texts: Need Help Importing BVH in Blender 2.8 BETA

texts: I have my rig to receive the instructions in my blender document attached to a human mesh. I go to file-import-motioncapture(bvh) and successfully import the instruction giving rig. I cannot find the tools for the slave rig to pair with the  master rig in the object properties panel. I a using Blender 2.8 BETA. In the past I was able to find the source and target armature bone association list but it is no longer there when I select both rigs. I think I have enabled all included addons related to motion capture. Is the one for a rig learning from a BVH file in a non-included addon for 2.8? If so, where do I find this addon?


texts: My Blender model has invisible insides when exported to unity

texts: I have a crate that I got online and then customized and animated to open and close, and in blender the walls are visible on the inside, but in unity where I imported them they aren't, can someone please tell me why?


texts: I am using the wave texture and am faced with a dilemma: by default, it is rotated in some obscure way. I want the bands of the texture to be aligned with each axis (x, y z) but cannot for the life of me figure out the rotation values required to do so. Any help?


texts:
I have a bought rigged model in 3ds max file format that I want to use in Blender. So I selected the mesh and bip rig and exported to fbx. When I imported the fbx to blender 2.8, the bones were out of place. The ends of the bones are facing different directions.

I'm a beginner in Blender and I'm enjoying learning it now especially with the changes in 2.8. Most of my files are in max or fbx and I really want to practice blender especially using the fast rendering of eevee.

I would appreciate some tips or advice in solving this issue.
Thanks in advance!! ^_^


texts: Physics is not rendering, It only renders when I bake it

texts: So basically I was making a flag simulation and it sticks to the initial frame and it doesn’t simulate anything for the whole render.(Unless I bake it). Is this meant to be or is something wrong, Please help.


texts: I can't see my object or model in weight paint mode


texts: Blender changes image colors when rendering

texts:
I'm working on a project where I'm editing in Davinci Resolve, but doing a number of effects in Blender.  However, when I render out a shot from Blender, I find that the color of the image is slightly different from the source video.

Here's a frame from the source (no color grade):

And here's that same frame after being rendered out in Blender and saved as a PNG (started with the default Blender file, added the clip to the sequencer, and rendered):

It's hard to see in these pictures, but the color is slightly darker and modified in the Blender output.  If you look at the waveforms, you can see in the Blender output on the right, some of the sections are slightly brighter (for example, the circled blue section):

I might be able to color correct it to match, but so far that's not been straightforward.  It would be much easier if Blender's output didn't dork with the colors to begin with.

What is going on here, and how do I get Blender to not modify the image's colors when rendering?

I am working with 8-bit V-log H.264 footage from a Gh5s (color space sRGB).  Again, all Blender's settings are at their default.


texts:
I build a primitive pool table model with holes where the pockets would be but cutting the holes via the Boolean modifier left me with really bad looking lines in the table surface.

I could very well take the time to smooth them out but I'd like to prevent them in the first place. How would I go about this?


texts: New shape keys distorts model without editing

texts:
Blender fileI have already created some shape keys for the character, but anytime I add a new one, it deforms the character in a weird way before I even edit it.
I am using blender 2.79b. I have attached the file
. Pls help. Thanks.


texts:
I'm a very new Blender user (read: no experience).

I would like to create a block between two wireframes without losing the "texture" of the wireframes. A previous attempt using the Loft function was largely successful, but seemed to connect points from the bottom wireframe to points on the top wireframe.

Is there an easy process to create a block between two wireframes without having the wireframe points connect between layers.

Thank you for your help :)

EDIT: Currently I have three wireframes 'layers', I've sketched these out, but simplified them for the purpose of this question.

I would like to connect layer 1 and layer 2 to create one block, and also connect layer 3 and a copy of layer 2 to create a second block.

EDIT 2: Following Rick Riggs' animation, I was able to create this. This looks like what I am trying to do, but the object still has an internal structure. What I am trying to create is an object that has either no internal structure, or is solid, so that I am able to calculate a volume. My apologies for not being clearer, but this is very new territory for me. Thanks again for all your help :)


texts: How can you use one object to delete the same 3d space on another object?

texts:
Hello!
I made a 3D logo a couple years ago and want to update to how it should've been made in the first place. I want to take the logo on the left and make it like the logo on the right. Does anyone know the best way to do that?


texts:
After extensive research I still could not find a way to do this in Blender.
Does Blender support baking indirect lightmaps?
I'm not talking about lightmaps baked with a sky light. I'm talking about lightmaps which contain only bounce lighting (from direct lighting) and no direct lighting.
We need a separate direct and indirect lightmap for our game, so we can mix baked lighting correctly with dynamic lighting.

What we get (as a lightmap)

What we need (as a lightmap)


texts: Where is the definition of this function "layout.template_node_view"

texts:
I will be much appreciated if anyone can give me a pointer.
I've no idea why there is no item but only "Remove" and "Disconnect" in the combo box of the right panel. There are actually two parts on the right surface panel, the top one is generated by me with about 100 line of code, it is flexible because I can change anything in it. However the bottom one is more elegant, it is generated through this function "layout.template_node_view" which I notice from the source code of "Cycles", the thing is there is no other items in the combo box.
Where is the definition of this function? I searched the whole folder of blender, found nothing but references of this function.

And BTW, why are the two comboboxes have different style? What are the official name of them?

Thanks for any tips.


texts: Which Nvidia RTX attributes are the important ones?

texts:
This RTX family of Video Cards includes different generations of GDDR ram and amounts and multiple price points as well as so many clock speeds and OC options.

Rather than just throw money at a high-end card, which of these attributes best contributes to the Cycles render for the smartest purchase?


texts: I made a space themed world background for my blender eevee scene. The only problem is that space is dark so the rest of my scene isn't lit up well. The way my scene is set up, it seems like the best course of action is to change my space background, but I would like to keep it. Is there any way I can have the space world background as well as another world background to give the scene light without compromising the space background?


texts: How can polished and frosted facets be created on a gemstone?

texts:
There are a number of gemstone designs that have some of the facets left unpolished or frosty.

From software I created, the coordinates of each vertex and the equation of every face is known.

This is why I use Boolean Difference to create my gemstones - one facet at a time.

Since I do one facet at a time, is there something that I can do to make the facet frosty like a roughness of 0.2?


texts: Is there anyway of making some hair I modelled thicker because what I currently have is too thin and I want it to be a bit thicker.


texts:
Here is the image of my render:

I am really new to blender and have searched for answers but keep coming up blank.


texts:
Why does a MixRGB node rotate my ColorRamp/mapping coordinates?

The Fac is set to 0 so it should have no effect on anything at all. Also notice that the voronoi pattern is not rotated but the ColorRamp.


texts: Using "Material Preview" HDRI in Renders?

texts: I know that I can use default HDRI maps in Rendered mode in Blender right now, but the problem is when I wan to render the image by F12 (or render movie), my settings are changed to use "scene world". Is there a hidden button somewhere in rendering tab or somewhere else? If I have HDRI correct in rendered mode, why I can't have the same result after F12 render?


texts:
beginner here.

I am creating a part to be 3D printed. I am trying to engrave text on it so that it will appear in low relief, but the boolean operation does not seem to be working. The surface on which I am engraving is like a very flat cone, so I am first applying shrinkwrap to make the text follow its curvature.

The model I am working on has had the text engraved before, but there is a problem, and I have to do it again. So I removed the old text and filled-in the missing areas.

These are the steps I am following:

I made the text in Adobe Illustrator
I converted it to outlines and exported it as SVG
I import the SVG into Blender
I join the curves (ctrl-j)
I make a mesh from the curves
I select the option "subdivide" from the W menu
I apply shrinkwrap modifier, using the cone-like shape as the object
I extrude the text.
I remove doubles (through W menu)

Now, when I make a boolean operation on the cone, using the text mesh as the object it only carves the surface partially, some letters are totally missing and some are partly carved.

I've been going around this website looking for ideas but none I found works for me. Any suggestions will be greatly appreciated

Thanks!

Axel


texts:
I have this weird object (vascular tree) which is empty inside, but closed from the top and the bottom:

However, it is empty inside, which makes me unable to use boolean on a bigger object (I want to make a hole in an object through which this object will go through). So I thought I should fill it and then try to boolean.
But, how do I fill it?

Thank you sincerely.


texts: Cloth physics for poly hair and armature

texts:
I have an armature for the body and then modelled the hair. By following this tutorial (https://youtu.be/c11l2o5uCQs) on how to add cloth physics by using verts and ik modifier, the hair bangs are perfectly reacting to physic. However, when I try to connect the hair to the "head" bone of the body armature, it acts weirdly and the whole body is moving following the hair bangs.
Do I have to merge the hair armature and the body armature (if so, how to connect them) or I'm doing the wrong way :/


texts: When blender is rendering I can see my model but at the very end the render goes black and the image saves as a black image. I am using cycles. Any help would be awesome!


texts: I do not see instant bending during rotating bone in Edit Mode. I have to go back to Object mode and after then I can see the bend. Thank you for advice


texts: Can't get particles via molecular addon (v1.0.2) to behave naturally (e.g. dirt or sand)

texts:
I can't seem to make the molecular particles immediately settle when they fall through a solidified cylinder to the bottom and remain still. Instead, they jitter, shake, bounce off each other, then slowly... rise... almost like dough. (See the video)

I'm trying to get some realistic dirt or ground till to interact with. Any help would be greatly appreciated.Thanks!

Link to a simple Blender test file I made to showcase the issue: download .blend file

Thanks in advance.


texts:
I am using Blender's Video Sequence Editor and it won't let me render it. The error message...

  Timebase 20999/500000 not supported by MPEG 4 standard, the maximum admitted value for the Timebase denominator is 65535

...keeps popping up. I don't know what to do. It also won't let me save it either. Here are some screenshots.


texts: How can I seperate objects within objects (which are not touching each other) into independent ones?

texts:
^
I've got those beautiful cubes to run a physiks simulation, but obviously they are one object so I they can't move independently.
I want each of them to be a single object.
Is it possible to split all of them simultaneously?


texts: how to make that two different objects have the same number of vertices

texts: I'm trying to join as shapes two objects that don't have the same number of vertices. The white shape is a FBX face object that come from the brekel pro face 2 and it contains the shapekeys / joints captured by the kinect 2. The other shape is the head of a character that I've created by myself. It contains no shapekeys,because I want that the shapekeys of the white face are merged into it. So,I have selected first the white face and then I have shift selected the character's face and I did "join as shapes",but the operation has not completed succesfully,because it said : selected meshes must have the same number of vertices. Is there a way to increase the number of vertices of the white face until that it has the same number of vertices of the character's face ? Or do you know another way to do that ? thanks.


texts:
I somehow managed to get wireframe looked like this:

How to change it back to default wireframe view?
Edit: here is the sample file.


texts: OBJ Exporting MakeHuman Character from Blender 2.8 with Textures as OBJ file - NOT .FBX

texts:
1) Imported MakeHuman Character - Successful
2) Able to see all the Hair, Skin, Clothes, Shoes in Blender
3) Trying to Export as OBJ file (With Write Materials, Copy chosen) --> When uploading this OBJ file to Mixamo.com for Rigging, it looses all the material.

Note: I am able to export the Makehuman character directly as OBJ and upload to Mixamo with textures. But when i bring it to Blender to edit clothes, the export does not come with material file name in the MTL file and looses its material.

Please help.


texts: Twist an object along multiple axes like a roller coaster path

texts:
I have imported a prefab from unity that looks like this.

It is a track for a roller coaster.

I want to twist it about the axis in between them such that it forms a roller coaster path like this.

I can't figure out how to twist it, both along its own axis, and also along another axis such that it forms a loop, as shown in the roller coaster figure. I thought that making a parent empty object (Plane Axes) and twisting it would solve the problem, but the Empty object doesn't seem to have modifiers, so I can't even add a twist to that object.


texts: Can I make a plane renderable but not effect the light in the scene?

texts: I want to add in a plane into blender with an image on it. I want the image to render out into the scene but I don't want the plane to effect the the light in the scene. Is there a way to do this?


texts:
( I'm on blender 2.81 and rendering in cycle )
I've problems with my normals.
Everything is plugged right, but when I set my normal map and rendering my scene, all the most brightnen parts are black. I mean, the part of the normal which theoricaly receive the most light turns black, not just dark

As you can see on the pictures below, it happens when I have a short angle view, from top view there are less bugs.

I tried everything ( change light, change normal soft, invert RGB... ) nothing work.
The only things that decrease this effect is to set normal strenght from 1 to 2 ( from 2 to 10 there is this black )

Someone have an idea ?

Thanks


texts: Automatic material switch by Render Engine

texts:
Is there a way to automatically switch the material by detecting the render engine change between Eevee and Cycles?

If there is a node like output 1 if the render engine was cycles and output 0 if the engine was Eevee, That will be great for implementing auto switch function because I can just connect that to mix shader node.


texts: Why my geometry disappears when switching to sculpt mode?

texts:
When I go into the sculpting tab the meshes are not visible. The only things I see is camera and light.

Layout tab:

Sculpting tab:

Q: How to get the cube back?


texts: How to recalculate automatic weights for single bones?

texts: After I edited an already weighted model and its armature, the pose mode doesn't grab the limbs the right way anymore. Is there a way to recalculate weights for  single bones? Because I already edited the weights for other parts of the mesh and don't want to redo that again.


texts: How to view vertical zoom in Sequencer with Python?

texts: I know with ctrl + middle mouse button I can view vertical zoom , but how do I do this in python?


texts:
I have an uneven shape and on it I would like to "plant" the grass, but it comes out so that one grass flew in the air and the other grows well.

I would like to get the effect of growing from mesh grass.


texts:
i am beginner in blender. I started modelling hard surface (roulette with slot machine reel). Now I want to add light effect (like light spirals, jet fires, ...) in cycles. I dont know create this effect in 3D now. I know only add this effect in phosothop now. But I whant to know add it in 3D in the future :) And I would animate this effect in the future too. Can you help me the best way to create this effect in ming with future plans?
image from blender

added effects in photoshop


texts:
Python complete beginner here.
I struggled hard to find the way to animate shapekeys from a panel slider.
I almost got it. It works but only when I write the name of the shapekey myself (lines 8 and 12).
I want to apply the "set_shapekeys" to many shapekeys so I would like to know how to pass the name of my shapekey in something like "obj.data.shape_keys.key_blocks[keyname] but it doesn't work.
Hope someone can help me.
Thanks in advance.

import bpy
from bpy.types import Panel, Operator
from bpy.props import FloatProperty
from mathutils import Matrix, Vector

def set_shapekey(self, value) :
    obj = bpy.data.objects['foo']
    shape_key = obj.data.shape_keys.key_blocks["lobh"] #line 8
    keys = obj.data.shape_keys.key_blocks.keys()
    shape_key_index = keys.index(shape_key.name)
    obj.active_shape_key_index = shape_key_index
    bpy.data.shape_keys["Key"].key_blocks["lobh"].value = value  #line 12

class FOO_PT_panel_2(bpy.types.Panel):
    bl_label = "foo settings"
    bl_category = "foo"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_options = {"DEFAULT_CLOSED"}

    def draw(self, context):
        row = layout.row()
        obj = bpy.data.objects['foo']
        split=layout.split()
        col=split.column(align=True)
        if obj is not None:
            col.prop(obj, 'myFloatlobh', slider=True)

        obj = bpy.data.objects['foo']
        #split=layout.split()
        #col=split.column(align=True)

        if obj is not None:
            col.prop(obj, 'myFloatlobw', slider=True)

        obj = bpy.data.objects['foo']
        #split=layout.split()
        #col=split.column(align=True)

        if obj is not None:
            col.prop(obj, 'myFloatlobd', slider=True)

#floatproperty
bpy.types.Object.myFloatlobh = FloatProperty(name = "Foomax", min = 0, max = 1, soft_min=0, soft_max=1, default=0, set = set_shapekey)
bpy.types.Object.myFloatlobw = FloatProperty(name = "Foomin", min = 0, max = 1, soft_min=0, soft_max=1, default=0, set = set_shapekey)
bpy.types.Object.myFloatlobd = FloatProperty(name = "Foothick", min = 0, max = 1, soft_min=0, soft_max=1, default=0, set = set_shapekey)

classes = (FOO_PT_panel_2,)
def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()
```


texts: Depth of field in viewport and render different

texts:
I've same values for depth of field for viewport and render but I'm getting different results.

This is depth of field correctly working in viewport, this is the aim:

This is what I get after rendering:

These are my settings:


texts: How do I fix the issue of my computer crashing wehenver I try to render an animation in blender cycles?

texts:
I use Blender 2.79 because the newest version doesn't work on my old computer. My Computer crashes whenever I try to render an animation with 185 frames in Blender cycles. I tried both exporting it into an mp4 file as well as png files. Exporting into mp4 doesn't work at all. When I export into png files, my computer crashes after rendering only 1 or almost 2 frames out of 185. It also crashes when I just go to rendered view and want to see a preview of my animation.
To fix the issue I tried to enable gpu render but I had a problem that I couldn't enable it when I go to user preferences -> system. So I wanted to download a driver like explained here ( Enabling GPU rendering for Cycles? ) But I realized that my graphic card is not supported so I couldn't do anything.
Now I don't know what else I could try. Maybe my computer is too old to handle it? Is there anything else I could try?
edit:
about the project I am working on:
I have a scene with a house that I made using a bunch of images as planes. I only used the knife tool, loop cuts, extractions and intrusions to make the house. I'm new to blender so it was made in a very easy way. I was trying to follow this tutorial (https://www.youtube.com/watch?v=Ff0aobJRSNc) of turning a 2D art into 3D. I did not use modifiers or particles. I made a path for the camera movement. And I also have another image as plane (a video of leafs that I edited in the node editor to make make some parts tranparent). The idea was to make some leaf shadows appear on the house.
additional info:
vertices: 1,479
faces: 1,032
Tris: 2,396
Objects: 30
1 lamp
Mem: 24.87 M
Dimension: 1080px x 1350px
185 frames
I don't understand "samples" so I have a screenshot
info about my conputer:
probook6450b
Intel(R) Core(TM) i5 CPU M520 @ 2.40 GHz 2.40 GHz
RAM 4,00 GB
system 64 Bit


texts: How do I join seamlessly two identical components?

texts: Scenario in the pictures. I've been trying to join the four selected faces into one long rod, but I fail to do so seamlessly. I tried to (F)ill the faces and merge the vertices, but it creates other unconnected edges that mess up the shading and everything.


texts: This happens only when I look from the Camera view while using a HDR.


texts: Custom mouse jumps to center when it reaches the edge of the game window

texts:
Recently, I've started teaching myself Blender Game Engine with video tutorials. Mostly I utilize Logic Bricks, but I'm attempting to branch out into Python scripts.

I have successfully created a working custom mouse overlay using the following code:

import bge

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

over = cont.sensors['over']

own.worldPosition = over.hitPosition

Unfortunately, when the plane I'm using reaches any edge of the game window it jumps back to the center of the viewport. It's very distracting and not the effect I'm going for at all.

What is the proper logic to prevent it from defaulting back to the center of the game window?


texts:
Somewhere during modeling something I did something that I am unable to find how to fix. When active selecting my car mesh in object mode I get this strange orange edge stripe, that I cannot account for. In edit mode I tried already selecting the edge and clear sharp and clear seam. Also mesh cleanup -> merge by distance but there seems only one edge. Because the mirror modifier the orange line appears also on the other side ;-)

What could cause this effect? And more important, how to get rid of this line that doesn't fit the outline of the car.


texts: What does this black dashed line on a rig mean?

texts: I've been using rigify for a while but just checked out some of the other layers out of curiosity and noticed this black dashed line. What does this mean? I don't have it parented to any mesh.


texts:
I am new to 3d modeling, and I have some problems after finishing my project. To preface, my goal was to create a tiger mask.

My problem is that when I show my non-manifold elements, I have some non-contiguous and boundaries non-manifold, shown below:

As I said, I am new to 3d modeling, but I did notice that the boundaries ones were shown where there was a hole or opening, as in the eyes, mouth, or back. Why would this be? I could find nothing that would cause the non-contiguous ones as well.


texts: Movie sound/music editing : better solution than VSE?

texts:
Third question of my concern about producing high quality short movies. The question is quite simple :

Is audio as weak as video in the VSE ? Is there another way of managing sound than the VSE ?

It would be convenient to use the VSE for audio, as it is (at least for me) intuitive and easy to work with. I know I could do the same work with like Audacity, but it seems really painful from my point of view. The only missing feature is a visualization of audio volume, but I'm guessing some add-ons exist for that.


texts: How can I get the vector for the force that is applied to an object in the BGE?

texts: Is there a way in BGE to get the force vector applied to the object? I need something like worldLinearVelocity, but it should show the force vector instead.


texts: Issues with intersecting faces and how to unwrap a maze created from svg file

texts: I'm pretty new to this field.I have used a svg file from maze generator to create a maze. On extruding (and applying solidify modifier), I found that several faces are overlapping and intersecting with each other, which is messing up with the textures. Is there a way to fix this? Can the 2 intersecting objects be merged as 1? and how to unwrap the image?


texts: I've been learning how to make planet from this course: https://www.youtube.com/watch?v=3g8XxmqSP90. Planets textures are used as materials over the surface of a sphere but I wanted to know. Is it possible to use moving video footage as a material on a sphere?


texts: Is there anything like this smart mesh warp for blender's grease pencil? I know you can move vertices around, but it might be nice to apply a mesh to your drawing to warp like this: https://my.smithmicro.com/anime-studio-pro.html


texts:
This is my first post here but not my first issue with Blender. I have always been able to solve these problems by either watching a youtube tutorial or finally figuring it out by myself. But that is not the case today...
I bought a 3D model of a Samsung s10 plus and it looks great! The problem tho is when i (smart) unwrap it, the unwrapping gets weird. Since the edges of this god forsaken phone is rounded in a kind of extreme way i guess Blender gets confused? Believe me, i LOVE blender but this time she has put me on the spot. I just cant figure out how to solve this...
So! heres the problem:

Here you can see the curved sides
And when i Un-wrap it it looks like this

So the sides, top and bottom gets their own islands on the side there. And if i try to move those sides in to the image it becomes very weird

I am in desperate need of help and i hope that someone knows what the problem is. If there is a need for more information in i order to help me i can of course provide it.


texts: How to write the output of Blender console out to a file

texts: Is it possible to launch Blender in a mode where everything that appears in the Blender Console is sent to a file?


texts: Blender GPU rendering pcie x16 to x1 using riser cables

texts:
Do blender GPU cycles rendering, need x16 or x8 pcie lanes?
Riser cables enable 6 GPUs (depending on motherboard) because its using x1 pcie lane. Will it bottleneck or not because its doing only calculation not output.
Pcie 3.0 speeds
x1 = 1GB/s,
x8 = 8GB/s,
x16 = 16GB/s,

Thanks :).


texts: How to add additional options to preexisting panels in your addon

texts: What is the method to add extra options to preexisting panels like the ones I have circled in the screenshot in your addon?


texts: Black vertical line, When using an equirectangular panorama render as an environment texture

texts:
I have been working on a construction project. I was asked to create a panorama image of a house interior. I decided to go with an equirectangular panorama projection. I did a test render with that.

This was the result:

I then tried this as an "environment texture" for the "background node". The front came out perfectly but the back had a black vertical line. Here's an image showing just that,

I haven't been unable to reproduce the issue in any other new file.

Here's the screenshots of my camera and render settings.

I am using the proper 2:1 ratio, but this issue still occurs. Any ideas to what might be causing this?

Edit:

Here's the node setup,


texts: Blender 2.81a is slow on Macbook pro when selecting items from the Properties window

texts: I recently got a new MacBook Pro so I have more free space on my computer's memory than ever before and yet my properties window still makes blender run slowly. My Macbook pro is a new model so it's graphics card should work fine. Is it possible a setting I changed in blender could be causing the problem?


texts: How to add the measures of the single parts of a 3d object saved in STL format

texts:
I've downloaded the STL files of a puppet that should be ready to be printed with a 3d printer and I've used two 3d tools to display the relative components of the puppet's body. First of all I used Blender, but unfortunately I can't see anything, as you can see from the picture that I have attached. I've also used the program that Windows uses by default and this time I was able to see the content inside. So now I have two problems to fix within Blender :

I want to understand how to see the content of the STL file as soon as I open the file in blender

I want to see the the measures in cm of the single parts of the objects

thank you.


texts: How to illuminate aircraft near lights on aircraft

texts:
I am relatively new to the forums and have searched for advice on this question, but havent found what I am looking for. If I have missed something like this on this forum then please let me know and i'll happily go and read something that has been answered already! So please go easy on me!
I am in the process of creating a still rendering of an aircraft flying in front of a night sky. I am fairly happy with the aircraft itself.
The scene lighting comprises of a Node world light illustrated in the screenshot below. The purpose of this material is so that I can match the ambient light in the night sky with the light on the aircraft skin. I have also illustrated (in the same screenshot) the fuselage material.
I am trying to do the aircraft lights, which includes wingtip lights, a red light on the underside, and a white strobe on the tip of the tail. I am struggling with getting the lights to glow and light up the area around the light on the underside of the fuselage. It seems the fuselage material will not accept the light from the emission sphere, regardless of the strength.

Thank you kindly!
Edit, attaching information that shows the aircraft when the emission shader is increased from 1 to 100.


texts: Using Physic tab in 2.68 to make swinging linked-chain--problem with "weight" and chain-links that snap

texts:
How do i strengthen the bonds/material in a plain linked-loop chain, in a non-kinematic chain--ie using "hard body" setting in the physics tab!  these bonds behave strangely and break every time...  I'm attempting to replicate the tutorial listed here  one of Andrew Price's "Blender Guru" videos...

I'm trying to create a simple swinging "wrecking Ball" but setting the weights of the individual chain lengths to 2KG (24 chain lengths) and the ball on the end to 10KG doesn't work..

I'm told that scaling up the chain makes the physics work better, that "too small" objects don't behave well.

I've set everything in the scene to be "Cast Iron", and I would have thought that 2KG mass of a single link should not break, but it does, roughly into thirds, every time I hit the animation button

Does anybody have a list of "things to try" to fix this?


texts: Using Python to animate a property of an addon

texts:
I am using a Python script to create a number of text objects in Blender, and would like to have them use the Typewriter script so that they appear to be typing themselves out as the animation progresses. Here is my script so far:

import bpy, random

words = ['MANY', 'WORDS']
font = bpy.data.fonts.load('(path to font)')
mat = bpy.data.materials.get("Blue")

for n in range(len(words)):
    new_x = (random.random()*3.2)-1.6
    new_y = (random.random()*15)-10.5
    new_z = (random.random()*1.8)-0.9
    new_scale = (random.random()*0.125)+0.125
    new_time = round(random.random()*300)
    bpy.ops.object.text_add(location=(new_x, new_y, new_z), rotation=(1.5708, 0, 0))
    new_text = bpy.context.object
    new_text.scale = (new_scale, new_scale, new_scale)
    new_text.data.font = font
    new_text.data.align = 'CENTER'
    new_text.data.body = words[n-1]
    new_text.data.materials.append(mat)

To realise this, I would change the new_text.data.body to new_text.data.source_text and insert two keyframes for character_count - one at new_time with value 0, and one at new_time+60 with value of len(words[n-1]). However, when I run the following commands in the console:

>>> ob = bpy.context.object
>>> ob.keyframe_insert(data_path='character_count')

I get the following error:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
TypeError: bpy_struct.keyframe_insert() property "character_count" not found

This is the data path I get when right-clicking on the field and selected "Copy Data Path", so I am reasonably sure that I have the right name. Can anyone advise me how I might resolve this? Many thanks.


texts: How to convert Face Duplication to a permanent single/many objects?

texts:
I want to convert a face duplicated object into a permanent object.

For example: If I have a Plane with 100 faces and each face is duplicated by an object (let say: a cylinder), then the converted Plane should create 100 individual cylinders or a single object with 100 cylinders.

Is there any way to do it?


texts:
I want to use Blender and bpy to create sinusoidal struts. I have been using Python with VTK in the past, but it is causing some trouble and I feel Blender might be the better solution.

An example of what I want to create is depicted below. It is planar in a sense that only one axis is modified with a sin (or in this case cos) function. It is also tilted by 45°, but that's not the big hurdle.

Since I am very new to Blender, I googled around a bit and found this: http://wiki.theprovingground.org/blender-py-mathmesh

It contains the following code that creates a surface that is modified with sin:

import bpy
import math

# mesh arrays
verts = []
faces = []

# mesh variables
numX = 10
numY = 10

# wave variables
freq = 1
amp = 1
scale = 1

#fill verts array
for i in range (0, numX):
    for j in range(0,numY):

        x = scale * i
        y = scale * j
        z = scale*((amp*math.cos(i*freq))+(amp*math.sin(j*freq)))

        vert = (x,y,z)
        verts.append(vert)

#fill faces array
count = 0
for i in range (0, numY *(numX-1)):
    if count < numY-1:
        A = i
        B = i+1
        C = (i+numY)+1
        D = (i+numY)

        face = (A,B,C,D)
        faces.append(face)
        count = count + 1
    else:
        count = 0

#create mesh and object
mesh = bpy.data.meshes.new("wave")
object = bpy.data.objects.new("wave",mesh)

#set mesh location
object.location = bpy.context.scene.cursor_location
bpy.context.scene.objects.link(object)

#create mesh from python data
mesh.from_pydata(verts,[],faces)
mesh.update(calc_edges=True)

I just can't rewrite it to just creating a strut, though. Originally, I created the points using the following approach with numpy + vtk, but when I try this in Blender I get error messages ('Unsupported operand type(s) for /: "tuple" and "int"' on the line where I define y in the function).

def strut(x, node_dist=5, amp=1):
    """Takes 1D array x, creates shape and normalizes it to fit the length of the cosine function."""
    x = x * 2 / node_dist * np.pi  # normalize length to fit [-4pi; 4pi]
    y = amp / 2 * np.cos(x) + amp / 2  # adjusting position and amplitude
    return y

a = np.linspace(-2 * node_dist, 2 * node_dist, points_per_line)
b = strut(a, node_dist, amp) - node_dist / 2.
c = strut(a, node_dist, amp) + node_dist / 2.

for i in range(0, a.shape[0], 1):
    if strut_number == 1:
        x = a[i]
        y = b[i]
        z = c[i]

If I could just get some help with being able to define how many points on the line I want(-> smoothness) and how to define the shape (ideally quadratic) around the strut I could figure the rest out myself. I hope my question is specific enough and not too odd. Thanks for any help!


texts: How to clear the weights on the vertices from a group of bones?

texts: How to clear the weights on the vertices from a group of bones and leave only one bone to affect these vertices, which at the time of the operation is active, selected?


texts: Is there a way to select all the objects inside a collection?

texts: Is there a way to select all the objects inside collection using shortcut?


texts: Selecting all faces on a plane on imported mesh

texts:
I am working with an STL file that was generated outside of Blender and then imported. The mesh has a flat plane (the selected face in the photo is along that plane), but it is composed of many faces. My desire is to combine all the faces with the eventual goal of extruding it. In my screenshot I have started by selecting some of the faces manually and combining them.

I'm looking for a way to select all of the faces on the plane as it is quite tedious if I have to select each one manually.

Thanks.


texts: Looking for an alternative to Holdout, that doesn't require background to be transparent

texts:
I want the white bands of the cone to completely fuse with the white of the background. As it now, because fo the shadow effects, that's not the case

I was thinking about using the holdout shader for the white bands, but that only works when you set the Background to transparent. So won't have the desired effect.

I know, I could render the animation with the holdout shader and the background set to transparent, and then composite the video on a white background with my video editing software, with all the hassle and loss of quality and flexibility that entails.

Surely, there must be a solution inside Blender for this. Anyone?

I have tried completely erasing the shadows on the white bands, but unsuccessful.

Merry Xmas everybody!


texts: Can I bake light from Nishita Sky Texture?

texts:
I want to bake the light from a Nishita Sky Texture to a model in Blender 2.9.
I thought it was possible, but now I can't manage to do it. I have Nishita set up as the sky in Cycles (obviously) but it won't bake on to the models.
Trying again with a simple scene below (even added a new Img Text to Bake in shader): NADA


texts: When removing double vertices in 2.8, I first ensure that normals are consistent and I then merge by distance. If I then recalculate normals there are further double vertices!. If I repeat the process several times, all double vertices are eventually eliminated. What am I doing wrong?


texts: How do you add hooks to multiple vertices at once?

texts: I have a path with a lot of vertices and it seems very unnecessarily tedious that I have to click on each individual one to add a hook to it. Surely there must be some quick command that adds a unique hook to each individual vertex if I select all at once.


texts: As you can see the mirrored part has solidified, and when I press z the geometry is lighter and not selectable. Is it possible to mark seams? :/


texts: Hi I'm looking for a way to add a poof of smoke to my video. I'm still new so I'm not sure how to do it on blender. I guess I would need to know how to overlay a video onto another to add the effect. If I had the video could I do that?


texts: Why does my cycles preview cause my PC to freeze

texts: Whenever i switch to the rendered view my whole PC freezes every so many seconds is there something not right in blender or is my PC just not up to it anymore?


texts:
I'm having this issue with animation nodes where, if I want to change the list of vertex positions of an object based on a boolean condition, then only one vertex gets affected. In this case, only the vertex at (1,1,0) gets moved upwards. In the example I appended, clearly all vertices of my object are at a lesser distance than 10, so they should all move. However, if I delete the "boolean branch" of the tree, and modify the whole list blindly, the whole object moves.

Thanks!

EDIT:

I'll append a screenshot of the actual nodetree where I'm having the issue. As you can see I'm looking for the nearest five particles of the particle system to the point, and then, with a very simple script, i find the velocities of those particles and calculate the resultin vector. Also, I check if the minimum distance of the five is less than some arbitrary number that I choose, and based on that, I decide to do the change or not. Appart from that, I check for the nearest points in the sphere to the current vertex in the iteration (and append the index of said vertex as well to the list of indices). Then I use a script which I will leave here to change all the vertices that are pointed to by those indices in the original list of vertex positions. And based on the boolean mentioned before, I choose what list to connect to the mesh output node.

What I intend this to do is, for every frame in the animation, change the whole list of vertex positions based on everything I just said.

Thanks for the help!

Script:

def mod_vec_list (ind, pos, vec_dist, vec_vel):
    for x in ind:
        cust_dist = (vec_dist - pos[x]).length + 1
        pos[x] += (1/cust_dist) * vec_vel
    return pos

res = mod_vec_list (ind, pos, vec_dist, vec_vel)


texts: Human model and other textures won't show up on render

texts:
I've been making animations of different accidents happening to the human model and recently I grouped them in folders. When I made another one which is already made in a new folder but still used the base file of a previous animation, the human model and other textures won't show up. The weird thing is, the shadows show up but the 3d model itself won't. I've tried almost every solution I saw in the threads here such as disabling the Render Layer, checking the toggle buttons and the Disable Restrict Layer thing- nothing works. Our deadline is on Wednesday and I'd appreciate if someone would answer ASAP. Thanks.

And the blender file: https://drive.google.com/open?id=0B_pEJgt9uYGSTmxVNzRYTkllZVE


texts:
I need to do something like this:

My first approach was to use metaballs, but I need to know if it's possible to model something like this with metaballs and bezier curves.


texts: What causes this very dark areas, that can't be shadows?

texts:
I'm modelling an indoor scene, but I'm getting these weird shadow-like areas. They can't be shadows though, as they are way too dark and move with my viewports position.
I checked my normals, but they seem all ok (blue) for the faces in the screenshots. I also checked for overlapping faces/edges/vertices but couldn't find any. I do have a couple ngons in the model, but not in the affected floor area of Example 2.
The mesh is "open"(?), so from outside you could see the "inside" of the mesh (red normals). Could this be the cause? I tried adding outside faces as well but it didn't fix the issue.
Any help would be appriciated!


texts: Is it possible to limit the volume of fluid ejected from a mesh? 2.82

texts:
I am working with some fluid simulations in 2.82 which I am planning to add to my scene. My goal is to create a fluid sim which looks like rain water flowing off a roof.

So far I have a cylinder set up as my inflow object inside its domain. I have the inflow initial velocity z value set to -.01. I thought this would give me a slow dripping or runny effect but the fluid still looks like it's coming full blast out of a hose. Is there a property in the settings that allows you to control the volume of fluid particles being released?


texts:
I would like to know in blender (internal) if premultiplied alpha is the same effect of "alpha clipping" in the alpha blend mode?

I have found this :

"PREMULTIPLICATED ALPHA

The transparency information is stored in the alpha channel and also in the visible RGB channels, which are multiplied with a background color. The colors of semitransparent areas, such as smoothed edges, are tinted in the background color in proportion to their degree of transparency.

If white pixels have a value of 1 (figure) and black pixels a value of 0 (transparent background) and multiply them by the pixels of the RGB image, pixels multiplied by 1 will maintain their values while pixels multiplied by 0 , Will become black. The problem comes when it is a value between 0 and 1, that is, a grayscale.

When composing these types of images on another background is when problems often occur. These are evidenced in the contours where, due to antialiasing or other effects, some of the pixels are gray, thus they are semitransparent. When composing our images, that semitransparency will show the black pixels of the background. When in addition, the alpha image contains motion blur, the problem is usually much worse, since it increases the number of pixels affected by the premultiplication."

that is a theory ,but I would like to inherence in blender.


texts: How can I recreate an Icosphere made of separate triangles with AN?

texts: The idea is to recreate the icosphere with triangle objects for further animation.


texts: Is Dynamic shutter speed in Sampled Motion Blur possible?

texts:
I have a single object spinning (at varying speeds controlled by F-curves) along two axes.

The effect I'm going for turns out best if I can vary the Shutter in Sampled Motion Blur for every frame, say, for instance, exponentially from 0.25 in Frame 30 to 4.00 in Frame 80.

Manually adjusting this value and exporting bits of the animation is tedious. Is there any way to control the Shutter using F-curves? Or could the same effect be somehow accomplished using another method?


texts: Strange new Blender Video editor Hard Cut change?

texts:
Whenever I Shift + K or Hard cut a clip, the second half of the clip appears greyed out/slightly transparent on the timeline and doesn't play at all in the viewport.

It didn't use to do this, it's forcing me to soft cut anything if I want to use the footage on the second half of the split.

Is there a setting that's causing it to auto-mute or pause the second half of the cut?


texts: Copy to selected not available or doesn't work when highlighted

texts:
Having problems with copy to selected across the board.
I'm trying to add a modifier to all selected objects. It's Greyed out.
They are meshes in their own collection, no other objects.

(skip to the end for main question)
Yesterday, I was selecting all objects and trying to add a material.
Copy to selected was available but wouldn't do anything.
I had to join every object and then separate (which isn't the worst),
but the objects were tied to shrink-wrap and probably had to use copy to selected to get them working again...

How do I add a modifier to All selected objects?


texts: How can I rename the list of button operators

texts:
I want to rename buttons in my panel by index

import bpy

class ADDONNAME_PT_main_panel(bpy.types.Panel):
    bl_label = "Main Panel"
    bl_idname = "ADDONNAME_PT_main_panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "New Tab"

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        mytool = scene.my_tool

        obj = context.object

        row = layout.row()

        for x in range(0,10):
            row.operator("addonname.myop_operator")
            row = layout.row()

class ADDONNAME_OT_my_op(bpy.types.Operator):
    bl_label = "Operator"
    bl_idname = "addonname.myop_operator"

    def execute(self, context):
        scene = context.scene
        mytool = scene.my_tool
        return {'FINISHED'}

classes = [ADDONNAME_PT_main_panel, ADDONNAME_OT_my_op]

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

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

if __name__ == "__main__":
    register()


texts: Exporting my Blender models texture to unity

texts: I am able to export my model but my texture doesn't export with it, I've tried to export my texture separately and I'm not sure if I'm doing it right but I found a video that tells me so when I export it separately it gives me a file. The file only gives my model the same texture it had when i exported it to unity (Grey). I assume it's a component I'm missing with my shading editor, can someone tell me what components I need or I could be missing or some sort of problem that could be wrong with my model?


texts: How can I select the vertexes on the corners of an object in Blender using Blender Python API

texts:
In this case, the object is a 2d plane in 3d space. I want to select the vertexes on the corners of the object using the Blender Python API. In this case the corners would be the boundaries of the plane:

You are welcome to just name the commands that you would use if you don't know how to use the API.

Thank you


texts: Detecting mesh overlaps of objects inside another object

texts:
How can we detect the overlap between two objects one has been placed inside the other?
I'm writing a placement algorithm and it seems regular BVH mesh overlap doesn't work for this case. Is there a way to detect this overlap?

See the picture:


texts: Noise reduction blur / postprocess in blender

texts:
I use Photoshops Surface Blur to reduce the noise, but it operates only on 2D

Isn't there a way to blur in Blender, but also smarter then PS maybe using some extended info that Blender has?

I found http://mattebb.com/weblog/surface-blur/ , but the sample link is broken and quite old

Any idea how to make "smart" blur directly in Blender?

Before

After


texts: create bounding meshes that have box shape

texts:
i have a mesh,
i want to create bounding meshes that have box/convex shape that bounds around that mesh as close as possible
in other way, my question is
How to split a mesh into other sub meshes that have box/convex shape (by python scripting,modifiers) ... (or create an additional box that bound the mesh)

(for who interested in, my goal is : i want to create mesh convex collider to object in unity,because from unity 5.0 does not accept mesh collider with rigidbody, we have to use convex mesh collider ,but the convex mesh not bound good,there are spaces that have collider (while it shouldn't )
Thanks alot


texts: Simulating piece of cloth between two moving points

texts:
I am trying to simulate a piece of cloth with two points of control. The controllers will move towards each other, leaving the straps to loosen and fall on the ground. I want to then animate the points moving away from each other again as they straighten and lift up the straps.
I have tried using hooks, but they only move the vertices assigned to them
Then I tried using bones to move, but the whole mesh is moving with.
In the attached image, I would like to have point B stay in place while point A moves towards and away from it.


texts: I want to know how does a Vitamix blender works? and its worth with money? I saw there are few vitamix model price around $400 to $500.


texts: Slower Rendering in newest daily build 2.79.4 vs. 2.79

texts:
I've installed version 2.79.4 and it is a bit slower than 2.79. I render with GPU 980TI, and the same scene with the same settings (opened and rendered without any changes).

Older - 1000 samples, denoiser, 2K res - 3:45min
Newer - 1000 samples, denoiser, 2K res - 4:00min

Am i missing something? Or should i turn on or off something?
It's not a big deal, but 15sec is about 6% slower.
Just asking

Thank you in advance!!


texts:
So I currently have my mesh mirrored to where if you edit one part of the object, it will edit that other side exactly the same way. I want to turn this off since I want to edit my left arm and not the right arm. How would I do this? I already tried turning off X-Mirror under Mesh Options but that didn't work.

Here is a picture of my object


texts: Bug with Blender (the UI to be more specific) - weird stuttering and glitches

texts:
I installed Blender in my PC (Ubuntu 16.04) and I've this weird stuttering and glitches on the GUI when I mouse over the cube from the startup project in sculpt mode. Also, when I maximize the window the stuttering and glitches become permanent.

The specs of my PC are:

CPU: AMD FX-6300
RAM: 8GB
GPU: AMD R9 270X
GPU-Driver: Open Source AMD - Mesa 13.1.0-devel

Blender was installed using: sudo apt-get install blender

Here's a short video of the problem: https://www.youtube.com/watch?v=orUQFJKJlgQ&feature=youtu.be

https://gyazo.com/c9458a26f3445f6a7f4cf6b974325dc8

I'd like to know if it's a problem with my GPU, my drivers, this version of Blender in Linux, etc.

Thanks in advance.


texts: Eyes follow me, but i don't want them to

texts:
I imported a .vrm file into blender, and for some reason, the eyes follow me, not the camera, ME, in the viewport. I actually have a few .vrm files that do this. Is there a setting where i can turn that off? i'm using 2.79.
picture: https://i.imgur.com/xPiAPRh.gifv
there are no constraints, no modifiers, nothing that i can find.


texts:
I think I'm following all steps to correctly bake multiple objects.
I'm trying to bake multiple objects (using procedural materials) into a single image.
I already got to do this with materials using image textures, but now I just want to use single colors for the objects.
Following all steps, when baking, I get: No active image found in material "Bege" (0) for object "Base" . However, all slots for the baked image are active. What's wrong?

Here a video with the steps: https://youtu.be/Ew1eclUXl6M


texts:
I would like to "Bevel the face", like so:

I would like the result to be like the one below created by scaling new edge-loops cut by hand and so not very precise.

If is it possible to do so with a modifier and not via geometry would be amazing.


texts: I have one object in my scene that I need rendered without any Anti-Aliasing, but I'd like the rest of the scene to still be Anti-Aliased, is there any way to achieve this? I'm using Cycles.


texts: List of parameter options in Animation Nodes

texts: I see there are boolean nodes, but is there any way to create list of named options  so that the a user can pick one and specific part of tree will be executed?


texts: Pose Mode - Clear Transform - All still creates jumbled skeleton

texts:
Using tutorial to give character a bone in its body:
https://www.youtube.com/watch?v=SBYb1YmaOMY
Following the guide:
Akward pose in Object Mode
(Which explains for to clear the transform very well.)
When I am following this guide, I get a Random Generated collection of bones being jumbled.
What am I doing wrong as I have followed the guide but it does not revert to the edit mode state in Pose?
See screenshot here.


texts: Animate an emission object appearing and disappearing

texts: I am trying to make a stationary emission object (placed in between two other objects) appear and disappear to create the illusion of a flare that comes on and shuts off quickly. The emission object is 2D text and a copy of 3D text on top. The emission object has two nodes: emission and transparency connected to a mix shader. When I manipulate the 'factor' in the mix shader, the emission object appears and disappears like it is supposed to. However, when I hover the cursor over the factor entry box and press 'I' to create a keyframe it does not turn yellow to indicate it has taken and no keyframe is created. I get the same result when I hover and press 'I' in the materials tab in the properties area on the right. What am I missing?! (By way of disclosure, I'm a relative newbie to Blender and animation in general.)


texts: Blender 2.8 - Why does the Waves Surface Type not have an output panel?

texts: We need the wave data generated on a Dynamic Paint canvas as a data layer in Blender 2.8, but realized that there is no Output panel available when Waves is selected as the Dynamic Paint Surface Type. Is there an other way to get that data into an Attribute node in the Shader Editor?


texts: Camera Solving, the trackers in 3D space are inverted

texts:
I have a shot I'm tracking and the problem is that after I hit Setup Tracking Scene, I check the points in the 3D viewport and the trackers that are supposed to be in the distant background are closest to the camera and the trackers that were tracked in the foreground of my footage is farthest from the camera in 3D space; it's somehow inverted.

I set the origin and floor markers.

I'd appreciate any help. Thanks!

Dropbox link to Footage Sequence and .Blend file:
https://www.dropbox.com/sh/vbzan9by8p8dp1f/AABu2wP8uSUodfdhIFt8a7q7a?dl=0


texts: Why are faces in my model fine in the viewport but distorted in the render?

texts:
I didn't find the mistake in my properties, perhaps somebody can help me.
This is my object in the viewport ('Rendered' shading mode):

This is the rendered result:

The problem are those distorted faces. It looks like the faces are getting shrunk.

I'm using Cycles Render, HDTV 720p, Aspect Ratio 1:1... If you need further information, just ask.


texts:
Let's suppose I create a bmesh with the following commands:

import bmesh
bm = bmesh.new()
bm.from_mesh(obj.data)
bmesh.ops.triangulate(bm, faces=bm.faces)

Have a look at the following picture to get to know what counterclockwise (CCW) and clockwise (CW) indexing means:

Now when I iterate over the meshes faces after triangulating it is there any indication/standard in what order (CCW or CW) relative to the faces front/normal I will iterate over the loops of each face?
Is it safe to assume that I will the following script will either always output [1,2,3] or [3,2,1] for a triangle like seen above?

l = []
for face in bm.faces:
    for loop in face.loops:
        l.append(loop.vert.index)
assert l==[1,2,3] // Or [3,2,1], or one of those lists rotated

PS: Can anyone propose a nice solution that will always guarantee CCW indexing for the faces loops?


texts: How to make a grease pencil object only visible from the front

texts:
I need the grease pencil object to be only visible when looked on the front.
Say that when the camera points at the object on the back, the object should not be shown at all.
I cant use drivers cuz im already controlling the visibility with keyframes.


texts: help with procedural wispy / pulled apart cotton-like material

texts:
I'm having a little trouble creating a material similar to the fabric part in the following pictures:

This is what my node tree is currently looking like:

Here's what my rendering is currently looking like:

Here's a censored version of the goal:

I'm pretty new to blender and 3d modeling in general but I feel like I'm on the right track with this material, I'm just not sure how to tweak it to make the effect more photorealistic.

Getting that pulled apart cotton ball-ish effect on the cloth material is important for the purposes of the image. I tried playing around with hair particles for that but it wasn't really doing what I wanted and it didn't seem to be super cooperative when I was trying to overlay the silk screened text into the material.

Here's a link to the blend file.

Let me know if there's anything else I could provide to help or make things more clear.


texts:
I'm messing around with text boxes in 2.92.
https://docs.blender.org/manual/en/latest/modeling/texts/properties.html#text-boxes
The dotted line showing the textbox bounds doesn't appear in my viewport and I can't find anyway to turn it on. You can see what I mean in the docs above. All I see is the text.
How can I turn on the visibility of the text box outline. It's extremely difficult to use without.


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For some reason my origin's rotation got terribly messed up. I have been trying to fix it by aligning the origin to a face or a vertex but it only gets worse. I need to make an array and for that reason clean up the origin's rotation. Because as it is right now I don't get a regular and even offset.

I would be grateful for any input because I am out of ideas on how to fix it.

Thank you in advance!


texts:
Is there a way to draw perfect curves with grease pencil the same way i do with the bezer/path curve?

I know that you can smooth a GP drawing, but it would be good to do it the same way of the "poly" mode, where you draw straigth lines countinuosly.

Any ideas?

Thanks.


texts: Shader nodes: ignore scaling, keep rotation

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I've successfully built a procedural wood texture, but I'm having problems with coordinate spaces.
By default, textures seem to follow the UV coordinates of the geometry. This is obviously useless; each object I apply the wood texture to gets its coordinates horribly mangled according to the UV map of that object (if it even has one). Most particularly, if you scale an object, the texture is also scaled.
Fortunately, using the "geometry" node, you can get actual, absolute coordinates in 3D space. This allows the wood texture to operate as a correct 3D texture, which different faces of the object showing different sides of the grain and so forth. It also means that every object in the scene has the same size grain.
There's a snag, however: The texture now correctly ignores scaling, but it also ignores translation and rotation. I understand why, but I don't know how to fix it. How can I make it so that rotating an object also rotates the wood grain? It would seem I need some way to read the object's rotation... but I don't see an input node for that. Can I get the local-to-world transformation matrix somehow?
The only other solution I can think of is to have a duplicate copy of the material for every single wooden object in the entire scene, each with the rotation factor manually set to match the object geometry. But that's a horrid, horrid idea! I do not want to have an entire separate material for every individual object! And having to manually update the material every time I rotate the geometry sounds awful. There's got to be a better way...


texts: How can I add sharp edges at the end of semicircle's vertices?

texts: blender beginner here. I'm modelling a cap, and after doing a semicircle shaped hole, I couldn't find a way to make the lower corners of the hole sharp looking. Can anyone suggest a solution? Thank you.


texts: How can I speed up animation render time?

texts: I'm trying to do a test render of a 20 second animation, but it's taking 3 hours to render at 144p with 8 samples in Cycles. I noticed that during the very short moment that the frame is actually being rendered, it says that 20 seconds has already passed for the rendering of the frame, even though the actual rendering hasn't started. I assume this is Blender preparing the scene for rendering. Is there a way to speed this up?


texts: When rendering intro in composite view it wont render text

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Im watching a tutorial on youtube about making an intro from scratch but when we are in compositing view and I hit F12 (render) it wont render the text, it will render the other 2 scenes tho. Can anyone help me figure out why? And how to fix it?

This is how my nodes are set up and they are not complete yet but before i continue adding more that i want/need i would like to be able to see my rendered text?

My rendering looks like this but refuses to display the text to the right.

Scene 1 is my text (Scene)
Scene 2 is the smoke (scene.001)
Scene 3 is the particles (scene.002)

Any and all help would be much appreciated. Also I am new to blender so if im doing something wrong here please guide me through it :)

(Edit: If I just continue until my final render will it affect my project at all?

Update: Final render will NOT display any text whatsoever)


texts: Area of bottom polygons using obj.to_mesh post modifier but without applying it

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First of all, I'm quite new to python so please bear with me if I'm asking dumb questions. I've seen similar questions answered but still can't get where I want.

Say we have an active object in the scene, which is a polyline, which is extruded in z direction and altered with solidify modifier to give it some thickness (like a wall for example). I'm trying to get the summary area of all the bottom faces of the object as visible in the scene without actually applying the modifier. From what I've read it should be possible via obj.to_mesh, but while I can get the area of all faces with sum(f.calc_area(), I'm missing something (possibly obvious) when it comes to getting just the sum of bottom ones.

Here is my attempt:

import bpy
import bmesh

context = bpy.context
scene = context.scene
obj = bpy.context.active_object

# --- get a mesh from the object ---
apply_modifiers = True
settings = 'PREVIEW'
mesh = obj.to_mesh(scene, apply_modifiers, settings)

bm = bmesh.new()
bm.from_mesh(mesh)

for face in bm.faces:

    face_location = face.calc_center_median()

    z = face_location[2]

    bpy.ops.object.mode_set(mode = 'EDIT')

    if z ==0:

        face.select==True

    bpy.ops.object.mode_set(mode = 'OBJECT')

    area = sum(f.calc_area() for f in bm.faces if f.select)

    print(area)

bm.free()

bpy.data.meshes.remove(mesh)

What I get is value "0" printed out 16 times (for each face in the object I guess as it has 16 faces).
I realise it's probably something trivial I'm missing but maybe someone could please explain it to me?


texts: Shadow catcher casts light (?) on the floor

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I'm using Cycles render to render footage with camera tracking and video in the background. I had marked "Shadow Catcher" under Ray Visibility in Cycles Settings in "Rendered" viewport view (SHIFT + Z) everything looks fine (but the video seems a little bit too dark) but when I render frame I can see this:

3D ground plane enlight the floor. How can I fix it?


texts: How to determine the poly/vert counts of a fluid simulation?

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Is it possible to determine the vertex count of a fluid simulation frame without applying the fluid simulation?

Normally I would just go into edit mode and select all to see the vertex count in the Info panel, but its a nuisance to have to duplicate and apply my fluid mesh every time I want to see this information. (e.g. if I'm going through the frames and watching the vertex count)

Is there an easier way to do this?


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It seems that the new blender 2.8 now takes its NDOF parameters from 3DConnexion's settings via their SDK,.. and no longer configurable through preferences>input>NDOF.  This is all good in that you can invert axes and control sensitivity and all via 3DConnexion,..  but unlike Maya/NX etc, you cannot select between object and camera mode.  And no permutation of setting's in Blenders preferences or inverting any combination of axes will get you to Object mode.  This is well explained in

https://buijs.pro/using-3d-mouse-blender-mac/ and 3DConnexion's response can be found in
Blender 3D Space mouse settings

...and here where 3DConnexion blames Blender...

https://www.3dconnexion.com/forum/viewtopic.php?t=38146

I think the SDK was utilized in the new Blender 2.8+ but how do I get object mode?  I worry that because NDOF keymap is "Orbit and Zoom" (no pan), perhaps Blender devs knew it wasn't that straightforward to implement.  However, it worked back in 2.7 with a plug-in.  Question is, should I look out for object mode in the future or revert to and earlier version of Blender?


texts: Splitting pieces of a mesh into a new object

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I've just made a set of armor by using a male body mesh model I downloaded and selecting certain faces from the model and duplicating them to create viable armor pieces.

Since the pieces are just duplicated from the same mesh male model, then it's still part of the same object.

How do I separate the armor piece from the model to make the pieces separate?


texts: Is it possible to constraint an object on a vertice?

texts: Is it possible to contraint an object on a vertice instead of the entire object? Like an arrow on a body. Or to a face, so that the constraint object would move according to the face's normal?


texts: Is there a shortcut to switch between Add and Subtract brushes, in Sculpt mode?

texts: I'm working on some sculpting but I hate that I have to go to the Toolshelf and select Subtract, whenever I need that brush. So, while in Sculpt mode, how can I switch between Add and Subtract brush modes, with a shortcut?


texts: Importing FBX does nothing — console says import finished but the object doesn't show up

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When I go to File -> Import -> and select my .fbx file, it seems to import with success and the file doesn't show up. The same case applies when I drag an fbx file into the scene. I managed to import other fbx files up until 30 minutes ago, then it suddenly stopped. I'm on Blender 2.92.0. Things I've already ruled out:

The fbx is not 1KB or anything small like that
I've confirmed that fbx has already been imported into other Blender files I was working with
I tried making a new scene and the import doesn't work there either
I've tried other fbx files that I know work well
I tried restarting my computer, closing Unity, doing anything else I could imagine interfering.
I looked in the outliner and nothing shows up there
I've tried zooming in, zooming out, pressing "." to find the object, nothing shows up

Please help me! Thank you <3


texts: Help accessing code from addons without making the user enable the addon themselves

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I'm trying to access some code in an addon that ships with blender (bool tools and extra objects) and I want to be able to automatically import the code I need without having to make the user enable the addons manually. I know if I can find the name of the package I can import it but I can't seem to find the name of the package.
Thank you!!


texts: Cycles - Glossy Object too dark, Background too bright

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I have set up a simple scene using a simple glossy material for my object, but, although the scene is enclosed and there is even a world background just in case, the object is way to dark compared to the background... If I increase the light drastically in order to achieve nice lighting on the object the background is nearly white.

How can I solve this?

Thank you,

Luca


texts: Particles render much larger than in viewport

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Particles are big and round. The scale is right, the size and the speed, it's suppose to be like this:

Even when I try to change the scale, it doesn't do anything. They are supposed to look smaller

Here are the setting it's using:


texts:
I want to talk about relationships between (for example) two bones. There are two bones (A and B), bone B has a Cconstraint, bone A is the target of that Constraint.

Let the Constraint be "Child Of". When we reduce the influence of the Constraint to 0, B folllows no more transforms of A (and that is what I want), BUT when we increase the influence back to 1 B "jumps" to A's transforms. So it collects all the information about A's transforms, and at zero point we just don't see it, but it exists and has no interrupts.
Is there any way to stop any inherriting of A's transforms for B, so that we move A, and B also moves (at 1), then B stops (at 0), and then B again moves (at 1), BUT from point where it has stopped last time? With no jumps to A's actual transforms.

It is about all the constraints, no matter is it Child Of, Copy Transforms etc.

Any solution (scripting, parenting, other consraints) would be great.

P.S. Drivers also have the same principle so I'm stuck at this point.


texts: How can i edit an image to make it shake in the video editor?

texts: I'm trying to add a bulldozer shaking super fast for a video i'm editing and i  don't know how to make the effect. I tried transform and adjust each frame to move over and over but it just didn't save the changes and didn't work for some reason. Any help is appreciated!


texts: I'm new to asking questions online! I've been trying to figure things out on my own, but this time I cannot figure out why the trees wouldn't render even if they are unrestricted or visible. What am I doing wrong?


texts: How do I create vertices that form square faces on a rectangle?

texts:
I need to do this so I can build terrain properly.

This is what I am trying to get square faces on:

I tried deleting everything but the corners and this happens:

And this is what I want, square faces:


texts: Cycles Material Ignoring Transparency Shader

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Currently, I have an HDR lit scene with a tree. The tree has a particle system for leaves, that distribute them along the weight painted branches. This works perfectly fine except for the material I have on the leaves, I have a alpha map of a leaf to literally just make it a solid color, and a transparency shader to remove the rest from view. I even made the color bit an emission shader to remove the lighting part of the problem, but the inside bits where the leaves come together are still pitch black. What can I do to fix it?

Pictures: (The UV maps in the pictures are unrelated to the leaves)


texts: easiest way to do this? (Amplifier Grid)

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i finished full donat tutorial. and im wondering can u tell me the easiest way to do it ? I tried modeling myself with path and using array model but it doesnt look right becouse i cant do it to look evenly across.

any tips ?


texts: Is it possible to cause an object in Blender v. 2.79b to produce a sound whenever it is struck?

texts:
While creating a 3d model of a guitar, I have been trying to figure out how to make the strings vibrate and produce a sound when struck.  I am not sure what to do to get it to work.  I have looked online several times for tutorials on how I might get this to work, but without success.  Can you help me?  NOTE: I know how you can add audio through the Movie Clip Editor.  This is not what I am looking for.

P.S. I request that the community tag this item with any other relevant tags.


texts: Texture, Material problem when exporting to three.js

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I have completed a test model in blender 2.7 and upon assigning a material and texture to a shirt it all appears fine and the texture looks great in blender. However upon export to three.js the material color, blender default gray, of the shirt appears to bleed through the UV texture, which is a white cloth, not to be confused with cloth simulation, and it appears a lighter shade of blender default gray.
But indeed the UV texture is present while I can observe the cloth fabric, threads etc. I have correctly chosen the assign button as needed. Would this be a shading issue or have I missed something after months and months of tutorials and reading?


texts: How can I effectively import and texture a large height mapped terrain mesh?

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I am looking for advice on how to handle a large terrain mesh that I am importing from an existing file format through a custom add-on I am writing. Currently, I import heights from a height map file and generate vertices, edges and faces to create a single grid plane mesh. Here is an example of how it looks:

I have a total of 202,800 vertices and the dimension of my mesh is 520x390. Each 5x5 vertices (4x4 faces) represents 1 "tile" in the original file format and contains a pair of blended 256x256 textures. It's at this point that I am unsure how to best proceed because the dimensions of my mesh give me a fairly high number of "tiles" -- 8112. So here is my question:

Should I add 8112 materials to the mesh to texture each group of faces that represent a tile? OR
Should I break my mesh into 8112 objects, each representing a tile? OR
Is there a completely better way to handle this that I am missing?

Thanks for taking a look.

EDIT Adding some more information as recommended my Duarte

The terrain comes from an old 3D game and right now my only objective is to be able to render the terrain with textures in blender and manipulate the content. I don't really have a preference for which render engine to use (is one better than the other? I am an entry-level blender user).

More technically, for each 4x4 face I want to:

Blend 3 textures (256x256)
Apply the new texture to those faces
Render the mesh with all faces textured

EDIT2

After sleeping on it and taking a new look at the problem I realized that I could trim the number of "tiles" from 8112 to 224. This was due to the fact that not each tile is unique and some of the textures are duplicated ("tiled"). I added 224 default materials to the mesh and memory usage was not too bad (707mb - untextured). Going to experiment with this and will report back if it turns out to be a good solution for me.


texts: Motion tracking, background video not showing behind my scene

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When i render the video is not playing in the background, it is just black.

Edit; it's not black it's whatever I set the background color to.


texts: Blender can't get extrude to lock in odd position again

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So I was making a side walk for a curved park of a road that I made, but I wasn't sure how I was going to make it. when I tried to extruded the edge, the extruder locked into place in some odd angle, but it was an angle that surprisingly worked perfectly for me so I got the side walk on on side of the road but on the other side I couldn't figure out how to get the extruder to lock into place. I will include a picture to help show my problem. I would really like if someone could point out how I made the extruder lock into place like in a odd angle.

Thanks, Nova


texts:
In preview render (with enabled RenderLayer) it looks ok:

But in actual final render something strange happening with UV map:

I tried to reunwrap mesh, change sample count but result is still the same
What should I do?


texts: array modifier - gap even without offset applied

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Does anyone know why there is a big gap between the array objects even though relative offset is set as 1? I have checked the scale etc but can't figure it out.
Thanks


texts: How to modify each current's material of a twirl

texts:
I need to change this:

to this:

The twirled tunnel was sophistically crafted
from multiple properties, now I need to apply a unique coloured marshmallow material to each current (will reduce to 5 currents)
File download:


texts: Can you help me please? I modeled a realistic flower in Blender. The flower itself isn't very complicated but the middle is very hairy with hundreds of stamens. I modeled one stamen and multiplied it using Particle Settings with render as object. The question is how to bring it to Unity properly? Because if I convert it into mesh the model weighs 35 MB which is not good I guess. Please give me your expert advise :)


texts: I use Blender 2.78c in Experimental feature set. In order to use microdisplacement I added subsurf to my object but set everywhere mean crease 1.00 for preserving original shape. But when I do preview render something goes wrong and my honeycomb being deformed.


texts:
I just started learning Blender yesterday and I'm stuck in scaling. I was trying to recreate a tutorial by Blender Guru creating this coffee mug but early part i cannot do what he is doing.

While trying to scale the bottom of the cup, mine will constrain but Blender Guru's on scale sideways and do not constrain.

I'm finding it hard to expalin here so I put together a side-by-side video of my attempt and the original tutorial.

In this video, LEFT SIDE is my attemp and the RIGHT SIDE is Blender Guru
https://youtu.be/ATWzqG_Kf_k


texts: I want to use the shader Editor to give my objects color / color gradients but the objects doesnt react to anything I do in the shader editor.Yes, I made a check at "use Nodes"


texts:
i have a project. i am doing my robotic arm with blender. i have a one robotic arm and one box. i need to take box with arm to move and rotate. i have a bone system in robotic arm. But i can't move together arm and box. I try to do group(crtl+G) but it is not working and i did try parent object(ctrl+P) again i can't do this. how can i do this?
i did a Gif for you:   enter link description here


texts: Collision between emitted particles and hair particles

texts: I have a plane emitting spheres and I want to block them with object spawned as hair particles on a plane. What is the process to do that?


texts: Animation nodes not working in rendered view

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I made a node setup for a project and when I tried to do keyframing in rendered view there is no effect when I change the values., but in Material Preview mode its working. Please help.
Thank you


texts: maybe a simple question,what are Dying Particles? i used animation nodes "particle data" to filter some dying particles,but result is zero,why?thank you! as the screenshot below:


texts: How to simulate molecular dynamics in Blender?

texts:
I need some effect like rustle or tremble or dynamics. I don't really know what's it in Blender, as I am a beginner. But I wish it could look like this.

If to describe it as a scenario + how and what:

Download a molecule from PDB.
Open file in PyMol & export the object as .obj file in this ball-and-stick form. Or in any other.
Now, till this point I knew what to do. How to make it all tremble like in dynamics? I think it may resemble a cut-wire with lightnings coming from it, you know all such curving.


texts: How do I make an object go towards another object?

texts: I know this seems like it has a really simple solution: do a tracking sensor. But for some odd reason, whenever I do this, the moving object just sort of spasms around like a fish. I tried all of the tracking axis, and they all just have different ways of freaking out. It just doesn't make sense to me! Basically I am trying to achieve a sonic homing attack sort of move, and so far it only works a bit, because it knows exactly which enemy to pick and to put a circle around, but then when you try to perform the actual attack it just does the fish spasm thing. It just seems like it doesn't know what it is doing...


texts: So me and a few people we going to do something for a competition and for my part in this I need you get the smoke and objects depth data. So how should I do this?


texts: Blender - Fisheye ( Panoramic camera not available in freestyle?)

texts: I want to render my project with Fisheye camera, but when I click render, I get an error message : Panoramic camera not available in freestyle? What does that mean?


texts:
I've been messing around with Tilt Brush recently and want to make a short revolve animation around some of my sketches.

So I've imported a sketch as a .fbx file in Blender but can't seem to get my head around getting the brush materials/textures to show in the render. I see in the cycles nodes that materials have come across but everything is white. Is it a case of manually rejigging the materials, or am I missing something?

Any help appreciated, thank you!


texts:
How is it possible to assign a material directly to an object using the python api, i.e. to use the same mesh linked to these object but a different material?
If I use the method obj.data.materials.new() the material is linked to the mesh and the obj.material_slots property is read only.
Has someone some advice how to accomplish that?
Thanks in advance.


texts: How to make the top of candy mountain from Kirby super star

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First post (yay) i know this may sound dumb but, in kirby super star theres a backround with mountains called "candy mountain" i was wondering how do you make that "spiky cone" of the mountains

http://kirby.wikia.com/wiki/Candy_Mountain

Not the base of the mountain just the tops, the "spiked" white area

thanks!


texts: Denoising options in latest 2.91 nightly builds

texts:
I've been using the Denoise node in the compositor, hooked up to Denoising Normal/Albedo, with those render denoising passes turned on. Works fine. I believe that's the OpenImage denoise algorithm.
In latest 2.91 nightlies, I see in the Scene settings under Denoising, a Render option with choices NLM and OpenImageDenoise.
How are these related? Are they the same? If I keep my denoise node in the compositor and turn on the Scene-settings denoise do I get two denoise passes? If I choose NLM in the settings, what happens to the denoise node in the compositor? Should I just remove the compositor nodes?
I see in this commit the new text explaining that the denoise passes are adapted to the selected denoiser, but that doesn't say anything about what you need in the compositor.
And finally, is OpenImageDenoise or NLM better?


texts: "Copy from active" doesn't work as expected

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I am trying to apply Physics effects to cubes I have created by using the "copy from Active" command.

So this cube has Collision, Soft Body and Rigid Body settings:

I selected my target objects (all the cubes except the ones on the front row) with Border Select (B) in Object Mode, then my source object via (Shift+LMB):

Then "copy from active":

And then I think it doesn't work, because when I click on just one of these cubes, they only have Rigid Body enabled, not Collision or Soft Body:

And indeed, they behave very differently than the front row:

So, I'm trying to understand why "Copy from Active" didn't copy everything from active - if that's normal or if I did something wrong.


texts:
I just started out with blender and I want to model a car with blueprints, the thing is, the blueprints don't match up to each other.
I used the cube to make sure they match up, but when I started tracing, they don't match up at all

Whenever I try to fix them, the other side gets messed up.


texts: mutiple camera rendering script code error

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I'm want very many camera working rendering test (maybe 60 count(camera animation)?
so my python code check please
enter code here

import bpy
i = 1
count = range(0, 2)
cam = "Camera.00"
for i in count:
    camname=cam + str(i)
    bpy.context.scene.camera = bpy.context.scene.objects[camname]
    print(bpy.context.scene.camera)
    bpy.data.scenes.render.filepath ="//TMP/" + cam + str(i) + ".jpg"
    bpy.ops.render.render(animation = True , write_still = True )
    i = i+1


texts: HDRI does not work properly after opening saved file

texts:
Yesterday, I saved a file that had an active HDRI. Today, I opened the file and the HDRI is no longer displayed although shows that it is active in the world properties tab. I tried implementing the process again, but the screen no longer turns pink when I set the color to Environment Texture.

I'm stumped. If anyone has knowledge on the topic I would greatly appreciate the help.


texts: How do I make a render with a background image in Blender Render?

texts:
How do I render an image behind my objects using Blender Render?

Let's say I have a cube.

How could I render this cube with a background image shown. Like when you press Numpad 0 with a background image selected in properties?

I've done some googling and all I found is how to do it in Cycles.
My last resort is to edit my render in a photo editing program. But I hope I don't have to do that.

Thanks!


texts:
i'm new here.
I'm trying to implement an operator that creates and toggles a layout.
From the default "Layout" I would like to split the VIEW_3D into 7 separated VIEW_3D areas as shown below in red.
I'm using the command bpy.ops.screen.area_split(direction='HORIZONTAL', factor=0.5) many times but this operates always on the same area (top right at th end) reaching the result as shown below.

Is there a way to set the yellow area as active and continue by splitting it to reach the desired result?
I've tried overriding the context but that doesn't seem to work.
(Blender version 2.8)


texts: Can an object's physics simulation be activated on collision with other object?

texts:
Is there a way to activate an object's physics simulation only at a specific event - like a collision with another (physics) object?

Small example use-case: A cube is constantly rotating in space around it's own z-axis (animated by keyframes) but otherwise completely stationary. The cube is not influenced by gravity or any other physics yet. Then there is a rigid body sphere thrown at the cube. In the very moment when the sphere hits the cube they both should react according to the physics simulation: they bounce off each other and both get dragged downwards by gravity. (The actual scene contains tens or even hundreds of these objects - so keyframing each collision is not a good option.)

It's a scene for an animation, so I am not using the game engine.


texts: How do I add a material on top of others?

texts:
I've got two materials on a mesh. How do I add a noise/musgrave/any texture on top of both?

(I tried to do this individually on each, but I got some ugly seams.)


texts: Circular face issue that I can't figure out how to remove?

texts:
I was trying to make a flower stem a with multiple leaves coming out along the stem. I created several edge loops the length of the cylinder, then made edge loops on either side of the first one so I could extrude the stem out. As I extruded I rotated, scaled, and re-positioned the extrusion. Afterwards I selected the main stem and scaled only it down on the X and Y axis.
But it seemed to create a disconnect from the first extrusion along the stem. There was a noticeable gap between all but one edge of the extrusion and the rest of the stem. I ended up deleting the faces of the first extrusion then bridging the vertices of the second with the stem.

I then noticed some very visible circular face... deformities around the edge loops connected to the extrusion. They were not present at the time of my noticing the first extrusion's gap issue.

I've tried scaling, rotating, and extruding various edges and the faces themselves but nothing seems to remove them. They're also very visible in the render preview.

I don't know how to get rid of this circular stuff


texts: Generate Rig error: key "ORG-nose" not found'

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In order to generate a bone rig I have created the metarig and adjusted it to my model/character. As I am trying to create something simple (to use it in Unity), I removed the face and ears.

Then I re-calculated the noremal ("Shift + N" and then "Y").

Once I generated the rig (Object Data Properties > Rigify Buttons > Generate Rig) I got the following error:

  Generation has thrown an exception: 'bpy_prop_collection[key]: key
  "ORG-nose" not found'

And in the Layers it appears a new one named "rig" and it highlights the following:

What am I missing here?


texts: Blender 2.78: Study materials for learning node editing for materials in cycles

texts:
I am new to CGI. I have started learning using Blender.
Where can I learn about each node editor nodes in detail and creating different materials using node editor ?


texts: I modeled the city scape. I pressed something and all I can see now is half of the model.


texts: Can you work with homogeneous coordinates in the Python API?

texts:
If I do this (excuse the transpose, I'm used to looking at matrices the other way round):

import bpy
from  mathutils import Matrix
ob =  bpy.context.object

m = Matrix( ([1, 0, 0, 0],
             [0, 1, 0, 0],
             [0, 0, 1, 0],
             [0, 0, 1, 0] )  )

m.transpose()

for vert in ob.data.vertices:
    vert.co = m @ vert.co

I get a translation of the mesh by 1 in object-Z. Good. So somewhere, vert.co must be understood to be (x,y,z,w=1), otherwise the translation wouldn't be picked up.

However, if I do this:

import bpy
from  mathutils import Matrix
ob =  bpy.context.object

m = Matrix( ([1, 0, 0, 0],
             [0, 1, 0, 0],
             [0, 0, 1, 1],
             [0, 0, 0, 0] )  )

m.transpose()

for vert in ob.data.vertices:
    vert.co = m @ vert.co

.. I'm hoping for a basic perspective transform, in which the w of every coordinate is set to its z, and then, in normalization, the whole coordinate is divided through by its w before using its x,y,z. But, OK, nothing happens.

Is there any way of getting at the implicit 'w' of the homogeneous vector, or do I have to divide it by hand?

Is there a way using matrix multiplication like this to make projections in the API?

It could be my Blender, it could be my math. I don't know....


texts: Compositor altering images anti aliasing

texts:
Compositor is altering the colors and anti aliasing of images. I have outputed 2 image sequences in png highest quality. One opengl and one freestyle render with alpha transparency.

When combining those image sequences in Blender (simple image sequence node with alpha over) the compositor is altering the freestyle image on load. It is altering the line thickness and some white lines (on the blue crystal) are appearing thicker and jagged now. If using the same input in photoshop the white lines appear correct and are way thinner.

Any insight on this problem? I have the feeling it is something with transparency.

Blender composer output

Photoshop output


texts: Can you use vertex weights for modeling?

texts:
Often, while modeling, I would like more control over graduated transformation of vertices than Proportional Editing makes available. (In particular, it would be nice to be able to have an influence gradient centered on the transformation pivot, changing with distance from it, but affecting only selected vertices.) Some  other applications, in effect, make vertex weights available to the edit system, allowing you to transform vertices proportionately to their weight while editing.

Am I missing something obvious? Is there a route to this in Blender?

One solution to the specific problem I mentioned above is to hide all vertices you don't want to change while using Proportional Edit. This has the obvious disadvantage that you can't see what you're doing - even if you make an instance of the object, with no parts hidden, you only get to see your changes when kicking back into Object Mode (when a bmesh is written back to a mesh??)

To me, it seems odd that the selection of influenced vertices is made by visibility, not by weight.


texts: Bevel edge rounds more on 1 side than another side

texts: I am trying to bevel a rectangle edge to make rounded edges but when I bevel, I am rounding more of one side compared to the shorter side of the rectangle. How can I bevel the same amount on both sides for a rectangle.


texts:
Any ideas/concepts/methods to fold a mesh in a zigzag shape?
My idea is too make it folding, somehow like a falling cloth but in a more clean? controllable zigzag shape.
I need this work in animation.

Created an animation by playing with shape keys (as in picture), but the animation looks stiff.

thanks.
I know, horrible grammar, peace!


texts: How to change the location of an addon in the UI

texts:
Some addons allow the user to select or name the tab in the N panel, most do not. Too many addons want their own tab.

How can I edit the ini script to change the location of the tool/addon?

I would like to move some addons into existing tabs and/or create new tabs to group the addons to my liking.

I know very little about Python scripting. I have Text Wrangler on my Mac and Notepad ++ on my PC. I've looked at many of the scripts and seen an entry for "Location" but I'm not sure exactly how to format the changes.

Where exactly can I find the necessary Python information. I'll do the required homework, I just need to know what to look for and where to look for it.

Thanks


texts: Disable IK then re-enable with different pose

texts: So first of all I'm very-very beginner in Blender. Previously I have used Source Filmmaker. In SFM you had an option to apply IK rig to models and after that detach it. Now in Blender I have a model (not own) which has standard IK rig in it. My goal is to pose the model with FK only and after that re-enable IK rigs to that newly created pose (similar like in SFM). I can't do that because if I'm re-enabling IK it always puts back the actual body-part to its default position. Am I missing something? Thank you in advance for your help!


texts: Blender 2.79 doesn't detect my AMD GPU 270X

texts:
As described in the title Blender doesn't detect my GPU, it's an AMD Readeon R9 270x.

I tried to install an older version of CCC but that didn't work too.

There is one Strange thing at "OpenGl-Version" in the second column there is written: "Nicht Verfügbar"->not available.

I attached some screen shots shot at the Amd Catalyst Control Center i hope that will help.


texts: How to select a face of a torus using python?

texts:
I have to automate the face selection process of torus.
What is the python command to select the face ?

How can I extend this to select a loop of faces?

I want python script which when run will select a face of torus


texts:
With the 2.79b version i want to enable both CPU and GPU for render. But i can only find the GPU settings.

Under the CUDA i can seen my GPU card and not my system setting

May i know where is the setting for Both GPU and CPU to enable it.


texts: How ought I lock particles' rotation so that they always face their velocity vector?

texts:
I have a particle system that manages a bunch of very small spaceships coming from a mothership, and I'm wondering if there's an efficient way to make each of those particles face its own velocity vector.

Each particle is independently affected by a set of force fields I have set up to give them a natural path. They are emitted from a single vertex with a random velocity between zero and one,and I have managed to get them to face their original velocities by enabling Rotation and setting Initial Orientation to Velocity/Hair.

I have tried various combinations of Angular Velocity and Dynamic rotation settings in hopes of achieving the desired effect, but no dice so far. Any ideas?

Top left field attracts, middle field repels, bottom right is wind, and the top right field is magnetic.

Please save my sad, directionless spaceships!


texts:
Maybe I can't find the answer because I am not familiar yet with all the terminology. I know this is probably a simple answer but I cannot find it. How do I align the plane of a bisect along an axis?

I have an object that I want to bisect where 2 parts meet. The object is aligned to the platform and I want to make a cut through it the Z/Y axes.

Also... there is no tag for the bisect tool