texts: How to contribute as systematic beta tester

texts: I am torturing Blender 2.80 beta as video editor to try to uncover bugs. I would like to know if there is any kind of list of tests to be done, in order to help developers.


texts:
Been looking for an answer for this for a while now, but to no avail. It's a pretty simple fix I imagine.
I'm trying to find a way to make the edges of the wings smoother, but due to the fact both wings contain lots of triangles, it's been almost impossible for me to find a way to make the bottom look less jagged. I know adding more vertices would solve the issue, but loop cuts won't work for this sadly.

In the below image I thought it was appropriate to point out the wings contain a space in between them (this isn't a double vertex error btw).


texts: How to remove unwanted edge between adjacent coplanar faces?

texts:
I have a wooden box with diagonal struts to make it sturdy (don't try to google, impossible to find):

And it seems okay, but in edit mode it has meaningless edges appeared after tapping A -> Delete -> Limited Dissolve:

How to get rid of these, they are increasing triangle amount with no point.


texts: Glowing particles not visible when rendering RGBA with Transparent Background

texts: I have glowing particles (emmiter shader) visible in render with RGB background. Once I switch to render with Transparent background (Render -> Film -> Transparent) I cannot see the particles anymore. I can only see particles when there's another object in the scene behind them.


texts: Snap a bunch of keyframes to the cursor?

texts:
I have an object with several keyframes at different times. there is an option to grab all keyframes and snap the first (or the last) keyframe to the position of cursor?
(like after effect when hit shift)


texts: Loop at intersection of two objects (script)

texts:
I'm looking for a Script or Add-on for Blender 2.79 that creates verts and a lines where two objects intersect.

Practical example:

I need loops where the mountains intersect with the grass and where the grass intersects with the water for many purposes:

Hitboxes around everything preventing player from leaving level (Extrude loops upward)
AI boundaries where Ranged AI should not walk (Water)
AI boundaries where Melee AI should not walk into / see player
Boundaries for generating Vegetation using the Particle System

Image below is a part of the scene.

Some people recommended boolean and knife tools. It doesn't work out of the box, but I figured out a way and put it in a seperate answer below.


texts: I am making a game with car AI who is driving around the city. Here are screenshots of Navmesh, target and it's path. Why do car make so short path and doesn't reach the target?


texts: How to properly use ExportHelper's 'axis_conversion' method?

texts:
I am building an XAML export script for Blender. I want to rotate the scene 90 degrees in the X axis to make it Y-up.

Currently I am using a matrix on a BMesh and that is rotating the models, but not the entire scene.

I've been looking at the ExportHelper method axis_conversion but I can't find an example of how you implement this. Not sure it's the correct thing to use in the first place.

Does anyone know of an example of using ExportHelper to do this, or know if I am on the right track using it.


texts: When I import an .obj file and fracture it, it doesn't fracture the object into random pieces like a cube would be fractured. Am I missing a step? Or can .obj's not be fractured like a cube?


texts: How do I prevent weird shadow clusters on curved surfaces?

texts:
I am trying to make a rather complex surface (as pictured) but find that my geometry is making weird shadows. I've already recalculated and checked normals and vertices alignment. Any advice would be appreciated!

Project file: https://we.tl/t-FEEFF9Trmf


texts: Vertices in a line will not select in loop

texts:
I am trying to select all vertices in a line and would like to assign them to an edge loop or some sort of group so they can be selected all at once. When I do select them manually the orange selection color does not cover the entire line, but fades out between vertices. I included a plane width edge loops for reference in the image.  Limited dissolve will not work on vertices once they are selected like this.

Any ideas what I am missing?


texts: Is Blender appropriate for learning Stereometry (a subject in mathematics)?

texts:
In some countries, senior high school students are still taught about Sterometry in which we are asked to draw a cross section between a solid and a plane, for example, as follows.

Shortly speaking, is Blender appropriate to use here? I am relatively new to Blender and I have not found the tools to

attach mathematics symbols such as omega, theta, etc.
create points that are geometrically constrained such as AB:AC= 2:3, etc.
find intersecting points, etc


texts:
I'm making a video game using Blender's Game Engine, making a lot of progress and learning a lot as I go. Pretty much all data for a game gets packed into the ".exe" for the game when you export it automatically, however I have some scripts that I've written that need to access files externally on my harddrive and I haven't figured out a way to freely "pack" these files into .Blend/.Exe.

I want to be able to just drop a bunch of files inside of my game without doing something as messy as making up logic nodes that don't do anything that are just bound to some of these files so that they get copied in. Is there a way to just put things into my Blend project freely like it's its own harddrive?

As it is right now, I have a bunch of assets that sit outside of the game's .exe and anybody with the game could just freely snoop through some of these textures. No game designer wants that.


texts: Pointing a bone towards an axis (in pose mode)

texts:
So I just spent the better part of a day looking everywhere for a solution, to no avail.

Basically, I wanted to rotate a bone to where it points perfectly towards an axis (the global axis, not a local axis) in pose mode, preferably without using object constraints. Like "snapping" a bone's rotation towards one of the 6 axes, if you will.

Is this even possible to do?


texts: Edge split modifier with angle removes smooth shading artifacts

texts:
There are these well known shading artifacts when you have edges on a flat surface and put it on smooth shading.

When I use the edge split modifier on an object and put it on the angle mode it will remove these artifacts.

When I mark the edges as sharp and use the sharp edges mode it will still show these artifacts though.

I'm just curious why it doesn't remove them then.


texts: How do I transfer a Blender VSE project to another computer?

texts: I started working on a project in blender video editor. I transferred the original MP4 file onto my flash drive and the blender file onto the flash drive. I then transfer and download both files to the new computer and although in the editor it shows all my changes but I can't see the video only a grey screen and I can't hear any audio. Any help would be appreciated. Thanks!!!


texts: Hair particles offset from the object and grouping

texts:
I'm trying to model simple thin tentacle-like structures by using hair particles system instead of sculpting them manually. My best attempt is shown in the image below (red long thingies on the left).
I've been playing with the particle system settings so far and there are two things I cannot figure out how to do:

Bring the tentacles closer to the emitting object, so there is no gap.
Avoid them running in pairs and make them spread out or bloom randomly.

A couple of important notes:

I will have a lot of these objects so I'm keeping them fairly low-poly. Tentacles should grow from a small area. So what I'm doing is just subdivide a very small part of the surface and then emit particles from those subdivided vertices. I'm not sure if this affects the distance issue, but even if does I am unable to figure out how to change it.
In order to apply kink or braid effects I have to enable children (either simple or interpolated). This is bunching up together a lot of hair and I need only individual strands. So I'm setting both display and render amount to 1. Still, as you can see on the image, pairs of hairs will form. Is there a way to "break" them up somehow and make them diverge away from each other? Not sure if this is possible to do with children.

Anyhow, thank you in advice for any guidance.


texts: Weight painting stuck in some kind of weird mode

texts:
Weight painting looks like this and I dont know how to get out of it. Weight painting functions in general dont seem to be functioning properly while it looks like this.
https://i.gyazo.com/ed8f6939c8d1e735626d1db0359ce867.png


texts: Code or workaround to create snap to pixels from unwrap

texts:
How can I have the snaptopixel feature working from UV editor when I use
+ Lightmap
+ SmartUV
+ Unwrap
any of the above commands. In UV editor UVs->SnapToPixel selected executing any of the above commands causes the vertices of island to be to positioned proportionally that is vertices of islands have fractioned numbers e.g. 19.11, 28.12 etc.. , rather than integer numbers 19.00 , 28.00 etc..  . I want to remedy that.

If there is workaround I'd like to apply it, if there is not then I would like to implement python code for this, your guidance will be appreicated.


texts: Read image metadata produced by Blender?

texts:
After reading the comments under this answer, I was wondering how to view this data in rendered images?

I tried looking in the comment and such places with GIMP, and file but found nothing.

It seems this metadata is printed regardless of whether or not Stamp is enabled.


texts: Drive Objects Rotation depending on state of other objects sin and cos value

texts:
I started to get into Drives. I want one cube(green) to rotate 90° whenever the other cube(red) is doing it's last 90° turn on the way to the full 360°. Now i've come up with following Logic depending on the red cubes rotation(rot).

[when sin(rot)<0 and cos(rot)>0 add 90° to current rotation]

Can someone show me the right way to a working expression?


texts: How can I enable or disable bone constraint in blender game engine

texts: Actually I want my bone to target an object when it comes near so I want the tracking constraint to be enabled when the object comes near. And I want to keep it disabled rest of the time.


texts: Create a Mask with Nodes where There are Shadows (Cycles)

texts: I'm creating a Procedural Earth Shader, and I'd like to add city lights on the dark side of the Earth. I could just use a gradient texture, and map it to the dark side of the Earth, and use that as the factor for where the lights are. But I'd like to be able to rotate the Earth and the Sun Light, and have the city lights only show in the shadow area. Is there any way to do that with nodes? I'd really appreciate any help. Thanks!


texts: How to create straps on character clothing?

texts:
I'm working on a character, but I've run into an issue on how I would make "strap" clothing like a belt or a vambrace, preferably that the character can remove at times.

Like Sintel's belt and bits of armor.

Also, though it's not required, how do I make things ON the belt itself? Like a knife sheath strapped on to it.


texts:
I am trying to rotate an object using python, inline with a vector which gives me the direction I want (based on the difference between the last two coordinates of the curve I generated). I therefore have a vector which I'd like to align this object but not the XYZ angles. The options to specify rotation (XYZ Euler...) all seem to require some sort of angle definition. I've started playing with numpy with I'm not experienced enough to find the answer.
Would you be able to advise what would be the best way to align an object to a vector and (if necessary) how I could convert the vector coordinates in XYZ_Euler angles I could apply to the object?
for instance, Vector=[1,1,1] and I would like to rotate the object along this vector.
Thanks for your help

update
Thanks guys, DirectionVector.to_track_quat('X', 'Z') did the trick very nicely!
#define direction
Vector=(1,1,1)
DirectionVector = mathutils.Vector(Vector)
#apply rotation
bpy.context.object.rotation_mode = 'QUATERNION'
bpy.context.object.rotation_quaternion = DirectionVector.to_track_quat('Z','Y')


texts: Blender Guru Anvil Tutorial Base Problem

texts:
Ok, so I followed the tutorial pretty much to the letter. I was near the end of video 2. I deleted the bottom face and extruded it together with Clipping and Merge like he showed, then proceeded to put in the other missing faces on the left and right of the base as oriented in this photo. When I showed the Sub Surf Modifier, I got this instead of it being completely smooth, you can see the weird flat part at the bottom. I'm not sure how to fix it.

One note, I did have an older version of Blender, 4.6x. I just recently updated it to 4.79 yesterday. I just tried to fix the bottom and I still get this problem. Please help.

Edit: Ok so here is the Blender Guru's Anvil Mesh...

Then here is my Anvil Mesh...
So there's that.

Here's the .blend file:


texts: Is it possible to symmetric weight-paint an asymmetric mesh?

texts:
Is it possible to do symmetrical weight painting without manually splitting my mesh into two pieces? I've already done building my mesh. I don't want to split it into two pieces because:

a) My mesh is not symmetrical to start with

b) It's gonna mess up the rigging on other parts

There are certain parts on the mesh that ARE symmetrical which I want to do symmetrical weight painting. What I mean is when I paint on the left side, Blender draws an imaginary line across middle of mesh and the right side will automatically get painted the exact same.

What I mean:

I want to be able to weight paint left side of that indicated area, then right side will automatically reflect same weight painting. But as you can see even though the upper part is symmetrical, entire object is not symmetrical. No this is not my object I just quickly drew it in MS Paint to show what I mean.


texts:
I recently watched a video on YouTube that used two images simultaneously for front and side views. The images don't disappear when the speaker moves around the 3d-viewport. It's a little difficult for me to explain it in words, please watch the video to look at the image orientation.

I would love to know how that kind of image reference would be possible, because when I load any images they're only visible in one view and disappear when I switch the view.

Please let me know if any more information is required.


texts: How do I achieve this kind of light star effect?

texts: I'm kinda new to Blender. Currently playing around with version 2.8 to practice some rendering. Is there a way to achieve this 'light-star' effect for the blooming objects with the emission? If there is an alternative way then it's fine too. See these images below for references. Thanks in advance:


texts: Blender script works differently in/out of for loop

texts:
My goal is to automatically load a MakeHuman model and apply a CMU mocap file on it. This works perfectly fine in Python (using interactive window), but when I try to do it as a batch script, I get a weird behavior.

Specifically, moving the character so that her toe aligns with origin works differently depending on whether I use it as a script or interactively. Since we can't access bone's world coordinates directly, first I have to create an empty object at the same location and get this objects coordinates instead.

In the script version (using a for loop), the character gets a completely different translation and it rotates a bit downwards, which does not happen when I run the steps by hand, individually.

I managed to locate the source of the issue through going over each line, and it seems to be this section:

  matrix_final = pose_bone.id_data.matrix_world * pose_bone.matrix

The rest of the script:

import bpy
import os

model_path = '/home/aarslan/prj/data/makehhuman_models/showcase/'
bvh_path = '/home/aarslan/Desktop/cmu_bvh_dump/'

models = ['1']
bvhs = ['10_01']

for m in models:
   for b in bvhs:
      this_m = os.path.join(model_path, m, m+'.mhx')
      this_b = os.path.join(bvh_path, b+'.bvh')
      bpy.ops.import_scene.makehuman_mhx(filepath=this_m)
      bpy.ops.mcp.load_and_retarget(filepath=this_b)
      #SHIFT THE CHARACTER TO ORIGIN
      bpy.data.scenes[0].frame_current= 1
      toe_b=bpy.context.object.data.bones['toe.L']
      toe_b.select=True
      bpy.context.object.data.bones.active = toe_b
      pose_bone = context.active_pose_bone
      # we can get the object from the pose bone
      bpy.ops.object.mode_set(mode='POSE')
      matrix_final = pose_bone.id_data.matrix_world * pose_bone.matrix
      # now we can view the matrix by applying it to an object
      obj_empty = bpy.data.objects.new("Test", None)
      bpy.context.scene.objects.link(obj_empty)
      obj_empty.matrix_world = matrix_final
      diff_loc = obj_empty.location
      bpy.ops.transform.translate(value = diff_loc*-1)
      bpy.ops.mcp.shift_bone()
      # END ORIGIN SHIFT

Any ideas how can I make sure the script runs the way I want it? I looked into the modal() functions explanation but not sure if it'll solve the issue.
Thanks

EDIT:

I can safely say that the primary issue is pose_bone.matrix . It gives two different matrices depending on how it is called (i.e. in or outside the for loop). This is a completely unexpected behavior to me and it looks like a bug.


texts: Make particles follow true (material) displacement

texts:
I'm experimenting with some procedural surfaces and I have a particle system on it. The problem is that, even though I'm using material displacement, the particles lie flat on the mesh.

Is there a way to get them to follow the displacement?

I have tried baking the displacement and applying it as modifier but it didn't work, because the baked map was very imprecise.

I will also have the same problem with a fluid simulation, I think.

EDIT: the baked map is clamped, even though it shows correctly in viewport


texts: How to draw edges on a sphere to make parts that fit into each other

texts:
I am trying to make sphere shaped designs with moving parts like spaceship doors & windows for 3d printing. However, the doors/windows don't always follow the edges on the UV sphere.
Is there a way to "draw" edges on the surface of the sphere that I can use to cut certain shapes out of it? The best example I can think of are the classic flying saucer spaceships with the lowering door in older movies.
Below are my two objects: the sphere (orange) & the shape I want to trace about the surface of the sphere to eventually cut them into two separate meshes that can fit into each other.
NOTE : I have tried using the knife projection approach and the shape does not follow the curve of the sphere. (2nd image). The third animation is the closest example I can think of for my goal.


texts:
Create a cylinder with NoCaps.

In the Top View, select all faces, Mesh -> Extrude -> Extrude Faces Along Normals

to get a shape like so:

Applied all Transformations in Object mode CtrlA -> All Transformations

Apply a checkered map like so:

To fix the shown parts and others, added Seams like so:

Select all faces UV -> Unwrap

The distortion is still the same.
Tried with other seams and changing Unwrap from Angle to Conformal with no affect.

Any clues on how to go about fixing this?

Appreciate any help.

Thanks & Regards.


texts: Building a Shader Switch | How to get custom values from individual objects?

texts:
I'm trying to build a shader-switch to easily switch the texture out of a set of ten different images. I want to use a single material for a set of picture frames. This is what I've got so far:

The node-group switches ten inputs using an input value between 0 and 1.

Problem: I can't change the input in the shader-node-editor, because all of my object would be updated.
I can use the object-info-node to drive the channel with the random value, but this way I don't have control about the image.

There are already a lot of discussions about this topic, but most of the answers suggest to use drivers. In my case I have multiple objects. So I can't use one driver.

My idea is to read a custom property. A value between 0 an 1. But how can I access such a value in the node editor without using drivers.

Is there a way to use "self" in the driver menu? What kind of object is "self" in a shader-context? Can I somehow reference a custom property this way?

See this comment: Drivers: How to access "self"?

Do you have any tips?
Thanks in advance!


texts: I cannot paint in the "Texture Paint" mode

texts:
I'm trying for hours to use the "Texture Paint" mode in the right side.

But unfortunatelyI can't paint, I checked the slots, but with no successed.

The left side, works ok!

Can you help me please?

Blender Project


texts: Spinning single component around axis without affecting the compounding units

texts:
I am currently working on my first project with Blender. I decided to make a yo-yo. I am working on the string portion and have it stretched out currently. What I have now is a yo-yo body with a string stretching down from the yo-yo ring attached to it's center axis.The issue is mechanical in nature. I would like to rotate the string around the axis of the yo-yo by just rotating the yo-yo body and having the string top portion remain locked to the ring portion at that exact location.

My goal is to have the string wrap up around the yo-yo center axis ultimately then have it unwind downwards. I understand the manual method is always there and I particularly don't mind resorting to taking the string, strand by strand, and wrapping it around the center axis of the yo-yo body.

I've already tried the method outlined here https://blender.stackexchange.com/a/26413/58522 and the one directly below it to apply delta transforms. I've also tried locking the position of the yo-yo ring in place with a key frame lock but that did not help wind up the yo-yo automatically in the manner that I would like.

I am new to blender, which is an issue as well. However, I took time to read materials outlined on the Blender Stack Exchange Tutorial page, and after studying basic concepts undertook this project.

Thank you in advance.


texts: (location = location * 2.0) Doesn't work as (location *= 2.0)

texts:
Why this code works:

import bpy

location = bpy.context.object.location
location *= 2.0

And this doesn't:

import bpy

location = bpy.context.object.location
location = location * 2.0

And just to make things a little bit more confuse, why this works?

import bpy

bpy.context.object.location = bpy.context.object.location * 2.0

The three code are essentially the same thing, but only two of them work.

As far as I know A *= 2 is the same as A = A * 2. But why one works and the other doesn't when I use the "location" attribution?


texts: I am making dominos and need to create each one with the right numbers on it is it best to create these in a separate file or can I make them on different layers to export to unreal.


texts:
I'm making a 3D Pacman game using BGE.
I have an action actuator that plays the Pacman mouth animation.
That works, but when I add the Motion Actuator for the player to rotate the character, everything moves fine, except the mouth.
If I remove the action actuator, the whole character rotates, but the mouth is always closed.

Here's the link to the .blend file

I tried looking for similar problems online for about 2 or 3 hours and found nothing.

Thanks in advance


texts: Why wont my bones respond to the shortcut keys?

texts: So, I'm using rigify to rig my character, but the problem is, none of the bones will rotate or scale using the S and R shortcut keys. I can move most of them using the arrows and g shortcut, but unless I specifically go to the transform tab (shown below) and use one of the x, y and z values to rotate or scale it, it won't repond.


texts:
I have two items showing on my screen layout drop-down list (blender 2.71). Clicking on them takes me to the file browser screen, where the screen layout list doesn't show, so I can really delete them. If I click Back to Previous, it takes me to the addons screen.
How can I get rid of these two items, or clear the screen layout list?


texts: OPENGL Blender Transparent PNG on top of video

texts:
I´m using a lot of OPENGL render animation for the sake of the rendering time, some motions quite simple that doesnt need any kind of raytrace like this one:

First I´m using Blender Internal, cannot use Cycles because the movies used as materials on the planes do not play on OPENGL.

My problem is on the stars, they are a PNG file with a movie on the bottom, and they are getting those edges around the transparency, have tried a few things, like premultiplied and straight options on the material with no success, if I select the object on the viewport displays correct:

Someone knows what can I do to fix it?


texts: Scripting - Where is data not shown in the "Info" panel shown?

texts: I notice that Blender only logs certain things in the "Info" panel. Is there some other place that they log data(such as if one were to have 3 vertices selected, where would they store that data for later use if someone were to move them)? Another way to phrase this would be: if I am scripting, where can I access the current selected vertices?


texts:
Why when im rotating the X axis in positive values the feet "goes up"(in this example is the feet but is all the armature as well) as you can see the values in X rotation are 2.600(positive) BUT i have another armature where the foot "goes down" with the same axis with the same positive values

why this happen. as you may guess this inversion happens with negative values(for example -2.600) as well and affect the Z axis too i want my armature rotate like in the second picture, all the bones that ive been testing they behave like in the second picture, only my armature behave like this, like is the weirdo of the class


texts: Fast way of creating a total union of two objects

texts:
I want to make a `clean' union of two objects, which loses all trace of these objects being previously separate and makes the bevel modifier work on the unified object.

In this specific case, the two objects are perfectly aligned to the grid. They touch but their intersection is only a single face. Previously, I tried a version where the two objects overlap a bit, but it did not work either.

I try the following in order:

Boolean union modifier.
Apply.
Ctrl+M remove overlapping vertices (there were four of them).
Dissolve redundant edges does not work, so I need to patiently select and disolve all faces divided by these remnant edges.

It looks like that now:

See that the bevel modifier at the right still does not work. But I am one step from this:

Dissolving one of the remnant edges, being white in the figure above gives nothing. So I delete it.

Now the bevel works, but unfortunately two of the faces disappear:

So it is a lengthy process of doing something which seems conceptually very simple, and it still does not work.

Question: A fast way of having a `total' union of two objects, which makes modifiers like bevel work.


texts:
How deep can you link models in Blender? I mean, what if you were to link model C within model B, which is then linked within model A? Would that work?

[edit]

I'm working with models created in Lego/LDraw, and it could potentially save space if the individual Lego parts were stored outside the model and instanced instead.


texts: Can you bake meshes with overlapping UV faces?

texts:
So I've got an object that looks like this:

And, since I used the Decimate modifier, the UV map looks like this:

Can this be baked? or will everything just mess up?


texts: I want to rotate a parent object and see how far a certain vertex of the child object has moved

texts:
I have a parent / child relation between two objects. I want to rotate the parent object and get numerical values for translation of a certain vertex of the child object. Is that possible?

Example: Cube is parent of the Sphere. I want to rotate the sphere and get the numerical distance (in mm) that the selected vertex of the cube (right, lower corner) has moved. I want to get the numerical values.


texts: Is there a list of standard human bone constraints

texts:
I've rigged my character using a modified version of Rigify, and have just started working on bone constraints.

I understand the technical side of this, but as I started experimenting with my own body to see what's possible, it felt like reinventing a wheel that must have been done thousands of times! So I did a search to see if there's a standard list of human bone constraints either for Blender, or 3D animation more generally, and came up with nothing.

Could anyone enlighten me if such a list exists, or, failing that, recommend the constraints you usually apply yourselves.

Many thanks in advance for the help.


texts: How to populate a menu using "path_menu"?

texts:
There is an option in class bpy.types.Menu(bpy_struct) called path_menu which says it can be used to "Populate a menu from a list of paths."

I'd like to use this to populate a menu from a folder of text files. I can't find any examples of how to do this though. Could someone point me to a menu example that uses path_menu or demonstrate how I can use this? Thanks.


texts: Can I name an output file from an output node?

texts:
When I give a new name to a File Output, Blender ignores it.
It is using this name to create a new folder instead in which it is saving the image. Can I give a name to an output files or can they only be called Image0001?


texts:
I am a beginner in Blender, I know how to use the basic commands but don't have much experience creating models. I am trying to create a circle of ribbon-like DNA with the base pairs detached in the center like this, except with a few caveats.

The base pairs should be able to freely rotate around the "vertical" axis, and somehow I can control the loop so it can writhe/contort (like go from a circle to an "eight"). Could anyone please help me figure out how to do this or point me to some resources that could help?


texts: Move object along local axis with Python API

texts:
How to move object along it's local axis without using operators?

In my case I have objects scattered along curve with Follow Path constraint:
 example blendfile.
Which, I guess, is irrelevant when using matrix_world for applying transformations.


texts: Using the 2.8 Keyboard short cuts in Blender 2.79

texts:
I'm planning on teaching Blender later this year, and it's likely I'll be using Blender 2.79. However, to avoid future confusion among my students I'd prefer to have the 2.8 UI & keyboard shortcuts.

Is this possible and if so is there a Keyboard & UI set for Blender 2.79?


texts:
In responding to a recent question someone told me that my mesh had a lot of "duplicate geometry". At the time I did not really understand the remark but I think I now begin to understand. I also became aware that for instance the extrude tool creates duplicate geometry.

Question When looking at my mesh how can I see that there is a lot of duplicate geometry and how to clean that up ?


texts:
I'm trying to use a blendshape in Unity, it's a blendshape that shrinks the model:

But when I run an animation and use the blendshape this happens:

Anyone know what might be happening? Any thought can be helpful.


texts: Python, measuring distance using ray_cast

texts:
I have one problem I need help with.

I'm trying to measure a distance between the origin point and hit point using ray_cast.
Is it possible or do I have to use another tool?

ray_cast loc[2] always return 1.0 or -1.0

cb = bpy.data.objects['Cube']
src = bpy.data.objects['src']
dst = bpy.data.objects['dst']

mw = cb.matrix_world
mwi = mw.inverted()

origin = mwi * src.matrix_world.translation
dest = mwi * dst.matrix_world.translation
direction = (dest - origin).normalized()

hit, loc, norm, face = cb.ray_cast(origin, direction)

Thank you for your answer.


texts: Create keyboard shortcut for an operator using python?

texts: How can I create a keyboard shortcut for a specific operator with using the python API?


texts: Creating a Stick man with rectangular sticks

texts:
I tried creating a stickman rig with rectangular sticks. For easier understanding, this is what I have so far:

The Problem with it is, that I just used rectangular object and added some caps to them. Than I strapped each element via an empty to a bone. During render though I found out that Blender Render cannot render overlapping faces.

-> how would I go about modeling such a model without overlapping surfaces?

This is my first Blender creation, that's why I tried picking the simplest way to do things, as it is also the only way I know how to do it.

Thank you very much for helping me out :D


texts: Full sphere (or double hemi sphere) lighting

texts:
I have an object in the world centre, that I want fully lit from a sphere.

In Blender, you can add hemi-sphere lights. I did not find a way to change the hemisphere into a full sphere. Can that be done?

As an alternative, I thought I would just add two hemispherical lights to my scene, like so:

To my surprise, this does not yield an object, evenly lit from all sides.

The hexagons on this torus that are perfectly vertical, receive zero light.

Why wouldn't two hemispherical lights add up to a scene that is fully lit from all sides? And second, how should I achieve this instead? I am using Cycles.


texts:
I choose the scale or rotate option that's on top of the render timeline, but every time I left click, the red circle with the 4 black lines sticking out (3D cursor) is selected, and not the scaling or rotating options. Is there any way I can fix this?

EDIT: I have posted this on blender as a bug. Can someone who has enough reputation close this question as not constructive (ie this question is something that needs to be discussed not answered)? Thank you for all your help.

EDIT 2: This is my computer specific, please check my solution below.


texts:
I'm having trouble cutting a hole out of this niche, knife project tool is not working. How can I do it?

Model:


texts: Normal map baking creates distorted normal

texts:
I have spent quite a while working on a baking a normal map from a high poly model onto a low poly model, and the result every time regardless of how I unwrap the low poly model is always severely distorted and tends to be squashed or smaller than the actual uv itself.

Here are some screenshots of the models and the result.

Assistance is much appreciated, as always and thanks in advanced :D


texts:
I'm new to blender, and am trying to make a Minecraft animation. I can get a single character in, but don't know how to have multiple rigs in a single animation.

How do you have multiple characters?


texts:
I am doing a simple animation with smoke emitting from a circle on top of the chimney, but it is not behaving like it should.
I have initial velocity off.
The tank is going from right to left(forward)


texts: How to Mirror weights from one side to other for group of vertex groups?

texts:
I need that, but do that in one step for group of bones without manually work with bone by bone at vertex group tab.

One of the solutions, but it is suitable when you need to make this action for a maximum of a pair of bones or a little more, but when will there be more? It won't be convenient.


texts:
I make left geometry using inset faces(using 'depth' option) and after many tasks I want make inset face planar like right geometry(removing only 'depth' effect and moving only inner face).
Is there any tool for me?


texts: Procedural chain links not working with blender curves

texts:
I'm trying to make a procedural chain link (by following this tutorial).
One of the steps required is to add a curve (path) and connect the chain link's curve modifier to that newly added curve.
However, the chain link is instead attaching itself to the very end of the curve. As a result, the curve does not affect the chain link unless you grab the point at the end, in which case the chain link will move very stiffly with the position of that particular point. I feel as though I'm properly following the directions, so I don't understand what my issue could be. Any and all help is very much appreciated.
The first picture is the result I'm getting, and the second picture is the expected result shown in the tutorial video:


texts: Cutout on overlap from camera perspective

texts:
I'm currently working on a 3D model with labels that explain the functions of certain parts. As the end product will be used within a hologram pyramid in the end, the model will be continuously rotating to uphold the illusion of a 3-dimensional model.
However, this rotation yields the problem that some lines do overlap with text during certain frames (seen from the camera perspective - they are not actually overlapping). I've read that that Blender offered a possiblity to render the overlapping parts of the objects automatically invisible? Is this possible and if so, how can I achieve this?
I would appreciate any input and thank you in advance.
For copyright reasons I unfortunately cannot share the entire model - however the following screenshots hopefully describe the problem (the animated object is above and the labels are behind each other in the overlapping situation):


texts: Blender viewport shading render mode not working propperly

texts: Im watching a blender tutorial and they said to select render mode but when I select render mode the model pretty much disappears and the lighting doesn't work and ends up looking like this.


texts: Extruding and aligning on an existing face

texts:
I was wondering if there is a way to extrude such that it aligns on an existing face.

I've also included an image below since this is probably quite a vague description.

So what I would like is:
Extruding the yellow edge (on the X-axis only, which can be done by using the 'X' hotkey), such that it aligns on the purple face. I.e. one of the edges of the extrude is on the purple face.

Since I'm new to blender (and 3D modelling in general) I'd love to hear if my entire approach is odd, wrong, or otherwise inefficient!

Thanks in advance!


texts: Shading artifacts / Tricky modelling situation

texts:
I hope someone can help me out with this.

I'm modelling a moka pot, similar to this one:

This is what my mesh looks like in the snout area:

As shown in Fig. 3, I marked the planes around the front of the snout as smooth, to get a nice rounded edge. However, in rendered view I get weird artifacts, such as can be seen here:

Does anyone know why I'm getting these weird results? Nothing I do seems to help.

Here's the .blend file:

coffee.blend


texts: How do i rotate set of models that make a bigger model(a car) to 0°?

texts:
How do i rotate a set of models(created from main model, i call them submodels, the project i am working on is a car mod for a computer game(Beamng [Link for forum post][1],

Basically i imported the model from a website(after i got permission from the site, provided i dont make any profit for the end project and it will be avaible for everyone(everyone who owns the game legally atleast)

When i imported the model, it got rotated 0.6 something degrees in W/E directions, how do i rotate whole model to 0 degrees(as it should be)?

I know i could like join the submodels(set of models making a car body, eg chassis, doors, bonnet, lights, glasses) whit ctrl+J, but that might/will break my UV maps and all the job i have done on it....

These are the files of the model i have right now, part of the original problem was fixed(model rotation, but axis rotation still remains)

https://drive.google.com/file/d/0B6vRqq08Rx2JeTdqYzRicGJaMDA/view

https://www.virustotal.com/en/file/bd2528331b1fea82a6d84998460b89e4997fa0b9317a0a39fabbc5497a21efe0/analysis/1500458932/


texts: Possible to modify the width of a button?

texts:
I am talking about the animation control buttons on the Timeline panel. In short, I would like to make the buttons wider, either by setting a horizontal padding value or by specifying width. If possible, with an add-on script or if that is not possible, by modifying the scripts in the "scripts" directory of Blender.
The buttons seem to be added in "space_time.py" line 41 to 62, like
    row.operator("screen.frame_jump", text="", icon='REW').end = False

but how to change the looks? Is it even possible to change the width? I am not sure because all buttons in Blender seems have no width (just the width of the text or filling the parent UI).


texts:
I'm trying to texture paint the ground but I don't know how. I haven't been able to find a tutorial that can help. All the terrain is one mesh and I'm using 2.82. I want to add some gravel around were the tracks are and do some grass variations.

Also I had to scale up the UV map to tile the texture here so that the grass texture didn't look so large.


texts: Obviously, you can make node groups, but every time you want it, you have to append it from whatever file it's in. Also, there are some restrictions with making nodes like a lack of adding some sort of description (like with different math nodes if you hover over a mode it will tell you what it does), adding clamp checkboxes, or having different modes. A way to make my own nodes from scratch or maybe convert group nodes into normal nodes would be awesome.


texts: Can't get simple light path nod examples to work

texts: I've seen a few examples of using the light path node; looks cool and very useful! Most simply mix two shaders then control the factor via one of the outputs of the light path node. For example a green default cube with red shadows. I can't get this to work! Starting with a default scene, using cycles render engine, I place a plane under the cube then set the plane's shader to a simple white diffuse and the cube's shader up as shown in the demos. The result however is no different than if I just plug the top diffuse shader node directly into the material output. What am I missing? Have watched multiple examples of people explaining the node, all use the same node setup and no-one seems to mention any setting I might have missed.


texts:
I have (remote) access to a pretty powerful machine: i7/128GB RAM/2X Titan-X 12GB GPU/ Ubuntu 14.04, but when I try to use it to render any scene with Cycles (Blender 2.69/2.71) using GPU Compute all I get a checkerboard fully transparent render (similar to this post).

There are no errors in the "info" screen and in the top of the render view it says: "Frame 1| Time 00.00.25 |Mem:26.35M ,0.00M Peak 34.28M".

Unlike the post in the link, this is clearly not a GPU RAM shortage problem.

I'd appreciate any help here - even an educated guess can help me at this point, thanks!


texts:
I can't figure out how to install addon from blender 2.73 onto my imac.
I go into addons in user pref. I enable addons.
I select /users/me/library/applicationsupport/blender/2.73/scripts/addons/
and then click install from file.
And I get:

  error! source file is in the addon search path: '/users/moi/library/application support/blender/2.73/scripts/addons/'


texts:
I don't have any idea what's going on https://gyazo.com/41ae3432ea76837f06e3ecfb288efd00

I can click on some things but not anything like file (to save my project) or tick and boxes. What's wrong?


texts: Baked Cloth Sim Lost Between Closing and Opening File

texts:
I'm running Blender 2.90.1 on a Windows 10 PC. I've created a relatively simple cloth sim of vinyl banners on the side of a tent in a breeze. In order - I've saved my project -> Checked the boxes for Disk Cache and Use Library Path for the Cloth Sim -> Bake. I let it do its thing, save again and see the subfolder with the cached frames for the sim next to the project on my hard drive. All good.
However, after closing and re-opening the project or opening it on another computer (mapped network drives are the same), the bake is gone. The files are still there, and in fact the Cache section of the Physics tab states that "231 frames on disk" but there is clearly no sim happening, either in the render or the preview window. I'm forced to run the sim again each time I open the file which, as one can imagine, is extremely frustrating. Cloth sims don't have the External options to specify a location for the cache like particle or fluid sims do, so that doesn't apply here.
Settings look like this:

And a freshly baked sim SHOULD look like this:

But when reopening the file or on a different system for rendering, despite the sim's Cache settings being untouched, I get this:

What gives? Did I do something wrong or is this a bug perhaps? I suppose the alternative is to bake it in the .blend file but that's not very optimized and can slow things down.


texts: Boolean cuts on one side but adds to the other

texts:
I had one boolean perfectly cut in this model but the one in the pictures below has an error of some sort. Has anyone had an error like this? How do i solve this?

Thank you in advance.


texts: Export rest pose to unity as default action

texts:
I'm trying to export my model to unity.
I've made low poly character and animated it with idle, walkF, walkR, walkL and walkB animations.
After exporting to unity as .fbx file or .blend file the character won't stay i T-pose. It sees its walkL(walk left) animation as its default action.
In a fact I don't want no action to be default. By default I want my character to stay in T-pose.
Please, I'm helpless...


texts: how to get in python real position of object that follows a NurbsPath?

texts:
I have an object following a NurbsPath (path is the parent of the tracker object)  and I am trying to print its position in each frame. but the "location" attribute always print the same value, doesn't matter in which position over the path the object is.
I guess I am querying the wrong property.. this is the code I am using:

import bpy

sce = bpy.data.scenes[0]

obj = bpy.data.objects["tracker0"]
print(obj.location[0])

for i in range(0, 20):
    sce.frame_current = i
    print(obj.location)


texts: Why is subdivision surface behaving like this?

texts:
I'm wanting to 3D print my object- so I'm looking for a literal way of smoothing.. I want this object physically smooth while maintaining creases and negative space, like this:

However, Subdivision surface is behaving like this. Why? And how do I fix it?

Thank you! :)


texts: Weird edges with solidify and subsurf modifier

texts:
I am making a model of a ferrari 458 and and currently I'm facing a problem I can't solve. When using the solidify and subsurf modifiers, the areas where the mesh is connected on the diffuser have creases. I have tried rebuilding all the area from the beginning, smoothing the vertices, faces and edges and merging by distance, but nothing worked as intended.
Any thoughts on this?


texts: I have a corrupt script that registered a class I forgot to unregister. The script is removed now and the class is stuck in blender's internal memory, effecting my copy of blender. Restarting has no effect. Calling bpy.utils.unregister_class(class) has no effect, saying that my class can't be found. How do I remove classes that have been registered that get left over from a bad script (preferably through the python console)?


texts: How can I create a shiny metallic plastic-looking material?

texts:
My first post here.  I apologize in advance for my ignorance.  I'm looking to create a material (and lighting to make it look right) that will look like the one below.. maybe a bit more metallic.  I am a complete noob when it comes to materials and light so I don't even know where to begin.  Help???

I'm using cycles render mode.


texts: How to make a rigid body system a static mesh?

texts: Is there a way to make a rigid body system a static mesh?


texts: How to make the texture not follow the mesh deformations (Bouncing and stretching ball)

texts:
I want a bone to control the rotation of a ball. But the stretch bone also rotates it, since the texture follows the mesh and stretches and rotates with it. So the texture needs ignore the mesh rotate using the info of the bone only. Currently the texture is using UVs, which I know is stupid so what's the best way to do this?
Here's a screencapture: https://drive.google.com/file/d/1dZnNn_P0kz35zvRJni72l8knh07ri2wx/view?usp=sharing


texts: Why do bones further down the chain get stretched when a bone is rotated?

texts:
I have 10 bones inside a cylinder so the cylinder can bend, like an elephant nose or octopus leg. However, when I rotate a higher bone, eg bone 5, the children bones stretch or get longer. How do I turn this off, so bones keep the same length when higher bones are rotated?

Edit: adding screenshots:
Here is a screenshot. It is a cylinder, I used extrude so it would have several sections of vertices, and it has 7 bones in it (the cylinder has the Armature as parent.) I added a cube to show the stretching, it also has the armature as parent with Automatic Weights.

After rotating bone 4, the cube is stretched, and it looks like the bones after bone 4 are stretched too.

What I'd like to do is have the rotation applied, the further down children bones keep their length and not stretch, and for the cube to point in the direction of rotation as it does now, but not stretch the cube.

I've uploaded my blender file, named as "bendAndScale.blend". I'm sure it's some constraint, I tried to add one but couldn't figure it out. Thanks in advance for the help.


texts:
My apologies if this question doesn't make sense, I'm brand new to animation.

I've been fiddling around with the F-Curves and would like to subdivide two F-Curves to have another keyframe between two curves without affecting the overall shape of the original curve.

For example, here is my curve:

The reason this can't be solved by just keyframing the midpoint (frame 200) is because:

A. The midpoint of the keyframes isn't always the midpoint of the curve, like in this photo:

And B. Even if the middle of the curve is the midpoint of the two keyframes, adding a keyframe changes the curves shape:

Even though I could change the added keyframe to vector, I'd have to manually line it up with the old line, and the process of doing that is too lengthy/not perfectly accurate.

So, how do I subdivide F-curves and end up with the same line I had before, yet another handle in the middle?


texts: Can't assign new keymap: Unsupported key: Unknown

texts:
I can't change keymaps, I just get "Unsupported key: unknown". I am on a Mac with a Danish keyboard layout. Is anyone else experiencing this?

Blender 2.82a
OS: MacOS Catalina 10.15.4


texts: How to get rid of artifacts in corners - Bevel Object

texts:
I am trying to model a swimming pool. I create a rectangular loop (first curve) and a wall profile (second curve). I used the second curve as Bevel Object on the first curve, but it creates strange artifacts in the corners.

Could anyone tell me how I can fix it?


texts: Baking Fluid Domain Results of Draining Container Fail Above Final Resolution of 50

texts:
I hope to create a fairly realistic scene of water draining out of a container, revealing a moving object within.

All objects have been set up with their normals checked for consistency and scale and rotation normalized with Control-N. The animation is six seconds at 30 frames per second for a total of 180 frames. When I do a test bake at a final resolution of 50 with a simulation start time of 0 and end time of 9 seconds, the container drains at a reasonable rate and I am pleased with the outcome, with the exception of the slip behavior at the fluid/container interface.

many particle objects are on layer2 to keep them from appearing in the render

When I increase the final resolution to 100 in hopes of getting better slip results, the water initially looks right

but appears to drain instantly by frame 1, leaving a few fiddly droplets behind for the rest of the frames.

Is their something wrong with my drain outflow object that would cause its rate to be bake resolution sensitive?

Is their a persistent place to post blend files, so that people in the future might benefit from examining this blend file?


texts: Blender Eevee crazy render artifacts (maybe?)

texts:
So I'm doing some work on Jim, about to texture, and boom, these crazy artifacts on some randomly selected faces...

I've tested the .blend file on my laptop and it all seems fine, and I've tested new .blend files and they tend to do the same. The texture shows fine in Cycles and I haven't done anything to the material except plug in the texture, I have also tried reinstalling Blender completely with no luck...

I do have a fairly old IMac, mid 2011 21.5", which might be the thing causing it, but any insight would be amazing <3

Any ideas?

Edit: I also get some weird stuff in shading mode too (black model, weird light sphere

)


texts:
I used to use blender a long time ago and now I started to use it again but I can't find the color option in the material. Is there anyone that knows how to fix it please? really appreciate it.

 I know that I can change the color where it says "Diffuse" but when I do that and want to add shader in the "Node editor" it doesn't show any output or input, so don't know how to do it.It would be greatly appreciated if someone can help me with this.


texts: How can I work around applying a modifier to a shape with its shape keys?

texts:
Blender says: I can't apply a modifier while it has shape keys.
If I don't apply the modifier It doesn't allow an FBX export of its shape keys.

So I have to delete all the shape keys apply the modifier then build back the shape keys.

The only way I know how to do this is making a duplicate of the shape with the keys intact and sliding each key one at a time to a value of 1 then select the shapes to then select Join as Shape. It's a long tedious procedure especially if you have a large number of shapes keys.

Is there a better way than how I am doing this?


texts: My texture bake of my model seems to not render the textures on the correct polys on the UV map

texts:
I do have 15 different materials on the model but baking worked fine on the other model i did
here is the blend file if needed, i really cant figure this out on my own and ive been trying for hours
https://drive.google.com/open?id=1W3HREcwcD7pMTBYW8_dHmZswikf0zzPt


texts: How can I create a star field background that rotates in cycles?

texts:
How can I create a 'world' in cycles that is a star field, and rotates with one of the objects in the scene?

The effect I'm going for is that of a time-lapse of the night sky. The rotating object is going to be the sun lamp, so the stars move realistically with the night and day. (The scene is set on an asteroid, so the stars will be visible throughout.)

I could rotate everything else in the scene, but this would quickly become a real pain, having everything rotating all the time while trying to animate it.


texts:
I was wondering if there is a way to hide custom properties we add to objects in our add-ons - to keep them from being displayed on the side (N) panel:

Some type of "internal only" option?

As an artist, I've always hated how addons clutter up this area. Especially when we (the user) want to maintain our own custom properties that get exported to game engines and such. It makes a mess. I saw a similar question here Hide custom properties in the UI panel with python, but I believe it was misunderstood.


texts: properly UV unwrapping "edge loop" geometry?

texts:
Think of a geometry like this (blend attached):

Now imagine you have a texture image such as this, which you want to have tiled horizontally on that selected surface (polygons).

To get a result akin to this:

How can you do that without starting from scrach?

PS. Cylinder unwrapping only works to a degree, the texture gets noticeably stretched at places compared to other places.


texts: I want to duplicate an object accross scenes but without deuplicating the materials attached to it

texts: Right now my Duplicate Data options under the Blender Preferences are set NOT to duplicate data material but this only work accross the same scene, not for the whole Blender file. Is there a way to only duplicate the mesh but not the materials? Because I'm using the same few shaders for all my scenes and it's important I don"t get any duplicate for batch rendering.


texts:
how to do uv indexing like this procedurally?

i wanna make some shader that can pixelate image but with hexagonal.


texts: Lighting a volume with a bi-color point light (2)

texts:
This question is a following of  this one

I would like to light the center of a cylindric volume with a gradient light White -> Red -> Blue radially from the center to the border.

I made a test of the lighting one a plane mesh and get this result (after some settings) :

The color gradient is OK

Now I renderer the cylindric volume at the same position than the plane.
And I have this result :

This is nearly what I want.

Nearly, because I had in idea to see a white glow inside the volume and the outter volume seems to hide the center of the object.

I tried to change the density, reflection, and scattering settings of the volume but I didn't succeed to see the white glow.

Is it possible to give transparency to a volume and see the inside lighting with special settings ? Or not ?


texts: Have location of grouped objects relative to parent object

texts:
I am creating a wall section which will be a wall with a hole and in the hole's place a couple of doors and so on.

For ease of putting things in place I first create an empty node. Then add a wall and doors as children of the empty node. If I relocate the empty node, the meshes of the wall and doors follow along.

What bugs me is I want to locate the doors and wall relative to the location of the parent, empty node. How do I do this? It seems that even though an object has a parent node, the Location in X/Y/Z is specified in the global world. It would be easier to specify this relative to the parent node. So with a pair of doors I could just set something like X: -0.5 for the left door and the right door would get 0.5. Is there any way?


texts:
I created a mask in blender, but it moves around when I zoom in and out. For different zoom levels, the mask appears in a different location. Is this a bug in blender? Or is there some way to prevent this behavior?

Here is my mask at 2:1 zoom:

At 1:1 zoom (notice that the mask moved down and to the left):

At 1:2 zoom:

At 1:8 zoom (the mask is no longer surrounding the subject):

System Information

Arch Linux x86_64, NVIDIA GeForce GTX 560 Ti

Also reproducible on OS X 10.11, NVIDIA GeForce GT 750M

Blender Version 2.78c

Minimal working example

Minimal working movie clip: GOPR1630.mov

On my machine, zooming out will cause the mask to move from its original position. Without the referenced GOPR1630.mov, unselecting and then selecting "Display Stabilization" in the movie clip editor will fix the problem. However, if the GOPR1630.mov file exists, zooming will cause the mask to move whenever "Display Stabilization" is selected.

The amount of mask movement when zooming seems proportional to how much the track point for image stabilization (Track.002) moves.


texts: Texture Paint won't paint the whole face - Bleed option seems to be off

texts:
recently I've wanted to test out the Texture Paint Mode on Blender with some simple model (low poly stuff). I've been able to correctly (I assume) UV unwrap -manually and smart unwrap- my model to prepare it for texture painting. However when actually painting the model I've noticed some issues, whether trying to paint with a brush tool or the fill tool, some very small areas of faces of the model, whether having Face Selection Masking enabled or not, could not be painted:

I'm currently trying to paint on a 512x512 texture (don't know if the size matter) but, when trying to solve this problem, even with a resolution of 4096x4096 this problem still occurs, although it is less visible. I've also tried to mess around with the Bleed value by increasing it a little bit (from 2px-4px to 8px), and when I did that I noticed something else:

It seems that the "paint" is being applied with some rotation to it, and I don't think this is the expect result, so this might be the source of my problem.

Blend File


texts: Characters' Shirt Texture Deforming Strangely

texts:
I tried posting this on the Unity forums but no one there knows what the problem is and they suggested it could be a UV mapping problem within Blender. When exported my character from Blender into Unity via fbx, I've been trying to figure out why his shirt texture is stretching only in certain areas and I cannot figure it out. Here's a link to a video so you can see the problem:

(https://mega.nz/#!y51X1YJJ!yNT7cQiRN80-u2hBvdOpSyjATwV2_xc4jmvj8XVjw0QI).

I think I'll try to see if weight painting is causing the problem a little later today. I've already tried all the following things:

Tried in Blender:

Applied location rotation and scale before export.
Applied all modifers before export except armature modifer.
Tried UV minimize stretch.
Tried conformal UV unwrap.
Tried changing Auto Texture Space on the shirt and changing it to the same rotation, location, and scale of the object.

Tried in Unity:

Texture Type: Normal Map
Wrap Mode: Repeat

If you any ideas, please let me know, thanks in advance.


texts:
So i have blender 2.83.3.
In my scene I have 600+ keyframes, and there is a bone that I want the move to a different location for 500 of those keyframes.
Is there a fast way to move those or do i have to more them keyframe by keyframe?
I thank anyone with more XP then me!


texts: "Smooth Vertex" wrinkles mesh instead of smoothing it

texts:
How is this smoother, it keeps wrinkling everything like forking pie crust

pie wrinkles http://ball2000.net/blender/images/GeeThanks.jpg


texts: How can I prevent overlapping when using Solidify Modifier?

texts: I have used the Solidify Modifier tool on my object (choker) which appears to have caused overlapping at the centre. Lowering the thickness has helped but it does not prevent the problem. The image below shows how the choker should look. I have probably missed a simple step but cannot figure it out.


texts:
For practice I am trying to model an object and need to duplicate and move a face (similar to the way it's done in blender guru's doughnut tutorial for the icing).
So I marked the faces I want to duplicate:

...used shift + D and then moved the duplicated face:

...and then used P and "selection" to make its own object out of it:

However, as you can see in the last image, the separation somehow fails. Its marked in red and I cannot do any transformation or so to the new object.
Does anybody know what's wrong here?
Thanks in advance!


texts: Is it possible to change light setups in Blender after render? (Like switch day/night/lamps etc)

texts:
Sorry for my english. Is it possible to make things like on attached image in Blender compositor?

Picture from Pixelary blog.

I have tried hard to find an answer by myself for 2 weeks and i failed, tried to ask Mike from Pixelary but he did not respond, tried to render different light sourses on different layers and then edit Defuse/Glossy direct/indirect passes and emission but in all cases I got terrible results.


texts: Is it possible to change the active bl_category with python?

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Assuming that the bl_category has a name, and is listed together with "Tool" "View" "Item", which are natively exposed in blender
in the bl_space_type = "VIEW_3D"
Is it possible to have a list of all the applications that are exhibited in this space? And is it possible to change the currently active tab via a script?


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I'm trying to make a horror game with a green tint to the camera (like above)
Is there any way to make this?


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After creating some hi-poly model, i'm always creating low-poly model by approximating that hi-poly mesh with triangle-by-triangle LP mesh - with snap to face mode turned on.

So the process looks like CTRL + RMB (x times), and hitting F on keyboard, so the new face was made.

Then I'm using this low poly model to texture baking, mainly for gamedev purposes.

This method is very time consuming, so how to make retopology process easier and quicker?


texts: how to get camera exactly like in the z perspective view

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I'm making a text animation,in which in the end i want the camera to look exactly like when i look through the Z perspective view(numpad 7), so that the text seems 2d in the end.
how do i make the camera do this?


texts: What is the unit of measure with the ruler tool?

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When I use the ruler tool, it gives a very accurate reading, with many numbers past the decimal point.

However, what am I reading?  Is it giving me this in meters, centimeters, inches?  And is there a way to specify this in preferences somewhere?


texts: How to avoid fluid appearing outside collision objects?

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In fluid simulation as it is done on a grid with a resolution definable even choosing a higher value for the resolution (as in our example below, 200) it is not enough to have a realistic shape of the simulated fluid with respect to the obstacle, here a glass.

One may suggest that after simulation scale up the glass up to a size that the artifact disappear. This is a bad idea. The obstacle is not going to be a simple shape. Scaling causes many issues.
One may also suggest that trying to apply Boolean operation on the resulting fluid (domain) with the obstacle (here glass) e.g., applying fluid(domain)-glass. This is also bad idea as it will not remove parts of fluid on outer surface of the obstacle.

Is there any better way to do this: to generate a fluid that respects the surface of the obstacle in a more realistic way?

For those may suggest even higher resolution, please note that for just such a simple simulation shown in the figure, it consumes gigabytes for baking! If you could increase the resolution to infinity, yeah, this may solve!

Update:
Check the following example.
Left is what you get if you don't do anything.
Right is what you get if apply Boolean operation properly on stack.
We put this example here to demonstrate that clipping (which is very costly, BTW) may work only for simple situations as this example. It cannot be done for complex shapes. The results (after couple of hours) will be very disappointing. We believe something should be applied in more low-level during fluid simulation. Say, each frame (step or stage) of fluid simulation a post=processing should apply to match the grid output with the obstacles' surfaces.

  Only for simple situation like this


texts: I merge 2 vertex and become weird ,How can i fix?

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First pic :Before merge
Second pic: After merge


texts: Why Blender will be stalling sometimes, after finishing importing the model

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I'd like to use the python script in Blender to render my dataset.
What I do is just import models (which has a random number, and the format is '.obj'), and then doing some rendering.
But sometimes Blender will be stalling like below (not everytime, in fact most time everything is ok)


texts: Blender building error 'fatal: unable to look up git.blender.org (port 9418)....or WSAStartup failed' Win64

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im not a programmer, please help me like you would your grandma.
Windows 10 64bit, followed all the previous steps from this page very carefully


texts: Getting area (region.view2d) pixel coordinates of 2D views (VSE, NLA)

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I am looking to overlay a sound vis, using bgl,  over strips in the NLA, VSE, like

How can I find the area.region.view2d x,y, width and height of strips in the NLA and VSE editors using python?


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I have noticed that Blender crashes under certain circumstances. Every time I try to open a separate 3D Window with either Bone or Empty Sphere added to the scene, it just shuts down.

Can you confirm similar behavior?
If it is a bug, how do I report it?

Blender version 2.69 (sub 2),
build date: 2013-11-07.
I'm using Ubuntu 12.04.

Here is the console output:

connect failed: No such file or directory
Read new prefs: /home/orustam/.config/blender/2.69/config/userpref.blend
Writing: /tmp/blender.crash.txt
Segmentation fault (core dumped)

Contents of the blender.crash.txt file:

# Blender 2.69 (sub 2), Revision: 61181
bpy.ops.object.armature_add(view_align=True, enter_editmode=False, location=(0, 0, 1),
rotation=(0, -0, 0),
layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))  # Operator

# backtrace
/usr/lib/blender/blender() [0xbf87d2]
/lib/x86_64-linux-gnu/libc.so.6(+0x364a0) [0x7f1c9820c4a0]
/usr/lib/x86_64-linux-gnu/libdricore9.0.3.so.1(vbo_save_playback_vertex_list+0x42) [0x7f1c863c9ee2]
/usr/lib/x86_64-linux-gnu/libdricore9.0.3.so.1(+0x7e592) [0x7f1c862f4592]
/usr/lib/x86_64-linux-gnu/libdricore9.0.3.so.1(_mesa_CallList+0x82) [0x7f1c862f8362]
/usr/lib/blender/blender() [0xcdb942]
/usr/lib/blender/blender() [0xcdc776]
/usr/lib/blender/blender() [0xcde730]
/usr/lib/blender/blender(draw_armature+0x93a) [0xce011a]
/usr/lib/blender/blender(draw_object+0x3ea6) [0xcd4926]
/usr/lib/blender/blender(view3d_main_area_draw+0x697) [0xca56f7]
/usr/lib/blender/blender(ED_region_do_draw+0x85d) [0xe6e1ed]
/usr/lib/blender/blender(wm_draw_update+0x5bb) [0xbfcc4b]
/usr/lib/blender/blender(WM_main+0x28) [0xbf9b78]
/usr/lib/blender/blender(main+0xcbf) [0xbc2c0f]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xed) [0x7f1c981f776d]
/usr/lib/blender/blender() [0xbf72e9]


texts: Is it possible to crease a NURBS vertex?

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I am learning how to make vector like graphics using a NURBS curve, and it looks like a very powerful method, except I can not find a way to 'crease' a vertex. The vertices are automatically smoothed, and my result looks like this:

I want to be able to make the circled areas sharper, while keeping all other parts the same.


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I made this like 6 years ago using softimage with mental ray as renderer:

I want to create the effect of having a shadow on a white background again using cycles as the renderer.

For now I did this using a blender build from here:
http://graphicall.org/1200
which supports a cycles shadow caster.

The problem is that the build crashes a lot during rendering. So I was wondering, is there any way to archive this effect using cycles in blender 2.78?


texts: When should MIS be used and when should it be disabled?

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I understand what Multiple Importance Sampling (or MIS) does, but are there any drawbacks to using it?

When should MIS be used?
Is there any case where one would not want to use it?


texts: Mesh sticking to edges when using subdivision surface

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Amateur with Blender here, using 2.8, having an issue with the Subdivision surface modifier. I have a very simple shape here and I'm trying to extrude while using the modifier, I have this one part of the mesh that sticks to the edges of the model.

I've tried everything I could think even, I've even deleted all the vertices in that area and rebuilt it from scratch and that darn thing just reappears. If I delete all the edges and then just fill in the new face, it'll just move to the next edge down. I definitely don't have any overlapping points.


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It is common to want to change settings for many selected items at once. For some things, like scaling, it automatically affects everything you have selected. For other things, it only affects the active object. Is there a way to make it affect the entire selection?

For example, if I am changing the settings on some bones, and want to set the entire armature to not inherit rotation, I currently have to select every bone one at a time and do it manually. Is there a way to do it for the entire selection? I know I can write a script for it, but then I need to make a script for every parameter that I may want to change.

Another example would be locking/unlocking rotation/scale/location.

A way to copy parameters from the active object to the rest of the selection after making changes would work too. Rigid bodies can do this for rigid body settings, but is there a way to do it for other settings?


texts: Vertex gets left behind when object is moved, not using weight painting or rigghing

texts: I'm doing a very simple model (Blender Guru's donut tutorial), and I'm just trying to move the model up in space, but whenever I move the icing, a single vertex wont come with it. Its always the same vertex, and for some reason it looks like it did move along with the rest of the object when I'm in edit mode, but only edit mode. Deleting the vertex means messing up my mesh. I checked an older version of this model, and the same issue occurs, how do I fix this?


texts: How to weld two objects along a common seam?

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Using the knife project tool I have been able to scale my entire mesh to TWO resolutions,  cut out (and delete) the ear from the low-resolution model, cut out the ear from the HIGH-resolution model (using the same vertex path), and graft it onto the low-resolution model:

The result is good; it is an almost perfect join.  Only in a few places can I see a tiny gap.

However, it is still 2 objects, and simply joining them doesn't connect the meshes.  I would like to connect the meshes so that I can smooth around the join line, and use the 'simplify' brush to transition gradually from big triangles to small triangles.

Is there any such tool?


texts: Blender script: add ALL OBJECT to command?

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I have got very simple script :

import bpy

bpy.ops.object.select_all(action='SELECT')

bpy.context.object.show_wire = True

bpy.data.objects["Lamp"].show_wire = True

bpy.data.objects["Camera"].show_wire = True

bpy.data.objects["Suzanne.001"].show_wire = True

What i need is that ["Suzanne.001"] will not be specified but rather be something universal for ALL objects in scene, is there something similar like ["all_objects"] or something like that ?


texts: Will pixel and resolution of an image affect the texture painting?

texts: I am a beginner of blender. I would like to ask if the pixel or resolution of an image will affect the texture painting quality? Is it that using a higher pixel or resolution image will turn out a better quality of texture shown in blender than using a lower one?


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With all the face pointing outside in correct direction. Still the bake result giving a green result.

Any suggestion or help why the result is in green. Thanks


texts: how to bake Sun Position into Sun object animation

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I am using the "Lighting: Sun Position" add-on that is controlling my Sun light object position, which works and renders correctly on my local host.  However for the Sheep-IT farm I apparently have to "bake" this into the Sun light object position and am working a python script:
sun = bpy.data.objects["Sun"]
for iframe in range(bpy.context.scene.frame_start, bpy.context.scene.frame_end + 1, 1):
    bpy.context.scene.frame_current = iframe
    print( bpy.context.scene.sun_pos_properties.time )
    sun.keyframe_insert( data_path="location", frame=iframe )

However the sun_pos_properties.time is always printing the time (for frame #1), even though it is animated, and the inserted keys are also not changing.  Can some kind brilliant person give me a hint on how to complete this script?


texts: Displacement works in viewport but not in render (Cycles)

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My problem is that my noise displacement map is working well in the viewport (Cycles rendered mode) but when I f12 render the image, the displacement just disappears. What am I doing wrong?
 enter image description here


texts: I've read from here about Help -> Operator Cheat Sheet, which apparently creates an OperatorList.txt file that I can read. But where is it and how do I see it? Sorry for being such a noob.


texts: Can I render a curvature image from a 3D mesh

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I have a 3D mesh and I have principle, gaussian, min, max curvatures for each triangle (not vertex curvature).
Q1: Now I have my mesh as a STL file includes vertices and faces list. The facet curvature information can also be recorded, but I am not clear in which way or format could blender read it.
Q2: and if I could load the curvature for each triangle, how could I render a curvature image in blender? i.e. The channels are not RGB in the range [0,255] anymore, but each channel record different properties, in my case, I want to have 2 channels for principle curvature, 2 channels for gaussian, 1 channel for min curvature, and the last channel for max curvature.
I don't need lightning effect, simply project facet curvature to an image, and all done.


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I want to create a wave made out of particles/dots. The wave should look like this:

I tried to achieve this effect by adding an ocean modifier to a plane. Then I added a particle system to the plane but now I don't know how to go on. How can I make the particles lay on the 'ocean' and move when the ocean is moving?
PS: I know there is a way to do this with a material in the Blender Render. But firstly I want to create the whole thing in Cycles and secondly I want to have particles.


texts: Is it possible to export marker location over time?

texts: It seems that the motion tracking workspace is designed to be used to guide a 3D scene, but is it possible to export the position of one (or more) markers over time?


texts: In the viewport I see the back part of the model instead of the front

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I wanted to weight paint the grass and when I noticed I couldn't paint I switched to viewport and saw this. Render still looks fine. Not working in 2.83 either, hoping I just accidentally activated some stupid setting. Recalculating and flipping normals didn't work either
EDIT: my description was very vague so here we go again, my problem is that I see the back part of the model instead of the front (if that makes sense).


texts: Can't choose Plane Track in Plane Track Deform node while compositing

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I created 4 markers and used them to 'Create Plane Track'. This worked fine.

Then, in the compositor, I added a 'Plane Track Deform' node, selected an image for it, and chose 'Camera'. Clicking on the plane track dropdown, I don't see my plane track. The dropdown is empty.

What am I missing? I looked at tutorials, they all just pick the plane track from the dropdown, and mine is empty. Could it be that the plane track is not associated with the camera?

For the record, here's the plane track (in the motion tracking layout):

Then, the plane track doesn't show in the compositor:

Any idea what I'm missing? Thanks.


texts: Is Blender suitable, or perhaps overkill, for making 2d graphic of water flowing in pipe?

texts: I'm in the market for a free or inexpensive program that will help me create a graphic of water flowing through pipes (2D is OK, and preferred at this point). Would Blender be suitable for this, or would it be overkill in view of Blender's reportedly steep learning curve?


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I am just making a simple spaceship in game engine, I want the ship to bank as it moves left or right.

I added two animations to the key presses and this works fine, however, if both keys A and D are hit at the same time the animations completely break.

It is difficult to explain exactly what I mean, so here's the .blend

I must be missing something obvious here, any ideas?


texts: Green and red color on my baked normal map appearing

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Hi, it is me again. This time, I am having an issue with normal map baking. I have random red and green on my normal map that which are creating strange white shapes on my model. I tried a lot of things like playing with the ray distance and margin. I also make sure that my high poly model is not overlapping my low poly model.
Now, I am stuck with this, do you have any idea?

By the way, I am doing this character for a video game, is normal map baking on low poly character the better method or should I do it an other way?

Thank you!


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I have a simple script that changes a position based on a bool. It works well, but I was wondering if there was a way to interpolate/dampen the value when it changes.
My script:
import random

if(is_out_of_range):
  pos = (target_pos.x + random.random(), target_pos.y + random.random(), 0)
else:
  pos = ground_target_pos


texts: I've installed addons before, but recently when I upload the addon into blender, and I search for the addon, nothing shows. I'm not unzipping the file, so I'm not sure what's wrong? In the bottom right, when it shows the file you install, it just shows this. Is that supposed to be happening?


texts: Setting up collision for large-scale model in Unreal Engine

texts: I was creating a large scene for use in the Unreal Engine, but I need proper collision physics and since Unreal Engine's collisions aren't suitable for large-scale objects, I have no idea how to go about doing it at this scale.


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By that I mean things with a specific shader are rendering black, though the shader will render if I disconnect everything except ye olde diffuse, glossy, and mix shaders

For brevity, here's the blend.

Today, I rendered again just to reaffirm the problem, but the model did render for some reason. At this point the shader was the exact one in the blend file I linked. Again, still an exceedingly simple shader at this point.

But when I attempt to plug something into the material output's displacement (I wanted to try the same texture data used in the mix shader's fac input, if it matters), the model renders black again.

The shader's preview in the outliner panel shows up properly


texts: Why are there still objects showing in layer after moving them to another layer?

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In Blender 2.79 RC1, after space bar > move to new layer on all objects, I think the layer should be empty. However it still seems to contain objects in some sense. It still shows the dot in the layer indicating objects are present, and Blender says e.g. "0/9 Objects". If I select all with "A", it doesn't select any of the objects that are supposedly there. I also don't see any geometry. What is the issue?

Thanks!


texts: How do i make the image look like its directly outside my window

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]3
So basically im trying to put a picture outside my window (in eevee) and when i do it appears far away and blurred, is there any way to put it directly outside my window? The roof also turns green whenever i change the overall colour of the background, say if i changed it to a blue sky the roof would turn blue as well.


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I downloaded a STEP file from the internet.
I wrote a small python script that utilizes the FreeCAD libraries, in order to convert it to STL.
FreeCAD succesfully loads the STL file.
However, when i tried to import it into Blender, the program crashes. It crashes before the file renders.
Keep in mind that the filesize of the model is about 75 mb.
Is this normal?
EDIT:
I tried to upload this to materialise.
It took a lot time to process after uploading and then it said that the engine made corrections to the geometry.
Here is the model link:
https://i.materialise.com/en/3dprint#modelId=d149f714-0e86-40ce-bc60-1311196d6881&materialId=12a65a42-df49-47a9-8828-0efaf84c5509&colourId=1d560850-b873-4379-8721-44cb8b4f9baf&productTemplateId=71bf88f0-705d-419e-9ec2-b75bf37f32b6&scale=0.07185&quantity=1


texts:
Learning to model and I've got a question about what I've surmised about normals mapping so far (correct me if I make a mistake):
We create a normal map from a high poly model, in order to export the detailing into a texture to be used on a low poly model. This normal map contains information for the lighting of bumps, dents, etc. so that these do not need to actually be rendered and use no geometry, making your model take up less resources which is important in games.
So my question is: say I am modelling for a still image render and would like to experiment with the positions of lights or I am modelling to create a 3d-printed miniature, would it then be wise to skip the normals entirely and have the details sit as geometry in the model?
From what I understand the low poly model is still needed to UV-unwrap for texturing, as high poly counts seem to be impossible to unwrap, but in the mentioned examples would there be any other changes to a general workflow of base mesh->retopology into lowpoly->unwrap->high poly detailed model->bake normals->paint ?


texts: How to apply Effect Strip in Video Sequence Editor

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Can I apply and remove an Effect Strip, for instance the Speed Control?
I mean like the modifiers, when we Apply them we also remove the controls. I want to remove the strips in the Video Sequence Editor but let the changes.
Thank you for your attention.


texts: Problem with rest position and pose mode

texts: I have purchased the rigged skeleton from http://www.jan-hamernik.com/. however I am unable to pose it as the model totally goes weird in pose mode. I have know idea what todo. Heeeeelp


texts:
What is multiple importance sample option.
And the main question is Can It be simulated via OSL shader or in particular glossy shader?


texts: Ver 2.8 Texture paint works only on a few faces

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I ran into a problem today while texture painting a mesh. Did it multiple times before and everything went fine but not with this mesh.
Here my steps:

Made my mesh composed of few objects (nothing with weird shapes, just cubes)
Went in Edit Mode, selected all vertices, pressed "U" and selected "Smart UV Project"
Created an image for the UV map
Created a material with an image texture linked to the UV map Image.
Went into Texture paint mode and start painting on my mesh with paint mask activated so i can paint everything or just the faces i want.

Some faces got half painted vertically, horizontally or just a few parts of the face, some not getting any painting while some are good.
Don't know what I did wrong. Please help me!
Blend file link


texts: Sculpting issue with alpha brush making pointy geo, low resolution when sculpting

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I just started sculpting and I ran into some problems. I followed multiple tutorials and I had no problems then. But when I try on my own, I dunno, weird things happen.
Q1: Is there someone who can tell me why this is happening to my sculpt. I was using an alpha brush and weird pointy geo started showing in the middle (see img) I started with a cube, remeshed it to like 800,000 tris, clicked on dyntopo with constant detail. It happens with and without dyntopo selected.
Q2: I have another question, why is the resolution of the corners of the alpha (and also draw brushes) not getting smooth and seeing triangles? I have dyntopo on with smooth shading.


texts:
The render (cycles) seems to be rendering the scene twice, slightly enlarging one image, and superimposing it in the same render result. The result I'm getting is as if seeing double. I have only one render layer, one scene, one camera. Test renders worked fine until I added a denoise mode in the compositor and moved the camera, and now I can't remove the effect, even by replacing the camera.

Incidentally, I tried switching to eevee just to see what happens; it renders only the HDRI and nothing else. This is even more perplexing.

Sorry if this sounds terse. I meant go to go bed two hours ago and I'm frustrated I can't render this overnight now.


texts: How to untwist a twisted STL model from microCT scanning

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I've got some STL models created from microCT scans that have an undesirable twist in them. I was wondering how I could use Blender to remove the twists using something like proportional editing. The STL models are very large (>150MB) and contain upwards of 6 million triangles.

I can import them into Blender but when I try proportional editing the mesh gets all distorted. Would it possible to create a mesh plane of similar x-y dimensions, sub-divide it, and somehow link it to the STL model so that the proportional changes in the mesh are reflected in the STL?

End view of twisted STL

Closeup view of triangles


texts: I'm currently doing the Blender Guru's tutorial on how to make a chair and my mesh is kinda rounded on the outer edges and pinches in towards the middle, (I'm trying to just get it straight like in the picture) Can someone please tell me what im doing wrong.


texts:
How do I make steel in cycles using 2.5 as the IOR?
2.5 is the listed PBS IOR of steel but I have no idea how to make a great node metal shader in cycles using this info.
Thanks!
Douglas E Knapp


texts: What hardware consideration to make when setting up a Blender/Cycles render farm?

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I thought about writing down all variables that make up our current situation. I feel that they are important to the situation, but they are not directly relevant for this question. Therefor I decided to post those considerations here: https://pastebin.com/h0rLWvsn .

The Lack of Info Online

I've been searching for sane, recent render node setups, but I keep finding threads where people cram the most powerful Xeon they can find in their nodes and include the best graphics card they can afford. That might work for an editing rig, but from a server/horizontal scaling point of view that seems ridiculous.

To my understanding, smaller, cheaper, dispensable nodes will be capable of handling more subframe at the same time. Each subframe will take longer, but all in all that should not matter that much since overall time will be cut by the multitude of cores.

The CPU vs GPU battle

The GPUs in our editing systems are indeed about 4x (at least) faster than the same renders on our editing system CPU. However, some scenes populate 10GB peak memory and graphics cards like those are just to expensive to make sense. Also putting a €1000 GPU in a €1000 machine leaves you with 1x €2000 node, whereas it could also give you 2x €1000 CPU nodes. They can be working on multiple projects, or multiple subframes, and if one breaks only half of your capacity is lost.

However, I don't see people taking this road online, so I'm wondering if my way of thinking is wrong somehow. If so, can someone please point out where my reasoning is wrong. If not, what CPU is a valid choose for this (frame/€)?

What are good resources to find more info about this, specifically for CPU rendering nodes?


texts: I am using Blender 2.79b on the LXDE desktop on Debian Linux Stretch. My hardware is an old Core 2 Duo Mac Mini, and I'm using a high-resolution monitor (a TV) by VGA. The UI elements are a tad too small, and Virtual Pixel Mode is not available in the user preferences for some reason. Is there another way to make the UI elements bigger, or a way to enable the missing Virtual Pixel Mode? I should note that the Blender I am using came from Debian's repos as opposed to downloading it straight from Blender's site, if that makes a difference.


texts: Quick and Precise Angle Measurement in Blender?

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I'm looking for a precise way to measure angles in blender.  The ruler/protractor tool is very limited with the snap to vertex frequently failing in edit mode and only showing two digits beyond the decimal point when it does work.

Are there any addons that will let me do something like select two points and measure their angle relative to the 3D cursor?
(preferably with the ability to attain more than two significant figures beyond the decimal point - somewhere beyond 6-8 would be ideal, but even just a smoother workflow than that damned ruler/protractor tool built into Blender would be amazing to have)


texts: Animating a dynamic amount of objects from CSV data using Animation Nodes

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Problem

I was given some data from a simulation and am trying to animate said data. I've gone through several other posts where they accomplished this using Animation Nodes, which works for a fixed amount of objects. The problem I'm having is one data file can contain the position/rotation for an undefined amount of objects. What I need is some sort of first step that instantiates the necessary amount of objects and then a second part that animates the objects.

Solution

The solution I'm looking for needs to:

Instantiate a undefined (dynamic) amount of objects
All instantiated objects will be the same
Animate a undefined (dynamic) amount of position/rotation vectors

If there is some better method to accomplish this other then Animation Nodes I am open to suggestions.

What I've tried so far

So far I've been able to animate a fixed number of objects using a loop input. I've played around with using a different character to separate the objects like '$' character. But I still get stuck trying to instantiate the objects dynamically.

Update

Ok so I screwed around a little more and have it now so the objects get instantiated based on the length of a list taken from the first line where the elements are separated with '$' character.

I feel like I'm soo close now but I'm still running into the issue where it doesn't want to add keyframes for the 2nd line.

I've added a screenshot and the .blend so maybe someone else can see what's going wrong here?

Update 2

I understand attachments are typically frowned upon in SE questions but so we can all be on the same page I've attached an example CSV file.

Some more things to note are:

I can format the simulation data in any manner, if changing the format of the CSV allows me to more easily create animations then so be it
Remember as long as I can animate an infinite/undefined amount of objects AND keyframes/data points then we're good.
The approach I've taken at the moment is to have every line (row) = one animation cycle. The information for each object is stored on a single line, I use a the '$' character to divide objects as a little bit of a hack.

Project Files / Example CSV

Example CSV File


texts: Constant crashes on many projects - Mac OSX -

texts:
A project I am working on just crashed. It's happened multiple times before but this time no back up of the project is opening either. I tried other projects and they too are crashing. I have deleted blender and reinstalled it and yet it still crashes.
Tried starting a new project and appending one collection at a time from the crashed project.
I have had multiple collections crash the computer.
The project was working absolutely fine before and now nothing will open.
Appreciate some help. Thanks
Can post crash report if helpful.


texts: Why does applying the Curve modifier move my object?

texts: I'm building a mountain path on blender 2.83.3, but when I apply the "Curve" modifier to the plane, it moves under the Landscape and if I apply the array it only makes things worse. Can you help me?


texts: Bake script works individually, but crashes in loop

texts:
I am trying to write a script to bake all of my physics in the correct order. The commands work if I issue them to each cache individually, but if I try to bake them all in a loop, I get a Error: EXCEPTION_ACCESS_VIOLATION

The script is as follows:
import

 bpy
from bpy import data as D, context as C

for objName in ('StickManDefender', 'Blood1', 'Blood2'):
    obj = D.objects[objName]
    print(obj.name)
    for mod in obj.modifiers:
        if mod.type == 'DYNAMIC_PAINT':
            ctx = C.copy()
            for surf in mod.canvas_settings.canvas_surfaces:
                print(surf.surface_format)
                if surf.surface_format == 'IMAGE':
                    ctx['object'] = obj
                    bpy.ops.dpaint.bake(ctx)
                    break
                elif surf.surface_format == 'VERTEX':
                    ctx['active_object'] = obj
                    ctx['object'] = obj
                    ctx['point_cache'] = surf.point_cache
                    print('Free Bake')
                    bpy.ops.ptcache.free_bake(ctx)
                    print('Bake')
                    bpy.ops.ptcache.bake(ctx, bake=True)

The output is:

StickManDefender
IMAGE
Blood1
VERTEX
Free Bake
Bake
DynamicPaint: Preparing UV surface of 256x256 pixels and 16576 tris.
Error: EXCEPTION_ACCESS_VIOLATION

If I limit the run of the script to only 1 of the objects, no problems. As soon as I try to bake multiple in a loop, crash. I've tried using concurrent.futures.ThreadPoolExecutor to run each iteration on a separate thread and wait for the result before continuing the loop and I've tried running the whole thing on another thread, but no dice. I've also tried calling C.scene.update() between iterations, but that doesn't help either. Is there something else I need to do to make this work?


texts: I made a short intro and it is fine, but when I press (play) the animation freezes very often. I also tried to render the animation hoping that it would run smoothly but the problem didn't get better.


texts:
I would like to create a shape/curve similar to the white line on the picture below. From linear curve to wave curve.

How can I create this one?


texts: Alignment of Segmented Teeth along curve and Animation

texts:
I am working on a small project that involves drawing a curve over a set of misaligned teeth then transforming/ aligning them accurately along a curve that is drawn over the teeth as a guide to their optimal final position. So far I have only managed to segment the teeth but having a challenge tracing the curve over the teeth from a reference image then moving the teeth to their final position. After the above task I would like to animate the object showing the movement.

This is a screen shot of the intended setup:

Below is a video of the intended result:
https://youtu.be/XPgm0JDAGQc


texts: How to map an extra mouse button to ctrl z?

texts:
Around 50% of my key presses consist ctrl+z.
How can I map ctrl+z to my mx mouse's thumb extra button in Linux?
Pressing the button in preferences > Undo has no effect, while it works out of the box in Firefox (history back).
Env: ArchLinux


texts: What is the difference between an edge loop and an edge ring?

texts: I've heard the terms "edge ring" and "edge loop". What do they mean and how are they different?


texts: How to attach background to Render Layers node?

texts:
I have created a second Render Layers node to add the background of the scene but first I can get it attached to the second Render Layers node:

And when I add background to attach it to the second Render Layers, I get it attached to the object instead of to the background:

Could somebody tell me what steps I am missing? Please take into account that I am an absolute beginner.