texts: Adding random object every time you press the same key

texts:
I'd like to make one spawnpoint that, adds a different/random object every time on pressing of the same key (space bar for example).
This tutorial explains nicely, How you can make random objects appear with an Always-sensor from a 'list' in the python script. But when I change it to a Keyboard-sensor, it doesn't work.

Any ideas on how I can fix the script so it spawns random object with every keystroke? Or is there a way I can link multiple 'EditObject-actuators that each add different objects' to one Keyboard-sensor... and somehow give random priorities to those?

This is the final result I'm trying to achieve, only pressing 1 key.

Thanks in advance!


texts: Alternative to weight-paint and mesh deform rigging?

texts:
I'm seeking to evolve from my current and very problematic workflow of using weight-painting to deform meshes. Things usually deform strangely and getting any sort of elegant 'knee bend' or similar body movement awkward, usually giving shrinking deformations I do not want. Problems compound when I try to involve clothes - shrinking, unwanted intersection, etc.

Bending our real-life knee is simple - our skin is wrapped around the bone. One would think this should be easy in 3d? Yet I'm not sure which workflow simulates this. The same principle would be with clothing around the flesh.

Is there a more sophisticated rigging method that is more intuitive?


texts:
So the objective is to get it to look like this:

Blend file http://pasteall.org/blend/34831

I'm using cycles render for the material and I want to bake it out so it looks like it does in the render above. The black material bakes out fine with combined as a setting; however, the metal material will not seem to bake out properly no matter the setting.

Thanks in advance.


texts:
Q.: What is the correct way to import ACES 2065-1 encoded EXR files into Blender whilst keeping the look identical to what I saw when exporting from Davinci Resolve?

In both application I select the output transform to be Rec.709 but upon importing in Blender, it looks different.

Unless I select in Blender as input color space for the footage "ACES AP0".. but internally, will Blender automatically work with AP1 (ACEScg primaries - same as Resolve seems to do but in ACEScct) or not?


texts:
I've been experimenting with multiple scenes in Blender. I put together 3 separate scenes. All the scenes use text and the orthographic camera. What I am attempting to do is create a simple text pre-roll for videos.

Anyway each scene is a copy of the previous scene with different text. Each scene had 60 frames. So when I put all this together I went into the sequence video editor and simply added the different scenes. I selected all the scenes and tried rendering the entire animation.

I had all the scenes selected and staggered out so they weren't on top of each other in the sequence. When I set my animation to 180 frames and tried to render it all out as a single H264 it didn't work. Then I placed all the strips from front to back and made a mega-strip and tried again. This didn't work either. It looks like my only option is to render each scene individually and then put them together as movies in the video editor.

Does anyone know if this can be done just using the scenes in the video editor?


texts: "Grabbing" only selected vertices in proportional edit mode

texts: In proportional edit mode I cannot grab onto the selected vertices of my object, only the object itself (I can still see the vertices I have selected, just can't control them specifically with the grab tool). When I deselect proportional edit, I can move the selected vertices around just fine instead of moving the whole object around.


texts: Create a translucent plastic node setup/bump map for "ice pack" material

texts: Looking to recreate this rough polyethylene material with a "gel" ish appearance underneath.  Any help is appreciated!  Thanks!!


texts:
I am struggling with modeling the roof and keeping it in clean topology. The problem is that I can't find a way to get the roundness and smoothness of the roof to match the real reference. How should I go about it?

This is what I am trying to mimic.

Thanks in advance.


texts: Boolean Modifier acts like the object has no volume

texts:
I added a cube and a cylinder.
When i now substract the cube from the cylinder using a Boolean Modifier it looks like this:

Like the cylinder has just a shell and no volume.

I checked the normals
i checked if there are any missing faces (what shouldnt be possible cause i just added the cube...but in case)
There are no other modifiers on them.
I added another cube in the exact same location and subtracted it with the same boolean...and this one works.
i just wann know...

please halp


texts: How can I bend/warp this as a whole mesh?

texts: I'm not the most experienced with blender and I've come along this problem while working on a roof of a building. I'm trying to bend the corners up slightly as Japanese Pagoda's would do, yet my whole mesh will not bend, rather only pieces. Even when I've combined all the layers, it will not work in unison (the screenshots do not portray the layers being combined together). To summarize, I need to bend the corners up slightly with everything moving together and without clipping. The second picture shows me grabbing the main layer and moving it, yet it does the same thing when everything is combined into one singular layer. Thanks in advance.


texts: Fresh installed Blender 2.83.4 on MacOS doesn't show animation

texts:
I checked some tutorials and added mesh with Fire + Smoke quick effect. After animation start I can listen my laptops cooler but without animation on the screen.
Initially, I have installed MantaFlow (Blender fire simulation backend) and it's works fine for me. Does blender work on CPU? Is this build workable? Not sure how to define the issue.


texts: Can I make clothes be weight-painted and have it have a cloth-simulation?

texts: I have a character with a skirt. I want their skirt simulated, as well attached to the body with weight painted. How will I do that?


texts:
Hi all, There's this strange shading bug on the wings of a plane that I'm making.
How can I solve this? I've tried adding more geometry, but to no avail. It's starting to annoy me greatly.

Thanks,
Sisyphus

Edit: I've mostly fixed the problem now, but there is still a persisting little spot. Here's a wireframe of my model.


texts: How to change file output node's file subpath value in python

texts: I want to change the value of File Subpath of File Output node in Compositor from python. I'm able to change its basepath, but I'm unable to change the File Subpath. Is it possible to change this from python? If yes, how?


texts:
I have a problem with a normal map.

There are 2 models: low-poly and high-poly. I've baked a normalmap from highpoly to lowpoly model, and this normal map looks perfect. But when I use it (a Normal Map node of Cycles render), I have these seams.

The smooth shading is enabled both in low-poly and high-poly model. As I've said before, the normal map looks good, there are no any seams on it.

Some guys say, that it's impossible to fix it on Cycles render. So, what do you think? Can I solve this problem?

P.S. Triangulation didn't help. Subsurf can make the problem less noticeable, but not fix it fully.


texts:
My graphics card is not good but thanks to the answer in this question, I was able to run Blender.

The interface is very laggy. When I click anywhere it takes about 0.5 to 1 second to show the menu or do the necessary action.

Now, I have Core 2 due (2.33 GHz) and 3 GB of RAM. Graphics card is intel 384 MB.

I think the interface has nothing to do with the graphics card so why is it so laggy? My PC is able to run any other software's interface. I expect that later, I'll have issues with rendering speed because of my old card. But why do I have issues now with the interface? It's nothing to do with Segments, Materials, textures, lighting,...etc.

Edit: I'll try to add more details. Maybe it could help:

When I delete the Opengl32.dll file, the interface of blender works smoothly but I face some issues while rendering.

When I keep the Opengl32.dll file, rendering is good but the interface is very slow.

Is there any code or plug-in that I can use so that blender uses the Opengl32.dll file or the graphics card while rendering only. Otherwise, it should use the normal RAM and CPU for loading and running the interface and the modeling mode.

How can I do this?

Thank you,


texts: No faces appearing on my model in UV editor

texts:
usually when I go into the UV editor, it will appear like this:

I'm able to see which faces of my mesh correlate to which part of the texture image. However, I have another model where this is not the case at all. Everything looks to be a mess and faces also don't appear on the model so I have no idea which faces are on which part of the texture image... How do I get model 2 to be like model 1?

Here is the file: https://pasteall.org/blend/73bf513a66d4419c9b95d6e8404c8ca3


texts: Why does pressing 'Numpad .' not center my view correctly on the selected object?

texts: In layout mode, when I select my object and press numpad . to center my view onto my object. Instead it has me orbit nothing and I cant zoom in on my object. this function still works for other objects in the same scene.


texts: Cycles not adding mist pass on random frames in an animation?

texts:
I added a mist pass to a somewhat complex Blender scene yesterday. The compositing configuration is set up exactly like Quacksilber's reply here: How do I use 'mist' with Cycles?, and I am running Blender 2.81a on Windows.

The scene currently has 106 frames of animation, which is just a camera following a spline through the environment. Objects within the environment are not currently moving. When I render the animation, all of the frames render, but the mist pass is missing from some of them. There does not appear to be a pattern as to which frames will have mist and which won't. i.e. I have some sequences of 5+ frames in a row which all have the mist pass, but I also have sequences of 3-4 with no mist, as well as single frames alternating between mist/no mist. If I re-render the frames individually, they usually render correctly on the second attempt (and I've not found one that never renders correctly), so I can obtain the full animation sooner or later, but I'd be much happier if I didn't have to, because it's essentially doubling the render time.

The scene is complex enough that Blender uses 16GB of RAM while rendering in Cycles, but this is on a workstation with 32GB of RAM, so there's plenty left over. I have the camera set up to cull geometry further away than 35m, which should be the vast majority of the geometry in the scene, as it's a lot of low-poly-count terrain spread out over a large area.

Is this a known issue? Is it something I can work around/troubleshoot?


texts: Blender 2.8 Displacement node not working

texts:
I am trying to add a displacement node to this mesh to get a brick wall but i can't seem to get it to work on this particular mesh and i don't know why. Can anybody give me some ideas because i looked everywhere for an answer and i still cant get it to work.
thanks


texts:
I'm working in the Video Sequence Editor on an hour-long project incorporating hundreds of strips. I recently added a speed control strip and, after doing so, found that PgDn no longer jumps to the previous strip. It now jumps to frame -2147387044, which does not exist in my project! More specifically, Blender only jumps to that frame when using "Jump to Previous Strip" at points on the timeline after where I added the speed control strip.

I tried removing the speed control strip from the project, but the problem continues.

This problem only happens in the specific project file, and not in other projects!

"Jump to Previous Strip (Center)" continues to work correctly.

I'm using Blender 2.78a, but the problem remains if I try version 2.79.

Any help correcting this would be greatly appreciated!

Thanks,
Derek


texts: Is there a bounding boxes for particle system objects?

texts: Is there a way to show bounding boxes for particle system objects and find their min/max coords?


texts: blender 2.83 particle system xmirror not working

texts: I am trying to create some hair symmetrically in particle edit. I enabled xmirror as suggested in some tutorials but my hair cannot be created symmetric to x axis. A picture is attached below. someone please tell me why this happens and how to create hair symmetrically.


texts: Rendering Transparent objects with the Cell Fracture addon?

texts:
Is there a way to render transparent objects that have been pre-fractured with the Cell Fracture addon?

I know you can kind of get this to work by parenting the original object to one of the shards (or simulating it by itself) and swapping the visibility of the objects when the shards fly apart:

However, It is obvious that it suddenly breaks the entire object on impact and just doesn't really look right. (the animation is slowed down at that point so it is more visible)

Is there a better way to do this?


texts:
Stretching out Cube object in real time until it touch's any other object in the
scene.Is this possible in real-time.This cube object need's to stop once it hit any other object.


texts: How to access new attribute types in render

texts:
It appears we can create arbitrary new attributes in blender 2.9:
https://docs.blender.org/api/current/bpy.types.Attribute.html
This is a great new feature, but I can't figure out how to access these attributes in a render.  For instance, if I create a new 'VERTEX' attribute of type 'FLOAT_VECTOR' and assign some colour values to it, and then reference that attribute in an attribute node and pipe it into the base colour of a shader, I just get black.
Has anyone figured this out?  Is it maybe simply not implemented yet?


texts: How to achieve advanced lighting in my scene

texts:
I have this scene

I have sun lamps but I don't know how to achieve advanced lighting in my scene, my lamps just contain yellow light.

And this is what it looks like when scene has hdr and also volumetric light.
Is there any further tehnics to make it better.


texts: is there a simple way to know your mouse coordinates in 3D world space while hovering?

texts:
I'm wondering if there is a way to know your mouse coordinates while hovering. Without having to query the position of the  3D cursor?

For example to show what I mean, see below image of another software. As you move your mouse around, the coordinates dynamically update (in red box) to show where your mouse is currently located.

Is this a thing in Blender?

I came across this post:

similar

which sort of does the same thing but seems like a bit of a mission for something that I would think should be a built-in feature as it is in a lot of modelling software?

Please let me know!

Thanks


texts: 3ds Max mode doesn't seem to do what the name implies.  Could someone explain what exactly does it do?


texts: Getting exactly circular/rounded NURBS corners

texts: How can the weight of a NURBS curve/surface be calculated such that corners are exactly circular? It has something to do with the angle of the corner, but that doesn't seem to be displayed anywhere.


texts:
I have cut an obj with a cube using a boolean intersection but when I exported it in the surfaces of the cube appear images of textures as you can see in image. Could be possible to delete, replace, paint these images and write a text (for example copyright) or a solid color?
Thanks for your help


texts: How do i display the Lengths of an object in 2.8

texts: How do i show the lengths of objects in 2.8?. For example in 2.79 i could scale a wall or floor and it would display the length on the edges.


texts:
I had modelled two dolls in Maya and as I work now in Blender I passed the maya doll parts to objs, and this objs opened in Blender. Worked with them, and in order to be printed, sent again in .obj files.
What I am finding now is that each little doll piece extracted as .obj weights the monstruous size of 992 Mg for example (a little piece only).

I´m sure there is a problem. If the original Maya file weighted 16Mb, and the one passed on to Blender weights 7Mb, how can it be that one small piece inside this file weights 992 Mb??

Do you happen to have come across whith some problem related to transfering files from Maya to Bleder or something related the .obj tipe of file?

Thanks a lot


texts: Is there a way to make Cycles Render the default in Blender instead of Blender Render? (I hope this hasn't been asked before.)


texts: Texture comes out yellow, red, black and green on model

texts:
I am having some issues with my Blender version 2.82.7 that I simply do not understand. I am working with my photogrammetry model which has a perfectly fine UV map and disfuse map, however when I import it into my own Blender project, and check the image texture in Shader Editor, it turns yellow, green, red and black (see reference picture). Has anyone experienced this problem before? I am running out of ideas as to how to fix this.

]3


texts: I animated a character preforming movements by using keyframes. I decided afterwards that I wanted to resize my scene; however, when I scaled my scene the keyframe values stayed the same. The character kept moving along the old path which does not work with the scale of the new scn


texts: Shape key and transformation-constrained skeleton has no weight influence

texts:
I'm working on a model in Blender containing 281 shape keys that represent 21 vertex animations.

I want to convert those vertex animations into skeletal actions for compatibility's sake.

(3DSMax doesn't support 100+ shape keys on one object, most other programs don't recognise them.)

The default position of all vertices and bones is 0/0/0, and then they are positioned by shape keys and empties, respectively.

I assigned an empty to each vertex and constrained a bone to each empty, a total of 708 each.

I set each bone to have an envelope size of 0.00001 and a weight of 1 so as to only affect their assigned vertex.

(I had to use envelope weights when skinning, because using automatic weights shifted the object's position to the first vertex's position, defined by the current shape key).

Then I increased the influence of each shape key to 1, refreshed the scene to update the constraints, and created a key frame.

Before checking the key frames, I disabled the shape key/s and constraints.

The result is that the bones move, but the mesh remains static.

Any help would be appreciated. I can upload a copy of the .blend file if needed.


texts:
.Blend file
I am a blender beginner and after watching some tutorials online I figured I'd give modeling and animation a try.
I am trying to make an oil hourglass animation that will move the liquid downwards.The hourglass is exactly the same as the one shown here, I have a physical reference of it.
The only issue is that my liquid doesn't seem to want to pass through 2 holes I made on the container mesh, I suspect it's because of the wrong facing normals right outside of it:

I managed to get the liquid to flow inside of the top sphere.

but It won't flow into the rest of the mesh.

Will I have to create a new mesh? Help is appreciated, thank you!


texts:
I can't identify the problem here. I know I have a couple of tris there and I know it's a bad practice, but I didn't see a way around it.

EDIT: here's the file:


texts:
I want to frame an object in Blender Game Engine.
The idea is that I need this frame adjust correctly to the object regardless of its size or rotation. Also, if the object is near or further (so the dimensions of the object changes) the frame should be changing accordingly.


texts: Invalid audio strips with negative length

texts:
When I add audio strips, they are inverted and they don't play. They also are unable to move with the mouse or with the G button. This audio plays successfully if I open them not in Blender.
How can I solve this problem to add audio strips that will work?


texts:
https://www.youtube.com/watch?v=8tZ4nSTm7Tc
At 0:24 the youtuber said "then create a single vertex..." but I can't find such a command like 'add a vertex' in edit mode.
How can I create a single vertex in empty space?


texts: Create empty through script using a cube as origin (0)

texts:
It is possible to create an empty through a script but will have a fixed distance to a selected cube?
So lets say my cube is  at [3,5,6] I want to be able to select it run the script an the generated empty to always be 2 units away on +Y from my selection.
So in this case the empty will be at [3,7,6] in the world.
If for example a sphere is at [0, 11,0] generated empty using it as origin will be at [0,13,0].


texts: How to change description in an operator depending on the option assigned in the UI?

texts:
I would like my operator, once created 2 different buttons in the panel, When I fly over the button with the cursor them they give 2 different tips, based on the assigned property. I don't really know how to do it, i place a small example to better understand what I intend to do.

   class MYOPS_OT_Operator(bpy.types.Operator):
        #Crazy Example, obviously it cannot work like this:
        """It will do something""" if self.options = 'OPT_ONE' else """It will do something different"""

        bl_idname = "my.ops"
        bl_label = "My ops"
        bl_options = {'INTERNAL','UNDO'}

        options: StringProperty()

        def execute(self,context):

            if self.options = 'OPT_ONE':
                print('I did something')
            if self.options = 'OPT_TWO':
                print('I have done something different')

            return{'FINISHED'}

    class LayoutDemoPanel(bpy.types.Panel):
        """Creates a Panel in the scene context of the properties editor"""
        bl_label = "Layout Demo"
        bl_idname = "SCENE_PT_layout"
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
        bl_context = "scene"

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

            layout.operator("my.ops",text='Do something').options = 'OPT_ONE'
            layout.operator("my.ops",text='Do something different').options = 'OPT_TWO'


texts: How to get the value of the matrix socket via scriptsNode

texts:
I am new to AN, I want to get the value of the matrix socket output as below in the shot, but it doesn't work, I don't know how to fix it. Could you help me?

Thanks in advanced!


texts:
What's the hotkeys to pan the node viewer on Linux, it's not listed in the settings or the docs?
Tried every combination of Alt, Shift, Contrl and Left or Right mouse button in the nodes panel.


texts: Beveling 4 edges of a cube to make a nut/bolt head

texts:
I've done this before and it worked fine, now I don't know if I've hit a key by accident and changed something but it won't work now. This is done using CTRL+B after selecting the 4 edges around the cube.

What I'm trying to do:

What I'm getting in my model:

The 1st image is a bevel of the original starting cube in a new/seperate blender program. The 2nd is when I add a cube to the model I'm working on and try to bevel the 4 side edges. The bevel options are set exactly the same (offset-type, loop-slide, etc.)

I noticed when I did the bevel in the 1st image, that if I kept dragging the bevel out (to a higher offset?) it would start to look like the 2nd image. It's almost like I don't have the first bit of fine beveling (1st image) it just goes to the extreme (2nd image)

EDIT: It does seem to have fine movement at the beginning of the drag bevel, it just doesn't "cut" the corners. Instead, it pulls the edges in towards eachother then when they meet in the centre of the face, it starts to do what my 2nd image shows. I'd post a link to what I mean by this, but I can't post more than 2 links..

Any ideas??


texts: How to render specific frames of an animation?

texts:
I’m making a little movie with using multiple computers. I can't use the network so I've divided the frames of the animation over the computers. Unfortunately now there are frames missing.
What I'd like to do is using 1 machine to render all the missing frames. For example: 4-24-35-64-143 but ideally in such a way that I don't have to re-start blender multiple times.
Is this possible somehow?


texts:
i'm a newbie in BLender 2.82 and i'd love to have some tips. At the moment, i have difficulties to render well while i'm using an RTX 2070 super ventus...CUDA is selected but do i have to check GPU and CPU rendering or only GPU? i'm running on Linux UBUNTU FOCAL FOSSA maybe it is slow down no?
Also, what are the best settings to render animation in evee and cycles. I know each projects are different but i was thinking mainly or on average what settings should i use? (sampling, passes...etc...)
Hope an expert or several could help!
Cheers


texts: The chocolate icing is missing from the final rendering, in 3D Viewpoint, it is showing. I have tried using W key under Edit mode, but the special menu is not showing up, but switches selection tools. Thanks for your time. :D


texts: How to extrude/bloat one mesh until it touches another mesh?

texts:
I am trying to graft a mesh of my face onto an octopus and then 3D print the result. I was able to do this in Meshmixer by setting my face as the target and using the "attract brush" on the octopus body until the body touched the face. How do I get a similar result with Blender?
Here's what I have:

Here's what I want:

I made the above in Meshmixer and imported it into Blender so that I could take a screenshot.


texts: Understanding axis locking and local coordinate systems

texts:
I'm having trouble understanding axis locking methods, specifically in regards to local coordinate systems. I have three questions about this topic.
In most explanatory threads on the internet its explained that, if you use any manipulation tool (i.e., move, scale, rotate, etc) and you use axis locking by pressing either x, y or z, the first time you press it will lock to the regarding global axis. You press the second time and it will perform the manipulative action you chose along a local coordinate system. This is also explained in the blender manual:
https://docs.blender.org/manual/en/latest/scene_layout/object/editing/transform/control/axis_locking.html#axis-locking-modes
...yeah well, it doesn't do that in my case. To figure out what's happening, I created a random object and tried extruding a face. When I extrude a face, it generally starts by scaling along some local Z axis:

When I press z for the first time, it extrudes along the global z axis. So far as explained. But when I press a second time, it doesn't extrude in the local direction again, but it releases it.
Now ok, I can see that, when faces are extruded, its kinda more intuitive if the first suggestion for the direction to extrude in is in the direction of the normal vector. This leads me to conclude that, with any selection (no matter if verticies, edges or faces) the local coordinate system is arranged in such a way that the average normal vector is considered the Z-axis.
First question to you:
Is that assumption correct?
Second question to you:
When I select a face on my random object (such as the one in the image above), I would like to see the local coordinate system, so that I get an idea where my manipulations are headed when I lock to a local axis. However, I never really get to see the local coordinate system. So, I have an idea where Z lies (by estimating the average normal vector of my selection), but I never really know where X and Y are going before I do anything. Is there any way to display a local coordinate system of a selection? How does blender determine how X and Y are oriented locally in the first place? Btw, if I choose "local" in the transformation orientation menu, no local coordinate system shows up either.
Third question to you:
Is there maybe a possibility to create a custom coordinate system which I can use to manipulate my selections? So that, for instance, I can customize where my Z-axis is oriented and lock to it?
Thanks for your help in advance.


texts: Is it possible to add the colour picker in the texture paint panel to a pie menu ?


texts:
I'm a newbie and I have a hypothetical question that is interested in me.

For example, the man has a 3D-model and texture painting therefore he has a UV map.
The man detects a mistake in UV and decides to remake the UV map fully.

The question: Are there tools to help the man go back and remake UV, and transpose all textures (doesn't redraw them) to a new UV map?

Let's say, it would be nice if the man can transpose texture paint to vertex paint. But it can be not so quality if 3D-model has less resolution than an image of texture paint. And I have no ideas it possible or not.

Any ideas are welcome.


texts: Parent object to a bone and object becomes offsets! How do I prevent object from moving?

texts:
I have just spent the better part of my day trying many different examples in an attempt to simply parent an object to a bone without the object moving (aka keep_transform). But no matter what I try it always offsets:

object.parent = armature
object.parent_bone = bone #object now in weird position
object.parent_type = 'BONE'

I also tried this as suggested here:

object.parent = armature
object.parent_bone = bone
bpy.context.active_pose_bone
bpy.ops.object.parent_set(type='BONE', keep_transform=True)

But get error "Error: No active bone"

I notice the object I am parenting to the bone in the armature is always moving to the bone's tail when I need it to be positioned at the head.

Is there anything I can do to programmatically affix the object to the bone's head? Any help her would be most encouraging, I just keep hitting walls with this.

One idea I had was to just offset the object by the head/tail delta, but because blender allows parenting-in-place I figured I should stick to convention.

Thanks.


texts: Unusual lines on UV map after using “Difference” to create apertures on a plane

texts:
I used the difference procedure to create a “door” and “windows” on a single plane. (placing 3 joined cubes through the plane and using the “difference” modifier to create the apertures) After overlaying the test map the result shows unexpected lines, indicated with yellow lines, on the resulting map. I uploaded the results (Second life) and it appears to look ok.

I could use Loop cuts to get the same result but was wondering if anybody knows what is happening (the unexpected lines) and if this is going to cause issues elsewhere.

I have applied rotation and scale modifier, remove double vertices and reset origin to centre


texts:
I have converted a tri-mesh to quad-mesh and now need to reduce the number of mesh faces.  Currently 125,000 faces and need to be under 50,000 faces.  Any help?
I'm not going to share the file since it is someone else intellectual property that they sell.
It is a tri-mesh STL of a nurse wearing boxing glove and wearing a mask. The final use will primarily to be gifts for first line nurses. I'm retired and 70 years old, so no business intention on this file.
My end goal is to convert it into a solid in Autodesk Fusion 360 for subtractive machining.  Fusion can only convert quad mesh into a solid.  Fusion will only do that for models with less than 50,000 faces.
After posting the question I found a YouTube on using Decimate in Blender and tried it. Chose modifier, decimate, un-subdivide like the YouTube. Changed the iteration to 1 and it reduced it to 975,000 faces, iteration to 2 only lowered it to 965,000 and iteration 3 to 958,000.  There was promise at first iteration, but lost promise as time went on.  I couldn't find a way to enter a value in iteration, just the arrow to increase single digit at a time.
I have Carveco Maker, which didn't do the heavy lifting. I've tried Autodesk Meshmixer and Netfabb without the result I want. I had Meshcam, but a hard drive crash wiped it out and no help from Meshcam since another revision had been released.


texts: Transparent image like a decal on mesh with principled BSDF shader

texts:
I have done this before, but that was before the principled BSDF shader existed. Now I'm trying to do a similar node setup with the principled BSDF shader instead of the diffuse BSDF shader, but the result is not 100% perfect! The background of the mesh with the transparent decal image, differ slightly compared to the surrounding mesh. I want the background around the decal to be fully transparent and look just like the nearby meshes.

The principled BSDF shader to the left in the image below has the green color for that background and that is the green color I also use on the rest of the object with the same settings.

Is there a better way to achieve this with a better node setup or just adjust my node setup in some way? I have tried to adjust the value of the mix shader, but without any improvement.


texts:
I would like to fill the spiral path with the duplicates of crystal objects (as in array modifier).How can I get it?
I am using Blender 2.83.
Thank you


texts:
I've been trying to modell with some accuracy using Blender 2.8 using the Edge Length under Viewport Overlays > Measurements. However I've noticed that the measurement is not always accurate or at least when I use the MeasureIt addon the Edge length is different to the MeasureIt output.

This is with the same edge selected but two different measurements.

Edge Length: outputs 1.95cm

MeasureIt: outputs 1.0cm

Am I doing something wrong with Blender's edge length..?


texts: What is the exact purpose of object scale?

texts:
Many times I've banged my poor overworked, under performing head at both virtual and physical walls trying to understand why do we have the object scale attributes when every time we want to apply a modifier or perform some operation the object scale has to be exactly one in all three directions if we don't want our result to look like creations from other dimensions:

How is this feature useful and why is it still in Blender?


texts: Will there be a browser version of Blender?

texts:
I heard about WebAssembly, which lets C/C++ programmers target the web, I was just wondering whether Blender has any plans to make a "web" version, that runs in the browser? At the recent Google I/O, they showed AutoCAD running inside a browser using WebAssembly, so...logically, Blender should follow suit...?

After searching, I see that B is written in C and Python, and from some searching, I don't see that WebAssembly can do Python yet - maybe someone should get in touch with them?

And just to say - I have no idea WHY I want a web Blender, it just.....seems cool! :) Other projects in this area have already started - check www.tinkercad.com !


texts:
If I extrude like i see in tutorials, it doubles the extrusion on the opposite side of the object. for example. Extrude a cube face and the face on the opposite side is extruded as well. New project, no mirror modification on as far as i know.
thank you in advance!


texts: How to use flat color shading with anti-aliasing for multi-materials?

texts:
I've been searching a while now for a solution to render out a flat colored map for masking out objects in photoshop.

I found this very helpfull topic:
https://blenderartists.org/forum/showthread.php?387255-Surface-ID-Pass-in-Blender

Is there a way to combine this technique so that objects with the same material/object will use the same color?

The main benefit from this technique is that it's anti-aliased which makes it more suitable for masking.


texts: Distance points between frames in motion tracking

texts:
I am learning how to track points in Blender and was wondering if it is possible to get the distance a point travels when tracking points.
Blender shows a line with 'knots in each frame to show its trajectory but I would like to know if it is possible to get the value of that distance. Would a python interface be needed for this?


texts:
I have a curve. I need to somehow rig it so that I can smoothly "unbend" it at its "elbows"; I need it rigged so that I can bend it bag and forth at will.

I haven't been able to figure out a way to bend it open so that the "elbow" becomes completely vertically straight curve when "unbent"; it seems that no matter what I try it always has a nasty weird V-ish shape at the elbow even when unbent. Of course, part of the difficulty is the fact that the curve has quite a few points. Unfortunately due to the nature of the project, I have to have the curve be as smooth as it is around the elbows (it's used for array duplication of zipper teeth).

Also, due to the nature of the project, the curve's initial position is important--so I can't start with it unbent and rig it to become bent, for example.

I've included an image showing the the starting shape and the desired end shape.

Rigging it so that it can smoothly bend at the "elbows" seems like it should be so simple, but I can't seem to accomplish it. Any ideas?


texts: How do you make hair with different colors on the same strand?

texts: I want to make a skunk's tail but that would require the strands to be half white and the other black. How would I set up the hair particles to do this?


texts: Object physics not working when moved with armature?

texts:
I'm a complete novice when it comes to doing anything other then making basic models in blender so if there's a simple solution to this i'm sorry I didn't figure it out already.

I've been working on a gachapon-style enemy for a little while now and found out how to add physics to the transparent tank and balls inside it so that the balls would move around when the tank was moved, this all worked perfectly fine until I rigged the model and found out that the balls only move when the tank is moved as an object as when it's moved with the bones the balls just sit in place as if the tank were still in the same position.

for example:

here's the tank the balls are held in, they move and bounce around inside just fine when I move it in object / edit mode (while the timeline is playing, of course)

but whenever the tank is moved with the armature, be it in regular object, edit or pose mode, the balls don't react the same way


texts:
I downloaded some 3d assets from synty store, this asset pack specifically: https://syntystore.com/products/polygon-nature-pack and i'm trying to get the trees to look like the example but i see the trees with black parts and I can't figure out how to use the mask texture to hide the black parts. any help is appreciated

how nodes are set up:

and this is what the texture files look like in file explorer:

updated node setup:

and how it looks


texts: Is there any way I can create an edge across these two points?

texts:
I could not find a way to describe it with few words, the only vertices available nearby are at the bevel. The line desired would be straight with the y axis (hopefully that provides more options)

Edit:
I thought I just found the solution, but it did not work. I tried moving one of the vertices on the 90 degree line all the way down to the end of the red line and turned on snap to edge. The line made does not seem to make more faces, when I select some of the perpendicular faces it goes right through the haphazard edge I made. I also tried selecting these two vertices again and hit F to fill.


texts: Cylinder has small wierd bumps when using Subdivision Surface

texts: Cylinder has small weird bumps when using Subdivision Surface


texts:
How would I make analog gauges (like fuel, RPM, etc.) in the BGE?
I have tried using orientation constraints but it did not work.


texts: Can this software be used to design a logo?

texts: Can this software be used to design a logo ?


texts: Blender 2.8, API, select_set( action = "SELECT") TypeError

texts:
According to Blender 2.8 WIKI API changes,
 the following script is now obsolete:

bpy.context.object.select = True

replaced with:

bpy.context.object.select_set( action = "SELECT")

However that's throwing a TypeError: required paramater "state" not specified..


texts: Add a transparent image on top of a material [duplicate 2]

texts:
I read the answer on the link on how to add transparent images on top of materials (Add a transparent image on top of a material ). This works beautifully in v2.79b.

This technique does not seem to work in Blender 2.80 anymore (I am using the very latest Mac version from Dec 20). The transparent image is also shown on the part of the mesh, which is not UV unwrapped. Is this a bug in v2.80? Or does v2.80 require a different approach?

What is really odd is the fact, that if I open in v2.80 a file created in v2.79 created, it shows up correctly.

Thanks for any advice!
Chris

Edits: screenshots and link to blender files added

https://www.dropbox.com/s/4kh40l870lbj96x/Ninja.zip?dl=1


texts: I want to make a game that can collecting item.I want to make a system like when we press "E" when we are nearby the door to go to the next level,it will check how many items that we have.If it is lower than (let say) seven,the door will locked.but,if it is higher than 7,the door will open


texts: Weight painting on fbx does not translate into Unity

texts:
Workflow:
-Weight paint and animate mesh in Blender
-Export as FBX
-Import in Unity
Weight painted knee doesn't translate well.
Is this a file format problem or a weight painting problem,
In Blender:

In Unity:


texts: Nest complementary objects quick, without having to deform,distort?

texts:
These are just simple placeholders for any two complementary objects which would have many vertices placed in the same location.

To get this picture I had to distort the tetrahedron and pull each of its' vertices to the vertices of the cube, by moving the cursor from vertice to vertice, and go into Edit mode of the tetrahedron to actually move its' vertices one at a time.

Is it possible to achieve the same result without distortion along the way, and in less steps ?

I already posed a similar question which was answered, but wasn't general enough, because the objects had a common axis, which made the alignment rely solely on Rotation... while simultaneous Scaling AND Rotation is required in most cases.


texts: Feasibility of Raspberry Pi 4 render farm

texts:
With the recent release of the raspberry pi 4, you can now get a model with 4 gigs of ram as opposed to the old 1 gig and quad core 1.5ghz processor as opposed to a quad core 1.2ghz processor.  I've never tried building a render farm before but at $55 per 4gig pi model, I'm curious what those of you with actual experience think about its feasibility as an affordable farm node (since you could buy 15 of these for the cost of one good gpu not to mention the cost of the rest of the pc to house the gpu).  I seem to recall reading that ram is the biggest concern when rendering large scenes (where insufficient ram causes blender to crash).  So as I write this I suppose there is more than one question:

(the original question) Is the Pi 4 a legitimate contender for a low cost farm node given the new specs?
More generally, I have no basis of reference for how complex a scene would need to be to exceed 4 gigs - Can someone provide some insight into this as a realistic or unrealistic challenge?

Thanks in advance for any input!


texts: A problem with edges and vertex after smoothing

texts:
Okay so I was practicing to model a human from scratch as a project to finish. Its not really a highly detailed one but I will be adding subsurf after. So this is what it looks like:

So I decided that before applying hair and texture, Is to smoothen the entire mesh. First is I decided to add the subsurface modifier or just smooth edges first.

So I decided to smooth edges first but then something happens:

There seems to be a problem with the edges on the upper lips and the side of the face that only happens on that area along with the rest of the edges connected to it which covers the entire side of the mesh:

This happens whenever I applied to subsurf modifier, and edge smooth option. Is there a specific problem which this is tied to? does this have to do with the vertex or the edges of the affected area?


texts:
I have a particle system on a sphere. The particles are another object (small spikes). I supposed that convert in the modifier panel would apply it to my object. But when I export as an .fbx or .obj and import it again the particles on the sphere are missing …
So either I am doing something wrong or the convert button doesn’t work.

Can someone help me?


texts: how to speed up viewport FPS to play in realtime?

texts:
im currently animating a pov shot in my scene. Due to the nature of this animation, being able to replay the viewport back in realtime is very important as i must see the timing and motion of objects.

i have my render settings to be at 60fps. at the moment the viewport display is only able to play it at 40fps and steadily decreasing for whatever reason. i only have two 3d viewports open, dope sheet and graph editor. this is the absolute minimum for what i need so i cannot change my viewport from what it is now.

How can i speed up the viewport fps?
It was running 60fps at the beginning but has decreased to 40fps oiver time. nothing has been added or removed from the scene so i cannot understand why every time i come back to work on my file it becomes slower.

thank you


texts: Place pocket(or design) on the cloth mesh

texts:
I have a cloth pattern mesh.
The goal of my project is placing sensors on the cloth to detect signals from human.
So, I need to place sensor pockets on the cloth but only on the front part.
This is the pocket location. The sensor pocket should be square shape, but when I made it square, it became a hole on the mesh like the figure right. That`s why I will make this square opened(I will put very small gap at one of the corner)

Here, one problem occurs, that, when I simulate the cloth, the pocket line was disappeared.
I need to check if the sensor pocket locates well on its proper place.

This gif shows that when I simulate it, the pocket place was disappeared.
It can be any other solutions only if I can check the pocket place after I simulate.
PS I wanted to upload Blender file, but I do not know how to upload it. if you tell me, I will do that. (Since someone asked me to upload file before)


texts:
I can't figure out how to get it back to being normal, with it set like this, I'm unable to change any of the green-highlighted settings.
How do I fix this?


texts:
Hi I made a low poly tree with Branche particles as hair and want to set the trees with a particle system on a ground
But if I set them with a particle system to the ground I can’t see my branches


texts:
I'm only starting on blender with the 2.8 version

I want to do several animations by moving the different donuts up and down so I started animating with actions. But I got one action per object and I would like to merge/bake them all, so I can start anew and do a completly different animation with the same objects.

Plus I intend to import everything on unity and for now I can only play one action each at the time :(

I watched a few tutorial on youtube were you could bake NLA actions in the older blenders versions.

thank you for your time,


texts: How can I copy the final positions of the bones from a rigged one to a non-rigged one using Python?

texts:
I have 2 similar armatures, one is a basic one with no rig (deformation bones only)  and no additional rig bones etc The other one has the exact same bones plus some additional rigging bones and IK setups. These 2 armatures shares common bones and same bone names.
I would like to copy the final bone positions from the rigged one to the basic one using the Python API. I looked into matrix copying but I am only able to copy rotations properly for the bones that are not affected by the IK.
I guess this might be possible with constraints pointing, but it would be nice if I can do it purely with python so that I can apply to it on each frame to bunch of bones.


texts: Modify driver from within another driver?

texts:
It's possible to modify most of an object's properties arbitrarily in a driver.
For example, the below driver, when placed on an object's X location transform, will copy that object's Y location to its Z location on every frame:
[0, self.location.__setitem__(2, self.location[1])][0]
Is there a known way to do the same when the property that is to be modified belongs to another driver?
E.G. The below code works to set the target of a variable on the driver of an object's X location when evaluated in the console, but not when evaluated in a driver on its rotation channel:
[setattr(self.animation_data.drivers.find('location', index=0).driver.variables["var"].targets[0], 'id', self),0][-1]


texts:
hello, I am testing particle hair, And I want to bend mesh along the hair Path,
How could I change the softness of the hair??
Thank you.


texts: How to make material semi-transparent in Cycles?

texts: I have a simple shader with a water texure and I'd like to make it semi transparent.  Using Blender Internal engine, you can do this just by setting the alpha value on the shader.  Is there a way to do something similar in cycles?


texts: even out weird wrinkles close to the center

texts:
I am not sure how to describe it or how to search for it in other questions but modeling a glass, I have this kind of wrinkles close to the center point where the edges come together:

It seems to be cause by the subdivision modifiers, but I'm wondering how to even that part out.
It sure is an easy thing for a pro, but I'm not that far yet. Thank you for answering!


texts: Collision/Rigid body objects not moving an inch

texts: I'm trying to make arrows fall onto a table, in order to dispose of them on the table randomly. So I enable collision/rigid body on the table, passive mode, and add collision/rigid body on an arrow, active mode. But when I hit alt+a, nothing's happening, and the arrow won't move an inch. I don't remember having to use anything more to get it to work, but surely I'm doing something wrong ? What I am missing please ? Thank you for your help


texts:
Hi this is my first post, I have a problem as my textures  work in modelling mode but when I switch to sculpt mode my brushes or textures both don't work. Anybody know the answer?

Thanks


texts: I can't choose Freestyle color in one file

texts:
I have been using it for a while, it's even activated on my default settings, today i got a problem while creating a new file/model, it shows an orange like freestyle color, i can't even change it, i checked and everything is ok, i append it to other files or new files and it works nice, why it doesn't work in the main file? Sometimes i misspress some keys, maybe i pressed something that i didn't have to.

https://s19.postimg.org/56olmn64j/Outlines.png

I know i have a simple solution (Append it to a new file), but i would like to know what is this issue


texts: My human mesh twists strangely while moving armature

texts: Please help, I want my character to move like a normal human would but when I move his arms or legs it twists kind of weirdly. If someone could just simply tell me what I need to do, it would be much appreciated.


texts:
So I have been having trouble with this blend file I am working on, different parts of the animation process keep glitching and very inconsistently. For instance if I run an animation I have made the leg of the character might spasm, but if I change the current animation I'm viewing to another and then back to the orginal after it's fixed till I load it again and the glitch is back.
Someone suggested this
@Edgel3D
When these inexplicable glitches occur I find the cure is often in saving the file to another filename, exit Blender altogether, delete any cache files it makes, (usually in the current project folder) and also any quit and other files in Blender's temp folder. (as setup in User Pref's) Reload your new Blend file.

They disappeared before I could get further information. SO how do I delete the files cache as well as the the ones in blenders temp folder?
I tried searching for the answer on her and google and none of the ways I phrased it got an an answer.


texts:
I have a complex model saved from mayavi library in python and its colors are saved at Vertex paint.

My final goal is to import this model into Unity with textures.

And Only way I found is, import this model first into Blender, create a new image in UV/Image mode; select all vertices of model, Bake it; and I get that new image as the texture file.

Is there any simpler way? where I can export the model from blender with its Vertex paint (if possible as texture) as .fbx or .3ds or .obj

Thanks in advance.


texts: Texture not appearing while in object mode

texts:
I am trying to apply a texture to to my model, but it isn't working and I don't know what I am doing wrong.

I UV Mapped the model and colored my texture to fit to the model. When I am in Texture Paint mode the model looks fine, but when I switch to Object Mode the model becomes white, and I can't figure out why...

Here is Texture Paint Mode:

Here is Object Mode:

Does anyone have any suggestions?


texts:
External data pack error
Missing file  blender 2.9
I want Blender to always be able to find the texture (even if the file is on a different computer).
But [all packed in .blend]
It says that the path cannot be found.
Why are you looking for that directory?
-Is there a problem with the directory?
How should I set up the directory?
-This object is exported from ue4.
Having trouble exporting from UE4?
Are there any tutorials that might help
Please help me


texts: leave light trail on path behind particles

texts:
I am trying to create an effect where a particle emitter moves around a path and leaves the path glowing I have the particles working and have tried a couple of solutions to generate the lit path, but neither are ideal.

Solution One

Add a second emitter to my spark emitter that has zero gravity and zero initial speed. This works, but the particles have to be large in size and numbers otherwise gaps appear along the path.

Solution Two

Give the curve a bevel and use the build modifier to match the frames taken by the emitter to complete its journey along the path. This would look much better, but the mesh that gets built up does not match the particle emitter position due to the way that build works.

I have tried searching for a tutorial on this sort of thing, but it's difficult to know exactly what to search for.

Any suggestions would be much appreciated.


texts: I'm really hoping someone can help - been stuck for months now. I'm completely new to blender and animation in general. I've managed to find a pre-rigged model online - I want to create an exercise animation using the model - while the feet dont go through the floor when animating; the hands do for example when trying to create a push up animation. Is there anyway to get round this? I am completely new to all of this so any help with simple instructions would be much appreciated. I would have attached the blender file - but dont think you can on here.


texts: How can I loop a 2D grease pencil animation within a longer animation?

texts:
My goal is to create an animation of a boids particle system. Each boid should be an instance of a 2d grease pencil animation. The problem is that the grease pencil animation stops before the boid animation is done. For regular animations, I know it is possible to make them loop within a longer animation by applying a cycles modifier in the graph editor, but I can't get my grease pencil animation to show up there.
blend file


texts: I have a particle system following a curve and hitting a collision plane at the end. The particles are supposed to pile up at the end of the curve, simulating sand blowing in the wind, however they are heading off into -y direction. Any ideas on how to get them to pile up when they hit the collision plane?


texts: Python Script for selecting a Row of Vertices and applying 'Sort Elements'?

texts:
I have a number of Tiles resembling a Sphere.

In each tile, the Vertices are arranged in a different order, I want to rearrange them in a uniform order, like this,

So, the way I've been doing this is,

Select the first row of Vertices, Apply 'Sort Elements' - 'Selected'
Select the first two rows of Vertices, Apply again
Select the first three rows of Vertices, and so on...

But there are around 600 tiles, and doing each of them like this manually would be exhausting. I think Scripting would be ideal for this, But I don't know How to get the rows of Vertices, especially since I don't know the exact indexes of the Vertices that are in the first row.
Can anyone point me in the right direction?


texts: Did compositing in Cycles, went to eevee for the background, went back to cycles... and all my compositing had been deleted

texts: How do I solve that? I had a beautiful planet and now the planet is all pink and plain, not really what I want. Everything that was in the compositing editor is not there anymore.


texts: How to make ray traces visible? Can I use blender for experiments with reflectors?


texts:
I have parented all controller bones and IK bones in my IK rig to a master bone. When I select all controller and IK bones I can move the rig fine. However, when I try to move the rig with the master bone the rig acts like it's being dragged around and ends up leaning in all sorts of strange directions. I'm not sure how to describe it. The image here shows kinda what's going on. The instant I parented everything to the master bone, stuff went wrong.

Here you can see how I can move it just fine without master bone. Does anyone have any ideas why this may be happening? I've been searching everywhere but every question I find talks about bones not moving the mesh properly.


texts: I'm having some issues with Blenders Rigify. As you can see here it's somehow not painting the jacket, only the skirt underneath. Also on the other pic with the "breast bone" why is it marking the belt buckle all red but the flap all blue?


texts: Why doesn't rigid body physics work properly after I add the Build modifier?

texts:
I have a cube, a plane and a ball.

At first, I set the rigid body physics of the cube and the plane to passive and the ball to active. I set the strength of the force field physics of the cube to 0 at frame 1 and at frame 50, when the ball falls on the plane, I set it to -100. As expected, the ball falls on the plane and the cube attracts it.

But, after that I use the loop cut tool to cut the faces into multiple faces.

I add the Build modifier and set its start frame at 1 and length to 50.

But now, the ball doesn't hit the cube, but rather goes through it and falls into the bottom. Why does that happen?


texts: How does Grease Pencil handle object depth in the viewport?

texts:
In this pic from the side, the objects can be seen as they are correctly ordered from front to back

This is the camera view.  Note the front object from the previous pic is now hidden behind another object.


texts: Can I control a Particle System seed with a driver in Blender 2.8?

texts:
I am creating a series of randomized scenes for a D&D Battle Map project. I would like to do as little effort as possible, naturally, so I am trying to generate a few instances of the same scene using different seeds from my particle system to avoid tiling.

Of course, I'd rather use a DRY method than simply keying a new value every frame, especially if I make this file a pipeline piece. My theory is that using a driver, I could say "Seed # = Frame #" and be done.

Unfortunately, I'm not seeing the option to attatch a driver to the ParticleSys seed parameter, even though other parameters like Hair Length do offer me that luxury.

I'm not sure if this is simply a missing feature or bug of 2.8. 2.79 does have this function, so I am seeing if this is possible there.

Edit: I have tried using 2.79 and simply keyframing the seed change to prove this even works, but it seems to just change the scale of the object rather than the position. If i scrub through seeds by hand, it does change the position but when I render it doesn't. This is what it is currently doing

Edit: The scale changing is because I had enabled random scale changes under Render -> Object settings.


texts:
The rotation of the object comes from the center of the axis, but not from the object itself.
How to make the rotation come from the object itself?


texts: Good way to export good manufacturing models

texts:
I'm looking to find a plastic manufacturer for my model, and looking around I found this list on a quote page:

  STP (Preferred)
  IGES
  SLDPRT (Native SolidWorks)
  PRT (Native PRO-E)
  X_T (Parasolid)

Obviously these aren't the only formats manufacturers like to work with, but Blender doesn't export to any of them. What's a good tool to get these types of files? I'd prefer not to download anything, but I will if I have to. I'm running Ubuntu.


texts: Bones stretches the body instead of rotating

texts: I followed a tutorial on rigging a character but do not achieve the same results. Re watched the video many times and still cant figure it out why some bones stretch instead of rolling. Do i need to enable something for the bones that have connection option turned off?


texts: When I run Blender headless I do not get proper beveling if I unlink the object

texts:
When I use this code in Blender I get what I want.
When I run from the command line the result is not beveled like I expect

import bpy

def clear():
    bpy.ops.object.select_all()
    bpy.ops.object.delete()

def deleteAll():
    for x in bpy.data.objects:
        x.select=True
        bpy.ops.object.delete()

clear()
deleteAll()
bpy.ops.curve.primitive_bezier_circle_add(radius=2,location=(0,0,0),rotation=(0,1,0))
wiresize = bpy.context.object
print (type(wiresize))
wiresize.name="Size"
bpy.ops.curve.primitive_nurbs_path_add(radius=1,location=(0,0,0),rotation=(1,0,0))
wire = bpy.context.object
print (type(wire))
bpy.context.object.data.bevel_object = wiresize
bpy.context.scene.objects.unlink(wire)
wire.name ="test"
bpy.ops.wm.save_as_mainfile(filepath="C:/Users/in805/OneDrive/Documents/GitHub/pyBlender/test.blend")


texts:
I am new to blender scripting. so, If I have two scenes open, one being the master scene with VSE only, and other scene with animation. Is there a way to link their play-heads so that if I move current frame on VSE, it moves on animation scene as well ?

This important for in-context changes during animation, when multiple scenes are composited. I have been trying to replicate functionality of After Effects in Blender.

Or is there a better way to do this?


texts:
The problem is that I have two edges on the correct height. Now I want to align the vertices between those edges to make a smooth transition.

But I can't figure out how to do this without moving the ends which have the correct height.

Does anybody has a suggestion?


texts: when Uv unwrapping and texture painting something goes wrong with the objects and i get triangular shapes everywhere

texts:
i recently started to learn how to sculpt in blender and now that i'm happy of the person I created i wanted to texture paint. following a youtube tutorial the guy told me to uv unwrap it and then just paint it.
I painted it completly but now i have these weird triangular shapes all over my object...

is there anything i can do to get rid of them?

thanks in advance


texts: Grain on transparent edges after applying external edit in paint mode

texts: When I use external edit feature to hide seams on my textures I get some really weird noise on the edges of the fragment, which covers the seam part (the way I do it in Photoshop is to create a new layer on top of the screenshot, draw fragment covering seam, delete the screenshot layer so I only have this fragment with transparent background, save it and then apply it back in Blender). For better explanation I attached 2 images where the first one is before external edit and the second is after. I used this feature in the past and as far as I remember it worked fine. Hope any of this makes sense. Version of Blender is 2.78a with Blender Render engine.


texts: Copy settings from one particle system to another

texts: I'm trying to copy specific settings (that are the same across all of my hair particle systems) on a character to all other systems... but I can only see how to do it manually and I'm thinking there has to be a way to simply apply the same settings to other systems. Ex: I want all of my hair particle sysyems to have Adaptive render enabled with 2 degrees and 3 pixels while also having B-Spline enabled at 5 steps. I have one setting that's the way I want it but the others need to be updated. Any ideas other than manually going through all of them? (I have 12 systems so it's very tedious)


texts: Part of my drawing disappears depending on perspective/zoom

texts: I installed Blender yesterday, so I'm still trying to figure things out. I'm working on a 2D/3D hybrid animation thing with grease pencil, but one of my drawings (the lollipop) clips/disappears depending on perspective/zoom. The lollipop is supposed to be in front of the box, so I'm not sure why this is happening?


texts: Actuator's Value and Message Sensor's Subject

texts:
Could I associate actuator's value with message sensor's subject?

I need, when I receive a message, to convert its subject in my actuator's value.

What I've tried:

Python controller's code:

import bge

def add_score():
    cont = bge.logic.getCurrentController()
    score = cont.owner
    player = score.name

    for sensor in cont.sensors:
        for body in sensor.bodies:
            for subject in sensor.subjects:

                try:
                    point = int(subject)
                except ValueError:
                    point = 0

                if player not in score: #it starts score
                    start(score, player)

                score[player] += point

                act = score.actuators['text1']
                act.value = str(score[player])

def start(score, pl):
    score[pl] = 0


texts: [Blender 2.8]Why autosave do not save edit-mode data, and how can I auto save them?

texts:
In Blender 2.8, autosave said that edit-mode data won't be saved, and I just noticed this after an hour's work lost.
So any way to force Blender to save data in edit-mode when autosaving?


texts: How to transfer multiple textures/UV maps between two rigged meshes

texts:
I'm trying to texture my character in Blender. The original mesh came from DAZ, and was sculpted a bit in C4D before being brought into Blender for Rigify rigging and animation.
Now I've made the animation, I want to add textures to it. The way to do it, I thought, would be to import the oroginal FBX export from DAZ, with all the textures embedded and with all the same vertex IDs. From there I thought I could then simply do Ctrl + L >  Copy UV Maps, and Ctrl + L > Copy Materials. But when I do this, it doesn't work properly. As you can see in my scene file, it seems to be mapping the textures incorrectly onto my materials.
Scene file uploaded to Googel Drive because it was over 30 Mb: https://drive.google.com/file/d/19n0X76lUFLBV4bQhVOo8GwciOLXUa25L/view?usp=sharing
Can anyone help?
Thanks


texts:
Im importing and svg file and when i go to edit mode get some 1000's mesh and edges,etc. Is there a file to get a clean mesh. Image is attach object mode look fine but when turn to edit mode 1000's of mesh. Is there any other file format which we can get a clean mesh.

blender file

file disappear


texts: Select mirror: Could it add to the selection

texts: Is there any way to make "Select Mirror" add to the selection, rather than just drop the previously selected?


texts:
I'm trying to model the pacman maze in 3d. I'd like to use a solidify modifier so that I can easily change the thickness of all walls at the same time, however I'm having trouble with parts of the maze where the wall forms a T shape.

If I add subsurf modifier then the artifacts are even more obvious:


texts: Game Asset Workflow and Software Pipeline

texts:
I'm brand new to the Blender world (and 3D in general). I started diving in about a week ago, with the ultimate goal of making assets for a video game project I plan to start next year with some friends.

My question is what is the de facto workflow to create meshes, apply maps, texturing and lighting effects for game art? I'm especially hazy as to where and how you create the various maps (like normal and height maps) and add textures (i.e. wood, steel, etc.)... Is that typically all done in Blender and brought directly into your game engine or would that part of the process handled in Unity/Unreal?

I've seen some great tutorials online but they usually only handle one part of the puzzle and don't explain how the various pieces are integrated. The more detail you can provide, the better! I'm a longtime Photoshop user, but if you explain the process from the Gimp perspective, I'm sure I can figure out how to translate it to PS.

Specifically

Do applied Blender shaders work in game engines or are they only for rendering directly from Blender?
If so, do lighting effects (like emissive materials and specularity) work in an equivalent way in other game engines?
Can you stack multiple maps (i.e. diffuse + specular) and then import the targeted asset in another program?
When you unwrap a mesh, can you import it into photoshop? Is there a "best practice" to doing so? Any tutorials you'd recommend?

TL;DR

What is the standard game asset workflow for Blender? For example:

high-poly mesh in Blender >
bake to low-poly mesh >
UV unwrap >
digital paint and maps in Photoshop >
apply maps, shaders and lighting in game engine (Unity/Unreal/whatevs)


texts: How to distribute animated meshes with a particle system

texts:
I'm pretty new with particles and everything, so I'm going to guess that there's got to be some easy way to do this, but I just can't seem to find it.

I have a forest scene that I've made by distributing trees, bushes, grass, etc. across a landscape randomly with a hair particle system. It worked great and I got a good render out of it. But now I've re-built each source mesh so that it has an armature and a "swaying in the wind" animation (with the sapling generator). and I want to sub in the animated ones for the static meshes. Previously, I had grouped the source meshes and then under the render tab in my particles panel I just hit "group" and selected the group and voila. But if I group the animated meshes and do the same, the armatures don't get distributed with them and they don't animate. If I include the armatures in the group it distributes them as separate objects, and again i get no animation (plus a lot of loose armatures all over the scene). How can I get it to distribute copies of the source objects with their armatures attached?


texts: How do I get the name or identifier of my newly created mesh from an operator

texts:
For example, I can run:
retCode = bpy.ops.mesh.primitive_cube_add().

It doesnt return any kind of identifier, just a code (e.g. "FINISHED", if it finished correctly).
When I make my own operator, I can set programmatically what name it should have, and put that into an input argument to the operator. But this still does not solve the problem, because Blender renames meshes with the .XXX logic when names collide.
I would have expected an interface of the kind:
retCode,AssignedName = bpy.ops.mesh.primitive_cube_add(Name, lots of other args)

What am I missing?


texts: Textures aren't visible when 3d printing

texts:
I'm trying to create something like a 2d sprite:

I want it to be extruded for 3d printing in sandstone, but the textures are not showing up.

This is Blender Render, not Cycles. It opens fine in Meshlab but when I send the zipped .obj with the .mtl to Shapeways, it shows as untextured 3d shape.

First i made the flat plane, textured it and then extruded as individual face (Alt+E); after that I exported .obj with .MTL. Later on i tried VRML, X3D with zipped image and some other ones but they don't show up on Shapeways, only the shape shows up. MeshLab opens them as textured.

Texture path is set to relative and texture pic is zipped together with the exported 3d file when uploading to Shapeways.

This is an example of how it needs to be, the sides need to look like they have been extruded, stretched from the extruding on the Z axis. When I extruded the textured flat plane the texture also become extruded on the sides and that is the look I need..
This is an example, not the real model i'm trying to make but the idea is the same I guess. http://rg.to/file/9ef90eb82a896fe65986664923fcfcbf/box.blend.html Thanks


texts: Mass dissolving of quads into a single point

texts:
I have created a mesh via sculpting, then converted all of the resulting tris into quads. However, it left me with a less-than-ideal overall layout.

The problem, as you can see, is that while most of the mesh is constructed from perfect rectangular quads in the exact layout that I'd like, but every so often there's an "odd one out" sort of situation.

I know exactly how I'd like to go about solving this problem. If a single vertex were to be created in the middle of each of these twisted quads, as I've manually done to this one:

Then this entire issue would simply vanish. However, this is a 10,000-polycount mesh; I'd prefer not to have to manually do this for every single repeat of this issue.

So, my question is: does Blender happen to have any methods, perhaps a setting for a modifier or something, that would be able to en-masse collapse these broken quads in the method I described or something similar?


texts: How do you select an edge loop with BMesh?

texts: Can someone please explain to me how I go about selecting edge loops in BMesh? I'm new to Blender scripting and am venturing into BMesh but I can not figure out how to actual select an edge loop. Let's say I'm starting with an edge. How then do I go about getting and selecting the edge loop that that edge is a part of? Please and thank you!


texts:
Rigify's UI supports having certain Main Properties show up in its side panel depending on what bone you have selected. These are defined in the rig_ui.py, starting about line 733.
What exactly would you need to add to the rig_ui.py in order to have it recognize a new property on a new bone in the Rig Main Properties panel?


texts: Multiple volume scatter objects - smoke and fog

texts:
Hello I have a problem in which my smoke simulation is inside the giant box which has volume scatter and absorption shaders. During rendering the smoke domain is visible as shady object around the chimney as seen in picture.

I'd like to overcome this problem because I want to make an animation, also I cannot move the fog domain under the smoke, because then there is a visible border - as seen on top of picture.
Thanks in advance!


texts:
i'm using 4 servers in lan for an export with the Network Render Engine.

This is what the NetRender Monitor is saying. (done 504 done)
504 Done    30.8s   DESKTOP-MATRIXW10   view log    view result [show]

But in folder there is just frame n. 0 to 44
Where are the others frames?

When i download the .exr files they are black (in PS), but the thumbnails (in NetRender Monitor) show me the render files as they should be.

--
What i did.
I just uploaded the 44 files in pr for a quick preview, is that the problem? there is a way to fix it?


texts: Difference between Detail size and Resolution

texts:
What is the difference or what change made from 2.78 and 2.79 and how it works in the sculpting under Dyntopo

In 2.78 switching to Dyntopo -> constant detail -> I get option Detail Size

&

In 2.79 switching to Dyntopo -> constant detail -> I get option Resolution

What is the difference and how it work.


texts: Manage a lot of addon_pref settings efficiently?

texts:
i try to save a lot of user stored data inside of the addon pref and i would like to have something like that.

class myaddonpref(AddonPreferences):
    bl_idname = __name__
    addon_prefs = context.preferences.addons[__name__].preferences

    myEnumpref._01 = EnumProperty(name='Categories',description='test',items =[('Keymap','Keymap','','MOUSE_MMB',1),('Custom Slots','Custom Slots','','COLLAPSEMENU',2),('Auto Slots','Auto Slots','','COLLAPSEMENU',3),('Notes','Notes','','FILE_TEXT',4),],default='Custom Slots')
    myboolpref._01 = BoolProperty(name="Use Custom slot 01 for scattering",subtype='NONE',default=True)

    myEnumpref._02 = EnumProperty(name='Categories',description='test',items =[('Keymap','Keymap','','MOUSE_MMB',1),('Custom Slots','Custom Slots','','COLLAPSEMENU',2),('Auto Slots','Auto Slots','','COLLAPSEMENU',3),('Notes','Notes','','FILE_TEXT',4),],default='Custom Slots')
    myboolpref._02 = BoolProperty(name="Use Custom slot 01 for scattering",subtype='NONE',default=True)

    myEnumpref._03 = EnumProperty(name='Categories',description='test',items =[('Keymap','Keymap','','MOUSE_MMB',1),('Custom Slots','Custom Slots','','COLLAPSEMENU',2),('Auto Slots','Auto Slots','','COLLAPSEMENU',3),('Notes','Notes','','FILE_TEXT',4),],default='Custom Slots')
    myboolpref._03 = BoolProperty(name="Use Custom slot 01 for scattering",subtype='NONE',default=True)

This kind of keywords (with dots) don't work for addon prefs. it could be really really really useful for me later when creating def of whole operators to easely influence parameters to the operator.

for example like this:

def myautomaticoperator(_XX):
    if addon_prefs.myboolpref._XX == True:
        if addon_prefs.myEnumpref._XX ==False:
            print('hello world')

myautomaticoperator(_01)
myautomaticoperator(_02)
myautomaticoperator(_03)

This could really really really boost my workflow. How am is supposed to make this work ? could someone show me ?

it could be even better to use an int like this. myboolpref.02

i also tried to do that with list.

    name = [StringProperty(name="Custom slot name",subtype='NONE',default="Custom01"),
                    StringProperty(name="Custom slot name",subtype='NONE',default="Custom02")]

... ...

        col.prop(self,"name[0]")
        col.prop(self,"name[1]")

but it didn't work. name[x] was not recognized.

i also tried class xxx(bpy.types.PropertyGroup): but how to let the user save his property like he does in the addon_pref class ?

i'm so confused, i just want to find a better organisation system !


texts:
So I made these fenders for a truck and added a picture as material, the flames and red color are both from the same picture but I think it looks kinda boring (It's a big png with an entire colorscheme for other parts as well).

I was thinking about making/downloading an aluminium material and combine the picture and aluminium to give it that shiny look like a real truck. Not sure how I need to do this so any help would be awesome!
edit: here's the link to the image: https://ibb.co/Twc7W9Z
The colors look cool but I wanna give those  parts a material look as well, like chrome, aluminium, etc..

edit 2:
It is now like this:
and I wanna make it look like real material and shine like this:


texts: How to properly setup linear deformation in Hook modifier?

texts:
The goal is to make right mesh (with orange outline) to look exactly straight like on the left side. But these horizontal loopcuts are completely destroying Hook setup. As you can see falloff is set to Linear and it is still has curvature.

Left side mesh has all vertices asigned to hook except top two. Right side - all of them.


texts: So I drew a threaded cap.  This is my first attempt.  It looks OK in Blender but when I view the resulting STL file in an STL viewer, it looks very wrong and I don't know where to begin to fix it since it already looks ok in the modeler.


texts: Python script to randomize modifiers and their values applied to an object

texts: I’m completely new to blender and python, only having marginal experience with C+. I have a personal project where I’d like to apply randomized generative modifiers, with their values themselves using random values. Is this reasonable? I have a general idea that python can access blenders list of modifiers, assign variables to them and randomly select and apply from that set. As for values, having the script recognize which modifier has been “selected” and determine which values can be randomized. To begin I’d like to just apply one modifier, and then rerun the script to abstract the form further. Is this reasonable? As a newcomer to python it seems very flexible but perhaps this is too specific (python can actually manipulate values in this way)? Some recommendations or even rough sketches of such a script would be greatly appreciated.


texts: Normal Map Baking Artefacts on Complex Model

texts:
I have sculpted and retopologized a dragon model. When I try to bake a normal map using details from my high poly model I am getting artefacts on my normal map. I get much better results using a cage, but there are still some problems in areas such as the mouth, wings, and under the legs:

There are also similar artefacts under the horns and on other parts of the wings.
The mouth artefacts can be cleared up by not using a cage and putting the ray distance under 0.4, but then I get worse problems on other portions of my mesh such as the upper legs. I have tried using 32bit float and 8k for my normal maps. Changing the placement of my seams multiple times did not make much difference. I played around with the extrusion option when using a cage, but no extrusion gives better results. I could go into gimp (or photoshop), and try to fix the problems manually, but I would like to know why I am getting them. Here are the bake settings that work best for me (to make the cage I took the low poly version went into edit mode then used ALT-S to scale up until the cage covered the high-poly version):

Here is my .blend, but without the high-poly model because it took up too much space:

EDIT: I re-created my cage, manually scaling certain areas more than others then re-baked with the new cage. The normal map looks better in the mouth area, but the normal map applied to the dragon still looks just as bad in the viewport.


texts:
I want to render a scene with 300 frames. I have particles included and in frame 1 I want to have particle size 0.001 growing linear until frame 300 to 0.05.

I am already aware how to use keyframes for rotation, but here I seem to fail.

The parameter I am talking about is in the lower left.


texts:
I'm trying to build a light setup to get a render like this reference:

Background gradient, a lot of light on the front and quite dark and blue shadows.

But I'm not sure how to achieve it.
Eg : what type of "world" would you use ?
Would you use a gradient, or a solid color, and which one ?
What kind of lamp ? Is a sun enough ?

Well, any tip/lighting advice is welcome.
Here's what I got for know, which is not exactly what I would like to get.. :/

And my Blend here (I got the city on Blendswap).

Thanks !


texts: Clay strips tool is working just like draw tool rather then shown in the image

texts:
I am beginner in sculpting. I saw many YT tutorials using clay strip tools and for them it worked as sown in the image. when im using it on my PC it works more like a draw tool rather then clay strip tool. blender version is 2.91/2.92(i tried upgrade in case if im missing something
)


texts:
How do I activate shape keys?

In edit mode, ( Properties Window --> Data )

The + and  - buttons in the Shape Keys tab are gray and inactive.

Any pointers?


texts: Is it possible to get the filepath of a .blend where from we append an object to store it in a StringProperty ?


texts: How do the new light probes in Eevee work?

texts:
I've been experimenting with Blender's new Eevee engine over the past couple of days and, so far, have failed to get the realistic results I'm aiming for. I've seen some online tutorials and articles about the assets under the new "Light Probes" category in the add menu, but I'm still not quite understanding what they do and how I'm supposed to work them. There are minimal tutorials out there and not a single one of them (at least the ones I've seen) take a second to explain how to use them nor how they work.

There's three options under the category: Reflection Cubemap, Reflection Plane, and Irradiance Volume.

All I'm asking for is a breakdown on what each of these items do, how to use them, and in what situations they're appropriate to apply them to. Thanks!


texts: How to uniformly use a texture without uv unwrapping?

texts:
I'm trying to use a nylon texture on a cushion-like object and when I unwrap it, it warps the texture.  Is there a way to have the nylon work in a naturally procedural fashion that doesn't warp around corners and crevices?

Here's what it looks like without the material:

Here's with the material:

This is my node setup for the material:

Eventually, I would like to be able to make straps like this:


texts: How do I make coat tails not pass through my models leg

texts: I have a character model who wears a long coat and I'm using wiggle bones to animate them, the problem is that the coat passes through the leg o the model. Is there any way to correct this?


texts:
I am attempting to create a driver to change the color of a material. However, after creating the material, I cannot find it in the graph editor.  I have the object selected that has the material, and I also tried deselecting the Arrow Button that forces only selected items to be displayed.

Also, if I create a driver for a different object, say a cube's position, the drivers will still not appear.  Creating a new document fixes this issue.


texts: Attaching Custom Data to the blend file, scene, objects

texts:
I see many examples that attach custom properties to objects eg.

bpy.types.Object.mytype = bpy.props.StringProperty()

What are the other useful places to put custom properties. In particular I want to store a global to the blend file itself?

 len(dir(bpy.types)) # -> 3282!

I see there is a type BlendData


texts: Realism mistakes/tips/tricks/ for modelling/texturing realistic low poly terrains

texts:
I saw a guy who made terrains like this -

Also this -

and also rocky one like this -

It was quite amazing to see the realism of these one,
So, I started in scratch from blender, thought displacement maps would help,
So, I used this diffuse map, normal map and displacement maps-

Diffuse Map -

Normal Map -

Displacement Map -

and ended with this result - Sorry its half rendered, but that was done just to show you the problem
image-

I've done that scene till this -

seriously asking, I've no clue what to do now, please help, I've tried different ways zillion times but that doesn't work for me

But that doesn't looks that good at all, it looks 100% fake,
also, he did some renderings -

His work looks realistic and awesome colors unlike me.
I tried to do everything with blender Cycles settings but got nothing.

His work seems to have very high poly. So, how he does it in low poly and this good terrain and images?

Also, I'm not sure that he did photoscans, as far I know, he didn't photoscanned these terrains.

Also, those were to be used in real-time games like Assassin's Creed next part. Is it possible that those can be used in games or just a rumor, I also want this to work with realtime renderers like Unity 3D

Please help,
thanks in advance


texts: How do i make these parts of my model smoother and less discolored?

texts: So i am pulling final strings together to finish my project and i have these 2(used to be more, but i eliminated them whit knife tool or edge loop) unsmooth or discolored meshes. How do i get rid of them? I tried knife tool and edge loops and they dont seem to really work(that well)....


texts:
I can't set dimensions, looked really easy according to questions answered more than one year ago but I swear I am doing my best and have come up stumped. batFINGER gave me some pointers and I tried them but honestly I cannot see where I am going wrong.
On my menu there is nothing about setting dimensions (see drop down and also workspace on the right). Just scaling.


texts: I'm trying to animate the ocean modifier and I really want to use the direction value. For some reason It does not seem like it can be keyframed, is there any way to keyframe the value or a workaround? Using 2.81


texts:
I'm new to Blender and I'm trying to bake my model. I watched a lot of tutorials and I think I'm ready to do it.
Wha't I'm doing is here working with blender internal:

create uv map
resize textures in the uv editor
change the EWA filter size to 0.1 in the texture tab -> image sampling. This will render the model in a better way without blur effect
bake my textures

But when I import the model in other softwares (using obj format) I have a blurry model, even if I reduced the EWA filter.
I tried a lot of parameters but the result is always blurry.
This is strange because changing the EWA filter give me a good result in rendering view.

Maybe the problem is the size of UV Map? I did also an image of 10'000 pixel square but the result didn't change. I tried also with little uv map like 1024 px.

Here some screenshots:

Blender Rendered View with EWA filter set default = 1

Blender Rendered View with EWA filter set to minimum = 0.1

Exported model with baked texture : the result is blurry as before the modification of EWA filter

I want to obtain a baked textures result as in the second image with EWA = 0.1


texts:
I have a button in my menu named "New File" as shown:

and I want when I click on the "New File" button to imitate what the Blender File->New does, where a check message box appear first confirming that you want to reload the Start-up File and if pressed then the startup file is loaded as shown below.

This is my script, when I press on new it opens the startup file without checking:

class NewFile(bpy.types.Operator):
    """New File"""
    bl_idname = "wm.newfile"
    bl_label = "New File"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        bpy.ops.wm.read_homefile()
        return {"FINISHED"}


texts: how can i connect two armature bones at the root?

texts: I can extrude a bone from the root of another - however in pose mode they come apart. How and can I connect two armature bones at the root?


texts: I exported a 3D model with textures and materials from Sketchup as a .obj file. Then, I imported the .obj file in Blender, but the textures and materials from the original file are missing. Do you know what could be the issue?


texts: How can I remove shading on a plane but still allow shadows from other objects to be cast on to the pane?

texts:
I have objects on top of an 'Images as Plane' plane and I'd like it to not have any shading/gradients in lighting, so it looks like it would if I opened the image in an image viewer with maximum brightness.
However, I'd still like to allow objects above to cast shadows on to the object. How can I achieve this?
Below, the cube is shaded and casts a shadow on the plane (all good), but the plane should not have any shading on it, since it's brighter in the left compared to top-middle.

Below, the plane is bright and this is what I want, but now the cube does not cast any shadow on the plane.


texts:
Maybe this is meant not to work but when I try to remove an element from a polygon indices list, the an shows me an error. Same thing if I try to loop to fake a list copy

Here for example I want to remove the 4th and seventh faces from the polygon index lists, and it shows me the red border.

Can someone explain why this is happening? I don't see any clear reason.
Also the remove list element node works perfectly for edge indices and vertices locations

I am using a cython version of an, maybe this is the problem


texts: This is following a recent bake,the bake when well except for the artifact over the ears.  Not sure why it happened, I did have separate items selected to one active mesh.


texts: How to bake shadows into an OBJ that already has an MTL? And then re-export it as OBJ

texts:
I have an .OBJ with .MTL exported from https://ephtracy.github.io/

I import it into Blender. What are the steps to bake shadows onto the existing material and export it again as an .OBJ + .MTL (baked)?

I have attempted to follow various tutorials and forum posts. So far, I've tried Smart UV Unwrap and then bake. I think I've gotten baking working, but without the colors/material (it was all gray). Thanks!


texts:
I've had to scale down an object (tree) by an extreme scale in order to achieve a seamless fractal loop. The smaller object appears pixilated/deformed when in the rendered view, yet is the exact same object as the larger one, just at a different scale. I have included the scale to the right if needed. Have a look at the difference:

I'm not too sure how to wrap my head around solving it.
Big thanks if we manage to.


texts:
I just upgraded to 2.79, very excited about the new features (specially the Principled BSDF) but every time I press render image or render animation, it just closes. If I run blender from the command prompt, I can see the error

RNA_pointer_get: SceneRenderLayer.cycles not found.
Error: EXCEPTION_ACCESS_VIOLATION

Google turned up a couple dead threads, and nothing changed when I tried what was suggested.

I tried just making a new file, empty scene with just a camera, press render image and it closes. Same thing happens if I expand the preview pannel on a material. Strangely enough, viewport render still works.

PS: Is GPU support seriously gone? So far, 2.79 seems like a downgrade.


texts: I would like to add rigid body constraints to empty objects, but the physics tab appears to be empty for some reason, any idea why this could be?


texts: EEVEE ignores light-emission outside of the camera frame

texts:
Screen Space Refraction = on
Motion Blur = on
Refraction = off (when I turned it on, the raytraced light dissapeared completely)
All Materials are based on Principled BDSF
All Materials are set to Opaque and SSR
Transparent Shadow = none

As you can see, the reflection only occures when the emitter is inside the frame (at least in my scene)

Its kinda odd that it works perfectly fine in viewport because it renders the whole scene instead of just the frame.
I hope, that I just missed something in the settings...


texts: Editor Window Missing - Only seeing timeline

texts:
Sigh, every time I try to figure out Blender, I lose an hour because of something nutty. I'm a Lightwave user, but giving Blender a go. I tried to set up 4 views for Top/Front/Side/Perspective viewing, like in Lightwave Modeler, but after watching tutorials, I decided to reduce the windows down to one view again.

Well, I only made about 5 more tiny views, and eventually learned how to join views. Now that I've done that, I wound up with one large view with ONLY the timeline.

No matter what I try, I can only expand the console at the top, or move the boundaries between what you see. How do I get the default view back?


texts:
i was just having some issues with Blender. I wanted to edit a video clip in the VSE.
The filmed footage contains one person running through the woods a couple of times. I did not change the position or angle of the camera too much, so the background is mostly aligned - some changes in leaves for the wind etc excluded.
I thought i could just mask out the people moving and overlay all the three shots to combine them to one. But as the mask doesn't move in the VSE after being animated in the clip editor, I am stuck right here.

Maybe the best option would be if there was a tool to just find out which one is the background, have some tolerance to variations in leaves etc., and than mask it all out by this sort of clean plate. This would idealy leave me with a sequence that only contains the moving man that is different for all the three shots, and the rest is alpha so i can just drop two of those over the last one which will bring in the woods again.
Do you see any way to achieve what I'm trying to do?

Thank you for your help!


texts:
I have a plane (w/ texture and normal map) & a sphere (acting as a light source):

Here it is w/o the normal map:

Here it is w/ normal map:

Normal map was created with Materialize by Bounding Box Software.

Why on earth does the one with the Normal Map look as though either the light is directional or that the plane is tilted? Is this a problem with the principled shader? It is not, in fact, the principled shader; I just tested that while typing this.

So yeah, what is going on here and how do I fix it?


texts: How to mass refresh textures and say blender to look for them at different location

texts:
While working on a blender scene i have to move it from a usual place on hard drive to a different location. After i made some changes in scene and brought it back to its usual place all texture files are pointing in the wrong directory and are missing. There are hundreds textures in the scene and i cant reassign them by hand, it there a way to make all nodes that reffer to textures to look for them in a different directory?

What i have now is:
Blender looking for hundreds of textures in: wrong_folder/no_textures/
But i want them to look for textures in: right_folder/textures/

Something like that.


texts:
I watched all the youtube tutorials and all the questions asked here and I still can't get it to work.
I did the vertex groups, I created the bones, I weightpainted, I added armature modifiers, used the same name, and it still doesn't work.

Here is the download link: https://we.tl/t-ZJBYjOxbOJ.


texts:
i'm importing a svg vector, that is separated, but Blender puts them together, any ideas on how I could separate them in blender?

I'm a TOTAL newbie, second day using blender.