texts:
Hi,
I am trying to render the green cone shaped hats as you can on the pictures above, but there are weird stripes around it
I followed youtube instructions and did turn on auto smooth (30 degrees) under 'Normals' section, but it does not seem to work at all
What am I missing out and what other ways would you recommend?
Thanks :)


texts:
I have a planar mesh which I would like to texture.  The issue is, this mesh is built (externally) using an algorithm which is agnostic with respect to orientation.  In particular, the mesh in question is not oriented consistently between adjacent elements, and the automatic UV assignment in Blender produces the picture below instead of a consistent texture map.

Is there a way to correct this within Blender?


texts: PitchiPoy Rigify missing finger controls

texts:
I have a problem, I am using the rigify tool in blender. Not the normal rigify but the one form PichtiPoy with the faceial controls. I love it but with the normal rigify tool you get the nice finger controls, where you just have to scale something down and the fingers wil close. I find thant very useful but I can't find it anywhere on the PitchiPoy version of the add-on.

Can sombody tell me what the problem is? What I'm doing wrong or how I could make it work?
I would love to hear it!

Thank you in advance


texts: For example, I'm using a tree generator addon that creates trees in curve form. I have a strong wind forcefield in the scene as well for the grass. Is it possible to apply the curve to the physics?


texts: How to make a cell shaded scene using the compositor

texts:
Please someone show me how to achieve cell shading by using the compositor and without using ramped color materials. Since nodes are new to me it would be helpful to have a screen cap of the schematic of the node connections required and any additional information on how to set lamps and lighting if it is needed, also what should and should not be checked to allow anyone who wants to reproduce it obtain the same results. Do not refer to this link:

How to render cartoon style with completely flat colors?

This page does not make it obvious what has to be done relevant to my request, it is a dead end to a noob who wants to understand as there are so many answers but none of them seem to be about affecting an entire scene, only materials.

I happily thought how fun would it be to make some cartoons with Blender. Connecting nodes... more like like pulling hair, no tutorial I follow exactly produces the same results described even when I copy an exact demonstration there is something probably not node related that keeps it from working.

The example below shows exactly what I want, cell shading in blue, highlights in yellow that is not gradual or granular. Textures get the same treatment and if I add an entire city to this scene it will also get the same cell shading. Nothing in this scene has any ramped or toon materials.


texts:
Im stuck with this issue for several days now. and i have no idea what the hell to do with it.
i moddled a tie fighter, and i make Procedural texture.
now im trying to bake the roughness. and i get several problems:
first off: i get this weird black spots all over the Seems. i checked the normal's and they completely i have no idea why the heck this is happening.
the only i was able to get it fixed so far is too export the object as FBX and append it along witht he matirial to a new project.
(witch i would have done. but that require Unrawpp every component of the Tie fighter. and if if want to pack the island properly its gonna make a problems.
2: i tried to fix this with the clone tool and in the texture paint mode but for some reasons the painted texture. look less contrasted then the original witch makes it very noticeable.
3:for some reason the texture from the baked result look different.
it looks less dense and somewhat bigger then the procedural one: why?
im literaly pooling my hair out. so far i got no explainations for this load of BS and i need to solve it. so if anyone know what the hell to do please let me know?


texts: Convert scene to wireframe (texture glitch)

texts:
I have a large scene with ~500 objects and I want to turn it into wireframe so I can assign blue emission shader and have sci-fi looking scene like this ground here:

How can I achieve that if I have ~500 induvidual objects
Allso notice how in this Image you can't see the wireframe through objects, this is what I want to do.
I can try aplying black material to everything but how can I render it showing both wireframe and black material?

STATUS UPDATE:

I folowed the instructions from materials you linked me and asigned black material to all objects, duplicated everything and changed the material of the coppy to wireframe. When I go to rendered wiew it seems to look just fine:

But when I try to render it it appears glitchy and half transparent:

Wire frame is a mix of transparent and emission with factor of wireframe if it helps...


texts: Execute a python script whenever the viewport is changed

texts: I'd like to align a plane to the 3D-view. The idea is to have a number/ symbol that is always upright and readable no matter the viewing angle. while I can figure the alignment part out, I have no idea how to execute the script whenever the viewport is changed. The handlers don't have a redraw event.


texts: Weird Problem with Array and Boolean Modifiers

texts:
I recognized a very weird problem when combining array and boolean modifiers at a very simple scene.

Setup:

simple cube with a simple array modifier in X direction
simple cube with a simple array modifier in Z direction
simple cube for boolean operation

After the array modifier I add a boolean to both simple cubes to get differenced by the boolean cube. There I recognized, that the cube with the z direction gets cut properly, but the one in x direction not. I solved this problem by simple rotating the cube 90 degrees on the y axis.
But I don't get, why this problem appears. Would be curious to know if this is a bug or if I am missing something.


texts: Does Blender have a file locking feature?

texts:
Is there some way to lock files with a password or to lock open files to prevent them from being edited by others?
Use case examples:
A:
Jack wants to sell Blender models, but wants to ensure that only those who have paid and been sent a password can edit the models.
Can a password be used?
B:
Jack and Jill are making a hill for their water simulation. However, Jack wants to make sure the hill is completed before Jill tries to run a water simulation.
(How) can he lock the file?
To be clear:

LibreOffice (also open source) allows password protected files.
I do not want to sell files as described, but I do want to protect my files via password sometimes (and will need to in some situations).


texts: exported fbx with multiple textures has only one

texts: I created an object with multiple textures. It looks fine in "Viewport-Shading - Texture". When it's in "Material" mode it fully has only the first texture. It also happens when rendering. When I export it as fbx and import it to unity it also has only that oe texture. Why can it happen?


texts: "cursor_location property cannot be animated" error in Blender

texts:
I'm trying to make an animation but every time I press I to get the frame, now it says "cursor_location property cannot be animated".

Does anyone know how to fix this problem?


texts: cloth and rigid body collision sim, center of mass not updating properly

texts: one of the cylinders is rigid body, another is cloth, I've made them interact with each other and also the cloth sheet and ground underneath, but the center of mass is not updating properly which causes the three active objects react too quickly ,here is the blend file, how to make the center of mass update properly?


texts: What's the best way to use scene management with fully rigged characters

texts:
My apologies if this has been asked before but after some extensive searching the only information on scene management I've found is beginner level.
As I see it linked uses the same asset between scenes, however any changes you make to the animation is reflected in the original scene which for me defeats the object of having scenes.
Full copy will let you do this but at the cost of bloating your blender file as it duplicates the asset.
My analogy would be you have two scenes, kitchen and lounge with one actor that is linked in both scenes. How do you animate the actor without using full copy?
I'd like to hear how others manage this.
At the moment I use separate files for each scene.


texts: Camera solving - what algorithm is used?

texts:
Note: this question is about how Blender is implemented, not how it's used.
IIUC, Blender uses 8 points (or more) at two keyframes to calculate the position in space of the camera. What is the algorithm used to do that (the camera position "understanding" part)?
There's a previous question: What algorithm does Blender's motion tracking use?, which seems similar, but the answer points to the feature detection algorithm, not the position solving part (it's also 6 years old, and a lot could have changed...)
Thanks.


texts: I'm working on a mesh and I applied a displacement node, however around the arms and legs the texture gets significantly larger. How do I make the texture the same size everywhere?


texts: How to select vertices contained in object

texts:
How can vertices be selected if they are contained in another?
Is there a way to do this using manual editing, Animation Nodes, or Sverchok?
Example:

How can the vertices contained within the cylinder be selected?
This is a similar question - Selecting all objects inside a mesh , in this case the question applies to vertices.


texts: Updating the blender simulation by scripts

texts:
I was looking around and saw that blender has the python bpy module which can basically touch or do anything within blender.

If I setup a simulation in blender then control it from blender scripts using a python script?

If so is there some sample code to do this?


texts:
I am currently trying to render my first animated workpiece and I am having two primary issues with making it work. I should start by saying that although I'm relatively new to Blender as a whole, up to this point, I have done many still picture renders before this and I have yet to have any issues with the rendering process, be it Eevee or Cycles.
The issues with animation rendering that I am having are:

Crashing: I am getting frequent crashing with I try to render the animation. When I hit the "Render Animation" button, Blender appears to render the first 1 or 10 frames and then immediately closes without even giving an error report or anything. This occurs for me when rendering in both Eevee and Cycles and when I try to render either as a video or as an image set. The problem is oddly inconsistent, as maybe once in every 10 or so tries, the render will fully go through and finish (usually when rendering as a video output, I have yet to finish any renders with the output to image set).

I've already checked my tmp folder permissions and I've tried rendering to a custom folder as well, with seemingly indistinguishable changes in results. Something to note is that I can run a "Viewport Render" with 100% success, the render finishes and saves perfectly.

Body Animation Not playing During Render: In the occasions that the render does successfully finish (the full render, not the viewport render), the character's keyed motions do not play in the render, but the camera's keyed motions will. It's as if the character is stuck in the posing position of the current viewport frame for the entire sequence with the camera going about the intended keyed motion sequences.

Similar to my crashing issues, if I run a "Viewport Render" the sequence will render perfectly with all my keyed motions behaving as expected.

Specs:

Windows 10

Blender 2.83.3

AMD R7 2700X

16 GB RAM (2100 Mhz)

Zotac GTX 1070 Ti (8GB GDDR5 version)

All hardware running as base/stock speeds

For reference, here is the .blend file that I am working with.
My computer certainly isn't a LinusTechTips mega-workstation, but I know my setup well enough to know that it should be plenty powerful enough to handle this workload, so I've already ruled out hardware inadequacies (attempts to render at 720p, 1080p, and 4k with the Viewport Render works fine); but other than that I'm at a bit of a loss for what the problem is. As I said in my intro, I've only done still images up to this point (with an array of different scenes and models), and those have always worked out just fine.
Any advice or suggestions about these issues would be greatly appreciated :D


texts:
Using a downloaded mesh I have watched tutorials and made notes on rigging and have got some of it working. The foot is not working properly and I'm getting confused trying to mend it. Is it possible to upload the blend file and get someone to point me in the right direction? I have actually uploaded a file called myman using pasteall.org but I've no idea where it is!

EDIT: I think the file may be at http://pasteall.org/blend/33002. Checked, it is.

EDIT2: When I move the heel IK bone the leg and foot move OK. Except that a part of the foot extrudes itself towards the world origin! Also if I move the heel too far the foot comes away from the leg! I seem to have got the hand right and I can't find a way to compare my good bone configurations with my bad ones.


texts: Is there a low level alternative for bpy.ops.object.convert()?

texts:
I am using bpy.ops.object.convert(target='MESH', keep_original= False) in a python function in blender to convert metaballs to a mesh. The script works fine when run from the text editor. However, the goal is to add the function to the render events via bpy.app.handlers.render_pre.append() and bpy.app.handlers.render_post.append()
When the function using bpy.ops.object.convert is used in the handler, a polling error occurs. The typical recommendation is to either use overrides or low-level functions to eliminate the polling/context error. I would like to use low-level functions.
A code snippet in the Blender 2.75a low-level API for bpy.ops.object.convert(target='MESH', keep_original= False), where the selected object is a meatball, would be appreciated.


texts:
I've done quite a bit of sculpting on an object (way too much to start over) but I don't like what I did in a certain region. I'm past the point of undo. Is there any way to reset, or erase, the sculpting on only that region?

Edit: I realize that I can continue sculpting such that it looks more like its original state.

I'm specifically asking if Blender stores the original state of the mesh at a per-vertex level, and if you can revert a set of vertices to that state - sort of a "reset these to the point before you hit Subdivide, then reapply the current level of subdivision to them" operation.


texts: Convert rotation from sign switching to continuous in Animation Nodes

texts:
Plane is simply rotating on Z axis around origin from 0 deg to infinity (linear interpolation), AN extracts this rotation from polygon. Extracted motion looks fine but it isn't calculated as cumulated/continuous value. Every 180 degrees it is switching sign from + to -.

Look at Z value here:

Can this rotation be recalculated to match input motion? I was planning to change some values inside material in [0-1] range using growing angle, but unable to do it with current behaviour.


texts:
I'm working with illustrator and exporting as SVG this graphic.

This is how it looks in illustrator (and how I wanted to be). The green part is all fill, no strokes. The white is all canvas.

But I'm getting this at Blender.

It fills the center of the image, not the border as a stroke.
If you have any clue...thanks!!


texts: (Rigging) Why are some of my vertex groups affecting blue areas?

texts:
I'm new to rigging, and am trying to make a low-poly rabbit. I've made the armature and spent the better part of an hour fine-tuning the weight painting only to find out that posing nearly any bone in the armature deforms the head. I've gone over the head again and again in weight painting mode to be absolutely sure that none of the head's vertices could possibly be under the influence of any bone but the head bone, but it's no use. I can't really pose the rabbit at all--just making the rabbit tilt its ears back deforms the head so badly, it's unrecognizable. I tried normalizing and then inverting all of the weight paint to see if that would bring up the offending vertices, but that only messed up the paint job when I reverted it back the way it was. The ears affect each other a bit, too--it's more noticeable the further away they're placed from one another.

Attached is my file, sans normalization of weight paint (I don't think it was really necessary, and aside from the head-warping, all the bones control exactly what I want them to.) Many of the bones don't have any corresponding vertex group because they're only there to anchor other bones in place. Could that be the reason?


texts: Why is Sheepit not Rendering my texture?

texts:
I have sent a file to sheepit to render but the texture is not showing.

Those deformed planes (below the wheel) are supposed to have a fire texture and the board in front of the bags is supposed to show text. it is correctly showing in my laptop but this is the sheepit preview.
All of the frames

Automatically Pack into .blend and make all paths relative are checked.
I am using 2.92.
Please Help.
Link to .blend:https://drive.google.com/file/d/1491ddaBxx1_WT91lVqwV6t4R82miRnI3/view?usp=sharing


texts: Prevent extruded/poked vertices from inheriting vertex group they were extruded/poked from?

texts:
Subject says it all.

Create icosphere
Assign all verts to vertex group.
Poke all faces.
I now want to select SOLELY the verts that were part of the pre-poked icosphere, and NOT select the newly poked verts.

It seems impossible. When I select my original vertex group, the poked verts are included even though I don't want them to be, and didn't manually assign them to the vertex group. Same problem happens with extrusion or applying subdivision surface.

Is there a secret "new verts don't inherit vertex group" setting I'm not aware of?


texts: Importing a complex SVG to Blender from Illustrator - Problems with Fill

texts:
I'm working on a project of polyhedral lanterns designed on topography, and using Blender for my modelling ahead of prototyping. I'm designing artwork in Adobe Illustrator, a program I'm robustly familiar with, and exporting the SVGs to Blender for import.
Most of the time this works well - but every once and a while when I import the SVG the fill in Blender does not match the artwork in the SVG file.  See below images -
In Illustrator:

In Blender:

I understand that Blender may be interpreting the position of handles improperly and hence filling places that should be empty, or leaving empty places that should be filled.  Due to the complexity of the images (and the fact I want to do this many times with different images), I'm hoping for some kind of work around that keeps me from having to hunt through the many many vertices each time.
Here is a link to a google drive with the SVG: https://drive.google.com/drive/folders/1ITkPdh5p0qhy7y5YPJq4Gz57DgZDjCHS?usp=sharing
Alternatively, I can export the file as a DXF - and fill it after the fact.  But again, because of the complexity I can't figure out how I would easily fill the appropriate areas while leaving gaps.  Any advice would be welcome, and you'd help bring something like the below image into the world (the actual physical, not on the screen world).
Many thanks in advance.


texts: How to stop my mesh from displaying in wireframe mode

texts: Hey guys I'm trying to make a dragon sculpt but my mesh looks weird on the viewport. How can I fix it?


texts:
I've been looking at the python code loging of Blender.
But in there things get loged as mouse clicks.

What i like to do is combine a few images into a larger one using compositor, but i need control over compositor by python script. The problem seams to me that it is a bit hard to "spawn" a few nodes, set their values and connect them.

I need an micture of:  image, scale, source image location, mix nodes, output nodes

I have no Code samples other then the log of blender python which in this case is of no big help.


texts: How to make texture white in the locations that objects hit it?

texts:
I have a cylinder with various glass objects sticking out of the sides:

This cylinder has a texture:

I would like the texture to have white spots in all the places that are intersected by glass objects. How do I do that?
It would be very nice if it could be done with just nodes, but, if not, thats also fine.


texts: I set up the texture paint but when I started to use different color this happened. Not on the all of object. Why is this happening ?


texts: Render Clean Diffuse Colour Only Blender 2.81

texts:
I'm trying to render an image with an output that is the pure diffuse colour only.
In earlier versions of Blender I would have just used the internal renderer and created emission materials. But, in 2.8 with Cycles or Eevee, there is always a slight noise on the image.

In the viewport with viewport shading, it gives the result I'm after.

With the default Eevee samples I get this result with soft edges and a noise in the flat colours.

If I set Eevee's samples to 1 I get clean edges, but still a subtle noise in the flat colours.

I know the noise is very subtle, but I need it to be a solid colour. I was hoping I could use the compositor to get just the diffuse, but I couldn't figure out how. I still ended up with the noise in the result.

Thanks for your help
Dan


texts:
I have a project that involves a bunch of blocks, but when I Render this project, it only ends up shading all of the blocks in halves. How can I fix this issue? I'm relatively new to blender, so I have no clue if this is an easy fix or not, but it'd be awesome to be able to figure out this issue. I also am using Blender 2.76, if that helps at all.
Many thanks


texts: Rigging question about Spline IK and having all controls on one armature

texts:
So, i'm finally getting a handle on rigging in Blender and am doing pretty well except for one thing. My brother is doing the animating and had a few complaints/requests, so I went in and tried to fix it.

The spline IK controls have to be on a separate armature than the other bones. My brother would like all the controls on the same armature so he can access all controls at once and have them all on the same list in the dope sheet.

I tried creating all controls on a separate armature for the rig, but this results in double tranforms for everything and i'm having serious trouble keeping things parented. The finger controls won't follow the wrist control for example without throwing the deformation rig out of wack (with childof constraints on the fingers, and the controls for the fingers parented to the wrist, it just doesn't work)....

Is there a way to do this? (have all controls including splineIK on the same armature).


texts:
Switching type does nothing at all. Keyframes stay normal yellow keyframes with unneeded linear motion between. Even if automatic keyframe insertion set to extreme or breakdown.

How do I hold mask keyframe to get rid of mask motion between keyframes?

Ubuntu 18.04 LTS

Blender 2.79b


texts: Concatenate movie clips with differing fps?

texts:
Suppose you have two .mp4 movie clips, with well-synched audio,
that you can view and listen to in any Web browser, in succession, even though their frame rate is different.Question:   What is the simplest way to concatenate those two into a single file?It seems that this should be such a frequent and desirable taskfor anyone going from 3D modeling, to rendering, to animation, no?E.g. suppose you are working on a scene intended for a brief animation,where motion is slow enough in the first ten secondsthat you are satisfied with half of the basic 24 fps, but then comes four seconds of motion so fast and sweeping that you want twice that basic rate.Suppose the rendering of each frame takes about a minute:that means that the first ten seconds would take about two hoursfrom scene to image sequence, but the next four seconds would take over three hours.After a lot of to and fro between modeling and rendering, you decide you want to show this to your peers:you then make two movie clips (with 12 and 48 fps respectively),add a sound track to each, and presto!All that’s missing now, is to concatenate those two into a single file. How?Note that we’re talking same dimensions, same codec!


texts:
Can you export separate layers as .obj?
Can you export a layer as a obj?


texts:
I often wanted to visualize shader data in cycles differently, turning it into 3D mesh for printing.

So far, I think the idea of baking out cycles procedural texture is as a 2D image. Ideally there must be a way to see the data as is, maybe some kind of 3D voxel data output.

Is there a way to sample 2d or 3d data of whatever values generated in cycles as numbers? Can we do this using OSL or Python?


texts: What is relation between edit_bone roll and and pose.bone rotation_quaternion?

texts:
I have two slightly different rigs (two armatures from different sources) and trying to transfer rotations between corresponding bones, from one armature to another (retarget current pose at some degree). Everything is fine except one thing - some bones has different rolls in edit mode, and simple cloning of rotation_quaternion shifts final positions.

The quiestion is: How i can account for roll difference, when applying rotation_quaternion from donor bone to target one? I don`t wish to reset roll on target bones, instead i with to recalculate quaternion for different roll,
so target roll will stay the same, but quaternion will account for the difference instead. Imho this is possible, since rotation_quaternion is able to completely define bone rotation, but... how? How i can translate quaternion from one bone-local coordinate system to another?

I already tryed to calculate something like this: "donor rotation_quaternion" - "donor roll" + "target roll" to get "target rotation_quaternion". For example i tryed to create "donor roll" - "target roll" rotation matrix and apply it to rotate quaternion around target bone Z axis (to undo roll difference), but no luck.

So... How roll is applyed to final bone orientation? Is there the way to remove/undo it from rotation_quaternion?

Any help really appreciated


texts: Cycles and custom/face weighted vertex normals

texts:
I've been experimenting with Custom Vertex Normals lately. Unfortunately it seems like Cycles produces unsatisfactory results when rendering these, especially the more glossy the material is.

Have a look at this image:

The issue should be obvious in the fourth image, the Cycles Render. There's a sudden, dark gradient at the edges. I've also added the three passes where the issue appears: Glossy Direct, Glossy Indirect and AO.

This seems to be related to Cycles doing raytracing, as none of these issues exist in the viewport, the Blender Eender, Unity or Unreal.

It's happening with light sources, as well as with (only) environment lighting. I tried tweaking various light and render settings and different methods to do the Custom Normals. All without success. They look great everywhere except in Cycles with glossy materials.

I wonder if other raytracers have the same problem? I've tested in Substance Painter's iRay (only environment lighting) where it is not happening (or maybe very very slightly, barely noticeable).

I currently don't have access to any other renderers. If you have access to Vray, Octane, Keyshot or whatever else people use these days and want to test, I've uploaded my test cube as well: https://machin3.io/cycles_fwvn_issue.zip

Any input on this is appreciated. I have no problem recompiling Blender with some tweak or some patch, if that is what it takes, I just need the tweaks and patches as that is beyond what I can do :)


texts: Texture paint not showing in render mode

texts:
i made a texture paint for my model in Blender and saved it for later, i reopened my project added back my texture nothing special, i then started to work on adding pores with a alpha for the mask brush but it turned wrong and i couldn't erase what the "F Mask" brush did, so i closed and opened my work back but now for some reason when i am painting on my texture in the "Texture paint" mode, it wont show the changes in the render mode :

I can't figure this out my project is clean i have only one material named "Material.003" and one texture named "skintest" it started messing up when i tried to add the alpha pic of some pores to the mask brush by guessing...

If someone knows whats up please let me know,

If i move the UV texture it does shows the changes in the render but the Paint brush is ignored by the render...


texts:
So now, with 2.79, there are two architecture addons.

Do they serve different purposes?
Do archipack replace archimesh?


texts:
I am new to 3d modeling and I encountered this hole while modeling.

What is the easiest way to cover this hole?
If you need more info please reply.

Thanks


texts: Merging a shape onto another shape and removing excess polygons?

texts:
Diagram: Black shape is base shape that I want the Blue shape to merge onto. I am guessing I can fix the way they bond afterwards.

I want to merge the two shapes into one so that they are no longer separate in Edit Mode. I then want to delete any hidden faces and maybe tidy up where the ramp faces meet the hexagon as well as delete the submerged base of the hexagon in line with the cylinder top.

Here is another diagram of what I mean...

Thanks again!


texts: I am very new at Blender and was wondering if there is a way to automatically select the inverted UVs, like the option in the UV editor in 3Ds max named "Select Inverted Polygon".


texts: What is the best way to create a background between the sky and my scene?

texts:
I'm currently working on a scene with a camera moving all around the character with the nishita sky texture in the background and a grass field. I was wondering what was the best way to make a seamless transition between my field and my foreground, knowing that the camera will have a 360° view of the environment.
The picture is a screenshot of my scene.
Thanks a lot !!!


texts:
I am wondering if I have a complex model if I can get a list of connected polygons. (Or in other words if I have a texture that creeps from a point when it reaches a edge it moves onto the next polygon)

EDIT:

The uv map to the right is a diagram of what I am trying to achieve. Each of the two edges with the same letter connects. And when I draw a line off the edge of one of the UV faces it gets moved to the face that connects to it. (see edges J and K)


texts: I have some issue with Blender when I export my model with IK Constraint to .FBX file then open with 3D viewer it said:"Couldn't load 3D model". I've tried to import that file to Unity but model pose was wrong. If I remove IK contraint bone then everything get back to normal. Can anybody help me :(


texts: Cut an object from another object and create faces

texts: I'm looking to create an object using the boolean modifier method (add modifier -> boolean -> difference). The problem is that the newly created object doesn't have faces as shown below. How to cut it by creating its sides/faces?


texts: Setting a Property's min and max values after creation

texts:
When using an Int- or FloatProperty, is there any way of changing their min and max values dynamically?

I'm currently loading images on the fly and would like to limit a frame property to run from 0 to len(loaded_images) every time I call the loading operator. However, the property seems to be read-only and re-assigning gives the following error:

bpy.context.scene.project_props.bl_rna.properties['myIntProp'] = bpy.props.IntProperty(...)
TypeError: bpy_prop_collection[key] = value: invalid, expected a StructRNA type or None, not a tuple

I understand the bpy.props constructor uses an intermediary tuple, but I'm not sure how to proceed. Is there any way around this?


texts: How to make the ocean modifier to deform an object, but don't move it?

texts: After using the ocean modifier with an object (in displace mode), the object is floating in space. How can I make ocean modifier to deform it, but don't move it?


texts:
I am trying to make this figure in 3 quadrant sphere rather than 2 quadrant hemisphere using blender. RGB color internal hemispher to outer hemispher is following  [0.56,0.55,0.83],[0,64,0.64,0.87],[0.73,0.73,0.92],[0.85,0.85,,0.98] and outer surface rgb color value is [0.44,0.44,0.5]
But I am not getting the same rgb value color in blender whatever used in above image. and in blender internal sphere not looking good. Why?

You can see blend file here.


texts:
I imported an SVG Character and grouped/parented it in an empty object for easier positioning.

I selected all (A+shift left click method) the character objects (hair, eyes, pants, etc:) However, when I try to bevel it only bevels what was first selected.

Is there a way in Blender to "Bevel and Resolution Multiple Selected Curves" without having to do it individually?


texts: Hi, i want to install Blender so i downloaded windows64.msi version but my computer is not supporting the file

texts:
i want to install Blender so i downloaded windows64.msi version but my computer is not supporting the file. Can you suggest me which file should i install. I mention my computer specifications
WIndows-7
processor- Pentium(R) Dual Core- 3GHz
System- 32bit Operating system


texts:
I am trying to import the SciPy library inside Blender version 2.8 and I am having trouble. I can import SciPy outside of Blender.

On my system Blender's Python is installed at

 /snap/blender/34/2.81/python

I tried the following answers I found here :

As suggested here I tried to install ensurepip inside Blenders Python.
I tried to copy the system Python's SciPy folder to Blender's Python site-packages folder.

Both of the solutions are trying to change Blender's python folder -

/snap/blender/34/2.81/python/lib/python3.7/site-packages/

And when I try them, I get stuck with this error :

"Read-only file system"

Remounting the file system doesn't work either, I am wondering if this has something to do with the way Blender 2.8 is installed using snaps?

What can I try next to get SciPy inside Blender?


texts: Where can I go to get good reference images for modelling characters?

texts: Im still kind of new to blender, but I am struggling to find any good reference images / characters online to help me practice retopo and sculpting. Any suggestions?


texts: Mantaflow domain cache replay in fluid simulation

texts:
Version 2.90.1 (same issue with previous versions).

If I have an emitter like liquid-inflow, to see the results of changes in position or surface emission etc. I have to re-select the replay option in the domain-cache.  If this is not done it only displays the results of the initial settings.  Is there a way to have the replay automatically reset the cache if any changes are made to any object properties within the domain.

It would not be so bad if the domain settings did not return to the top of the panel when a different object is selected, which requires scrolling to the bottom each time to re-select  replay.

Any thoughts would be much appreciated.

Tony


texts: Is it possible to programmaticaly render video from a blender pattern animated scene with images and mp3 as parameters?

texts:
I would like to build an automatic generated video engine on a server.
The process would look like this :
renderblendfile (images on server disk ,Mp3 file on server disk) ----» video

The blend file would be a pattern animated scene where only the images and soundtrack would change.

I would like to know if it would be possible to build such an engine by using blender programmatically using python api?

Thanks.


texts: Workbench Outlines not appearing when rendering animation from command line

texts:
The "Outlines" feature of the Workbench render engine Properties / Render Properties / Options / Outline provides the expected results when rendering an animation from the UI Render / Render Animation (Ctrl + F12).
Using the command line (for something like blender -b myfile.blend -a with proper paths) on the same file gives a result which seems to completely ignore the outlines.
I tried this with multiple projects and Blender versions 2.80, 2.83, 2.91 & 2.92 alpha on a Linux Mint 19.3 environment, all with the same results.
Searching online for bugs and/or implemented features returned nothing of relevance.
Any information on this? Maybe a setting I might have missed? Or a plug-in interfering?


texts: How do I change camera targets when following a path?

texts:
I have a nurbs path setup and my camera operates following the path. I can get it to track an empty, but I want it to change between a couple of empties as it progresses down the path.

Is there a way to do this using the timeline?


texts: How to use intersecting booleans on single object?

texts: I want to use two intersecting booleans on a sphere (to make holes on north, south, west, east sides) by using either cylinders or elongated spheres. I do this by positioning my cylinder going through the object and applying the first boolean (works fine), then rotating the cylinder 90 degrees to create another boolean cut, but this either leads to the sphere disappearing, or glitches inside the object (e.g. being able to see the inner outer layer of the sphere from certain angles). Is there a fix for this? Thanks.


texts: How to have back the sound strips on top of video strips in the VSE

texts:
Sound strips would always appear on top of video strips in the VSE by default in previous versions of Blender. That is not the behavior of commercial software, but for me it was OK, not only because it was useful and I like Blender to have its own personality, but also because I do not wish Blender to become kind of a free emulation of some commercial software.

Well, is there any option buried inside the Preferences menu or some other way to restore the good old behavior of having the sound strips appear above the video strips in the VSE?

BTW, GIMP should be a very good example that not emulating commercial software not only works well but also avoids potential copyright claims and all sort of future trouble. The user interface look and the way of working with Blender is gradually becoming more and more similar to commercial software. That convergence is IMHO not only disgusting but also dangerous.


texts: How can I add a realistic metallic texture to this node setup?

texts: So here is my node setup for a model i want to animate. Ive added a diffuse,bump, and specular map already but i have one last metallic texture i want to add but there are no tutorials online to help me add it, much less with this setup. Please let me know how i can do this.


texts: Basically I want to make a game where a user can add their own levels by making a blend file with an object in called a certain thing, so for example you would have to call the level "Object.001" or something for it to work. Then when you start the level, it plays that level. And no I do NOT want to make it just open the blend file, because then I would have to make a template but people would just steal the template and use it for themselves and claim it.


texts: How to hide vertex colors in Texture Paint?

texts:
I am currently trying to paint a texture onto a character model.  However, I cannot actually see what I am doing because one of the vertex color layers is being overlaid on top of the texture, causing it to appear solid black in most areas.

Are there any way I can stop this from happening?


texts: How to simulate vector sound waves in Blender?

texts:
I am making an animation where I visualize audio in the form of a vector sound wave. I am trying to make this "wave" with a line of stretched cylinders.

The goal is to make waves that look like this

The cylinders should stay in the same place but as the sound moves through, they change scale. Is there a way to use actual sound files to simulate this, or could I and how would I do this just using the wave effect, or do I have to set scale keyframes at different points?


texts: Anyway to calculate surface area affected by lights?

texts:
was wondering if there is any way to calculate the surface area directly affected by a light source. For example, when a light source is added inside a small house model, would it be possible to extract the surfaces that are bright?
If this can be done, is it possible to control the light intensity or extract out the shadowed surface as well?
Thank you,


texts: How can I rotate/twist a torus about its major circle?

texts:
The problem: I am building a torus with an intricate regular pattern that includes a twist.
A simple example:
http://netz.smurf.noris.de/blender2.png

I have built one torus segment – my "real" example is obviously a lot more intricate, not just a simple inset operation.

Now I want to transform the left segment into the right one. The end goal is to do that six times so that, in this example, I get a torus with a doubly-winded spiral around it.


texts:
I've been trying to create some new moves for my creature and I created a new action for it. After clearing all the frames, some of the frames are still yellow (left-down corner frame numbers) and the foot is moving in an odd way.

Can' t understand what is this..


texts:
I have a problem when rendering my scene. It looks like after a certain distance everything is blurred out completely, some objects are missing and some other weird things are going on. However in the viewport the rendered view is fine. Camera clipping is set to 0.1-100 m so it shouldn't be a problem. Do you have any idea what is going on?

Edit: Here's the link to the .blend file: https://drive.google.com/open?id=1Y-KGw-IL2_nANx8E8zrJw_N8B_fsM7RB


texts: Face masking for texture paint in UV / Image Editor

texts:
There is "Face selection masking for painting" while in Texture painting in 3D View,
but I want to paint with a texture brush in the UV / Image Editor, so that the texture is not view angle dependent.

Is it possible to paint only on the area of specific faces, while in UV / Image Editor?


texts:
I'm getting these weird black shadows on my rendered image of this mailbox I'm making. Here's a link to the file and a link to YouTube so you can see what's going on.

I was able to mess with the normals and removed all doubles and this is what I was able to come up with. That will still not go away unless I change the texture to diffuse, and it's not a shadow: I've moved my lights and camera trying to see but it wasn't.

EDIT:

So did all that stuff and still no luck, It did make it look better but on the angle that I want for the pic there is still an area. I have found that if I rotate the camera there are certain areas where this "shadow" does not occur. I also checked to see if maybe the letters or the top of the mailbox was casting a shadow in some way, but that was not. I also moved my light sources around, took away the floor, and added more objects around to see if it would work. Well it still has that unsightly shadow, although it does look better I'm just surprised there is no way to get rid of that black shadow that I know of.

Here is a pic of my current progress

It's kind of hard to see in that pic but at the bottom right corner there is still a weird shadow. Also I found if I take off the top there is an unsightly shadow on the top of the main mailbox mesh. And this is after I deleted duplicates and checked my normals, etc.


texts: Compositing: When using Alpha Over node, only one render layer appears!

texts:
I'm new to compositing, so I'm unsure how simple this problem may be to solve; apologies in advance. Anyway, here we go.

My scene was too large to render, so I separated it into 3 different Render Layers-

The three layers seem to be rendering correctly, lighting and all, as the render progresses; I can see each individual layer as it should be, and have my Alpha Over nodes set up accordingly-

However, the final render saves to my computer as such-

Some final notes; I have transparency selected in the render panel, the render also doesn't work if I remove the "File Output" node, and I have it set to GPU render (though it's the same result even if I change to CPU render).

What am I doing wrong!?


texts:
I have a symmetrical model, with pairs of symmetrical (along the X-axis) shape keys (ending with "L" and "R"), driven by a symmetrical armature (bone names ending with "L" and "R").

Is there a way to "mirror" all of the drivers which have been applied to the "L" shapekeys to the "R" shapekeys (swapping all of the "L" bones for "R" bones in the driver targets) in one go?

Perhaps even mirror the shapekeys, bones and drivers all at once?

Thanks for your assistance.


texts:
How should we replicate this animation within Animation Nodes 2.1?

By: https://twitter.com/InfinityLoopGIF/status/1085886521205538817


texts:
I use images as planes(drag and drop), but they won't show up in either Evee or Cycles.
How can I make images show up in render?


texts:
I'm trying to upload my .blend file onto a render farm for rendering.

The images referenced by the image nodes are on the remote server, however they have a different path structure than I have on my local machine.

I've tried to edit the path of the image nodes before submitting to the farm, however, since that path does not exist locally blender doesn't let me save that path.

Is there a best practice for connecting image data when running on a remote farm vs working locally?

Perhaps a way to set environment variables depending on the local?


texts:
Reading through the math node docs, I came across a math function named "ping-pong".
The docs state that ping-pong does the following

The output value is moved between 0.0 and the Scale based on the input value.

What in the world does that mean?  Can anyone tell me what the actual ping-pong function is?  What input values lead to an output of 0, and what input values lead to an output of "scale"?


texts: How can I make "true normals" geometry node output relative to object local space?

texts:
That is whole question. Now it is relative to World orientation, but I want it to be relative to object orientation.
Thank you for your attention.


texts: How to copy part of a model onto another model

texts:
I want to take the 2 existing arms on this model(above)
and add another 2 below.
I have tried this in edit mode by duplicating polys but when I do that it only exists in edit mode and disappears when I leave edit mode.


texts: I am making an apple with a face and I made the actual body and the face separate. Both parts are in different files and I was wondering how I can merge them into one file so I can attach them together.


texts: Animation Nodes : How to add/replace "Get list element" output into a new collection?

texts:
Trying to build a basic procedural Cube shaped rooms where

One collection will have many pre-made wall presets (wall with window,wall with door etc)

AN will take each wall ,make 4 copies with 90 degree offset  and store them in a new collection
AN nodes will now pick random elements from each collection
and build a room with 4 walls picked randomly

What i have accomplished:

I have a basic square wall with object origin at world center

Then i instance this wall 4 times with offset of 90 degrees to get 4 walls

Now the problem starts

I use "Get list element" with random int input to get random walls
Random int seed is controlled by frames
when i plug this random output into another collection it appends the new wall instead of overwriting

What i want

As i hit play i want to see random walls flickering in and out

What i get

I see the collection getting filled in random order in the first 4 frames

My end goal is to export the rooms as FBX to use in other applications


texts: Iterate with python on vertices created by subdividing an edge

texts:
I want to subdivide an edge that is sedected in edit mode and move the newly created vertices after computing position in python.

I can easily create the new vertices with

bpy.ops.mesh.subdivide(number_cuts=self.nbcuts)

How can I retrieve the list of the newly created vertices ?


texts: Physical simulation of multiple scenes simultaneously

texts:
I have created physical simulation of objects after initiating them from random positions. I am generating about 9 scenes and would like to view these simulations simultaneously on a blender screen as 3x3 matrix view of scenes together. I guess I might have to use viewport stuff, but didn't find anything concrete on what I wanted to do.

Any pointer would be of great help.
Thanks in advance!


texts:
I would like to use a difference boolean modifier on this mesh so the small branches on top "sculpt" detail into it. But the boolean operation will not work. There seems to me a problem with the bottom mesh, because I can use the branches to do a boolean difference with other primitives without any issue. I've tried pretty much everything. The bottom mesh is manifold, all normals are correct, rotation and scale were applied, no loose vertices or edges, doubles were removed, etc... I even tried to triangulate it, but nothing seems to make it work properly. As soon as I try to apply the boolean operation, I get this weird result where the branches perform a union rather than a difference and their normals get inverted.

Here is the .blend file if anyone is willing to take a look at it. If this happens to be a bug and cannot be resolved, any suggestions as to how I could have made such details into my mesh without boolean?


texts: Why doesn't smoothing work in sculpting mode?

texts: I'm trying to smooth an object in sculpting mode using the smoothing brush, but when I click my computer just lags and nothing changes.


texts:
so , i started making a short film of a robot mystery , and had made a few renders , it was all okay , until i made my 5th render , the whole lighting system glitched and the lights started pitching to purple , first i thought , that my hdri might have caused the problem but the hdri is attached but still , this is the problem
PS , im a noob


texts: Connecting a face with another face along a specific curve

texts:
I need to connect a face with another face of a different cross-section via a specific curve. The face at the start of the curve needs to morph into the face at the end of the curve along the way. Can someone please help guide me how this can be done in blender?

Thank you in advance for your support and best regards.


texts: How to delete bezier points from curve splines with low-level code

texts:
I'm trying to edit curves via python, but deleting bezier points is causing me trouble. I'm able to do it using high-level operators (see sample code below), but I would prefer edit the data more directly, for speed and cleanliness.

#Define vars
one = bpy.data.objects['Curve']
point_to_remove = one.data.splines[0].bezier_points[0]

#Set 'one' to edit mode
bpy.context.scene.objects.active = one
bpy.ops.object.mode_set(mode = 'EDIT')

#Select point_to_remove and remove it
point_to_remove.select_control_point = True
bpy.ops.curve.dissolve_verts()

I've tried using .add() to create a dummy object with the desired set of bezier points and then setting one.data.splines[0].bezier_points = ..., but bezier_points is read-only.

I've tried python's del() and the blender API's `remove()', but they either aren't supported for bezier points or I'm using them wrong.

Any help would be much appreciated.

Edit: It seems this is a special case of deleting instances of the bpy_struct class, which I also don't know how to do.


texts: Creating a face on 2 circles of edge while letting the inside of the small circle without face

texts:
Hello,
I managed to clean all the vertices of the primitives that I join together, removing the faces that where overlapping and keeping a simple shape.
Now is my problem : I need to create the front and back faces. But when I select all the vertices, and make 'F' to create a face, the 2 holes inside the shape are covered.
How do I need to proceed to make the face without covering those holes, letting them empty? (the holes are the small circle in the middle and the moon croissant under it)


texts: I am using the latest version 2.79 for windows, and I made a short video. Now I tried to render it as MPEG and it doesn't show up in the options and after a lot of research I can't find a solution to this problem.


texts: Does Blender2.8 havea Zbrush-style cursor for sculpting?

texts: I mean that cursor of ZBRUSH thats projecting on the mesh .


texts:
I'm looking for help. I'm trying to figure out if it's possible to create "3D" materials in Blender (preferably Eevee). What I mean is that such a material should be able to show features which are offset from the face normals, creating a 3D effect whilst being completely 2D. This is something which is done very well in (my alltime favourite) game, Destiny 2. I think the animation on this page should give you an idea of what I'm talking about! It's mostly used for creating crystals, but also they have large stand-up displays in the game which have the same effect, where moving around the display you can see that the elements on the display are 'deep', giving a similar 3D effect.
I am not even sure where to begin with this. My understanding of materials is decent, but after playing around I haven't been able to find anything. Help would be appreciated!


texts: Why hair particle system with same settings act differently?

texts:
As seen from the attached file, Plane A and Plane B have different hair particle system, but with exactly the same settings. However, they acted differently. I just wonder what caused it.

.blend file.


texts:
Given a diagonal line which is taller than it is wide, how does one spin an S-curve through it so it is composed of 32 equally-spaced vertexes?

I'm trying to achieve the thick bright green curve without using bezier curves (as these are inaccurate when trying to get them to correspond to span curves in the mesh).

The closest I've managed to get with spins is this...

I've also tried with Beziers but their curves don't match up to the curve of the arch.  The control points on each Bezier point are halfway up the height of the arch (0.425 units).  I guess the bezier curve may line up with the arch if these control points were moved further up but the problem is I don't know how much by to do it accurately!

I believe I might be using the wrong tool for the job, but the question is: what is the right tool?


texts: When I bake my cloth sim so the cloth will fall on the chair,instead of covering it like it is supposed to,the back of the chair rips a hole in the cloth. How do I stop this?


texts:
I'm using Blender 2.68 to create a first person simulator of an astronaut floating around a space station. I'm using WASD to move the camera up, down, left and right and the arrow keys to rotate it.

The problem is as soon as I take my finger off the key the movement stops dead. I want the camera to continue moving after you let go of the key and then using the opposite direction key to slow down and eventually stop and then move in that direction the longer you hold the key to simulate realistic anti gravity movement.

I'm very new to Blender and don't understand the finer points yet. Hope what I've said makes sense.


texts: What does the 'sheen' slider of the Principled shader do behind the scenes?

texts:
I'm trying to create a unified shader setup between a bunch of different render engines for exporting models.
I've been attempting to recreate the 'sheen' effect from the principled shader using commonly available nodes such as layer weight but I've been unable to replicate it 1:1.

Does anyone know exactly what the sheen effect does?


texts:
I'm completely stuck on trying to render with audio. I've made sure the audio codec is selected alongside FFMPEG, I've added the audio file in the video editor and I can hear the music when playing the scene but every time I render anything, I get no sound.

Any ideas please? I'm using blender 2.82

thanks,
Sal


texts: Restoring default toolbar layout in Blender 2.81

texts:
I'm using Blender 2.81, when I open old Blender files such as Blender 2.80 or older the toolbar layout in the 3D Viewport are different than the default toolbar layout when starting a new project.

This is what it looks like when I open an old Blender 2.80 file

And this is what it looks like when I start a new Blender 2.81 project

And if I open projects from Blender 2.79 or older the toolbar appears on the bottom of the 3D viewport (which is even more annoying). Is it possible to reset all the layouts to the default 2.81 layout?


texts: Particle emitter is still visible when rendered even when "Emitter" option is already disabled

texts:
So I have this plane which emits small glowing orbs using hair particle (I'm stimulating a firefly field). I unchecked the "Emitter" option in particle settings as well as the "Transparent" option in render settings so that I will get the fireflies with a transparent background, the reason is I want to add a glow to it in the compositor.

The problem is, the plane is still showing in rendered viewport shading and also in the actual render, I don't know what to do anymore :|

Hoping someone might help me, I attached my file here: Blender File

Thank you in advance. :)


texts: Why Cycles baking makes artifact lines to the texture?

texts:
For some reason when I bake diffuse color out from Blender, I get to my baked texture strange long lines and I was not able to find anyone else having similar problems.

The left one is the baked dice and the selected one is the high poly. Then I have a close-up view of the baked texture. In node editor, I have the high poly material.

UV-islands are not overlapping. Texture size is big enough that this should not happen because of it. The low poly object is not overlapping anywhere with the high poly.

Here is the blender file, if you wanna examine it better to see:
https://www.dropbox.com/s/sr5yeo1scf8g4bv/dices.blend?dl=0

I was using TexTools addon to bake, but I don't believe it to be the reason for this. I've seen similar lines before and I have slight idea that it has something to do with texture coordinates, but I don't understand enough myself to tell. Basically, the object coordinates is doing something "illegal" and I don't know what.

Can someone explain to me what is then causing these and how to avoid it in the future?


texts:
So I tried to render A Lykan with a PBR Shader, but I keep getting this result:

Now it's not finished yet, but as you can see the Red should be all around it, but (I'm guessing because of the fresnel part of the shader) the car has this chrome colour towards the back. I don't know how to fix this.
Any help will be appreciated.


texts: Update objects in a Scene without re-creating it

texts:
I am making a template file setup that contains various render settings, render layers, etc. Objects will be linked into this file to create shots for a project. Part of the setup is that the file contains two Scenes with different settings. The second Scene links all the objects of the first, but has different render engine, render settings, etc.

When you create a linked scene, it links all the existing objects in the first scene. However, if the linked scene already exists, it does not get any new objects you add to the first scene. This means that to get my objects linked, i need to do it manually, or I need to re-create the linked scene, which will mean manually re-doing all its different settings.

I'm looking for a way to update/link all the objects from the first Scene into the Second Scene so that I don't have to manually do either part. Does this sort of thing exist anywhere? What would a script need to do to do it?


texts: Simple Python for loop causes Blender to suddenly hog 75% of all ram

texts:
If I create a plane, and want to subdivide it, I can issue the Python command:

>>> bpy.ops.mesh.subdivide()

But if I want to subdivide 20 times, using:

>>> for i in range(20):
...   bpy.ops.mesh.subdivide()

this causes Blender to get stuck in an infinite loop, eventually taking up 75% of all available RAM.

Why would this happen, and how can I execute said loop?


texts: Textures not rendering in EEVEE but renders in cycles w/blender 2.8 even with image nodes?

texts: When I go to render in cycles the textures properly render but in EEVEE most of them don't show up, is this a limitation of eevee or am I doing something wrong? Thanks


texts:
I am making an animation where a drone in the distance fires a rocket and the rocket's path goes towards the camera.  I have a large domain for the smoke sim.  I have a small ball at the back of the rocket that is the child of the rocket where it is the inflow for smoke.  The problem I have is, the smoke simulation is so large, I mean that there is so much smoke that it drowns out the rocket and fills up the scene.  How do I create a realistic smoke/fire simulation for that?  How do I make the amount of smoke smaller to where it is proportional with the rocket? Any help is greatly appreciated!
Thanks,


texts:
I'm working on rigging some very long mesh hair.It is made of a bunch of tapered mesh tubes. I am looking for a method to rig it without needing a bone chain/curve for every strand.

My current setup is several bone chains that each control a clump of strands. When I spread the hair out, I get this:

Alternatively, if I put the strands inside a deform cage and have my bone rig control that instead, I get this:

In the first image, the problem is that the strands separate, rather than properly fanning out. In the second, the problem is that the deform cage stretches the strands horizontally. What I want is for the strands to interpolate between the control bones, like you can get with Particle Hair Children set to Interpolate.

I am aware of 3 ways to do this, but each has problems:
1: Rig every single strand with it's own bone chain. This is a massive hassle.

2: Use Curves instead of Mesh strands and rig them with the deform cage. This works perfectly, but then limits the shape of my strands to what I can create with curves, or requires me to use a curve modifier to attach each mesh strand to the curve (too time consuming.) And I lose Local Y/Roll rotation in either case.

3: Make curves that follow each bone chain and use them as Curve Guides for a few particle hair strands. Make interpolated children for these strands. Use Particle Instance to put mesh strips down each child particle strand. Then either use those as the hair, or have them control other mesh strands via Surface Deform modifier or Solidify+Mesh Deform. This technically works, but again is a huge hassle, loses Local Y/Roll, and is extremely kludgy and unstable. It crashes and regularly needs to be re-bound.

I've spent awhile on this problem, and at this point I'm hoping there's something simple I've missed. Does anyone know a better way to handle this?


texts: How can I change Blender's Zoom View to include the Alt key?

texts:
Hello Blenderstackexchange-onians. I come from a Maya/Unity background and have been following various tutorials to mess with my viewport settings. I have things almost exactly how I want them, but I am stumped on adding the last setting.

What I am trying to do: Have my viewport zoom in and out while scrolling my mouse wheel while also holding down the alt key. Like this
https://gyazo.com/e7d49b96c35ec9a337e3573aae1390d5
except I want it to do this while I am holding down ALT.

What is currently happening: While ALT is held down and my mouse wheel is scrolled, it scrubs my timeline like this https://gyazo.com/73cb2a8b92c9aa42cf36d1c72daeb488

What I have tried: Adding these in User Preferences https://gyazo.com/c197bd312f767ae373733e5e155a5041

...I am assuming either I am doing the hotkey adding incorrectly or the animation timeline scrubbing is overriding my attempts at using the alt key while zooming.

Any ideas?


texts: Object looks fine in material view but black in rendered

texts:
I have referenced StackExchange post as well as a post from the Blender Forum. However, unlike their case, my output node seems fine and I only have one UVMap and thus, I cannot have chosen the wrong UV Mapping as well. Moving the position of the lamp did not help. In addition, I could not find out where the override all materials option is, so, I could not test out that option. As such, I really appreciate your help and thanks in advance for your help.

My .blend file can be found here.


texts: BGE - Can't move characters by holding down sensor key

texts:
I started making a simple Blender Game Engine project in which I have movement sensors connected to my controller (a Python script). My script says:

if sensors["space"].positive:
    owner.applyMovement([0, 0, 4])

so basically it will go upwards at a distance of 4 on the Z-Axis. However, I can't keep going up by holding down the key. I have to repetitively tap the key.

How can I allow holding down the key in order to move?


texts: I'm just learning blender(love it!), trying to bend this radial window surround to the dimensions shown. This fits into a radial wall. When I try bend, it doesn't look right(see above). What am I doing wrong? I've googled and youtubed but can't find anything. Thanks for any help


texts: How to make a generated texture follow a Bezier curve?

texts:
I'm animating a representation of fluid flow by using a generated Wave texture, animating the mapping to make the rings travel. This works well for a cylindrical object; but for a bent tube, the rings get distorted, as I'm (simplistically) animating along the object's y value (which works fine for the cylinder).

Here's the textured tube and the material nodes:

The tube is a Bezier curve with a circle used as a bevel object. I can convert to a mesh if need be, but I'd prefer not to.

Is there a mapping that would cause the texture to propagate along the Bezier, with one animatable parameter that will cause the rings to travel along the tube?


texts:
I am very new to Blender, so perhaps my question is so elementary.
My background is mathematics and so as my first experimentation I would like to make a Mobius Strip. In mathematics we start with a square (rectangle ) and rotate one edge and attach it to its opposite edge. I tried to do the same (by merging the vertices) in Blender and I noticed that Blender respects the orientation (or maybe I am wrong), that is it defers between front and back sides of a plane.
So I was wondering if there is another way to start from a plane and make a Mobius Strip?


texts: Missing appearance option from "Tools" menu in texture paint mode

texts:
while tring to add the texture to my unwrapped model while follwing a tutorial I've realized I'm missing the apprearance option in texture mode . is there any other way to do it?
I have the 2.78 version. thank you


texts: bone heat weighting failed causes part of mesh to be weighted

texts:
I followed the other solutions to this issue by separating, recalculating normal, checking if there are shape keys then re-joining them after the parent but these don't seem to work.

Any ideas on a solution?

I was thinking I could create a separate bone and try weight painting it manually to it but I am not sure if it will work right.


texts: Use a collection as object inputs in Animation nodes

texts:
i;m trying to use animation nodes for the first time. I've made a sub program which does what it's supposed to (scale objects up as a sweeper object goes past them in the X axis) , but How can i make it do this for all objects in a collection instead of having to put an object input for each object i want to affect?

Something like " for each object in Collection, set it as input for Subprogram"

I have hundreds or maybe thousands of objects i want this to apply to so its really not practical to add them all one by one.


texts: How to efficiently remove a huge number of UV Maps from an object?

texts:
I currently have a model coming from an external source (Revit Architecture) with lots of objects (+3000). I have tidied the model up somewhat and have reduced object count to under 100 by joining objects. This results in objects that have hundreds of UV maps.

Deleting UV maps one at a time is time consuming and tedious. Is there a way to get rid of all the UV maps on an object with a single command or does this require some clever python scripting?


texts: Hello everybody I have one plane and I have cubes on it. I want to observe free falling. When I animate  I want just in one side movement and the other side fixed. For example you have rectangular plane and you have cube sugars on it. And just you pour them and observe falling. Also I briefly explain in the below image. Can you help me?


texts: Why does trying to texture paint in Blender produce no change to my model?

texts:
I'm using Blender 2.78a.  I've got an object I modelled ready for texture painting.  Its already got seams, and been UV unwrapped.  The UV map looked alright to me.  I set a material for the object.  I changed the 3D viewport to texture paint mode.  This is with the Blender Renderer.  I get no errors, and the texture paint palette and such shows up on screen.  But even with everything linked, and no errors.. if I try to paint on the 3D viewport object, or if I turn the UV map to paint mode and try to paint on it.. nothing happens.  I'll link to the .blend file, hopefully someone can tell me what setting I've missed or texture I've not set, whatever's wrong.  Thanks.

.Blend file here

If the download doesn't come out right, I may have to send the file directly.  Something's wrong with the way drop box is trying to handle the file!  I tried to save the file directly, and what I got back was only the default blender scene!  So if the resulting file isn't a little over 800k, something went wrong!

(Update:  I actually found the influence options mentioned in the comments!  It is the 'texture' tab on the rightmost shelf, and it is a section near the bottom called of course 'Influence'.  What boggles my mind now, is that it was in fact set that the texture affects the rendered normal of the geometry.  When it should default to affecting the color!  I have no idea why, I can assure I never touched that setting until now!)


texts: Cycles rendering on 3x1080ti ----2x1080 with slow CPU and low RAM

texts:
I'm trying to use my mining rig like render farm.
All carts are connected by raisers PCI-E x1 not PCI-E x16 ports.

MB:  ASUS Z97-E/C/SI
CPU: Celeron G1840
Ram: 2GB
GPU: 3x1080TI 3x1080

I use blender 2.79 for render test and when I push render button screen is switch off.
I test it on Linux and on Windows, but result is the same.
how you think what is the minimal upgrade I have to do for starting render on this rig.
Thanks for your coments and excuse for my English.


texts: Some one please help me. I am creating a character for my unity game but the problem is that when i do weight paint of strength of 0.1 it act like 1.0 strength. It solved by adding corrective smooth modifier but unity does not support corrective smooth modifier so some one please help me. [THANKS IN ADVANCE].help me please I will very thankful.


texts:
So I've just learnt about cloth simulation and I've applied it to my player's skirt as well as added a collider on the player model but this is where the issue is:

I've included the settings I have for both the cloth simulation on the skirt and the collider modifier on the player's body.

When I press play, the skirt shrinks into itself but then goes back to normal and I have no idea why. I followed this tutorial for pinning and using the cloth simulator on the skirt(in case it helps at all)
https://gamedevelopment.tutsplus.com/tutorials/create-clothing-for-a-character-with-blender--cms-27059

Any and all helpful advice would be greatly appreciated :) Also due to this model being for an upcoming game, I cannot upload or share it, sorry :(


texts: Blender Fracture Modifier locking to another mesh

texts: I am using the Fracture Modifier build of blender and have recreated a door in blender. I have the door's handle as a separate object, and I need the door handle to attach to the door as it is breaking. Adding an object constraint unfortunately doesn't work because the Fracture Modifier build adds a modifier, thus the positions of the shards in the door stay at the same location even after the door is shattered. I need a way to lock the door's handle to the door so that after the door is smashed, the handle will continue to fall with the wood shards it's attached to. Thanks!


texts: how to render in user perspective and not camera perspective

texts: When I render an image, the render uses the camera perspective. What setting do I need to change to have the render show the user perspective?


texts:
I am making a simple game. Setting the Box to dynamic and my armature and character to static , with ghost option activated  so that it won't collide with the dynamic motion box. However , I got myself into a weird situation which had never happen before.When i  play the game , the character was standing on the floor as i wanted . But the character change its shape when i tried to move it . Walking right and left doesn't seem to be a problem but when i press w to walk infront , it flew off to the mid sky and when i press s to move backwards , it went out of shape like the picture below show. Need a solution as fast as possible.

I tried to save the file so i could upload it here to be more specific. But after i save it and open it in another blender window . This is what i get.


texts:
Is there a way to make (for example) 10 different cryptomattes and render them as separate layers so I can edit them in photoshop?
To be exact I have a visualization with 10 different materials and I want to render every part separately (it should still include shadows from other objects) using render farm so I can edit them in photoshop. The problem is if I wanted to render every single part using cryptomatts it would take too much time I'm wondering is there a way to render this as one render with separate layers. I tried using flat colors but they don't give enough separation for photoshop.


texts: How to make foam with bubbles (beer, bath)

texts:
My goal is create realistic foam. I mean really realistic foam with bubbles, no only SSS shader and done :-).

Use particle system's is not enough, because bubbles overlaps and black artifact's appear.

Any ideas?
Some reference images and something about bubbles:

http://www.exploratorium.edu/ronh/bubbles/bubble_meets_bubble.html

EDIT:
I want this for 360° turntable animation. Bubbles and foam does not to be animated, but should be good keep reasonable render time.

Of course, if someone know how to make it animated I glad to learn it and I'm sure I'm not only one. But my priority is realistic look, not animation.

Only for clarification: I don't need to know how to make bubbles in beer (there is very good tutorial by Andy Price), please focus only on foam. Beer is not important.


texts:
When I press  + <2>, the program seems to work, but when I go to the sculpture tab, it just doesn't work, when I go to the edit mode that's what I see.

At some point I disabled subdivision, and I don't know how I did it or how to get back to normal


texts: Create a file that contains object *and* movement data that can be imported to Blender

texts:
I'm experimenting (outside of Blender) with some algorithms that place balls in a larger box, then incrementally move these balls to optimize positions until they reach an optimal state. Now, i would like to use Blender to visualize these algorithms, once to present the results to some audience, but also to find problems in the algorithms, as well as implementation bugs, as it's much easier to spot a wrong movement in a visualization than in a huge table of coordinates.

So what i would like to do is

After each step of my algorithm, create a file that can be imported into Blender and contains the X/Y/Z coordinates of each of those balls
Create a kind of motion description, like "File0 is the list of ball positions at 0 seconds, File1 is the list of positions after one second; i want a movie that moves each ball from its 1st position to the 2nd one"

I know how to solve part 1), as writing STL files is not very difficult, and Blender has an import feature. I will need to create a mesh of triangles around each center point, but i'm not afraid of that either.

The part where i don't have a clue how to do it is 2). Ideally, i'd like to create a file that i can import that contains all coordinate sets at all frame positions, but if that's not possible, i could import each STL file at its designated frame manually. However, i still have no clue how to tell blender "file 2 contains the same objects as file 1, just at a different point of time", and i don't want to "connect" every single vertext manually.

Is there a file format that can specify object positions as well as position changes over time, that's not too hard to create, that can be imported into Blender?


texts: Material settings is changed to 2d animation mode

texts:
After few hours of working i see that i cant find one of material in material list.
If i select object with that material i can see strange settings tab, how can it happen and how i can fix that material?

on picture "cloth" material with default settings tab and "metall" with strange settings tab looks like from 2d animation mode


texts: Linux setup not recognizing AMD RX580GTS GPU

texts:
I've recently switched to Linux Mint 20.  GPU drivers are installed (included in the kernel) but blender and blender alone will not see the GPU.  Blender runs fine OTHER than not recognizing my GPU.  I've followed guides which had me install proprietary drivers from AMD but still blender sees nothing.  Can anyone point me at some information?
Linux Mint 20
Blender 2.83
Radeon RX580GTS
Ryzen 3600X


texts: Add background image from script for different views

texts:
How can I add background images for different views (Top, Front, Back...) from a script/addon in Blender 2.8?

The documentation does not specify a lot:

  bpy.ops.object.load_background_image(filepath="", filter_image=True, filter_folder=True, view_align=True) Add a reference image into the background behind objects.

When I call the operator, the image is placed on the origin, normal to Z, and as a reference image not a background image (see distinction here).

How can I position the added images in place?

Also, kind of related, what filter_image and filter_folder do?

Thank you.


texts: Multiresolution Modifier - Lost of details

texts:
Blender Version 2.79

Problem:

With a multiresolution on, when switching between Sculpt and Object
Mode, the vertices displayed are different.
When the Multiresolution is applied, the object is not
subdivided in Edit mode neither is Object mode. Therefore, the
lack of vertices in Object mode resulting in the lost of fine
details such as pores and wrinkles on a character.

Additional Info:

No other active modifier is on.
Suspecting some settings are tweaked accidentally, as it works when appending the same mesh to a newly create blendfile.
Ensured the Level of Sculpt, Preview and Render is at the same level.
Below attached a sample of sundivided cube with same problem, please feel free to take a look.

https://jp410-my.sharepoint.com/:u:/g/personal/mac281_office2016_club/EdbYYnvCs-xEqiE7ZZzgOrcBUnIgrn0w7t6wvaT_A4qRXQ?e=AkVeWv [98mb]


texts:
Can anyone help with the following:
I have a rotating frame with cilinders.
the cilinders keep bouncing. Also, when there are more cilinders they will bounce even more, and even fly out of the frame.
I would like them to behave physically correct.
Thanks for your help!


texts: I just want to reopen with a hotkey, I alredy know that I can open it after we work with.


texts:
I'm quite new to Blender (I'm using 2.79), and I've been using the Principled BSDF (with Cycles). What I want is to use a mask (the image is temporary) to paint a motif on the side of the cup.
In the image below, I have 2 3D View, one with Rendered, the other with Material. Material is what I want, but why isn't it the same for the Rendered?
The Rendered one seems to be using the old version of the material, that I used before modifying the nodes to add the mask, which is also displayed in the Material preview on the right side.
The cup only has one Material, assigned to all its faces.
What is going on? How do I fix it?


texts: How can I fix brush lag in Texture Paint?

texts:
It seems to be lagging in the viewport, and I don't know why. I just downloaded 2.79, since 2.78 seemed to have the same issue. I do not believe earlier versions had this issue beyond that.

If I use the Paint mode in the UV Editor, it doesn't lag at all. How can I fix this?


texts: Trying to animate the camera in Blender 2.8

texts:
I tried moving the camera around by using keyframes in Blender 2.8 for the camera to move from one location to another. But when I tried to play the animation, the camera doesn't seem to move at all, and I don't know how to fix this.

Does anyone know how I can do this? Thanks!


texts: Blender setup for orthographic image rendering

texts:
I want to use blender to render some stuff for use with a 2D orthographic view with a scale that 1x1 blender unit is 64x48 pixels.

I set the camera up by hand (as I would use for normal 3D renders). This is fine for rendering my buildings etc., but causes slight issues around the edges of tileable objects, getting semi transparent pixels where I need solid ones (I used a simple cylinder/"pipe" for testing with the end-faces removed), as well as some unexpected shading effects. While rendering each of the individual pipe parts looks OK, if I then combine them later onto a tile grid, it becomes apparent the edges are not quite right.

I assume because my manual positioning was not perfect. I could fix those manually in an image, but would really rather not have to, especially for my more complex models.

It also seems id have to play manually with the resolution, orthographic scale, and camera position to handle different tile sizes (e.g. this pipe is 1x1, but some objects with be 2x1, 2x2, 5x5, etc.). Is there a better and more automatic way to position the camera for such rendering?

Some of the individual 64x96 renders, the edge pixels are not quite right.

When they are put together on a tile-grid.

EDIT: Can anyone explain @quiliup answer, because if I render that I get the exact same thing, what does it solve?


texts:
Hello,

The blender render does give color but not the cycle. How could this be?
Is it maybe because of my GPU? (wich i cant select as compute device)


texts:
I'm relatively new to blender and 3D modelling. I've just started creating a game with ue4 and decided that I would like to create my own static meshes for world objects and floor tiles. Anyway! I modelled my different floor tiles got them all as I'd hope for but when it came to texturing, I seem to have hit a brick wall. I started with a cube and extruded the walls. I used the subdivide tool to round the edges and the loop and cut to square the floor and walls. I did an a smart uv unwrap and applied a simple grass texture to the whole mesh. I keep getting these solid colours bordering each square and I cant find a way to remove them. I also tried a manual unwrap and still no joy. If anyway can suggest a solution I would be most grateful.

Cheers

Pete


texts:
So I am beginner to blender. I want to make an object like swimming pool.
I made a cube and deleted one face. Now I have no idea how to increase width of the walls. I tried to extrude each face, but now I have a hole in connections between walls. I could not find other opportunities to make such changes


texts: What is the difference between a linear and angular motor (rigid body physics)?

texts: As the title asks, what is the difference between a linear motor and an angular motor in rigid body physics?


texts: Please pardon my lack of knowledge on lingo (yes im new), but im having an issue with the extrude tool. In the fundamental tutorials it explained to me how to (in this example) create a stack of blocks with the extrude tool and that the tool will basically create a new face on the surface of the previous cube for you to adjust the size, raise up, and repeat. It was working at first but now the tool, instead of creating the new face for a new cube, is adjusting the original face of the first cube and thereby changing the shape of the entire cube into basically a pyramid. What am i missing here? First picture is my issue while the second is my desired outcome


texts:
I need this vertex group:

additively merged with this vertex group:

into a third new vertex group like this:


texts:
The freestyle line used to show but it doesn't anymore and I can't figure out why.

I will link the file here:


texts: Sharp and Crisp Detail Lines In Sculpt Mode

texts:
I'm in the 3d printing space and I wanted to sculpt detail lines on the surface of an object via sculpting. Whenever I do it, i get the rounded effect rather than the sharp hard crisp lines like on a gundam or a scifi model.

I've addded a picture of this item from Tron as an example.
So how would I go about adding those fine slightly indented detail lines  via sculpt?


texts: Blender Python: Detect Collection Exclusion Checkbox?

texts:
Is there any way to logically check the state of each collection's primary checkbox (the one to the left of its name in the outliner)?

When the box is toggled, the info panel shows "bpy.context.scene.exclude = True/False", but that doesn't make sense, since it is a collection being excluded, not the entire scene? Also, there doesn't appear to be any "exclude" member mentioned for collections in the docs.

When one of these are disabled, some exporters avoid exporting their objects, which is useful. But I believe they are pulling this off by selecting ALL objects, which excludes any in unchecked collections.

Does anyone know how to read this value correctly?

Edit: There is a similar question here
How can I exclude a collection from rendering with Python?
And the answers to this question also answer this question, but the questions are not the same. The checkbox in question is not specific to rendering. It excludes the object from the view layer (view-port, selections, etc). In addition, there is a specific toggle for render exclusion at LayerCol.Collection.hide_render.


texts: Which GPU toPurchase? Nvidia Quadro k2200 or gtx 980?

texts:
Im planning to do renders with millions of polygons. I want the most responsive view-port and fastest render times.

My friend suggested to get the gtx 980, while the employees at the computer store suggested Nvidia Quadro k2200.

Which is best for cycles?

Thnks.


texts: i watched the blender guru filmic blender video and then i tried to play with color management , but i found that the filmic log color space is already there in the blender , so is this the same color space as he is talking about in the video - https://www.youtube.com/watch?v=m9AT7H4GGrA , although u tried to install the space from github but failed


texts: Problem reinstalling Animation Nodes on Ubuntu 20.04

texts:
I had been using animation nodes with Blender 2.92 , version animation_nodes_v2_2_linux_py37.zip . It had been working fine . I left blender and did a cleanup of my system using Bleachbit as I was running out of space on a drive. When I came back Animation Nodes wasn't working. I tried reinstalling it and got the error message below. Any idea what I could have done in cleaning my system to make it not work? Would it be a problem with Python version installed? Below is the error message. Thanks.
Traceback (most recent call last):
File "/snap/blender/111/2.92/scripts/modules/addon_utils.py", line 351, in enable
mod = import(module_name)
File "/home/jim/.config/blender/2.92/scripts/addons/animation_nodes/init.py", line 158, in
raise Exception(message)
Exception:
This build does not work at the moment.

Check if the build you downloaded has been compiled for the OS
you are using. If not, download another one.
If you are on windows you can try to install a library called
'vc_redist.x64'. Should be easy to find using your search engine
of choice.
Try to use an official Blender release downloaded from blender.org.
It is possible that you have a build for the correct platform
but it still does not work. We experienced this mainly on linux.
Try to find another build for your platform.
If it still does not work, you have to compile AN yourself.
Make a bug report on Github and give as much information
as you can. Specifically the full error message, your OS, version, ...

EDIT :
I downloaded the latest alpha version of Blender 2.93 and used the version of animation nodes for 2.93 ie. animation_nodes_v2_2_linux_py39.zip . This worked however I am still perplexed why the version for Blender 2.92 didn't work , even after a complete reinstall of Blender 2.92. I prefer not to use an alpha version so still looking for answers as to why 2.92 isn't working with it's version of animation-nodes.


texts: Clean vertex group to keep one single vertex group

texts:
I generated the rig of a model with Auto Rig Pro which works great.
For the jaw, as my model is basic, I need only one vertex group for the jaw bone.
I tried to use the "Clean vertex group" function in weight paint mode, but is is greyed out.

Here is an image of an attempt with a (very) basic example. The function is greyed out still.
What's wrong ?
If you also have a suggestion about the way I can affect the jaw deformation to a single bone, I am interested ...
Thanks !


texts:
I'm using PVRGeoPOD trying to export a model with simple rotating animation, however, I kept getting this error message. Wonder if anyone came across this and could give me a hand. Thanks a lot.
Blender file attached to the post.


texts:
I'm trying to modify a mesh so that one side gets modified along a curve, and one other side gets modified along another curve.

I tried with vertex groups but it only moves the vertexes in the group, without deforming/moving the rest.

Lattice would be an altenative, I guess, but using curves would make my task easier.

Graphic example as usual:

How do I get the mesh to go all wibbly-wobbly with the bottom face following the bottom curve and the top face following the top curve?

Update:

This is the desired effect

I got it to work in this real simple example by creating a lattice with u:20,v:1,w:2. Grouped top and bottom vertexes in two different groups. Added a a curve modifier to top group along the top curve and another one to the bottom group along the bottom curve. It works in this easy case, but it's not really versatile.

What if I wanted to do something like this? Where the inner edge loop of the torus follows the inner bezierCircle and the outer edge loop follows the outer bezierCircle, with all other edge loops arranging harmonically


texts: Why do I get a hard edge when mixing a Transparent and Glossy node with a Fresnel node?

texts:
When I use Fresnel node to mix Transparent node and Glossy node I get a hard edge between these nodes.

However then I see Fresnel node and see the gradient mask, there is no hard edge.

Why mix gives me a hard edge? The same problem I have with some other nodes.

I use Blender 2.82 and Blender 2.81. Render - Cycles.


texts: No "full global illumination" option in light path settings in Cycles?

texts:
I saw the "full global illumination" option once, and I clicked the minus sign there. Now I only have this "Integrator Presets".

Did I accidentally delete "full global illumination"? How can I get it back?

There are surprisingly few Google hits on this.


texts:
I'm using Blender 2.8 and want to symmetrize my sculpted model.
I've tried Modeling -> Mesh -> Symmetrize but this only offers to symmetrize from -X to +X. How can I symmetrize from +X to -X instead? I can't simply cut my model in half and use a Mirror Modifier due to the nature of the sculpted mesh (no clean line down the middle).


texts: Mulitple point density clouds - intersecting each other

texts:
for an animation I want to create a fluffy cloud scenery (with the internal render engine)
To to this, I created severeal cloud shaped meshes- each of them got a particle system. Over that I build a bounding box mesh with a volume shader and a point density texture to drive the density of the volume. No problem so far. I get a pretty nice cloud with this setup but after adding a second one, I get bad results. They are intersecting.

I could render every cloud on a seperate render layer, but this would be a tidy task. After all I have 26 clouds.

What is the problem here? Which option is unchecked? I cant find it.

Thanks for your help


texts: Realistic water in blender, what bake resolution should I use

texts: I'm trying to make some realistic water in blender. I'm just wondering what the optimal resolution to use would be during baking. Would 500 suffice? Thanks!


texts:
I'm trying to make an achitrave using a path with a bevel object. It works pretty well! But I can't get the shading right. When set to flat shading it looks good except you get the faceted reflections on the smooth bits:

If I set smooth shading it screws up the sharp edges:

There is an "autosmooth" option for normal meshes that would solve this, but I can't use it on paths. Is there any way around this problem?


texts: How can I make my gear simulation in the BGE work?

texts:
I have the movement and rotation restrained properly, but the simulation is not behaving like it should. both objects are rigid body objects.

How can I make my gear simulation work?


texts: Why does blender select random faces in edit mode? (Ubuntu)

texts:
I am following this tutorial to model a basic human male https://www.youtube.com/watch?v=h9l9Eq4eX-I
every time I try to select a face in edit mode it selects a different face either three faces away or on the other side of my mesh it’s becoming very tiresome and I was wondering if anyone else has had the same problem or if you know how to fix it.
Please help as I enjoy using blender but cant do much more than simple texture editing.

I click the face that has the 3D cursor by it but it selects a different one.


texts: How to evaluate baked physics data from python (fast)?

texts:
I need to evaluate lots of position data for lots of objects.
The physics have been baked, so I think that there should be a fast way to access this.
I assume, I should find the baked physics as fcurves or the like? However, I would look for fcurves in an action in animation_data, but  bpy.context.blend_data.objects['MyObject'].animation_data is empty. After all, animation is probably the wrong place to look for to begin with ...
I tried a workaround with bpy.context.scene.frame_set(f) and A.matrix_world.to_translation(), but this seems to be awfully slow and unsuitable for mass evaluation looping over many frames and objects.
I suppose there should be a much faster way in the situation at hand, i.e., with baked physics - but how?

In case this is an XY-problem: Ultimately, I want to find out info about all collisions in the simulation: Which object changed its momentum by which unusual (i.e., not caused by gravity/free fall) amount at which exact point in time? I'd try to answer this by finding velocities and accelerations and changes of accelerations etc and so "reverse engineering" the simulation. If this question can be tackled directly in a different way, I'd be happy to hear about it.


texts: I need to be able to walk someone through a 3d model in real time

texts:
I am about 4 months into learning blender and I'm still very much new to everything it has to offer.

So, the company that I work for (a real estate remodeling and custom furniture fabrication company) would like to be able to walk out clients through 3D models of the spaces that we have designed for their upcoming real estate projects IN REAL TIME.

The problem that I've run into (I use Blender 2.81 and the Cycles render engine) is that the CPU I'm using takes a very long time to render the screen in real time while using Cycles. Every time I move the viewport the screen has to re-render and takes quite a long time during which it looks just very pixelated. I can render still-frames that look quite realistic, but what my company wants is a 360 degree space that we can essentially walk clients through in real time.

Am I using the wrong render engine? The wrong render options? Is there a solution to this or am I wasting my time? Thanks in advance for the help!


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I need to exclude a point light from volumetrics lights.

I tried placing a cube that surround only the spot light with a "Volume Scatter" node but it catch also volumetrics from the point light.

It will be great to have a "no volumetrics" checkbox like "shadows" checkbox.

Hope someone can help. Thank you!


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I was making a hand in Blender when something weird happened. I extruded an edge, and the new surface was discolored:

Making additional extrudes will cause the new faces to be discolored as well:

Deleting the new edges and extruding again yields the same result, but extruding from the thumb(which is the same object but isn't connected to the main hand) will color the surfaces normally. I've tried flipping the normals, but everything seems fine there. No matter how much the vertexes are shifted around, it's still colored differently. Any ideas on how to fix this?


texts: Selected wrong keymap, how do I change it?

texts: I had just gotten Blender 2.8 Beta and I clicked the button to continue using the Blender 2.79 shortcuts by mistake. I want to undo that. Load Factory Settings does not work. How do I do it?


texts: Rigging A Character With Boolean Modifier And SubSurf?

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How do I apply the boolean modifiers without interfering with the sub-surf? Is it possible to rig the character without applies the modifiers?

I do not have a very powerful computer that can handle high-poly meshes, but I need to rig this character. Here's the .blend file.


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Basically, what I'm saying is, I've been watching a Blender YouTube tutorial (or something like that), I saw that a lot of users had something at the bottom-left of their main 3D view that created a text output of their mouse and keyboard actions. Does anyone know how to enable that feature?
Thanks!