texts: How to increase the scrollback history of the Python console/terminal within Blender?

texts:
How can I increase the size of the command history in the Python console?
The console options don't provide any option for doing this.

Like Maya's unlimited output section in the script editor.


texts: What is the best practices for rigging a Cartoon Character

texts:
I would ask you for best practices with cartoon character.

I have cartoon character, that have separated parts of body. Head, body, arms, foots. Can I use armature for manage poses?

Armature works with joined components, but in case I join the components, I loose the perfect texture mapping that I did for each part separately.

Should I join all the parts and create textures and mappings as the last step?

How to keep positions and transformations of two objects - in case they are unjoined and Im moving by one of them - head - by bone?

I have eyes that must be - of course - parts of head. But bulbs and lashes must be in-depended - not joined - because they must be moveable.

The body texture was perfect before I joined the head and body because of armature.


texts: Mesh with weird inverted light direction

texts:
Sometimes while editing meshes I get stuck with a weird kind of behaviour. I know mostly it happens due to my fault as a newby, but I need find the way to fix it.

Step by step explanation appreciated.

https://www.sendspace.com/file/7pyhz1


texts: Rendering and compositing shadows only with Cycles

texts:
I need a Cycles render of only shadows cast by objects.

The compositor node setup shown in the screenshot works with a simple test scene in which light is provided by the World Background and the render layer delivers a shadow pass. The result is acceptable in the test- but in a scene with a lot of mesh geometry, the same setup delivers a completely black image. Is this caused by some limitation of computing capacity- can there be too much geometry in a scene, or can lighting be too complicated, for Cycles to deliver a separate shadow pass?


texts: Can no longer scale objects in object-mode (though edit-mode works) (Gray nodes?)

texts: Can no longer scale objects in object-mode though it works in edit-mode. I feel like I noticed the appearance of these gray nodes around the 3D view around the same time that these issues began occurring.


texts:
I am trying to bake the textures from this model that I texture painted. When I try baking it the texture comes out black, I have no idea what i'm doing wrong, any help would be appreciated.

Thanks

edit: This is my material that i made by following some tutorials on youtube, and this essentially allows me to paint the textures directly onto my mesh

when I export my model to unity there is no texture, so i tried baking it, and only a black texture came out, I need export the painted texture as a png so i can use it in unity
-Thanks


texts: How to make face between two layers of irregular pipe. I select edges  of both layers and try to make face but I get the face which closes  pipe instead of connecting these two layers to one wall.


texts: Material wont appear in blender render but it does in blender cycles

texts:
I can make my material apear in Blender Render, but it does appear in Blender Cycles.
And im trying to make to make it appear in blender render so i can Bake it whit Full Render , just to have all the details in a PNG file or JPEG.


texts: object with curve modifier doesn't work properly

texts: So I decided to learn about curves and after making a curve I added resized cube with a modifier "curve" with set object of the previously mentioned curve and then I changed the length and shape of a curve. After that, the end result of a cube performs differently than I think it should. For some reason it's not on the curve, it's under it like in the picture, and moving the curve makes modified cube act in unexpected ways.


texts:
I am looking for a way to take all the faces of an object and make each face it's own object.

In the image above, you'll see a basic representation of what I'm trying to accomplish. On the left is a shape with faces, all attached. On the right is the result I want, an object for each face. The project I'm working on is much more complicated than this example, so I can't select each face and separate by selection. I have over 3,000 faces to work on.


texts: How do I make an environment sphere thing? (like Blender's preview)

texts:
So, I just want to re-create a material like this one from blender
Is there any way I can do it? Thank you.


texts:
I am using spin on extruded faces but for some reason it twists as it rotates.

This is what i have before i press spin:

So when i press spin i get this result:

Why does this twisting happen? I am using a mirror modifier don't know if that matters but if so the settings for it are:

Axis X and Z ticked.
Options:
Merge & Vertex ticked.

I was hoping it wouldn't twist but would just do a nice curve so the faces were facing outwards.

Am i misunderstanding how Spin works with the cursor?


texts:
I'm trying to render a movie on a plane. However, in the final render and viewport render, it only appears as the default grey plane. Settings are as follows.

Do I need to set up a material for it?


texts:
Im trying to bake a high poly sculpted model to a low poly plain model with out any modifiers to produce my normal map.
my procedure is this- after sculpting a multires model, I copy the model and remove the multires modifier from the copy. Then I place the two models over one another and select both models making sure the low poly is the active model i proceed to bake using the setting shown in attached picture.
 I have done it this way multiple times before, the last time i did this was 2-3 day ago so i know it was working and now for some reason it give me the error as shown in attached picture. Does anyone know where i went wrong? I'm using version 2.74 which i re-downloaded today just incase it was the version giving me the problem


texts: Viewing my objects in the default 3d (iso) view

texts:
I'm brand new to blender so please go easy me! This question is asked a lot yet I can't seem to find the answer. When you start up Blender, the default includes a cube mesh shown in 3 point perspective/ Isometric view. How can I return exactly to that view (same angle, distance, etc) even after I change the object. I know can change the viewpoint to top, right, left, bottom, front and back but there seems to be no viewpoint that returns me to that isometric, 3 point perspective view that I started out with. Viewpoint camera gets me there but when I toggle out of the camera viewpoint back to the last, orthographic view.
Any tips? A shortcut perhaps?
Thanks,
Greg


texts: Getting consistent image with distributed rendering

texts:
I have a homemade render farm that I cobbled together out of several retired PCs. My script splits the image into several slices, sends each slice to a node (6 slices for 6 nodes) and then combines the image in the compositor. My problem is that depth of field is inconsistent across nodes. Here's the result using the BMW test blend.

You can start to see noise where the depth of field kicks in. Here's the image again without output in the compositor where you can really see the effect.

I've tested with other blends with DOF to the same result. If I render on a single node the noise isn't there, or at least it's even across the image so it's not noticed. Any idea how I can get a consistent results across nodes?


texts: Rigid Bodies with Follow Path Constraint

texts:
I am creating a scene in which an object with rigid body type active is following a path (constraint).

I wanted to test it (with the default cube) but the problem is that the plane is also a rigid body (passive) and I would like the cube to interact with it. But it seems like when using follow path constraint, the rigid bodies do not interact with each other.

I followed the method provided by this answer and even got somewhat close to what I needed, but the problem is that I want the active rigid body to follow the path and still interact with the passive rigid body. I want the cube to follow the path till the end interacting with whatever comes in between. I am attaching my blend file here:


texts: Application Template - Installing custom theme and keystrokes from the __init__.py

texts:
I am happy to report that Application Templates are back in action as of yesterday. So this brings my question:
How to code the __init__.py script to launch my custom theme colors with Blender? (theme.xml)

Also, I have 2 very simple addons which work with custom shortcut keys.
How can I add the shortcut keys on my application template as well as the addons themselves?

Also, how can I add my custom .py addons to work in the same template? What's the correct folder hierarchy before packing it into a .zip?

Thanks!


texts: How can I combine an animation with transparent background and a pre-rendered scene(panoramic camera)(VR Video)?

texts:
I have an animation where the camera is focused on a table and some experiment is going on. I want a classroom surrounding, the end result being a VR video, where I move my head to see the class as well as the animation going on at the table.
Is it possible to render the experiment animation happening on the table with a transparent background (camera in panoramic setting) and then combine it with the classroom scene that I render separately.
Otherwise, I'd have to place the table in the classroom and render out all the details of the classroom for every frame of the animation.

The first image is the table on which some experiment related animation will go on. That's the part i want rendered with a transparent background i.e only the table and whatever's on it.

The second image is the panoramic view of the classroom, that I want to render separately and then somehow merge the previous animation with this.

PS: The scene is downloaded from the blender website for the purpose of explaining my query.


texts:
How can Blender automatically update a 3d model from a changing network file?

I have a networked drive that has a 3d model, let's say an ".obj" file, that is being worked on by either multiple people, computers, or programs. When a change in the filesystem is detected (someone made a change and saved it), IF there are no changes to the model since the last import for that model, I'd like blender to automatically reimport it. (A prompt would be nice too). Is this possible via a script or existing features now, and if so, how?


texts:
The above image is what I have created so far, still prototyping, just got started scripting within Blender
Would like to be able to collapse each box, which contains light properties, like the image below (from Luxcore).
Does Blender have this option or do I have to build it from scratch?

I have looked through the code, but can't seem to make sense of it...


texts: how to import previous settings in 2.76b?

texts:
I installed it on ubuntu, just direct extract from gz2 package.
Here described a way to import previous setting. However, there is no such option at 1st time I start the new version

>>> bpy.utils.user_resource("CONFIG")
'/home/user/.config/blender/2.76/config/'

ls /home/user/.config/blender/2.76
ls: cannot access /home/user/.config/blender/2.76: No such file or directory

We can see there is no config file at all. Still there is no such option on splash screen.

I also tried:

>>> bpy.ops.wm.copy_prev_settings()
Error: Source path '/home/user/.config/blender/2.75' exists

However, this is not true. The only folder exist in that /home/user/.config/blender is 2.71
There must be some bugs?


texts:
Until before the holidays, I was happily using a key combination that would center the rotation axis nicely on the bone head, setting it to “local” rotation.

But I have completely forgotten what key combo I was using. D’oh. And I have searched and searched to no avail!

Can anybody remind me what key combo sets the axis center on the bone head?


texts: How do I add to my scene a shader I downloaded?

texts:
I'm referencing this CC-0 shader:
https://www.cyn-prod.com/projects/wood.php

How do I add this to my scene?

I've tried "appending" but Blender drills down into the Blend file's directory structure.

I want to add wood texture to a kid's stool project.

Blender 2.82a


texts:
I'd like to render a scene in parallel view, where the camera distance is at infinity:
http://www.cs.princeton.edu/courses/archive/fall99/cs426/lectures/view/img016.gif

In the camera setting panel I can only select "Perspective", "Orthographic" and "Panoramic".

Is a parallel view possible in Blender?
Thanks!


texts:
Could anyone explain what is the difference between the two?
I tried both Make Proxy and Make Local Object and they behave the same as far as I can tell.
I can edit the object (Location, Rotation, Scale) both after I Make Proxy and Make Local Object.
Then I tried editing the object in the original blend file and after editing the object in the original file I found out that neither Make Proxy nor Make Local Object were updated.
But if you apply the Transforms in the original blend file then it does update for both Make Proxy and Make Local Object.
I could also add modifiers to both Proxy and Local Object. Changing any other data like Mesh and Materials is not allowed for both of them.
I could only notice that if you Make Proxy then you have an extra object in the Outliner whereas when you Make Local Object you don't have this extra object, which makes it a bit cleaner.


texts:
I'm trying to delete some bones that are included by default when you rig a model with rigify. The bones themslves are not used for anything and I'd like to delete them as they are causing problems when I try to export the animated model to fbx. Any help is appreciated, thank you!

Attached Blend file


texts: Getting Error: The Encoder Timebase is not set when trying to render finished Video sequence

texts:
I cannot find any other posts to do with this and I don't to completely mess up my Blender while messing with settings I do not understand. I finished putting a video together in VSE and tried to render it and I got this error: The encoder timebase is not set .

How do I fix this? Also I am happy with a workaround such as copying my VSE strips to a second Blender window but I don't know how (Yet again) :) . Thanks

Edit: It seems to be something to do with FFmpeg because when I switch to an image format it renders fine. I will try removing the audio codec (mp3).


texts: Can I cut a hole in a mesh using only a subsurf modifier?

texts:
In the Blender reference manual page "Subdivision Surface Modifier", in the "Combination" section, there's a file called WoodBlock.blend that apparently shows that you can use the subsurf modifier only to make a hole in a mesh. Can it be done with only a subsurf modifier? I tried to do it myself using my own mesh and with mean creases, but it's not turning out as I expected.

The edges of the hole I made aren't round like the ends of the mesh are (and like they are in Woodblock.blend).

I see that there's a similar question to this one, but I don't know if that person used a boolean modifier to make the hole itself or used a subsurf modifier.


texts: Difference Between Armature and Bone Layers?

texts:
So I'm programming a little customized add-on and want to implement a button to change the layer of bones in armature and pose mode.

But there are two different layer types, to armature and bone layer. I didn't find something, so could someone explain me the difference?


texts:
Please see attached picture.  Blender seems to have trouble with curves.  Even after applying "shade smooth" or "line by crease" from MeasureItArch, the curves still appear jagged.
I originally thought it had to do with imported WRL files, but I had a similar issue with a cylindrical shape created in Blender, too.  Is there a good way to smooth these curves out?  Thank you.


texts: How can I use the Add brush in Particle Edit mode?

texts: How can I exclusivity use the Add brush in Particle Edit mode?


texts: Simple material (diffuse nodes mixed through a "Pointiness" factor) does not work in EEVEE

texts: I have a material that works very well in Cycles, but nothing appears in EEVEE. Where does this problem come from? Is there any way to fix that?


texts:
After rendering an animation, the audio is only reproduced on Android devices, for iOS the video stay muted.
My audio files are on .wav format and render settings are as follow:

someone has gone through similar situation or know how to help me with this problem?
Thanks in advance


texts: I have a ocean scene where i had a ship model and i want to create foam of the ship with dynamic paint, but when i render the dynamic paint foam was gone. I tried to bake the dynamic paint but what happend was the foam still doesn't exist and the ocean texture gone. anyone has a solution?


texts: What are seams and creases and how to use them

texts: I want to know what is seam and crease in Blender and why do we need them and also how to use them?


texts: When is vertex painting the right choice to color a model?

texts: I am asking this question because I cannot think of any advantage to vertex painting over automatic uv unwrapping followed by texture painting.


texts: Handling of SVGs between Blender 2.7x and Blender 2.8x

texts:
Below is an image of an imported SVG (of course it's the same SVG for both versions of Blender!) notice that 2.79b does a much nicer job of "extruding" the 2D shape and filling.

In both cases, extrusion depth is set to 0.0001m and no other settings are changed.

Now, let's see Blender's 2.8x handling of the SVG:

Really ugly! What's causing this difference? I can turn the Resolution Preview U in 2.8x down which makes the SVG look a little nicer.

In 2.8, the import initially looks like this in 2D:

Why can 2.7x do something better than 2.8x can?!

I'm initially creating my SVGs by generating a PDF with LaTeX and then using pdftocairo to convert the PDF to an SVG.


texts: How to make a two-point perspective render?

texts:
Two-point perspective render is very popular for rendering architectures. In Yafaray, there is an Architect Camera to do this.

Is there any way to achieve this in BI and/or Cycles?


texts: I see Blender 2.76 now has a feature called "Point Density" textures. Is this a particle system? If so, how is it different from previous particle systems?


texts: How is the most bottom bar called and how can i access it

texts: How is the most bottom bar called and how can I access it?


texts: Well, you can see, in Shader, P BSDF don't appear, thanks.


texts:
i am texture painting my model and i can't figure out this: i am trying to paint with this "pois texture" i have made (.png with alpha) but, as you can see in ther picture, it appear without its color on the mesh. (instead of purple)

My first time using Blender texture painting tools so i am sorry if this will result a very basic question.


texts: the armature doesn't move the mesh and i can't unparent the mesh for it to work

texts:
I'm trying to rig a model that i didn't make in Blender (I made it in the game Spore). This is my first time trying to rig something.

But when I try to parent the armature to the body, it doesn't move the model in pose mode, and it's probably because the mesh is parented to the body, but no matter what I try, the mesh stays in the body and iI can't parent the armature to the mesh.

I tried unparenting it by alt P and doing clear parent, but it does nothing.

It won't let me drag the mesh into the collection either, and if I try to drag the armature into the mesh, it only lets me put it under body and it still doesn't work correctly in pose mode.

How do i unparent the mesh and get the armature to connect to the model properly?

here is the blend file if it's needed

https://drive.google.com/open?id=1qNtb9bRdrOd5NVWW2QlNPMqM1l0gL_r5


texts: Protecting default settings of custom sculpting brushes

texts: I've downloaded some custom sculpting brushes and saved them in my Sculpting startup file. If I'm working on a project and I reset the brush, it reverts to the factory default settings of whatever brush category it's based on. For example, if I reset an Orb brush that's stored in the Sculpt Draw category, I lose the texture, brush icon and custom settings that were saved with the original file, and it just becomes the default Sculpt Draw brush. If I'm lucky, I can undo it, but I end up losing some recent work. And as far as I can tell, the only way to get the brush back is by appending it from the original file (or starting a new project and appending the collection). Is there any way to prevent this from happening? Or do I just need to make sure no to reset any brushes?


texts: If I have a model that already has its own armature, is there an easy way to transfer the bone weights to a rigify armature. The current armature is very basic and would be much easier to use via a rigify armature.


texts: Triangles or Squares or both? Which polys are easier for to render and in number? Or what if there are more verts than 3 or 4?

texts: I have a question, I am aware that sometimes triangles can make a better curve, or close enough, using less polys, but which are would be less work to render? 1 square, or two triangles? So that being said, would it be best to make all faces of triangles, or triangles where necessary and save squares where squares more triangles than squares would be? What if it has more sides?


texts: How to Make White Transparent in a Shader

texts:
(Eevee) So I have 2 textures hooked up to a color ramp, but I want to combine them in such a way that the colors on either isn't desaturated. I tried a whole heap of blend modes, this seems like a really basic maneuver in shading but I just could not findanything on this except for stuff that only works in cycles.

Neanderthal node setup

Node output

What I want the node to spew out

Thanks to any legend who points me in the right direction.


texts:
The glass material in eevee doesnt show properly in one particular file even if i followed all the steps that i could find online to turn on refraction setting in eevee setting. The weird thing is only this file i have makes the glass material dark grey but if i copy the object to another file, it works perfectly as glass. (it doesnt work even if i reset to factory setting in the same file and copy back the object in...)
I know the easiest solution is to open a new file but since i am new to blender and it would be great if someone who is experienced could teach me what i have done wrong. :)
Thanks!

here is the download link of the file:
https://wetransfer.com/downloads/4c14ea045b19d58120d4ae278a599e5420200701162130/ffc6456cb8e257dbacd93042a50951d420200701162143/eb1cfe


texts: How to get correct lightning in the shadows?

texts:
I just started learning Blender. After I finished my first scene I saw some problems in the shadows. Is there someone who can help me out and tell what I could improve to get rid of these problems?
My lighting setup is one area light from the left (blue arrow A) and one point light from the right (blue arrow B). In both lights I check marked shadows with bias at 0 and clip start at 0.05.
Red area: The shadow seems to be rather further down the edge then right in the edge. Also the lighting is not very even.
Yellow area: There is no proper shadow around the legs, maybe the legs are even emitting some light.
Hopefully someone can help me out :)
Cheers, Julian


texts: Use same hotkey to toggle between distinct input functions?

texts:
How can we set one single hotkey to cycle-toggle between a number of input functions?

It should work pretty much like the 'Tab' hotkey, for instance, which toggles between 'Object' and 'Edit' modes.


texts: I made two bones each. But I haven't been finding how can connect them. (I know I can make connected bone by press E. But I don't know how to connect two other bone.)


texts: "No Animation Data In Buffer To Paste" Error

texts:
Ive been animating a run cycle and I need to copy and mirror the same poses.

On frame 10 I copied that frame and on frame 14 I hit Shift + Ctrl + V to paste the copied frame and it gave me this error: no animation data in buffer to paste
Ive looked for a setting that could be enabled and could not find one that looked like it did anything with it
I'm using 2.90.1


texts: Weight Painting Dragging pieces of mesh with value of 0

texts:
so I am trying to put a bone on a rope on the well that I made so that I can make it swing back and forth, but I cant seem to get my weight painting to work.

My rope has a value of 0 all out except for at the end of the that I want to move with my bone

When I rotate my bone it grabs that whole edge and moves it with the bone for some reason

I've checked and all my vertices have a 0 weight except for the area that I want to move, even if I pull the weight value from 10 to 5 on the end it still gets the same result when rotating the bone

I've also tried deleting the bone completely and re adding it but that didn't help.


texts:
everything has been great with blender. just one problem at the moment i need sort of alternatives button for middle mouse (the mouse wheel) button for rotating, panning etc. everything that have anything to do with the mouse wheel click.

after quite a while using it, now it's a bit broken and sometimes not responding on my click. much appreciated if someone can list everything that use middle mouse wheel button, that i need to change to completely replace the middle wheel click with something else. and alternative key suggestion would be nice too. (bit troubled with this one)


texts: How do I append an object from a python script in Blender2.8?

texts:
I'd like to Append an object using a python script, and do it in Blender2.8.   I have found some code snippets to do this on 2.7x but having trouble on 2.8.

Below is what I tried.  I get this error on the last line:  AttributeError: 'bpy_prop_collection' object has no attribute 'link'

Thanks for any suggestions or code snippet.  I am beginner level on Python, and intermediate level on Blender.

Matt

# current scene
scn = bpy.context.scene

# path to the blend
filepath = "//2019_template_01.blend"

# name of object(s) to append or link
obj_name = "Chassis"

# append, set to true to keep the link to the original file
link = False

# link all objects starting with 'Chassis'
with bpy.data.libraries.load(filepath, link=link) as (data_from, data_to):

    data_to.objects = [name for name in data_from.objects if name.startswith(obj_name)]

#link object to current scene
for obj in data_to.objects:

    if obj is not None:
       scn.objects.link(obj)


texts: Texture paint - fill polygon with mouse click

texts:
I would like to single click-fill a polygon in texture paint mode, without selecting it first.

Is there any kind of script that does that, or is it possible to ad multiple commands to one mouse click, like select polygon - fill - deselect polygon .. with just one click.
thanks!


texts: So I want the back of the ship's mesh to be pulled to the mean crease (1) I have set. When I try to fix it, I am left with an ugly result.


texts: I have an animation and in one part I would like a pencil to roll and fall off a table.  The pencil is an active object and the table top is a passive object.  I have set key frames for the start position of the pencil and also enabled Dynamic and Animated in the Rigid body settings.  I have then set the end position of the pencil just before it would roll off the table and disabled Animated in the rigid body settings.  Starting from frame zero this works fine.  However, if I try to use this set up further down the timeline the pencil disappears at the end of the animated phase. Any help appreciated (2.91).


texts:
I have a Mesh that should be change a several times via counter.

cont = bge.logic.getCurrentController()
scene = bge.logic.getCurrentScene()
own = cont.owner

if own['build'] >= 0:
    own.replaceMesh('mon-stage1',True,False)
if own['build'] >= 25:
    own.replaceMesh('mon-stage2',True,False)
if own['build'] >= 50:
   own.replaceMesh('mon-stage3',True,False)
if own['build'] >= 100:
   own.replaceMesh('mon-stage4',True,False)

stage = 0

for stage in range(0,100):
    stage += 1
    print(stage)

The problem is that the counter (game property) is increasing too fast.
How can I make it slower?
For example, make a delay in 5 tics after each increasing of variable "stage".
"Skip" of Always sensor doesn't help. And I want to realize it through python (for loop).


texts:
The line of code worked in the past, but has stopped working now that I have had to replace the computer on which the code was originally written and tested. The error message is:

Calling operator "bpy.ops.import_image.to_plane" error, could not be found

The line of code is:

    bpy.ops.import_image.to_plane(files=[{"name":BackgroundFilename, "name":BackgroundFilename}], directory=BackgroundFolder)

The variables 'BackgroundFilename' and 'BackgroundFolder' are correct.  The file to which these variables refer exists and opens normally outside of python.

Checking the file properties, it is not blocked and everything seems normal.

Any suggestions would be appreciated.  Thanks in advance.


texts:
I've been making a video with some clips, a couple of photos, and 3D text hovering over them. On VSE, I set, in this order fron lower to higher, an audio track, a video track with a blank sheet on it, used as background, another video track with some clips and images, an effect track to manipulate those clips and images, and, over all of them, an "scene tracK" for the text, made in 3d viewer. I created several text objects, set black and green opaque materials for them, and keyframed their location parameters to animate them so they apperaed and dissapeared over the white background or over the clips and photos. The white background was set as Cross blend, and the rest of the clips were set as Alpha Over blend. I used Blender Render, and my office pc works with windows 10, has 16gb ram, and some mid range CPU and video processor.

I worked on it the whole day. Everything was going well until, prior to render it, I realized that my green text had suddenly gone black on vse viewer. On 3D rendered view, it was still green. Then, going to the beggining of the video, I found some of my text was just missing on my vse viewer. I changed to 3d view, and I could see that it was there, animated as I had planned before. By that time, I had to leave my job, so I sent myself the project and the files to finish it home. Now, I open it at home, and see that the text has gone transparent on the VSE viewer, and it's on screen when It should be out of it. What a mess, ain't it? I guess I made something wrong during my day work and it's getting me mad not knowing what (specially as I had to make this video for today :P)

Thanks for reading! Surely someone here will make me see what was my mistake

I clip an image showing my vse tracks and the text which shouldn't be there (it's keyframed to be totally transparent at that time).


texts: How to make an action that contains keyframes from 2 or more different objects?

texts:
I think the title sums it up, I want to be able to have a special parent object that has one animation that stores the every objects part of that animation. for example, I have a sphere and 2 cubes one on each side of the sphere. I want the cubes to move in 2 different directions, and have the sphere to hold on to an animation that has the keyframes for both the cubes in the same action. However, there is a problem. I select all the objects and I > Location, and the last selected object overwrites the keyframes of the others. How can I fix this?

EDIT

I'm going to keep what's here but sort of reclarify what I'm saying in this paragraph.

So I want to store multiple objects locations or any other value in the same action together, so that I can have multiple objects work together for an animation but not have separate actions for every single part, especially if the actions are supposed to play together at the same time. I hope I have clarified somewhat better this time. Thanks.


texts: Multiple actions in one file - how do I switch between each action?

texts:
In my file I have a rigged character and a couple of different animations, i.e. actions. In the dope sheet/action editor I can select between these, and the yellow/white dots (I mean the dots that display where in the timeline a keyframe is for the given bone) get updated accordingly, so I'm sure the previous animation was saved with the .blend file.

However, when I scrub through the timeline, the character always performs the same, most recent action. So say the dope sheet is displaying the keyframes from a crouch animation, but when I move the cursor in the timeline to a specific point, the character in the 3D view will still perform the running animation!?

How can I go back to view and edit the actions I made before?


texts: Is there a way to hide the path that a hook modifier draws on the 3D view?

texts:
I have a scene with an absurd amount of hooks (on the order of thousands). This, of course, clutters my scene quite badly.

I was unable to find a way to hide the paths that hooks show linking the parent to the child. I could of course just make it invisible but then the effect of the modifier is lost.


texts:
I've seen many rigify questions on this site, but none that explain something to this extreme. This model is freshly rigged with rigify. Any minor change in pose causes a large deformation, and nothing is consistent from any video or tutorial I have been following.

I understand weight paint, but it only seems to make the problem worse by introducing new ones.

To the blend file

Thank you for your help, and I hope something can be done about it. There is another model suffering from the same problems.


texts:
I may be going about this the wrong way.

I want to create a Mobius ring. I managed to do it by twisting (rotating using proportional editing) then using a curve modifier. But the faces were full of creases no matter how I smoothed them.

I then tried to extrude a plane converted to a curve which was getting there. But I cannot see a way to join two edges of the Mobius ring with a surface.
I would appreciate any pointers.

Stephen


texts: Interactively change camera's focal length

texts: Does anyone know how can I change my camera's focal length interactively, in the 3d viewport, (while looking through the camera)? I'm not looking for the "lock camera to view" feature, just so you know! I'm looking for the real zoom of the camera change/perspective "distortion"...


texts: How to have multiple same editor panels (eg. two user preference window) with different states?

texts:
I want to have two user preference windows so that I can quickly search for short cuts In one of them, and change themes or other settings in another one.

The problem is, all user preference panels share same states, if you change the active tab in one of them, any other same panels will change accordingly, which is unnecessary.

Any way to avoid this?

Essentially the goal is to make SpaceUserPref behave like SpaceText. You can have multiple text editors in the blender, while every instance has different list of texts.


texts: Are quads or triangles better for games?

texts:
I keep reading that triangles are bad to use, I still don't 100 percent understand why but I'm making some characters for a mobile game. Seeing as it is for games then would it be better to have quads or triangles or would it matter if it was mostly quads with some triangles?

I mainly ask because I'm modelling a hand and I'm having trouble connecting it to the wrist without using triangles.


texts: I want to create a border for a window. The bevel object is a simple shape. The path isn't closed and has an opening at the bottom. Both vertex point has the same values on the x-axis. Also, the scale values are equal. But somehow I don't get a straight extrude. If I convert it to a mesh, the discrepancy stays the same. What's the problem with this?


texts: How to sort 3D models, like adding tags to them, and select 3D by tags?

texts:
I'm working on a lot of models of a power plant.

I made a cut to see the inside of the power plant and I have to manually fill the area of the cut with each of the models.

I already work on group of assets (generator, turbine, etc.) but I want to do it faster.

This is my current workflow:

Select and hide each models I've done
I select a model/a group to fill
Go to #1

But it is a waste of time selecting each time the model is done. Is it possible to make it faster to select the models I've already done?

Typically I would like to add a tag to a finished model, like say "Work done"
So after I can select all "Work done" models and hide them

Or is there another way to differentiate the objects so I can easily select them?


texts: Are you supposed to only be able to bisect once?

texts: I wanted to make a simple pyramid for unity because for some reason it isnt amongst the generic shapes. I attempted to do this by bisecting a cube. After making one bisect blender keeps saying "selected edges/faces required" why?


texts: is there any method to quickly draw a shortest distance path on a mesh from one point to the other?

texts:
shortest distance problem

Any addon to achieve this? Thanks a lot.

screenshot:

https://app.yinxiang.com/fx/f2ccf92a-7079-4fe3-b6f0-cda289efcd0f


texts:
When I try to render my mesh with hair particles in cycles, blender immediately crashes. But when I render the mesh without hair it renders in record time.
I can't think of anything that might be wrong, considering the same mesh rendered perfectly ok in blender 2.76.
I am using an iMac Retina 5K, 27 inch, Late 2015 model. The processor is 3.3 GHz, intel core i5. Graphics is AMD Radeon R9, with a RAM of 32 GB.


texts: How can I duplicate an object along a path?

texts:
I created a long mesh object and I selected an edge, hit ShiftD to duplicate then made it a separate object by pressing P. Continued with AltC to convert curve from mesh. So far so good. But I want to use the curve as path to duplicate an object along the mesh object but I cant seem to make it work. I tried a few ways with using array and curve modifier also using the duplication tab in the object property set on Frames.

It does duplicate the object I want but not along the path. Just what seems to me like random places or straight in a line. Maybe I did something wrong along the way? I wonder if this has something to do with pivot point and if so how would be a smart way to make the pivot points of both objects the same?


texts: Video no longer appearing in video editor?

texts:
I am new to blender and animation in general.
I poured hours into one simple 2d animation. i had a basic version that saved and worked.
I came back and made some visual improvments and added sounds. but now there is no image appearing in the video editor and whenever i try to render it sticks at zero frames and shows a black screen.. (i can still load the file and play it perfectly with sounds and everything, the problem comes as soon as i try to render again.)

what am i doing wrong?? ive been trying to fix it for so long!

Edit: I can render the animation but all frames are black


texts:
I am rendering an object and am making changes and then rendering again. Is there any way to compare my different renders. By compare I mean just quickly swap between the different renders so I can see the minute changes. My interest in is in this to be quick way to judge my last change.

Saving the individual renders to a file and then using an image viewer would allow me to do this, however it is tedious and time consuming. Is there a way to do this in blender?


texts:
I seem to have screwed up something that allows you to inset evenly, I think I have tried every combination of settings in inset and pivot center and even is far from even.  I tried uninstalling and re installing blender 2.71 and get the same result.  The image attached is a simple default cube that I tried to inset evenly.  I have also attached the blend file link  help??

Blend file here.


texts: Animate winding a ribbon/rope/cable around a cylinder?

texts:
Actually, it's not so simple as the title suggests... :)

I might be asked to animate something like this - https://youtu.be/1A3vaJaNDLY?t=132

Here's a still from that video:

It's the process of doing helical wrapping of carbon fiber a ribbon around a pressure vessel. And later in the video you'll see a simpler activity of hoop wrapping, which I'd also need to animate.

I've got some basic experience with Blender (e.g. https://vimeo.com/207323639), but I have no idea where to start with this kind of animation! At this point I haven't spoken to my client, so I don't know whether this will be requested; but I'd value input from Blenderheads here so that if I'm asked for it, I'll be able to respond with "sure!", or "can't be done", or "sure, but it'll cost ya!". :)

Pointers, anyone? Thanks!


texts:
The add ons I’m using work fine in Blender 2.7 but if I try to install them in 2.8 or 2.82 nothing happens. It seems no add ons at all work for me.

If I install from file the Blender log says the modules have been installed but they don’t show up in Blender or in the add ons folder.

Also, the method of just putting them in the add ons folder itself doesn’t work either.

Any help would be much appreciated.


texts: How to create moving, dynamic/animated fog/clouds?

texts:
I watched tutorials on how to create fog within bounding boxes, but the fog is static.
I'm trying to create a scene of an airplane where the camera is looking down on the clouds, and the clouds should be moving.  I was going to try and make the clouds in a similar way as I made the fog (with bounding boxes) but is there a way to make the clouds move?  The airplane is going to fly through the clouds so it's important that they are 3d and not just a plane.
Is there a better way than using bounding boxes?


texts: Why is there different shading on the same material

texts:
I’ve been learning blender and am currently modeling my phone for practice. I have two problems, which I suspect both have to do with shading, and have thus placed them in one post.

One of the triangles in the glass is randomly lighter than the surrounding area, and there are no defined edges along it.
The center polygons of the phone’s bottom edge are not being shaded (I think?) correctly. The whole bottom edge is the same material and is all smoothly shaded.

Pictures:

Any advice would be greatly appreciated, thanks everyone!


texts: How to calculate volume of a mesh object

texts: With the 3D print addon. Under Rigid Body -> Mass i have put the value of 5Kg. And Under object -> Rigid Body -> Calculate mass with a custom i have change value to 7200 (cast iron) as density given. Click on the value it suddenly change to 44.5kg. And i want 5Kg. How it works. Any suggestion whats going wrong, or help. Thanks


texts: How can i merge one object smoothly into another while animating?

texts:
so i have a baby as one object and a toilet as one object and the baby grows. at the end it is supposed to have the toilet as a head like the first grown person on the right.
how can i merge the toilet head with the fully grown baby at the end while animating so that i can keep on animating it as one object together and so that the colours are a nicer gradient?
does it work somehow with shape keys? but then i'd have to rebuild the whole toilet and i'd need it to look (at least almost) exactly like the first so copying the toilet would be kind of necessary.
if someone could help me that would be fantastic. :)


texts: Can I Replace Numpy with a Different Build?

texts:
I want to use OpenCV in Blender (2.77a), but trying to build it under Windows is incredibly frustrating.  I downloaded a pre-built version from http://www.lfd.uci.edu/~gohlke/pythonlibs, but it's not compatible with the numpy that comes with Blender:

>>> import cv2
RuntimeError: module compiled against API version 0xa but this version of numpy is 0x9

I found that I can get around that by using a different pre-built version of numpy, but

I'm not sure what side-effects that might cause (is numpy used for anything in Blender itself?).
I'm not sure of the best way to override Blender's numpy.  Right now, I'm inserting the path to the new numpy at the beginning of sys.path.

Is there a better way to handle this?  How can I find out what API version of numpy is in the latest Blender release?


texts:
Trying drawing a sinelike shape on a cylinder
I am trying to draw the picture below. I tried using boolean modifier on the cylinder but, I couldn't create an object that would like on the picture below.
Any tips on how I can remove a shape from my cylinder that looks like on the picture below?


texts: How to create material that goes along curved mesh?

texts:
Excuse me, I have a cube, which has a curve modifier applied to it. I want to create a material that goes along the curved mesh, like this image below:

Here is my setup, which doesn't work:

Edit:
Setup with Curve ...

I hope my question makes sense.
Thank you so much
Stay safe :)


texts: When is acceptable to have disconnected geometry?

texts:
Some times it's easier to add a quick sphere and move it so it intersects a part of an existing model rather than trying to connect the existing model to the sphere.

When are these kinds of shortcuts acceptable (or not) for good topology?


texts:
i tried to export my .py and want to upload it as addon.

the script works perfect, but when i try to import it as addon i get these errors:


texts:
I made a 3D Scan of a house and I am trying to remodel it as a low poly version.
At the moment I am struggling to get a smooth slop where the grass is. Is somebody able to help me?
Link to the blender file: http://www.mediafire.com/file/403j9dltnezfbbj/Haus_Blender_komplett_Save_145.blend/file

Thanks a lot!


texts:
I am trying to do photomatching in blender where I need to manually match the camera position to the object I'm modelling. My source image has really small focal length 13mm which makes the camera movement too fast. I'm holding shift and the camera still pans around too fast. Is there any way to fix this? Make the camera move slower?

Only thing I can imagine is using my mouse adjustable dpi and put to its smallest setting but sometimes even that is too fast. I'd guess I could adjust windows mouse speed but that is awful to have to fiddle with on constant basis. As long as I can remember blender perspective mode has had this issue which is why I always try to do as much as possible in orthographic mode... maybe there is an addon that fixes this?


texts: Cycle 2.8 Cuda error at cuCtxCreate: Illegal Address

texts:
Am trying to bake a simple object, it has one material:

And a Texture node with the right image selected:

no idea though why the Texture slot when i select the object is always empty and shows nothing:

Now if i bake that for the first time it works like it should:

Now i don't touch anything, keep the same object selected, and hit Bake again,
That baked texture is all of a sudden empty, the baking stop after 1% and i get this message:

Baking map saved to internal image. save it externally or pack it

And the worst part is that the viewport Render mode stop rendering, its all gray

And if i just press F12 to render the whole scene, i get this error:

Cuda error at cuCtxCreate: Illegal Address

Any help please ?

Thanks!

PS:
If i restart Blender 2.8 , the same thing happens again, i can render as much as i want, but if i do a texture Bake, the first time it works, and after that this problem happens all over again.


texts:
I've got a sphere with a texture and a material and I'm using blender render. This is how it looks in material view.

[]

And this is how the rendered image looks.

[]

What am I doing wrong?

Heres my .blend file : http://www.mediafire.com/download/gly7535pswrnryj/problem.blend

Note : Im posting the blend file because I've got an integrated graphics card and I've heard blender has got some issues with these. So maybe it works for you, and its just my computer.


texts: How to create macro/record actions while modeling

texts:
I'd like to record my actions and create a macro. I've tried allready two things:

1) copying actions from Info panel and pasting them to text aditor. Then adding the lines:

import bpy
from mathutils import Vector, Matrix, Quaternion, Euler, Color

It works on the "Object" mode, but when I'm working on the "edit"mode, it does not record what vertice or face was selected. For example, if I'm creating box and then extruding the top face it looks like this:

bpy.ops.mesh.primitive_cube_add(radius=1, view_align=False, enter_editmode=False, location=(-4.74089, -5.86062, 3.95351), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
bpy.context.space_data.context = 'OBJECT'
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"mirror":False}, TRANSFORM_OT_translate={"value":(0, 0, 0.788862), "constraint_axis":(False, False, True), "constraint_orientation":'NORMAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False})
bpy.ops.transform.translate(value=(0, 0, -0.434886), constraint_axis=(False, False, True), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True) # I've slected another face and moved it. No information here on which one.

so there is no information on what face or vertex was moved or extruded.

2) Macro Recorder found here just doesn't work. It creates the template but do not record enything. All it produces is this:

import bpy
from mathutils import Vector, Matrix, Quaternion, Euler, Color

class MacroOperator(bpy.types.Operator):
    bl_idname = "macro.macro"
    bl_label = "Macro"

    def execute(self, context):

        return {'FINISHED'}

def register():
    bpy.utils.register_module(__name__)

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

So, is there a way to record all actions, including face selection?


texts:
does anybody know what could be causing these artefacts?

So far i have tried different render engines, using cage/no cage to bake, trying different uv seams, adding more detail, but to no avail...

!!!EDIT: so I figured it has nothing to do with baking aspect, the weird faces still persist even when no normal map or material is applied.

Here is the file with retopologized version: enter link description here


texts:
This object was created in Cinema 4D.
How can you recreate it in Blender?


texts:
I'd like to take a word and create a thin base that contours the letters and not have any through-holes. I've sketched an example of what I'm looking for.
I'd describe this as a 'skirt' in 3D-printing terms.


texts: Trying to install blender getting stuck on creating shortcuts

texts: I'm trying to install Blender at my school but when it's getting close to finishing it gets stuck on "Creating Shortcuts"


texts: Can someone please tell me why it's deforming this way? it always deforms in the same sort of line wherever I rotate the head.


texts: How can I move/reorder a vertex group more than one spot at a time?

texts:
I have a model with a lot of vertex groups. I've found out that I'm missing one, or need to add one for a new reason, or whatever. However, to keep the list usefully organized, the new group should be near the beginning of the list. The problem is that all new vertex groups are added at the end of the list, and it seems that the only way to reorder them is to click on the "move up" button once per spot. I don't really want to be clicking the "move up" button a couple dozen times, especially if it turns out I need to (for example) add four new groups that all belong near the beginning of a sixty-long list for a couple dozen models.

How can I move a vertex group multiple spots at once?

I can't use name sort or bone hierarchy sort because that's not how the groups should be ordered. The "copy group" function also sticks new groups on the end rather than after the selected group. The intuitive "click and drag" doesn't exist. I'm not seeing anything relevant in any expected locations.


texts:
The following images show what I want to achieve with animation nodes.

So far I came up with this, but I have no idea how to combine them or if I'm on the right track:

Random transform & rotation

Transform and rotation around local axis

If someone can help me with this, I would be very grateful.


texts: How to save viewport image when running Blender as Python module

texts:
I need to save viewport image while running Blender as Python module.This is required because I need real time updated ( only available on viewport )?
Does somebody now is it possible?


texts: Override active object for "bpy.ops.modifier_remove" then display in UI

texts:
i've been running into some problem when experimenting with override.
i never got it working, am i doing something wrong ? I'm following the doc so i don't understand

override = bpy.context.copy()
override['active_object'] =  bpy.data.objects['Terrain']
bpy.ops.object.modifier_remove(override,modifier='Array')

override = {'window':win,
            'screen':scr,
            'area'  :areas3d[0],
            'region':region[0],
            'scene' :bpy.context.scene,
            'active_object': bpy.data.objects['Terrain']
            }
bpy.ops.object.modifier_remove(override,modifier='Array')

Both methods don't work for me
after getting this working, the logical next step is displaying an override arg in the UI ?
as the override is don't have any args i can base my code on (see below)

t = layout.operator("object.modifier_remove", text="remove")
t.modifier = 'Array'
??? t.override = ???

until now i always did some 'manual' override. like this below but it's kind of amateurish, (is it? )
see below

def override_modifier_remove(obj,mod_name):
    #messy override
    Active = bpy.context.object
    bpy.context.view_layer.objects.active = obj

    bpy.ops.object.modifier_remove(modifier=mod_name)

    #restore messy override
    bpy.context.view_layer.objects.active = Active
    return

Bests


texts: Is it possible to select a face in the UV editor and find it in the 3D View?

texts:
I have a mesh which i have Smart UV projected , and i have many loose UV faces . I would like to know if i am able to select a face in the UV/Image editor , And make it select the face on the 3D mesh. Is this possible?

I cannot select every face on my 3D mesh to find the correct face in the UV , That is very time consuming and confusing. Thank you.


texts: UV Map Distorts when I add bevel to model's edges

texts:
This is driving me crazy. I am relatively new in Blender (2.8), but I've been working with 3D app (Houdini) a lot of years.
I am trying to model a simple cigarretes packs. I modeled it and UV it without issues, but when I added bevel to some edges, UV map going nuts and distorts:

The left one is the basic UV cube. Note the cut when box opens.
I've tried everything that I've found in forums: Inset faces, adding loopcuts, subdividing faces, separates every faces of the model, adding seams in all edges, and nothing. Distortion appears anyways.

Any clue? Thanks in advance.


texts:
I have a mesh that I want to shrink but when I try to...it doesn't really go well (see GIF).
Someone has a fix for this?
https://imgur.com/a/452ticw


texts: Python Script attribute error while using node editor

texts:
I am trying to use blender python script for creating textures in cycles render mode. While executing a script which is to be used to get the nodes, I am getting an attribute error

AttributeErrror: 'NoneType' object has no attribute 'nodes'

Here's the code I am using

import bpy
import os

mat = bpy.data.materials["Material"]

nodes = mat.node_tree.nodes
material_output = nodes.get ("Material Output")

node_texture = nodes.new(type='ShaderNodeTexImage')
node_texture.image = bpy.data.images.load ('C:\\Users\\KM\\Desktop\\Blender\\auto.png')
node_texture.projection = "LINEAR"

links = mat.node_tree.links
link = links.new(node_texture.otputs[0], nodes.get("DIffuse BSDF"),inputs[0])

The error is from the line "nodes = mat.node_tree.nodes". Hope you guys can help clear the doubt.

Apologies if the question seems trivial, I am very new to blender and Thanks in advance for your help


texts: Blender Camera Tracking ground plane - unable to adjust shadow darkness

texts:
Hello fellow Blender users, I am having a slight issue with my shadow catcher ground plane when I am doing a Camera Tracking and recomposing my 3D data with the Camera Footage.

The ground plane (shadow catcher) shadow is already very light while I preview the render in the viewport. But when I export the render and assemble the video it is even lighter! Almost non existent.

When I look at the rendering process, the shadow is rendered dark enough but as soon as its composited with the camera footage it almost completely disappears.


texts: How to get rid of these 'pseudo-planes'?

texts:
I often make small mistakes when extruding geometry for example when extruding walls for a house. Sometimes this creates double geometry. I know I can get rid of this using W > remove doubles.
In this case I can't seem to get rid of this faulty geomtry (see screenshot). Somehow, these 3 vertices seem connected with a plane that I didn't create. I tried Remove Doubles, Dissolve, Delete etc... but nothing works.

Can someone tell me how to clean these problems please? Thank you.


texts: How can a f-curve be used in an animation in BGE?

texts:
I created some f-curves for different frequencies from an MP3 files, using the "bake sound from f-curve" function from the Key menu in the f-curves editor. The curves are assigned to a keyframe and scale the cubes while the music plays the MP3 has been added as a sound strip in VSE (looks like spectrum analyzer).

How could the f-curves be used in the BGE, could they possibly assigned to an action?


texts: How to select linked without delimiting?

texts:
When I use L to select linked vertices, there's a delimit option in the sidebar that I can't deselect. I want to select all linked vertices without a delimiter. How do I do that?

EDIT: This wasn't possible in v2.78. Selecting linked vertices without selecting a delimiter has been implemented in v2.79b!


texts: How do I make 'X-Axis Mirror' available in Pose Mode?

texts:
More often that not, while posing an armature, I want to mirror the pose across the X-axis, so that when I move "brow.L", "brow.R" also moves in the same way.

You can copy and paste a mirrored pose, or select both bones prior to performing a transform, but both of these options aren't particularly good workflow wise.

In edit mode, in the tools panel, under options you can enable "X-Axis Mirror" to copy all transforms across the X-axis in real time, but this option is not available in pose mode.

I'm not very experienced with python, but edit source reveals:

col.prop(ob.data, "use_mirror_x")

My understanding is that "use_mirror_x" refers to a boolean property, but I have no idea how to find where that boolean property is defined or if it would be possible to modify it to get the same result in pose mode.

Any advice on this is appreciated. Maybe there's a better way to achieve this?

Thanks.


texts: How do I extract 2D pictures from a 360 HDRI?

texts:
https://hdrihaven.com/hdri/?h=bethnal_green_entrance So basically I am trying to extract 2D pictures from this HDRI (without any warping) so that I can use them as back-plates. Any solution?
i.e is there a way to go from this HDRI
to this single image without warping or loss of quality?


texts: Is there a way to merge strokes in grease pencil?

texts:
I can't find a way to reliably merge two filled strokes on a grease pencil layer.

When I try to join two overlapping filled in strokes I get some pretty messed up results.

What I'd really like is some method to create a new filled in stroke like what I photoshopped below.

I've tried several different ways including closing the objects, dissolving certain vertices, trying to merge certain vertices, but will little luck. What am I missing? Does anyone know of a reliable means of doing this?


texts:
I want to fill the holes of a mesh created from a curve programmatically, so my idea was to select the first and last edgeloop with Python

And then execute a fill.

So my question is: How to select the first and last ring of the mesh in code?

Thx


texts:
I'm a bit new to Blender, and in trying to learn more, I've stumbled across nodes.

What are nodes, and how do I use them?


texts: When mesh objects are added together in edit mode to create one single 'object', how can the intersections between the mesh be removed?

texts:
Is it possible to remove the internal intersections of mesh that have been added together in edit mode to create one 'object' - ideally creating a smooth interior, e.g. for 3D printing?

I have tried booleans but they are so destructive I'm really hoping for another fix..

This is what I have right now:

And this is what I would like it to remain looking like this on the outside:

What I would like it to look like on the inside is a replica of the outside, with all the redundant mesh removed - like the inside of a toy or a clay model that has been hollowed out.

Booleans are just not working, they absolutely destroy the mesh whenever I try to use them.

Literally dying trying to figure this out, so any help would be immensely appreciated.

The key issue is that it's for optimising a model for 3D printing, AS WELL AS keeping it smooth on the outside (and non-manifold)

Thanks!!


texts:
I'm following this video so,  I have some questions:

How to avoid this exhaustive workflow that need to change the alembic path from every geometry?
Can we have a way to switch the path and automatically do this with all geometry?
The same way that we relocate/reload a linked library in the outliner(blend files), do we have this way to do this?


texts: How can I detect when the active or selected object changes using Python?

texts:
Is it possible to detect changes in object and collection selections or activations (bpy.context.object/collection)? I'm most interested in detecting changes in the active object and active collection.

If there currently is no way to receive events for selection or active object changes, what is best practice for setting up a looping processing function for an add-on? Would I need to add some type of timer? Or is there a handler that would work good for this?

My intention is to figure out which type of object was activated most recently - a collection or an object, so I can draw controls that relate to that object type. I'm currently just drawing both, but it takes up a lot of space.

Is there possibly some type of "activation_time_stamp"? Or anything that would help?


texts: How do I install a python script in OS X 10.6.8?

texts:
I've seen scripts I'd like to use, but I'm unfamiliar with making system files like the .blend file visible in OS X and then editing them. So, is there an easy way to install them manually?

Even more ideally, is it easy for anyone else to make an addon for installing scripts? It seems like something that would be a great feature for Blender.


texts:
I'm fairly new to blender. I mainly use it for video editing. This project is the first time I used the "speed" effect strip. In the project, a video plays, then a clip of it plays again faster, then a third clip plays at normal speed. When I run this in the editor, it runs fine and seems to work. However, when I render it, it seems like my first clip is also effected by the speed and ends up playing twice as fast. Then the video is blank until it hits the second clip, and from then on it seems normal. Im not sure what exactly I'm doing wrong. Here is a screenshot:

Thanks for any help!

EDIT: Removing the speed section did not seem to have any effect in final rendering. The video runs fine in the editor, but the rendered file plays much faster than normal.


texts: Create copies of primitives a number of times along a given or random length between two primitives

texts: Thanks for the reply but I’m not sure that the solution offered works as I wanted. I have included a workflow to clarify what can be done easily on Sketchup requiring no calculations. This is what I would like to do in Blender. I’m sure It would be a really good addition to the Array modifier and I’m sure relatively easy to code.


texts:
all my materials applied to my model is not being rendered out when i go in for the final render. as shown here. PS look closely its not just a black bachground
the bottom picture is what is suppposed to be rendered

any help would be appreciated


texts: Best way to setup high and low poly mesh for substance painter

texts:
I have never done high to low poly game assets. I want to try and bake the high poly mesh into the low poly one, so far this is what i have, i will export it into substance painter and bake it. How can i bake the textures in substance painter?
Are there anything special that i need to keep in mind before exporting it?


texts:
I made a simple object in Blender but when I go to Render > Image Render the object turns gray. I tried a lot of different things but I am using Blender for the first time and don't even know the basics or where different settings are located. Do you have any idea how could I fix this?

I have lights (sun) angle 11.4 specular 1.0 strength 1000


texts: Use scripts to saving baked normal map as 16 bit with correct color?

texts:
This is what my script gives me.  On the left is the regular 8 bit depth image, and on the right is the 16 bit depth image.

The first one was saved using image.save()

The second one was saved using image.save_render("path", "scene") while render output setting was set to 'PNG' and bit-depth to '16'.

However clearly, the 16 bit image is not working as intended.  The color isn't even correct.  When I used it in Substance Painter, it creates similar banding effect the 8 bit depth map gives me.  (while because the color is different, it gives me a bad shading, too)

So I assumed that Blender's render output only adds the bit-depth onto the 8bit depth image to save it, instead of converting from the 32 bit depth image that's internally baked perfectly.

Does anyone know how to correctly output these images in their 16 or 32 bit-depth mode correctly?

The actual problem: When I import the 16 bit version into Substance Painter and added it to a fill layer, it gives me the same Banding artifact as the 8 bit map did. While because of the color isn't correct, it makes the normal map look worse than 8 bit.


texts: How do i turn off individual lights using falloff in animation nodes?

texts:
I want to turn off a bunch of lights inside a collection using falloff in animation nodes but i cant find a node that connects the value of the light intensity to the falloff or a node that allows me to apply the falloff to all lights in the collection.
Thanks in advance for the help! :)


texts: Detect when actions are created, handler best practices?

texts:
I'm trying to figure out the best way to detect when actions are created on an object, so I can better organize them. I know there's no observer pattern-style way to subscribe to specific changes, but I do know that I can use a handler (depsgraph_update_post now, in 2.8x?) to hook into the core update function in Blender.

If the situation is still anything like the questions I found on this topic from 2013-2017, the update hook will call whatever callback I append to it 2000 times a second. I don't need anything near that fast, though I noticed there are also timers hanging out in bpy.app, with some caveats about using them to make updates due to threading concerns. Are timers that update every second a better way of avoiding the issues with depsgraph_update_post's intense loop speed?

Also, somewhat unrelatedly, I noticed that if keyframes are added to an object, that object's action isn't created until after the action editor context is moused over. Is there a way to skip that step, and add actions the moment keyframes are created for an object?


texts: Dynamic, script-based animations of object creation and deletion

texts:
New to blender. Here's my dilemma.
I am dynamically animating a protein network using a python-script using user-provided text-files.
The animation is done using key-framing for each object's actions (see below - self.frame_number and self.disjointed_frame allow the class in question to remember what frame the animation is on)

    def add_progressive_location_keyframe(self, frame_step):

        bpy.context.scene.frame_end += frame_step
        bpy.context.object.keyframe_insert(data_path="location", frame=self.frame_number)
        self.frame_number += frame_step
        self.disjointed_frame += frame_step

So far, animating reactions that merely involve the transloation of one protein from one location to another have worked fine.
However, some reactions involve two proteins forming a complex, a new protein.
In this case, I have to dynamically delete the two reactants in a certain key-frame and in that same frame create the product.
However, I cannot add a key-frame to an object I have deleted and I am unable to add a key-frame to an object that doesn't yet exist.
This results in the two reactants being deleted and the product being formed in frame 0 (the first one).

My question: How can I add key-frames to these objects in order to dynamically delete and create them in certain frames? Is there a work around I am unfamiliar with?
Your help is much appreciated.


texts: How to set game render to draw objects in some order (queue)?

texts: In the scene with the objects of transparent such as clouds, water I see is not correct sorting on renedering, would like to see if you can somehow manually set the queue for rendering some objects?


texts: Legacy file in BI: Background image does not change as camera pans

texts:
I am working on an older file with a background image. In the animation, the camera moves and pans relative to two objects in the scene. But the background image behind the camera and behind the objects looks the same at every point: The background image is not effected by the move/pan.

I know this solution for Cycles:
Add a panoramic background to scene in Cycles

and it performs (in cycles) as I expect: the background image changes as the camera moves/pans... I am unable to recreate this in BI... and clearly I have forgotten something.

All input welcome.


texts: Is their a way to create half of a model and duplicate other side

texts: So far i have been modeling by making both sides of a model but i got annoyed have to make exact changes to each side. Is their a way to make only one side of the model?


texts: Excluding part of mesh from rigid body simulation?

texts: For instance, if I was simulating a cartoony bomb, the type with the long fuse, how could I exclude the fuse from the rest of the mesh in the rigid body simulator? The only workaround I can think of would be to separate it and then parent it to the rest of the bomb. Is what I've described possible?


texts: blender 2.91 how to export vdb sequences

texts:
on blender 2.91, mesh to volume: OK and good
But after?
Is it possible to export the vdb sequence?
Thanks,
daniel


texts: Putting the texture on the object / Displace Modifier

texts:
I created a plane, using normal map/displacement/occlusion/spec/diffuse and an blender displace modifier I made structure of the pavement. I would like to "put it" to the prepared system of roads. Unfortunately the disintegration of verticles on it is uneven and modifier works stronger in some places. By UV/Image editor I can fit the texture to the shape of the object, but how to make the modifier also followed this uv map? It is possible with this road model, or I have to create it on the other way? I don't have other ideas how to create a square...
As second, is it possible somehow to modify the texture so that roads would branch from the square and weren't just directed up?

Update: after modifications.


texts:
I'm trying to create a edge for a wall. I'd like to use modifiers on the straight parts to form the edge. I'm using tilable objects. The edge is 1x1 and the straight parts are 2 units in length. This is how it should look like, which I created by hand:

This is how I tried to replicate it with a SimpleDeform modifier. I also tried a Lattice and the spin tool but did not manage to solve it so far.

I also want to bend the edge this way:

How do I archive this? What modifiers should I use? I'm aware that the edge will get stretched.


texts: Character physics "jump limit" in bge....!

texts:
So, I'm trying to make a flappy bird -like game and I'm using the "character physics" to make the bird fly/jump but the limit is 225 jumps...

Any solution to exceed this limit?

I'm relatively new to bge


texts: How to increment an object property, later i check it and disable itself if date/year mismatches

texts:
I'm writing some code,to get the year, then check it  during my load screen.  If it's not 2017,I want the game object to destroy itself.. it will be a version of the game I give to friends for testing..So next year when I'm hopefully selling the game, it wont work for these test builds.  Here's my code,somethings wrong, I usually don't code in python.  I thought this would work. The object has an int property called dateok. It has another sensor to check dateok and destroy itself if the value is 1;

import datetime
import bge

cont = bge.logic.getCurrentController()

def main():

    if day.year!=2017:

        owner = cont.owner
        dateok = cont.actuators['dateok']
        value = value.get(dateok.propname) +1
        dateok.value = str(value)
        cont.activate(dateok)


texts:
I was trying to a add a plane primitive using Blender Python and aligning it to the viewport.

I already tried setting align_view = True when adding it via Python, but it doesn't change the rotation at all.


texts: Normal map from retopo is having artifacts, despite subsurf

texts:
I did a retopo of a mesh by hand. Now, I found it to be ok and tried to bake a normal map out of the high-res-sculpt and the retopo. I tried it

with one stage of subdivision applied
and without applied subidivision

with subdivision it is smoother, but still has artefacts. now, if I subdivide further til the polycount reaches a supersmooth amount to blend out the polygon edges in the normal map, there is no sense in retopology I think? :S

(32-bit float-map, non colour data, combined with UV Map-node and Normal Map-node, linked to Diffuse and Material Output)

even with 2 subdivs, there are still minor errors:


texts: Applying bevel modifier ruins UV mapping

texts:
I've modeled a gun. To make the top part I used booleans and a few different bevel modifiers set to different vertex groups. The result is ok if you ask me.

I went on and UV unwrapped it, and it works fine.

Then, to export the mesh, I applied all the modifiers, with the assumption that it shouldn't really mess with the UVs or anything, from some previous experiences. And yet this happens:

This is with these settings

Strangely enough, the mapping looks fine in Blender, but in Mixer and other application I can see problems with the textures.
The thing is, if I turn down the number of segments from 2 to 1, it works fine again. This is with one segment on the bevel, applied:

I've had this problem with another part of the model too, 2 segments make a mess but one is fine. I can live with it being only one segment, although I liked the shading better at 2, but is there a reason why this happens so next time I now what no to do when modeling?

I'll attach the blend file of the mesh so you can check it out if you want https://we.tl/t-gIokOG9fG4

Thank you for the help!


texts: Can you add geometry to a mesh over time (frames) with Python?

texts:
I'd like to create an effect similar to a plant growing over time. Imagine, as the plant grows, it sprouts new leafs and shoots.

I know I can generate a mesh using Python, but can I add geometry to the mesh over time and if so how?


texts: How to save texture bake image file to local drive in python

texts:
How do i access and save a image file ?

Under Image there is a Save As - option

i need to know how to access this and save the image to some location.

bpy.ops.image.save_as(save_as_render=False, filepath="\\\\C:\\JCJ\\Desktop\\3d_Project\\fbx\\1\\Textures\\ElementName.png", relative_path=True, show_multiview=False, use_multiview=False)

This line of code is what i have been trying to get to work. Doesn't work though. I hope someone has an answer or a tip


texts: Volumetric light rendering a hard cut-off in the scatter rays

texts:
I'm using Cycles in Blender 2.79

I have got a volume scatter material set up on a cube (0.2 density ) and a spot lamp (20000 intensity) above the volume (though I have the same problem if it's within the volume too) I'm getting a weird hard cut-off in the volumetric lighting and neither moving the lamp nor changing the intensity of the lamp changes where that hard cut-off is.

The only thing that seems to change the height of the cut-off is moving the volume itself and it doesn't move by an equal amount. Any ideas what my trouble might be?

I figured out that the hard line is the edge of the volume out of camera clipping range. If I reduce the size of the volume then it renders correctly

Volume within camera clipping

Volume larger than camera clipping

I guess this is just how Blender works?


texts:
While doing  a tutorial on how to make a Microphone I reached this step:

We will assign a material by using - Principled BSDF

Scroll down to the very bottom and click on  Displacement - Open that menu and choose checkerboard texture.  (Here are  the screen shots from the tutorial)

Here is my screen shot and what happens when I click on that menu

We are each using Blender 2.79.   Am I missing an addon perhaps ??
Why are these menu's different ??


texts: Volumetric lighting is not showing in camera view

texts:
I currently have a camera inside a box that has a volume scatter node connected to the material outputs volume. I got my lighting set up (just a lamp) and gave it a view port render not in camera view. the lighting was showing up and it looked great. I then looked at it through the camera and the light didn't show up. So, i did my best to figure out what it was. After multiple observations, i realized this was because when my camera is inside the box, the faces of the box are facing the wrong direction. so where ever i move the camera, if there is any dark shading on the faces, the light wont show up there. So i thought, ill just flip the faces. But, now the volume scatter was being applied outside the box. My goal is to have no problem with this.

Here is the view port (this shows the two different shadings of the face-black and grey- in the next picture you will see how the grey shaded area, for some reason, wont let the light be visible to the camera)

And here is the view port render (Notice the relation between the shading and where the light is visible)

This is the position of the camera...

This is the position of the cube...

After going into edit mode and selecting the face of the cube (with volume scatter applied to it) that appeared to have the problem, I realized the camera isn't seeing part of the cube which i'm guessing is causing it to think there should be no volume in that area.

I decided to move the camera so i could get a better look at things and find if a different position will solve the problem. It did not solve the problem, but it lead me to see something odd happening with the shape. By the way, the gray shape is not an object.


texts: How to combine smooth and non-smooth faces?

texts: I'm modeling a simple hard surface object, not using SDS. But I need a couple of edges to be well rounded, so I beveled them with 3 segments and smooth-shaded the bevel faces. It rounds well enough, except that it doesn't blend with the other faces, there is a hard seam between the smooth-shaded and flat-shaded faces. Is there a way to fix this? To blend the two together? I need the rest of the faces flat-shaded. So I need to combine the two.


texts:
I have been trying all the troubleshooting that was to find in here and on google. Can somebody please explain to me what settings that is wrong since my world map is showing up HUGE in the background and seemslike on the reflection of the can aswell. Please help!

best regards
Anders


texts: How do you recommend I overlay textures on object 'Faces'

texts:
I have started making this map as you can see below with the help of this team. I have made some textured images to use for the 'room' that I have made with CrazyBump. Now I tried to import the image as a plane. However that stretches the image out and is not what I am looking for. What I would like to do is be able to select individual subdivisions or boxes if you will and be able to say put this image on this box or that box.

How would you all recommend I go about doing this. I am interested in knowing some different approaches so I can look into the different options.

I have a hardwood flooring model I made that I would like to insert in the recessed parts of the image.

Thanks

EDIT:

I created a new project for a test bed. Added a plane, increased scale by 8 and then subdivided by 15. Next split the screen and made the new side UV/image editor. Next I went back to the original side and right click a box, then pressed B key and dragged over a random group of boxes. Next pressed U >> unwrap and then U >> smartUV project.  On new screen clicked image >> open image >> floor image

Now the whole thing goes pink at this point. Not sure why, even though the UV side of things is okay. Now I scaled the image out and then added the same texture from the material tab to the texture tab.

Now what I am left with is what I am talking about the brownish area around the textured squares I chose

On a side note, what books would be recommended to teach you how to use different function of blender.


texts: How to make diffuse render pass have transparent background?

texts: I have a 3D object that I want to render into separate diffuse, normal & AO maps for use as textures. I am using the View Layer Properties > Passes options to include these layers in the output render. However, the Diffuse > Color has black background, even if the Render Properties > Film > Transparent is enabled and World Properties > Surface is set to Background with completely transparent color. So, my question is, is there a way to force the diffuse layer background to be transparent?


texts: How to avoid crashing when applying particle system with 10 000 000+ polys?

texts:
I have a pine tree. I made needles with particles. Particle are meshes of small needles, around ~10 polys each.

The number of particles i have is big, needles make around 10kk polys on that tree.

Here is the problem: when i try to apply(convert) particles from modifiers menu, the blender crashes. It just processes task infinitely. I left my PC working for 50+ hours, and it did not worked out.

I think the problem may be this: when applying particles, blender does not kill original particle system, and after applying you end up with applied meshes + particle system itself. So it basically meshes on top of each other. In my case this gives us 20kk + polys, quite big.

Is there a way i can "kill" that particle system while applying particles? Because i think it may be the reason blender is crashing.


texts: How can I make drops of fluid hang from a surface?

texts:
The images below display the kind of effect that I'm looking for. A combination of surface tension and intermolecular forces make drops of water hang on things (though they may occasionally fall off depending on the amount of fluid in the drop). I can't seem to figure out how to do this with the fluid simulator though--every time I try, the fluid just beads off like the object is made of a hydrophobic material; as soon as it reaches the side of the obstacle, it falls, rather than curving to the surface like my diagram.

I've already tried using various combinations of No Slip, Partial Slip, and Free Slip on both the obstacle and the domain but I can't find the right combination.


texts: Motion tracked camera to keyframe/fbx 2.83

texts:
I've successfully motion tracked a camera inside blender 2.83, but am struggling to bake the animation to keyframes so that I can export as an fbx (ultimately to UE4).
I've tried "bake action" from the "object>animation" menu, this generates a channel and an initial keyframe but no others. I've also tried constraining another camera as well as a primitive to the tracked camera but also fail to generate keyframes this way.
I feel like I'm missing something obvious here so if anyone could help I would be very grateful.  All the tutorials I've seen so far stop once the camera is tracked, or start with a manually keyframed camera


texts: Is it possible to "pack" a .mdd mesh cache animation into the .blend?

texts:
I've successfully loaded a mesh cache .mdd file to create an animated mesh. However, if I choose File > External Data > Pack All Into .blend the mesh sequence does not seem to get baked in.

Alternatively if I click "Apply" in the Add Modifier > Mesh Cache, I only get the mesh deformation for the selected frame applied to all frames of the animation.

How can I pack the .mdd mesh cache animation into the .blend?


texts: I have a problem with the blender BPS rig v2. When I give it a skin the skin is messed up. When I remove all second layers it is ok but then my second layers are gone. I guess the problem is that the skin version is for 1.8 and the BPS is set to 1.7.10 and arbiter made a video about that but it is for the old rig nit for the v2. And in the v2 there are no UV maps for the other version. Can you tell me how to solve the problem?


texts: Why is my fluid sim is phasing through the obstacle?

texts:
I was trying to do an experiment so that my fluid would stick to a surface in little droplets (i.e. like water when it touches most surfaces because of intermolecular forces and surface tension). During the experiment I found that my fluid sim was just floating right the through the obstacle--not even a little interference with it. I don't use fluid sims much, so I'm probably making a rookie mistake, but regardless, I would like to know what's going on and how I can remedy this problem.

Also, heads up, I store my cache on a thumbdrive for various reasons, so you'll probably have to change the location to your computer's needs.


texts: How to assign separate material to separate mesh

texts:
i have the base mesh and with the bool tool addon i have some difference, slice operation and it created separate mesh. When i try to give different material to the mesh. it gives the material complete model. if i delete the material from particular mesh it delete complete material from all the mesh. I dont want to apply all the boolean operation. How to give material to separate mesh.
Demo file

Video
This is what i did so far
https://imgur.com/a/t1RpCvR


texts: Each time when I click for a render preview Blender is collecting and loading all kinds of assets (like textures and shaders). Since I have these stored on a network drive this costs quite some time. Besides packing all these assets is it also possible to store these assets in a temporary storage (cache ?) ? I just don't want to load these assets each time again.


texts: Multiple addons found by Blender but only one is in folder

texts: I have installed the MakeClothes addon, but the "Multiple Add-ons with the same name found" error pops up. It is only in one folder with one copy of each file. Everytime I try to fix it, the add on disapears. How do I fix that?


texts: How to check whether the Blender application is focused / on the foreground / active (Windows and Linux) in Python

texts:
Is there a way to check whether Blender is currently focused / on the foreground / active (in both Windows and Linux)?
We're sending data to Blender, and this would help us determine which Blender instance the data should be send to and at what rate.
Say for example that when instance A of Blender is focused, the data is send at a rate of 30x per second, but when in the background, it is only send 1x per second to reduce the burden.
We want to do this automatically without requiring any active interaction from the user.
I tried searching for keywords like "focus", "foreground" or "active" in the Blender API documentation, but to no avail. I might have overlooked it though.


texts: Fluid flow object does not generate any fluid

texts:
Is anyone else having a problem with the fluid sim not working?

I have tried many times to simply take the default cube and turn it into a fluid domain and nothing happens much less adding fluid or outflow objects.

Here is the .blend file but there isn't much to it.

Am I missing something really simple here?

Tried GPU, CPU, supported, experimental, even the 2.75 test build.

Many thanks.


texts: How to edit a material so that it is well placed

texts:
The material is supposed to work well with the eyeballs, but it is terrible; only a part of the material image is being used, so the entire eyeball is just one color; the rest of the image is being ignored. How can I fix this? Thanks.

No need anymore; I edited the UV and fixed it.


texts: When I click the "object-mode" pull-down nothing shows up, and i need to access edit-mode

texts: For some reason when i click the "Object Mode" pull-down nothing shows up. It says i have to describe my problem in more detail, but is it pretty straight forward. I do not know what i could possibly do.


texts: How to bake a texure to a single channel (as a mask) using emission node?

texts:
I found some info about baking a mask to a single channel texture with an Emission Node. It is an interesting method to use RGB channels (grey picture) to control effects. The baking with light (emission) method is also something that interests me.

Is there any other way to setup such a Shader System?


texts: I'm trying to figure out more efficient ways of making physically based materials, and I was wondering, how exactly does the "displacement" input on the material Output node function, and how would you use its various features and functions?


texts: Render objects to separate files using python

texts: I have a scene with multiple objects. Is there a way to automate rendering each object indiviual to separate files? I'm assuming that this would be achieved via scripting, which is fine.


texts:
I rigged a model with the mixamo standard rig, but when trying to make a walk cycle, I realized that every time I tried keyframing movement in pose mode it just snaps back to the original resting pose.this should show the issue, and here's the
blend file which shows the issue when you try to keyframe any bone. Any help appreciated!


texts: Why the gray line is drawn between two non-identical keyframes?

texts:
I thought the horizontal bar in the Action Editor/Dope Sheet is drawn when two keyframes are identical. In my case I have keyframes with different values, but the horizontal line is still drawn.

In the pictures below you can see that rotation values are different, but the horizontal bar is still drawn between keyframes:


texts: Shading Issue on Sharp Cutting Edge of an Axe

texts:
I'm working on a model of an axe and I've run into a bit of a shading issue on the very sharp edge of the axe when it's viewed from certain angles.
Update: I added a picture of the face orientation. It seems like the inside normals are peeking through on the sharp edge of the axe, causing the issue. I can't seem to fix it by moving things around or recalculating normals.
I think the problem has to do with the metallic and low roughness material when it gets to the very sharp edge, but I can't seem to fix it while still maintaining the look that I'm after. Is there any way to get rid of the weird shading on the sharp edge but keep the material?
I'm pretty new to 3D modeling, so I really appreciate any help that you can give me.


texts:
i have an issue with shading in this model
how can i clean my shading and adding different bevels at the top and bottom edges and circles at the same time ?
Things i tested till now:
1- adding edge loops on the base object
2- using Auto-smooth whit different Angles
3- Using subD and Decimate modifier.


texts: Blender API (2.6), UI list of loaded images

texts:
I'm trying to make something like map editor for my project. I'm rather new in Blender Python scripting and I have some troubles.

I made "Material" panel and I want to set "textureName" property for my object. What I need is to make some list of loaded in blender images (like in UV Editor you can load image and it appears on list).

In my panel I want just to choose one image and assign name of that image to my property. I can list loaded images by bpy.data.images but I can't dynamically add new images to property (for now I'm using EnumProperty assigned to bpy.types.Object.textureName). I was trying to make same UI widget like blender have (http://i.imgur.com/6VJVAsN.png) but I have no idea how it works.

Can somebody help me with this?


texts: How to auto update the image texture of UV Map window for the selected object?

texts:
Currently, when I click on an object, it's not changing its correspondent current texture shown on the UV Map Window:

When I click on the second object, Blender is still showing the Texture of the first object...

I'm in Object mode, in the Layout window, where I just subdivided to show the UV Map window. Currently, if I want to see the correspondent texture of the selected object I have to:

Click on the object
Press Tab to enter in the Edit mode
Press A to select all.
Only then can I see the corresponding texture.

But I'd like to have the UV texture automatically updated simply by clicking on the object


texts:
I've modeled an object, rigged the body and was going to rig the face when I noticed that when i change between "Object mode", "Edit mode" and "Pose mode", it changes position.In "Object mode" and "Pose mode" it is on 0,0,0 but when I change to "Edit mode" it suddenly moves out of location in all three axis.Attaching an image for better clarification.

Moving the object in "Object mode" to the position it is in "Edit mode" also changes it in that tab, and vice versa.How can I reset it so it stays on the supposed main location as it is in "Object mode"?

Thanks in advance


texts: Move vertices same distance as a shape keyed vertex / add vertices to shape key

texts:
I need to add vertices / objects to an object with shape keys. I need to move the new vertices along with the shape-keyed pre-existing vertices. One idea I had is to somehow measure the distance or somehow take note of the start position and end position of a single vertex, then apply that measurement to the new vertices.

This image represents one of many examples where I need to have the new eye lashes move with the eye lids opening and closing.

Do you have any suggestions or techniques that you can give me to accomplish this?

Edit: Ok I found one way, but let me know if there's a better one because this is quite convoluted.

Go to edit mode for the meshes in question
Preferences -> Addons -> search "extra" and enable "Add Mesh: Extra ObjectS"
Click on the desired vertex to measure position change.
F3 to search action -> Snap cursor to selected
Add -> Single Vert -> Add Single Vert (adds a single vertex at 3d cursor)
Activate shape key so that the vertex you need to measure has moved.
Repeat the steps to add a single vertex at the new location
Activate snapping / vertex / active / move / (project onto self?)
Move the two new vertexes using snapping to one of the new mesh's vertices so now the two vertices represent the distance that the new mesh needs to move.
Move the new mesh using snapping to the new location (the 2nd of the two new vertices) while the desired shape key is fully active.

Edit: The above only works if your mesh just moves around rather than moves and morphs. So this won't work for me. Next idea is to texture-paint reference points and just eye it; get the mesh to be positioned in the same place before and after shape key movements with the image texture as a guide.


texts:
I need to feed in an image processing software an image where the color of a pixel means the model's surface distance from the camera. 100% white would mean the closest distance, black - the furthest. Of course, I'd need to control this min and max distance to find the most appropriate values for every particular 3d model.
If I could get those values in HDR range, that would be much better than just 256 levels.

I noticed there's an option to select Z-Buffer in the channels in render result view, but I am not sure I can get the color levels work as I need.

Please suggest the most appropriate method how to get access to the depth data.


texts:
I'm trying to model a spot light and couldn't figure out how to cut a perfect hole on the body without having weird artefacts on the mesh. I have been trying to model this thing for months and still stuck in the same point without any progress. hope some one can help.

[1


texts: Rigging a character and adding controlls issue

texts: So I was rigging my low poly char and when I was doing the kinetic inverse thingy for my arm it just spun the entire arm and spine around and I don't know what I did wrong https://gyazo.com/0814389d1cb7da5a3d5045bd30f3d79d?token=a409b6a09f7abc895a9abfebeade9209


texts: How to achieve pressing against invisible wall effect facing camera? (animation)

texts:
i'm quite new to blender.

I'm making some animations and i would like to reproduce this effect

Not only for the tongue,any part of the body ( hand/foot/derrière/chest )

To resume ,a character pressing against invisible screen facing the camera with this " collission " effect for any part of the body touching that invisible screen.

(i have not found anything about rigged characters and collisions for animation )


texts: is it possible to render distant objects in lower quality?

texts: I was wondering if there is the possibility to render distant objects in lower quality than the ones that are closer to the camera.