texts: Can I refer to another object's properties from a Cycles node shader? Drivers? If so, how?

texts:
I am trying to develop several shaders that need to take into account the position or orientation of another object in my scene.  Seems like a generally useful thing to be able to do.

Here's an example of something that almost does what I want (for a simplified case).  Here is a Cycles shader node tree that will shade an object green for points that are more than 1 unit from the origin and red if they are less than 1 unit from the origin.

And here I'm moving a cube with the material close to the origin to see the effect.

Here is the crux of what I am looking for...  Rather than having the origin be the source of the red colored region, I would like an Empty to be the center of the red colored region.  And I would like to move the Empty around rather than the other objects to control the effect.  Thanks!

The .blend file for my example can be found at...

http://readyposition.org/PositionBasedShader.blend

I can use a geometry node to get things like normal and position from the shaded object.  But I'm unsure of how to get properties from the other object.

I have just started down the road of using drivers.  I figured I could create a custom property on the shaded object and add a driver that sets it to the other object's properties.  Then I'm hoping I can use an Attribute node to get at the custom property.

However, I'm at a loss how to best do this via the UI.  In particular...

Can I add a custom property for a vector quantity (e.g. position)?
Can I create custom property groups so I can add drivers to x, y, and z at once (as the built in property groups for things like position, rotation, and scale have)?
Do I need to do x, y, and z separately and then convert them to vectors with a Combine XYZ node?
Can I even refer to a custom property via an Attribute node?
Do I need to resort to Python?
Can this be done at all or do I need to find some other way with multiple passes?

If someone can provide an extremely simple example for Cycles it would help me a lot. How about a shader for a UV Sphere where the sphere is green where it is within 1 blender unit of an Empty and red where it is more than 1 blender unit from the Empty? Can even just be in x to make things simpler.


texts: Problem with Fresnel Artifacts in PBR Shader

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I'm creating a PBR all-in-one Shader. it is suposed to function as a streamlined connection between substance/marmorset and blender, where u only have to connect the textures into the material inputs and get a PBR metallic/non metallic fresnel shader.

the core structure of the shader is ready and works mostly fine. But the normal maps are not completely working well (maybe there is sth wrong with the normal orientation. maybe somewhere the normal inputs do not get handled as a normal map anymore. but i cant find where). also if you do not have a normal map assigned and you dont put the "normal power" (intensity) to zero, you get strange artifacts. (solved)

(solved)

Also there are strange lines on the mesh surface that should be really not there. i think it has to do something with the fresnel effect.

I dont know what i did wrong but maybe you can help me. Here i created a little introduction into the main functions of the shader.

The problem should lay in the left shader group "demonic inputs". I am not hundred percent sure but i believe this group causes the problem. but i cant find a solution. thx for your help! :)

Here you can download the blend file: Download Blend File


texts: When I Try To Render My Image It Comes Out Blank

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Every time I go to render my image it comes out looking like the image provided. I even tried to copy the model from one scene to another to see if it was my scene that was bugged.
I only have one camera in the scene. I'm rendering with Eevee.


texts: Weight Paint Disappears When I Select a Bone

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I'm on Blender 2.81 and I'm having an issue selecting bones while weight-painting. My Armature has been parented to my Player mesh with Automatic Weights. I have Edit-->Lock Object Modes off. Also, I use Left-Click select mode. Here's what happens...

In Object Mode, I select my Armature, then shift-select my Player mesh, then enter Weight Paint mode (see the first image). As you can see, the weights show up just fine, and my Armature has been automatically switched to Pose Mode. This is expected.
Next, I try to Ctrl+Left-Click (this also happens when I Shift+Left-Click) a bone on my Armature. What I expect to happen is that the bone is selected and the weights for that bone get highlighted. However, this isn't what happens. Instead, the weights all disappear and everything goes gray. (See the second image.) It looks like I'm still indeed in Weight Paint mode, but I can't see any weights.

I appreciate any help!! :)

UPDATE: Just posted here and replied here. This is definitely a community-known bug. Also, I just confirmed selecting bones while in weight-paint mode works on a Windows computer with a better graphics card (and I’m assuming also the latest drivers).


texts: Detecting objects within frame’s camera FOV

texts: In Blender 2.80 EEVEE how to enumerate a list of all objects it has to render in a given animation frame? Alternatively how to test if a known plane is in the FOV on a given animation frame? Thanks!


texts:
I am quite new to Blender.
I design an object with multiple metaballs and tried to animate it by using Animation Nodes.
I want to animate like my designed metaball is asseebled after wiggling around.
I have watched several tutorials, but I have no idea how to keep the original position of designed metaballs I placed.
Once I choose metaballs I want to animate by using 'Create Object list', it just moved to the coordinate 0,0,0 wiggles there.
Does anybody know how to do what I want to animate?
Thanks


texts: Using particle data to effect an unrelated objects material

texts:
Basically the sphere has an emission shader that I want to only emit when a particle passes through it.
It is supposed to be a muzzle flash from a firearm and right now I have to manually animate it to line up with each particle. So the question is there a way to have each particle effect the emission shader. I was thinking that I could use particle age but I have no way to link it between the two different objects materials. Is there some way to have the particles weight paint the sphere kind of like you can do with two objects? Or should I make the muzzle flash a particle system too? that copies the emission pattern of the bullets.


texts:
I'm new to Blender and was just messing around with the texture tab. I've created a very simple texture and can't seem to figure out how to apply it.

Everywhere tutorial I find always talks about adding an image as a texture. That's not what I'm looking to do. I simply want to apply this texture to the basic cube that Blender opens with. How can I accomplish that?


texts: Make particle group both perpendicular to normal and random

texts:
I am making a succulent, and am having problems discovering how to make the leaves come straight out. Better yet, out and up. I can't get the leaves to touch the plant, let alone stick out of it.

Additionally, I can't seem to randomize my group of leaves. They come as they are, in a row. In the screenshot, you can see the array of leaves. I have turned them 90 degrees on the x-axis, both ways, and other axes also.

Thanks in advance!


texts: How to use "bmesh.ops.subdivide_edges" on selected edges

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I need to cut an edge into equal parts via script.
Using the standart subdivide is out of question because i will need more then 100 cuts (und using subdivide several times to achieve this is not possible with certain numbers.. e.g. prime numbers).
bmesh.ops.subdivide_edges has no max for the number of cuts but i have problems finding out how to use it only with selected edges. (I am only able to use it an all edges at once)
The only workaround i coul imagine would be to extrude a vertex many times (i am not sure if floating point precision would become an issue tho). I feel lost (and the 100 cut cap of subdivide feels a bit like a bad joke).

Hope somebody can help.


texts: I have an animal with hair like Suzanne's. Is there any way to manipulate the hair particles so they respond to gravity right off the bat?


texts: Traceback error when attempting to add a reference or background image in 2.8

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I'm at Level 3 - Part 1 of BlenderGuru's Beginner Tutorial for 2.8 and I'm receiving the following error when I attempt to add a reference image:

Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender\2.80\scripts\startup\bl_operators\object.py", line 918, in execute obj.data = image
AttributeError: 'NoneType' object has no attribute 'data'

location: <unknown location>:-1

I've tried uninstalling & reinstalling Blender a couple of times and even updated and restarted my Macbook - nothing has worked.

I am able to add reference images to new files, but not the tutorial file I've been working on. I can't add background images to it either.
Please help me fix this.


texts: Understanding scenes in blender. (linked objects)

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I have a problem understanding the scene setup in Blender 2.8.

I created a scene with animations (keyframes, follow path contstraints, nla tracks, etc).

Now I wanted to create a new scene, in which I want to reuse my main character.

But when I link it into the new scene, it comes with all the animations of the previous scene.
I tried already several Objects->Relations settings, but with no success.

I saw a tutorial (for an older version) with Link Object Data, which did the trick - if I understood the video correctly.
But unfortunately, this option is missing in 2.8

Is there a proper way to link only the object without its animations, so I can start the scene from scratch?

Thanks in advance


texts:
I have been wondering if there is a way to remove the hair particle completely so I can edit the dog mesh without losing the texture.

This is after editing the dog mesh while the hair is on. Texture paint got lost. Is it possible to modify texture or weight paint after having the hair particles on?


texts: Same material being used on two objects coming up different please help?

texts: I'm using a really simple texture on two different items but they're coming out different shades how do I get them to be the same colour?


texts: Change a mesh to a specific number of faces

texts:
I'm trying to figure out individual steps of my ultimate goal from this question: Use Blender to get "Average" skull shape
And particularly, I want to duplicate what the authors of this paper did here:

Resampling of the mesh data was performed by raycasting based on a
hemi-icosphere with 20641 vertices and 43284 faces. The directions of
the rays were based on the vertices of the icosphere.

It sounds like, in order to create an 'average' skull, the authors made every skull have the same number of faces.  This makes sense given what I know about shapekeys and morphing objects into one another.  So, rather than tackle the entire project in one Stack-Exchange question, my question is very precise:
If I had a skull, or any object, with lets say 453,987 faces (random number) and I wanted it to be 43,284 faces (or some other specific number).   Could I do that?  Decimating or remeshing seem like they could get CLOSE, but is there a way to target a specific number?


texts: How to make a cellophane plastic shader/material?

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I can't find how to replicate the look of this specific material, cellophane.

I want to create a candy wrapper for a lollipop that I'm making for my 3D modeling class. I've tried 3 different material setups. I can't seem to find what I'm missing. Here is the closest result from a material that I found from a youtube tutorial.

I'm trying to make something like this:


texts: Subdivision surface modifier creates pinching at corners

texts:
mesh1.blend
I've only been 3D modelling for a few days now, so this may just be a newbie mistake:

However, because this model is for use in a game I am trying to stay away from proximity loops for performance reasons. Instead, I have used edge creases to maintain the structure of the model. It has led to certain vertices not being affected by the subsurf modifier, causing undesirable lighting at high subsurf levels.

Manually moving each point in a bit seems kind of sloppy but I'm not too sure what the best way to go about this is.

If any more information is needed I'll give what I can, thanks in advance :)


texts:
I am looking for an explanation of to create a cloth physics that acts like sheet metal. I am a Maya user trying to wrap my head around the Blender workflow. I have been struggling with simulating this type of substance; I cannot seem to get the object stiff enough. Can someone help me with creating a sheet metal cloth simulation?

Thanks!


texts: How do I make my textures show up in render?

texts: I have only dragged pictures onto my objects for my animation and I'm guessing thats what the problem is. It shows up fine in edit mode or whatever but when i go to render it, it is completely white. Could someone please look at my file and tell me what I did wrong and how to fix it? http://pasteall.org/blend/31117


texts: How do I make a script to set object index for every object?

texts: I wat to make a script that will, for every mesh in the scene, set a different object pass index so I don't have to select every mesh in my scene to assign a different number. I know this is possible via scripting, but I have no idea how to go about it.


texts: Is there an easier way to make a circle looping around without animating its frame? That's means if it can automatically loop around using this circle


texts:
I downloaded a free rigged character and appended it to my blender file.

it looks like this. on the right panel, some of the objects are active. however, the collection called 'BoneShapes' is not active. when I try to append this file to another file, I want to copy the collection just like the original one. do you guys know how to do this?
and I appended the character like this,

it shows everything, including objects which were hidden on the original file.
but its bones work well in the first loading place where all the objects are gathered.
I can rotate or move all the legs and arms, Just like the creator made it.
as below

but I change the location of the character to the background scene like this, to remove all the messy things that are still there on the first loading spot.

suddenly, I can't move or rotate the right arm like below.
even the movement I applied at first loading spot was disappeared.
(on the third picture I upload, the character are stretching his both arms, but whenever I move the character his right arm has no movement at all)

by the way the area of the object I chose to move is like this.

I wanna know how to move the right arm when I move the character location.
it would be sooo grateful to somebody who knows this to tell me:)
the character I use is from  this link (on the description)
https://www.youtube.com/watch?v=2yn5I9B0Im4
rigs pictures(edit version)


texts: How to properly sharpen concave angle without affecting topology?

texts:
Here I have this shape with 2 concave angles and I want to sharpen them without affecting the surrounding loops.
I dont want to use crease or edge split because it create a 100% sharp edge which I dont want.


texts: How to Custom realtime shader ? (HLSL,Cg,...)

texts:
i would like to create few shader inside blender that would match inGame shaders from my game engine.
Could someone tell me where and how o start in blender?

thank you


texts:
I've been working on an exporter script which contains a collection of tools for describing game-specific objects which are to be exported. Right now i've been doing a custom PropertyGroup defining a particle system, linking it to objects by doing this:

bpy.types.Object.mdl_emitter = PointerProperty(type=MDLParticleEmitter)

The problem is that first of all, this attaches the data to all objects, which is not what i want. I want there to be a button to press which creates it, and preferably, i'd want there to be a scene-wide collection of particle systems similar to how it already works with things like materials, so that multiple objects can have a reference to the same data. I know that bpy.types.ID is the base of most such classes, and i wonder if it's possible to simply extend it, whether the garbage collection/fake user features would still work for them out of the box, and what the best practice would be for storing them in the scene.


texts:
I'm a Blender noob and trying to do something I thought would be simple, but is causing me grief. I'm trying to add a sky outside the windows of the classroom scene found in this Blender file I found online.

I've tried the tutorials here and here, and neither of them show any alterations to the scene when I go through the steps. It's like something in the setup of the file is overriding what I'm trying to accomplish.

I have no idea what's going on, or how to even find what settings to tweak, turn on/off etc. Any guidance would be wonderful.


texts: Applying gradient texture to deformed volume based on Z coordinate

texts:
I'm trying to apply a fog to my grass plane, which is deformed in multiple ways (plane is subdivied + waved by hand + 2x modifier: displace.
The fog is supposed to be dense at the bottom and disappear with height, based on the gradient.
But the gradient is applied to the whole object, not the local Z coordinates of the volume.
Fog is generated with Volume Shatter.

I know the description is complicated, so, IMAGES!
What I have is rendered, what I want is with those arrows.

[1]What I 'want' presented with a surface shader:

[2]What I have:

[3]This is how it looks in volume shatter:

So:
I want the effect from [1] to apply to volume.
Please help. I'm Struggling with this for days...

I hope I didn't use wrong tags.


texts: How to cut all faces in a specific direction from a point?

texts:
I'd like to be able to cut the faces belonging to a mesh, from a specific point,  in a specific direction. For example, if I were trying to cut an icosphere from it's center at an angle 30 from the x-axis, like so:

How would I do this? More importantly, how would I create a script to automate this process? It seems that running
    bpy.ops.mesh.knife_tool()
only creates an error that reads

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "C:\Program Files\Blender Foundation\Blender\2.76\scripts\modules\bpy\ops.py", line 189, in __call__
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.mesh.knife_tool.poll() failed, context is incorrect

and I can't seem to find any more information about what I would need to do to use it in a script.

Currently, I only need to make vertical slices, from a specific point to the edge of the mesh.

Thanks for any help.


texts: Blender closing/crashing for no apparent reason

texts:
I am currently using Blender 2.83 LTS version and it keeps crashing for no apparent reason.
It started 2 weeks ago. I was using Blender 2.81 on Win 8.1 OS at that time and I was getting the 'NVIDIA graphic driver stoped and recovered' error message than. I have checked and updated my NVIDIA grapics drivers and the problem persisted, the only difference being that after the driver update Blender did not show any messages uppon crashing, it just froze for a few seconds and closed mid work (I did not notice any specific circumstances for crashing like for example only while rendering).
I upgraded my OS to Win 10 Pro but Blender still kept on crashing. Ive checked and updated graphics & CPU drivers again and installed Blender 2.83 LTS yesterday to no avail.
I've run Blender in --debug mode from CMD. When it 'crashes' is doesn't print anything so I am left clueless with what is wrong and how to address this problem. I can only work for a few minutes until it crashes.
Can someone please help me troubleshoot this as I am unable to crack the problem with my current google-foo? Thank you !
Edit:
As suggested below I have run blender --debug-all --factory-startup. Just as I started fidling with some material nodes it crashed imediately.


texts: Trouble with part of fluid sim disappearing on flat surfaces

texts:
I have a fairly simple problem with a fluid sim that I haven’t seen posted anywhere else. So I have a fluid draining out of a scene revealing a flat object with collision to avoid clipping. The fluid sits on the object correctly after draining and appears to start flowing off the sides but instead just despawns (from what I can tell). I really like the whole render apart from this disappearing fluid you can see in the render.
Render: https://www.youtube.com/watch?v=Hash2yhj6GM
Fluid Domain Settings: https://imgur.com/a/It9OldH
What I have tried:
-Increasing resolution divisions: Helped a bit because more fluid slid off of the object but the fluid that remained still vanished.
-Increased timesteps: I haven’t gone above 8 yet but it doesn’t seem to be a clipping issue
-Checked normals: all normals are facing the correct direction
I would love any help or insight people could provide. I am fairly new to Blenders fluid sim and can’t find any other help topic like this one.
Edit: Seems to be most likely an issue that the particles are settling and then despawning because blender thinks they are unneeded. Unfortunately they are the most visible fluid particles in the scene! Adjusting particle radius and particle minimum hasn’t helped. Still would love some help.


texts: When I click the select icon, no drop down menu appears

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I'm trying to get into Blender (I'm used to Maya) but after watching a tutorial where the guy clicks on that icon and a drop down window appears, I got really paranoid because it doesn't happen to me and I don't like that. I know that you can also toggle between the different select modes with W, but I just want my Blender to work properly. It doesn't work whether I'm in Object or Edit mode. I tried restarting and reinstalling Blender but that doesn't work.

Edit: Ah so you have to hold down the mouse button for a second before it appears okay.


texts: I want to export a scene from Blender in fbx format for use with Unreal game engine. For materials the objects have baked texture maps, which would be presented in Unreal as such. Are texture images packed into a fbx file, or does the file only contain instructions for loading an image file? What is the best procedure for fbx exports of objects with texture images? Should the images be packed into the .blend, and does it matter if the Blender scene is using Cycles or Blender Render Engine when exporting?


texts: how are the math node operations in cycles calculated?

texts:
How does the math node do calculations with a specific operation:

the usual operations of add,subtract, multiply and divide are quite understandable and are(empirically) very similar to some of the operations in MixRGB node. But, how do the operations such as Sine, Power, Logarithm, Minimum, Maximum, Modulo, Round, etc,.. interpret with the values. How can we visualize this in realtime?


texts:
The input node, in Blender Render, called "coordinates":

outputs the geometry local coordinates, relative to its bounding box as RGB colors.

But the coordinates of what object?

No matter what I do to any object in my scene, the coordinate node outputs the exact same image.


texts: Should I use orthogonal view or perspective to create geometry on a scene matched with fSpy?

texts: I used fSpy to initially set up the camera in the kitchen scene I am creating. Should I place the kitchen appliances using the orthogonal grid and then tweak the fSpy camera settings to get the correct vanishing points in the scene, or should I place the appliances using a non-orthogonal grid?


texts: How can I get back to Blender's default theme?

texts: Even though I am relatively new to Blender I am recording a tutorial for a Blender exporter. I have been advised that I should use the Default colour scheme (for the UI). I have no idea which one that is. Can anyone tell me?


texts: How to make a fluid simulation start from the middle of an animation and make the domain not visible until that point?

texts:
Using blender 2.9, I am trying to simulate water filling a vessel. I watched to some videos, like this one: https://www.youtube.com/watch?v=1YKDUPEZc1g&t=321s. Note that in this video, the animation has 100 frames, the flow beginning in the very first frame and lasting up to frame #51.
However, I am trying an animation with 200 frames with the flow beginning only at frame #75 and lasting up to frame #125.
The problem is when I set Physics Properties - Cache - Frame start: 75 and Physics Properties - Cache - End: 125.
When I play the animation from frame #1, the vessel is blocked by the solid cube domain, which disappears when the flow starts.
My question is: How to make water start pouring in the middle of the animation?
Thank you!
** EDIT: .blend file added. **


texts:
I would like to ask your help regarding with my problem. I was following a tutorial on how to create a realistic bread and I cannot really figure out why the slice looks smudged and blurred, after trying to use quadrats as geometry and using a separate UV map and material for the slice.

Does anyone have a tip how to fix that? Thanks a lot in advance! :)

Here is the blender file I was making and the maps that I used, provided by blenderguru. :)


texts: Blender 2.82 sculpting brush size shortcut "F" key shows different size in Scene mode(Radius Unit)

texts:
In view mode, when press F  key to change brush size, it keeps the same size when you click to confirm, but when I change brush size in Scene mode, the preview brush size is different than the brush after click to confirm the change.

The workaround for the moment is just Right Click and change the brush size there, but it is just not a long term solution.


texts: What do the Smoke Flow Advanced settings do?

texts: In the Smoke Flow panel there is a section called Smoke Flow Advanced. In this section you can find mapping fields (Size, Offset). Could you explain the nature of these fields and how they impact the fire?


texts: How to export shape keys as fbx when they are controlled by drivers?

texts:
Good afternoon,

I have an animation set up in Blender where I have bones controlling the shape keys of my object. The shape keys have drivers, so when my bones move, the shape keys activate. However, when I export this as an fbx file into Unity, none of my shape keys are observable. How can I export this as an fbx?


texts:
When rendering a .png sequence in EEVEE 2.80 Beta, I'm getting random bright/flash frames (see attached image). When I render still frames, this isn't an issue. None of the lighting changes through the scene, and it seems to affect different frames each time. Sometimes, many will be affected, other times very few or none. I tried rendering an .avi or .mp4, but EEVEE doesn't seem to support those yet, as the program crashes after several frames and the resulting file is corrupt.

I don't know if this is a bug, inherent weakness, or if I'm doing something wrong. Cycles renders the same frames normally.


texts: Why does one object cut through and show in another object?

texts:
I am new to blender and I am trying to extrude and bring down the dribbling parts of frosting on a donut, but when I bring the vertices down, they cut into the donut as shown (picture is taken from inside the donut).

I have proportional editing on, the snap to face tool (with project individual elements), and I even tried using ctrl button when dragging down vertices (I saw someone say that can help it to not show through - I'm not sure the reasoning of why it can work - it worked well with grabbing vertices but not extruding them for me) However, the frosting still pierces the donut - Is this normal and I shouldn't worry about it, or am I doing something incorrectly?

I appreciate any answers - Thank you!]1


texts: I was wondering if my render time is slow, for what I have

texts:
Good afternoon everyone. So I'm currently using a GeForce GTX 1060 and my processor is an Intel i5 6600k but my render time for 1 frame is about 5 minutes which to me in way more than it should be.

Of course I'm using the cycles engine and here are my settings:

A file for the project I'm working on can be found here (yes it's a Minecraft scene)

http://www.mediafire.com/file/ut8xi4l84psu0lp/Darnies.zip

I have some experience with Blender and understand most of the basics and the settings but can't wrap my head around why this would take so long.

The questions I basically need to know are

Is my render time about where it should be
How can I speed this up (note my settings cause I've already changed a bunch)
Would it be advised to use Blender Internal if there is no other way of speeding this up
How do I know that my graphics card is working to its fullest (GPU rendering has been enabled in the settings and on the right tool bar)

Thanks for your time ^_^


texts: how to work with dynamics and animated objecs

texts: I want to drop several objects into a jar one by one, not all at the same time. How can I achieve this? I tried to hold objects with another passive rigid body and then animate that object away allowing objects to fall, but the active rigid body objects dont animate at all.


texts:
I would like to make a material that displays the line of sight vector using the RGB channels :
for example, here, let's say i am looking from the camera, the line of sight vector would be :
→E(X=0; Y=1; Z=0)
so the sphere should appear all green.

Also, i wanna precise that I don't want it to use the camera (the object) orientation but the viewport.
I think the vector transform node would help, i found this thread in which the material displayed the rotation of the object so i think it could help : Change color with object rotation


texts: Importing .mov files in blender sequencer is very laggy

texts:
I have seen a couple other people ask this question but I have yet to find an answer. When importing an mov file into the blender video sequence editor, I find that the program becomes extremely laggy and cannot playback at more than 4fps. Is there some special way to import a .mov file? Or can we officially say that importing an .mov file to blender is something to be avoided?

My solution was to export the mov file as an .mkv file and when I import that into the editor it works very fast. It is something specifically about trying to edit an mov file that blender doesn't like. Here is another link concerning this. I tried their solutions and I did not have success:

why is the video sequencer so slow with 4k files 2.79

Is anyone having success with mov files in the video sequence editor? Just to be clear, I am importing an mov file, not exporting my project as an mov file


texts: How do I import python modules from external files?

texts:
As my Addon started growing, I decided to split the ui into different files. I have several subfolders with modules that I want to register und unregister in my main script. I tried to manage this with

from folder.subfolder import module1
from folder.subfolder import module2

...

def register():
    bpy.utils.register_module(__name__)
    bpy.utils.register_module(module1)
    bpy.utils.register_module(module2)

def unregister():
    bpy.utils.unregister_module(__name__)
    bpy.utils.unregister_module(module1)
    bpy.utils.unregister_module(module2)

Inside module1.py, it looks something like this:

import bpy

class MyPanel(bpy.types.Panel):
    bl_label = "MyPanel"
    bl_idname = "...."
    bl_space_type = "...."
    bl_region_type = "...."

    def draw(self, context):
       ....

However, it always prints out this error message:

        Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\modules\addon_u
tils.py", line 350, in enable
    mod.register()
  File "C:/path/to/main/script.py", line 2388, in register
    bpy.utils.register_module(module1)
  File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\modules\bpy\uti
ls\__init__.py", line 685, in register_module
    raise Exception("register_module(%r): defines no classes" % module)
Exception: register_module(<module 'module1' from 'C:/path/to/module1.py'>): defines no classes

What do I need to change in order to be able to register and unregister external modules properly?


texts: How to position the empty of the motor constraint for the platform to go upwards?

texts:
How do you position the motor constraint (empty) to make the platform go upward?
Currently, there is a motor rigid body constraint between the cube in the background and the platform. The cube is set to passive while the platform is set to active. I've tried to switch the position of the axis rotation, however, it either doesn't do anything or just made the platform falls down.
Please let me know how to orientate the axis or if there's anything I've missed. Thank you.
See video for specific problem


texts:
In the Image tab there is the Image Data Block property. That's the part that i want to display. The problem is, it is part of a C template. And so i cannot simply grab this prop. layout.template_image simply displays the whole content of the panel. Not just this one prop.

class TEXTURE_PT_image(TextureTypePanel, Panel):
    bl_label = "Image"
    tex_type = 'IMAGE'
    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}

    def draw(self, context):
        layout = self.layout

        tex = context.texture

        layout.template_image(tex, "image", tex.image_user)

The tooltip gives a hint though about the Python code for the prop. But i can still not find a way to display this prop separately. I always end in errors. I fear i do it miserably wrong.

Is there even a way to access and display this prop from Python? And if so, how?


texts: Can you see why texture isn't rendering? (Screenshots included)

texts:
Can you see why the texture isn't rendering? You can see that it's been UV mapped and appears on texture paint screen.

I've screen captured my materials and texture menus. Anything accidentally been checked or unchecked?


texts: Animating a masked sphere with "star" particles

texts:
I'm trying to create a "Stars" effect by adding ico sphere's to a UV sphere as an emission object particle, then rotating the sphere to simulate the passing of time in my animation.

Only problem is, I am not sure how I'm supposed to bake this object/group of objects for animation.

When I convert the particle system the "stars" separate into their own objects, lose their rotational pathing, and just remain stationary. Is there a way to convert this object into separate particles without losing the rotation data, or possibly animate the un-converted sphere object?


texts: How to randomly pick an object from a collection?

texts:
I am working on a modal that paints objects & then drops them using rigid body.
I'd like to include support for collections, where the user can store a group of objects as a collection & then randomly choose one of those objects to paint.

how can I access objects in a collection & duplicate the chosen object?

Thanks


texts: (2.79) How do I make a plane transparent without making the texture transparent?

texts:
I want to make the plane with the texture transparent, but I don't want the texture to be transparent. to be clear, the texture is a png file with some parts being transparent, but I cannot figure out how to make the plane transparent without making the texture transparent.
I'm using Blender version 2.79.


texts: Trying to texture an eye in Blender 2.8, but when I apply the glass node I get a reflection of the scenic countryside. Help.


texts:
From the default startup, if you run
bpy.context.scene.copy()
you get a copy of your scene that has 0 user and gets added to the orphan data.
In reality, if you save and revert the file, your scene will still be there, even though any other orphan data would get removed if you did that.
However, for the users of my add-on, seeing an orphan scene would be confusing and worrying.
I could add a fake user but I find it unsatisfactory and still confusing, as you may wonder what would happen when trying to delete the scene, not to mention the unnecessary "F" in the scene's name.
So how can I make that scene not orphan without adding a fake user?
So far the only hacky workaround I found is to run some operator and then run the undo operator, which I assume does the trick because it reloads many components of the file including the scene's user (whatever it is), but of course this is far from an ideal solution.


texts: Recommended Blender rendering engine for game assets production

texts:
I want to produce models with animations and skinning for a custom game engine. The engine supports import of assets in Collada or FBX format through the Assimp open source library.

Typically the models will be vehicles with moving parts and animated people inside. The models will typically have a diffuse texture, and maybe a normal map, as well as some basic material parameters, such as specularity and transparency/alpha.

The in-game rendering will use custom GLSL shaders, so I will probably not be able to use much of the material data from Blender.

With these preconditions, what rendering engine should I use in Blender when producing the assets? I have used both the default engine and Cycles. Cycles tend to look better during modeling, but I get various problems when exporting, such as textures not showing up (at least when exporting to FBX).

In short, what material system will translate best when exporting to Collada or FBX?


texts: How do I Download an External File from URL and Display Progress in a Panel without blocking the UI?

texts:
I've read the following answers already on SE, but I cannot yet seem to replicate the end result I need in Blender 2.71.

https://stackoverflow.com/questions/13485720/blender-python-scripting-trying-to-prevent-ui-lock-up-while-doing-large-calcula/16744008#16744008
Blender not responding while running my script
Blender UI Multithreading Progressbar

I'm running a panel script that uses an operator button to download a file from an external URL. I've not yet found a way to do this without blocking the UI.

I've tested modal operators and used multithreading, no luck yet. Can anyone demonstrate that this is actually possible?

If it is possible, I would then use a modal operator timer to check on the progress and update a label in the ui panel.

Here's my attempt via a modal operator timer similar to the first link in the list.

import bpy
import sys
import urllib
from urllib import request
from urllib.request import urlretrieve

def reporthook(blocknum, blocksize, totalsize):
    readsofar = blocknum * blocksize
    if totalsize > 0:
        percent = readsofar * 1e2 / totalsize
        s = "\r%5.1f%% %*d / %d" % (percent, len(str(totalsize)), readsofar, totalsize)
        sys.stderr.write(s)
        if readsofar >= totalsize: # near the end
            sys.stderr.write("\n")
    else: # total size is unknown
        sys.stderr.write("read %d\n" % (readsofar,))

class ModalTimerOperator(bpy.types.Operator):
    """Operator which runs its self from a timer"""
    bl_idname = "wm.modal_timer_operator"
    bl_label = "Modal Timer Operator"

    _timer = None
    _updating = False
    _download_done = False

    def do_download(self):
        print("starting file download")

        #actual url and local path removed for privacy
        urlretrieve("REMOTE_URL", "LOCAL_DEST", reporthook)

        self._download_done = True

    def modal(self, context, event):

        if event.type == 'TIMER' and not self._updating:
            self._updating = True
            self.do_download()
            self._updating = False

        if self._download_done:
            self.cancel(context)

        return {'PASS_THROUGH'}

    def execute(self, context):
        wm = context.window_manager
        self._timer = wm.event_timer_add(2, context.window)
        wm.modal_handler_add(self)
        self._updating = False
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)

def register():

    bpy.utils.register_class(ModalTimerOperator)

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

if __name__ == "__main__":
    register()

bpy.ops.wm.modal_timer_operator()


texts: I have tried animate character from mixamo in blender. But the animation saved the transform location like 0, 0, 0 where I animate it. Everytime I call the animation in unity, the object moved to 0, 0, 0. I want the animation plays on local object. Idk where is my mistake.


texts: It is possible to add modifiers to a group?

texts: I made a group of different objects with different set of modifiers for each one. I wanted to add a lattice modifiers to this group to be able shape its form... it is possible? I tried with no sucess... It seems something very useful, i'm impressed something like this isn't implemented in blender yet...


texts:
I'm using the Blender Video Editor. I finished, rendered it, and went to open the file, but I do not know where my file saved to!

I want it to be saved as a video file and I would like to know where it is, but I do not. I've already tried to look through all my folders, but I don't know if I'm checking the right place.


texts: How can I configure blender to import a custom mesh from the shift + a add mesh menu?

texts: It may be useful in sculpting and character design for example for the body parts (head, eyes ...)


texts: Is there a way to place a material over other materials (subdermal base)

texts:
i was investigating on how to properly make a realistic skin and i found that to make one i need to combine the skin texture (skin texture and imperfections) + a subdermal base (veins and such) + the subsurface scattering.

So, i was thinking: "Mmmm, okay, let's just use two image textures with a Mix RGB and and change the display to "Screen" or "Multiply" and both will be seen in my skin texture"

But i found that the results are not very "convincent" (maybe i'm doing it wrong), so... there's an alternative or "correct" way to do this?

The thing is that i want to make something like this:

Use a Subdermal Base with the veins and muscle red colours

The skin texture over the subdermal base which will give the skin a realistic look


texts: I have an object controlled with motion actuator and need to decrease the speed on all axes as it gets closer to another object with certain property. How do i achieve this?


texts: How can I change a set of objects colour transition location in Z Axis?

texts:
I want the colour of stairs change according to their position, I tried obj info node with Mix RGB and got the result below, however I want to change the transition position in Z axis, colour ramp didn't help, it only changes the transition power.
Stairs are not one objects, they are separete objects using same material in Cycles. thanks


texts: where can I find this in the python script?

texts:
I would like to make the transparent box selected all time, but I am having trouble locating the python script to rewrite it.

Does anyone one know how to do this??
Thank you so :)
enter image description here


texts: How to resolve data_path when inserting keyframe in my situation?

texts:
def testAnimation():

  scn = bpy.context.scene
  arm = bpy.data.armatures["Rig"]
  rigobj = bpy.data.objects["Rig"]
  scn.objects.active = rigobj
  rigobj.select = True

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

  boneSelect = bpy.context.object.data.bones['RThigh']
  boneSelect.select = True

  bpy.ops.transform.rotate(value=(0), axis=(1.0,1.0,1.0))
  boneSelect.keyframe_insert(data_path = "location", frame = 0.0)

  bpy.ops.transform.rotate(value=(math.pi*0.5), axis=(6.0,80.0,40.0))
  boneSelect.keyframe_insert(data_path = "location", frame = 100.0)

  bpy.ops.transform.rotate(value=(math.pi*0.5), axis=(1.0,0.0,0.0))
  boneSelect.keyframe_insert(data_path = "location", frame = 200.0)

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

I have tried placing many variables in data_path, but it comes up with a TypeError. What should I place in my data_path for it to take the new transformation?

Thank you for your time.


texts: Does "importing key configuration" (shortcuts) only add keys?

texts: Or, if I make a mess of new ones, can this function remove them and simply revert to a saved state of hotkeys?


texts:
I want to write a operator that adds a driver to a shapekey.
so the shape key can be controlled by a bone.

the main idea is that the current position of the bone becomes the value 1 for the shape key, this can be done by dividing the driver variable value by the current position of the bone.

but is there a problem:

if I add an option for using bone rotations too, I need to get the rotation of the bone but it has three rotation modes and none of these matches the driver variable if I set to X,Y or Z rotation modes and when the bone rotation mode is changed the driver variable changes too.

so I need to get the real rotation of the bone in the current type of rotation or the current driver variable value for build the expression.

how can I do this?


texts: Is it possible to make the animation preview smoother without reducing the frame rate?

texts:
I'm currently going through Blender Guru's animation tutorial and I'm not able to get my preview window to be as smooth as I see in Blender Guru's videos.

The animation preview that I see is either very slow or not functioning at all.

When I reduce my default frame rate from 30fps, it seems that the animation preview improves slightly, but the animation preview is still slower than what I see in the tutorial video.


texts: How to know what's the radius of a stroke I've already drawn in Blender 2D?

texts: I just want to know what was the radius of the drawing I've started, and I want to keep the same radius. I tried right clicking on the stroke but it doesn't work.


texts: How to create and assign a group to an fcurve with python script?

texts:
I am attempting to make an addon/script with blender python that works with mocap files (.bvh), my problem is that when the files are imported the group collection on fcurve.group is blank

for fcurve in bpy.context.active_object.animation_data.action.fcurves:
        if fcurve.group is not None:
            print(text='Source object fcurve group ' + fcurve.group.name)

How do I create and assign a group to the fcurve with python script?

fcurve.group = bpy.types.FCurve.new("LocRot") #what i tried first

Explanation of why:
When i import the files they have rotation mode XZY Euler on all the bones, I am attempting to use this script to convert the rotation mode to Quaternion however it fails due to the fact that the bones have no groups on them.... (hence my question)

Ultimately I plan to make my own pipeline which handles the small problems I have with the .bvh files when imported, such as converting FK -> IK

My full code can be found here and here if that helps at all


texts: Normals problem; Difference between shading modes?

texts:
I have this surface with bad look in Smooth Shading mode. If I change it to Flat it looks OK. What's the difference between these two Shading modes?

This is a model for a game. When I export the model for the game format it will use the Shading mode that I selected or it will force Smooth mode?

After modeling:

After recalculate normals:

Smooth Shading mode:

Flat Shading mode:


texts: How to do vaccuum sealed pack modeling in Blender?

texts: Does anyone How to model vacuum sealed packages like this? Can cloth simulation be used to model it?


texts: Blender 2.8 Eevee Glass materials and Cubemaps

texts:
been working in blender 2.8 Love it a lot, but it comes with a few problems. I tried solving it myself or finding if others have problems with it, but they just seem to gloss over it and or ignore the problem completely.

I am talking about glass and Cube Reflection maps. Whenever I try using the two of them they always end up messed up in one way or another. Firstly whenever I have them with each other in the scene, it looks as though there is a reflection of itself in it as seen here https://vimeo.com/307380916 8 . I would like for it to be semi-transparent with the view outside as seen here https://vimeo.com/307185014 3 , while still having shadows and reflections inside.

All my settings can be found here https://imgur.com/a/t1NVFxK 7
In short I have a Cubemap and Irradiance baked, as well as a glass shader with transparency, and I would just like for the glass to at least work just as shown in the second video. Where it just passes through to the outside without having reflections even slightly.

Would anyone have any tips on getting this to work?
Thank you very much for your time.


texts: Building Blender - single lib folder for many different builds?

texts:
I need to build several independent "variants" of Blender (differently modified sources for the same target platform) and would like to use the same "lib" folder for all of them.
I cannot place them in the same "root" folder with the lib folder (the usual folder structure).

Essentially, I would like to have something like this:

MyBlenderDEVroot
   lib               <- this is where I'd like to have lib folder
   Variant1
      blender        <- Blender sources
      builds         <- build output folder
      mydocs
      mystuff
   Variant2
      blender        <- Blender sources
      builds         <- build output folder
      mydocs
      mystuff

I know that I can have differently named "blender" and "builds" folders (like blender_v1, builds_v1, blender_v2, builds_v2, etc.) in the same root but I want them fully separated.

I am targeting Windows and I use VS2013 with CMake.
I have no problems building Blender the "normal" way, just would like to avoid having the same mutli-GB lib folder repeated all over the place.


texts:
I'm try to rig up several small moving objects, so that at the end of the video they align to form an image. Similar to this video: https://www.youtube.com/watch?v=IcG3Jc6Vw04.

See how all the cubes are jumbled, but align after the ball hits? I would like to achieve a similar effect, without having to map an image to each cube face. I'm guessing it has something to do with UV Mapping, but not sure how to do it.

Please ask if you need any clarification.
Thanks in advance! :)


texts:
I modeled a simple flat square, adding thickness by extruding.
Now I want the Surface to not be flat but a Kind of buldged.
How do I accomplish that?


texts: How do I get this to work properly with bevel edge modifier after I extrude the circle upwards it "kinks" in that area. I tried to quad that area but it doesn't really want to work as I intend it. I didn't find any appropriate example in the "clean topology guides" floating around the internet I do normally consult.


texts: Is there a way to get icon_value for the UIList using icon name from enum?

texts:
I know that I can use icon_value = layout.icon(_context.object), and I also know how to implement custom icons in Blender. But what if I'm writing my own class, want to be able to store it as a template list and just want to use existing Blender icon as its icon in the template list? Is there any place in API where the full icons list is stored somehow? Can I perform in any way something like
for i, j in enumerate(bpy.app.all_blender_icons): # fake pass
    if j.name == "EVENT_M":
        return i

Of course I could just manually go over all int numbers and find out which one returns the icon I need, but it doesn't seem like a very good idea in any way.


texts:
I'd like to create an animation in which several movie segments are playing in separate plane objects that follow one another around an arc within the camera view. I can get a single movie playing on a plane object but I'm not sure how to get the plane to not only move along the arc but also rotate so that the plane faces the camera through out the movement. I will be having the objects moving only through a 1/4 circle.

Thanks!


texts:
I am trying to create an armature animation where the character spins around, but I am having huge issues. If I rotated it from 0° to 360° on another keyframe, then it won't spin at all. If I rotate from 0° to 180°, then from 180° to 360°, the character spins to 180°, then spins backwards to where it started.
How can I make it rotate the amount I want, instead of just rotating in the direction that is closest to the current angle?


texts: How to correctly merge two objects in blender

texts:
I am trying to merge two close boxes into one single cuboid, from the GUI I am able to successfully create the two boxes and set a boolean modifier to the first box to unify(UNION) with the second box before deleting it.
But when I run the following script

import bpy
import ast

def delete(obj0):
    bpy.ops.object.select_all(action='DESELECT')
    obj0.select = True
    bpy.ops.object.delete()

def Merge(obj0,obj1):
    bpy.ops.object.select_all(action='DESELECT')
    obj0.select = True #selecting obj0 so the bpy modifier is constructed for it
    bpy.ops.object.modifier_add(type='BOOLEAN')
    bpy.context.object.modifiers["Boolean"].object = obj1
    bpy.context.object.modifiers["Boolean"].operation = 'UNION'
    bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Boolean")
    delete(obj1) #deleting obj1 since it's no longer needed
    return obj0 #returning obj0 which shoulda become the cuboid just incase a future need arises to merge with another box

def AddBox(x,y,z,width,height,depth):
    bpy.ops.mesh.primitive_cube_add(location=(x, y, z))
    bpy.ops.transform.resize(value=(width, height, depth))
    return bpy.context.active_object

#creating the two boxes and naming them
box0 = AddBox(0,0,0, .5,.5,.5)
box0.name='box0'
box1 = AddBox(0,1,0, .5,.5,.5)
box1.name='box1'

#merging them into a cuboid
Merge(box0,box1)

I get the following exception

TypeError: bpy_struct: item.attr = val: BooleanModifier.object ID type does not support assignment to itself


texts: How do I merge all of these objects into one, and only using one material and texture to apply colors using a UV color grid?

texts: I was wondering on how I'm able to join all of these separate objects into one, and be able to apply one material using a UV texture with a color grid? is there any tutorials on youtube? Im only used to maya UV texturing. thanks.


texts: How to create white volumetric clouds in a dark scene?

texts: I am trying to create a scene which has a black background and the only ways to create volumetric clouds that i've seen results in ones which look believeable in light scenes but in dark ones they completely disappear. Anyone have any ideas?


texts: How to move up or down a slot from a material/vgroup/dupliob list?

texts:
i'm wondering how to use thoses operator in a slot list within a python script.

in a Count list inside of a particle system, order is really important. i absolutely need to be able to move them freely up or down until X index. and the only way i found is with the context operator below. which can only be used when the editor is set to properties -> particles -> with the use coult tab open. And this is not handy at all.

this is the operator:

bpy.ops.particle.dupliob_move_up()
bpy.ops.particle.dupliob_move_down()

i think peoples who like to move material and vgroup slot will have the same issue.

This is the only solution i found. which is quite bad.

old_editor = bpy.context.area.ui_type

#bpy.ops.particle.dupliob_move_up()
#bpy.ops.particle.dupliob_move_down()

bpy.context.area.ui_type = 'PROPERTIES'
bpy.context.space_data.context = 'PARTICLES'

#bpy.ops.particle.dupliob_move_up()
bpy.ops.particle.dupliob_move_down()

bpy.context.area.ui_type = old_editor

and i didn't even find a way to open this list, so this code will not work if the list is closed

as for rewriting a value. there's not a lot of choice here ?


texts: How do we go to this vision in blender the 2D one instead of 3D.I only need the key(s)


texts: Sphere with curved faces or sphere of spheres

texts:
I'm very new to Blender, so I think this should be an easy question to answer, but after a few hours of Googling and experimenting, I'm no closer to a solution.

I'm trying to model a blastula for 3D printing. You can google "blastula" if you're unfamiliar, but essentially I need to create a hollow ball of cells, or more simply, a sphere made of spheres. I've been able to approximate this using the methods described under "Creating a spherical array," but I can't figure out how to join the individual spheres and/or remove the overlapping vertices on the inside (for printing). I've had success using BoolTool to merge a few individual spheres, but I can't figure out how to create the blastula as a whole.

Alternatively, if there's a way to simply curve/extrude each face on a sphere such that it resembles a partial sphere itself, that may be easier, but I have no idea how to go about that. Sorry in advance if this is poorly phrased, like I said I'm very new to Blender and still learning the terminology. Thanks!


texts:
The variable matrix contains 16 float values and I want to create an instance of Matrix

 m = Matrix( matrix[0:4],matrix[4:8],matrix[8:12],matrix[12:16] )
 qr = m.to_quaternion()

This leads to:

TypeError: Matrix(): expects no args or 2-4 numeric sequences

I tried to put parthesises around each expression like (matrix[0:4])
What is meant by numeric sequence when neither way works?


texts: Ristricting child translation to single axis

texts:
Object A is the parent of object B. How can I restrict the translation of object B to the X-axis, when object A is translated randomly (along the X-, Y- and Z-axis)?

I tried locking the Y- and Z-axis for Object B, but that doesn't seem to work.


texts:
Is it possible to scale an object and have it's scaled self snap to another object's edge or vertex?

Attached is a screenshot of what I'm trying to do: I want to scale the object on the left, and have it grow until it butts exactly against the object on the right. (In the picture, the object has grown too much by the time snap is activated). thanks


texts:
I'm using textures in the compositor. Is it possible to rotate these textures?

The rotate node doesn't work, due to cropping of the corners. What I actually need is to rotate the whole coordinate space.


texts:
Picture(1) As you can see, I have selected the Subtract tool and there is an area that I want to paint blue.

Picture (2) Now I used the Subtract tool to paint the area blue and the yellow becomes blue but the other objects become red as if I had the Add tool on.....

What could be the reason for this?


texts: I'm new to blender, go easy! I want to display the local bone orientation, but all I see is the origin displaying x/y/z instead of per bone. Cant figure this out for the life of me!?


texts: Material / texture are not showing up correctly?

texts: I have downloaded this file of a space craft from the NASA website, and every time I try to put the correct texture on the craft it won't work. In the pictures I attempted to use the Material in a cycles render, and then add an image texture. It worked and you can see the texture, but only in Texture view. When I switch to render view, the texture does not show.


texts: How do I get the armature/bones to fall with gravity?

texts:
I cant get the mesh to not wig out after it falls.

I'm guessing I need the bones to fall with the mesh so the mesh deforms relative to the bones. I can't figure out how to do this and nothing I've googled has helped.

Any help would be greatly appreciated!


texts: Using Multiple Collections as Particle in a Particle System

texts:
Is it possible to use multiple collections as Instance Collection inside a Particle System?
I have a few flower collections, each flower is its own collection. Each collection contains several mesh objects, like curves and other mesh objects. These separate meshes I would like to keep and I prefer not to combine the meshes. I figured out how to use just one Collection with multiple meshes inside when “Whole Collection” is checked in the Render settings of the particle system settings.
I tried linking the Collections from another file and also having the Collections inside the Blend file. In the screenshot, you see the linked collections.


texts: Blender armature screwing up rig hierarchy in ue4

texts:
I'm trying to export a rig to Unreal Engine 4 and have it match the hierarchy of the default ue4 rig. The issue is that the armature shows up in the hierarchy.

This is what it looks like in blender.

In unreal this ends up being HeroTPP > root > pelvis > etc. when it should be root > pelvis > etc.

How do I get it so that the root bone is the actual root of my rig so that the hierarchy matches up with the one in unreal?


texts:
When I perform actions, the Info pane at the top outputs the equivalent python commands.

If i try to select the text to copy, It won't allow the selection.

Is there a way to configure this to work?


texts:
I just started out learning Blender and when I tried to render my images, a pattern of stripes appear on my objects. What causes this?

Just to note I used 1000 sampling in this render since I before I encountered a noise issue.

The image I used in the UV editor is this one:

As you can see there are no white stripes in the image that I used.

BlendExchange did not work for me so here is Wetransfer

what am I doing wrong?


texts: Ngons and messy Topology on flat Surfaces

texts:
I am creating a model of my car which I hope to release on turbosquid.

I have used neat topology for the majority of my model, however I have no way of creating the car radio the way I want to without some ngons and messy topology.

Will this affect the final render and if so is there any way to go about it?


texts: How can I rotate an object already at an angle?

texts:
I can't seem to figure out which setting to use for proper hand rotation. It starts out like:

And no matter what XYZ settings I choose, I end up with a result similar to:

...instead of a nice circular rotation in the socket. (The hand is a child of the arm, which is a child of the torso, if that makes any difference.)
If anyone knows what the settings should be, I'd be most grateful.


texts:
I have recently installed the latest stable version of blender (2.75a) and used
the video editor to join audio with a video. The problem is, when I click Anim to render the video, it generates a video file but with no audio at all. As I have seen in many tutorials, all I need to do is to set the renderer's audio settings properly in scene's "encoding" tab... it should be found under the "output" tab, but it just does not exist! What I see is exactly this:
OpenSUSE - Blender cannot encode or export video
I have searched in many sites over the web and tried many "possible" solutions with no luck at all. I have checked the FPS settings, reinstalled and even installed previous versions of blender (2.6) and still nothing.
I just want to get what I have made in my blender's project written in a video file, just that...
Thank you for your help


texts: I'm a beginner.  Everything was going along fine. I was using click, hold, grab to pull and push on vertices without striking the G key.  For some reason now it's not working and when I hit the G key a small dotted yellow line appears and extends and contracts with my mouse movement.  What did I do?


texts: Is there a way to select edges marked as sharp via python?

texts:
There is an operator to select sharp edges, and an operator to select edges marked as sharp if you have already an edge marked as sharp selected, but is there a way to select edges marked as sharp when you have nothing selected?

Maybe add a temporary edge, mark it as sharp, select similar, delete temporary edge? I don't know how to do that though.

I can see that bmesh.types.BMEdge has a seam attribute, but no sharp(?). So I guess it's not possible to loop through edges selecting the ones marked as sharp...


texts:
So i have an arduino with an mpu6050 attached to it. It is currently set up to send the raw data from the imu sensor to my computer.

I would like to use this data to control a cube in blender with inside the blender game engine, in realtime.

My problem is that i cant figure out how to get blender to read the data from the mpu. Im pretty new to python.

Pyserial seems to work and blender connects to the arduino, but the actual code on how to get the IMU sensor data into blender is still a mystery to me.

Update: I can now move the cube with the IMU sensor, so blender is reading the data. Even tho the motion is coming trough the movement is not very accurate and that someting I will have to work on.

Here is a link to my github with the arduino firmware and blend file:
https://github.com/Bjaza/mpu6050Arduino-blender

to be more precise heres a video of what i'm trying to do inside blender:
https://www.youtube.com/watch?v=Bl_8xg2DdJ4

the blender scene im using is only a cube parented to a bone with an allways sensor and a python controller

the arduino is using the standard mpu6050 libraries.

If anyone has any suggestions on what kind of python script to use in blender, i would be ever so grateful.

Posted similar question in arduino forum and the anwser was to match the data input format to the read format.
Example: from this 0.00/0.00/0.00 to this 0.00,0.00,0.00


texts: How to IK Rig a human arm with external controllers?

texts:
So in the above image:
Symbol   Description

S      - Shoulder

U      - Upper Arm

L      - Lower Arm

W      - Wrist

F      - Fingers

Now, I have to IK-rig it from upper arm to fingers and I was hoping for someone to explain how to go about this as I couldn't find a simple enough video to understand; I am relatively new rigging. You can just rig one of the fingers and adapt it to the rest and just explain what the differences are between rigging a finger and rigging a thumb.
If you could do so by posting screenshots, I would be grateful.


texts: "Correct" way to add texture for a photo print in a scene. Fix "over-exposure"

texts:
Total beginner to Blender here, so please pardon my general ignorance.

I'm trying to render product shots of some photographic prints for my wife. I've bought an interior scene from evermotion which already had some prints on the wall, and am trying to substitute her photos for those prints.

To do this, I've deleted the meshes for the existing prints (they were using a texture atlas for all of the prints, which seemed like unnecessary additional complexity for now), added in planes for the new prints, and used a simple "image texture" material on them. This approximately works, but the photos look over exposed when I render -- this is the problem I'm trying to solve.

Moreover, I'm a bit confused about what's actually happening: she sent me JPEGs of developed RAW files which had already had exposure, tone-mapping, gamma, etc applied in Lightroom. My understanding of 3D graphics was that you generally wanted to work on linear data and then apply the tone-map and gamma to the final render. So I guess I'm not surprised that it's come out wrong, but I'm at a bit of a loss to understand the best path to making it "right".

Would appreciate any pointers on this! Thanks!


texts:
I have created two bezier circles, then converted them to meshes. When I press tab to enter edit mode, the objects appear completely black.

You can see the exact tutorial I am following at 6:20 of this video

Why do they appear black, and not have any subdivisions? Is this a problem with blender, or is there a setting I need to change?

Edit Mode

Edit Mode + Wireframe view


texts: I have problems with my quick smoke......i applied quick some to that cube,and started my anim,but i see nothing in viewport,please help me.


texts:
I am looking to have one preoperty follow another, but to be less in size. Example: speed is 1, proportion is 0.1; speed is 10... and so on. How would I achieve this? Thanks!

Code (not working):

import bge
from bge import logic

def property(cont):
    own = cont.owner

    if 'Speed' in own and 'Recoil_Level' in own and 'Proportion_Size' in own:

        speed = own['Speed']
        level = own['Recoil_Level']
        size = own['Proportion_Size']

    else:
        print('No properties found in Weapon_Recoil_Level_Determiner')
        return

    level = speed / size
        print("recoil level: ", level)

cont = logic.getCurrentController()
property(cont)


texts: How to make a render with a curved along with straight wireframe in cycles?

texts:
How to make a render with a curved along with a straight wireframe in cycles?

Curved - The original geometry;
Straight - The wires the are created by the subdivision surface;

I figured how to do this using the image editor but the wires of the wireframe are not equal because the thickness of the wires depend on the scaling of the poligons.


texts:
I am trying to import 3D models and animations from binary files.
When importing animation matrices and apply them to posebones.matrix, the animation mesh up when I set parent for each editbone (meaning that all bones are connected together). You could see that the fox's tail is not correctly animated. The bones are also in wrong position in this frame.

Animations only work correctly when bones are unparented (not connected). I think it is because the imported matrices are in world-space (relative to the origin (0, 0 , 0)).
This is the correct position of the fox's tail, all bones are in right position in this frame.

So, this thread is so long, my only question is, how to convert/apply the imported 4x4 matrices to each posebone to make the animation when the bones are parented looks the same when the bones are not parented.

My full code and sample file, parenting bones is at line 274, assign matrices is at line 318:
https://drive.google.com/file/d/1_UscstTMnqyIb8D45Pc83KNNtA6ZQ3jk/view?usp=sharing

Here is my current code concept:

//boneObj - armature object that contains "Bone1"
//importedMat - the 4x4 imported from the binary file, in world space
boneObj.posebones["Bone1"].matrix = importedMat


texts: Blender render issue: rendered images are different from viewport

texts:
Hi guys.

Can anybody help with this issue? Want to render a circle filled with Voronoi texture and two modifiers but the final render is really different than the viewport render and I want the look in the viewport. Using Evee and same render samples for view and final.

Cheers TORArtist


texts: Why can't I select certain loops with Loop Select?

texts:
As you can see in the attached image, I have used the Alt+click hotkey to loop select these three loops. I know the difference between these three loops; the one that is not select-able using the loop select method was created by joining a an entirely different cube on top (don't ask why) of another and then using the join feature.  The other two were used with the Loop Cut tool.

My question is what about this situation makes this happen and can I do anything to fix it?  Can I do something to this loop to make Blender recognize it as a full loop?  This is obviously a thing that happens a lot over the course of creating a mesh, so if I'm able to "repair" or "create" a loop from an edge that is otherwise not recognized by Loop Select somehow that would be incredible.  I know I could just get rid of the geometry and just rebuild it with fresh fills but even that would likely create some issues.

Thanks for your help!


texts: Why is UV mapped texture not visible on workbench in B.2.8?

texts:
I made a simple factory building with two materials.

One material [factory_floor_material] is assigned to the floor of the factory.
One material [factory_wall_material] is assigned to the walls of the factory.

Each material has a texture, and each texture is UV mapped to the appropriate parts of the model.

If I switch to EEVEE or Cycles, everything looks fine, however if I switch to Workbench, I see the floor texture is visible, but the texture of the walls are not there.

I believe this is because the walls have been edited a little bit in Edit Mode (i.e. loop cuts added, faces deleted).

Does anybody have any idea how to fix that?

Workbench view: Clearly, the walls' texture is not visible, however the floor's texture is.


texts: My feet armature looks off center in pose mode but fine in edit mode. Why?

texts:
When I am in pose mode my feet armature looks like it needs some tweaking but when I go into edit mode it looks ok to me. Why is that? .Blend -----> https://pasteall.org/blend/42eadce5e53d48daa57d90a7e60fc83c
Pose Mode

Edit Mode


texts: I need help with Path Constraint & Rigging

texts: Blender newbie here, started using Blender 2 days ago for a summer project of mine but I ran into an issue here. I've done rigging & animating for my model and when I play the animation without any path constraint it looks great. The problem is, whenever I try to 'Constraint Path', my Model and its Armature ends up facing different angles and my animation is completely ruined. Could really use some help! Thanks a lot in advance! Here is my blend file that I need help with. I know there are a lot of issues and I could really use some guidance!


texts:
This seems like a ridiculous question but i installed this addon called Textools by renderhjs
http://renderhjs.net/textools/blender/
I installed it(ver 2.90.1) and absolutely cannot find the tool on the interface in the UV editing workspace or the standard 3d viewport. Is this due to conflicts with the version? I definitely searched the interface for it.


texts:
GPU rendering causes some screen lag while rendering, with the amount depending on how heavy the render is. I understand this is due to the display driver being busy.

What I don't get is why it happens on a computer with multiple screens and graphics cards. I have 3 screens: 1 running on a GTX titan and running Blender, and the other two on a 770. When I render, it is only with the Titan. So why do my other two screen running off the 770's also lag? Is there a way to stop this?

System info:
Windows 7
GTX Titan (primary screen)
Geforce 770 (second and third screen)
32gb RAM
CPU: Intel i7-4771 quad core, 3.5GHz.

I have had this same problem on previous systems with different graphics cards and CPUs (but always windows 7.)


texts: Why is my mesh so much less smooth than the one in the tutorial I'm following?

texts:
I'm following a Blender tutorial and I've noticed that the mesh in the tutorial is significantly smoother than mine.

I was wondering if I just haven't moved things around and smoothed out my mesh manually enough (maybe I need more polygons?), or if the one in the tutorial is being displayed/shaded differently in the view.

Mine:

The tutorial's:

Credits: Tutorial is by Christian Bradley and is posted on Lynda.com


texts:
When I switch to render mode, they show up, and they show when pressing F12, but when clicking the 'Animation' button, nothing shows. If anyone knows how to help, please do.

Edit: I have enabled rendering using the cameras, still nothing.

Edit #2: What the, some how transferring all of the objects from layer 1-2 does the trick. I guess my camera was set up for the second layer even though it was physically in the 1st. Anyone like to explain?

For anyone who's really curious, Here's the file:

Also, it may seem like having the animation length of 1 frame seem bad, but I've done that for other files and they work fine.


texts:
In Blender Cycles a Z pass can be automatically normalized with a Normalize node.
A Mist pass is anti-aliased and have smooth shading.

How to get automatically normalized and anti-aliased depth map?

I tried the method with Ray Length input, normalizing works fine but I got an unsatisfied result with compositing — the thin gray background that I have to add to normalize the image:

The Mist pass can't be automatically normalized properly, because all the space behind the object is equal 1.

Or should I do it in the other proper way?

Thanks!


texts: Whenever i generate a rig a character using rigify and generate it, the generated rig works fine but when i rig and generate the another model in the same file. The selected rig does not generates but the first one does. How to solve this problem. Help will be appreciated.


texts:
I'm trying to build an animation of a sail rising up a mast. Effectively, the sail is in several segments, so realistically, each segment intersection will move at slightly different rates. It will also collect on the deck. (I'm sure you can visualize it.)

First, is there a way of parenting two armatures to one segment, one on the top edge and one on the bottom. I know that a single armature can be used with two bones, but they only "attach" to the center of the edges, not the whole edge.

Second, I can't seem to get the bones to run along a curve independently from each other. If I could do that (and the connect to the whole edges) I can keyframe the movements closely enough.

Any thoughts on how to do this?


texts: Move material actions separately in NLA for duplicated objects

texts:
From the starting scene, I keyframed the material of the cube to change intensity 0 -> 1 between frames 1 and 40. I Shift+D-ed that cube to create a new one. I'd like to move the material animation for the second cube to start at a different frame, i.e. go 0 -> 1 between frames 21 and 60.

In NLA I see this:

Both tracks are selected and I cannot select just the one for Cube.001.

I see that I can create a new material (or use Make Single User), but then I would lose the ability to change the material properties (e.g. color) for all objects at once or the ability to tweak the action (e.g. duration) and have it applied to all objects at once.

Is there a way to have linked materials between objects, but manipulate their actions independently in NLA editor?

Blender v2.78 if that matters.


texts: How to center a non-symmetrical object on the X axis xith a python script?

texts:
Here is my non-symmetrical object :
As you can see the left part (X negative, the black line) is not egal to the right part (X positive, red line).
How can I get equal parts by translating my object with a python script ?
Thank you in advance for your help.


texts: CTRL+Z No longer undoing, switching between Solid and Textured display modes

texts: CTRL + Z in blender no longer undoes, and instead switches between Textured and Solid display modes for geometry in 3d mode. Any idea how I might have caused this to happen?


texts: Bone is deforming vertexes but shouldn't

texts:
I prepared descriptions on the photos:

Vertices are assigned well:

What I would like to achieve is to move whole arm with keeping constant distances between vertices.
I assigned only blue vertices, made minimum and maximum scale to 1.
I tried to turn off deforming but arm didn't track bone then.
I tried some other options but it was only random shots, I knew they shouldn't work.
File to download:

I solved this issue:

These 4 vertexes was added to the previous (selected) bone and it made a problem!
I removed them from selected bone and problem disappeared. I think I don't understand this system yet.


texts: Is it possible to have 2 different armatures for one mesh? For example, one is IK bone system that I want to be animated by hand and the second is the basic armature that I want to be animated with motion capture.


texts: What am I doing wrong with curves following terrain?

texts:
Not sure if you can see it that good, but there's a path following the road on the texture, the cursor 3d thing is where the path starts and that's where I put my small road model (5x5 meters, something like that).

For some reason however, once I apply the curve modifier, the road teleports of map, then I add arrays and even once it reaches the terrain, it curves the right way, but it is tens of meters to the left from where it's supposed to be. So what am I doing wrong? Do I need to adjust the relative offset numbers and if so, why?

I'm a beginner, but I've made roads before the same way and I never had this issue before.

Btw, one thing that came to mind is that the road for some reason starts at the scene center, but no, the center of the scene is somewhere in the middle of the terrain, so I really have no idea why it teleports in the middle of nowhere.


texts: How to achieve random distance, rotation between copies with array and curve modifier?

texts:
I'm doing a crown, and I put the thorns on the stem with an array and curve modifier. I'd like to have the thorns to have non uniform distance and rotation around the stem.

How can this be achieved?

Thanks!


texts: How to get a right click coordinates in 3d_view

texts:
I'm listening to the right click in my model operator. I wish to get its 3D coordinates in the 3D_view. I've tried the following code from here:
from bpy_extras.view3d_utils import region_2d_to_vector_3d, region_2d_to_location_3d
def mouse_coo_to_3d_loc(event, context):
    coord = (event.mouse_region_x, event.mouse_region_y)
    region = context.region
    rv3d = context.space_data.region_3d
    vec = region_2d_to_vector_3d(region, rv3d, coord)
    return region_2d_to_location_3d(region, rv3d, coord, vec)

But I got different coordinates from bpy.context.scene.cursor_location. I thought that maybe the context is wrong, so I used this code instead:
def mouse_coo_to_3d_loc(event):
    area, region = get_3d_area_region()
    coord = (event.mouse_x - area.x, event.mouse_y - area.y)
    rv3d = area.spaces.active.region_3d
    vec = region_2d_to_vector_3d(region, rv3d, coord)
    return region_2d_to_location_3d(region, rv3d, coord, vec)

def get_3d_area_region():
    for screen in bpy.data.screens:
        for area in screen.areas:
            if area.type == 'VIEW_3D':
                for region in area.regions:
                    if region.type == 'WINDOW':
                        return area, region

But still wrong results. Am I m missing something here?
**** EDIT ****
I should have mentioned that my addon is running in the graph_editor.


texts: eevee - get opengl to wait for all samples?

texts:
Version 2.80.4 - I have a spot lamp with volumetric lighting enabled and I've adjusted the samples and volumetric tile size to get a decent enough cone of light once the viewport finishes loading. Here's what it looks like in the viewport:

However, once I render either an opengl image or animation, it doesn't wait for all samples to load before finishing/moving on to the next frame and I get this result:

It seems to only apply a fraction of the samples to the spot lamp's volumetric light cone before finishing.

Am I missing something or is this life in pre-release 2.8?


texts: Cycles isn't appearing in render engine drop down list

texts: I just upgraded to 2.75 and there isn't an option for cycles render in the engine drop down.  How do I access cycles render in the new environment?  It only list, blender render and blender game.


texts: UV unwrap / Cannot link image to face or any other object

texts:
I tried various tutorials for UV unwrapping following every single step.
In UV Editing window I can open image but it will never actually link to the object. It always remains a dark grey. Any idea what I'm doing wrong?


texts:
Why does EEVEE take More time when it is rendered from the button than viewing in the actual viewport? I mean when you pan around in the rendered mode in EEVEE it takes no time to render it to the viewport but when you hit the render button from the menu, it takes some time and renders it frame by frame.
Other than that im loving 2.8 and EEVEE...


texts: Best Render Settings to Eliminate Image Grain?

texts:
First things first, I'm basically brand new to Blender. I used it years ago to do nothing more than import Minecraft models, pose them, and take photos.

Well, now I'm doing basically the same thing but I'd like to actually learn Blender properly this time and the whole new 2.8 interface doesn't help haha. So I imported a model, posed it, and when I render I'm getting a pretty sub-par image and I don't know how to fix it. Specifically in the graininess territory. I've played around with the Samples tab varying both the "render" and "viewpoint" sliders but I'm kinda stumped and would rather ask the pros.
Down below are my photos with the settings marked:

Top Pic: 128 "Render" & 128 "Viewpoint"

Bottom Pic: 500 "Render & 200 "Viewpoint"

I wanted both to be in 1080p for best viewing quality on here but had to limit it to 50% to keep the file size small enough to attach to the document.

If any of you have tips to improve basic render quality or even advanced tips for when I try to do animation with these rigs, I'd really appreciate it. Below are my settings for rendering. If you need me to open any of the tabs to relay my settings to you, just let me know.


texts: Polygon hair in blender using bezier curves

texts:
In the attached image you'll see a hair model made by Apachii (http://www.nexusmods.com/skyrim/mods/10168/?) -a Skyrim modder. I downloaded all her hair files and have tried to reverse engineer her hair technique. It's extremely hard to replicate in Blender and I've probably seen every tutorial on the subject.

I suspect the best approach would be to use bezier curves and then convert the curves to a mesh. I have two problems with this:

how did she get the curves to lie so closely to one another without overlapping? Is there a way to snap bezier curves together so they hover above each at a set distance and never overlap?
how did she unwrap all those bezier curves so beautifully (see image below).

Here is a clearer image of the sort of hair technique I'm trying to master:


texts:
I have been working on a physics based tank rig and while it mostly works, I'm having trouble making it drive in a straight line. The rig continues to keep twisting, one way or another.

Even when it's not moving I can see close up that the rig is turning on the spot. Increasing or decreasing the Rigid World settings appear to have no effect. Here are some screen shots of the tank moving in a "straight" line and a close up of it as well.

You can download the rig from here, it's a single .blend file from 2.79.

I am so close to having this rig working correctly, but I've been trying to get this final problem fixed for a while and I've gotten no where. If anyone could help me then it would be much appreciated.

Thank you.


texts: I Can't Create a Face from Several Circles

texts: Just like the problem appears in the image, I want to make a face triangulated around all circles. Instead, a face is created that overlaps everything I selected. What its the technique to join all of these faces? I tried fill, bridge to edge loops, and make face, but it's not turning out how I want it to be.


texts:
I beg pardon for this question, but I can't really wrap my head around this matter, as it works flawlessly in all other apps by default but doesn't seem to work in Blender.
Here's the issue

As you can see, there's a couple of cubes and plants which are simple planes with alpha channel.
When I try to render the depth pass or a mist pass, these plants get absolutely ignored

The geometry with a simple material is there but the objects with alpha get omitted. I suspect that it is just my stupidity but  can't find a way to add the objects with alpha to the depth pass.
Anyone can explain this? Thanks in advance.


texts: Only break object when colliding with another?

texts:
I have recently been getting into some physis simulations with blenders rigid body. I have a basic understanding of cell fracture and rigid body constraints.
Here is what I don't know how to approach: Let's suppose I have a large wall and want to break a comparably small hole into it (for example with some bullet). What I would do is cell fracture the wall, connect the particles with constraints and setting the breakable threshhold to such a value that only the desired area breaks. However, there are still seams between all the other parts of the wall which are in no way affected by the simulation.
How can I do a simulation in such a way that only the relevant particles are fractured and the rest remains untouched?

What I mean can be seen at about 8:57 in this great video (I didn't make it, just my opinion): The part of the cube that isn't shattered still has fractures which shouldn't be there.


texts: Turning off dashed lines on object imported from sketchup

texts:
I've begun importing from sketchup and my model groups have wire ( dashed line ) going back to the datum origin. They don't show in final renders  but is there any way I can turn off their displaying as they get in the way?

this is the same no matter if I use Blendup, but its the same via Collada, and 3DS.


texts: What's an easy way to round out this castle wall?

texts: I'm really new to Blender, and I was trying to build a castle wall. The only way that I could figure out how to do that was with a bunch of cubes. I've built the castle, figured out how to animate the drawbridge, and added some not great color. Now I'm trying to figure out how to round out everything so that this tower thing looks more like a tower and less like a stack of cubes, and the window things to be kind of arched at the top, not just cubes. What's the best way to do that?


texts: How to change color of glossy highlights?

texts:
let's say, I have a texture with black background and yellow skulls everywhere on it.
I want the black background to have a white reflection color and the yellow skulls i want to have a black "reflection" when shine on. (I guess black reflection isnt possible, but i want them to turn black when shine on)

I already have several specular maps to achieve that but the only part missing is that i dont get to turn my skulls black when shine on. Is there any node setup which can achieve that? (something like "if reflection"->diffuse black) I just can't get it working.

Thanks for your help

EDIT:

Here is a screenshot. I need the skulls which are hit by light to turn black..if even possible

http://www.pasteall.org/blend/41884
.blend file


texts: How can I create a perspective screenshot with focus ? (newbie question)

texts:
First, sorry if my vocabulary is wrong, I am more used to Gimp and Inkscape to be honest, these are my first steps with Blender :D
What I would like to render is some kind of perspective screenshot. What I mean is that I have an 2D image that I have put on a plane and I want to create the render of this image not only like if it was taken by a camera with an angle, but this camera would be set as if the focus would be on some part of the image (so the part of the image that is "too close" or "too far" would be rendered as blurred). That's were my vocabulary is limited… a real photograph example would be this.

Click to enlarge.

For now what I've managed is to create the plane and to tilt it in a way the camera is showing an interesting perspective. Then I use "Render/OpenGL Render Image" but the whole image is perfectly clear. If anyone has a tip or a tutorial to propose, I would be extremely thankful !


texts: Define properties as annotations for dynamic property group

texts:
I'm trying to figure out how to generate a dynamic property group class, but I keep getting the annotations error: Warning: class PropBools contains a property which should be an annotation!. And following this error, I get the following printed line for each property: assign as a type annotation: PropBools.******.

Here is the code I have so far. I can show details about the list of data if it will help at all, but I don't think it will influence the error I'm getting.

PropBools = type(

        # typename
        'PropBools',

        # base class
        ( bpy.types.PropertyGroup , ),

        # dictionary of bool properties
        {
            ft.ID : bpy.props.BoolProperty(
                default         = False,
                name            = ft.Name,
                description     = ft.Desc,

                ) for ft in prop_list_data
        }
    )

Is it possible to do this without throwing the warning/error? Has anyone successfully generated a dynamic property group since the annotation requirement update?

Edit: I found Blender 2.8 - Field property declaration and dynamic class creation , which may be the only solution. Here is the same code, updated to define an annotations dictionary:

PropBools = type(

        # typename
        'PropBools',

        # base class
        ( bpy.types.PropertyGroup , ),

        # dictionary of bool properties
        {
            '__annotations__' :
            {
                ft.ID : ( BoolProperty,
                {
                    'default'       : False,
                    'name'          : ft.Name,
                    'description'   : ft.Desc

                } ) for ft in fuse.Type.Index
            }
        }
    )

You can even unpack dictionaries of extra parameters into it (this is a different dynamic class):

PropValues = type(

        # typename
        'PropValues',

        # base class
        ( bpy.types.PropertyGroup , ),

        # generate dictionary of override properties
        {
            '__annotations__' :
            {
                ft.ID : ( ft.Prop.Func,
                {
                    'default'       : ft.Default,
                    'name'          : ft.Name,
                    'description'   : ft.Desc,

                    # specify our property event function for updates
                    'update'        : ft.ValUpdate,

                    # unpack dictionary of keyword arguments to this property function
                    **ft.xop

                } ) for ft in fuse.Type.Index
            }
        }
    )

No warnings or errors using these yet, so seems promising.

Edit: This works great. The problems listed below were caused by an issue in the property list data, which was causing a silent error, which prevented ALL of the properties from registering, making the dynamic class appear empty. After finding and fixing the silent error, everything appears to be working.

However, the properties don't exist as they typically would in an instanced property group (of either dynamic class). Attempting to access a property using the syntax my_prop_group["id_name"] throws an error as if it doesn't exist. (A silent property error was causing this).

I'm not sure if I need to manually assign each one to default values (my_prop_group["id_name"] = DEFAULT).

Not sure if I need to include the entire dictionary of properties along with the __annotations__ dictionary of the same properties. Printing dir(*) of non-dynamic property groups seems to indicate that they should have both defined (silent error was causing properties to not register).


texts: How to import/export textures created through nodes to UE4?

texts:
I am trying to export this rock model over to Unreal Engine 4. So far, i can import the mesh, but i cant figure out how to import the textures. keep in mind that the texture is made purely from Nodes (veroni, noise ect) so importing the .png isnt possible

just to clarify, i would like to import the textures, made purely using nodes, into Unreal Engine 4 (if possible).
Thanks


texts: How to animate a character walking around?

texts:
I've rigged a character and started animating it, but I've had problems trying to re-use poses after the character has walked around and is facing a different direction (or even the same direction, but after rotating 360°)

Should I parent the rig to an empty and do the rotating/whole character translations with the empty? How will I prevent the feet from sliding around then?

What is the best way to do this?


texts: I'm trying out the blender 2.80 for the first time and was trying to get a volumetric lighting in my scene with a light house. I've got the volume scatter shader on my World and set the light strenght to one thousand. Is there something that I'm missing? How do I make the effect more intense so that I can really see the spot light.


texts: How to avoid permutations of vector objects when dumping data?

texts:
I'm trying to write a script which recursively dumps all data found in bpy.data.
The idea is when a .blend file is messed up I could compare it with an earlier version and could find the exact changes.

Running the script below the default scene already creates a 160 MB file this is caused by lines like:

bpy.data.brushes.clone_offset.xx.xx.x=0.0
bpy.data.brushes.clone_offset.xx.xxx.x=0.0
bpy.data.brushes.clone_offset.xx.xxxx.x=0.0
bpy.data.brushes.clone_offset.xx.xxxy.x=0.0

I don't understand where they do come from, how should I cope with vector objects?

The full script:

blender.exe --background -P dump.py

.

import bpy

map={}

def dump(obj, name="", level=0):
    if level > 5:
        return
    print("call %d obj=%s type=%s" % (level, str(obj), str(type(obj))))
    if str(type(obj)) in ("<class 'builtin_function_or_method'>",):#"<class 'Vector'>"):
        return
    if id(obj) in map:
        print("already dumped=%s" % obj )
        return
    map[id(obj)]=obj

    if str(type(obj)) == "<class 'bpy_prop_collection'>":
        print("isbpy_prop")
        for item in obj:
            dump( item, name , level+1)
            return

    if str(type(obj)) == "<class 'tuple'>":
        idx=0
        for item in obj:
            dump( item, name + "[" +str(idx) + "]", level+1)
            idx = idx+1
            return;
    for attr in dir(obj):
       if not hasattr(obj, attr ) or attr.startswith("__") or attr in ("bl_rna","base","rna_type"):
           continue
       val = getattr(obj, attr)
       if isinstance(val, (int, float, str, bool)):
          print("%s.%s=%s" % (name,attr,val))
       else:
          dump( val, name + "." + attr, level+1)

print(60*"-")
dump(bpy.data,"bpy.data")


texts: my fire simulation is not reflecting the right way

texts: so i'm trying to make a fire simulation reflect off my desk but im having a problem. it looks like there's a box there but the only things that are being rendered are the smoke simulation, the plane that its reflecting off of, and the cylinder. i'm using the wisp shader for the fire if that means anything.


texts:
I'm working with images. The print below is my blender work in viewport shading and the image appears being well.

When i use eevee to render my animation, the image disappear and i don't know why.