered video and it was just a black screen with no sound. Image overlays I had added to the video would still show up at the appropriate times, but no video or sound.

I tried reloading the file and restarting Blender, but neither of these things works. Can anyone give me any advice? It took me 3 hours to finish editing this video and now it's just gone.


texts: How do I make a hole and resize it later?

texts:
When designing physical objects (mostly for 3D-printing), it is a usual scenario that I create an object with a hole and try it and then resize the hole if it doesn't fit.

I use boolean modifier for hole making, but it is very inconvenient to resize holes made this way since I have to undo the boolean modifier and removing of the cutter mesh (usually a cube or a cylinder), resize it and make the hole again. At times I just don't want to keep hole cutting as the latest action.

What can you suggest a better approach so that I can easily apply trial-and-error method for doing holes (or, in other words, resize them)?

Edit: For example, in the following file there's a piece with 3 holes, the big one is supposed to get an aluminum tube of 8 mm diameter inside it so I've made a 8.1 mm hole (ok, 8.1 cm in the default scale) but it may happen that it's not large enough and I will need, say, a 8.2 mm hole. I kept the hole-cutting cylinder and the painful part is: I applied the boolean (difference) modifier thrice (to the big cylinder and to 2 smaller parts) so changing the hole diameter will be long and annoying. Increasing the diameter is easier: actually, I don't have to undo hole cutting, but to reduce hole diameter, it is required.


texts: So I would like to use Retopoflow for Blender 2.8 but it requires an update by the looks of it, so I searched around for a solution but no luck. Any idea on how to update it? Thanks for your time.


texts:
I want the background of my scene to use a sky texture I have setup the nodes to use a image texture but instead of unseeing the sky texture I added it just looks white. Here is my setup:

How can I fix this?


texts: How do I create an edge on a non-standard shape?

texts:
I am trying to create a horizontal line around a corner but Blender won't allow me to do cuts with crtl+r.

My intent is to make 4 edges so that i can make it go inward (it's supposed to be the lid of a box)

Some extra info: I am unable to use the knife tool (K) because from the front and rear view the box is obstructed and I don't want to cut a line through the entire model.

If there is a way for me to add a Vert on an edge with it being able to slide, much like the crtl+r shortcut does for edges that would be a way.

Edit: This was marked as possible duplicate where the solution was using the knife tool but like I said above I'd like to avoid using this as I'll have to make it "cut-through" which will cut the entire length of a 6m long model with a bunch of details.


texts: Quickly add texture coordinate and mapping nodes shortcut?

texts:
I know there will be a very quick and easy answer to this if someone knows it. I've seen it a few times in some videos where these two nodes can be added in with just a shortcut but i can't seem to remember how to do it or find the videos which show it. I do have the node wrangler add on. Using blender 2.79b.

thank you


texts:
I have installed mathutils 2.81.2 in my Python 3.8.5 install to use outside of Blender. However, nothing seems to work. E.g. I cannot create a unit matrix m = mathutils.Matrix() and find its components by subscripting it m[0][0]. I get TypeError: 'Matrix' object is not subscriptable.
Printing it simply returns the default <mathutils.Matrix object at ...>.
And trying to multiply two matrices using @ or a matrix with a vector gives a TypeError: unsupported operand type(s) for @: 'Matrix' and 'Matrix'.
Isn't mathutils supposed to work outside of Blender? After all, I can install it fine using pip.
By the way, I have also tried the same on Python 3.7.4 (which was the version used in Blender 2.81). I get the same problems there.


texts:
I want to create a custom bend tool with python. Could you help me with math?
I just need something like this:

I'm not good in math. I hope you can help me a bit.
I also found this thread for maxScript. Not sure if it's helpful...
http://forums.cgsociety.org/archive/index.php/t-726810.html

For example, I need to bend vertices to 180 degrees with a center of 0,0,0.


texts: In compositor 2 images overlay each other

texts: I have two objects on two different layers. Gem and surface plane. I also use HDRI and because of that I can't disable "Use environment" option in Render Layers menu. I followed this tutorial in goal to achive glare effect on gem stoune. But in the compositor I either loose surface or loose gem stone. What nodes should I use to preserve either surface mesh and gem.


texts:
I've got a smoke emitter moving and inside a cylinder collider object that is also moving. My intention is to have the smoke emitting from the cylinder like it's a smoke stack, but for some reason during the movement it just kills all the smoke particles.

As soon as it comes to a stop it emits correctly. Curious what I'm doing wrong.

Here is a gif to demonstrate

https://share.getcloudapp.com/wbueEm4B


texts:
I'm trying to create my first 3d model with material . so i pick up my radio to be my guide . There is a problem that i cant solve . i tried to create a grid in front of the radio but when i render it for testing i cant see that grid

and im not sure i did the right way to create this grid . I just use plane and then subdivide it 10 time twice ! and then use wireframe modifier to create tiny hold in the grid  AM i doing it right ? Plz give me some advice Thx you :)


texts: Will my geometry make for a good baking?

texts:
So I have this model of a dome that I created and I'm quite happy with it (not to say that it has no default but at my level I consider it quite enjoyable).

The only drawback is it's way too high poly for a game (~400k polygons) so I made a low poly version (~4k polygons) and now I'd like to bake a normal map.

Problem is: I know the baking will take a long time so I'd like to be confident enough in my models that when the baking is done, I can have as few problems as possible (not sure the expression is right: english is not my mother tongue). I am quite confident in a lot of parts but the one that really scares me are the tiles. Can anybody tell me if the way I made the tile part of the low poly model will give a good result when baking ? I've never tried this kind of geometry and my experience with baking is quite limited so any advice or suggestion would be much appreciated

Here's what the high poly tiles look like

And here's what the low poly model's tile part geometry looks like

Thanks a lot


texts: Why will Blender sometimes not select the object under the cursor

texts:
How does Blender determine which object it selects when you right click in object mode?

I'm confused, because sometimes Blender won't select the object I'm clearly clicking on.

I made a video of one such situation for an example:

http://youtu.be/zmnRDUoOO5Y

In the video, I'm clearly clicking on top of the armature object, but Blender keeps selecting a different object that is not even under the mouse cursor.


texts: Blender 2.80: Left Mouse Button is moving cursor, not selecting (despite proper keymap settings)

texts:
I'm using v2.80.  I have chosen "Select with: Left Mouse Button", and as far as I can tell, the LMB is supposed to Select.  Instead, it's moving the cursor around.

It seems like moving the cursor is supposed to be Shift + RMB, which works.

In the keymap settings, it's configured correctly:

Select: LMB
Set 3D Cursor: Shift + RMB

Yet, the behavior I'm experiencing is that LMB is moving the cursor, rather than selecting.

Shift + LMB is working, so I can just do that.  But this seems like a bug.  But this is also my second day with Blender, so there might be something I'm missing.

I'm on Windows 10.


texts: Keyboard shortcut to take a screenshot in Blender 2.83

texts: The available method is under 'Window' in the top menu. However, I would like to use a shortcut to take a screenshot in Blender 2.83. How do I do this?


texts: the eyes for the character im making stand out rediculously because its as if theyre emmitting light. it could be something obvious that im unaware of, perhaps its the image texture for the eye itself? i dont think its the lights because as you can see the rest of the textures look fine and i tried rendering with just the sun light and i still get the same problem. i had to include a .blend file of only the eyeballs because it wouldnt let me include the original file since it was too big :(


texts: How do I merge 2 Grease Pencil vertices?

texts:
I have 2 Grease Pencil strokes each consisting of 2 vertices, where both start from the same spot. (see A in image)
Is there a way I can merge these 2 strokes into one continuous stroke consisting of only 3 vertices? (see B in image)
I'm looking for something like "Remove doubles" function when editing mesh, where it takes selected points and turns them all into a single point in the middle.
There is "Join strokes" function, but it doesn't do that, and instead only makes a new stroke between the disconnected ones - even if they are in exactly the same spot.
I can achieve what I want with "Join strokes" then selecting one of the 2 vertices then CTRL+X then "Dissolve", but I'm looking for a way to do that faster. Is there any?


texts: Rendering animation frames with GPU and CPU

texts: Assuming I am not using any shaders which are CPU only, would you recommend against mixing GPU and CPU Cycles network rendering of an animation?


texts: Unknown Edge in Ipad after applying Subsurf Modifier

texts:
I am trying to make an Ipad in blender 2.82 but it having some folds on the top left hand corner. See the picture below

I don't know why it is happening. Pls help me!!!
This is solid view mode

This edit mode

And this is x ray mode in edit mode

This is the blender file-


texts: Real depth of field in blender, without post processing

texts:
Last time I checked, blender could only render depth of field effects in a post process pass, using the "Defocus Node", which seemed to get it quite wrong.

Is there now a way to include rays across a lens during tracing and produce a more realistic depth of field?


texts:
I have a great anim from Mixamo that I imported into Blender as an FBX.   Perfect!
Now I'd like to loop the animation.   I've tried copy-pasting all the keyframes in the Dope Editor, the Graph Editor and the Timeline.    The new pasted keyframes just make the model wobble back and forth.   It looks like everything has been pasted properly but, no luck.   Oh, and I also tried duplicating and moving the keyframes down the timeline.    Same miserable result.
Pls advise.


texts: how to create half circle surrounding in rounded column/pillar?

texts:
like this question, but my part is from the pillar body itself, how you create this rounded half circle surrounding perfect in rounded pillar?

here the pictures,  (picture from previous question above)


texts:
I was trying to scale this tilted cube along global z-axis:

I scaled it by twice with S+Z, the result ended up being:

I was baffled as clearly not only it scaled in z, but also in y.

Please help me comprehend this behavior. What does locking z-axis actually do? Why doesn't the result look more like:

?


texts: Why is EEVEE GPU rendering producing glitches?

texts: I'm using a geforce rtx 2080 super and am getting weird glitches in my renders. Does it have to do with the gpu driver?


texts: So if u can see the photo, my center at my symmetry was wrong, anybody can help me?


texts: Archimesh: Undoing bad topology with the walls: How?

texts:
Alright, allow me to specify. There is an add-on in Blender named Archimesh. It allows you to create rooms, including walls. You can add depth to those walls.
Previously, putting in windows meant cutting the holes into the walls you made with Archimesh. At the current time, I was unable to find out how. Now, Archimesh has a feature to fix that: Auto-holes. The windows spawn with a bound box. That bound box acts as the cookie cutter for the walls. This works wonders, except for a tiny problem I ran into:
I am not sure if this applies to a point before adding depth to the walls or even after, but if you check edit mode, you will notice you are unable to even touch the part of the wall created with the depth slider, though the initial wall is fine. This was not a problem until I added a few windows, but then I checked edit mode to make sure the topology was correct. Much like last time, I was right: It was not. Last time, I did not ask about this here. This time, I am:
Is there any way to edit the topology or somehow interact with it in order to?
Maybe I have to finalize it, but I have no idea how to.
This is about editing the topology of the wall where the topology goes wrong. (See inset below; images not embedded for sake of readability and remaining concise.)
Seems fine in Object and edit mode.:

...until I turn on the x-ray vision.:

If this keeps up, auto-holes will stop working properly, as sooner or later, the cuts are bound to fail in some way, much like it did, last time I recall.
Is there any way to fix the topology here? I fear I will have to be very careful with how many windows I put into the building wall.


texts: I faced with problem while baking Ambient Occlusion map. There are a lot of artifacts in border zone between two objects. I try to change different parameters like distance/margin/samples but nothing works. The same result. Does anyone know the cure?


texts: Stop particles from dying for a few frames?

texts:
I'm trying to animate a blowball (puffy dandelion). I created two particle systems, one starting with all particles (the seeds) placed onto the central knob and then, over the space of 300 frames, randomly dying, until at the end of the animation there are no more particles/seeds left on the knob.
Some frames into the dying particles, another particle system starts emitting (flying seeds), stopping also after 300 frames, therefore giving the illusion the seeds really take off.

This all works nicely so far.

But now, I'd like to give the illusion of little wind gusts. For the flying seeds, I just copied the particle system and changed the start and end accordingly.
But this won't work for the still attached seeds.

If they all died out at frame 300, how could there be anymore flying seeds in frames 301 and following?

If they last until end of animation, why do seeds go missing without flying seeds around?

if I copy the particle system and let the copy start at frame 301, I get a miraculously regrown blowball.

So I'd need to somehow stop my attached seeds from dying for, say, two to four seconds, during which the flying seeds clear up and float away, and restart dying after this pause.

Anybody any idea how to do this?


texts: How can I access (read/write) a mesh object's index vi Python?

texts:
I would like to retrieve from python the index of an object -- the same index that you get when using an Object info node in shader nodes.

I have a reference to the object, but I don't see any attribute named index, or any function that returns it.


texts: Cannot resize the part of the object while the viewpoint is fixed at the zero point of the axis

texts: I'm using blender to modeling an object, but I can't resize the part of the object while the viewpoint is fixed at the zero point of the axis，how to solve this problem?


texts: Python script - objects are grey after export to glb file

texts:
There is my short code. I'm using blender_osm addon to generate these buildings. After the first render, it looks fine with colors on textures. But when I export it and reopen all textures are grey. What am I doing wrong?
import bpy

class PrepareModels(bpy.types.Operator):
    bl_idname = "wm.prepare_models"
    bl_label = "Minimal Operator"

    def execute(self, context):

        context = bpy.context
        scene = context.scene

        bpy.ops.blender_osm.import_data()

        context.scene.blender_osm.dataType = 'osm'
        bpy.ops.blender_osm.import_data()

        bpy.ops.export_scene.gltf(filepath="/tmp/{}.glb".format(filename))

        return {'FINISHED'}

bpy.utils.register_class(PrepareModels)

bpy.ops.wm.prepare_models()

After @emackey comment I tried to convert one of my material using from bpy_extras.node_shader_utils import PrincipledBSDFWrapper as is said here https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Modules like this:
        mat = bpy.data.materials['wall']
        mat.use_nodes = True
        principled = PrincipledBSDFWrapper(mat, is_readonly=True)
        base_color = principled.base_color
        specular_texture = principled.specular_texture
        if specular_texture and specular_texture.image:
            specular_texture_filepath = principled.specular_texture.image.filepath

and also lik that:
        newmat = bpy.data.materials['wall']
        newmat.use_nodes = True
        node_tree = newmat.node_tree
        nodes = node_tree.nodes

        bsdf = nodes.get("Principled BSDF")

        vcol = nodes.new(type="ShaderNodeVertexColor")
        vcol.layer_name = "VColor" # the vertex color layer name

        # make links
        node_tree.links.new(vcol.outputs[0], bsdf.inputs[0])

but it doesn't help


texts: Add-ons don't show in menus - Blender 2,8-Mac

texts:
I have a number of add-ons installed in 2.8, import/export, mesh, etc. They don't show up in the appropriate menus, however. For instance, I have the 'official' add-ons: BVH, FBX, STL, OBJ and VRML2 installed and enabled but when I go to the import menu all I am offered is Collada(dae) and Alembic (abc) which are not actually even add-ons.

Am I missing some 'switch' or something or is this a bug?
I can't believe this is general behaviour or there would be more 'noise' in these forums. The only thing I see is a 4 month old - and unanswered - query which sounds similar to mine!


texts: Mesh with cloth simulation not responding to wind

texts:
I came across a model of a boat, and I tried to add some wind and cloth simulations to the sails and flags. The sails respond to the wind, but the flags do not, they just fall. In both cases I followed the same procedure:
Get a bunch of vertices to act as the "pinning vertex group", reduce the mass to about 0.02, reduce springing to 1, bending to 0.3, and check self-collision.

Initially, I thought that maybe they were too high to interact with the wind, so I put another wind source beside them, and still nothing. Also of note is the flag on top of the 3rd mast. I have no idea what is going on with that, but I have a feeling that it's a result of the mesh trying to fall, but it keeps interacting with itself to create a mess.
My .blend file


texts: Wireframe view makes everything invisible when in Object mode

texts: A couple weeks ago, seemingly out of nowhere, the wireframe viewport mode suddenly stopped displaying a wireframe when in object mode, and just made all the objects invisible apart from their outlines. In edit mode the wireframe of the object being edited is shown but all the other objects remain invisible. Is anyone able to help me work out what weird setting I changed? I've even tried reinstalling blender as this issue has made working on this design much harder. (See pictures for further clarification)


texts: Stretch object over surface if objects intersect

texts: I am attempting to make an animation where one object passes through another hollow object, with the hollow object stretching to accommodate the moving object. The problem I'm having however is how to achieve this in a way where the hollow object will only deform where the moving object would be bigger than the hollow object, but otherwise stay the same. An example would be like a snake eating something - it stays it's normal size everywhere except where the mouse or whatever is. I've looked at the shrink-wrap modifier but I can't get it to only affect intersecting vertices and such. Any help would be greatly appreciated


texts: When adding a new object in object-mode a dialog with settings pops up. I know it is possible to bring that dialog back, but can't remember how?


texts: How do I delete sculpting brushes in 2.8?

texts:
I downloaded a popular sculpting brush pack and included/appended it in my default startup file.

The textures somehow went missing. How can I delete the, now useless, brushes from my project?


texts:
How to close multiple viewports
Pretty straight forward my question.


texts: I have this scene where i want to keep the HDR lighting, but not necessarily the reflection in the windows. I want the reflection to be blue, sky coloured. How can i reflect the sky part of the HDR in the windows. Is this possible?


texts: Normal map artifacts from baking separate objects

texts:
I tried to add screws to the gun i was making, and now that Im trying to bake it into the normals im running into problems.

The circled things are probably from the screws, but I have no idea what is causing it on the bake.My best guess is because the screws are overlapping the body, this is the result. Any help is appreciated!


texts:
I need some help in Blender 2.8. I am beginner on this program.
I want to rotate the part as you can see in the picture. I insert the empty cube and transform the part into the empty cube and am trying to rotate it. It is successfully, but if I rotate it in the keyframe, it flies away from the zero axis.

Any suggestion? Thank you


texts:
I have been working on this for like 5 hours but still can't figure it out. I want to use the plane and the Boolean Modifier to remove the end of the nose from the elephant, but it doesn't seem to work, and either the plane is gone or the size of the nose cuts the plane.

I have attached the file, if anyone could help that would be great! Sorry for the trouble once again, thanks in advance.

https://drive.google.com/file/d/1atL5yEH1WCgFQqHJp0WW-m-y0HmZfVwZ/view?usp=sharing


texts: Any workflow recommendation for 2.5-D pixel art style?

texts:
I am working on a little project that requires me to create a lot of low-resolution artwork on various sort-of basic geometry. For example a house would be just a cube with a triangle on top for the roof. Now I want to paint my pixelated texture tiles onto the surface of this object.

What I am doing right now is unwrapping the UV coordinates of the given object onto a map of sufficient size and then use the stencil texture painter to project my 2D artwork onto the surface of the object. This however is very tedious and although Blender 2.8 is a giant leap towards a more user friendly interface I am not satisfied with the workflow I'm currently following.

For instance, I would like to project the stencil already aligned with the given face normal instead of using the screen space for that. Is this possible? I could not find any option or documentation on this. This is also especially annoying when the mapped texture isn't aligned to the XYZ grid at all.

I'm also having trouble with the preview image of the stencil (the transparent one that is projected to the viewport). Because I am doing 8-bit texture mapping I really much don't want any kind of texture interpolation as it destroys the effect intended. I found out how to actually paint nearest-neighbour interpolated textures, but the preview itself is very much blurred. I am avoiding this in a way by using up-scaled images, but that complicates the drawing process even further.

Last but not least I am struggling with tile alignment. I did not yet find a way to easily align stencil tiles next to each other without any kind of distortion or gaps. Is there some kind of grid or snapping tool I can use while painting? I couldn't find any.

Perhaps I'm doing it completely wrong. In this case I would love to read some suggestions on how I could achieve this kind of task in a more straight forward way. I'm also very much open to try plugins, both free and commercial, or anything that might help increase productivity.

Thank you for any advice!

EDIT:

As requested I've attached a couple of images to demonstrate the problem.

First off, this is how i am painting the textures (obviously from screen-space):

Well, this is not actually what I am doing but it demonstrates the issue as I really like the texture not to project from screen space but rather aligned with the normals of the surface which would allow me to draw "across the edge" without any gap or distortion.

The next one shows the issue with the stencil itself:

As you can see its really hard to draw pixel perfect as the stencil is interpolated smoothly. I like this to be nearest-neighbour if possible.

EVEN MORE EDIT:

There seems to be a similar mode in sculpture painting called "Area Plane". From my understanding this is allowing sculpturing on the mesh surface instead from view projection. If that would be true this is exactly what I am looking for in terms of texture painting. Why is this option not available there?


texts:
I have the following situation:

I want to move the edge highlighted in the second image along the direction of the face of the first image. I'm fairly new to blender, so I'm asking if there's a simple way to do this (e.g. no scripts).


texts: Render yellow colored object as blue (design oriented question)

texts:
So I've got this dune I want to make in 3D. I made it a yellow/orange albedo simple material. The thing is that I want to find a lighting that renders is as  dark blue/purple color as if I was watching the sand at night. But whatever configuration I try, the best color I can get close to it is somewhat of a dark red (wine) color. Is there something I'm missing or must I do some clever tricks with textures to make this happen?

So this is the "sun" (everything is default now except the color)

And this is the material of the sand. (same here: default except for what you see)

These are the last changes I landed on after trying a bunch of things.


texts: What is the reason that this material makes rendering smoke simulations take so much longer?

texts:
I created a big smoke simulation and wanted the smoke to have rainbow colours. One of the later frames (600) using a single colour took me about 2 minutes to render while using the "rainbow material" it took me about 16 minutes.

Can someone explain to me where this big increase in render time comes from because I can't get my head around it but I want to understand it better.


texts: Create invisibility cloak (alpha mask material)

texts: How can I create an invisibility cloak? It should be an invisible object which causes other specified objects to become invisible when it covers those objects.


texts: Can't find Weight / Assign controls for Vertex Group

texts:
I'm looking at the manual for Vertex Groups Panel Controls, here. It's for version 2.78, and I'm running 2.78.

The manual states that I should see "Assign" and "Weight" controls in the Vertex Groups box when a certain group is made active (light blue). Here's a screenshot from the manual:

But I don't see this on my screen. I have made the vertex group active, but I don't see the "Assign" and "Weight."

I'm stuck with no way to hook my armature bones up to my vertices. Please help!

I also have not been able to find the controls for "weight painting." Alt, Shift, Ctrl, etc., in all combinations with W didn't surface weight painting for me.


texts: How to create proper displacement for weld joints?

texts:
I am looking for a way to create procedural weld joints in blender.

Here are some reference images showing what I am looking for:

https://www.flickr.com/photos/jimgrant/105352380

https://www.flickr.com/photos/7363531@N05/477075888

https://www.flickr.com/photos/fstorr/5440129655

The basic approach I have been taking is to create a base mesh then use a skin modifier fallowed by a subserf modifier with a bunch of displacements after that. However I am not happy with the result, I think that the displacement textures need to be different(in this case I am using two cloud textures). This is the result that I got so far:

One thing that you might notice in the reference pictures is that weld joints tend to have a beaded look to them due to how the individual drops of metal fell into the seam and overlapped each-other. I am not sure how best to replicate this with a displacement. I thought about using Metaballs but those are hard to work with and getting some kind of displacement or randomization on them would be very hard (not saying that they are not an option though).

What are you thoughts? Dose anybody know of a good way to quickly and easily create a procedural weld joint?


texts:
I'm doing this model where it required me to wrap around and I decided to merge at the end and you can clearly see where it was merged at the bottom left and I'm curious as to how I can fix this so it looks just as smooth as it does going around.

Picture:

https://gyazo.com/6af621669025c717b7f19ced3c7aaae8


texts: ReferenceError: BMesh data of type BMesh has been removed cause and fix

texts:
I've made a lot of scripts that had this error: ReferenceError: BMesh data of type BMesh has been removed. While I've usually found workarounds I would like to know what causes this error and how to fix it for future scripts.

Edit:
This is my fence.

import bpy
import bmesh

class Create():
    mesh = bpy.context.active_object
    bm = bmesh.from_edit_mesh(mesh.data)

    def Verts(self,pose):
             self.bm.verts.ensure_lookup_table()
        self.bm.verts.new((1,1,1))
        bmesh.update_edit_mesh(self.mesh.data

class Modal(bpy.types.Operator):
    bl_idname = "object.modal"
    bl_label = "Modal Op"
    bl_description = "Other thingy"
    bl_options = {"REGISTER"}
    @classmethod
    def poll(cls, context):
        return True

    def invoke(self, context, event):
        bpy.ops.object.mode_set(mode='EDIT')
        context.window_manager.modal_handler_add(self)
        return {"RUNNING_MODAL"}

    def modal(self, context, event):
        c = Create()
        if event.type == "LEFTMOUSE" and event.value == "PRESS":
            c.Verts((0,0,1))
            print("Test")

        if event.type in {"RIGHTMOUSE", "ESC"}:

            return {"CANCELLED"}
        keys = ["WHEELUPMOUSE","WHEELDOWNMOUSE","MIDDLEMOUSE","LEFTMOUSE"]

        for i in keys:
            if event.type == i:
                return{"PASS_THROUGH"}

        return {"RUNNING_MODAL"}
def register():
    bpy.utils.register_class(Modal)

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

if __name__ == "__main__":
    register()


texts: How to bevel corners and edges a different amount?

texts: I'd like to bevel the corners of my cube more than the edges of my cube.  Any way to achieve this?  Please see image of the two effects that I'd like to combine.


texts:
I've prepared a video in Blender, but every time I render I get only the audio and I don't know why, how could I solve?
I'm using a Mac.

While  rendering, what does No layers in render result mean?


texts: How to create Onyx material in Blender Cycles?

texts:
I am struggling to create onyx kind of material, if somebody can help me please

I have created following node graph:

i am getting such output :


texts:
I want to build this simple animation without switching to different collections.

https://youtu.be/OXWZ6dNqdLc

From frame 1 - 30 change origin, rotate then set keyframe locrot
go to frame 60 change origin rotate then set keyframe locrot
oooh ... frame 1-30 is ruined ... ahhh
Try it and this drives you mad.
There is a better way to do this ?


texts: How to bend a sci-fi corridor BUT maintain the straight panels?

texts:
Howdie, guys and gals! Okay so I've been using 3DS Max for about 19 years now but I moved over to blender about a month ago. I've settled into it rather well and can use it with great speed now so it's all good there. Really liking Blender so far! However I am wanting to, for personal development only, create some sci-fi corridors. I had intended to create them in a sort of modular format so that I could simply model one section, UVW unwrap it and then copy it multiple times. Below is the model that I had been working on. However I'd like to be able to bend multiple copies around whatever arc I'd like to.
I thought that maybe it wasn't working because of the arched ceiling panels but, as seen in the second picture, they have something similar and are able to do it. When I do it I just get big gaps between the two models.
I've been trying to figure out the best way to do it for days and I just can't figure it out. I've tried using a bend modifier and an array with a curve. They somewhat work but the panels get heavily distorted and/or curved. I need to be able to keep the panels, etc. straight.
Do you think it's because of the drastic angles that I have going on? I originally thought that may be the problem but, as seen in the third image, it shouldn't be an issue...
Any ideas?


texts: Road not vertically following curve, but following horizontaly

texts:
The thing on the screenshot is a inside of a terrain (and blue is sea level) and that road shouldn't be there, the curve is using the shrinkwrap to follow the terrain and that's working fine as you can see, the road is following the terrain correctly left/right and that's also ok, but for some reason the road just doesn't want to go upwards and follow the curve vertically. I subdivided the road section a bunch of times, but that didn't do anything.

Another important thing is that when I created the curve it did actually kind of bend the road upwards, but not nearly enough, so I went into the object data section of Nurbs object (the window opened on the screenshot) to try to improve it, I pressed "2D" and that's when the road got flat like this, ever since that I can't get it to change vertically no matter what I press.


texts: How does Blender deal with partially textured .obj object?

texts:
I have a .obj file that specifies a partially textured object. More specifically, not all vertices have UV coordinates (that is, I have more v entries than vt entries in my .obj).

The face entries f look like this.

f 2045/631 2164/742 2119/700
f 2119/700 2164/742 2165/743
f 2259/834 2120/701 2165/743
f 2165/743 2120/701 2119/700
f 2260 2261 2259
f 2259 2261 2120
f 2205 2262 2124

As you can see, some faces are textured, while others are not.

My model looks reasonable in MeshLab -- it has some faces with texture and some textureless faces.

However, when I import the .obj file into Blender, the faces that are supposed to be textureless have a texture, which is the entire texture map. Why is this happening, and how can I stop this behavior?


texts: Animate mesh so it's parts appear from left to right

texts: How can I animate a mesh to appear from left to right. Example: You have a dog and you want the tail to appear first and eventually get to the head (the head doesen't show up until the end). Thanks! :D (In the image you see frames of what my animation would be with a basic dog made of cubes).


texts:
I have a very basic book I made, just two covers, the pages are all attached to the covers, and  a basic 3 part armature. I tried weight painting it so the left cover was fully painted on the left bone, the spine is only the rear, and the right was fully painted on the right bone. Went through every face, but it doesn't have the desired effect.
Here's some screenshots for reference,

I thought I removed all weight from the spine for both of the bones, but it still has a very weird effect. I'm very new to rigging, so I'm sure I'm doing something wrong but I don't know how to fix it haha.
Thanks in advance


texts:
I found a video @ https://www.linkedin.com/learning/blender-tips-tricks-and-techniques/use-the-mesh-edit-tools-add-on (see video at time 2:02) that shows a really nice loop cutting tool called "Fast Loop" (NOTE: see edit at bottom of this post - this tool doesn't do what I originally thought).

The addon is called "Mesh edit tools 2", and the video author mentions it ships with 2.79. I have 2.8, which has "Mesh Edit Tools" included, but no mention of "#2", and I don't see this really useful loop cutting tool anywhere.

Does anyone know anything about this? Is this version available for Blender 2.8? Or is this fast loop tool still available in the version that exists now?

If anyone is having trouble seeing the tool in the video, it essentially allows you to skip the loop slide part of creating a loop. The loop is instantly created wherever your mouse is. So you can literally click, click, click. Seems like this would be a really nice feature. Especially on those very long edges where you can't even see where your loop is being created until you slide it some distance.

If there is some way to pull off something similar in 2.8, that would be great too.

Edit: After watching the video more closely, it appears this addon did not instantly create loops where the mouse is hovering. The gentleman in the video is actually sliding loops by holding down the mouse button.

So I'm looking for something that may not exist at all. A loop cutting tool that instantly slides to where the mouse is hovering. Imagine a situation like this one..

So the user cannot see the center of the box they are adding a loop to because they are zoomed in too close. This happens often when working on longer low poly models like boards and sticks. In order to create a loop cut where the orange edge loop is, the user must create it off-screen, and very slowly (because the slide factor resolution increases as you zoom closer) slide it over into view. What I'm hoping for is a way (addon or feature) to instantly create a loop exactly where the mouse is hovering. So there would be no sliding involved. The preview would show the user where the loop will be cut, so there would never be a need to slide them.

Anyone know if something like this is possible? Any idea how difficult it would be to write a tool like this? I know very little about Python, but I have C++ programming experience. Seems like the hardest aspect of creating something like this would probably be calculating the slide factor based on the mouse cursor location.

Thanks again for any help!


texts: Is there a setting I can change in 2.8 that will prevent system lockup when attempting cycles rendering with an unsupported graphics card?

texts:
I have a Radeon 7000 series graphics card, on Linux Mint 18. AMD does not support their driver anymore (as far as I can tell based on old forum posts) and I can only use the open source driver for the AMD card.

But the AMD with the open source drivers works great. I have three monitors and the whole system is supper stable. I have no problems with any other programs, and can even run Blender 2.8 for hours with no issues.

Unless I, in the default scene:

Enable Cycles rendering
Create a rendered view port.
Change the default light to a spotlight and start playing with settings, like the direction it's pointing, color, etc.

It will lock up the entire computer requiring a hard reset 100% of the time, within 5 to 20 seconds. It does actually start to render before crashing.

So I don't know if this is a bug, but I suspect it may be a hardware/driver/Blender incompatibility issue.

The question is, can I disable GPU rendering (if that's the issue)? Or tick some other setting to make cycles rendering stable on the hardware I have (even if it's slower)?

Update: I've also been able to freeze the computer consistently when trying to attach and/or pose an armature attached to a model with about 125k vertices. (I don't know if that's considered high poly or not, but it says the model uses 105 MB of ram and I have 8 GB.)

I'm not sure if this is related and the graphics card is the problem? I don't want to spring for an expensive card unless I know for sure, especially since getting multi-monitor on Linux is very hit and miss with open source drivers. Are proprietary graphics card drivers required for proper Blender functionality on Linux? Or can you use advanced things like cycles and Meshroom with the FOSS drivers?


texts: How can the "Name" field in the node properties be useful for the user?

texts:
I understand blender needs to have a unique identifier for datablocks, but it's not like an "Object" were you can assign a different "Object Data" datablock. The node doesn't have access to other "Node Data" datablocks. How it can be useful for user to get access to this 'Name' field?

User uses "Label" for naming nodes


texts: Creating models (levels) for a Unity game. Do I create 1 model or several?

texts:
I hope there is an actual answer to this question.

What I'm trying to accomplish over all is to keep the amount of RAM used to a minimum. I'm not too sure about how Unity handles this, and that's question for another forum anyway. I'm wondering is it generally better to create small .blend files and assemble them in the game engine of choice or have one large level and let the game engine handle the level loading.

At the same time I'm also wondering about UV mapping large levels. For example I'm working on a building. Its rather simple single level school. I've build the model no problem. I'm just wondering should I break it down into individual rooms, then reassemble them into the "building" in the game engine of choice? Or even build each room separately and assemble them into another .blend file, as the whole building?

I guess what I'm really asking is: How do large/successful game developers handle large level creation?

I'm sure the answer varies depending on the device your product is aiming for. Lets assume a tablet for now.


texts: What is happening to my snapping? AKA Snap vertex to vertex in object mode

texts:
I've seen many threads covering the topic. But I'd like a simple and straight answer. Is there, in Blender, a way to drag and snap a vertex to the position of vertex in object mode? It's very easy and works properly in edit mode, so why not in object mode?! Also why the vertex snapping in object mode behaves like is pushing away instead of moving together?
https://imgur.com/K7e6R9D


texts: What is best practice for scripting custom panels and operators inside an Application Template?

texts:
I'm creating an Application Template, and I'd like to include some custom Python-based functionality. Specifically, I'd like to add at least one custom operator, and a panel for using that among other things. At first I thought this would be trivial; just include the code to register everything in the register function, and likewise for unregister.
But after investigation, I'm finding that code from __init__.py is only executed when creating a new file from that template, not when opening an existing one. So if I set everything up there, the custom features would work at first, but not when you reopen the file after saving and exiting. The features I want to add form part of the intended workflow for the template however, and I'd like for it to always be available whenever editing a document made from that template, if the template is available on that computer.
I realize that this sounds more like a task for an addon than a template, so I'm assuming best practice would have something to do with that. I do know that application templates can override certain Blender settings, including the set of installed addons, but I'd rather not require the installation of both an addon and a template; I'd rather it just be one step for the user.
Keeping in mind what I'd like to do, which of the following would be best?

Distributing an application template that enables an associated addon, with code in __init__.py to check for the addon and install it if it's not available

Distributing an addon that automatically installs the associated template upon activation

Using some application template functionality I'm not aware of to accomplish what I want without the need for an addon

Including the Python script inside the .blend file, with "Register" enabled, so it autoruns upon opening (I just learned of this feature and it seems like a good way to do it, especially if there's some way I can have it whitelist that script's checksum or something upon first execution so users would only need to accept the prompt once)

Something else?


texts:
How do I make a curved face/edge from an already existing straight one?
Making any rounded edge or face without breaking the textures around it.
This is the edge I'm working with

This is it in 3d

This is a successful attempt at making it curved except the weird textures

I'd love to find out if I'm doing it wrong or if there's a better method to do it apart from subdivision.


texts: Similar to how you can snap UVs to the 2D pixel grid in the UV editor, can I make vertices snap to a virtual 3D grid-space where I could specify the distance between each point of the grid-space?


texts: Overlapping faces : how to create new faces (interception and complements) with Python API?

texts:
Suppose I have a mesh with two overlapping faces (in general, all vertices are different):

import bpy
import bmesh
if bpy.context.mode != 'OBJECT':
     bpy.ops.object.mode_set()
# Create circle #1
bpy.ops.mesh.primitive_circle_add(vertices=10, radius=3,
                              location=(0.0, 0.0, 0.0), fill_type='NGON')
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action="DESELECT")
# Create circle #2
bpy.ops.mesh.primitive_circle_add(vertices=10, radius=3,
                              location=(1.0, 2.0, 0.0), fill_type='NGON')
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action="DESELECT")
# Apply all transformations
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)

If possible, how can I create a new mesh with three faces : one face associated with the interception, and two faces representing the original faces with the interception removed.

I tried to use bmesh.utils.face_split_edgenet, but do not fully understand how to define "edgenet". At least, I can get it working. If I run

bm = bmesh.new()
bm.from_mesh(context.object.data)
bm.select_mode = {'FACE'}
bm.faces.ensure_lookup_table()
tmp = bmesh.utils.face_split_edgenet(bm.faces[0], bm.faces[1].edges)

"tmp" seems to be the same as bm.faces[0].

My goal is to assign different colors to 'area in circle #1, but not in circle #2', 'area in circle #2, but not circle #1', and 'both in circle #1 and circle #2'.


texts: Orthographic view with something like shift/transformation?

texts: Is it possible to make something like in the picture below in Blender? I mean ortographic view with like back planes moved along one axis but without modyfying mesh. Is there a camera option for it? Is it even possible?


texts: Exporting mp4 always results in grainy pixelated video

texts: I'm exporting from png image strip which is 4k. I have tried multiple different codecs and formats. What do I do? PNG codec renders black video. I need a video render that's quality is as good as the images or at least close. Im planning on creating an NTF so this render needs to be top quality.


texts: Copy an object, but have unique material using python

texts:
The code below will create many copies of a sphere.  How can I give each copy of that sphere an individual material?  Ideally this would be different rgb values.

import bpy

bpy.ops.object.select_all(action='DESELECT')
bpy.ops.mesh.primitive_uv_sphere_add()
sphere = bpy.context.object

for i in range(-1000, 1000, 2):
    ob = sphere.copy()
    ob.location.y = i
    bpy.context.scene.objects.link(ob)
bpy.context.scene.update()


texts: Conforming objects to Another object_like 3ds max Freeform Tool

texts: i have a question about conforming an object to another object...like in 3ds max  in the freeform tab You can select a ref mesh that the active object is constrained to. If i move a vert in this setting it will conform to the ref mesh. If the ref mesh is open and i try to move a vert past an open area , i can't!!. Very good for precision. Is there and tool equivalent to that in blender or does retapoflow offer that? Please Help


texts:
The object size changes when rendering. The whole object shrinks vertically. I haven't used  Subsurf Modifier. But I did realize that in Render Preview the object size is normal. As soon as I render the image, it is shrinked.

Blender File: .blend

I hope you can help me with this.


texts: Is it possible to modify 'transform.translate' modal?

texts:
I wonder if default Blender operators are exposed for editing. For example I'd like to modify transform.translate so that I'd be able to change snapping mode directly from the modal.
I tried to look through files in Program Files\Blender Foundation and wasn't able to find a relevant file: but there are so many of files in there.
Or will modifying an operator like that requires modifying Blender sources and rebuilding it?
Or maybe there's a different approach? Link running a second modal while translate is running that'd switch what I want


texts: Is it possible to use an image to edit a mesh to the image's size?

texts:
I wanna make it so that the mesh i have is cut out in accordance with the transparnt png. So, i have a png with a drawing on it, and a transparent background, is it possible to change the mesh shape so that the background is gone, and the mesh changed shape in a way that its the drawing.

Its not possible, but if i have a vector image i can import it as a curve, and then convert it into a mesh


texts:
I have come upon a roadblock. I'm studying game development and we began this week with school. I got tasked to make a sort of vase or urn, which was easy enough to model.

This was all fine until I had the grand idea of texturing it, which requires a UV map obviously enough. So I put the seams in place though it may be questionable if I placed them effective…

I unwrapped it using the lightmap pack and follow active quads to get a proper Island in the UV editor. I fiddled around for a while to get the flow properly for the larger part, but the tricky thing is the handles(?). They're, as you can see, shaped in an arch with a couple rings of faces through them which makes it challenging to keep a great flow of the texture. Technically speaking I would need some faces on the same place in the UV editor, but that would be "UV overlapping". Is that allowed anyway?

(Don't mind the upperhalf of the UV map, I wasn't completely done. The bottom is the larger part of the urn and the rest are the handles and the inner part.)

My question to you is; Is there a way to properly unwrap the handles for a proper texture flow?

Thanks for reading in advance and a have a great day!

EDIT: 10-09-2018

I think I have solved it. With the use of cylinder-shaped object I first unwrapped it as a whole and that is just a big mess. So I used the lightmap pack! This makes it all kinds of small islands, but it is still messy! Then I took a decent sized face in the edit mode and made it the active face. As the experience users might guess, Yes! I did use the follow active quads function which still makes a mess, better, but a mess.

I had to do a little tweaking to get the islands properly so I just put on the snap tool and set it on snap to vertex (closest) it worked out eventually. Here's the final UV map!

I still wonder about a better method/workflow for it. It's quite the hassle. checking the correct angle of the faces in the uv and place them properly, Especially with a lot of small islands. If someone knows a better workflow please let me know!


texts: Texture or colour only on the displacement vector

texts: i have this node setup acting as the displacement, what i would like to do is add a texture or a colour only where the displacement is being added on the object, i would like to make molten like cracks but i cant find the way to apply that colour only on the cracks


texts:
When I go to User preferences > Add-ons > Install From File, the default layout is laid out in such a way that one of the panes overlaps the others while having loads of empty space.

Aside from this being a weird default layout, how do I change it?

(I always need to access the stuff under System there, and it's getting really tedious to pull that thing down every time.).


texts: Why is my cube projection messed up in one scene but not the other?

texts:
As the title says, I'm trying to make a new cube and cube projection in my current scene and it just is not working. In a new scene it looks like this:

In my current scene it looks like this:

I'm pretty confused as to whats happening differently between the two scenes. Both are new cubes with no modifiers at all.

(I know I've been asking a lot of questions lately, hope I'm not breaking any rules)

Any suggestions? What factors cause the cube projection to be different between scenes?

Edit: Creation .gif :


texts: How do I prevent rigid body objects from falling down before they are hit?

texts:
I have done BlenderGuru's Quick Rigid Body Fun on Rigid Body Collisions.

Regarding this .blend file:

When you play the animation, the cubes start falling down long before they are hit by the wrecking ball. This is because of gravity and because there is some space between the cubes. How can you prevent the cubes falling down or at least arrange that the cubes don't fall down before they are hit by the wrecking ball?

P.S Blender Guru says it is necessary to have some space between the cubes because if there is no space the wall will explode. I have here another .blend file...

...where there is no space between the cubes, so I don't think he is right. But the stones don't behave like there is a wall .... hmmmm ???


texts: How to highlight selected Faces in Texture Paint?

texts: Is there a way the left panel can highlight the selected faces on the right just so I can track where I am paint? Switching ack and forth between UV Editor and Texture Paint doesn't do it either.


texts: Create an array of a rendered image with each pixels xyz position

texts:
Lets say I have a 3d scene with some objects in it
When I render the scene to an image, I would like to have an array of each pixels position of the image, each position or pixel filled with the x,y,z value of the objects surface that appears in that specific pixel in the 2d rendered image.
What would be the best way to do it ?


texts: Is there a way to record your 3dconnexion as your final camera movement?

texts: Beginner question. I've got 3Dconnexion working great and moving all around my model in user perspective. How do I to assign/record those smooth 3dconnexion movements and attach them to my camera so the animation is buttery smooth?


texts: Can anyone pls tell me how can I archive that kind of effect(shown in the picture) in Blender?


texts: Duplicate Materials with separate animation keyframes

texts: How can I create a duplicate of a material with separate animation keyframes? I want to create two objects, both with the same material properties, but that fade in at different times. However, every method I've tried of copying or duplicating the materials causes the keyframes to be linked together, so when I change the keyframes of one material, it changes the other too. How do I unlink the keyframes so I can fade them in at different times?


texts: how do i tweak my edges so that they may result in a perfect circle?

texts: Please don't tell me i have to select every individual edge and tweak it with the mouse i don't want to do that. I've tried everything i know.


texts: when i start my game in the bge, a plane is overlapping objects and they get closer when moving, but the part that the plane is extended to, is the part at the foremost of everything.


texts: How can I smooth out the edges of this mesh?

texts:
Okay, I did look up other questions and actually I found that I need to use Bevel modifier for this, but due to a way of how my mesh is made, it creates the shape which I don't want, what can I do to remove those "damaged look" parts from my mesh? As you can see below, adding Bevel modifier smooths it out how I wanted it to be smoothed out, but it also smooths out in between the vertices and adds (random?) dents, giving this weird look.

My mesh and problem that occurs:

Any ideas? All vertices (I checked thrice just to make sure and really couldn't find any single one out of place) seem to be in their places (on x plane, all vertices have same x, on y plane they also have same y and so forth...)


texts: Sculpting not updating in Lookdev and Rendered mode (2.8)

texts:
While sculpting, the model doesn't update in Lookdev and Rendered mode (EEVEE). It's as nothing is happening while I sculpt, but when I change to object mode, all the sculpting shows up.
I can have real time sculpting in Lookdev/Renderer if I'm using Dyntopo. That's the only way. But sometimes I don't want Dyntopo...

All help appreciated.
Thanks!


texts: How to mirror an animation with out the naming convention?

texts: So I have a rig set up in Blender that I got from a game for example, but the bones do not follow the usual naming conventions to allow them to be flipped or mirrored normally in Blender. Is there a way to do it regardless of bone names? or Is there a script or anything that could just rename bone to one thing and rename them back? I know this is an odd question, but I have no idea how to do this without wasting time renaming things back and forth.


texts:
I am trying to make a beach. When I tried simulating the fluid (2.82 mantaflow), it went mostly well. However, I noticed that the water would stick to the entire floor when all I wanted is that around 2/3 of the ocean floor is covered.

As you can see there is a sloped down part, and I want some section of it to not be covered by water. However, it seems that if the water touches something, it will never recede from it leading to this unrealistic simulation.

I baked it at 100 resolution and then baked it as a mesh to make it easier to see. If you need more information please request it.


texts: How can I get a lost of bmesh edges from a bmesh face

texts:
Im having trouble figuring out how to get a list of edges in a selected face.

I have this:

<BMFace(0x0000027AD3280CE8), index=27, totverts=3>

when i try to get the .edges of this it gives me this:

<BMElemSeq object at 0x0000027ABDCA10F0>

How can I get of BMesh Edges that make up the face?


texts: Sorry if this has been answered elsewhere but I can't find much. When I try to render even the default startup cube, all I get is a blank screen with a few orange crosses in the middle. After some searching, I've found that my Mac's NVIDIA GeForce GT 755M does not support CUDA, which is why when I click on CUDA in Blender user preferences, I'm told 'No compatible GPUs found'. Trouble is, I get this with OpenCL as well. Does this mean that I just can't render anything in Blender? Even when I'm on None, which I assume means it's using my Mac's CPU, I get nothing. Am I missing something? Thanks.


texts:
how to render a radiation pattern like following with blender?

Here a short video:
https://www.dropbox.com/s/rzdsl56rnbgjpzf/iFlexio_StaticImage_VFX_Test_1.mov?dl=0

Thanks for your support.

LS


texts: Assign a datablock to an existing object

texts:
For example:

camera_obj = bpy.data.camera.new("Camera")
obj = bpy.data.objects.new("Camera", camera_obj)

works as expected. But is it possible to create obj and camera_obj in separate places, then link(is it even the correct term?) them together?

camera_obj = bpy.data.camera.new("Camera")
# Much code later...
obj = bpy.data.objects.new("Camera", None)
# Much much code later...
obj.data = camera_obj # Doesn't work. What should this line look like?


texts: Metadata / notes / comments in .blend files?

texts:
I was wondering - what options are there to include metadata, copyright information, and/or comments/notes in a .blend file?

I realized late that in the main dropdown (where 3D view is), one can select "Text Editor", and then do Text / Create Text Block (these are then shown under Outliner > Datablocks / Texts). I'm guessing these are for scripts, but when I see, say http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Creating_Blender_Libraries:

  make visible upon loading one small text file which lists layers and objects
  ...
  make your licensing expectations clear: artistic license, creative commons, etc.
  ...
  sign your work, stable email address or website url if possible

... I simply cannot see where else could I add this information, but in a "text block" as described above. The Outliner / Datablocks view looks like it might contain some metadata, but seemingly it is not editable.

So my question is - what is the preferred way to enter metadata (e.g. key/value combinations like author, license, date, etc), and to enter notes/comments in a .blend file?


texts: My laptop gets too hot when rendering in cycles

texts:
I am having overheating issues with my MacBook Pro retina
I have this configuration

MacBook Pro Retina 15"
Processor 2.4 GHz Intel Core i7
Memory 8 GB 1600 MHz DDR3
Graphics NVIDIA GeForce GT 650M 1024 MB
Software  OS X 10.9.5

Blender is an amazing tool, but working with cycles my computer
gets too hot. I have tried using last CUDA version but the problem still happens.

Any advice?


texts: Render animation zooms in rendered video?

texts:
Haven't had this issue before, but for some reason now, after rendering my video, the bottom potion of my video goes missing.
For example, the view of the video when rendering seems to have zoomed in and so the chest up to the chin is cut off.
How do I fix this issue?
(I'm using Blender 2.83.5) Thank you.


texts: Ctrl+M (interactive mirror) is not taking the object's rotation into account

texts:
I am having a trouble mirroring a duplicated object in the Object Mode. The problem is: Ctrl+M only mirrors the object's location but not its rotation.

First I created a cube and used Shift+D to duplicate it.
Then I used Ctrl+M -> x to mirror it essentially about the y-z plane, using the 3-D cursor at the global origin as the pivot point. What I got is shown in the following figure.

The duplicated cube is the one on the LHS after mirroring, but its rotation z value is still the same as that of the original cube on the RHS. What I hope to achieve is shown in the next figure.

This can be done by manually adding a minus sign to the rotation z value, but it is not practical to do this for every object that I select for mirroring using Ctrl+M in the Object Mode.
I am reading a Blender tutorial book and following the steps in this book. According to the author, I should be able to use Ctrl+M to mirror all the selected objects, inluding their rotation, about the y-z plane in one step in the Object Mode. But when I tried, I had to manually adjust the rotation for the duplicated objects after using pressing Ctrl+M -> x. If I do this for ten selected objects, I'll have to manually adjust rotation ten times and that is not what I hope to do.
I have read many posts online including these two:
Mirroring in Object Mode, taking rotation into account
(The object is duplicated using Alt+D, not Shift+D)
Interactive mirror (Ctrl + M) doesn't mirror object
(The problem is the pivot point)
I also watched tutorial videos on Youtube. They are not helpful for solving this problem that I have. They do not have a rotated object or they use a modifier that I'm not using. I know that what I hope to do can be done in the Edit Mode for each individual object but it may not be practical to do if I select many different objects. I started to wonder if this operation (using Ctrl+M in the Object Mode to mirror the rotation too) can be done with the current version (v2.83), or if the author of the book wrote something wrong in the book, or if I missed something so obvious that others didn't. If this cannot be done in the current version, I'll simply give up trying (already spent more than 4 hours on this simple step in the book).
Please help. Thank you so much!


texts: How to show an object in the 3D View as a specific color?

texts:
This isn't about the final render using cycles, but in the 3D view when I'm in Object or Edit (or any) mode.   I want to make one object in a tangled mess of object stand out as bright blue (or any color).    I'm usually working with wireframe, solid, or texture view modes.

I guessed that in the properties panel, Object -> Display -> Object Color would set how the object is shown, assuming I'm in Solid view mode.  But no, it's still gray.  I played with the "Maximum Draw Type" but it has no effect.  I couldn't find anything else to play with that helped.

What is "Object Color" supposed to do, if not what I expect?  What is the way to get that object to show as bright blue?


texts: Update a shapekey Basis from another shapekey

texts:
I am editing a character that has many shapekeys for facial expressions. I have made some changes to the character's overall face to adjust its features (no vertices added or removed though.) I have done these changes as their own shapekey for convenience.

I now want to add these changes into the Basis without breaking all my other expressions. I have found that I can move my changes to be second in the list after Basis and delete Basis, and my changes are now the new Basis. However, it does not work with my expression keys, as when I use them, it undoes the changes I made by moving vertices back to their position in the original Basis, even though these points are not usually moved by the expression keys.

My expressions currently work properly with my changes as their own shape key. How can I make the changes into my new Basis and also update my expressions to behave the same way?


texts:
I am trying to use a screw modifier to make a screw that's textured like a basketball, can someone teach me how to do this? I don't understand how one edits texture on a screw modifier material without baking the mesh first, and I can't do that because i intend to animate the parameters on the modifier after texturing.
How do i do this? Thanks!


texts: How to register a property group in blender 2.8

texts:
Is there a way to add a property group to this method of registering, without adding a separate register/unregister function?

classes = (
    some_scene_variables
    some_operator,
)

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

At the moment I am doing this, which works:

classes = (
    some_scene_variables,
    some_operator,
)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    bpy.types.Scene.myvars = bpy.props.PointerProperty(type = some_scene_variables)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)
    del bpy.types.Scene.myvars

But it seems wrong to change how I am registering just because I want to add a property group.

Thanks

Edit:
Something similar to this (just for illustration, I know this would in no way work):

classes = (
    some_scene_variables
    some_operator,
    bpy.types.Scene.myvars = bpy.props.PointerProperty(type = some_scene_variables),

)

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


texts: What do I need to become a Blender developer?

texts:
I have been wanting to become a developer for some time. I want to keep software up to date and put some ideas in practice, like creating a remesher with flow detection.
I like to use python to write my software.

The point is, I am not a very good programmer (actually, scripter), but I'm sure that some I can write some cool tools no one will write for me.

So if I want to be a developer, where do I start?
What are the requrements for that?
What do I need to learn?
Can anyone be a developer?


texts: I've accidentally clicked something with the mouse and now when ever I left click the knife tool comes up. I've tried pressing esc, however when I left click again it comes up, I've tried load factory settings, however when I start a new page it happens again.


texts: Problem with bézier curve changing to mesh

texts:
I tried to make a pawn from a reference image with the bézier curve and when I converted it to a mesh object and spun it, there is this unwanted edge running down the middle.

Does anyone know how to fix this?


texts: 3dt file that originated from blender... i opened it in Notepad++... it mentions in the text about export.mtl# Blender MTL File: 'Supra engine bay.blend'... the 3d model file could be opened in a program that is now no longer around as flashplayer is end of life. the program is 3dtuning.stuner.net ... i have searched high and low for anything that can convert this file but there is nothing available. Any help would be much appreciated.


texts: How can I setup a looping animation in blender game engine?

texts:
How can I create a logic brick setup for a looping animation of an object going back and fourth?

For example, I want my object to start along the y axis at position 0, and move 0.1 units over 120 logic ticks. Then, over the next 120 logic ticks, I want my object to move back along the y axis to position 0, effectively creating a looping back and fourth animation.


texts: Animation nodes - How to make an object face camera yet let the object rotate around its normal?

texts:
Imagine an object, for example a Cube.

Now Imagine the Camera.

Imagine that, whatever the position of the camera is, you always want (a certain face of) the Cube to face the camera.

This means that the normal of the Cube's pointing-towards-the-camera-face will change.

Now at the same time I would like the Cube to rotate around its (Z-)normal ... such that it is spinning around at a constant speed (the input can be the animation's timeframe).

I have been trying for days but I can't make it work.

Also note that non-animation-nodes dynamic ways to let an object face the camera (e.g. Object constraint and Track to) do not seem to make it easy to let the object, at the same time spin around itself ...

MWE

Please download the MWE-blend file ->


texts: I want a shadow catcher to only catch the shadows from one specific collection of objects, how do it do that?

texts:
Title says it all, I'm rendering with cycles.

I want my object to only catch shadows projected by another collection of objects but not the rest of the scene. It would be done through script or cycles nodes (maybe with lightpath node?).


texts: Why are these extra grid lines appearing?

texts: how would i reset the grid so there aren't all these other lines. Sometimes this causes remove doubles to not work and grid snapping sometimes isn't precise. For example i'll add a plane after snapping the 3d cursor to center of course, then scale and or duplicate and move it around snapping it to the grid. Eventually the extra lines pop up without me accidentally pressing anything. Why is this and how do i fix it? Thanks in advance :)


texts: How to cast the shadow of the texture's alpha channel and not the actual geometry of the plane?

texts:
So i have a simple bush scene in the blender render engine with a basic lamp and ground plane and i have also switched to material shading mode.
The Bushes

The bushes are basically alpha planes with a leaf texture on it, i duplicated and bunched them up together. The leaf textures was imported into blender using the "Import images as planes" addon so the alpha transparency showed up in the viewport.
The Shadows
As you can see the shadows that are being casted on the groundplane are of the actual geometry and there is no affect of the transparency in it.
The Lamp settings

Here are the lamp settings.
The Material settings of the bush

The Question
The shadows that are being casted on the groundplane are of the actual geometry and not of the alpha, how do i make it cast the shadow of the alpha and not the actual geometry of the alpha planes ?
Edit: My main goal is to produce the shadows in the material view mode and not the rendered view mode because i have to switch to blender game engine later.


texts: Baking using Collection Instances (or Object face duplication) does not work

texts:
I'm setting up a 'Tiled texture studio', to do so I have set up a collection at 0,0,0 with numerous objects. I then create Collection instances at equal x and y offsets around the tile area. When I try to bake I get the error:

Object "TileObjects" is not a mesh or can't be converted to a mesh (Curve, Text, Surface or Metaball)

If i try a similar approach where I create a 1 time subdivided plane, link the original objects in the TileObjects collection to it, and then set the duplication mode of the subdivided plane to 'Faces', it perfectly makes the desired tiling, but the only mesh calculated for the bake are the original objects in the TileObjects Collection, none of the other instances are calculated in the bake.

Any ideas on how to solve this issue?


texts: Whenever I hit shift-z to scale on every axis except the Z, the object scales, but flickers, and whenever I release, it renders. How do I stop this?


texts:
I get these black dots when I apply my retopology normal map on my object! anyone know what is the problem? maybe i should increase 'ray distance'
I also tried to use normal map on node editor,


texts: Measurement of the "Straightened" length of a path

texts:
So, I'm having a bit of trouble with scaling. An object I'm making involves the use of a path to form a curved surface, but I need the resulting curve to be within about 1% of an exact length.

So, if I were to have, say, this curve here that I made for purposes of this question... is there an efficient way to tell how long the black part would be if you straightened it out to a perfect line?


texts: Why are my low poly objects being rendered smooth?

texts:
I rendered my low poly object but the island and the clouds came out weirdly smooth.
I want them to be low poly like I sculpted them, but once I render it's not low poly anymore.
As a side note, I activated dynamic topology when sculpting it and added the color in vertex paint mode.

Does anyone know how to fix this?


texts: restrict weight painting on occluded/hidden geometry

texts:
I am weight painting, part of my geometry is obstructed visually.

Using the add brush, I paint on the visible vertices. (The rest of the geometry [the other cube] is behind the the visible cube.)

But then I have also painted on the vertices which I can't see. I don't want this.

Using the 2D Falloff, I paint throught the geometry (as if it was X-Ray). Using the Sphere Falloff, I paint around corners. With both settings I often paint on vertices which I am not seeing.

How can I only paint on the geometry, which I can see?


texts:
I was working on a project for one of my CAD classes and everything was going fine. However, I am now having a problem that I can't transform (grab, extrude, translate) any of my points along the y-axis, but I can still move them along the x and z axis. This problem only seems to be occurring in this one project, so I know it has nothing to do with system preferences

Before Translate:

After Translate:

Edit: It seems that the frame of the car seems to be the only one having the problem, while the hood intake (which is it's own separate mesh) transforms fine in the y-axis


texts: I really have no idea what is going on with this. I’ve been using Blender since 2013 so I am pretty well used to the interface. Please give helpful answers if you have any. Basically I opened the Preferences window and went to the Add-on tab and I got this. As you can see there is no list of standard add-ons


texts:
I am relatively new to blender and loving it! I use a fair amount of scan data and I think what I am trying to achieve should be possible but am missing something.
I need to import multiple OBJ files all with with their own texture (JPEG and MTL file), I want to then export them as one OBJ with a single new texture map (JPEG AND MTL). I understand this is possible in 3DS but want to be using blender as the go to.
Thanks so much for any help


texts:
I have 2 problems:

The lower part of my cloth is blowing up, I just want it to be flat as if it's a 1 layer vertex sheet.  The reason I didn't add a single layer of vertices is because I want texture on both sides.  But on my simulation, it's blowing up as if there is air inside.

the top part is imploding on itself.  This is the "pinned" area thus there should have been no simulation here.

Thanks for your help.


texts: Material not rendering properly in blender cycles

texts: So I am trying to render a simple glass cube using a tutorial from youtube. I did exactly as shown in the video but i am not getting the desired image


texts: Shift + Midddle Mouse (Pan) and Numpad Not Working in 2.8

texts:
I am using Windows 10 an downloaded Blender 2.8.

The Shift + Middle Mouse does not pan and the Number Pad does not work.

I have tried all the proposed solutions here: Panning with Shift + middle mouse button stopped working

My Middle Mouse works fine for Rotate and Zoom.

I have tried replacing the keyboard and mouse, but no luck!

I have uninstalled and reinstalled Blender 2.8 twice, but no luck!

Thank you in advance....I can't wait to start using 2.8!


texts: How to keep sync between Canvas and UV Editor

texts:
When switching between objects the mesh from the picked object will change in the UV Editor only if I go to Edit Mode, but the Canvas Image remains the same as the last object edited.  Node Editor will update by itself.  If I go to Texture Paint the correct image is shown overlaid on the object in 3D View with Material View turned on but it does not change in the UV Editor or Canvas Image selection.  Going to Solid View shows the old image overlaid in the 3D View.  In order to get the correct Image shown everywhere I have to go to Texture Paint to manually change to it.

How can I get everything to sync automatically with an object when it is picked?

PACKED BLEND FILE


texts: Cant select edges created by the screw modifier

texts: I tried to create a pumpkin using the screw modifier and it worked out fine , but for some reason i can only select the source and not the rest of the object ?


texts: How can I create text with a black outline as seen in anime subtitles?

texts: Ive tried a few different ways to do this but they all take way too long.


texts: Stretching model with ik makes model bigger

texts: How can I get rid of this when I move my bone? Because I would like it to only stretch, but not get bigger. I have stretch enabled in the ik panel. It's the thigh that has the stretch enabled on it and also the one that gets bigger.


texts: Renders get pixelated when viewed up close

texts:
I have been using blender for about a year now and have only just started to notice that all my pictures are actually not that HD. If you zoom in on a render just once, you can see each individual pixel colour. I don't know if this this is a big or if it is something I can do or even if this happens to everyone.
Please help as its really bugging me now.

Here is an example of a render that is a bit pixelated:

Save the picture and open it in fullscreen and zoom in just a bit.


texts: My texture is washed out in the render, bit not in the preview

texts:
I'm making a mock-up of a poster for my portfolio, but for some reason the texture of the poster is really washed out in the render. The rest of the objects which are just materials (not externally created image textures) seem fine, but the textured image looks terrible.

It looks as intended in the render preview while editing, but not in the actual finished render.

This is in cycles render.


texts: is there a way to freestyle the trasnparent images?

texts: So i made the mout on a plane and used a mix shader and transparent shader to make it transparent, i only want the external freestyle line, and want the mouth highlighted as well but it only out lines the plane


texts: I was working on a scene but needed some quick realistic ivy. I heard good things about the ivy gen add-on so I tried it. I followed some tutorials but whenever I change the length or any settings of the ivy it turns into large spheres and round shapes.


texts: Align one face to another face of object?

texts: How can one object 'A' (activated in edit mode) be rotated to align it to the face of other object highlighted with pink colour.


texts:
Is there a way to incorporate Windows file context menu into the blender context menu?
For example, when I use 3dsMax, I am able to right-click on a file use use something like OpenWith to launch my installation of GIMP to graphically edit and refine an image.  Whereas with blender I need to copy the location, and then open up file manager, search for the file (perhaps a folder with many files), and then OpenWith.
when using a more File-Explorer-like interface, I can also highlight/find the file in a large folder by replacing the last letter the '*' end hit enter to narrow/filter the file list.  Again a great convenience that I don't have with blender File View.
Am I over-looking a way to regain this productivity in blender?


texts:
How can I install the BoolTool?

The instructions lead me to this Github site but don't tell me whether to use "BoolTool 0.1.rar - BoolTool 0.2 release" or "BoolTool 0.2 rar - BoolTool 0.2" (and those names are confusing). The instructions are also unclear in other ways. For example, "5. Save in somewhere as "BoolTool.py" if it's not"—does that mean manually change the extension to ".py"?

A step-by-step list with no assumption that I know Github or ".rar" or "Raw" or ".zip" or ".py" would be very helpful. Thanks!


texts: Clone brush is cloning from material colour, not texture?

texts:
I've pressed ctrl+lmb to pick the part of my texture I want to clone from, but it isn't cloning the texture, it's cloning my material diffuse colour. (I've purposely turned my diffuse colour red to be sure). Anybody know how to get it to clone from my texture? I'm in multi texture at mo but it doesn't work in glsl either. Thanks.

images of my texture tab, and the results of the clone brush in both glsl and multi texture mode. If you need to see any particular tabs within the texture tab let me know. Thank you.


texts: Relationship between the sensor size and focal length

texts:
When i go to the camera values in the datablocks, I can change all the camera parameters:

Horizontal/Vertical FOV and the Focal Length and Sensor Size.

When I update the Horizontal or Vertical FOV, the Focal Length gets updated correctly.

When I update the sensor width or sensor height, the corresponding FOV parameter gets updated, but the Focal Length does not.

It seems to me I will make the mapping completely off and as soon as I change the sensor size, the focal length is no longer correct. Why is that?
I need correct camera values including the sensor size and I am not sure right now in which combination I can achieve them.


texts:
I am trying to brush hair on a character and suddenly the hair brush and other tools in particle edit have started affecting hairs on the opposite side of the mesh. This means whenever i make an edit on one side, hairs on the other side are affected. To be clear, this is not X-mirror, it is acting as if the source mesh is invisible. I am affecting hairs "through" the mesh.
Im probably just missing something, perhaps I hit a keyboard shortcut by accident while working.


texts: What does the mapping type do on a mapping node?

texts: What do the four buttons (texture, point, vector, and normal) at the top of the mapping node do?  It by default uses point and I have never changed it.  But in the answer to this question David mentioned changing it to texture (which makes intuitive sense).  But technically what do these buttons do?  I have always thought the mapping node is the same as using a vector > split XYZ and math nodes to manipulate the components, in fact I often do this instead of a mapping node if I want to plug some other nodes into the values.


texts: Creating trails using Animation Nodes by delaying the frame of the following polygons

texts:
I would like to create a trail of polygons that follows an animated object. Initially, I used the following node tree:

To create the edges that should compose the trail, it produces the following result:

This was created in an old version of AN to make use of the frame option of the Input Transforms node. I then used the method described here to create the polygons.

Modern version of AN don't have the frame option, so I was wondering if there is a solution that would work for Animation Nodes 2.0.

EDIT:

I've transferred his answer to the version of AN I'm using. So I've changed up with some nodes (for AN 2.0 in Blender 2.79b):


texts: I read that in 2.80, double-left clicking a collection enables you to rename it, but I'm not finding this to be the case. How do you rename a collection?


texts: Help on weight painting and rigging .dae import from Google Sketchup

texts:
I created a 3D model with Google SketchUp (with default SketchUp textures) and exported it into a .dae with the export options: Export Two-Sided Faces, Export Edges, Triangulate All Faces, Preserve Component Hierarchies, and Export Texture Maps checked.

Then imported it into Blender, and created an Armature for the bones, next parented the model to the Armature.  After all that I went into weight painting and couldn't get it to fully paint even with it on full strength.  My goal is to get the rigged model into Unity and do some animations in Blender. I need help with the weight painting, can someone walk me through this and tell me what I'm doing wrong?


texts: How to make 3D objects the children of hair strands?

texts:
I saw this inspirational thread Access hair child strands (animation nodes)

From there, an idea suddenly popped into my head — how about making grass leaves the children of hair strands. Is that possible? I don't know how to do it.
I thought hair strands can easily get lost inside leaves and won't be noticeable. As children, grass leaves can mimic behaviour of their parents, namely the hair strands.


texts:
I'm following this CG Cookie tutorial.

I have a tree mesh, and loaded the image. But there is no "UVs" menu, where I could find the "unwrap" function. There is only View and Image. After them should be located the UVs


texts: Thick Cyan lines on edges on export - import mesh?

texts:
When i enter Edit mode with my object i have thick cyan lines on every edge. I made my model with blender and the exported it to .obj without saving cause i wanted to import it in another project. Then when i entered edit mode in the project where i imported it there are cyan lines on every edges of the mesh. Here's a print screen of what's happening.

What are those? And how to get rid of them?

Thank you.

EDIT:

Ok, i tried random Things, and apparently is some "Sharp" stuff. So if you go in CTRL+E and select "Clear Sharp" it should disapear.


texts: Strange residues after separation of mesh

texts:
I have modelled this large building (see below). After joining all the elements of the building to one big mesh I separated a part of the building. In this building there are floors and these floors / planes are also separated now. But you see in the encircled area that somehow there are residues ( "borders" of those planes). What are those residues ? It looks like that these residues are the borders of those planes / floors ???

This is the blend file before separation


texts: 'Object does not have geometry data' error when running headless?

texts:
I have the following blender python script:
import bpy
from random import randint

#how many cubes you want to add
count = 10

for c in range(0,count):
    x = randint(-10,10)
    y = randint(-10,10)
    z = randint(-10,10)
    bpy.ops.mesh.primitive_cube_add(location=(x,y,z))
    print(f'Cube added at coordinates: {x}{y}{z}')

bpy.ops.export_mesh.stl(filepath="C://Users//diego//OneDrive//CFD//output.stl")

And it works perfectly when called by blender --python script.py
but fails when called by blender -b --python script.py, I get the following error:
Error: Object does not have geometry data
Error: Object does not have geometry data

Blender quit


texts: Multiple variables in Driver Scripted Epxression

texts: How do I combine multiple variables (more than two) in the scripted expression using the IF function? Compare the two images below (first works, but second one throws an error and does not seem to compute)


texts: Eevee and Materials Preview NOT showing Materials

texts:
Can anyone please help me...
Cycles renderer is working okay but eevee isnt showing any materials and rendering everything completely BLANK
Viewport Materials preview isn't showing anything as well as nothing is being shown by eevee...
Please Help Me
Here are some screenshots


texts: How to simulate particle so bigger particles will fall faster than smaller ones

texts:
In Blender, i have a particle system with random size of particle element. How can i simulate so the bigger particle will fall faster than smaller particles. The idea is to have different 'drag' effect to each particles where the bigger the particle, the smaller the 'drag' will affect it or in simple word : the bigger particle will easily fight air resistence so it will fall faster. Is it any parameter to set to handle this task ?

So far i can think only to create multiple particle system with different 'drag' value then combine those particles systems.

edit :
additional notes...
 i'm not trying to simulate the ideal physical world, but real world. in ideal world v(speed) is not affected by mass, but by acceleration (a) or in this case gravity (g). v=v0+gt. and since the g is constant and no v0 (initial velocity) then the V will be the same -> in ideal world bigger and smaller fall the same, the only different is the energy need to stop them. So i want to simulate the real world where the bigger mass will 'easily' fight air resistance as its force (f=ma) is bigger so the air don't have enough energy to stop them. simple example : the real world like when bullet hits a wall and when debris is falling , the big chunk will fall faster (air can't hold it) while the smaller debris just need to float before hits the ground. The story will be different if there's no air.

Also what i mean by bigger particle is bigger in term of mass not just the volume. Bigger volume does not neccessarily have bigger mass. As in my example : bigger chunck of wall hit debris. Also i'm just curious if this can be done in blender simulation, i know for my case i can solve it with other way, but i'm just want to explore how far this blender sim can go.

Thanks


texts: Rigify - How do I change 'Bend Rotation Axis' parameter using Python?

texts:
I’m trying to change this 'Bend Rotation Axis' parameter using Python: Bone Tab > Rigify Type > Bend Rotation Axis. Unfortunately, the output of the Info window isn’t shedding much light on this:

I have tried this:
 bpy.data.objects['metarig'].pose.bones['thumb.01.L'].primary_rotation_axis = 'X'

... but I’m getting the following error:

AttributeError: 'PoseBone' object has no attribute 'primary_rotation_axis'

When I hover over the Bend rotation axis dropdown, I get the following tooltip:

Q: How do I access the Rigify parameters class and assign my values?


texts: How do I snap one vertex to the position of another vertex in a different object?


texts: Python, is it a way to select easily the vertices representing the shape of a mesh

texts:
.
Hi,

I would like to select the vertices representing the shape of the mesh, the orange line in the Object mode:

Is it a way to do it easily (Maybe with Python?)

Thanks for you help.

Maxime


texts: How can i retopologize mesh to fix shading errors

texts:
I'm trying to model the object shown in the second picture, and for some reason I can't find a way to get an accurate representation of the object while maintaining good topology. I've tried booleans and fixing the topology later, but that gave weird shading issue's. I've tried to manually cut out the horizontal cylinder out of the vertical one with the knife tool, but that didn't work either. I've watched a whole lot of Youtube video's about merging/joining object together but nothing really seams to work for this model.
At this moment there are a lot of N-gons and i don't know how to get rid of it. Does anybody know a way to fix the topology of this model?

Object I'm trying to model


texts: Impossible to eliminate fireflies Cycles 2.79

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I've been struggling with cycles, I always have fireflies in 4k and even going as far as 5000 samples, I'm using an HDRI and the denoiser won't help. I have been searching the whole web by now, I'm looking for answers so I would appreciate some help.

Multiple importance is ON but dont help.
Clamp options dont do the work properly.

Thanks in advance


texts: Cycles diffuse baking gives only black results with different settings

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Ok so heres a weird problem I have. I try to bake a diffuse map from photoscan and it always gives black results no matter what settings I tweak. Ive tried with and without global light with sun without it Ive tried to combine with Principled BSDF and without it, with Diffuse BSDF and without. Ive tried to tweak emissions and Subsurface parameters rougness etc.

Nothing works or gives any different results than just black texture. Only thing that changes anything is output margin px size. outline seems to change properly. So whole image isnt black just the UV part of it. So it must be the light problem but with varying settings of it doesnt change the results whats the problem im running out of options. And yes i've tried to bake without cage also with different parameters there too.


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Please tell me how to animate particle values? The fact is that Collision works on the head... ahem... to put it mildly - shitty. But change settings of Stiffness & Goal strength, result becomes more acceptable. But when character leans strongly, I need to change these settings, but Blender doesn't allow to put animation key. Is there any workaround to animate particle settings? Maybe there is some kind of addon or trick how can this be done?
I need that hair to hang down when character leans, but they are trying to take original shape of hairstyle.


texts: Why is my glass looked like this? , I follow Blender guru's Part 3 Level 3, but ended up having this kind of glass

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I've watched Blender guru's Part 3, Level 3, but ended up with this kind of problem that also encountered by the others as well, but they've already solved it and I followed their instruction, but still didn't get the glass they have

I've also followed some of the answers given herein community but still didn't get what I expected.