texts: I have updated to blender 2.83.1 and both cycles and eevee have gone purple

texts: I don't know why this is happening but I just updated blender and booted it up and this happened. it only seems to affect files made in the previous version.


texts: Resize 3D Objects in python without operator function

texts:
I want to move objects with the resize function, while enabling Transform affects only to location. In 3D-Editor it is easy to give them the direction, so that the objects move away from center.

Now I want to implement this in python and resize it via script. I could only find the operator function "bpy.ops.resize()" which I don't want to use.
If you have other suggestions creating this movement would be good as well.


texts: Blender crashes randomly while using - OpenGL issue

texts:
I've been experiencing one particular problem for over two years without a solution.

When using Blender (even just navigation in GUI), it randomly crashes. When I look to the Events Viewer, I get errors like Application Hang and Application Error, but most of the times it's the NVIDIA OpenGL Driver error. The error says that the NVIDIA OpenGL Driver has encountered an out of memory error and might behave inconsistently.

Those errors and instability of Blender is not tied to one version, it crashed all the versions I tested, from 2.78 up to the newest 2.80 release. It doesn't matter whether I have CUDA enabled in User Preferences or not. I experienced these errors (and many of other ones) with GTX 1080, which I gave back to the seller for an RMA that resulted in getting my money back. So I bought an RTX 2070 Super, but still experience the same behavior.

I tried many times to log these crashes, but with every Blender crash, the log crashes too. Therefore no evidence of these issues.

My BIOS and GPU drivers are up to date, the OS is Windows 10 Pro 1903, CPU AMD Ryzen 1600X, 16GB of 2600MHz DDR4 RAM. I don't think it's a hardware issue. I've contacted NVIDIA Support and MSi (the GPU manufacturer) many times, and even they gave up trying to solve the problems.

I would highly appreciate any help or advice, because I don't know, what to do, I use Blender daily (and it's the only program I experience these issues with) and it's the main purpose I built my current PC.

Thank you


texts: hi ive just recently installed version 2.73a and i am trying to bake my normal maps. I am doing it the same as i have in previous versions but now i keep getting the same error, as circle on attached picture. Can anyone help me with this or direct me to a current tutorial on baking normals?


texts: How do you visualize changes animations in the graph editor?

texts: This might sound stupid but I think I've looked everywhere for a good tutorial and explanation on the graph editor, but I still don't fully understand. I know that generally, it's the main animation and it is manipulated using F-Curves. I've seen videos on how to manipulate them, but I can't find anything that explains how to know which way everything should be changed. How do you visualize the edited change to the mesh's animation by just looking at the graph?


texts: Boolean Issues with shapes from Gravity sketch

texts:
I use Gravity Sketch to build models and then render in Blender. Sometimes I use basic functions in Blender to add textures or add modifiers, but nothing crazy. I have recently discovered the Boolean modifier, which is incredibly useful as there is no way to cut into a surface/object in Gravity sketch. However, I have to use simple shapes otherwise it doesn't seem to work (again, I am very limited on knowledge on the Boolean modifier). I am trying to use this design (purple) on a large surface (green) and  I can't seem to get the Boolean to work. After some digging, I believe the issue is that the surfaces of the line segments (purple) are too complex but I can't seem to figure out how to simplify them in a way that it works for the Boolean. I have attached a link to the file below as it may to easier to play with it a little to understand what I am referring to. I could be completely wrong in my assessment of what is wrong or it could be multiple issues, I am no expert! Please Help!

Disclaimer:
The endcaps of the line segments are broken in a bunch of pieces. This happens for some reason when transferring from Gravity Sketch. You can ignore those.


texts: in what ways can you use animation nodes shortpath

texts: im using animation nodes to make my character look like her covered in wires. can i morph the shortpath. and does it only work when it shows it being shortpathed in the animations. or can you use it as an actual character and move animation short path nodes like if you had a silhouette of iron man with the nodes. can you move it around and use that for animation. basically can you rig it


texts:
I've been reading the blender reference manual and stopped at this:

  Unlink Selection; Alt-L
  Cuts apart the selected UVs from the map. Only those UVs which belong to fully selected faces remain selected following this command. As the name implies, this is particularly useful to unlink faces and move them elsewhere. The hotkey is analogous to the mesh Separate command.

I tried selecting pieces of my 'map' and pressing the hotkey, but nothing happend. I ask for a brief explanation of what is this and how it works. Thank you for your time.


texts: Cycles: object is invisible if Shader Add uses 2 Transparent Shaders

texts:
I'm creating ice material, and it works fine, but only in viewport or with background (i.e. disabled Transparent in render). Here is my Nodes with result in the viewport:

But it isn't drawn in render:

However, if I skip last Add Shader and use one of Mix Shader, it somehow works:

Also, as I said, it works fine if I disable Transparent in Film section of Render tab:

But I need transparent background! With all the nodes working. In addition, I figured out that the problem is due to mixing 2 Transparent shaders, they somehow affect not only colours, but the following nodes. But I believe if it works fine in the viewport, it is possible to solve for the render. How can I achieve it?

Additional info:

I have an HDRi environment.
I use orthographic projection.


texts: 2 Node Cycles Netrender on totally different machines: Almost the same rendering time?

texts:
I've experimented with Blender Net Rendering for the Cycles Renderer these days. For my test setup, I'm using two totally different nodes:

  Node 1:
  Intel Core2Duo (2 Cores, 2 Threads, 2.1 GHz), 4 GB RAM
  openSuSE 13.1 x64
  Stats: Linux 3.11.10-7-desktop x86_64 x86_64

Node 1 combines the Master, one Slave and the Client. Master and Slave are started via command line (no GUI), the Client as GUI of course.

  Node 2:
  Intel Core i5 (4 Cores, 4 Threads, 2.4 GHz), 8 GB RAM
  Windows 7 64 Bit
  Stats: Windows 7 AMD64 Intel64 Family 6 Model 37 Stepping 2, GenuineIntel

Node 2 serves as Slave only. The slave is started in the command line without GUI.

I created a short animation and sent it via Node 1 to the Rendering Cluster. First: It works: Both machines are now rendering with a chunk size of 5. And the results in between are exactly what they are supposed to be.

Now the strange thing comes in: I'm sure that those Nodes have different power and speed, but when I take a look at the details of the job, it appears, that both nodes seem to need nearly the same time to finish a frame:

no     status   render time  slave     log          result
1      Done     219.3s       Node2     view log     view result [show]
2      Done     219.3s       Node2     view log     view result [show]
3      Done     219.3s       Node2     view log     view result [show]
4      Done     219.3s       Node2     view log     view result [show]
5      Done     219.3s       Node2     view log     view result [show]
6      Done     221.7s       Node1     view log     view result [show]
7      Done     221.7s       Node1     view log     view result [show]
8      Done     221.7s       Node1     view log     view result [show]
9      Done     221.7s       Node1     view log     view result [show]
10     Done     221.7s       Node1     view log     view result [show]
11     Done     221.8s       Node2     view log     view result [show]
12     Done     221.8s       Node2     view log     view result [show]
13     Done     221.8s       Node2     view log     view result [show]
14     Done     221.8s       Node2     view log     view result [show]
15     Done     221.8s       Node2     view log     view result [show]
16     Done     224.7s       Node1     view log     view result [show]
17     Done     224.7s       Node1     view log     view result [show]
18     Done     224.7s       Node1     view log     view result [show]
19     Done     224.7s       Node1     view log     view result [show]
20     Done     224.7s       Node1     view log     view result [show]
21     Done     218.4s       Node2     view log     view result [show]
22     Done     218.4s       Node2     view log     view result [show]
23     Done     218.4s       Node2     view log     view result [show]
24     Done     218.4s       Node2     view log     view result [show]
25     Done     218.4s       Node2     view log     view result [show]
26     Done     223.3s       Node1     view log     view result [show]
27     Done     223.3s       Node1     view log     view result [show]
28     Done     223.3s       Node1     view log     view result [show]
29     Done     223.3s       Node1     view log     view result [show]
30     Done     223.3s       Node1     view log     view result [show]

I already tried to set the Threads configuration on the Node 2 slave fixed to 4, but the results stay about the same.

Can anyone enlighten me where my mistake is? I don't understand the close equality of the rendering times.


texts:
I am unable to find the netrender addon in Blender 2.79b on fully updated Ubuntu. My son is starting to work on more complex scenes and we have a couple systems laying around that can be dedicated to this.

Any ideas?


texts: blender internal nodes: all my materials are coming out mixed with pink

texts: im having a hard time understand how these nodes work. i DO have the material activate in BI and not cycles but it still comes out pink. furthermore the textures are only partly pink. using texture coordinates doenst help


texts: What is wrong with my bone rig and what settings have I messed up?

texts:
I've created movement before with a simpler bone rig and since then have weight painted the entire model to red.

Whenever I go into pose mode and try to move anything, nothing happens, I simply can't get any movement.

Is there an armature setting I could be missing?

Here is my blender file.

http://pasteall.org/blend/index.php?id=49231


texts: Updating 3d model respecting existing material

texts:
I'm constantly updating a 3D Architectural model, via external software, and importing into blender to render with cycles. I have one scene fully setup, materials, cameras, environment etc.
Here's my question: How could I import the modified scene into the old one (e.g walls of a room changing their shape) and respecting the old materials that I've set up. I'm importing  obj objects. What I'm doing is duplicating all the materials, which is pretty repetitive to re-assigned every material every time.


texts: Select Meshes from Scene Collection without relying on name

texts:
I need to select Meshes from a Scene Collection and I'm hoping that there's a better way than doing it by string matching. Here's my Scene Collection with my Meshes. The 'Vert' meshes are meshes with only 1 vert:

This code finds the 'Vert' meshes in a collection using startswith() for string recognition:
import bpy

print('printing objects in scene')
for obj in bpy.context.scene.objects:
    print('obj.name is:', obj.name, 'obj is:', obj, 'obj.type is', obj.type)
    if obj.name.startswith('Vert'):
        print('found vert:', obj.name)

I'm eventually planning to add meshes with an operator, so the names will be standardized, but this method feels sloppy. Is there a better way?


texts:
I'm new on sculpting so I have what I think is a basic question but I can't find an answer.
When I sculpt the round cursor disappear, there is a way to keep always on?
I found the option to disable the cursor, but I want the exact opposite if possible.
Thanks for any advice.


texts:
I have 2 mesh. I have Boolean operation with union.

The below mesh disappear.

Then i tried with Difference

Got this result

After joining both the mesh i want to sculpt it so that i dont get a edge line between both the mesh where its join. Any suggestion how it works. Thanks


texts: I have an iMac and I'd like to make it faster. I've made some modifications following some tutorials, but the process is still very slow, and I feel like the real change would be to set GPU instead of CPU; so is it possible to do that on iMac? Is it normal that to render one frame the program takes more than a minute? To render 40 frames I waited for more than 40 minutes..


texts: Mantaflow in Blender: Help with understanding the vertices values in the generated mesh files

texts:
I'm currently trying to acheive the following: I'm using Mantaflow + Blender to create a fluid simulation. Then I'm exporting it as Alembic, and import it into Unreal Engine (Aka ue4). In UE4 I want to know the exact position of the simulated fluid (the exact position of the vertices.) The reason I want to know this is to build some sort of ray tracing with the generated simulation because UE4 doesn't support line tracing of animated meshes.

My plan now is to use the coordinates of the vertices of the fluid simulation, and then scale them so that they match the scale in UE4. But I don't really understand what the numbers mean.
An example of a vertice in the generated mesh file is this:

v -0.457893 -0.226563 -0.101563

I notice that the numbers don't seem to get higher then 0.45 or lower then -0.45. Does anybody know how I could convert these numbers into another scale, like for instance in UE4? Why is blender+mantaflow using these numbers and not something else? Is there anywhere I can read about this, or perhaps look at the source code to try to understand it?


texts: Fluid Domain disappears in cycles viewport render

texts:
I'm experiencing this weird behavior with a fluid domain.

It looks like something is occluding the object whilst there's nothing else in the scene.

Even if I apply the FluidSim modifier, I still having this issue. Here you have a Blend file to see it for yourself.

In addition, I've uploaded the original blend file plus the last 10 frames of the cached simulation. Anyway, you could make your own cache:

https://www.dropbox.com/sh/a3wplh6bo8iiz4n/AADafjpXM95iDiWZtLoGWRSqa?dl=0

EDIT: I've experienced this again even with a brand new simulation made in official Blender 2.79.


texts: Particles Emit from Collection instead of particle emitter

texts:
Here's a short video describing the problem: https://youtu.be/qrjjohJGhfg
I have set up a particle system where a face emits a couple of particles (this is actually a laser gun.)
As long as I have it set to render as an object, things work fine.  Particle shoots out from the face, and is rendered as my laser object.
But, because I'm rendering in Eevee, I also parented some area lights to the laser so that it would actually eminate light onto surrounding geometry (emission node currently doesn't do this in Eevee.)
So I created a new collection with the laser and its lamps, and place it into the particle system just as I did with the laser object, except now I choose "whole collection."
The odd thing is that now the particles are being emitted directly from the collection location instead of the particle emitter.  Bug, or feature?  Thanks!


texts: How to render explosions and fire animations in Blender?

texts:
I am trying to render a scene where I am animating an explosion and simultaneously changing the camera view. When I rendered it as an image sequence, the camera view changed as per the keyframes but the fire flame was stuck as it was in the initial frame. I am using Cycles render.

The above is a frame from the scene I have been trying to render. The fire in the cooling cell is stuck as it is in every frame. It was animated to explode but that is not showing.


texts: What texture space are the Ocean Modifier normal maps in?

texts:
Context: I'd like to use the normal maps generated by the Ocean Modifier in Unity.
The ones I've generated average 50% in both the red and blue channels and nearly 100% in green which seems very unusual for a normal map. My best guess is that they're in some kind of world or object space, but attempting to use them in a shader in Unity yields clearly incorrect results. Given that Blender's world space is Z+ and Unity's is Y+, it's possible the channels need to be swizzled but I couldn't find a combination that worked.
So, what texture space are the Ocean Modifier normal maps in?


texts: Physics in blender 2.8 - can't interact with objects while simulation is running

texts:
Do this in both blender 2.8 and 2.79:

Create cube, enable rigid body physics, set to active, run animation, drag and release cube.

In blender 2.79 cube will act like a real life object, that is, it'll be "tossed" by a cursor drag. Doesn't work in 2.8, cube just jumps back in place.

Example - I can't do that in 2.8.


texts:
I am trying to insert an animation controlled by keyboard within a game, but property seems not working properly.

I am using blender 2.74

Steps I do:

Create an animation (keyframes) for the camera.
 Create the game logic with game logic editor:

Create a property
Add Keyboard sensor AND Property actuator
Add Always sensor AND Action

I have done lot of test without success.

If I have only the Keyboard sensor, I see (debugging) the property changing, but when I add the Always, the property acts weird. Sometimes it get back to 0 every time I press the key, sometimes changes more or less  normal till appear strange numbers. [In neither of the cases the animation runs]

In other way the same, if I use only the action, it works correctly. [Animation runs].

I have also try to use the Property sensor (plus the Keyboard sensor), but again, not success.

I was trying to follow https://www.youtube.com/watch?v=vU1fMYqoJ8I tutorial, but it is done with older blender version.

Any help?

Many thanks!


texts: I have two objects in my scene. One of them is a rigid body and it has to collide with the another one (soft body). I need to do the rigid body deforms the softbody in runtime and the deformation has to be plastic. I tried setting the object as Soft body in Game Render and setting Plastic = 100, but I think these parameters don't affect in the game engine. What could I do? I think changing the position of each vertex of the softbody when the rigid body touch it could be computationally expensive.


texts: Camera Data "View Vector" Interpretation

texts:
I am trying to develop some materials with interesting optical properties. In doing so, I am investigating the use of the "View Vector", however I do not understand it. Looking at the documentation, it says it is a (unit) vector pointing from the camera to the point on the object.

However, the following screenshot suggests something different. I would expect taking the dot product of the "View Vector" with the object normals should yield a value of 1 when the object surface faces the camera, and a value less than 1 elsewhere, specifically zero for parts of the object perpendicular to the camera viewpoint.

The 3 objects in the screenshot show a) behaviour different to that expected and b) seemingly inconsistent behaviour. What is going on here?

Thanks


texts: Why is my uvmap created using uvproject modifier scaled up?

texts:
I am trying to use uvproject modifier to copy uvmap to arrayed object from other object. For whatever reason the resulting uvmap is scaled up, like this:
https://i.imgur.com/t0t0E1N.png
Why doesn't it line up perfectly?

Here the file: https://www118.zippyshare.com/v/phZYwOET/file.html


texts: How to use images for hair in Blender Cycles?

texts:
I have a model in Blender Cycles and for its hair I use a diffuse image and a normal image (hair_d, hair_n).

How do i use them in my model? I don't know how use nodes, I tried but the result was wrong. My models hair will get blue, or just black.

How do I need to use these images? Please just show me an example of how to connect the nodes together. My Blender Cycles version: 2.79

Thanks


texts:
I am selling my model in turbosquid. They told me that you must publish a wireframe render of the scene. But the best I could do was to switch from solid view to wireframe mode and take a screen shot of the viewport and crop it. It would be loads better if I could project the wireframe over my mesh (like in edit mode). In maya there is a wireframe overlay option in viewport. Is there a way to do in Blender?
This is an example image of how I want it:


texts:
Anyone know any add ons or anything that is robust enough to turn a full body 2d image of a person into a 3d model?  If something like that even exists.

For an example if I took a full body picture of myself and put it into the software to convert it into a full 3d obj model.

This link is a good example of what I'm trying to accomplish. But a full body obj instead of just the head

https://youtu.be/geQCzan6Usc

Is this possible to do within blender or by any other means?


texts:
I want to use the displacement node in cycles node editor, i was wondering whether subdividing an object or using sub surf modifier makes any difference, if so which one I should go for in order to get a TRUE displacement effect when Experimental render set enabled.
thanks


texts:
I'm working in FormZ using Feet and exporting as such.

In Blender 2.79, I have no issue changing units to Imperial/Feet... the objects import properly, e.g. a 20' cube exported from FormZ (.obj) imports as a 20' cube.

However, in 2.8, the same settings result in an object that is anywhere from 3.28 to 3.94 times too large, e.g. a 20 cube exported from FormZ imports as a 65.6' cube. (1 mm = .0394 in.)

Anyone know how to solve?


texts:
I have a movie clip that pans from left to right. I've added a motion tracker to an element in the scene that is stationary. But when I apply stabilization the camera panning motion is lost. The autoscale function also crops most of the scene away. It's as if Blender thinks the panning is an error that needs smoothing out.

How can I allow for camera movement while smoothing out only small bumps and jitters?


texts: Blender crashing during the execution of a script processeing moderatly to large graphs from graph_tool

texts:
Summary
Code which works outside of blender for any sized graph works in Blender for small-sized graphs but causes Blender to crash for moderately and up sized graphs.
detail
I'm trying to write an Addon which lets users manipulate Graph_tool (https://graph-tool.skewed.de/) Graphs in blender. I've been trying to achieve this using Icospheres as vertices and beveled NURMS curves as edges which have constraints on them to get them to stick to one vertex and stretch to another vertex. I've been attempting to save on memory by sharing mesh and curve Datablocks (I think thats the correct word although I am still a noob to blender python scripting).  I've got a basic class  working which lets me do this. I've got graphs of around 300 nodes and 400 edges working. It takes about half a second to setup all the icospheres and curves and Blender reports it's using less than 50MB of memory once it's finished. However If I go much bigger than this Blender starts to crash during the execution of the script. I get errors such as terminate called after throwing an instance of 'terminate called recursively or terminate called after throwing an instance of std::bad_allocWriting: /tmp/testing.crash.txt .  I've run the code outside of blender and everything seems to work fine (I set bpy to a dummy module), even for much much larger graphs (tens of thousands of nodes, hundreds of thousands of edges). I'm managed to find the line of my script which seems to be causing the issue when I run my script in blender. It works out a layout for the graph and can take quite a long time.
Does anyone have any idea what could be causing this or where to look? Is there any way to memory profile my script as it is run inside blender?
Here's my main class and how I use it:
import bpy
import graph_tool as gt
from graph_tool.draw import sfdp_layout
from graph_tool.generation import lattice

class Graph(gt.Graph):
    def __init__(self,g=None,directed=False,prune=False,vorder=None):
        super().__init__(g,directed,prune,vorder)

        self.pos = None

        self._vertices = Vertices()
        self._edges = Edges()

        self.n = self.num_vertices()

        if g != None:
            self.non_empty_setup()

    def non_empty_setup(self):

        #This is the line blender freaks out on for large graphs:
        self.pos = sfdp_layout(self,C=5)
        #It computes x,y position for each vertex in the graph

        self._vertices.update(self,self.pos)
        self._edges.update(self)

g_ = lattice([200,200]) # an inbuilt graph_tool function to generate a graph of a lattice

g = Graph(g_)

I can post the other helper classes (Vertices and Edges) If that would help.
For reproducibility, I've found the easiest way to install graph_tool for Blender is to sym-link the site-packages directory of Blender's internal python installation to the site-packages directory of a conda python installation of the exact same version and then install graph_tool using https://git.skewed.de/count0/graph-tool/-/wikis/installation-instructions#conda.Please let me know if you think my strategy of using icospheres and curves is a dumb idea. I'm trying to find the most efficient approach which doesn't look ugly.
Edit
I've realized that my issue can be reproduced by running the following from the text editor:
g = lattice([20,20])
pos = sfdp_layout(g) #  blender crashes here

This occurs even if bpy is not imported. This led me to believe my issue is in fact with how I've set up my python interpreter. I've outlined how I set it up above. Is there a better way? Installing graph-tool is a pain. I've only worked out how to do it using conda.


texts: There is a tiling problem with one side of a wall on a mesh that I am working on. The island is stretched  for a reason that I do not know why.


texts:
I want to rotate an object a bit every second for example. I thought of the mathematical floor operation. This operation seems to be implemented somewhat, as I can enter something like floor(10.1234) but I want something like this floor(#frame) which creates this error:
('unexpected EOF while parsing', ('<string>', 1, 13, 'floor(#frame)'))


texts:
I'm using Blender 2.73 with a 3 button mouse on Windows.

In the User Preferences I've changed the mapping for Set 3D Cursor from Action Mouse to Alt Action Mouse.  (Like many Blender newbies I keep accidentally left clicking.)

I can't find anywhere what the mappings are for various key and mouse combinations so I'm wondering if I'll regret this remapping in the future?


texts: Set item's axis to pass through world origin

texts:
I want to rotate cylinder to make its central axis pass through cursor/origin. How?

related Q


texts: Absolute Location of a Mesh with Curve Modifier Applied

texts: I animated a plane moving continuously in the y axis. It has a curve modifier applied, and follows the curving path. A change in the planes x location is not reflected in the plane's object properties. I would like to use the perceived change in x location as an object input for animation nodes. Is there any way to see what the "absolute" location of the mesh is, where I am actually seeing it in space in object mode?


texts:
I tried Blender for the first time yesterday. I wanted to mess with the fluid simulations and it worked.

I used a tutorial and everything turned out fine except when I wanted to render the result. The first time it worked but the problem was, that I forgot to select an output file, so I had to do it once again. This was the point, when it started acting up.

https://drive.google.com/file/d/1JcVVVyihO77TxkVDQHWbjw8sDS0fn0qS/view?usp=sharing

This is what I got.

Has anyone got any idea why is this happening ?


texts: Perform same action on all selected objects

texts:
I am trying to write a simple code that should perform the same action on all selected objects in Blender. For example, let's assume that I have two MESH objects in my scene and I want to print the scale along the x-axis of these two "MESH" objects. Here the code:
import bpy
objects = bpy.context.scene.objects
for obj in objects:
   obj.select_set(obj.type == "MESH")
selected_objects = bpy.context.selected_objects
for cube in selected_objects:
   print(bpy.context.object.scale[0])

The problem is that the code prints twice the same value, which refers to the last selected object (the one with the light yellow border). I can't understand why.


texts:
I have a small army of zombies, with a sun lamp behind them. I set the sun from "No shadow" to "Ray shadow" and now the zombies have shadows. But the shadows are much too sharp. I changed the world settings to give indirect lighting, and gave it 3 bounces, but it didn't seem to affect it.
Is there a way to make the shadows from the sun more blurred, less sharp?


texts: i can't edit the properties of archpack meshes

texts: as soon as i try to edit something like the width or height of the window the panel disappeared. and when I click away and click on it again I have the panel but the problem still persists.


texts: What does this step do in Texture Paint?

texts:
I was watching a tutorial about texture paint and the teacher said:

  Go to “Active Tool and WorkSpace Settings” tab > Texture Slots section.
   Change the Mode to Single Image. Don’t create a new image. Just pick the name of the image that you’ve just created.

The image that I selected appeared on the object and he said that this connects the image to the object. But I still don't understand what this does or what he means by "connects". Of course, it's not connected to the object as a material. Is this step just to shows us what part of the image are we painting on? Just for a demonstration purpose?


texts: How to remove modifiers from multiple objects at once

texts: You can add a modifier from one object to multiple other objects using Ctrl+L. Is there a way to delete modifiers all at once?


texts: Why my flags "unpin" from the model after 250 frame?

texts:
https://www.youtube.com/watch?v=rza8Q04bUxc&feature=youtu.be

Here's my animation, I could pin down that this behaviour starts at 250 frame, whereas full animation lasts 1000 frames. What's the cause of it, how can i fix it?


texts: Applying Materials, I selected one face, selected a new material and clicked Assign but the material was added to everything but the face I selected, why?


texts: How to make procedural Powder Coat material?

texts:
i am Industrial designer and i need a powder coated material, im trying to make it procedural but i cant achieve a realistic solution.
Has anyone had any experience with trying to make a material like this?


texts: What is the right way to apply an image texture over a glass or plastic material?

texts:
I am trying to put a label over the transparent plastic bottle, but i was unable to do so, because when i build the bottle material(plastic) and mix it with the diffuse shader(using the label texture), the label gets faded. So the solution i found was to duplicate the bottle and scale a little bit and apply the label material on it. So it looks its the same material, but in reality its one material over the other. How can I make my plastic material be under my label material(image)? Here's how it looks:

Here's my material setting for the plastic bottle:

Thanks in advance.


texts: Is there a way to render gouraud shading in blender? Or a shader setup that would extremely closely mimic gouraud shading? If not, what other solutions might there be for what I'm looking for? I'm asking cause it's needed for old style things I want to make, but there doesn't seem to be an obvious way to go about this, if it's even possible in modern blender.


texts: How can I change the hover color of tools in the UI?

texts:
How can I change the color or light intensity of tabs that are hovered over in blenders user interface?

For example if I hover over the translate option in the tools tab while in the 3d view, it changes color. How can I customize that color?


texts:
I created this object which has a bevel modifier and a mirror one(x and z axis). The top faces are of the same height so they should shade even but they shade some bumping out as showing in the picture. I tried selecting faces which have not equal to 4 sides and turned out none, so there was no Ngons. Also I checked these was no vertex that unintentionally created and overlaid. So what actually causes this issue?
top view

side view from a certain angle

turn on showing wireframe


texts: Is there a way to link unlinked objects?

texts:
I am creating a 3D environment and there happens to be leaves and vines in the scene. I tried using Alt+D to create linked duplicates but it wasn't working so i used Shift+D to create just duplicates that aren't linked. The problem now is that I'm trying to apply the same materials and I have to go select all of them and apply separately. SO I have two questions here:

How come Alt+D didn't work? Blender clearly says Alt+D in the contextual menu but nothing happens when I use the hotkey.
Is there a way to link unlinked duplicates?


texts: Modeling workflow for symmetrical indented plane

texts:
I'm fairly new to blender and don't have a good overlook of what can be done with the modifiers yet. Currently I have a plane with a more or less centered ridge, now I wanted to make an X-crossing by copying that plane, turning it around 90 degrees and somehow combining it with the first one. However it don't find a way to do this.

Basically, I'm looking for function that aligns an object to the axis minima of 2 other objects. Or any other way to accomplish this.

Okay, here are some pictures to better show what I would like to acquire.

Assume I have a plane like this:

Now I copy this plane and rotate it around 90 degrees around the Z axis. The result looks like this from above:

And like this from below:

These two planes are joint to get a single object. Now what I would like to have is something like this:

This was done creating a second plane with a higher vertex count and using shrinkwrap. However, the curves in the "rift" are a bit smoothed and not as sharp as in the combined origin mesh. When I use projection for shrinkwrap I get artifacts.

This was the best I was able to get. Is there a more simple method and/or a method which is more exact, meaning I get the sharp corners where the "rifts" are crossing?


texts:
I have bunch of objects that I want to position next to each other in a scene. When they are next to each other, there is an apparent seam between them due to different normal directions. The normal directions are this way, of course, because the two objects are of a different mesh.

Is there a way to manually change the direction of normals for specific vertices like in 3DS Max, Maya, etc.?


texts: Merging two objects with a smooth transition

texts:
Hi
I want to merge the body and arm objects together so there is a smooth transition between them just like the right side of the image.

Wireframe View
Youtube instructions demonstrate connecting all the vertices one by one.
My question is that if there are more practical and easier ways to achieve this effect such as those involving a specific modifier
Thank you all in advance!


texts: How to model a simple semi-organic form like this effectively?

texts:
I tried to recreate a simple ribcage model from these reference images:

I ended up achieving something similar with crease edges and subdiv modifier:

But it was basically modeling by trials and errors. I just manually move vertices after vertices until they somehow resembled the reference. It took me ages and I think if I do it again it won't be much faster.
How could I approach this kind of task effectively?


texts: World background texture not showing in render

texts: I just started out using Blender Render. I wanted to create a starry background for my world and did so, and it appears nice and fine in the preview for both texture and world. Yet when I render the image, my objects appear fine but the background texture will not appear. I looked at several other similar posts online but all seem to refer to older versions of Blender, unless I'm missing something. Anyone have any ideas?


texts: I'm making a tutorial, after a little work of strip I would like to speed up the video the seconds seems last longer (maybe because I've use video of different qualities) so I would like to increase the velocity at which the video is played even at a velocity greater than the original one.


texts:
I'm having issues applying a texture to a tree in Blender.

I have tried many different ways to add a bark texture to a tree using the sappling add on, here is the list of things i have tried:
 - I have used the UV unwrap in the modifier menu.
 - I have made it into a mesh by going Alt+c>convert to mesh>unwrap                   and then unwrap it in the image editor.
 - I have mde into a mesh and unwraped it as a cube projection.

What can i do to add the texture without it looking stretched or wierd (by wierd i mean a wierd pattern).

I'm using cycles render, version 2.75.


texts: Adding consistent raised pattern to surface of mesh

texts:
I'm fairly adapt when it comes to modeling, I'm currently working on Captain America's helmet from AOU. Attached is a work in progress, this was rendered in Keyshot... well you see the black areas with the texture, that was just for the the sake of nice renders. However those areas eventually need to have a consistent dot/bump pattern all over them, extruded subtly off the surface of the mesh. I've attached a photo of what I'm after for that. What is the easiest way to go about this? I need the pattern to follow the contours of the helmet, but also not get distorted, the nubs/balls needs to stay consistent size and spacing. I've tried using the shrinkwrap feature, but that's not cutting it. Any help would be great.

Thanks!


texts: Particle systems with lamps as the object emitted

texts: I'm currently using Blender 2.69. I was reading up on particle systems in Blender's wiki user manual and I noticed that according to the documentation that in addition to having other object primitives emitted as particles that lamps could be used as well. I tried this out using a simple point light. When I tested the particle animation in wireframe mode I could see that my emitter was emitting the lamps, but the nothing would show up in a render. Could anyone tell what I was doing wrong or is this a bug?


texts: So, I am working on a robot that looks like eve from wal-e. So, now I want to control the eyes like a rig but still want them to look like it is coming out from a screen (which is basically black now cause the screen is turned off ). The eyes are nothing more than just two blue dots. So if only there was a way I could manipulate the UVs to face a object or deform like a object maybe? Here is a 360. So my question is how do I animate the eyes while still having them look like an image mapped on the eyes?


texts: im relatively new to using blender and i was wondering if anyone could help me find the quickest way to create a flat face on an odd angle with more than 3 vertexes. Here is an example of what im looking to achieve. (This was done by putting a cube up to the corner and using Boolean to delete the corner) any help would be awesome :D


texts: Problem with Boolean modifier-difference

texts:
I am modelling a PS4 where I need to make a hole in the console that resembles the PS4 logo. I have tried Boolean difference, it works for P and S but not for 4. Knife project also does not seem to work.

Is it a modelling issue? I am not able to figure it out.
The logo and the console.

How it actually looks like, the P and S are only intersecting the mesh

Blend file


texts: Strange mesh behavior with proportional edit

texts:
I have a simple mesh which behaves like it has a "rip" when using proportional edit.

This mesh has no vertex groups, constraints, modifiers, but moving a vertex with proportional editing highlights the problem - not all vertices "follow their orders". Only each separate half of the mesh reacts to proportional edit independently, depending on initial selection.

When I isolate this mesh to another file, the problem comes along with it. Here is the file https://www.dropbox.com/s/bc4etnzfg7knwg0/OddMesh.blend?dl=0


texts: How would you unwrap 'football' like shape to have a world map as a texture?

texts:
Pretty straight forward question, I am not sure about the answer though. I have attached the screenshot of a 'football'like shape that i'd like to unwrap and use world map as a texture on it. Any ideas?

Thank you for your help,
Waqas

Download Blend File


texts: Pull and slide along edges simultaneously

texts:
Is it possible to slide multiple vertices along edges that point towards a certain point? As demonstrated in the first picture, I would like to slide the selected along the edges on the direction shown by the arrows, but simultaneously, so they are all equidistant from the center (without merging them).

The problem is that if I select them and slide them on the edges at the same time, they slide in the direction of my mouse cursor, and therefore will slide in different directions, as show in the second picture.

Push/pull would indeed bring them closer, but without sliding on the edges (basically only bringing them close on 2 axes). Is there any way to accomplish what both push/pull and slide do, simultaneously? Or another effective way of doing this transformation?


texts:
Is there a way to tell blender to blur textures if they're too lo-Res or pixelated, so as to not increase file size yet still get a finished result?

If I got an answer, I could spend less time making unimportant textures-- and even save packing space!


texts: Depth of Field on Particles Disappears in Front of Plane

texts:
I created a simple animation with an image plane and a particle effect. The particles are an image of a flower petal with transparency mapped onto a plane. I used the Eevee render engine. I wanted to create a depth of field effect so the petals closer to the camera would be blurry and the ones closer to the plane would be more in focus. That part works; however, when the particles pass in front of the image plane the depth of field completely disappears — they look perfectly in focus. You can see in the gif that the particles are blurred until they cross in front of the plane.

I have tried changing the f-stop and the max pixel size of the bokeh. I also tried it with a regular plane as well as changing the material settings. The same thing happens. I also tried switching the focus from being on the image plane object to just a distance. When I render the animation, the same thing occurs. It's not just in the viewport.

Can someone tell me why this is happening and if they have a work around?


texts: Panning with Shift + middle mouse button stopped working

texts: When I pan with the Shift + MMB, it doesn't work. I think I might have accidentally pressed some sort of key-shortcut. It works for other views, so it's not my mouse. What sort of shortcut could I have pressed?


texts:
I want to give my model a glare effect at robots eye,

so I gave the material assigned to the eye Pass Index of 1

then when I went to compositor and made this node set up,

in the viewer I could not see anything like that, (BW Image)


texts: is there a plug-in that exports multiple objects with they original locations from blender to UE4?

texts:
i modeled this big map in blender and imported it to ue4, for some reason unreal didn't read the materials (even though they were just one base color), that's okay i can recolor them in ue4, the big issue is that i have 2 options while importing it to ue4 , either i combine meshes or it imports separately, is there a way i can keep the map as it is from blender to unreal without resembling everything all over again in ue4

i found a plugin called fbx builder that works great with Maya, and im not switching to Maya anytime soon, so if you guys know a plugin like fbx builder for blender, it would be a life saver


texts: Cutting a hole using a boolean still shows up in a 3D print

texts: Im trying to model an RC Car rim, and I need to cut a hole in the middle of the hex joint, and I've been using a Boolean, which has been working great. But when I export it as an .stl file, and load it into Cura, its fine. But when I slice it, it acts as if the cylinder is still there.


texts: Is it possible to permanently corrupt a Blender file through BPY?

texts:
How careful do I have to be when modifying a Blender file through bpy?
Is it possible, through any part of the the Python API/console, to permanently alter a file's data in a way that is impossible to undo through the GUI?
Is the fact that it is or isn't possible by explicit design, or is it due to lucky concidence or unlucky bugs?


texts: What is a good way to make large stylized caverns/caves?

texts:
I am working on a game, with a stylized, sort of 'flat' art style. The entire game takes place inside caves. As such I need to make a lot of, well... caves.

I didn't want to just do 'flat' meshs, sense that seems a bit bland.
I tried modeling some rocks, then stretching and rotating them. But that started looking very messy. And taking a very long time.

Any ideas of a good way to make large, interesting looking cavern walls in a timely fashion (Also, can't require too much in the way of texturing.)?

I have looked for any ways to do it online, but was unable to find anything. The lack of direct light makes it harder as well because none of the faces of the model show up really.
Same Model, with and without direct light.

And here is what I was trying that was no looking great.

I was thinking of using rounder rocks (As shown in the comparison image). But as shown, they don't show up well in the lighting.

Edit: Here are some picture of what I mean when I say "Interesting". Hope this helps.

And here is a picture of a 'box out' of one of the caves. (Small brown square is 1x1x1 meters)


texts: How to create text on a semi-transparent overlay with Cycles?

texts:
I have Blender 2.73a and I am working on a movie project. I want to make HUD-like text since there are no voiceovers. I want the text to be like it is in The Legend of Zelda where it displays the text since that has no voiceovers also. It will be something like this
(source: deviantart.net)  .


texts:
I'm trying to make some steps out of a rotated plane with some loop cuts.
A friend of mine did it in 3dsmax but I have no idea what tools I would use to make it in blender.

I'm trying to convert this

to this

Here is a video of the process in 3ds max, the video is about 90 seconds.
Simple Plane to Steps


texts: Snapping multiple vertices but picking which one is primary

texts:
I'm having trouble figuring out how to snap multiple vertices but selecting by which one the position of all of them is adjusted.

Right now I can't be precise because I'm not able to align edge to edge because of this. I'm coming from 3DS Max and that was something I was able to do by just picking which vertex is main one.


texts: How can i variate the size of the outline on Freestyle?

texts:
I added an outline for the render with the Freestyle option on Blender 2.8, but when i zoom-in/out the camera, the line tends to maintain the same size, how can i make it change a little when i move the camera? (making the line not that bold when the camera is far away, for example)

Also, how can i 'choose' how much influence it will get? for instance, the shoes look weird in the last picture...


texts: Copper texture with oil stains cycles material

texts:
I'm designing a barrel for a weapon (Fallout themed), however I'm having trouble getting this texture:

This is the texture I currently have:

There are the nodes for it:

Does anyone know how I could get a little closer to the top image?


texts:
I'm trying to create legs for my park bench in Blender. The shape is a bit complex to model, so I crafted it using bezier-curves.

However after selecting "Both" as my fill-option the shape fills up invertedly:

The idea is that the thin shapes get filled with the larger areas remaining open. It feels like regardless of what settings I poke at, nothing changes.

The Bezier-shape is being mirrored on the X-axis through a modifier, using clipping to make sure nothing overlaps.

Any hope of inverting Blenders fill to the reverse effect?


texts: How to select a face closest to a point in space?

texts:
I use cursor depth to snap the 3d cursor on my object. I want select the face corresponding the 3d cursor. There is a tricks with Blender python API ?

Exemple (Before/After) :


texts: I have a problem with texture. I have some black lines and I do not know how to fix this. Can you help me please?


texts: Is there an efficient way to add a weathering effect to an object?  By weathering, I am thinking of an overlaid thin layer of mottled grime on a sign or a car, maybe a little rust here or there.


texts: UV Mapping looks messed up after unwrapping

texts:
I just marked the seams and unwrapped this human mesh. After I unwrap it, it looks like this ...

I have no idea why this is happening. Please ask, if you need further information.


texts: How can I subdivide a triangle so there is a vertex in the center of each triange?

texts:
For example, I have an icosahedron and I want to put a vertex in the middle of each face so I can make a dodecahedron later. However when i try to subdivide it it does the reasonable thing, to divide each into 4 equilateral triangles. Is there a way to do what I explained above?

Thanks.


texts: How to know if an image has been unpacked correctly?

texts:
I imported a model with packed textures. I unpacked one of the textures but there was an error, so i believe it is not unpacked then? But the image texture node's icon is the folder icon not the unpacked box icon. Clicking on the folder leads me to folder where the texture is not at.
Is the texture unpacked and somewhere on my pc? If so where do i find it? if not how do i export an image node texture from blender?
This doesn't make sense to me though. If unpacking the texture node has errors shouldn't it not execute and retain the unpacked icon?


texts: Pressing Alt + R in the UV Editing windows does not refresh the texture

texts:
As per title,
going into Image > Reload works, but the shortcut Alt + R does not work.
Why is this happening and how do I fix it?
Thank you


texts: Gridlines doesn't show in topview anymore (np 7) in Blender 2.8 (Mac)?

texts: How do I get gridlines shown in topview (np 7) in latest blender 2.8 for mac? I downloaded a new update and after I cant se the gridlines in topview anymore, what to do? I would be happy to be able to editing by this grids after subdivide objekt


texts: Merge a rigified object with new armature for proxy linking

texts: I used rigify to create a rig for my character. After that, I created a separate armatures with 4 bones and set them as shape keys for blinking and smiling for my character. This new armature I called facerig, while the rest of the body is called rig. Now, when i am trying to link it to a scene and make a proxy, I can select rig, but how do I join the facerig to that proxy?


texts: How to iterate through nodes and display them as a template

texts:
Like suppose i have 10 shader nodes , so code will check first how many nodes does selected object has then it creates operator for each one of them

Like 10 nnodes so we will have 10 buttons in the tools panel ,

So when we press anyof those button it will display nodes template

So basicall can any body point me in the right direction , like how do i iterate through nodes , anything that might come handy in learning


texts: Is there a way to exclude an axis from the solidify effect?

texts:
Lets say I have this object:

and I want to solidify it to 3d print it.

I would like to have a constant thickness on the XY plane.
I mean: I want that every 3d printed level has the same thickness.
If I use a Solidify modifier wiht a certain thickness (let's say 2.5mm) It works with the normal of every face, so it works also on z axis and the thickness is not always 2.5mm if measured on XY plane:

If I go to edit mode and extrude the faces I can't find a way to get what I want.

Is there a way to do it?
I don't need it to be with Solidify. It can be done with Displacement, Animation Nodes, Python or anything else. I just need to do it in a smart and quite fast way.

Thank you all in advance!


texts: Is there a way to project field of view lines outward to look for camera overlap?

texts:
I am configuring a camera arrangement in a room for a MoCap system. I would like to know beforehand whether or not every camera will have at least one overlapping camera FOV over the volume in which we are monitoring moving objects.

In Blender, assuming I know the camera's properties, can I extend the small pyramid representing the camera's FOV outward so that it projects all the way until it hits the wall? See image below for depiction of what I would like to try to do.

Thanks!


texts: How do I add a sound to the start of my game?

texts: How do I add a sound to the start of my game so it only plays once?


texts: Why won't my textures work in Blender 2.76

texts: I'm new to Blender and have just started to learn texturing in Blender. The problem is: when I apply textures to the default cube displayed at startup, the work and render perfectly, but when I add a new mesh (regardless of whether I deleted the cube or not) the texture doesn't render at all and most of the texture options are completely missing. I'm not sure if it is a malfunction or if I'm doing something wrong. I tried reinstalling Blender and I also tried a previous version (Blender 2.75) and the same thing keeps happening. I would really appreciate it if someone could give me some advice. Thanks in advance.


texts: Script behaves differently when executed inside blender console vs python interpreter

texts:
I am using blender as a python module and want to use this trick to get rendering results without saving on the disk:
https://ammous88.wordpress.com/2015/01/16/blender-access-render-results-pixels-directly-from-python-2/

The exact code described in the link works when I execute it in the python console of the blender program. However, it does not work, if I simply run it with python or by calling blender -b -P script.py. In those cases, bpy.data.images['Viewer Node'].pixels contains 256*256 zeros instead of the rendered cube.

I would appreciate very much any tips concerning what the origin of this difference in behavior is, and how to eliminate it.
My guess would be, that some configuration of blender is different when starting the program compared to importing bpy in python, but I have no clue where to search for.


texts: How do I import multiple OBJ files into blender using python?

texts:
So far I have the code:

scene = bpy.context.scene
import_avHat1 = bpy.ops.import_scene.obj(filepath=avatarHat_1)
import_avHat2 = bpy.ops.import_scene.obj(filepath=avatarHat_2)
import_avHat3 = bpy.ops.import_scene.obj(filepath=avatarHat_3)
hats = bpy.context.selected_objects[:]

for obj in hats:
    # print the name of the current obj
    print (obj.name)
    bpy.context.view_layer.objects.active = obj

obj_camera = bpy.context.scene.camera
scene.render.image_settings.file_format = 'PNG'
scene.render.filepath = "~/mark/renderOutput.png"
bpy.ops.render.render(write_still = 1)

It only renders the first hat and I get no errors importing the others. What should I do? This occurs in blender 2.8.


texts:
I am using Blender 2.66a a nVidia GT 520 and Ubuntu 13.10. I wanted to enable GPU rendering. But in the System Panel there is no 'CUDA' Option.
 I know that this Card supports CUDA, because I have tested it on Windows 7 (dual- boot) too and it worked.
I installed the proprietary GPU driver using

sudo apt-get install nvidia-current

Any ideas why it doesnt work?
Thanks in the preface


texts:
I'm very new to Blender. I've used a loop cut and slide to make the shapes I want to indent in this object, then extruded them inward to get them how they look now, then dissolved the unnecessary leftover edges. I wanted to apply a bevel to some of the edges, so I used Tag Bevel in Edge Select Mode and marked the edges I wanted to Bevel, added the Bevel modifier and set the mode to weight.

On one side, it looks exactly how I want it:

On the other side though, some of the edges aren't being bevelled despite being tagged (the ones closest, on the left side):

Why is it working for every edge other than these ones? This is the wireframe of the object and it doesn't appear to be any different on the side that works to the side that does not:

And these are the bevel's settings just in case (I've tried fiddling with the width and it doesn't seem to have any effect. Incidentally, if I change limit method to None, those edges bevel fine):


texts: How would I make a group vertices all the same distance from an Axis line?

texts:
Essentially I want to turn the selected portion into a cylinder (but keep the z value for each vertex).

I don't even know if this is possible. Another possible way to do this ig would somehow change to polar coordinated and scale to 0 along the r coordinate, but idk how to do that.


texts:
I'm facing a problem that I'm sure Blender is capable of solving.
I want to individually separate weakly connected 3D objects (see an example in the picture).
I thought of the following idea:

Remove a margin on the whole object. If this margin is big enough, it should separate the objects.
Once the objects are separated, add the margin previously removed.

I've tried to blender with Alt+S, but it doesn't seem to do exactly that and so it doesn't separate the objects.
Do you have an idea?
Thank you


texts: Why are my emissive faces of a different color than the light they emit?

texts: I made a selection of faces on an object emissive. They radiate orange light. However, the faces themselves are still white. How can I make sure they are the same color as the light they emit?


texts: How can I use vertex colors as an input in my material?

texts:
I want to use vertex colors as a mix factor in my material. However when I chose Add->Input the option Vertex Colors doesn't show up. Why can I not access the vertex colors data? I want to avoid using any python scripts or any workarounds with the Attribute node if possible.
Using Blender 2.8.


texts: Rigorous procedure followed by shape keys to merge models

texts: Good evening, I would like to know how the Blender shape keys realize the merging of two 3D models after the shrinkwrap modifier has been applied. What is the algorithm exploited? Does it use interpolation? Are there refernces?


texts: newbie question: Move several bones with one control

texts:
So i have a humanoid rig and i want it to  only do one thing - open and close arms as if hugging someone. I want to have a single control (with one degree of freedom) that moves all the bones proportionally between resting and hugging configuration. and this is the only control i want to expose to animator. I don't want animator to manually move each arms' fingers etc. this would be way too laborious for what is essentially 1 degree of freedom transition.

Is this possible?


texts: Rendering does not process transparency changes over time - Playing my timeline do. v2.79b

texts:
Hello dear community :)

Note that I started with Blender less than 4 days ago.
I have a simple scene with 2 texts, 1 Sun light and another lamp light.
I managed to make the lamp light move so that shadows move as well - keyframes with location -
I have another text, rather flat, and I want its transparency to change during the animation. I converted this text into a mesh and then I was able to apply different transparency values which I was able to record with keyframes - property: available -

When I "play" my timeline I can see both the lamp moving and the transparency changing.
But....

When exporting the whole thing to a video or even a single image of my timeline, my transparency is not processed at all.

Do you have an idea of what is going wrong ? Are there special options to enable ?
Here is a short video of the blender interface with the timeline playing.
You can see the light moving behind and the transparency changing next to the point of view.

https://www.youtube.com/watch?v=z14QSAyHzVA


texts: MultiGPU Blender setup - Running Blender on one and rendering on another

texts:
Is it possible to run Blender's interface on another GPU? I know you can run it on the integrated GPU, but can you do the same with a multi-GPU setup?

My idea comes from another question I asked recently - because of the high amount of vram the scene needs can't I dedicate 1 GPU to it and let the other handle the rendering, effectivly splitting vram usage.


texts: How to use the stereoscopic 3D Side-By-Side view?

texts:
When working with Render Layers/Views turned on for stereoscopic 3D mode, I can preview the 3D in the OpenGL viewport's camera view numpad 0 in anaglyph (red/cyan glasses etc). That works fine.

But I'd like to also be able to use the Side-By-Side (cross-eyed) mode for previewing in the OpenGL viewport.

When I go to Window/Set Stereo 3D I can change to side-by-side cross-eyed, and I get a message saying Stereo 3D mode requires that the window be fullscreen.

But no matter how I switch to fullscreen I never see a Side-By-Side image. I've tried ctrlup arrow, shiftspace, and altF10, all inside and outside of the camera view, but I never see any side-by-side view.

Is it possible to see a cross-eyed side-by-side view in the OpenGL viewport?

If it's not possible in the OpenGL viewport, is it at least possible to see a rendered image in cross-eyed side-by-side in the UV/Image Editor? Not even that works.

I AM able to save a PNG in side-by-side cross-eyed format. The option from the save menu work fine and will produce a side-by-side cross eyed PNG file. But I don't know how to use the option in either OpenGL preview or in render preview in the UV/Image editor.

I am using Blender 2.78a on Xubuntu Linux. Thanks to anyone for any help.

Related questions:

3D render - requested side-by-side but got anaglyphic - how to fix
This question just talks about how to use the Save Image options to get a side-by-side PNG file. That is not my problem; saving a PNG works fine.

How do I use Blender's built-in stereoscopic features? Again, just talking about saving a PNG.


texts: I have a problem about my IK bone on the feet. It moves the leg as it suppose to move, but the movement isn't smooth and by one drag(I press G) it goes crazy as in pictures. What can I do for fixing it?


texts: What are the practical differences between beziers, nurbs and paths?

texts:
I know that Beziers, Nurbs curves and Paths have different controls:

Bezier handles have control over tangents, and the curve always touches the control point.

Nurbs curves don't touch the control points, they just bend towards them. The curve doesn't reach the first or last control points, but ends around the second/second-last point.

Paths are the same as Nurbs curves, except the curve continues to reach the first and last control points.

But what are the practical differences between them? What can each of them be used for that the others can't, or what about each of them makes them easier to use for certain tasks?


texts: Attach flat mesh (or curve) to another mesh

texts:
Ok, this may be a total noob style question, but all the solutions I've found don't seem to cover this particular type of situation...

I'm creating a number of different types of glass bottles for a graphic design class, some curved, some with flat faces, etc.. (if it makes a difference, I'm using cycles). I have a logo that I created in illustrator (and exported as an svg and png) that I want to attach to the face of the bottles so I can experiment with how it would look both extruded out and cut into the already solidified surface.

So, my question is, how do I take the logo (in any format), and place it (with some level of precision) on the surface of the bottle, following the curve or angle of the face/area I'm placing it, to allow me to experiment with cutting it in (bool or extrude inwards) or pulling it out (again, extrude or bool) to create variations on the appearance. I don't just want to leave it flat (i.e. UV mapping), and don't want to have to overly subsurface to use as a bump map (i would also like to be able to bevel the edges on some variations or make other modifications). Finally, I would like to do it after I apply the solidify to the bottle mesh so that it doesn't affect the inside face of the bottle because I intend to 'fill' them with another mesh to simulate liquid (like the blender guru beer glass tutorial).

Happy to provide images to clarify what I mean if necessary, as well as further explanation of my idea if not totally clear. I just feel like I'm missing something easy here and overcomplicating the process...


texts: set a specified vertex color to black via python

texts:
how to set the vertex color in the center of the mesh to black and the rest of the vertices to red via python? a lot of the answers just tell me that i can color all the vertices in one face like that:

for poly in mesh.polygons:
for loop in poly.loop_indices:
    color_layer.data[loop].color = (0,0,0)

but how can I get the specified vertex in the center and set it's color? Thank you very much

supplement(my script is as follows):

import bpy
import bmesh

#create a hexagon
bpy.context.scene.cursor_location = 0.0, 0.0, 0.0
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
bpy.ops.mesh.primitive_circle_add(vertices=6,fill_type='NGON')
ob=bpy.context.active_object
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.inset(thickness=0,depth=0)
bpy.ops.mesh.edge_collapse()

#I can select the center vertex in edit mode
bm = bmesh.from_edit_mesh(ob.data)
verts_center=[v for v in bm.verts if len(v.link_edges)==6]

vertexColors=ob.data.vertex_colors.new().data

#when it comes to object mode or vertex paint mode, how do I change the color of the vertex I selected?

as I know, in this example, the vertex I select will have six vertex color data, how do I get those six data and set the color?


texts:
I have a buoy on the surface of a fluid simulation that moves around.
It has no Rigidbody attached, only a few rotation and location constraints which should cause no problem.

I am wanting to create a rope that attaches to the floor of my simulation and the buoy. It should fold relatively naturally as the line slacks. I have attempted one tutorial which got me close, creating a rope that bends and is affected by gravity, but it breaks if I try to attach the end to the buoy. (Link Below)

https://www.youtube.com/watch?v=ydX7bzLFbTo

I have tried hooking a bezier curve but it didn't want to attach to the vertice. (The little icon said I couldn't :( )

If anyone has any tutorials or ideas, it would be great if you could post them.

I have a relatively good knowledge of blender though I am a bit vague on where to find buttons and such :)

If any additional information is required I will help where I can.

EDIT:

Apologies, but i am on a school laptop and websites like imagur.com are blocked, so no images :(
FYI, i wont see yours either, sorry ;P

My fluid simulation is basic, restricted by the domain and a starting fluid object and some small waves.

I have a small plain subdivided with shrinkwrap on it wrapping to the fluid domain, so it 'follows' the surface

I then have a buoy that is constrained to that small plain by z axis and all rotations so it seems to "float" on the surface

I have another Plane on the floor with a passive rigidbody and collider

Now the string (this is what i did):

I had a single edge, one vertex at the buoy, another on the floor. I then subdivided it 30X. I then saved each end point separately to a vertex group. I then hooked the vertices to the floor and buoy (I also tried empties). I added the softbody simulation and followed the steps in the link (maxing default and stiffness). The rope held place but only the first vertex moved when the buoy moved. I then tried disabling goal, getting a realistic rope effect, with no edge stretching as should be, but both end vertices would not stay hooked.
Im stumped, but this is the closest I have gotten.
I don't have any add ons if that makes a difference.
If you want to know any preferences or settings of blender or solo objects, just ask :)


texts: Preserving weight painting across animation

texts:
I have a model of the hand which I'm animating based on imported mocap files. The process of copying the animation from an imported armature to my armature is described in this answer: https://blender.stackexchange.com/a/75450/114821
In short, there are three steps:

Create constraints and link bones between two armatures
Iterate over all frames, apply transform, and insert keyframes for all bones
Delete constrains

The problem is that after this process the weight painting of the hand is all messed up, causing horrendous distortions of the hand:

The weight painting for the rest position (which looks reasonable) is different than that of the pose position.
How can I make sure the proper weight painting is respected?


texts: Blender 2.8 Armature for Secondlife and Avastar

texts:
I'm just starting to learn about making animations with Blender 2.8, primarily for Second Life, and have completed some tutorials for Blender 2.8 that were really very good! Well, as a start at least :)

As I understand it currently the armature for blender to use for Second Life is only provided by the Avastar add-on. That's fine I don't mind signing up for that however it seems that there is currently no release available for Avastar that works with Blender 2.8 One was due last year but the Machinimatrix site has a post from Gaia Clary from Nov 8th 2019 saying it was almost ready but had hit delays due to compatibility issues between Avastar and Blender 2.8. That was of course almost 6 months ago now and I can't find anything else :(

I do realize in these current times all plans are liable to be messed up by things way outside of anyone's control. So what I'm looking for is some advice on my options which I see as follows:

Continue to wait for the Avastar version compatible with Blender 2.8 - I'm reluctant to do this as I have no idea in the current climate how long this would be.
Regress my Blender 2.82 to Blender 2.79 to use the working Avastar - I'm looking at this as one of the two favorite options at the moment.
Switch to another animation authoring tool that doesn't require Avastar - This being the other favorite but having spent days on the Blender tutorials would kinda suck but does have the advantage of avoiding this 'middle man' type relationship between Blender and Avastar.
Attempt to use a non Avastar armature for Second Life such as the riggify human meta-rig - Scares the hell out of me as I have no idea how this will work in my target environment!

It's an obstacle I didn't expect and I'm really finding it hard to get much information. So is anyone able to offer me some advice or maybe point out anything I have wrong or missed?  Thanks in advance.

Leni


texts: Why does adding a curve modifier move my object to the center of the curve?

texts: I'm using a curve modifier and an array modifier. My object is at one end of the curve but as soon as I choose the curve for the curve modifier it moves to the center. How can I fix the problem so that I can have the array going from one end of the curve to the other?


texts: Can I render to a custom output file format?

texts:
I have a custom file format that can contain (among other data) videos and still images, along with per-frame and global metadata (like e.g. the camera transformation matrix per frame or the camera FOV).

This custom file format is implemented behind a C API, which in turn is wrapped in a Python class.

Is there a way to implement a custom render output format, preferably using the python environment (in other words, are these formats available in the python environment somehow)?

The only other alternative I see is forking the Blender source code and implementing it straight in C++.

Note: I've already looked at using handlers (http://www.blender.org/api/blender_python_api_2_61_0/bpy.app.handlers.html) and that seems like a possible alternate course.

Unfortunately that requires an operator which I try to avoid, and I also prefer to see my file format next to the PNGs and AVI's in the output format list.


texts: Re-UV with SmartUV after scaling UV island

texts:
I have used SmartUV to unwrap my model (a dog cabine) in Blender. It works perfectly fine.

However, the "interior" of the dog cabine occupies a large area of the UVs.
I don't want them to take up so much space as the interior will have very little color details. A square of 24x25 pixels would do.

When I scale the islands manually, I would have to scale each other part of the UV as well.

Is there perhaps a function that would re-sort / scale the other UVs (which I have not scaled down manually) according to my changes?

I hope it's clear what I want:

I want to tell Blender that the interior should not occupy so much space, but it should still use SmartUV (which is such an amazing time saver for me).

Thank you.


texts: i've made a bus model for my little project, on the earlier version of my model it renders just fine, on this version it just doesn't show up in the renderer, just pitch black,on materials and texture its fine, render just shows nothing, here's a screenshot and my .blend file that might help you to understand my problem


texts:
I'm looking to make a terrain system sort of like in the fourth and fifth generation Pokémon games. It's just all gridded basically, and reuses the same pieces all over.

An example of the type of terrain I'm trying to create:

I just started using sculpt mode. The problem I ran into was that I can't get the edges of the pieces to line up without some ugly gap (I'm mainly talking about the mountain-side pieces). Does anyone know how to make it so this kind of thing can work, so the edges will line up without odd gaps?


texts:
Seems sqorus was removed in blender 2.7.x so I used add mesh -> extra -> beam builder instead. How do I make this have rounded edges? If I add bevel modifier to it, it looks completely messed up.

This is what I want, smooth curves but cut straight in the front/back faces.


texts: Emit particles from plane with random velocity

texts:
I have a plane. I want particles emitted in the normal direction, but have some randomness to both direction and speed.

I can't seem to find any options to randomize initial velocity.

Blender 2.8.2


texts: it keep on doing that, how do i fix this?


texts: How to get rid of vertice on the same high?

texts:
I have a question. How could I get rid of the vertice that is in the same high as the other vertice?
I'm using booelan tools, but it's didn't work, because of these vertices. Thanks you.


texts: Blender to Unity - How to Maintain ChildOf Constraint without Breaking other Clips

texts:
Working on an FPS Game (Using Unity 2019.3 & Blender 2.8) and starting to try more techniques with my animations in blender in terms of reloads, movement, etc. I have the system coded (I'm primarily a programmer) so I wanted to push the art side a bit and begin animating well.

With my FPS blend file, (Saving Directly as a Blend File To Unity) I have two arms that are rigged with Inverse Kinematics, and work just fine, I then have a rifle with a base bone controlling the general shape (weight painted - No Slide) and I have a bone controlling the magazine that is a "childof" the base bone using the constraint. This is a separate armature, with the base bone being a child on the hand of the first armature.

The problem: My animation in blender looks good in terms of everything functioning the way I intend, I key frame the constraints, and all necessary motions to produce the desired results, however when I bring the animation into Unity, all clips from the blend file besides the reload become deformed, or the reload animation breaks, and everything ends up broken. (I've now redone this twice unfortunately).

Things I've Tried: I have baked the animations to try and preserve the needed key frame data within the constraints due to the fact that Unity does not recognize Blender constraints, and this did not help, deformation still happen to the magazines transforms within Unity. I've tried using no bones and simply animating as an object parented to the weapon, however this produce even more poor results similar to those listed above. I've attempted no baking, layers in Unity with separate animation, and some other minuscule tests and tries.

Feeling pretty lost at this point and feel I am completely missing the mark on the workflow in which I should be taking, however the tutorials and very little documentation that I have found suggests that using "ChildOf" constraints on the armature is the best method for weapon reloads. Any advice is very much appreciated! Thanks.


texts:
so I'm getting into unwrapping and I am confused at the results I'm getting. I have my UV editor viewport and my 3D viewport. I create a new UV texture map, "head" so I can single out my head from the body and unwrap it. I create the seam around the neck and unwrap it. And the UV editor does... nothing. It just creates this tiny vertex in the bottom left corner, but the confusing part is that when I click on it, it highlights a random edge on my characters back. You can see the seam I marked in this image and the edge it highlights.

Any guidance would be greatly appreciated.

Smart UV Projection does work though.


texts:
Is there any way to replace some object with another object?

For example, I have a bunch of cubes randomly placed throughout my project I want to replace those cubes with spheres. How can I replace the objects?


texts: 2.81 Render an armature like OpenGL in 2.79

texts: Is it possible to render armature bones in 2.81, like it was in 2.79 with OpenGL?


texts:
I want to do single point tracking. For this to work I need to import the X and Y position of the tracked point. This should be done by the "track position" node, but it seems the current version of blender (2.77a) is missing this node.

It gets mentioned in the blender manual (although there is no description),  but it's missing in my application.


texts: In blender 2.8 there is no game engine or game logic

texts: I want to design the game in which,when the key press from keyboard then it's should action... For example I want to move  the object with w a s d... How can I use in blender 2.8


texts: I need some help, tried making this character...started off by using meta ball, then tried subdividing a cuboid and what not....i want help with how to get the base mesh ready


texts: when i do rendering my image quality goes very low than what should i do?? i am using blender 2.8. i am inserting a 3d model than i had done rotation on this 3d model. the texture of the 3d model not rendering and show blank


texts: Blender runnning slow in weight paint mode

texts:
I have modeled a pretty complex object in blender and I wanted to rig it but then I noticed that in weight paint mode the viewport is painfully slow I checked if the CPU or GPU was bottlenecking the program but no the Ram, CPU and GPU were around 50 percent and the temp was around 50 Celsius and blender was still running very slow I could not even move the object without it lagging
I have every modifier applied and I have merged some verticies (about 10000)
I can not figure out the problem
I am running Windows 10

blender 2.8 when I change the engine nothing changes
There are about 800 000 faces

I have Intel(R) Core(TM) i3´-6100 CPU 3.7 GHz
8GB Ram
and a Radeon 570 GPU (when I bought it cost around 250)


texts: Blender denoise node producing black image

texts:
To be clear, the denoise node has been working wonders for me, but sometime over the last week or so it has stopped working in all of my project files (including ones that worked).

I have a single denoise node connected between the render layer and the composite and viewer outputs. The image is shown if I remove the denoise node. No errors are produced in the console during the rendering or compositing.

I wonder if this could be a file permission issue. I'm running linux, and when I started using Luxcore Rendere, it's denoiser couldn't run because the denoise program wasn't marked as executable. Doing so fixed the issue with luxcore.


texts: How to split edges without changing normals?

texts:
I want to detach a head from my character (i'm making modular heads for my game) - to do this, i split edges ('Edge Split') around neck, select only the head and press P to detach. It works, but it is very noticeable in place where edges were splitted - i guess because normals of these edges were changed while splitting.
Is there a way to split edges AND retain smooth transition between splitted faces (just like it was before splitting)?


texts: object space normal baking causes flat rendered faces in output texture

texts:
Been searching a while looking at posts, but this seems different.
If you look at the top right quadrant, that's the matCap view of the surface, everything looks fine. I checked all normals. They're averaged, object shader smooth. Edges, vertices, faces all set to smooth. I cleared all seams, cleaned up all duplicate vertices. I looked though the geometry but can't find anything unusual like duplicate faces or edges.
But nothing seems to solve the issue you can see in the lower left above: blocky rendering of the faces, except of a few that seem to work.
..
..
..
It's like the edge normals are messed up., but I checked, they look okay.

I've tried a new UV map, and that seems to work, but the unwrapping is completely different. What is it about the UV map that would cause this problem?


texts:
I'm trying to add a mask to my clip in the VSE but the menu stays empty.
Am I doing something wrong?


texts: I have a cube, and I would like it to have a text inscribed in it, so the text would be in the cube but we could see it. Is it possible to do this?


texts: How to stop objects from second layer createing themselves

texts: I have a script that adds an object at a random choice of predefined coordinates.  The script works just fine, but as with the other objects that are being added by the empty that contains this script, another instance of the object is created in the same place as the first enemy and health objects.  I can't find anywhere in my code where it says to add these objects from the second layer.  My question is how can I either make the first instances of these objects automatically delete themselves, or, make the objects not appear in the first place.  Here is the .blend (to see the problem, view from the top middle of the map.  Thanks!


texts: Black bounding box surrounding camera view has disappeared

texts: The camera view bounding box is not showing up when I go to camera view mode '0'.  No box guide-lines, no passepartout (although I checked to see if it was set to medium strength, which it is).  The bounding box enclosure does however appear if I click "Render" (not render mode in viewport, the 'official' render button).It's been a very long time since I worked on my blender project and I have no idea what happened.  Is there something obvious I'm forgetting?  Please help!


texts: Is there a hotkey for making a face from the inner outline I did in this picture?

texts: I am trying to make the darkened section of the reference image:


texts: how can i convert a vertex of a plane into bezier with handle?

texts: i want to make a plane with rounded edge. Can i change the vertex into bezier with handle?


texts: How do I get rid of this wireframe on my object?

texts: My low poly log cabin has a strange wireframe showing through the solid view making it difficult to select certain faces without selecting ones behind it.


texts:
Why do functions like bpy.ops.object.add() return {'FINISHED'} and not the object?

Wouldn't it be better to return the object if successful and None otherwise so that obj = bpy.ops.object.add() can be used (instead of bpy.ops.object.add(); obj = bpy.context.object)?

If the {'FINISHED'} is necessary, then wouldn't returning the object and finished value as tuple be better (return (obj, finished))?


texts: Can I lock the viewport to always jump to what is currently selected?

texts:
I have a set up with a number of orthogonal viewports, and I would like them to jump to whatever is currently selected. I know I can press 'View lock to selected', which moves the viewport along when I move an object, but if I start to work on another object, I have to issue the command again for every viewport.

So far the closest I've come is to go to the properties of each viewport N and under View, select 'Lock to cursor' (which locks the view to the 3d cursor) then ShiftS and 'Cursor to selected', which is reasonably easy. But can I just make it lock to (and zoom to extents of) whichever object I have selected?


texts:
Why is it that if I go to install an add-on from User Preferences > Add-ons > Install from File... and choose a *.ZIP, some add-ons will install, while others will return me to the User Preferences with nothing having happened (as far as I can tell)?

Is there a specific file structure required in the .ZIP? I get many add-ons from GitHub, using the Download Zip button, and even there installation of the actual Zip file only works some of the time.


texts: Set Custom Toggle Hotkey for Grease Pencil Stroke Tools not Working?

texts:
In Blender2.9, while trying to set a Custom Toggle Hotkey in User Preferences for GreasePencil-> Draw_on_Back command using wm.context_toggle_enum with context attribute tool_settings.use_gpencil_draw_onback, pressing the  hotkey(END) doesn't execute the toggle command .
Why isn't the toggle command getting activated by this hotkey?


texts: Solidify modifier causes black artifacts on mesh

texts:
I'm new to Blender and I've got a problem while using the solidify modifier.
I'm creating a Minecraft character using a rig and I want do a 3D-Head with the solidify modifier but it looks like this:

The sides of the solidified faces are glitching; they should have the same color as the top part

[EDIT]
I solved the problem; If I select every face seperatly and use Remove Doubles UV it works.


texts: Cycles Border render transparency compositing problem

texts:
I trying to speed up cycles 8k render (even completely empty space took significant time to render..idkw!) by rendering border (region) and fill rest of transparent space with solid color.

Result I want achieve (render just border (region) and in composition fill rest with color):

But I have this result which is wrong..

Simple composition works just fine for whole render view.

Mayby I'm missing something - so question is simple - Is there any way to render border (region) and then fill outer area in composition?

Edit: After testing it's possible to have good result just by changing window in blender from 3d view to node editor.. But scene is scripted so this solution doesn't work for me :(

PS: I cannot use image as background - it has to be generated node as RGB or similar because is part of bigger project.


texts: I have a diagonal line that's been subdivided, so it has a point in the middle. I want to move this point so that it vertically aligns with other another point along the global Y axis, but so that, and this is the most important aspect, it still stays perfectly aligned with the rest of the diagonal line segment it lies on.


texts: How to add a parent to multiple disabled objects?

texts:
I select couple of objects in outliner and they are disabled (monitor icon is off). I don't want to enable it. I want to add a parent to those objects. If I select them in outliner and in object property, I set the parent (and pressing Alt), it's going set the active one only, not the selected objects.
If the objects are not disabled, then Alt will work to apply the parent for multiple objects.
Anyone got a solution using python or any other manual way?


texts: Making realistic mold (fungus) in blender?

texts: so i have been trying to make realistic mold in blender for quite a while, as seen in the image the approach i've taken is making 2 image planes, one with a blurred white fur like texture to simulate the actual mold and one meant to look like mold stalks. both applied as a particle system, my main problem is the mold looks so flat, and the shadows dont really catch. does anybody have any tips for how to improve it? of if you feel that there may be a better way to simulate this please comment, i'm kinda stuck as to how to improve this so any advice helps


texts:
I'm currently creating a video for an art installation and I want to make a square ocean.
Let me explain, for the moment i'm using the ocean modifier on a plane but during the generation the ocean take an S shape and i'd like it to stay as square as possible.

This is what I get:

This is what I'd like:

And finally last question, do you have any idea to add more light to this scene because, as you can see, it's a bit dark.

Thank you very much !

PS: I'm french so excuse me for my bad english


texts: So I make thumbnails for youtubers, and one of my clients REALLY likes the look of SFM, I think that SFM is hard to work with and get anything done in. Is there anybody that knows how to make blenders lighting look like SFM's?


texts: Keyframe bones that are hidden and not selected

texts:
I'm making some keyframes on a rig that has tweak bones. Most of my poses do not use the tweak bones, so I want them at rest pose. Occasionally a pose does need a tweak bone. This means that in every pose that uses the tweak bone, I need them keyframed at their needed position, and every pose that doesn't use a tweak bone, I have to keyframe them at Rest. And every time I scrub through an area where the tweak bones have a pose, they will stay in that pose even though they are hidden and accidentally get left on.

The result of all this is a lot of time spent hiding/showing tweak bone layers, and having to interact with them constantly, which is very inefficient.

I am looking for a way to keyframe them without having to show their layer and select them all. It seems my workflow would be much more efficient if it was possible to establish a group of bones, and be able to keyframe them all at once regardless of if they are showing or selected. It seems that the Whole Character option on the keyframe menu does this, but it also keyframes a ton of extra things that I don't want to keyframe.

Does anyone know a way to do this, or another solution to this problem?


texts: What do these Animation objects in Outliner represent?

texts:
I want to export a model as DirectX .x format and retain the armature and animations. It's partially/sometimes working but not consistently. I have the checkboxes in the exporter checked to export animations, export separate AnimationSets, export unused animations, and the "export selected objects only" unchecked. My animations are separate Actions within Blender under dope sheets.

My model has 2 animations. Sometimes the exported file has 2 AnimationSets (which are what the animations are called in the .x format) and sometimes 3. One of them always has only 1 Animation sub-section that contains {Armature} (the name I gave to the blender object containing the armature and mesh). The others are the animations I want to export and contain Animation sections for each bone (sometimes there is only one of these AnimationSets.)

I think this has something to do with the following screenshot of the outliner:

There is an Animation on the main section of the object and another on the mesh. These get out of sync, and I'm not even sure the correct way of setting one or the other or what each of them are. I also notice that changing one of them sometimes doesn't change what animation is played in Blender. What are each of these supposed to represent and how do you set each of them? If I knew what they were I could probably figure out how to consistently export all animations.

In the screenshot, Sphere is the mesh and Armature is the mesh parented to the bones (sorry for poor naming, right now I'm just trying to get it to work.)

I'm using Blender 2.77a.


texts: How to organize bookmarks in the file browser?

texts:
Is it possible to control the order of the bookmarks in the file browser, without resetting and re-adding them all?

How can I do this?


texts:
I have issue subdividing bezier curve in edit mode. I go right-click and than subdivide and it does not work.
How can I add vertex in the middle (subdivide) between the already existing two on both ends of the bezier curve in Blender 2.9?


texts:
I am using 2.82 (via snap on OpenSuse Linux).

I can draw via grease pencil (an annotation) onto the side of a cube using "surface", but, if I move the cube the drawing doesn't move.

How do I join the cube and the strokes?


texts: Adding a Procedural Crater to a Terrain Created by ANT Landscapes

texts:
I created a terrain with ANT landscape that looks like this:

I looked up a tutorial on how to create a crater and followed this video from CGMatter.
I created a crater that looked like this:

Nodes looked like this:

But when i tried to apply this material to the terrain created by ANT Landscapes it looked like this:

Is there a way I can make this work or another way I can have a crater in this terrain?


texts:
I didn't find a way to combine the two tools, extrude and Proportional Editing.
Is it possible?
My goal would be to model something like basalt columns easily...


texts:
I don't know if it's a bug or eevee just can't handle multiple layers of transmission.
Basically I have two tubes. The inner Tube's transmission is 1. The outter tube's transmission also is 1.
To imitate a flow effect I animated the IOR of the inner tube. But if I "wrap" the outter tube around the inner tube the "flow" effect is gone. Transmission still work but not the IOR. I thought I might need to solidify the outter tube but thats not it.

Regards


texts: Depth of Field F-stop not doing anything?

texts: I'm trying to achieve DOF using Blender Internal 2.75a. Everything seems to work, except that the F-stop doesn't seem to do anything, nor in the Defocus node nor in the camera DOF settings. I just get a uniform blur, no focus plane. I followed tutorials and read some posts but couldn't find the correct solution. See the image for my settings. Note that I am focusing on the Eyes object. How to make it work?


texts: When I rotate my texture in a node editor the gradient disappears. Why is this happening?

texts: I am following this video tutorial, https://www.youtube.com/watch?v=1mJr6LDtbEM&t=272s. And I'm figuring out  how to apply the material, however in the mapping node when I change the rotation it sometimes just deletes the gradient and turns it completely white.


texts: Turn Obj-sequence into FBX file for Unity?

texts:
I have a sequence of objs of an object deforming, each of which has the same number of vertices and faces, that I would like to be able to put together into an animation and then export as an fbx that could be brought into unity.

I've used 'Stop Motion Add-on' to import the sequence which seems to have worked, I can play the animation, but when I try to export as an fbx I just get a single object of whatever frame I was on with no animation attached to it.

is there some special way I need to export it so that the animation is part of the fbx file?


texts: Could I have a camera complete an animation then follow a path?

texts: Currently I have a camera following a car moving across the scene. The car's animation is repetitive and the camera only follows the car for one repetition. Once it's done with the first repetition i would like the camera to pan away from the car and circle around my scene at a constant speed. Is there a away to animate the camera so once it is done following the car it falls on to a path that circles the scene?


texts: Objects created with a specific size aren't coming out at that size when exported

texts:
new to Blender here and I'm trying to make an object of a specific size that I can 3D print. Here's what I'm doing:

File> New> General, select the cube and delete it.
Go to the Scene Properties tab and under Units, make sure the system is Metric and length is in mm.
Add mesh> Cylinder
In the Add Cylinder box that pops up, change the vertices to 64, radius 20mm, depth 4mm.

This creates an appropriate cylinder, but it's really tiny in the window and I have to scroll in a lot to see it. Once scrolled in, I have about 3 clicks of my scroll wheel before it goes from barely visible, to visible, to now we're inside it. Working with such a small object has been really difficult.

When I export the object as a .stl and open it in Chitubox, the cylinder is so small that it isn't visible. If I click to resize it, Chitubox tells me that the object is 0.04mm(x) by 0.04mm(y) by 0.00mm(z).

What am I doing wrong here?


texts: is it possible to easily create this effect on a mesh i modeled from a single vertex?

texts:
I recently started work on a sword hilt to which I was later going to add a different blade and handle style to, however as i modeled this mesh flat and from a single vertex extruded to reduce the challenge to myself of connecting individual meshes together correctly i got the shape mostly correct however i cannot create the smoothed/curved effect that can be seen in the following image in the indicated areas that lead into the sharper edges.

The arrows on the top image indicate the areas where the plastic or metal material curves into a sharp edge (the bottom arrow) and a flat side touching the blade (the top arrow)

the second image is an angle view of the mesh as it is currently, i have tested with marking shapr edges and smooth shading, and even the smooth modifier but they both resulted in a glitched out mesh that doesnt hold its shape at all even at sharp areas.