texts: Using an imported model: Why does my mesh look like this?

texts:
I am using a purchased model, imported as an OBJ. In Blender Object and Render modes, I am seeing a mesh pattern I am not used to seeing on stuff I create myself:

Much of the model, in object mode, has a strange-looking waffle mesh, which affects the render as well as the solid view.  In Object properties, the max draw type is set to solid:

... And portions of the mesh appear in a mix of solid (like the area near the front and cockpit door) and waffle mesh.

I suspect I am about to learn something about Blender: Why does my mesh look and render like this?

Thanks
rg

EDIT : As requested, here is a small portion of the mesh:


texts:
How to make it so that objects don't pass through each other?
For example, when a character picks up an object, when a character rests on the wall, etc.
Here is an example of the wrong animation:

How to fix it?


texts: Python - How to prevent Undo from unloading image data blocks

texts:
I am working on an add-on which has a complex user interface and an integrated asset manager (Think blender kit interface). As such I want to load a large number of small thumbnail images into blender on launch, or alternatively when a modal operator is first called. Unfortunately any images from bpy.data.images I load in using app handlers (see below) or using the modal operator are removed by Blender's undo function when the appropriate undo step is removed.
Does anyone know how to prevent Blender from removing images when Undo is called? Currently I'm simply checking to see if Blender has removed the images and reloading them if it has, but this is not exactly efficient.
bl_info = {
    "name": "ImageLoad",
    "author": "Richard Rose",
    "description": "",
    "blender": (2, 90, 0),
    "version": (0, 0, 1),
    "location": "",
    "warning": "",
    "category": "Generic"
}

import os
import bpy
from bpy.app.handlers import persistent

def image_load_init_on_activation(dummy):
    bpy.app.handlers.depsgraph_update_pre.remove(image_load_init_on_activation)
    load_images()

@persistent
def image_load_init_on_load(dummy):
    load_images()

def load_images():
    addon_path = os.path.dirname(os.path.realpath(__file__))
    image_path = os.path.join(
        addon_path,
        "assets",
        "test_image.png")

    if os.path.exists(image_path):
        img = bpy.data.images.load(image_path, check_existing=True)
        img.use_fake_user = True  # does nothing

bpy.app.handlers.depsgraph_update_pre.append(image_load_init_on_activation)
bpy.app.handlers.load_post.append(image_load_init_on_load)

def register():
    pass

def unregister():
    pass


texts:
Are the coordinates of the camera in the world coordinate system?
If they are not, how can I change to the world coordinate?


texts: Expanded List of Themes - Super Light Theme

texts:
Is there an expanded list of Blender Themes hidden in settings anywhere?  I know plugins and themes for many software are hosted on their server to limit the download size.  Yes I know I can download themes myself but that still doesn't give me a list of themes to try.

I prefer a dark text on white background theme but there doesn't seem to be anything close in the 10ish default themes available.


texts: How can I create a model like this? (see image)

texts:
How can I create the models like in the image quickly?

When I rigged a figure I made and tried to animate it, the arms and hands were not bending correctly. I used separate objects for the head, hands, abdomen and so on, and then combined them using Ctrl + J.


texts: Get list of objects from an instanced group that was made real

texts:
I am making a script that makes a Group Instance of an existing group of objects, makes it real, and then adds the objects to a new group. Making the instance, making it real, and adding a selection of objects to a group are easy. The problem is figuring out what objects just came out of the Group Instance once it was made real.

I have a version working where it gets a list of each object in the original group, and then after the instanced group is made real, looks for that list but with .001 added to the name. This works as long as the original group does not have any objects that end in .001 already (as those would change to .002), and as long as there isn't some other object with the same name but ending in .001 already (in which case the wrong object gets added to the list.)

But since I can't necessarily control for the names, I want to change it to use some other method to figure out which objects just came out of the group instance. I can do it based on layer, but that can also lead to problems. So I am looking for a way to know what objects are inside a Group Instance, or how to identify objects that just came out of one when it was made real. Any ideas?


texts: Is it possible to shift faces by using "square" loops

texts:
Is it possible to shift faces using a square loop? Is there a better way to accomplish the animation that is below, using Blender

I made an animation in Octave of what I'm trying to accomplish in blender (since blender has much better graphical options I would like to convert it over)

Example: of a 5 by 6 array

First "square" loop (which follows the green dot 18 shift increments are needed to complete 1 "square" loop cycle)
1    2    3    4    5    6   12   18   24   30   29   28   27   26   25   19   13    7

Second "square" loop (which follows the yellow dot 10 shift increments are needed to complete 1 "square" loop cycle)
8    9   10   11   17   23   22   21   20   14

Third "square" loop (which follows the orange dot 2 shift increments are needed to complete 1 "square" loop cycle)
15   16

Static image and start of loop

Ps: I'm using Blender 2.79b on Ubuntu 18.04 64bit


texts:
I have looked online in other places, but I can't find any results relating to this. I have installed a new version of blender and loaded my file without the keep ui checked, but no luck.
So, I will be working on a file for a while, and one of my texture paint brushes will turn into a regular texture paint brush. (In this case, my smear brush) and I have no way of resetting it or changing the settings to get my smear brush back.


texts:
I'm trying to use id_remap on some materials, but Blender crashes when I try to use the operator. I've tried many different ways to invoke it. Right now I have:

area = bpy.context.area

old_type = area.type

area.type = 'OUTLINER'

bpy.ops.outliner.id_remap(id_type='MATERIAL', old_id='material_2', new_id='material_SM_2')

area.type = old_type

What's the correct way to use this operator?

Thank you!


texts: How to make this animation look more like a satellite orbiting a binary star?

texts:
I'd like to increase the reflected light from the two rotating stars off of Suzanne the satellite, without making them appear brighter to the camera so that the pulsing of the two colors is noticeable.

I'd also like to darken the overall scene so there isn't so much "stray light" reflecting off of un-illuminated faces, and so that deep space looks closer to black.

note: I've left the default sun so I can see what I'm doing, I may like to keep it on at least low, to help with depth perception. Camera is 512pix square f=20mm at [7.5, -2, 1.5].

Original light blue color for satellite - The dot is half way between saturated (no red) and the center(equal values) but since that scale is quite non-linear, the value is low, only 0.24 here. Based on suggestions from @Matt I'm changing the color to 100% white [1, 1, 1] now.

import bpy
import numpy as np

pi = np.pi

n_frames = 150    # 5 seconds

binary_period = 30
th_bin = 2 * pi * np.arange(n_frames, dtype=float) / float(binary_period)
rbin = 1.0
x_sat = np.linspace(-5, 5, n_frames)
y_sat = np.zeros_like(x_sat)
z_sat = 3.5 - 0.2*x_sat**2     # parabolic (but velocity not correct yet)

aloc = 0.8*np.vstack((np.cos(th_bin), np.sin(th_bin), np.zeros_like(th_bin))).T
bloc = -aloc
sloc = np.vstack((x_sat, y_sat, z_sat)).T

makeit = True

if makeit:
    # create the universe
    asiz, bsiz, ssiz = 0.55, 0.55, 0.5
    ok = bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=4, size=asiz, location=aloc[0])
    a = bpy.context.active_object
    a.name = 'a'
    ok = bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=3, size=bsiz, location=bloc[0])
    b = bpy.context.active_object
    b.name = 'b'
    ok = bpy.ops.mesh.primitive_monkey_add(radius=ssiz, location=sloc[0])
    s = bpy.context.active_object
    s.name = 's'
    s.rotation_euler = [0, 0, 0.5*pi]

    bpy.context.scene.frame_end = n_frames

    for i_frame in range(n_frames):
        for obj, loc in zip([a, b, s], [aloc, bloc, sloc]):
            # print (i_frame, obj.name, loc[i_frame])
            obj.location = loc[i_frame]
            obj.keyframe_insert(data_path="location", frame=i_frame+1, index=-1)

renderit = True

if renderit:

    # from: http://blender.stackexchange.com/a/17840/5334
    scene = bpy.context.scene
    scene.render.engine = 'CYCLES'
    fp = scene.render.filepath # get existing output path
    scene.render.image_settings.file_format = 'PNG' # set output format to .png

    ffracs =  [0.1, 0.5, 0.95]

    for i_frame in range(n_frames):

        # set current frame to frame 5
        scene.frame_set(i_frame+1)

        # set output path so render won't get overwritten
        scene.render.filepath = fp + 'f01_' + str(i_frame)
        bpy.ops.render.render(write_still=True) # render still

    # restore the filepath
    scene.render.filepath = fp


texts: Video Editing: What is the diff. between Sequence Render Animation & Render Animation?

texts:
Good day,

I started using Blender v2.82a a week ago exclusively for Video Editing. I have seen a few tutorials but the following query has not been addressed yet.

Aside from being faster and allowing renders to happen between a Temporary Preview window, are there other other differences between "Render Animation" from the top menu bar and the "Sequence Render Animation" from the Sequencer menu? So far I have been exclusively using Render Animation in fear that it might produce superior quality at the cost of long render times (I use perceptually lossless @Slowest speed, MPEG4 container w/H.264 codec).


texts: Bone Heat Weighting Failed (Automatic weight paint not working)

texts:
I have an object that won't work with automatic weight paint. I have looked through multiple threads and tried multiple things with no solution. I have attached the .blend file if someone with experience can take a look. Here's a list of things I've tried:

Made sure scale, location, rotation is applied
Made sure the rig and mesh had the same origin
Merged vertices by distance (I think this is equivalent to removing doubles?)
Recalculated normals
Attempted to scale x10 the mesh and rig and then tried automatic weight paint which resulted in Blender crashing :')

Thanks in advance for any help!
https://gofile.io/d/oK3DqD
(I forgot to generate the rig before uploading the file)


texts: I've tried to make a model according to the lesson https://www.youtube.com/watch?v=EztmPOhnWwA. After applying the subdivision surface modifier, I faced an issue when one of the "tongues" displayed incorrectly. I suspected that the problem might be caused by duplicated vertices but "Merge -> By distance" didn't help. Then, I've turned on displaying of normals for vertices, and deleted a part of the "tongue's" vertices. After I did it, three normals appeared in a place that was empty (it seems the "tongue" was in this place until I moved it). The vertices which the normals may belong to are not visible. When I'm trying to select them with the box selection tool in wireframe mode, and delete, nothing happens. When I select all the vertices with hotkey "A" and delete them, these three normals remained on the scene while the other vertices were deleted. I suspect that it might be a bug in Blender but since I'm a novice, I'm not sure. I filmed a video with the issue demonstration: https://youtu.be/5QpX0yr1_OY. Blender version - 2.92.0. If someone is interested, link to the .blend file: https://drive.google.com/file/d/12sMXc79xpEDRgyUej0e3-2WO93rTlFcx/view?usp=sharing


texts: UV unwrap a flat object, using scripting

texts:
I'm trying to UV unwrap an object in order to overlay a texture, using Python scripting. The mesh is generated on the fly, is flat, and the top vertices are selected. Unwrapping should happen in the normal coordinate system (x horizontally, y vertically), and scaled to the unwrappping area.

I'm setting the view (numpad 7) and using project_from_view, which using the interface gives the correct result:

However, doing the same from a Python script does not work: it's projected from the initial view (skewed), and the view isn't updated when set from the python script (although I do see the interface being updated immediately after the UI comes up after the script):

def get_context(_type='VIEW_3D'):
    for window in bpy.context.window_manager.windows:
        screen = window.screen
        for area in screen.areas:
            if area.type == _type:
                for space in area.spaces:
                    if space.type == _type:
                        for region in area.regions:
                            if region.type == 'WINDOW':
                                context = {'window': window, 'screen': screen, 'area': area,
                                           'region': region, 'edit_object': bpy.context.edit_object,
                                           'scene': bpy.context.scene, 'blend_data': bpy.context.blend_data}
                                return context

c = get_context()
bpy.ops.view3d.viewnumpad(context, type='TOP')
bpy.ops.view3d.view_persportho(context)
bpy.ops.uv.project_from_view(context, camera_bounds=False, orthographic=False,
                             correct_aspect=True, clip_to_bounds=True, scale_to_bounds=True)

Running from command line with:
blender -noaudio --factory-startup --python script.py

Any ideas on how to update the view from the command line? Trying out various ideas elsewhere (adding bpy.ops.view3d.smoothview(context), bpy.ops.screen.screen_full_area(context), setting region_3d.view_matrix explicitly) did not work so far either.

I'm aware of the non-ideal workflow of using UI elements in scripts and would love to use a more trivial unwrapping feature, but it seems to be missing, as all other unwrap tools try to be too 'smart':


texts: Blender viewport material preview is gray and weird

texts: This is a new project and I didn't change any settings, in the viewport shading material is clipping the background when I rotate the viewport, Please Help!


texts:
I'm trying to get a ball to go through in between the cup gear things shown in the screenshot below.

It seems that the collision box does not consider the cups. Yes, the ball fits and they are rotating in the right direction.

If there is already an answer to this, please link it.

If you have any questions about what is going on/ what the project is, feel free to ask.


texts: Is there way to Import a VDB sequence other than the add volume (single file) operation?

texts: I am currently running a quick script and manually changing the the file name (ie. copied the first import and copy pasted from the info window. I'd love to make a variable driven loop, but, my python isn't there yet. I need to find out how to merge an integer into a string. VB is "text" & Var & "more text".


texts:
I have wierd bump in hair and i am desperate.

I created a model in VRoid then exported it to blender. Then made clothes and details, exported the whole thing to MMD. In MMD it worked okayish.
After that i wanted to render motion in blender with fancy lighting and physics. Here's where I faced problems. Exporting back to blender using add-on caused problem with hair - physics had a defect and hair followed after head partly. And also has this weird bump artifact.

Add-on makes automatic mash/bones/weights from MMD, therefore there was a problem. I deleted all hair physics, so next desision was to make new rigid bodies. Still I was met with the same problem. This bump..thing is still there. After 1st rigid body in chain the rest follows the head. The 2nd rigid body follows only partially. Weights and normales are okay, baking all physics doesn't solve it. I would gladly appreciate help

not parented: 2

3:

Paranted:


texts: How should I get the data of the axis selected in the curve editor?

texts:
When my mouse activates a certain axis, how should I get the data of the activated curve?
Because I want to write a script, when I click on this axis, other axes are automatically hidden, only this axis is displayed.
I tried to locate this bone to find his api, but failed……


texts: How to make torch cutting logo out of a plane (steel) and falling pieces.?

texts:
I want to make a plane, which i can cut in shape of a logo and then the cutout piece will fall revealing the logo. I can make the torch but struggling with cutting a plane. Please help.

I wanna make animation similar to this https://www.youtube.com/watch?v=MTBQI2SiYGw


texts: Combining two different material in to one in node editor

texts:
I liked to combine two different materials in to one material in nodes, so that
I could create mountain like structures.

I try to use the noise as the base of the mountain structure, and add a different snow like material to the top of the hills where the normal height is high in the noise texture.

How do I combine two different material on top of each other, so that the height decides what material is used?


texts: Is it possible to bake dupliverts into one mesh for the BGE? (I have a large ground landscape that I use as the parent to duplicate trees, and the BGE doesn't support most modifiers.)


texts: Why do coloured planes start to turn white when they're made semi-transparent?

texts:
I want to do an octant with semi-transparent panels with drawings on them. I achieved part of the desired effect, but the drawing is almost invisible against the white background, or when the other panels are semi-transparent too. I'm using "Blender Render" as the render engine.

Drawing visible when there is no transparency.

Drawing barely visible with the red panel semi-transparent (alpha 0.5).

Drawing almost invisible when all three panels are semi-transparent.

I'd like to have the panels semi-transparent (still showing their colors, but the image not so transparent). I think 0.5 alpha should give me a #808080 gray for the drawing, why is it becoming so white?


texts:
I am currently modeling a sword for a friend and I would like to animate a bloodline in the center of the sword... now is my problem, if I would do this by using a fluid, the fluid would be supposed to disappear at a point, cause its logically not flowing out of the sword...

along this pit shall drop red fluid like an infinite cascade and disappear at the bottom. I did this pit by using a boolean, so I can imagin that I use this object again as boundary for the fluid, but how do I make the fluid infinitly come and go?

Or is there a was to make it with Texture particles to let it seem like its floating


texts: How to add a delay (offset by time) to an objects transform properties that are being driven by another object

texts:
Basically I have a Cube and a Sphere. I have copied the transform of the Cube using transform input to a vector math node (set to add to add an offset) and then to the Spheres transform output. Now when I move the Cube the Sphere moves at the exact same time. I want to add a time delay to it so that when I move the Cube, the sphere moves say 10 frames later and always has this delay in moving.
I've seen people doing something similar using instancer setup, but I dont want to create instances, I just want the sphere to move with a delay relative to that of the cube.
How can I set this up?


texts: How do I make a pop up dialog that goes away when pressed "ok"?

texts:
I made the code below. It does exactly what I want except that the pop up dialog does not go away after pressing "ok" button on the pop up. Basically I want a pop up dialog where the user enters a name for the scene save. I trimmed the code to make it concise here.

Everything seems to work except that after I put a name in the field and press "ok", the dialog still stays there, instead I want it to go away after pressing "ok"

class MYOP(bpy.types.Operator):
    bl_idname = "wm.myop"
    bl_label = "Scene Save"

    name = StringProperty(name="Name", default="")

    def invoke(self, context, event):
        wm = context.window_manager
        return wm.invoke_props_dialog(self)

    def execute(self,context):
        bpy.ops.wm.myop('INVOKE_DEFAULT')
        savescene(context, self.name)

        return {'FINISHED'}

Menu code:

class FILE_MT_SceneSave(bpy.types.Menu):
    bl_label = "SceneSave"
    bl_idname = "FILE_MT_scenesave"

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

        scn=context.scene
        wm = context.window_manager
        layout.operator("wm.myop",text="Save")

I am targeting Blender 2.80.


texts: Pointiness for edge mask doesn't work at all

texts:
I'm trying to use the pointiness techniques to find the edges of my models, but I can't get it to work. I've tried googling, watching tutorials, but nothing has worked. I'm on 2.91, using Cycles with GPU rendering.

I've tried both the version with just pointiness in the color ramp, and also the dot product of Normal and Bevel shader. (I also tried connecting the color ramp directly to the shader). I just get black. (The white on the bottom left is an highlight from a light). I simply added some bevels to the cube to smooth it out.

I feel like I'm missing something dumb.


texts: Is there an easy way to create a model with multiple texture inputs and then easily switch between them?

texts:
I created a model in blender and wrapped it with two custom images, I want to be able to toggle between each wrap. Is there an easy way to have two inputs for the wraps and then turn one off/on?
I used uv mapping in order to wrap the model.


texts:
I started to use blender 3 weeks ago and I am currently trying to do an outdoor scene.
I wanted to use an hdr image fot lighting, as blender guru does -> https://www.youtube.com/watch?v=fI_FMa-8w50&t=117s

But all of my objects keep over exposing, even if I a set the values of the math converter almost to zero

This is the scene with a sun lamp (strenght 1)

This is the same scene but using one of blender gurus free hdr and with the sun lamp hided

I believe I`m using filmic color correctly:

I also tried with simple objects (like blender gurus tutorial) and ended up with the same wrong result :(

Hope someone could help!
Thanks (:


texts:
Just updated to 2.83. Before this I know that there was an option in the interface to tab of the preferences to enlarge the edit mode cursor. Now I can't find it and am losing sight of the cursor every time I tab to edit mode.
Did the developers move the option or was it removed. Is there any other options to improve the cursor visibility.


texts: How can one change the size of a sun lamp in Blender 2.79?

texts: I can't seem to find out where to change the size of the sun lamp. When I look under the sun lamp properties, it only displays "Energy" instead of "Size". Can someone help me with this?


texts: I am trying to have 2 different coloured liquids splashing at each other, i have managed to colour one of them which colours both when i try to change the other it changes both. How do i get 2 different coloured in flows?


texts: How to extrude inwards without leaving faces?

texts:
Here is the image to explain what i want

left box shows how i have set loopcuts (green is the face that i am extruding and moving). Middle one is what i want to get. The right is the issue with blender. the red faces will remain. (i have removed doubles on those faces) So is it possible to extrude inwards so that you dont have those faces hanging ? I know i could just delete those faces and thats it. but if you have lot of elements with similar idea it will get time consuming.  Thanks


texts:
I have this piece of code that's meant to start the game engine (and it does so if I just run this on the default screen)...I have a script that generates an environment with planes, spheres, etc. and appended this piece of code on the bottom but I'm getting a poll() context error...I'm in 3d view by default and the below thing should make it run in the game engine...any way to fix this so it actually works?

bpy.context.scene.render.engine = 'BLENDER_GAME'
    for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        override = bpy.context.copy()
        override['area'] = area
        bpy.ops.view3d.game_start()
        break


texts: Can I manually edit the points along a path or curve in the blender UI?

texts:
I create a curve or a path in Blender and can clearly see that it is defined by a set of points. What I want to do is manually edit the position of one of these points, instead of dragging it. That way I can ensure my curve / path is 100% accurate in terms of direction and length.

I am new to Blender and this community, so forgive me if this question is stupid. I have searched google, this site, and the blender manuals and have found nothing.

How can I do this in the Blender UI?

My properties menu looks like this:


texts: Options for new objects not in the tool shelf

texts:
When I watch a youtube video it says something like verify capFillType = NGon; but there is no capFillType at the lower left.  How can I find it?

I have an HP all in one, windows 7, using blender 2.78c.


texts: Freestyle lines as an independent render pass

texts: In 2.7x series I could select Freestyle lines into its own render pass. In 2.80RC2 I cannot find such an option. Is it not implemented yet or I am missing it?


texts:
Blender Ver 2.77a
hp elitebook 8460p
i5 2520m
Intel HD 3000 (crap) graphics
16GB RAM

I'm just starting Blender.

When I set up a smoke domain using a half a Sphere, and the Quick Smoke (the long way of doing this too, using youtube how tos).

When I run it Alt+A it will show the smoke, then every time after that it is gets worse and then begins not showing smoke, so I have no way of knowing my results unless I render it to a file then check it like that.

Problem two, it sticks on frame 1 at times as well after following the youtube video I go to play it again to see the results, using Alt+A and it cycles frame 1.

I wish, I knew what detailed information you really needed to understand what I am talking about, but I am confused about this so me making heads or tails out of it to enplane it in here better is a far cry to do.


texts: Add Outline to the Edge of Faces of an Object

texts: I know there is an outline option in post-processing, but is there a way to get an outline on the edges of each face of an object?


texts: I opened blender and when I went to scale my cube the module doesn't show up

texts: I opened up blender and went to scale my object and the module thing (completely forgot what it is called) doesn't show so I can't scale my object the way i want


texts:
I'm working on a jet in blender.
While thinking about the final scene, I wondered if there was a way to create schock diamonds(also known as Mach diamonds, Mach disks, Mach rings, donut tails or thrust diamonds) in blender.

Hopefully somebody can help, I haven't found anything online.

Wikipedia link on shock diamond

picture from wikipedia

picture from Tom Clancy's H.A.W.X

thanks for any tips.

tags: mach, schock, diamond, jet, exhaust, afterburner, engine, Physical phenomena

edit: added some pictures,


texts: Foot Deformation When Moving Legs in Pose Mode

texts:
I'm new to Blender and to this forum. I know very little about Blender, but have been studying and following along several beginner level tutorials. Thank you in advance for any suggestions or help offered!

My feet look okay in Edit and Object mode but when I go to move them in Pose mode, the "heels" of them extrude and deform terribly. I've been trying for days to find an answer and to solve it on my own. Any suggestions would be much appreciated! If you need more information to be able to answer, please don't hesitate to ask :)


texts: How do I get rid of intersecting lines within objects overlapping eachother?

texts:
I'm fairly new to the 3D modeling community and I wanted to start learning Blender to create 3D models for 3D printing so I don't know too much which is why I'm asking about this.
When I overlap objects, they merge into each other like this but they create an intersecting line in between where they collide, is there a way I can join the objects into one shape so they don't collide?


texts: Is there a way to isolate an area of a mesh when Weight Painting?

texts:
Is there a way of isolating a particular area of a model whilst Weight Painting? When in Weight Paint mode, and you can see your entire model in blue (0) is there any way of being able to focus on the part your working on without everything else obscuring your vision and potentially getting painted as well?

Hiding parts of the model in Edit Mode has no effect in Weight Paint mode - they just reappear. I know you can paint areas within Edit Mode, but I'd like to do it in Weight Paint mode with my tablet.

If there is a way, how do you go about doing it?

It's quite frustrating when you've spent ages painting an area to get just right, you accidentally get paint on another part of the model, and then you spend ages trying to find out where and why a part of the armature is causing a strange mess up.

Hope this is informative enough.

Thanks


texts:
I am trying to assign multiple materials to an object (to different faces). I understand that I have to have multiple materials, and multiple material slots with these materials assigned.

However, I am having trouble creating a material slot in the first place. I select my object, then, still in object mode, I go to Materials tab, then press + on the right of the slot list (A). Nothing happens (i.e. no slot appears in the list) (B).

I thought it might be that I have no material yet, so I pressed the "+ NEW" button below the slot list (C), created a new material, and with it still showing, clicked the + (A) on the right of the slot list again. Nothing happens (i.e. no slot appears in the list).

What am I missing here?


texts: Why is Bone Transformation Constraint Speed too high?

texts:
link to a video of my problem : https://youtu.be/EI8dHZs6VF0

I have a problem from my rig. Apart from my IK I have made some bone constraint transformation mapped to the relative position of the leading IK hands local position.

Although I have made correct input of the ranges of the transformation map, I get extra quick transformations from my connected bones and not a uniform change along the maps range of values

For example my front shoulders "bone" is set to rotate around local Y for a range of local Y values of the IK hand. Although the range is big the transformation happens instantly.

I though of the projects units BU so I went ahead and changed the scale and units of the project, thinking that the transform map used increments of the projects units for the transformations steps, but i had no luck with that :/ .

Appreciate for any help.


texts: Is there anyway I can get symmetry on my entire project?

texts: I want to know if I can make my entire project symmetrical


texts: Can I animate which vertices a certain material is assigned to?

texts:
What I want to achieve is to have a low-poly mesh with a certain mesh assigned to a set of vertices, and then be able to animate it to change which vertices are affected. Something like this:

To something like this:

I need the solution to work for any shape, and to be able to be animated to at least four different positions, and fairly easily. Any solutions?


texts: I used bezier curves and circles to make a shape, how do i transform it in to an editable object?

texts: I used a bezier curve and a circle to make a claw shaped thingy around the bezier curve, I want to be able to edit the geometry of this shape, but don't know how to transform it in to an object.


texts: Why so useful functions are not in official build?

texts:
Why so useful functions are not in official build:

Bevel node in cycles:

Apply properties disabling in Apply scale:

These functions have been implemented for a long time. Relay, are these functions so dangerous that they can not be included in the build? Or are they not included for another reason?


texts:
I'm using VSE for all of my editing, but I encountered a display issue since few days.
There is an offset between the green cursor and the cursor exact position.
So I can't visually know where I'm in the timeline when i cut my clips.

thanks


texts:
I usually am able to render successfully to the c:\tmp folder, but when I came into work today, I rendered out the image on my work laptop, and everything seems to work, but I'm not getting an output to the tmp directory.

Does anyone know how to make this work?


texts:
I personally really like NodeGroups. However, I would really like to be able to add a drop-down menu in a NodeGroup, like a normal shader node. I know this is possible with Python, but I'm not really too thrilled about trying that.

I would be hoping for something that functions roughly like this:


texts: bpy remove duplicate images (.001 .002 .003 etc.)

texts:
I have this script, but its not working as expected

import bpy

for img in bpy.data.images:
    print("%s" % img.name)
    if( ".0" in img.name):
        img.name=img.name[:-4]
        print("%s" % img.name)

I want to have one texture on different materials, now i have something like this

Edit: Solved.

for mat in bpy.data.materials:
    if mat.node_tree:
        for n in mat.node_tree.nodes:
            if n.type == 'TEX_IMAGE':
                if n.image is none:
                    print(mat.name,'has an image node with no image')
                elif n.image.name[-3:].isdigit():
                    n.image = bpy.data.images[n.image.name[:-4]]

for imgs in bpy.data.images:
    if imgs.name[-3:].isdigit():
        print(imgs.name)
        imgs.user_clear()

Thanks to all who helped.


texts: Why does cycles render shows faceting in shadows?

texts:
I'm new to Blender, and I'm doing a very simple render using Cycles.  As you can see in the image, I'm getting horrible faceting in the shadows on the sphere.  Does anyone know how to fix this?
Thanks!


texts: Composite glare overlayed by alpha transparency of other material?

texts: I know the discription is a bit weird, but hear me out: Look at the image. I put a glare filter on the 2 red eyes, but it doesn't shine through the part of the shiny triangle that's supposed to be transparent. How can I fix this? I hope I explained myself well enough xD[


texts: Where is the layers button/function that was in 2.79? I have not been able to find the layers function.


texts: How to create toggle button use python in blender

texts:
I want to make a toggle button for my custom operator. It works similar to checkbox: once the button is clicked, the operator keeps running until the button gets another click, so will the button itself greyed out. I tried to achieve the grey-out effect by implementing poll() function like this:

@classmethod
def poll(cls, context):
    return context.area.type == 'VIEW_3D' and context.region.type == 'WINDOW' and plane_toggle_flag

Every time the button is clicked I want the toggle state to change, so in the operator's init(), I write:

def __init__(self):
    plane_toggle_flag=not plane_toggle_flag

However, it seems as long as poll() returns false, the init() function never get the chance to be called. Any idea how to solve this? Thank you in advance.


texts:
So I want to create an item for a game that I play, and the game uses what appears to be a normal map to generate the 3d texture, and then applies a texture over that.
I have a model of a crown that I would like to add into the game, and to do that I need a normal map of the entire mesh. So my question is, how do I turn an entire mesh into a normal map.

This is an example of a helmet in the game (both links are links to pictures):

The game files are .dds, but I changed them to .jpeg so they can be viewed.

helmet texture

helmet normal map

Thanks a lot,

Lance


texts: Why does rotating the camera mess up camera solve?

texts:
I am working on a project using camera tracking. I have a solve error of 0.3, and when I set up the tracking scene, besides the fact that the camera is rotated incorrectly, everything works great. When I try to fix the camera's rotation, things get messed up.

I am wondering how I can fix this, am I doing something wrong?
Thanks in advance!


texts: How can I use Cylinder Mapping on a complicated object?

texts:
I have an object which is made up of cylinders, but all at different angles. I thought I could just do a cylinder map on each different section and set the angle of the cylinder map (Like in Maya), but it doesn't seem to have that option. I can choose 'align to object' which works as expected for the vertical cylinder section, but it won't work for the other two sections.

How can I easily map the other sections?


texts:
I want to learn Blender, Unity and Unreal, and I’m about to purchase new laptop.
The question is do I need touch screen or touch tablet for blender?
Do I need to be artist to use Blender?
Also, did I need high end gpu like (gtx 1070,1060)?
Thank you


texts:
Basically to see this, all you have to do is hold down the d key and hover the mouse cursor all over a node or modifier and many of the active elements will change to a purple color.

This sometimes happens to me when I've been using the grease pencil to make notes and then move over some part of the UI quickly before I remember to release the 'd' key.

So what is this purple, and how can it be un-purpled?


texts: Make transparent object get shadow from particles in Blender

texts:
I created a mesh, then use particles to make grass on it. I just want to take the grass and grass's shadow on render, so I make the mesh's material become invisible (by using Transparent BSDF, alpha is zero).

But when the mesh become transparent, the grass's shadow is disappear too. How can I still get the shadow while the mesh is invisible?

I use Blender 2.70, Cycles Render


texts:
Im trying to make a playable skatepark for pc skateboarding game (skater xl). I'm pretty new to 3d stuff but I already made a model of a skatepark.
I loaded it in the game to test it and as you can see in the GIFs below the surface is bumpy at spots where i tried to merge two or more cubes.
via GIPHY
via GIPHY
Here are the same spots in blender:

Any ideas how to fix it?


texts: Rigid Body Problem, Active objects stay rigid, its not working

texts:
Gravity seem off in the world. I made a big cube and a lot of little balls(50) at the top inside. I want them to fall to the floor, but things are off in my blender rigid body World. The balls are the active ones, and the cube the passive one. both have collider added with default settings.
When I tried to do a bake with the balls together in a collection and the cube  a constraints, things do not go the way I thought they would. A large portion of the balls stay rigid, and a few fly off in all directions but not to the floor. Any Ideas as to what setting i may have forgotten or what i did wrong?


texts: Calculate points on a Nurbs curve without converting to mesh

texts:
I found this question: Getting the list of points that describe a Curve without converting to mesh

But I would like to do the same for a Nurbs curve. This Nurbs curve consists of a lot of splines and I would like to be able to pick a spline to get the points from. I could create a Bezier curve, but I would prefer to use a Nurbs curve in my script. How would I do this as there is no mathutils.geometry.interpolate_nurbs()?


texts: My Bottem leg bone keeps doing this and i have alredy tried using edit mode how do i put it back in its proper position?


texts: Does anyone know how to mirror lamps on the x axis, like a mirror modifier would for a mesh? I have tried Ctrl+M, and it did not work. Thanks.


texts: How can correctly scale a rigged model along with its armature?

texts:
I downloaded this rigged model (from this 3D artist). How can I scale the model? When I shrink the model in pose mode the ears and face deformation goes weird. When I scale as an object, the eyes don't scale with the body.

Is there a way to scale the model properly?


texts: Noise and fireflies in glass, even with high number of samples

texts:
I have rendered the following image by 5000 sample sand I used progressive rendering, but it still has this disturbing image.

What can I do to get a better image?


texts: orienting bone in edit mode to custom transform widget

texts:
I'm working on a project to animate origami. This requires aligning bones perpendicular to edge normals. My workflow is to create a custom widget from the edge normal and use that to orient a new bone. I snap the bone to a vertex and then the tail on each dimension until it is scaled to zero. I finally transform the tail on the dimension that is perpendicular to the edge. This is real tedious so I've written a script that adds a bone to a selected edge, but how do I orient the bone, either to the widget or perpendicular to the edge,  in python?

edit: For any others who pass this way,

        bpy.ops.armature.bone_primitive_add()
        b = arm.data.edit_bones[-1]  #last bone added
        b.select_head = True    #bone is added with tail selected, selecting head effectively selects the whole bone
        arm.data.edit_bones.active = b
        b.matrix = co.matrix.to_4x4()    #co.matrix is the orientation of the gizmo
        context_override = {'window': bpy.context.window, 'screen': bpy.context.screen, 'area' : area}
        bpy.ops.view3d.snap_selected_to_cursor(context_override, use_offset=False)


texts:
I love the save versions feature but not lovin' these versions to be saved next to my file.. I prefer them to be saved in another hard-drive or folder as well..

I can't find a configuration to change the path of these versions.. does It exist yet or should I suggest It? :)


texts: Why I don't have motion blur in hair? (Cycles)

texts:
I have no motion blur in a character's hair, but I have it in the base mesh. As you can see in the image below, the base mesh is blurred but the hair of the character is not blurred at all. It looks static.

I know there's a render time limitation for this, but in this case there's no motion blur at all. Is deactivated or something?

I'm using Blender 2.76 and nothing special with the hair, in this case is not even combed. The blurring method is Deformation motion blur.


texts:
After modifying an object I deleted the camera, and after that I add a new camera to the scene but in the end I couldn't see anything with my new camera view with Numpad 0 and rendering, it just shows blank.

Can anyone help me? Thank you.

Blender File


texts: How do I import a large SketchUp file to blender? The 3ds file/collide is 117.3 MB


texts:
I have recently upgraded to an Asus FX753V laptop but the blender interface and viewport movement lags badly compared to my lesser spec Dell laptop I used to have. I have the most recent NVIDIA drivers but can't get smooth operation.

Any suggestions or help  would be awesome!

The specs for my new Asus:
i7-7700HQ CPU @ 2.8GHz
NVIDIA GeForce GTX 1050
16GB RAM
Solid State Drive


texts: Export bones' ends trajectory - xyz coordinates

texts:
I am new to Blender and python. In an effort to learn, I would like to write a small script that exports the root and head coordinates to a csv file for each frame.

Can somebody help me with this please?


texts: "Start" and "exit" buttons are not working properly in blender game

texts:
Screen 1
When I hover over and click the exit button it works, but when I am doing the same thing with the start button it shows an error:

line 9, in main  KeyError: 'requested item "startGame" does not exist'

Screen 2
In the second screen, when I deactivate all sensors and actuator of the exit button, the start button is working properly.

Please help me.


texts:
The character has been keyframed enough to restart the animation and I realized recently that the rotation (about 10 on the y axis) of the whole armature has been altered during those keyframes, resulting in a different T-pose when applying location and rotation (alt G + alt R).

I have parented the armature to an empty as listed in some of the questions here, and it returns to the deformed armature state. Is it necessary to preserve the default T-pose (first image)? Or just continuing the animation without solving the problem?


texts: How to set fire render colors to be the same as the fire viewport preview?

texts:
I am modeling a candle in Blender, and I want the flame to have the same shading look as it does in rendered view. This is in the viewport (wireframe):

This is rendered:

See how there is a slight purplish color in the center of the frame? How can I set the preview color to look the same as in rendered view?


texts:
I select an object, choose the colors I want and everything seems good. Except, when I select another object, the colors just disappear, come back to the old ones. I don't know what is happening to be honest, but it just started right now. I haven't had the problem till now.

As you can see, the colors stay just when I select the object. What’s happening and can it be fixed?


texts: I have a rig that is built symmetrically and moves that way. Is there any option to apply some kind of mirror modifier to animate left and right parts at once?


texts:
I have downloaded this rigged avatar. I also have a list of 3d positions corresponding to different body parts (left/right foot, hands, knees, elbows, head, ...).

What is the best way to set the avatar's body parts to the same locations?

I tried this:
bpy.data.armatures['Armature'].bones['forearm.L'].tail = (1,2,3)

but it does not update anything.

I also tried this in Edit mode:

bpy.data.armatures['Armature'].edit_bones['forearm.L'].tail = (1,2,3)

However, this only changes bone position and not attached mesh. It also mirrors changes to forearm.R.


texts: how to match the scale and position of background images

texts:
I am having issues with two background images not being scaled to each other. One is set to front view with the dimensions of 310x506 pixels. The other is set to the right view with dimensions of 124x506 pixels.

Both Images have offset x of 0.00 and offset y of 5.00 in Background Settings.

I create a plane centered at location 0,0,0 and in both views the object is lined up but if I change the z to line up with the top of the image in the front view it doesn't line up with the top of the image in the right view.

What is causing this and how to I fix it?


texts: Subdivision surface modifier displays strange results

texts:
I'm trying to model the 2nd generation Apple Pencil which has a flat section along the top. I was able to model a low poly version of the device, but when i added the subdivision surface modifier, it didn't quite provide the results i was looking for. I added an edge crease along the outer edge of the flat section, but it only made it worse. Is there an issue with the mesh itself, or is it just the subdivision surface modifier?
Here is a google drive link that contains the blend file.
https://drive.google.com/file/d/13cy7EwEumLTFE1v7ZwMdPU0pa_94bfev/view?usp=sharing


texts: Is my computer the reason for a strange render screen?

texts: I think this is just my pc.. but I wanna make sure


texts: Something wrong with my tracking markers?

texts:
I've been trying really hard to track down some footage (wanted to add a little character right next to the dude) but WHENEVER I try to set the floor for the 3D environment in the composition using three of the many trackers I end up with the camera getting too far from the subject, and rotating in a crazy way. And this happens with all different selections I make with the trackers!
We tried filmming in different locals and positions (even indoors) but we always get to this point where the trackers set to floor simply bug the hell out of the camera. Could anybody help? On the right side of the picture it shows how far it is from the default cube and plane, and you can see by the rotation axis that it is the complete opposite of what it should be.
Thanks in advance!


texts: Is there a way to feather a selection within one plane in order to have 2 different variables of a procedural texture blend into each other? I can't seem to avoid the hard edge in between the 2 procedurals.


texts: Access python data path with ... (Ellipsis)

texts:
I am trying to access a bool property in the python API to see if an option is enabled or not. The python tooltip for the option says this:

bpy.data.screens['Default']...show_grease_pencil

I try to use that in the console or in py scripts, and it says the ellipsis(...) is invalid syntax. What am I missing? (Ignore the tooltip text. I originally thought the '...' was just hiding some of the API). I tried it with double quotes and that didn't help.


texts: Whenever I try to add a window using archipack, I get an error. Before, it was a black screen but I did the render thumbs thing and now it is this.


texts: Is there a list or something available which shows the code of the Symbols of Blender

texts:
I'm modifying an Blender addon for my own purpose. Enhancing the usability of my SpacemousePro (If someone would like to have it, no problem).

So I build pie menus for the key of my device. To make it even better I would like to use the inbuild symbols of Blender, but from some like those for the 3D manupulator I don't know how to get the name of the symbols to embed them in my (and some one elses) code.


texts: Is there a way to automatically add a photo texture to materials of the same name?

texts: When using the smd import plugin, http://steamreview.org/BlenderSourceTools/, I am able to import the 3d model with the correct materials, but the materials are all blank. It is tedious to select the texture file in the same folder as the model, assign it to the correct materials, turn on specular color, then repeat for the normal maps, turning off the color and turning off  show alpha and selecting normal map for hundreds of textures.Is there a way to import the files so that the material is assigned the correct textures or a plugin to assign textures to materials en masse?


texts: How can you make a beer simulation Blender 2.83 (Mantaflow)?

texts: I saw a lot of fluid simulations that look gorgeous thanks to the foam that Mantaflow adds, could you make a beer with foam simulation with it?


texts: When sculpting, part of mesh is auto mirroring

texts:
I'm trying to sculpt side of a mountain but when I try to do it the middle part of mesh is mirroring.

(I draw the left part).

I check normals they are fine
and I didn't use any modifiers apart from multiresolution.

Any ideas how to fix it?


texts: blender pickup up and dropping object -- setting visual keyframes just changes position?

texts:
I'm trying to make a systematic way of pickup up and dropping objects in blender (2.8, so no dynamic parent addon).

What I've done so far is to add a child of constraint to the object being pickup up, set the parent to a specific bone, then pick up it and move it around with keframing the influence etc... then when I try to DROP it the issue comes.

WHat I've been doing is, once keyframing the influence back to zero and seeing the object reset to its original position, just manually repositioning and rerotating it to approximately the same position as last frame... But as you can gueess, that is pretty ridiculous to do, there should be a way to copy the position it was at on the last frame.

I was looking on here and I found someone said to say to keyframe the visual location/rotation the frame right before setting the child of influence to 0 and then duplicate it to the next frame, but when I simply add any "visual" keyframe (while the child-of constraint is still on), it moves the position to some completely different place ?()?

Anyone can easily duplicate this by making an armature, then adding a child-of constraint to another object etc... and when you get the influence to 1, just try adding a visual keyframe.

Why does it mess it up, and how can I fix this / drop an object easier (WITHOUT dynamic parent addon since it doesnt work in 2.80)


texts:
AttributeError: KX_GameObject.worldLinearVelocity is missing a physics controller

This module stops running when it meets the "cam.worldLinearVelocity" command keys. It used to run before I parent the camera to an empty and the empty to the vertices of a cube.

In the lines where the error occurs I changed the camera speed so the camera would move accordingly when the mouse cursor would be near the edges of the screen.

Below are 2 pictures to clear things a bit and the module itself.

 (even if I change the empty and the cube player into dynamic or static nothing changed, same error)

import bge

bge.render.showMouse(True)

scene = bge.logic.getCurrentScene()

cont = bge.logic.getCurrentController()
sens_wh_up = cont.sensors["wh_up"]
sens_wh_down = cont.sensors["wh_down"]
cam = scene.active_camera

mousePos = bge.logic.mouse.position
mX = max(0.0,min(1.0,mousePos[0]))
mY = max(0.0,min(1.0,mousePos[1]))

if mX < 0.05:
    cam.worldLinearVelocity.x = -5*(2-mX)
    cam.worldLinearVelocity.y = (0.5-mY)*5
elif mX > 0.95:
    cam.worldLinearVelocity.x = 5*(2+mX)
    cam.worldLinearVelocity.y = (0.5-mY)*5

if mY < 0.05:
    cam.worldLinearVelocity.y = 5*(2+mY)
    cam.worldLinearVelocity.x = -(0.5-mX)*5
elif mY > 0.95:
    cam.worldLinearVelocity.y = -5*(2-mY)
    cam.worldLinearVelocity.x = -(0.5-mX)*5

cam.worldLinearVelocity *= 0.9

if (sens_wh_up.positive):
    cam.ortho_scale = cam.ortho_scale+5
if (sens_wh_down.positive):
    cam.ortho_scale = cam.ortho_scale-5

What am I doing wrong? What exactly is the physics controller that I am missing?


texts:
Was wondering what I was doing wrong, Im trying to apply this Eevee glass shader to the "glass" Material I made onto the blue faces I already assigned this material to
Im doing a literal step by step method following this video @6:30
https://www.youtube.com/watch?v=zzqvGTb6xQI&list=PLvC8NqWpAG3U2MhNbyWzTzPwLEWkCZusD&index=14&t=167s&ab_channel=ArchitectureTopics
But for whatever reason it just doesnt work?
Heres the file
https://drive.google.com/file/d/14Qvm2RQn8jgnpHEYJTVXbRbScSH7M1Y-/view?usp=sharing
This is the glass shader Im trying to apply
https://ibb.co/Ms95TGR

Heres a video on what I did
https://drive.google.com/file/d/1y-FHs4hrjC2QTHDoKY8d0Zk_RYvHv9LR/view


texts:
I would like to modify an internal file but I don't know how to replace it.
Indeed, I want to modify a script in Templates>Python>Operator File Import but I don't find a way to do it in the text editor. Maybe it's obvious, in fact I also don't find my answer in the existing questions.
Thank you in advance.


texts: Viewport options in Blender 2.90: where to configure Active outline and world grid?

texts:
How to configure viewport options for different Viewport shading options in Blender 2.90?
I accidentally changed my "Viewport shading: Solid" mode into setting that does not show the world grid (small 1m x 1x squares going through the origin) and active object marker (thick orange outline by default) has also vanished. If I change "Active workspace" from "Layout" to default "Modeling", the viewport works as previously so this is some kind of incorrect setting instead of bug.
Places that I've tried to look but found nothing:

Shading drop down menu next to Viewport shading buttons in top right corner of the viewport.

Options drop down above the Viewport shading buttons.

World options in Properties Editor

Toggling the Camera View

Any additional places to look? Is there a way to dump all settings for a single Workspace into text format so that I can compare my .blend file settings to default settings to figure out the problematic setting?


texts: How to make this abstract Ribbon-y shape in Blender?

texts:
I've been wanting to make a shape similar to this:

I tried using a Bezier curve and it didn't look great. I also tried modifying a torus using proportional editing.
Am I completely off or should I work more on the two methods I tried?
Not sure if this information is relevant but I want this object to be thicker than a ribbon, maybe like a thick plastic sheet.


texts: replicate both screenspace and world space valley in eevee material?

texts:
in the "workbench" rendering engine of blender there is an option called "cavity" where you can enable a feature which is called "valley" which basically is similar to ambient occlusion where it fills tight spaces with darkness in the model. is there any way to create a similar effect in an eevee material? i know world space is pretty much just the ambient occlusion node, but i am unsure of how to replicate screen space. and i would like to have both enabled at the same time. is this possible?
Thanks in advance


texts:
I'm currently working on a python tool using a modal operator.
Now I know to finish the operation I can use:

if event.type == 'LEFTMOUSE':
    return {'FINISHED'}

However it seems not to count as a 'LEFTMOUSE' when I click (select) an object! I also tried 'SELECTMOUSE' which doesn't do anything.

What I would like to do is store the clicked object, and then automatically finish the modal operator.

Any ideas? Thanks in advance!


texts:
I deleted all animations via the blender file outliner and now I cannot add actions in the action editor as there is no action strip. Trying to add a new action strip in the Nonlinear Animation window brings up a search for action strips which is obviously empty. Screenshot below to illustrate.
Thanks


texts: Counting amount of lines in a text object

texts:
How would I go about getting the line count for a text object in Blender using Python?

Example:

Line 1
Line 2

Line count = 2


texts:
I am currently trying to make an explosion with mantaflow. Everything is just working fine except the fact that the smoke just keeps lingering over the particle emitter/smoke inflow (from frame 160 onward), even though the last particles where gone around frame 65... And yeah, I've set the flow source to my particle system...
Also tried this with blender 2.83.2 and 2.83.3 with no differences in baking behavior.
Don't know if this is a bug or I'm just stupid...

Thanks for your help!
EDIT:
After a bit of thinking i solved the problems myself... I'm assuming that there was some interference with the collider plane and the emitter... I moved the emitter a little bit higher, away from the plane, which had a collision (particles) and a smoke collider physic simulation active...


texts: I accidentally opened too many menus (or windows) and I want to reset them to default.  It is really annoying, and effecting my animation.  Thanks


texts:
I wanted to formulate a question, but I didn't really know what I'm actually dealing with.

Blender displays the file in such a way that I don't really know what I should call it.

My UVs look like this:

I have uploaded the Blend file here.

As it is perhaps already plain to see, the different subobjects have an equal distance (I think 0 pixels) when viewed in the UV pane.

When I load the obj in any software, the textures are displayed correctly.

Does my model use UDIMs?

Any information is really appreciated.


texts: Not sure if this is a dumb question or not, but can you export compositor nodes to another project? I'd rather not recreate them on different projects for similar effects.


texts:
I'm looking to expand on my question that was answered here: Print to Info.
How to prompt a user when an operator is performed under the wrong context. Let's say you need to have a mesh object selected when performing a certain operator, but you have a camera or light selected instead. Typically you'll get a Traceback error if you don't have the right type of object selected. What I would like, instead, is to be able to prompt the user to "Please Select a Camera", or "Please select a Mesh", etc., if they don't already have the proper object selected, thus avoiding the error message. This is also needed if the user is in Object Mode when they need to be in Edit Mode.
I've tried this for the Mesh and in Edit mode example, but it's not working. It would need to both print a message if nothing is selected, print if the wrong context is selected (say a camera or light), and print if the user is not in Edit mode.
EDIT: I adjusted the code. This now grey's out the button when no object is selected. It also drops the user from Object into Edit mode when a mesh is selected. Not exactly what I was going for, but somewhat better:
@classmethod
def poll(cls, context):
    active_object = bpy.context.view_layer.objects.active
    return active_object is not None and active_object.type == 'MESH' and (context.mode == 'EDIT_MESH' or active_object.select_get())

def execute(self, context):
    for obj in bpy.context.selected_objects:
        bpy.ops.object.mode_set(mode='EDIT')

    active_object = bpy.context.view_layer.objects.active
    if active_object is not None: self.report({'INFO'}, "Extrude")

    else: self.report({'INFO'}, "Please Select a Mesh!")

Old Code looked like this:
@classmethod
def poll(cls, context):
    return active_object is not None and active_object.type == 'MESH' and
(context.mode == 'EDIT_MESH' or active_object.select_get())

def execute(self, context):
    if bpy.context.view_layer.objects.active: print("Extrude", bpy.context.view_layer.objects.active.name)

    else: print("Please Select a Mesh")


texts:
Hey Blender Community,

I am working on a Low-Poly tree model in Blender 2.83 and have the following problem:

Because my tree is for a mobile game I want to have as few faces as possible. So I deleted the bottom of the object. To avoid invisible areas I want to make normals consistent.

I remeber that in older versions I just used Shift + N and I had consistent insides. But now, when I try to do that I am only able to recalculate the normals. That doesn't solve my problem. Also I don't want to solidify the model, because that adds too much faces to my model.

I've already tried to search the "Make Normals Consistent" funktion without success:

I hope you have a good advice for me.

Many thanks in advance
Sebbe


texts: Why isn't obj and mtl file loading their images/textures

texts: I'm trying to export an fbx file as an obj, and to test whether it work I had to import it, but when I imported it it failed to load the textures. I have looked at all the other questions related to this but none of them seem to help. Thanks in advance.


texts: How can you smooth the edge between two materials?

texts:
I have created this with cycles:

But the edge between the glowing and non glowing materials is very sharp. The material was manually applied to faces in edit mode. Is there any way I can smooth the edge between them in cycles?


texts: Stack identical uv islands on top of each other

texts: So imagine I have a spherecircle face divided into four identical slices. I want to uv unwrap them so they are all top of each other. I found one solution for blender 2.79 but it uses keyboard shortcuts that have changed for 2.8. I've also tried snapping but the islands are just super jittery and never even try to line up.


texts: The user in the screenshot below has used blender to make the wireframe and effect. Can you tell me which tools and plugins he used?


texts: Code works in Console, not as registered Operator

texts:
I made a scene with a cube and a sphere.
The sphere has a "displace" modifier on it, which I want to apply while having the cube (or nothing at all) selected.

Executing the following lines one by one in the console works well (don't forget to select the cube before the last line):

ctx = bpy.context.copy()
ctx["active_object"] = bpy.data.objects["Sphere"]
bpy.ops.object.modifier_apply(ctx, modifier="Displace", apply_as='DATA')

But when trying to call those exact same three lines from an operator, it fails without any error message:

import bpy

class SimpleOperator(bpy.types.Operator):
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    def execute(self, context):
        ctx = bpy.context.copy()
        ctx["active_object"] = bpy.data.objects["Sphere"]
        bpy.ops.object.modifier_apply(ctx, modifier="Displace", apply_as='DATA')
        return {'FINISHED'}

register, unregister = bpy.utils.register_classes_factory((SimpleOperator,))

So where is the catch? Download the scene with everything set up here


texts: Transparent background in PNG, but MP4 background is black

texts:
I've managed to render PNGs which have my machine on a transparent background, but I want to have a video of it.  I've tried lots of settings to no avail....the film/transparent setting doesn't seem to do anything.

Every vid I've rendered, whether it be straight from Blender Render or Cycles Render or via creating a film strip from the PNGs via Video Editor and creating a vid from there, turns up with a black background from my scene.

Whats the trick?

Thanks!


texts: using Blender with anycubic photon printer

texts:
I have designed two parts I wish to print in HO scale.

A drawing of a brick wall in 1:1 scale and exported to .stl comes into Anycubic Photon screen so small it is almost invisable.

Have not been able to change the size no matter what I do. Any help out there?


texts: Is there a way to set the 3D viewport coordinates directly? I find I spend a lot of time fighting with the viewpoint and would rather type in some values.


texts:
I'm new to blender, and I decided to model a cookie to develop some basic skills. I'm practically finished, but I'm running across a problem. The bottom part of the cookie looks really spiky and low poly, picture here:

I am not sure how to fix it, any suggestions?
Node setup for the cookie here:


texts: blender symmetries are weird. It works strangely

texts:
When I made the chest, I mirror the ball on my body and used join.
The symmetries, which worked well in the face, became not the x-axis of object standards as shown in the picture.
What should I do?


texts: Blender 2.74: When "Use Backdrop" is checked in the VSE, we can see the video clips in the background of the VSE; the clips will adjust to the size of the VSE, they'll be "full frame". I'm trying to have the display of video clips smaller within the VSE. On this video: https://www.youtube.com/watch?v=QnM_UAsLHag&t=3m53s at 3'53, using Blender 2.73, with the shortcut V (background image zoom), he can reduce the size of the clip and move it anywhere he wishes. I haven't manage to select the background image and reduce it's size. Has this feature been removed in 2.74?


texts: I have seen YouTube videos featuring sculpt vertex paint but the buttons for it don't appear in my sculpt menu. Some people have said it's an experimental feature that needs to be activated in the Preferences window but it is not included in the options. Has it been removed from 2.92? Could someone please let me know?


texts: Why is my camera stuck In the torso of my character?

texts:
I began trying to position the camera by going into camera view.  The camera view was in the torso of my character for some reason.

I had a camera in the scene, but as far as I know the camera is not a child of the rig.  I also tried removing the camera and adding it again but that still didn't help.


texts: Image Sequence Rendered Purple Despite Being Within Image Sequence Range

texts:
I am trying to display a movie of 500 frames from a projector and have the image sequence of the frames called 0001.jpg to 0500.jpg all in the same folder. I have set up my image texture node with frames = 500, start frame = 1 and offset = 0. I have tried various combinations and scrolled through my preview and it's always purple on every frame. Is there anything else that could be going wrong here?

Edit: Blend File


texts: Rendered textures and shape look different than in viewport render preview

texts: I'm working on a car model and in viewport render preview, everything looks fine. But when I try actually render the image, the entire color pallet is messed up and the mesh in the grille is the wrong shape. I double checked, but I don't have any imported mesh that could be causing the issue.


texts:
When light hits an object, it of course generally bounces away, leaving a dark area on the opposite side—a shadow.

What I would like to know is, how would I do the opposite? How would I create a material wherein the light both bounce off and be amplified as it shines through, effectively creating an inverse shadow (or "shaglow" I suppose it could be called) of light and illumination?


texts: Getting location of the object with "follow path" and "track to" constraints -- using Python

texts:
Is there any method to get location of an object which has "follow path" and "track to" constraints?

import bpy
scene = bpy.context.scene
scene.objects['Cube'].location[0]
scene.objects['Cube'].location[1]
scene.objects['Cube'].location[2]

The code above gives me constant location of an object, relative to the followed path I suppose

I would like to get global location instead, just like in case of an object with no constraints.

Any suggestions will be appreciated :)


texts: How do I prevent Blender from randomly duplicating items?

texts:
I am really enjoying the Blender program, but I am also having some extreme issues with it as well. It seems to "glitch out" randomly, and when I try to replicate the scenario, sometimes it will do it again, other times it will work correctly, and other times, it messes up completely differently! For instance, in the file that I attached, I am trying to create a "Firebending" effect. I have the smoke flow and domain set up, but for some reason, Blender keeps randomly duplicating the domain at different points throughout the video. I'm really not sure how else to describe it and get help because the events are so random and so confusing to me. I often follow video tutorials exactly, but if I mess up and have to undo a step, Blender loses its mind it seems. Is anyone willing to try and help me out with some of these problems? Thanks in advance!

Ethan

PS: The video tutorial I am using is this fire power video if it helps you guys out with answering my question.

EDIT: Here is the second attempt I had after removing Smoke Adaptive Domain and rotating the sphere 90 degrees.


texts: How to use blender change material color with python

texts:
I have a model about blender,there is a object （name's car_AudiA8） with multi-material，I want to copy a new object from the object ("car_AudiA8"),then change new object's color and old object's color is not affected,my method is :

obj = bpy.data.objects["car_AudiA8"]
mesh = obj.data
new_obj = bpy.data.objects.new("car_AudiA8", mesh)
bpy.context.scene.objects.link(new_obj)
bpy.ops.object.make_single_user(object = True, obdata = True, material=True,texture = True )
for slot in bpy.data.objects[new_obj.name].material_slots:
    if (slot.name.startswith("carpaint.Black")):
        bpy.data.materials[slot.name].diffuse_color = (1,0,0)

but when the method doesn't work,I don't know reason. when render the object , car's color doesn't change.


texts:
I am a Blender user with some programming experience wanting to get into Blender addon development. I have looked at some tutorials for developing Blender addons, but they often seem to only teach how to create re-usable buttons for single use scripts (https://www.youtube.com/watch?v=uahfuypQQ04, as an example). Many addons that I’ve seen, however, have functionality that extends far beyond those of simple scripts. Addons like Gaffer, Hard Ops, and Box Cutter all seem to have persistent, modifiable
elements and, sometimes, custom user interfaces, which seem much more interesting to me than a press a button, do an operation, type of script.

If I did want to learn how to create complex, persistent addons (like Gaffer, Hard Ops, Box Cutter, etc.) are there any resources for learning development of such addons?

(On the experience side of things, I have enough general programming experience [Python and Java, specifically] to understand language fundamentals [functions, classes, etc.] but anything beyond that [like understanding the Blender source code, for example] is beyond my current skill set, but I'd be happy to learn)

Any help would be greatly appreciated

(P.S. If this isn't the place to ask this question, please feel free to tell me. Still learning which Blender forum would be best for these types of questions)


texts:
I'm new at 3d blender and I try to make a dress but when I transfer automatic weight form armature then move an elbow, weird bend is going to happen.
I try so many time with any tutorials but I can't fix it.
I don't know how to fix this problems.


texts: Material disappears while object is deselected

texts: Basically when I have the object selected it looks perfect and the moment I select anything else it vanishes, this only happens in material view and rendered view, I have absolutely no clue what I could have done to cause this.


texts: Can't Keep Loop Cut & Slide Where I Want With Measurements

texts:
Whenever I'm adding loop cuts to my model, I drag the cut to the edge of the model and type in a value (such as 0.5 meters) and it goes back to the center and works from there..?

I'm pretty sure I'm doing it right, I just want to have exact measurements since I'm making building models and I have a set of guidelines for them all, such as 0.5 meter thick walls, 1 meter wide doorways, 2 meter wide windows and so on. How do I get it to stop A) Snapping the loop cut back to the center when I add one, and B) When I do create loop cuts then it will change how big the rest can be. I want it to just keep loop cutting based off the original face size, not the new faces create by adding the vertices, and I need it to not snap the cuts back to the center, but from the side I drag them to. Sorry if I didn't explain properly, I'll try to explain further if required. Also the shortcuts to work faster would be nice :D
https://www.youtube.com/watch?v=rAZ9KEGjSUk&feature=youtu.be <- If you skip to around 5 minutes you'll see him start creating a building, I want to build like that but yeah xD


texts:
I have installed Blender 2.76b in my computer. But when I open blender, it does not load fully and only icons are visible. This is how it looks:

I have installed Unity 5 in my system and that is working fine.
Can anyone give a solution to this problem?

Thanks in advance.


texts: How to set background image transparency on blender?

texts: So, Maybe this is a bug,but changing opacity under transparency is not affecting the visibility of the images except when it's 0.0 when the image disappears, is there something else I should be doing to be able to affect the image behind the model?


texts: Leg position different in Blender and Unity

texts:
I created a rifle aiming action for my character where the body is turned 45 degrees to the right and the arms are put straight forward, just like you would aim in real life. But when I try to use this action as an animation in Unity the legs are not positioned at an angle, it looks like they're forced to be on the x-axis. I'm using Mecanim. Is there a way to fix this?
Also, I don't know if this is the right place to post this, since it's kinda a Unity problem.
If not, then I apologize.


texts:
Lets say I have 5 objects selected.  The script will correctly export 5 fbx files, place them at 0-0-0 world space, export an fbx with the object name, and return them to their original position.

The problem is that each export includes all selected objects instead of 1 at a time.  Shouldn't my for loop only grab each selected object 1 at a time?  How do I select 5 objects, export them so a single object is inside each fbx with the corresponding name?

    def execute(self, context):
        # Get the selected objects.
        selected = bpy.context.selected_objects
        for obj in selected:

            # Store current object's name.
            obj_name = obj.name

        # Get the object's original position.
        obj_loc_x = str(obj.location.x)
        obj_loc_y = str(obj.location.y)
        obj_loc_z = str(obj.location.z)

        # Creates the path for the exported fbx.
        obj_path = os.path.join(context.scene.worth_group_tools.dir_path,
                                obj_name + "." + "fbx")

        # Sends object to zero vectors.
        obj.location.x = 0.0
        obj.location.y = 0.0
        obj.location.z = 0.0

        # Export object as fbx. Works, except all selected objects are
        # exported into single fbx instead of one at a time from the list.
        bpy.ops.export_scene.fbx(filepath=obj_path, use_selection=True)

        # Prints each object in list.  Works.
        print(obj_name)

        # Returns the object to its original position.
        obj.location.x = float(obj_loc_x)
        obj.location.y = float(obj_loc_y)
        obj.location.z = float(obj_loc_z)

    return {'FINISHED'}


texts:
soft body ball just "teleports" down.

Download Blender File


texts: Second object won't animate with first one

texts:
Hi i'm having this problem when i try to change bone position with rigify (there's similar problem even with normal bones) :

As you can see the cloak doesn't move like the rest of the body . The cloak and the hood (the hood has this problem as well but it's not visible here) used to be different objects but i joined them with Ctrl + J .

What i've tried and didn't work : "playing" in weight paint , merge cloak points and body points with Alt + M .

Notes : Don't mind the eyes(didn't parent them yet) . Sorry for the bad quality and the speed of this gif but i think we can't upload a video here so i had to convert it to gif . I still have the backup .blend file where i haven't joined the objects yet .

Thanks in advance :)


texts: How to selectively blur specific objects without affecting others?

texts:
I have have 2 objects emitting different colors of light.  I want to give a blur effect only for Object-1.  But when I composite, blur is applied to both of the objects. So, would anybody here mind telling me how to add filters for particular object in same scene and same layer?

Thanks in advance.


texts: Life would be easier if the Blender version was always visible in the interface so one can always know which version to use for tutorials

texts:
This is probably the wrong place to submit this but anyway.
Sometimes the author of a tutorial mentions the version he used but very often they do not. I have been frustrated beyond imagination by this issue. It already says "Blender" top left corner of interface would it be possible to add the version number to this as well so one can know at a glance what version was used for a given tutorial?
Thanks and apologies if this is the wrong place for this post.


texts:
I have some problems with coloring in Blender. When I'm in solid mode and go to the material tool I go to diffuse and select my colour.  After that I go to the material Viewport Shading or rendered and it's just black.  can someone help me with this I really don't understand how this works and I need help.

Here's a Screenshot:
https://gyazo.com/4f0b7a9c61dc3b75446407374c8ec68b


texts: I'm trying to make one object orbit another. But I want it to repeat, rather than stop at 100 frames. It seems there is no option for this. Is there a way to make this happen?


texts:
I've been trying different ways to have a beveled edge on this little box and have a hole cut out of it.

I've cut the hole by deleting an existing face created with edge loops, Projecting the Knife, and using a Boolean modifier. No matter what I do it always ends up looking like something ridiculous. If I have too many edge loops the bevel is basically non-existent and if I have too few it doesn't delete the whole face when you press "delete face" (see image below).

I don't know why this is happening. I've tried positioning different numbers of edge loops in different ways to create a "supporting geometry" but I don't even have a guess about why it's not doing what I expect it to (the hole should be exactly the same with or without the bevel).

How can I get it to have a bevel and be able to cut any kind of hole out of it that I need? Come to think of it when I get this basic rectangle done I'd like to cut some text into it too and that will be even harder.

Here's another screenshot. These diagonal lines appear to either be the problem or to be related to the problem.


texts:
Good evening,

I am fairly new to Blender. I have been unsuccessfully attempting to create a curved cylinder (i.e. a pipe) to follow a curve path. When I go to Geometry > Bevel > Object > Bezier Circle (applying it, as all the videos and guides say to do) I end up with the image below. For some reason whenever I move the vertex point(?) it does not move the piping around like all the video guides do. Instead, it extrudes the object and creates the monstrosity you see in the image.

Far left object is the path with the Bezier Circle applied. (Path next to it is pre-bevel application).

As you can see in the path (far right) with the bezier circle applied, it works fine, so long as I do not attempt to move the pivot points [vertex point?].

Basically the goal is to create a path that I can then apply the object bevel (circle) to it. Creating what looks like a pipe.


texts: How to enable an addon for all but one file?

texts:
How do I enable an addon for all but one file in Blender 2.7b?

A more tangible way to express my query would be that if I have 4 Blender (.blend) files, A, B, C, and D, then how do I enable an addon for A, B, and C only but then not for D?

Basically, how do I make the User-Preferences for one file different from the one in others without re-modifying them (the User-Preferences) again every single time on startup? (And no, I do not mean to "save different startup files". Explaining one last time: You know how there is a button which saves the user's prefs for all Blender files? Well, how do I save them for all but one file?)

Thanks a lot, and hope you have an amazing day!


texts: How to export Blender materials for use in Element 3D

texts:
I have a model in Blender, which I have applied Blenderkit materials to. I was hoping to export this model and it's materials for use in Element 3D.

I have managed to get my model into Element, but it imports with all white materials. Any suggestions?

Thanks in advance!


texts: Is there a way to force Blender open render window in the same monitor as the editor if using multiple monitors?

texts:
I have multiple monitors and I want to keep the other monitor for reference images and for video tutorials. When I render Image, it opens the new window in other monitor than the Blender editor is in. This is kinda frustrating when I have to move it every time out of the way, breaking my workflow.

Is there a way to change it so that it opens the render window over top of the blender editor? I still do want to keep it in separate window.

Also is there some option to have the render-window be resized to smaller window by default?


texts: Do particle simulations in blender rebake the same if settings are not changed

texts: I am getting ready to render a scene on a cloud computer that does not have opengl support  and so I have to render the scene using the command line. So I cannot use GUI to reload cache of particles. My question is if i just leave the settings unchanged in the particle system will the render be the same as if the baked data was reloaded in the GUI. Also perhaps there is a way to relink from command line only, anyone know how?


texts: Rendering colours have changed to purple

texts: I have been rendering my very first animation and all has gone well (albeit very slowly). I had to stop the rendering to do something else and when I started it up again all the rendered images (png) have started to come out purple! Any suggestions please.


texts: Objects won't render when camera is parented to an object

texts: So I'm trying to make my camera follow a spaceship around, so I've tried parenting it to the rear of the ship. However, doing this causes the game to just display a grey rectangle when playing through the camera view. Unparenting the camera resolves the issue. Has anyone seen anything like this?


texts: I cant render even a cube in cycle, I use OpenCL and tried to render only with GPU, I have an AMD radeon rx 5700


texts: Dopesheet clears when selecting bone from hierarchy when animating

texts:
I have multiple helper bones that exist in the same spot. So of course when I try to select them in the viewport, I can only get one. It'd be much easier to get at those specific ones if I could go into the scene hierarchy list and just select the bones from there. But when I do that, my dopesheet clears and it's as if I don't have the character selected anymore or something.
I'm sure there's a hot key to select from overlapping bones but more importantly, I'd like to know why this happens? Or if there's some other view that I just don't know about and that nobody else is using in their tutorials?


texts: NODE – exclude from tree (Node Wrangler)

texts:
In Blender I can simply exclude node from a node tree with Alt+RMB, but with "Node Wrangler" addon the "Alt" key is used for Mix node.

How can I exclude node from tree with "Node Wrangler" enabled?
Thanks

Another example – that I can't do with Wrangler enabled.


texts: How to constrain two objects to face each other without a dependency cycle

texts:
Logically, to me, a Track To constraint affects and objects rotation to point it to a location.  So if two objects are always trying to face each other, this shouldn't create a dependency cycle issue.  Neither object really cares which way the other is pointing, only where the other is location.  Alas, Blender warns me of a dependency cycle as I try to set this up a scenario where two objects have track to constraints to face each other.  In a simple setup, it sort of works, but there are little glitches as you move the objects around at times, and if I add some other parenting and/or constraints to the equation, you start getting weird results indeed.  Here is a link to a simple blend file showing the basic setup and the issue.

So, since this constraint loop is causing issues, my question is if there is any way to make this scenario work.  It seems like it should be an easy thing to do, but in practice, not so easy.  Thanks!


texts: Python 2.8 - feasibility of unwrapping a dynamically sized cube in python

texts:
For a dynamically sized object in Python (a cube resized into a rectangle, dimensions determined at run time), is it just too ambitious to create a script to do the unwrapping of the object?  From what I can tell, unwrapping appears to be a very hands on process that might not be amenable to automation.

Just curious before I chase this down the python rabbit hole...


texts: Import Rhino into Blender - problem sculpting

texts:
(I'm new to the sculpting and Blender world, and need a bit of help)

I'm currently working in Rhino and hoping to import some Rhino models into Blender for additional sculpting, then put back into Rhino.

I have been importing my Rhino files as FBX into Blender (OBJ will not work for some reason, the geometry does not appear in the file)

The issue I have, is when sculpting the mesh breaks apart into many pieces, particularly when sculpting.

With ZBrush its possible to use Remesh and Project to make a new mesh nearly identical to the original geometry from Rhino, but new so that it can be pushed and pulled with the sculpting tool with no issue.

Even using the Remesh modifier does not help, as the mesh is still breaking apart at the edges (especially when smoothing)

Any thoughts on how to proceed?

Attached is a screenshot showing the breaking.


texts: Manipulate Vertex group names in the bmesh API

texts:
When importing an object with my own script (Yes, I need one, no functional script exists) I want to import it with help of the bmesh-module. It seems to be the best choice for the job as it is as close as you can get to data-only and is kind of standalone (keeps the blender-data clean until everything is ready). There is one problem I am facing now: How do I give names to the vertexGroups? This is what I got so far:

import bmesh
mesh = bmesh.new()
# add vertices
layer = mesh.verts.layers.deform.new() # a new deform layer, why is this singleton??
for vert in mesh.verts:
    vert[layer][0] = 0.5 # assign a value of 0.5 to the first group
    # .... more groups

I suppose you know that Blender handles animation via vertex-groups so I have to make sure that the right vertex-group (index) has the correct name assigned to it.

Do I have to name the groups on the object itself? If yes, do I have to create the group beforehands (before mesh.to_mesh(object.data))? Am I guaranteed that the order is kept?


texts: Copying ANIMATED keyframes from active to group (Ridged body)

texts: I have a scene set up with fractured objects and ridged body physics. What I am trying to do is set up the physics to start later in the scene using keyframes on either the ANIMATED or the DYNAMIC options. I am running into a problem where I can set up the keyframes great on the active object, but when I hit COPY FROM ACTIVE to apply to the rest of my fractured group objects, the keyframes don't move over with the rest of the data. Is there an easy way to send the keyframes to the rest of the selected objects?


texts: How to track object in shot with static camera

texts: After putting trackers on an object, I am unable to "Setup Tracking Scene" without trackers on the Camera as well.   How can I solve for the object only, in situations where there is no camera movement?


texts: How to bake normal map if the models intersect?

texts:
I'm trying to bake normal map (highpoly to lowpoly).

I made a test scene with a simple high poly and low poly cube, but after baking I didn't see any details on the normal map, here is the screenshot:

However, after I reduced the size of the high poly cube so that only pieces with sculpting were outside the low poly cube it worked fine!

My question is: After sculpting, my model was slightly deformed. And when I am placing together the low poly and high poly models, the high poly model is slightly shifted outside of the low poly model. How can I get a normal map of the high poly model in this case (and not to get an empty normal map where the meshes intersect?)

I need to figure it out before Monday, so I would be very super for your help!


texts:
Object in the viewport, Solid shading:

Object rendered:

Here you can see before and after rendering. There are some distortions and irregularities visible on the front face of the mesh between the circles which are supposed to be the eyes.
How can i fix/prevent this?


texts: Does anybody know why the hair is acting this way? if i make a sphere the hair follows the normals. But not with the head of the bear, normals are ok and pointing away from faces


texts: Evenly space out object instances from array modifier in curve

texts:
I'm currently in the process of creating a fence that follows the same path as a curve. I simply created a fence (starting off with a simple model, which I can and might change later when I got this figured out), arrayed this (fit curve) and added the curve modifier. All set, you'd think. However, this is not the case.

Some fence posts along the curve are smaller in it's width than other instances of the fence posts.

First, I added the array modifier:

All fence posts are evenly spread out, as they should. However, when I add the curve modifier, it's starting to show the weird behaviour:

Firstly, it went a bit left on the x-axis. Secondly, as you can see (especially the last few fence posts), some are spaced out less than others.

What did I do wrong or what do I need to change so that the fence posts are evenly spread across the curve?

Bonus question: Before I add the curve modifier, the last post on the right is slightly after the curve ends. This could be solved by reducing the offset between posts ever so slightly. Is there a way to do this as precise as possible? A calculation, a function or whatever?

Thanks so much in advance!


texts: Why is mesh.from_pydata resulting in segmentation faults?

texts:
I have vertex and face data loaded from a cube that was subdivided many times, with a total of 26138 vertices and slightly fewer faces.

I am loading the object in a script, and whenever I try to load it with mesh.from_pydata, I get a segmentation fault (core dumped) error.

mymesh = bpy.data.meshes.new(mesh_name)
myobject = bpy.data.objects.new(mesh_name, mymesh)

bpy.context.scene.objects.link(myobject)
print('loading from pydata...')
mymesh.from_pydata(vertices,[],faces)

vertices is either a numpy array or a list object. I've tried both, and the segmentation fault occurs in both. faces is a standard list of tuples corresponding to vertex indices.

Here is the log from /tmp/blender.crash.txt

 # Blender 2.78 (sub 0), Commit date: 2017-02-24 14:33, Hash e92f2352830
bpy.context.space_data.bookmarks_active = 0  # Property
   # backtrace
./blender(BLI_system_backtrace+0x1d) [0x19aad1d]
./blender() [0x104e2e6]
/lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7f720bccf4b0]
./blender() [0x19abc88]
./blender() [0x19ab12d]
/lib/x86_64-linux-gnu/libpthread.so.0(+0x76ba) [0x7f720d2df6ba]
/lib/x86_64-linux-gnu/libc.so.6(clone+0x6d) [0x7f720bda13dd]


texts: How to edit UVs for a mirrored effect on textures

texts:
I have a hut model, here in blender from a game. I would like to export it to source engine.

It uses this texture below.

When I imported the model into blender, the textures didn't mirror like they do in the game I exported it from. They should look like this:

But when I export it, It actually looks like this in my editor:

It tried mirroring the texture itself in paint.net but that made it off center and look even worse.

My Only Option I guess is to manually edit the UVs So that it only covers the skull half of the texture. The other half is used for some other object in the level.
Can anyone show me how to do this? My UV editor looks like this below, when I select all the faces with that specific texture on.


texts: Grass particles/model whitens on distance in Eevee

texts:
I have a grass particle system set up to grow on an object, using the grass pack from Chocofur, but for some reason the grass becomes white from a distance both on viewport and render (at 200 samples even):

Below is a preview in Cycles, which looks just fine:

I came across a thread mentioning it might be an issue with how alphas are being calculated in Eevee by default, but still unable to troubleshoot it even based on the instructions, as I'm unsure how/where to change that in the default material node:

Making this grass system look as best as it can in Eevee would be great, so if anyone knows how to fix (or reduce) the whitening of it, I'd massively appreciate any help


texts: Why doesn't the "Disable for viewport selection" button doesn't show up in the Outliner?

texts: I can't lock my reference image because there is no visible button for disabling the image to be editable:


texts: How to make seams indent like in upholstery?

texts:
I've been working on some sofa and chair modelling and want seams to indent a little bit. Like this:

Who can help me out here?

Thanks in advance!


texts: Objects are not selectable since Blender 2.8 UI Freeze

texts:
I hope someone can help me!

I was animating with Blender 2.8. Then, as I always do during animating I made all objects, such as the cloth or the skin and so on (except the rig) unselectable, to not click them accidentally all the time. In the builds of Blender 2.8 before the UI freeze, there were buttons in the outliner to do this, but now they are gone. I found an option in the object tab under the point visibility where I can make an object selectable or not, but hitting this button has no effect at all.

The objects are selectable in the outliner though and if do so I can go into edit mode as well. The problem is that I'm not able to select them in the viewport!
Another thing is that all the objects in my rig are gray, as if they were not to use.

Thanks for your help in advance!


texts:
I'm new to this website so please forgive me if this is in the wrong place,

this is my last resort, I cannot find this picture texture and I would really want to use it, does anybody know where I can find it?
This is the texture, I cropped it from another Blender render:

Here is the reference to the image,
http://www.blendswap.com/blends/view/76894

Thanks in advance :)


texts: How do I fix the irregularity in my mesh after truingulation and deletion of too many vertices?

texts:
Below is my first attempt into sculpting, Its the face of my character. When I was done then it got so heavy with vertices that edit mode got slow; so I pressed x and did a limited dissolve. The shape of the face as a whole is okay but still its very irregular and messy. Please have a look:

This is the front view:

And this is what has happened on the sides:

The same goes for the head. Please advise.


texts: How to export animations in Blender 2.8 correctly?

texts:
So I have made this conveyor belt animation using a Cube with the Array modifier then the Curve modifier. Then I created a simple Path and assigned it to the Curve modifier which is on the cube object.

I inserted a keyframe where X position is 0 then another one where X is 11 which created this perfectly looping animation.
My question is simple but since this is my first attempt in exporting objects with animation is a bit hard for me.
When I export this animation to unity all modifier are applied which breaks the animation in unity, I mean its ok for the array modifier to be applied but its NOT ok for curve modifier, because in that case the animation in unity is the cube moving from left to right not like what you see in the GIF above.
Help please.


texts: How to precisely set many camera positions for rendering?

texts: I find it very hard to set the camera because I can't fine tune it for rendering or see it when it changes. I can position the camera but how to change it when in Camera's View? Thanks very much.