texts: The problem with the density of smoke in the simulation

texts:
I have a scene with fire and smoke simulation.

I have changed the parameters of gravity to make fire and smoke tending down to the ground (it will be a fiery trail of soaring object).

Below there is a plane-obstacle for the fire and smoke, so the smoke should be spread over the surface.

However, for some reason, somewhere in the middle of the simulation, instead of a thick cloud of smoke, I see a very small amount of smoke along the surface, which spreads not evenly over it.

What could be the reason, and how can I fix it? Screenshots with the settings are below.

P.S. The lighting in the scene is not very good, that's why the smoke looks black, and the topology of the fire emitter is not the best, but I think this is not the reason...

P.S.P.S. I tried to increase the dissolve time, but after the first big bunch of smoke, smoke density decreases again. Also, I do not understand why the smoke spreads over the surface so uneven:

Blend file:


texts: Why are files so small after linking objects?

texts:
Just used link objects (Ctrl+L).  It worked as promised.  It kept all attributes and orientations of replaced objects while changing the mesh to the replacement object.

Only baffling thing is file now only size of replacement object (2MB) even though about 30 objects in scene... original file before change was 260 MB... to test it I copied/pasted replaced object in new file and it seems ok with same size (2MB).

Did another test using monkey mesh--by herself, the file = 99KB... the file with 4 duplicates and original mesh (total 5 monkeys) = 187kb... using link objects replaced 4 with 1 = 101KB.

Why the difference and will objects generated with linked objects cause problems if used in other scenes?


texts: Cannot run simulation for smoke and fluid

texts: I've been trying to render smoke and fluid simulations, but can't manage to get the results I'm seeking. The first problem is that the smoke and fluid don't simulate. The second problem is that the fluid domain shows up as a solid object in my render. I've tried to solve the issue for hours and I would really appreciate some help! I have appended the .blend file and I hope that someone will be able to take a look at it and help me out.


texts: How to adjust object geometry to enable bevel of two edges leading to a pointed corner of a triangle?

texts: I can't get either the bevel tool or the modifier to bevel the two selected edges. How can I modify the object geometry to enable bevel on these two edges?


texts:
The docs tantalizingly hint at a C++ API in Blender that allows for creating new mesh modifiers, object types and shader nodes:
https://docs.blender.org/api/current/info_overview.html
I'm unable to find any documentation on this API.  What I have found are some old forum posts that suggest there was one a long time ago, but it got removed because too few were using it.
I would like to create my own object type (I'm trying to copy a Maya plugin that does something similar).  This seems impossible with the limitations of the Python API.  Is there a C++ API I can use, or would I need to fork Blender to add a new object type to it?


texts: Workstation becomes unstable during Cycles render with Cuda NVidia GTX 970 enabled or disabled

texts:
I have a workstation with two GTX 970 boards. Using Blender 2.78c, regardless of the settings under File | User Preferences:

No Cuda
Use one GTX 970
Use two GTX 970s

the workstation immediately becomes unstable as soon as I try a Cycles render. This either makes the workstation unusably slow or blue screens altogether.

Are there alternatives to Cycles that work with CUDA?

System Info:

Windows 10 Pro
Version 1607
OS Build 14393.1358

Processor:   Intel Core i7-6700K @ 4GHz
System Type: 64-bit OS, x64 based processor
Installed RAM: 32 GB

Two NVIDIA GeForce GTX 970
Driver NVIDIA 2017-Feb-23 21.21.13.7878

Updates

The NVIDIA Drive has been updated to 2017-Jun-27 version 22.21.13.8476
The resource monitor shows CPUs at 100% as soon as a render in Cycles is initiated. (Even with both GTX 970s selected). Should the use of GTX 970s reduce the burden on the CPUs?
I was able to close Blender 2.78c during one test and saw CPU usage immediately drop when Blender was closed.
A complete hard shutdown is required after trying a Cycles render.


texts: Is it possible to write a script which opens Blender's existing FBX exporter window?

texts:
I'm wondering if there's a way to programmatically open Blender (2.79)'s FBX exporter UI with Python script.
Basically, what I'm trying to make is a script which, when ran:

Modifies all the UVs for each selected mesh.
Opens the existing FBX exporter and allows the user to export the modified mesh.
Once the user closes the FBX exporter window, for the mesh to revert back to its original state prior to running the script.

I know there's a way to export FBX in script using bpy.ops.export_scene.fbx, but I was wondering if it was possible to open the UI's FBX exporter instead.
Thank you so much in advance!


texts:
I am using Cycles and yet it doesn't appear.

It doesn't work even when I'm using the denoiser node.

please any advice would be welcomed.


texts:
I'm having a few issues with Blender..
1. I'm trying to make a loop cut in this area:

But it won't let me make a loop cut there! There are other areas that I want to do loop cuts as well. I noticed in certain areas if I dissolved edges, I wasn't able to make loop cuts there anymore. How can I fix this?

I am trying to move a specific vertices, but it's doing this:

How can I move it to where I want to if that happens?


texts: Nvidia 3090 - Cycles Rendering - Crashes

texts:
I have recently bought a 3090 to use for rendering purposes in blender and I have been encountering ALOT of crashes even when rendering a relative small scene.
I have used both CUDA and Optix options and with and without denoising and adaptive sampling.
The thing that i have noticed is that after rendering a few frames there is a peak on the GPU (see video below) and then blender crashes.
https://youtu.be/72Itc78qK2k
The crash doesnt occur on a specific frame (it may crash after a couple of frames or after 10-15 frames). If I restart blender and continue from the last frame until will crash again.
Does anyone have any idea what could possibly causing these crashes?

Blender 2.92RC (but also in any other version i have the same issue)
Cycles
AMD 3900X
MSI RTX3090 Supreme
32Gb Ram


texts: Animation Nodes: add a new shape, like UV sphere

texts:
I'm very new to Animation Nodes, and I'd like to see if I can do some parametric object creation with it (I tried sverchok before that looks great also, but I got some unexplained segfault so I'm trying to see if AN is more stable). Unfortunately, I can't find how to perform this very simple task: create an UV sphere (or a cube/any basic mesh...) directly from Animation Nodes (the object instancier node seems to refer to a node already present in the scene, which is not really what I need).

Is it possible? If not, could you explain why this basic feature is not present?

Thanks!


texts: How do i snap to an intersection of the edge when locking an axis?

texts:
What i want to do is pretty simple when using Sketchup :

But i can´t seem to do the same on Blender...


texts: HELP! I need to know how to join Bezier curves to a mesh. I am trying to make a car with curved rims and the easiest way was to use a Bezier curve and then to bevel it but I need to join it all together in order to put it in my mod.


texts:
I used edge loops, and then while cleaning up, I had to delete some vertices (dissolved) and then joined them again using faces. Now when i use subsurf modifier, when mesh looks weird. Fairly new and going through a tutorial to create a face model. If someone can point me in the right direction, will appreciate it.

Subsurf Off

Subsurf On


texts: How to weld two control points of a curve?

texts: Is it possible to weld or merge two control points of a curve?


texts: Model is not generating weights with auto-generate, what am I doing wrong?

texts:
I am attempting to import a model using the MMD plugin and then use it for animation. When I import the model, give it bones, and then attempt to animate it, the bones are not affecting the model.

What am I doing wrong? I can provide more details as needed.


texts: How can I get a new random seed for every object using the same geometry nodes?

texts:
I'm making a small medieval city using geometry nodes in Blender 2.93, where each building is a separated object, but they all share the same modifier list (and the same geometry nodes). I added some randomness to the height of the buildings by using Random float node.
How to setup up the seed of the random float node, so that every object has unique seed, even though they all share the same geometry nodes?
I was thinking about using objects unique position, but I don't know how to get that value within geometry nodes.
I could expose the seed in the modifier stack as an input variable and add a driver to it that generates a random number (round(noise.random()*1000)), but it seems that it generates a random number every time a render is made, essentially changing the whole city between two shots.
Anybody has better solution?


texts: Motion tracking video will not appear in render

texts:
I'm trying to do some simple motion tracking in Blender and all I need is for the video I imported to show in the render.
This is how I was told the nodes are supposed to be set up. I have my movie clip and my rendered layers.

But the render looks like this... I really would appreciate some help


texts: Why does my computer crash every time I enter rendered mode?

texts: I work on a relatively old iMac (2015) and every time I enter rendered view in Cycles, the Mac just freezes. The mouse wont move and the keyboard is unresponsive. The scene isn't even that complicated, just a few simple shapes with a principled shader. And before today, Blender 2.8/9 had never had this problem. The CPU is a 2.8 GHz Quad-Core Intel Core i5 and I only use CPU rendering as I don’t have a GPU. Is it possible to fix this?


texts: How to move or modify the position of the redo panel?

texts:
The panel is always minimized, I have to enlarge it and move my head to bottom left each time:

Does anyone know of any modifications or plugins that will allow me to move this window? Or even dock it to the right panel (N)?


texts: How Can I Fix This Gap In My Fluid Domain?

texts:
Just to start off and explain things, I've been having this problem whenever I try and create a fluid domain so I created the simplest example possible. The bounding box seen is not the domain but an exact copy to show the boundaries. I used to have great fluid simulations, now this happens and for some reason any objects set to obstacle are ignored by the fluid, any help would be appreciated
Also, if you're having trouble seeing the problem, download the blend file and if it's not my computer causing it locally, you should see that the fluid doesn't collide with the domain properly, there's gaps between all the sides.


texts: How to resize selected part of uv image in python?

texts:
I'm trying to select a part of my uv image. Like this:

At blender, everything looks well.

BUT I need to do this at .py archive. How you can see, Blender "says" that it using bpy.ops.transform.resize(...) to do this.

Using the script that Blender suggests, however, another thing happens!

How I could do, at python, the resizing showed at second image?

My script untill now:

def create_score():
#adding empty object
bpy.ops.object.empty_add()
empty_obj = bpy.context.object
empty_obj.name = "score"

#adding score plane
bpy.ops.mesh.primitive_plane_add(radius=1, location=(0.5,6.7,0))
bpy.ops.transform.resize(value=(-8, -8, -8), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

#adding score object1
bpy.ops.mesh.primitive_plane_add(radius=0.5, location=(-6, 7.2, 0.1))
obtext1 = bpy.context.object
obtext1.name = "Score1"
obtext1.select = True
bpy.ops.object.editmode_toggle()
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        area.spaces[0].viewport_shade = 'TEXTURED'
        area.type = 'IMAGE_EDITOR'
bpy.ops.image.open(filepath="//../../textures/arialbd.tga", directory="/home/camila/Documents/cinemaxd/PlayerXD/textures/", files=[{"name":"arialbd.tga", "name":"arialbd.tga"}], relative_path=True)
bpy.data.screens['UV Editing'].areas[1].spaces[0].image = bpy.data.images['arialbd.tga']
bpy.ops.uv.unwrap()
bpy.ops.uv.select_all(action='TOGGLE')

This

# store original area type
originalArea = bpy.context.area.type
# change current area to image editor
bpy.context.area.type = 'IMAGE_EDITOR'

#insert UV specific transforms here

#return to previouswindow for good measure ( and cleanliness )
bpy.context.area.type =originalArea

Do not helped too :/


texts:
I've got a scene where Eevee viewport is so much slower that even makes my whole computer impossible to work with but when I change to Cycles it gets smooth like butter again.
Can anyone tell me what I'm doing wrong?
Thank you


texts: How can I loop an ocean animation with the ocean modifier? I really need this for a game. I want to do this so I have nice looking water!


texts: Array modifier on parent and all of its children

texts:
I have a parent with a lot of children. I want to use an array modifier on the whole lot of them, including the parent, but, when I add an array modifier to the parent, only it gets duplicated.

One sort-of-solution I found is to Duplicate Link the parent along with its children, but this requires fiddly manual positioning that I'd like to avoid, and I also think this would make it difficult to add a child. The other solution I found is to add an array modifier to the parent and every single child; although this method does what I want in theory, it's still a lot of clicking.


texts: Blener 2.8, how to make a rigid object hang from a cloth simulation?

texts:
The desired end result is that the necklace is cloth-like, and the star-shaped charm is rigid. Both react realistically to the environment as they hang around the character's neck. Thus far, I can get the bare necklace to behave properly, but I do not know how to include the charm. The necklace is cloth-simulated, with pins anchored to the back of the neck.

Grouping these two items into one mesh and designating the star as a structural group gets the desired effect, but the star deforms easily with quick or strenuous movement.

I will make a .blend file available upon request.


texts: Attached objects rotate at different pivot point on rig?

texts:
So this question is fairly hard to word but I hope it attracts the attention of the knowledgeable...

I have a model of a person, a viking to be specific. This viking has a mustache and a rig. His mustache pivots along the head bone as intended but it rotates on the wrong point so it doesn't exactly stay attached to his head. It's a little complicated since the Mustache is a separate model but joined with this one. It uses separate vertices and stuff if that's relevant.
The mustache has full weight influence but it doesn't help since the problem is with the pivot point it's following.

Here's a vid to explain it -

https://imgur.com/a/8oj6V

Thanks!


texts: How to create a super fine wireframe with low poly?

texts:
https://www.youtube.com/watch?v=A2oPC4ytFrE
As you can see on the Ironman nanomachine suit, during the transformation, there is a very fine wireframe being formed before the shell forms around it. Currently, I don't have a way to increase the amount of wires without also increasing the resolution of the mesh, so I'm asking, is there a way to create a super fine wireframe using textures, or a way to create more edges without increasing the polycount, sort of like hair children.


texts:
I am trying to render an animation of my graduation project in Blender.
https://www.youtube.com/watch?v=mTeM0ja2mDc&ab_channel=MusicWithFreak
I have a problem which is glitching my texts and some of my mesh objects. At the very start of the video you can see that my mesh is "glitching black color" and after that when the camera is close to the pool, you can see glitching the fence as well. Texts "HFMN Industries" and "Fashion Icon" which you can see in the video at 0:50 and 1:21 are glitching and jumping like crazy. Project is bein rendered in EEVEE, 1920x1080 200% (100% do nothing) and 128 Render Sample (already lowered from 512).
Ambient Oclusion, Bloom, Screen Space Reflections, Motion Blur and Volumetric Lighting are turned on. My shadows are set to 1024px Cube Size and 1024px Cascade size - High Bit Depth is on and Soft shadows are off.
I really need your help guys, thank you for any ideas.
EDIT:
Examples of Glitching:
In my animation some of my meshes are constantly blinking and glitching from this:

To this:

Same thing happens with some of my text objects. It looks like they are changing font or something.
As you can see both names of the buildings change from this:

To this:


texts: Setup Blender's Grid/Floor/Guides to match 3D Printer bed/cube?

texts:
Edit: For some reason, this question was marked as a duplicate of a question about setting the grid floor size. Really strange - this question isn't about just the floor or just the bottom grid. Its about the full interior space of a 3D printer. Also including the left, right, front, back, and ceiling grids/walls.
Is it possible to setup Blender guides (not just the floor grid) to match your 3D printer's printable area?
It's been a while since I've used Blender, but I think I remember the capability to add "empties" (?) to represent structures or guides where the empties won't be saved or exported. Is this the best way to deal with this?
I was hoping it was possible to setup Blender's built-in guide systems to represent the interior of a cube that matches the dimensions of your 3D printer?
I know one could render their own lines onto a high resolution texture, then map that onto the surfaces of an inverted cube to match the correct dimensions. But doing this would require saving the data as scene geometry, which means the specific "print bed" data is saved into every file. I would rather have it saved in user preferences, so that adjusting the settings later will update all previously saved files automatically. For instance, if loading the model-file onto another computer that has a different size 3D printer connected, I would want the environment to match that one, instead of whatever PC the file was saved from.
If something like this isn't possible, perhaps there is a plugin/add-on out there to accomplish it?


texts: How to unlink material from a mesh, with python script?

texts:
Blender 2.68a, Python 3.3

I would like to unlink material from a mesh, and even after googling a hour I don't know how to do it. I only saw scripts that work in Blender 2.5x only for this.

So could someone tell me (or link info), how to do this:

with python script?


texts: Difference in rendering result vs viewport in v.2.8.0

texts:
I have a problem with final rendering, which is different from what I can see in the viewport. Previous replies to similar topics don't help, nothing changes. It shows some addidional noise and looks totally awful, I have checked the color management settings and everything seems to be ok, but I'm completely new to blender so I may have sth checked or unchecked, no idea. I'm using v. 2.8.0. No idea whatsoever where the problem may be.. Thanks!

render problem


texts: Glass rendering incorrectly with dark areas

texts:
I am a fresh newbie in Blender. I watched lots of tutorials from Blender Guru, and wanted to make a potion bottle. I don't know what went wrong, but the shading went completely wrong, and for some reason the main spehere doesn't reflect anything. If anyone knows why, please help me!

I used a glass material, mixed with diffuse for the bottle.


texts:
I have two panels:

Between them is a uneven gap, in some places it is very narrow, in other places it is wide. How can I make it so that the gap is consistent width?

for testing on.


texts:
I'm making a website. Here php executes a blender python script. I used

exec('blender -p *path for script*',$output,$return)

And put an if to check the result. But I am unable to get desired results. Output is:

Array ( [0] => found bundled python: /Applications/blender.app/Contents/Resources/2.79/python [1] => Saved session recovery to '/tmp/quit.blend' [2] => [3] => Blender quit )

I'm on macos 10.12.6. Please help me out.


texts: Move meshes of several objects without affecting relative position

texts:
I've got a problem. I imported the single parts of a model as about 80 separate .obj files. The thing is, that the location of the objects is at {0,0,0} but the meshes are at ca {32,-149,1252} which makes them very far from the origin.
I need to keep the relative position between the meshes of the objects as they are part of a single model. Is it somehow possible to move all meshes without affecting their relative position? I need to get the model to the origin.
Maybe there is a different approach? I'm glad for every tips.
Note, I cannot combine the meshes into a single one because I need them separated.
Edit: Minimal Example

Create a new file with the standard cube
Create an additional torus and move it 1 along the z axis (g z 1)
press Tab to get into Edit-Mode of the torus and then move the mesh 5 along the x-axis (g x 5)
press Tab again to leave Edit-Mode and select the cube
press Tab to get into Edit-Mode of the cube and then move the mesh 5 along the x-axis (g x 5)

After this, you should get something like shown in the following image:

Now, as you can see the location of the objects is {0,0,0} and {0,0,1}. This is similar to the situation I have with my imported *.obj files. It is vitally important the torus stays on top of the cube, but I want to move the meshes so that both objects are in the origin.
When I select all objects and move them together to the origin, then I get the situation, where for instance the cube is at {-5,0,0} but the mesh of the cube is at {5,0,0}.

You see that although my objects are now at the origin, the little coordinate system indicator is far behind it. Therefore, is there a way to move all meshes (instead of the objects) while maintaining their relative position?


texts: Why is my Eevee viewport render different from my full render?

texts:
I'm a little confused why my Eevee render looks different from the viewport preview.

Above - Preview

Above - Render

Just a bit confused here. Any help appreciated.


texts:
I'm trying to use a Wireframe modifier on a Geodesic Dome shape made of hexagons. When I added the shape, it included vertices in the centers of all the hexagons, which don't show up in Object mode because they're coplanar with the surrounding vertices.

They are affecting the Wireframe modifier, though. How can I easily select them all so I can dissolve them?


texts: Animate Property gets activated whenever I move an object

texts:
I think I must have changed a setting by accident.

Whenever I select an object and do any operation on it (move, rotate, scale, etc), suddenly the boxes in the Transform tab become yellow and the Animate property settings (The diamonds next to the yellow boxes on the right hand side of the photo) become activated.

I don't know what these are and what these do (I don't think they do anything atm), but I know this is not the default behavior.

How can I change this back to default behavior? (i.e. no yellow boxes, no diamonds)


texts: No more Ctrl + Tab to those who emulate numpads?

texts: I saw a post earlier and I can't post an answer because my reputation is not high enough so I made this.


texts: Why does the plane disappear and cube fall when I start the game?

texts: When I play the game the plane disappears and my cube falls. I've tried changing the physics but it still falls. I'm following this tutorial on Youtube and I have problems understanding it.


texts:
Vertex color data seems to be distorted when used in material nodes, does anybody has similar issues? Looks like Blender modifies them for Cycles somehow. I am using VC not for coloring but for hinting shader about material properties at specific faces and need exact RGB values from Attribute node.

This happens with "shade" colors only, not with "pure" colors

Exact case:

When i am using pure colors in vertex color editor ( full red/green/blue/white) and read them via Attribute node in material - everything is fine, i get the same RGB values. So in case of (1, 1, 1), (0, 0, 0) color data is not lost.
But when i assign colors like (0.5, 0.5, 0.5) - "Attribute node" returns halved values, (0.21, 0.21, 0.21) for pure gray, for example.

In other words colors in Vertex color editor and "Attribute node" are not the same, there is a nonlinear mismatch. How this can be fixed? How real RGB, unaltered values of vertex color data can be read in material node?

For now, i manually reajdust values with pow(channel, 0.45188), which maps 0.5 in vertex color editor to 0.5 in Attribute node, but... that`s weird. Any help really appreciated.


texts: Is it possible to export a sequence .abc (Alembic) files and then reimport it with the Mesh Sequence Cache modifier?

texts:
I have a object that changes geometry each frame.
Now I want to cache the mesh because the framecalculations are quite slow.
My idea was to export the frames to separate Alembic files so that I can reimport them using the Mesh Sequence Cache modifier with "Is Sequence" enabled.
But when I do this only the first frame of the sequence is showing.

This tutorial on importing Realflow Simulations suggests that the import of .abc files works in Blender 2.79. So my guess is that I do something wrong while exporting the mesh.
Are there special export settings for exporting individual frames of a sequence or is it currently not possible to export Alembic sequences with Blender?


texts: Armature not working after linking new mesh data

texts:
So I created a character and an armature that worked very well. I decided to change the legs and feet of my character using a mesh from another character I created (almost identical mesh, with minor tweaks).

I swapped the linked mesh data from the original character with the mesh data from the new character (just the legs and feet). I renamed the new mesh data to match that of the original mesh data and did the work to apply the same bone weights to the new mesh that the original had (the original vertex groups still appeared in the DATA tab of the PROPERTIES panel, so this was easy).

However, the armature will not move the new mesh (but it still does move the rest of the body). Any thoughts on how to resolve this?


texts: How to map one image across multiple objects

texts:
I am looking for an older post on here, but I can't find it.

I can't recall the exact question, but essentially a user asked how to cast an image across an entire array of objects with it automatically fitting to the objects. A person responded and the main image they used to answer was using a blender logo in many different shapes and sizes. I am hoping to find the original post. Thank you.


texts:
I've assigned material with textures and it displays properly in viewport, however, material preview still doesn't show my texture:

Same thing in Material tab, the texture doesn't show, it's only a white sphere. Am i missing something?
BTW. Why to assign material, we must enter the Edit mode? It's problematic when assigning material to many different objects. Or maybe again i'm missing something here? :)

Blender file:


texts:
So I am trying to make a model, and in Blender 3D it looks fine, but when I export it to FBX and import it into Unity 3D or Unreal Editor 4 or any other 3D viewing software, you can see inside of it which makes it really ugly.

Screenshot:


texts: Failing to compile blender 2.80 - help needed

texts:
I am trying to compile blender 2.80 so that I can later compile the sphinx docs for the updated python API.
My ultimate goal, is accessing the new API docs.
But it would be great to understand why I keep failing to compile blender.

I made a docker image specifically for compiling blender, I followed the official build instructions, and I do install all the dependencies.
This is my work so far, it can take about ~2-3 hours to install all the dependencies and compile.
https://github.com/egidijus/blender-compile

The error I receive while compiling is:

-- Found OpenImageIO: /opt/lib/oiio/lib/libOpenImageIO.so
-- Found OpenColorIO: /opt/lib/ocio/lib/static/libOpenColorIO.a;/opt/lib/ocio/lib/libyaml-cpp.a;/opt/lib/ocio/lib/libtinyxml.a
-- Could NOT find LLVM (missing: LLVM_LIBRARY)
-- LLVM not found
-- Found OpenSubdiv: /opt/lib/osd/lib/libosdGPU.so;/opt/lib/osd/lib/libosdCPU.so
-- Found OpenMP_C: -fopenmp (found version "4.5")
-- Found OpenMP_CXX: -fopenmp (found version "4.5")
-- Found OpenMP: TRUE (found version "4.5")
CMake Error at CMakeLists.txt:909 (message):
  Cycles OSL requires WITH_LLVM, the library may not have been found.
  Configure LLVM or disable WITH_CYCLES_OSL

-- Configuring incomplete, errors occurred!
See also "//build_linux_full/CMakeFiles/CMakeOutput.log".
See also "//build_linux_full/CMakeFiles/CMakeError.log".
make: *** [all] Error 1
GNUmakefile:268: recipe for target 'all' failed
ERROR: Service 'blender' failed to build: The command '/bin/sh -c make full' returned a non-zero code: 2
make: *** [Makefile:11: build] Error 1

I would appreciate any help!
Thanks!


texts: Why lattice coordinates differ in edit mode when selected?


texts:
When I use vertex paint I can Color some of my groupings of objects , but when I switch objects it does not show the Color of the original groupings of objects it only shows what is selected. This is the same for all of my objects. When I export it to fbx it merges all the colours together in a rainbow like pattern. How do I keep my objects colours?
I made a simple building and I coloured the walls different colours.
I imported the fbx into substance painter and baked it and that is when it looked like a rainbow pattern.
I made some cylinders and used them to make a wall. Then I made two cubes into walls for the sides and then I made another cube for the back of the building. I then went to uv editing in object mode and selected the cylinders and made them red in vertex paint mode. Then I selected the walls to the side and made them blue (the red went away). Then I selected the back wall and made it green (all others went back to normal grey Color). I then exported it to a fbx. In substance painter It showed a rainbow and all I could do was set the whole image as a certain Color not the different parts.
Is it the way I am exporting the fbx?  How do I export the fbx so that the different colours show properly on substance painter?

Here is what happens:


texts:
If I have a scene that I want to add a bounding box to that makes it look like it is outside during the day. In the past I have just added a big UV Sphere to my scene that surrounds the entire scene and added a texture that looks like a sky. This is a bit clunky and it can appear that the sky is too close and it makes it look fake.

Is there a better way for me to create a background for my scene? Is it possible to make an environment map for the sky? I am using the default Blender renderer.


texts: Printing from List Comprehensions - I'm still not getting this - Help?

texts:
Learning Process question:
This produces a list (which is great!!)
a = [x.name for x in objects if not x.hide and not x.parent and x.name not in mdlParent and x.type not in ("MESH", "CAMERA", "LIGHT")]
a
['00000000DE66']

print(a)
['00000000DE66']

However, trying to just Print based on the comprehension I get Syntax errors or generator object  returns.
    print((x.name) for x in objects if not x.hide and not x.parent and x.name not in mdlParent and x.type not in ("MESH", "CAMERA", "LIGHT"))
    <generator object <genexpr> at 0x000001F6F5BD7F48>

    (x.name for x in objects if not x.hide and not x.parent and x.name not in mdlParent and x.type not in ("MESH", "CAMERA", "LIGHT"))
    <generator object <genexpr> at 0x000001F6F5CA87C8>

    print(([x.name for x in objects if not x.hide and not x.parent and x.name not in mdlParent and x.type not in ("MESH", "CAMERA", "LIGHT")]))
    []

    print([x.name for x in objects if not x.hide and not x.parent and x.name not in mdlParent and x.type not in ("MESH", "CAMERA", "LIGHT"])
    File "<blender_console>", line 1

    print([x.name for x in objects if not x.hide and not x.parent and x.name not in mdlParent and x.type not in ("MESH", "CAMERA", "LIGHT"])
                                                                                ^
    SyntaxError: invalid syntax

a = (x for x.name in objects if not x.hide and not x.parent and x.name not in mdlParent and x.type not in ("MESH", "CAMERA", "LIGHT"))
a
<generator object <genexpr> at 0x000001F6F5CA87C8>

This is what I'm trying to produce through Comprehension:
for x in objects:
     if not x.hide and not x.parent and x.name not in mdlParent and x.type not in ("MESH", "CAMERA", "LIGHT"):
         print(x.name)

OutPut:
00000000DE66

So I can smack myself in the side of the head instead of thumping my forehead on the desktop, what am I doing wrong in my comprehension build ups?
Do I have to remove the "and"s and put in separate "if" statements?
That doesn't work either
a = (x.name for x in objects if not x.hide if not x.parent  if x.name not in mdlParent if x.type not in ("MESH", "CAMERA", "LIGHT"))
a
<generator object <genexpr> at 0x000001F6F5CA87C8>

a = (x for x.name in objects if not x.hide if not x.parent  if x.name not in mdlParent if x.type not in ("MESH", "CAMERA", "LIGHT"))
a
<generator object <genexpr> at 0x000001F6F5BD7F48>


texts: offset position off objects along spline animations nodes

texts: how to offset position off objects along spline&


texts: Displacement modifier with custom height map problem

texts:
here are 3 spheres. I have a problem with stretch on my sphere number 2. I used a Displacement modifier with an image texture (height map), however I guess that the texture is being projected flat, which causes stretch around the middle section.
Sphere number 1 also has a Displacement modifier but this time with blender's built in Voronoi texture. It seems to me like it's not projected flat, there are no stretches and the result is great.
How can I use Displacement modifier to get perfectly displaced object while using my own height maps? Is there a way I can avoid this flat projection with displacement modifier?

Sphere number 3 was displaced with material (the same height map as sphere 2), with this node set up. Notice the Box projection is key here as flat projection gives almost identical stretch that appears on sphere number 2.

Sphere number 3 Is what I want to achieve but by using displacement modifier instead of material because later on I want to export displaced mesh out of blender. I know I could bake height map out of material and then use it as displacement map just like in this tutorial: Convert material displacement to a mesh - youtube
However, this seems like too many extra steps and too much time wasted especially if I want to do this often and I'm only using a height map not a procedural material. Thank you for your help, have a nice day.

Here is the blend file.


texts: How to get disconnected teeth and beard to move with rigged face?

texts:
So I'm trying to weight paint but can't seem to get my teeth and beard on the character to move with his head on two different bones, I have tried to move the head then weight paint it so that it gets moved into position as I paint but that doesn't work because it just stops getting closer to the head... so if someone could help using like team viewer or something that would help me a ton.

newest image:


texts: Shadow edges from object mode different from edit mode

texts: Shadows are being smoothed around all vertices, like fake extra vertices exist around all real vertices. I don't want this (at least yet). This sort of happened to me, I must have misused some hotkey. Why is this behavior caused, and how can I fix it?


texts:
I'm new to 3d modelling and I'm working on a chess set, while working on the bishop I ran into a shading problem when changing from flat to smooth shading.

After reading another post it seems the issue is that the smooth shading doesn't know what to do with the sharp edge so my idea was to bevel the edge so it can be smoothed. But when trying that the geometry got all kinds of messed up so what would another way to solve this issue be? Thanks in advanced.


texts: BLENDER RIGIFY ERROR (Generation has thrown an exception: 'bpy_prop_collection[key]: key "ear.L.004" not found')

texts:
I'm trying to rig a character for a project of mine. I've never rigged in Blender before, only 3DSMax. I'm using rigify Add>Armature>Human (Meta-Rig) and all I've done is replace the bones to different locations and tried to generate a rig. I've gotten a few errors I've tackled so far, but currently an error I have no been able to hurdle tells me this when I try to generate "Generation has thrown an exception: 'bpy_prop_collection[key]: key "ear.L.004" not found'"
I have moved the ears outside of the head because the head of this model is a bird with a mullet. I do not need ear bones but have found that rigify humans do not generate rigs if all of the facial bones are not present as they were spawned. I plan to delete them once the rig is created.
So all that said, why is my rig not generating? And what do I need to change to make it function?
Here are my pictures of the model/problem:
http://prntscr.com/ueg8m3
http://prntscr.com/ueg8wx
http://prntscr.com/ueg9mh
I'd upload the .blend if I knew how. Please help, greatly appreciated :)


texts:
I've been working on making a bowling animation where a character throws a bowling ball and it hits bowling pins (obviously). I showed brother my WIP and he said the only thing he didn't like about it was that the ball seems to get thrown quite far despite being heavy. I changed the mass of the ball and saw no effect but then realized that mass shouldn't effect it as such but more so the drag, I think?

Is drag automatically calculated? I tried to add a drag force but I don't know how to make it match real world physics. Assuming there's no drag being calculated then the bowling simulation I'm doing acts as if it's in a vacuum? Can someone clarify how it all works and what I can do to get more realistic results?


texts: Cast ray from the cursor and get the index of the hit face

texts: Trying to find the simplest way to fire a ray from the mouse cursor and get just the face index of the intersected face. I'm looking through operator_modal_view3d_raycast.py, but getting the feeling that there's more going on there than I need. Is there an easier way, or should I stick with this course?


texts: How to make 2D stabilization in Movie Clip Editor only follow active tracks?

texts:
When using Blender and the Movie Clip Editor to stabilize a clip, I can select multiple tracking markers and have them follow the tracks for 2D stabilization, etc.

Now, I have a shot, where features come into shot one after another, and I'd like to have stabilization be based on them. Not all track markers are visible throughout the whole shot, so they become active for the section they're visible in, and are otherwise disabled.

When adding all these tracks to the 2D stabilization list, Blender creates the median of all the tracks, even the disabled ones. Is there a way to make it only follow the currently active tracks, and disregard tracks that are not active in the current frame?

And if so, how?


texts:
After modelling a tread of a tire and applying an array modifier, Image "e" shows that the modelled tread needs a little bending to to make a everything line up as it should.
Tried simple deform modifier with different origins, settings and curves, but could not get it as I need it.


texts: Is it possible to theme the node editor panel to be transparent?

texts: I've been in the node editor a lot recently and noticed that I often want to use the N panel for naming nodes etc. but it takes up a lot of screen space. The N panel in the Viewport is transparent where there is no UI, but I can't figure out if there is a way to achieve this in the node editor too. Is there a setting to do this somewhere?


texts: How do I get my file to export as a .stl?

texts: I can't export my object as an .stl.  I started with a UV Sphere and I used a boolean modifier on it and joined other objects to it. I removed doubles, re-calculated normals, tried triangulation, selected the object when exporting. Nothing works and the .stl file is empty. I also uploaded it to https://netfabb.azurewebsites.net/ and it was rejected. Any suggestions?


texts:
I'm ongoing with my Private model again . This time it more complex and i'm adding some material in this work So here my problem

If i leave vertices like that just to keep the shape of the gun's curve , Will it be a problem when i subdivide model and add material and texture later ?


texts: Is it possible to add a loop-cut like bar to a wireframe-like object?

texts:
I wanted to create an electric fan grill. After making the shape in the screenshot below (circle -> select circumference -> extrude -> scale -> wireframe), I found that my fan has one more concentric circle. I tried to add a loop cut, but it did not work. After several seconds of vain attempt, I realised that the object is not a flat surface and edges, but it is a wireframe. I wonder if there is a way to add a loop cut to a solid object.

I know I can undo the wireframe modifier and add a loop cut and then apply wireframe again, but just in case the solid object is not created by the wireframe modifier.


texts: What's the "deselect all" hotkey in Blender 2.8x?

texts:
Recently I've been trying to transition from an earlier version of Blender to 2.82. The UI is easy enough to figure out but the thing that really gets me is the bind to deselect all. In earlier versions, I could press A to select and deselect all but now I have to press Alt+A to deselect which really bothers me. If possible, I would like this to work in both Object and Edit mode.

I've tried going into preferences and changing the (de)select binds from Alt+A to A but it hasn't worked.

In essence, I want the keymapping to be the same as in earlier versions of blender; A to select and deselect all.


texts: i update blender to 2.79 and the movie formats are gone


texts: Loop through planes and do a center loop cut script

texts:
I am trying to write a simple script which should loop through the selected objects (all simple square planes) and do a loop cut operation in order to split the plane in half.
EDIT: What I have runs, but now only cuts the active object:
EDITED IN A SIMPLER VERSION:
import bpy

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

# If there ARE objects selected then act on all objects
if bpy.context.selected_objects != []:
    for obj in bpy.context.selected_objects:
        if obj.type == 'MESH':
            print("&gt;&gt;&gt;&gt;", obj.name)
            bpy.ops.object.mode_set(mode = 'EDIT')

            obj = bpy.context.active_object

            def view3d_find( return_area = False ):
                # returns first 3d view, normally we get from context
                for area in bpy.context.window.screen.areas:
                    if area.type == 'VIEW_3D':
                        v3d = area.spaces[0]
                        rv3d = v3d.region_3d
                        for region in area.regions:
                            if region.type == 'WINDOW':
                                if return_area: return region, rv3d, v3d, area
                                return region, rv3d, v3d
                return None, None

            region, rv3d, v3d, area = view3d_find(True)

            override = {
                'scene'  : bpy.context.scene,
                'region' : region,
                'area'   : area,
                'space'  : v3d
            }

            bpy.ops.mesh.loopcut_slide(
                override,
                MESH_OT_loopcut = {
                    "number_cuts"           : 1,
                    "smoothness"            : 0,
                    "falloff"               : 'SMOOTH',  # Was 'INVERSE_SQUARE' that does not exist
                    "edge_index"            : 1,
                    "object_index"          : 0,
                    "mesh_select_mode_init" : (True, False, False)
                }
            )

Seems the problem stems from the active object being the only thing taking the loop cuts. Help on where I've gone wrong would be great! Thanks!


texts: How can I blend two textures together using a brush?

texts:
I have a game in unity, I made a scene with a terrain brush, in order to blend two textures together, but with blender I have difficulties in doing the same

Unity:

Blender:

Thank you!


texts: Project flat plane on node displacement object

texts:
This might be weird or totally impossible.
I have a subdivided cube which is the ocean. I use cycles node displacement to create waves (have to because the waves require complex node tree)
I have a flat plane (technically a disc) where, using textures and several noise nodes plugged into the alpha, i have created foam to be visible where waves and land intersects. The shape and uv of the disc is important, i couldn't simply add the nodes onto the wave / ocean object. There is a discrepancy between the foam and the ocean, because the ocean has waves. I know that i can't shrinkwrap the foam object onto the ocean object because node based displacement is calculated buring render and not actual geometry. But that's essentially what has to happen. Either there's a trick that allows me to do this, or there's some method allowing me to project, as if with a cinema projector, the foam object and it's nodebased alpha channel onto the waves, like a shadow, but white. and keep in mind that there's actual land in there too. Screenshots are obviously simplified with a diffuse shader instead of the nodes:

waves with node based displacement

discrepancy between flat foam and wavy ocean


texts: I recently created a simple scene and worked with environment lighting checked on so now that I have completed it, I unchecked the environment lighting but the lighting isn't going away. What should I do?


texts:
I am a more or less skilled Python user in Maya for quite some time and wanted to look into Python within Blender (Version: 2.79).

This is my code:

def posRotSclObj():
sel = bpy.context.selected_objects
sel2 = sel[0]
sel1 = sel[1]
print(sel1)
print(sel2)

pos1 = sel1.location
rot1 = sel1.rotation_euler
scl1 = sel1.scale
print (scl1)

pos2 = sel2.delta_location

sel2.location = (pos1[0], pos1[1], pos1[2])
sel2.rotation_euler = (rot1[0], rot1[1], rot1[2])
sel2.scale = (scl1[0], scl1[1], scl1[2])

posRotSclObj()

I have 3 problems right now:

When I define my selection by sel = bpy.context.selected_objects then sel[0] is the second object I have selected and sel[1] the first...that's pretty counterintuitive, especially because it was the other way around in Maya. Is this right?
print sel would work in Maya but Blender needs brackets around my variable: print (sel). Why is there difference in syntax?
When I indent beginning from the line after def except for the last where I call my function and paste it into the python console within Blender it gives me indentation errors on every line that has one indent.


texts: Child object is deformed with parent bending

texts:
I modeled a block mounted on a plate. I want the block to move along when the plate bend.
I parented the block to the plate using parent-vertex-triangle. I somewhat work as the block move with the plate but the block gets deformed. The plate is bend through Simple Deform Bend modifier. How can i fix that? thanks


texts: I've got a threadripper 3960X, which is great for rendering. However, when I have a large scene and am moving around in the viewport (no animations or anything, just a ridiculous amount of verts) it looks like only one thread is being used. This is making it impossible to do anything. Even just deleting an object takes almost a full minute and "blender is not responding". Is there any settings to increase thread usage in the viewport?


texts: How to programmatically add objects into cryptomatte node?

texts:
How to automatically add object to Matte objects? Right now I have to use Pick output of Cryptomatte and then use eyedropper to add all the objects I need.

Ideally, I would like to have a mapping:
object -> color


texts: Why is the plate small in the render result but normal looking in the view port?

texts: I have tried aplying scale and none are parented to eachother.


texts: Texture mapping option disappear in Blender 2.72

texts:
I want to make explosion pieces fade out when particles reach their life limits, just as this video does: https://www.youtube.com/watch?v=gD8qlNdEt6E. In the video, begin at 18:55, the video maker creates a new material texture and set its mapping coordinates to "UV", I can see the option "Mapping" from the video:

Yet, somehow when I try to do it in Blender 2.72, I just cannot find such an option, here is the picture I took from my Blender:

You can see there is just no mapping option at all. So could anyone please tell me how to solve this problem?

By the way, you may want to know the Material.001 is created in cycles engine, because I really need to blend this effect with some other cycles-created stuffs to make an animation.


texts: How to configure a joystick under linux in BGE?

texts:
I am trying to use a joystick in BGE under linux.
Version is 2.76b on Ubuntu 16.04.

I can see that the joystick is working under jstest-gtk, which captures the input from /dev/input/js0.

In BGE i have a joystick sensor connected to a "Quit Game" Actuator, hoping a simple button press would End the game I started before.
But no input is taken from the joystick.

Can someone tell, how to verify, that blender uses /dev/input/jsX?
Some other options? Does someone has it working under different device?


texts: 2.8. How to make properties tab horizontal instead of vertical, like in 2.79

texts:
Is there a way to get the properties tab looking like the one from 2.79, where the options were put horizontally instead of vertically?

Instead of like this:


texts: I have a tree with a low wind speed, but I want it to build up into a storm with high wind speed. Is there a way to increase the intensity of the wind as the frames go on?


texts:
I want to make an object look dusty and have some scruff on it (like the image directly below), but I am unsure of how to go about this.

Notice the dust and smudges on it, that's what I am trying to recreate.

I've modelled the object but would appreciate some advice or keywords to help do my own research, as you can see the render is a far cry from what I want to end up with. If you need any more information I can provide.


texts: I have a 3d object placed on top of the movie clip. The problem is i used a third part motion tracker and so the movie clip editor doesn't load the movie clip so how will i able to mask the background??


texts: I am new in Blender. I am trying to modify the transparency of a plane as an image. And apparently this node is necesary. I hope you can help me. Thanks.


texts: How do I fix the "context invalid" issue when using python method weight_paint()

texts:
I have the following test code that I am getting the infamous:

"RuntimeError: Operator bpy.ops.paint.weight_paint.poll() failed, context is incorrect".

I cannot figure out what the context issue is related to, is it the values for the stroke that I am trying to use, or selection, or something else.  Any help would be greatly appreciated!

Setup: a single plane that is subdivided multiple times it contains a single vertex group with all vertexes included called 'test'

Code:

strokes = []
brushOp = {
  "is_start":True,
  "location":(0.0, 0.0, 0.0),
  "size": 1.0,
  "time":0.0,
  "pressure": 0.0,
  "pen_flip":False,
  "mouse":(0.0, 0.0)
}
strokes.append(brushOp)
strokes.append({
   "is_start":False,
   "location":(1.0, 1.0, 0.0),
   "size": 1.0,
   "time":0.0,
   "pressure": 0.0,
   "pen_flip":False,
   "mouse":(0.0, 0.0)
})

bpy.ops.paint.weight_paint_toggle()
bpy.ops.object.vertex_group_set_active(group='test')
bpy.data.brushes['Draw'].stroke_method = 'LINE'
bpy.ops.paint.weight_paint(stroke=strokes, mode='NORMAL')


texts:
I am a noob in blender. I want to create this non-symmetrical curve between the top curve of the page and the bottom curve of the page, but I couldn't find the way to make it.

Is there anyone want to tell me how to make it, or give me some easy tips and a tutorial?


texts: Alpha aliasing issue when object is not selected

texts:
I seem to be having an odd issue but it only happens when an object (with material that has alpha) is not selected and I assume it's only affecting the viewport.

I have 2 objects, an eye and the eye highlight (white dots).
The eye highlight has transparency because it's circular of course and it appears in front of the eye.

If I do not have the eye highlight object selected, this is how it appears:

When I do have it selected, it appears correctly:

(I have "Outline Selection" option disabled to make the problem clear).

Does anyone know what might be causing this issue?


texts: Is there a way to reduce the blur caused by denoising while still reduce noise

texts: Im trying to reduce noise on my renders by using the denoise feature, but it makes the image very blurry specially the metallic parts, even when I reduce denoise strength to 0.2 it still has no effect, clamping indirect to 0.5 also doesnt help much. Also can't really afford to go beyond 500 samples to reduce the noise further since I got a long 2000 frame animation. Any other tricks or suggestions? Thanks


texts:
I am trying to set my background to be only one color.
Below is my 'Compositing' edit screen and the color i set for the background.

This is how it turned out :

So clearly its toned down so much, from neon pink to some gloomy ass CMYK red.
How can I set the background to be exactly the color I set in the compositing screen?
Thank you all in advance!


texts: Object disappear when zooming in NOT in camera view

texts:
I don't know the reason why but while I was zooming in on my object it has suddenly decided to disappear and now if a zoom even just a little bit I can't see it anymore, both in object and edit mode. It appears only in camera view. I set the start clipping value to 0, but it doesn't seem to work and I don't know what the problem could be.
Can anyone help me?


texts: I don't seem to have blur node, using v2.69

texts:
Following along in tutorials I see the blur filter being used. I am using Blender 2.69 and I can't locate it visually or even with a search. Actually, there is no "Filters" category at all.

Do I have to download something to get it?


texts: This is what i have so far. I want to duplicate another 9 objects that are evenly spaced around the path and then move them all together by turning the empty. I don't know how to offset the other objects and for them to follow the path.


texts: Mesh in front of Grease Pencil: how to remove the outline?

texts:
In my current project I have a GP character whose mouth is a mesh animated with shape keys. Problem is that the mesh has an outline around it when rendered that shows the background through. It looks like the same artefact as when compositing a transparent image without the alpha multiplied.
Here's a simple example I made to illustrate the problem:

The red blob is a grease pencil fill and the blue square is a plane. Here the outline is white because the world background is white but it would be the colour of whatever object is behind the GP object.
I'm using 2.93 alpha, but also tested with 2.82 and the problem was the same (if not worst).


texts:
I recently attempted to create a concrete texture, but it turned into more of a stucco texture.

I have no idea on how to continue. I am looking for the concrete to have a texture with inset cracks on it.


texts: 2.8x ADD-ON - I need an add-on to "paint" instances of an object over another object's surface

texts:
In 2.79 I used to use an add-on called "Paint Clones" which would allow me to basically paint instances of one or more objects over another object's surface with random scale/rotation.

That add-on hasn't been updated for Blender 2.8x, which means I need a substitute.
I've googled far and wide, but the only similar tool I've found died with Blender 2.79 as well.

Obviously I've tried resorting to particle systems but, besides the useless intricacies of setting them up, they don't allow me to place multiple/different objects with a single system, nor (seemingly) to randomize rotation over multiple axes.

Does anybody know of an unspoken Blender function or add-on that could help me in the task?


texts:
I have a model made with blender3d seamed and uv layout exported.
This is what it looks like in blender3d edit mode

and this is how it looks like with textured and i didnt stretched these images while im doing this.

final look in unity3d

it looks stretched on the model.
My question is how to get rid of these stretches or best way to make them reduced.Dont mind the white metal texture its not important the problem is the rusty one.


texts: Blender 2.78a sapling add-on vertical attraction

texts: When I learned Blender, was with the version 2.77 and in the sapling add-on was an option called vertical attraction that make the branches in shapes that looks like a tentacles, now in the latest version (2.78a) the option is gone, anybody knows where I can find it again?


texts: Batch generate preview/thumbnail image for old files?

texts: I got hundreds of old files (some are from 2.4x) that need to generate Preview/thumbnail images with the new Blender version. I think the straightforward way is to open and save each files to generate, which is quite inefficient. So I'm wondering a quicker way to do this automatically. (via a command line or bat file?)


texts: Blender Evee to Unity - Can't Export GLTF with Embedded Textures

texts:
I'm having trouble exporting textured objects from Blender Evee as .glb files and importing them into unity with the textures retained.

I followed the steps in this video but am still unsuccessful.

You can see my attempt here on youtube.

Thank you in advance for any assistance on this.

If there's another method for embeding textures such as with FBX that doesn't involve using Blender Internal Renderer that would greatly help.

Blender 2.8 Steps

For the Object's material, use a BSDF Shader with an image texture as the base color
Export it as glTF Binary (.glb)

Unity Steps

Import Custom Package UniGLTF-1.27.unitypackage
Import .glb using the New import option.

Additional Info if Needed

Using Blender 2.8 Evee Rendering Engine (portable .exe) No Addons yet.
Unity 2017.4.2f2 (Wish to avoid upgrading unless it is the only way.)
Exporting as ".gltf Embedded" did not work either.


texts:
I am new to Blender so forgive me if I am missing something obvious, but here is my problem : everytime I try to render a scene with Cycles and GPU Compute, it crashes after a few seconds, even with the default General new scene (just a cube). I usually get an error message like this one :
Error: CUDA error: Hardware stack error in cuCtxSynchronize(), line 1862

Or this one :
Error: CUDA error: illegal address in cuCtxSynchronize(), line 1862

I am running on Windows 10 with :

Nvidia GeForce GTX 1050 (latest driver v446.14)
Intel(R) Core(TM) i5-7300HQ CPU @ 2.50Ghz
8 GB RAM

I tried to reinstall Blender (using v2.83), reinstall my graphic card driver, but nothing does the job so far. Any suggestions ?


texts:
Up until 2.8, I was able to disable mipmapping in the preferences (which for some reason, disabled texture filtering), however this option is now unfortunately missing. I understand I can use nodes to create unfiltered renders but I need this for pixel-perfect editing as the models will be exported.

Another issue I have it that textures now longer show up in 'look dev' mode without a material. (previously alt-z).

Until I can fix these, I have to revert to 2.79a. Any help would be very much appreciated.

Thank you


texts: I can;t drag the current frame marker, only set it using the current frame value in Timeline:


texts: Video is rendered at half the resolution

texts: I want to create a 4k video of a 3d animation so I've set the resolution to 4096x2160, the file format to QuickTime and the video codec to H.264 but I always get a 2048x1080 video. Which are the right settings to get a full 4k video?


texts:
I am modifying a building in a game (Empire Earth if you're interested). The model is fully 3D (image 1), but the texture is an isometric drawing (image 2).
I would like to bake shadows (generated by the surrounding objects and by itself) onto the ground (image 3).
Because my texture is isometric, I had to project the UV from view, so panels at the back overlap those in front on the UV map. This causes discontinuities to appear where is has double baked the same area (image 4).
Is there a way to have an output UV map that is different to the input UV map? Ideally my bake output would be unwrapped (image 5).


texts: Curve tools: is there an add-on to join overlapping curves?

texts:
In a "Curve" object that contains several non-continuous curves, is there an add-on to join overlapping segments together, like remove doubles does in mesh editing?
Explanation: merge two non-continuous segments with two control points in the same place so they become one unique segment!

I have this solution: I move one control point, then select the second contol point and press F to create a new segment that connects the two together. Then I remove the previously moved control point with X and both segments become one unique segment!

I can add a new add-on with this process, but I want to know if this command already exists.


texts: Which modifier do I use to twist this object horizontally in this way (video)?

texts:
I want to slightly twist (or bend, displace, screw or curve?) an object in blender.
It’s an imported SVG object with an applied solidify modifier (and with lots of weird vertices).
Here’s my file:
And here is a video of what I want to to animate (the actual object): https://youtu.be/H0QXHbf7TVo
I want it to displace horizontally.
I tried to use a simple deform and a curve but I don’t get the desired result.
How do I make the object twist this way?


texts: "Keep offset" connecting the wrong ends of the bones

texts:
I am having trouble with the "keep offset" function that keeps on connecting the wrong ends of the bones together ! As on this picture here, where the dotted line should link the two closest ends of the bones and not the farthest :

Would you have the solution ?

Thanks a lot,

Antoine


texts:
why my alt+h shortcut is not working? I can go to menu and reveal it. but still i want to know why it stopped working?

I am using hp 15-ay503TX, Intel i5-6th generation, radeon graphics and OS- windows 8.1.

I am just learning modeling from YouTube. and I didn't wanted some part of my mesh to be affected by proportional editing. so I hid it. and then I pressed alt+h but it was not working.


texts: Random Text Grid Generator in Animation Node?

texts: Is it possible to create a random text object for each vertex of a grid mesh?


texts: Can I use the sapling addon in Blender render instead of Cycles

texts: I have created a scene in blender render and looking to add trees, and now I only see tutorials to make sapling trees in cycles, not blender render. I cant see how to key out the black alpha parts of the leaves in blender render. Is it possible?


texts:
I'm learning about rigging these days and got a little issue about
keep offset
so the video says I need to press  CTRL    +  P   after selecting 2 parent-child  armature
unfortunately, this didn't work as intended.
I even searched on edit mode> armature> parent> make
it did NOT have keep offset
ofc, I found keep offset by simply joining two armatures
but in the video, no CTRL + J was used
he simply pressed CTRL + P to use keep offset.
I'll leave the link of the video I watched
thanks
link: https://youtu.be/cUC3W_rW7dc


texts: How to grab both front and back faces in sculpt mode

texts: I am making a sculpture and i want to manipulate a cylinder to make an arm... Im trying to bend it a certain way but the grab tool wont grab the back faces. Is there a function to enable so i can grab the mesh as a whole and not only the front faces?


texts: It's possible to create a 360 Video in blender?

texts: like this one http://www.airpano.com/360Degree-Video.php?3D=Video-Bromo you can turn around...If I draw a scene how can I render a video like that? and wich format is it?


texts: Why are there hexagonal holes in my donut?

texts: I'm currently making a donut using blender gurus tutorial. I have no idea why, but there are holes in my icing. Does anyone know what could be causing it? Thanks for any help.


texts: Controlling subdivision level on sewed cloth

texts:
I'm using cloth simulation to wrap a pants leg around a collider leg. Sewing works fine but when I add either a subdivision modifier or a multiresolution modifier, the tight sewing gets loose and holey. The problem is that no sewing edges are made between the two cloth pieces.

Is there a way to solve this without having to manually connect the two cloth pieces when level of detail is changed?


texts:
I Tried The Ocean Modifier to make an ocean with depth like the one on the image:

but I Get A Flat Ocean. Please I Need Help


texts: Make a hole in the ground of a video which is camera-tracked?

texts:
With my trial and error learning, I managed to track a video in Blender 2.67 and make a cube (the one which is there by default) appear on the "ground" (which is a table).

But how can I make a hole in the ground?

Edit:

I used the two buttons shown below:

The two functions seems to do a bunch of things to the scene, which seems to include setting the background and foreground layers, and adding a Ground object to the scene.

The problem is, what do I need to do to create a hole that appears to sink into the table?


texts:
I finished creating my mesh, and one of the faces looks like this:

But then when I export it, instead it ends up looking more like this:

Now, I'm aware that this face is not really a rectangle and Blender provides a convenient layer of abstraction between me and actual vertices/triangles. But clearly you could have two triangles here instead of ten. How do I get rid of them? If I press "f", they can be merged into a single rectangle, but pressing ctrl+t turns them into this mess again. I tried many things and nothing seems to work.


texts: I Cannot move my meshes any more whats goimg on?

texts: I try to move meshes but the just won't translate. I don't know if I hit any key. The translation values just vary between 0 and - 0 on any axis


texts: I'm having trouble figuring out how to properly pin cloth to a moving object. The cloth is acting as a mane for a horse and therefore needs to be pinned in multiple places. I've looked at several tutorials but can't really 'transfer' the technique used to get the result I want. How can I pin cloth to multiple points on a moving model?


texts: In mixed-system Linux/Win network render, is there a way to specify cache directory?

texts:
I'm using the network render addon (using blender 2.78 on all machines) to render an animation on a network of computers (Master is Windows; slaves are Ubuntu). The animation uses several physics simulations, and each slave starts rendering each simulation as if it started in the batch of 5 frames it receives.

The .blend file and the cache are stored on a Windows directory which is shared with the slaves, but every time I attempt to render I get the message "still missing dependency file".

I'm using relative paths, but it seems like the ubuntu slaves don't know where the cache is, since paths in Windows/Ubuntu work differently.

Does Blender have a place where a cache directory can be manually specified for a slave node, or has anyone encountered a similar issue that they've been able to resolve. Thanks!


texts: How to make a round point or a rounder point in this case, where edges come together and join into one vertex?

texts: I would like to ask how to make a round point or rounder point in this case. Sorry I am a complete beginner and tried with the bevel and loop cut tool (loop cut did not work at all), the subdivision surface modifier only worked on the whole object. The object also already has an applied mirror modifier. Thank you so much for answering in case you do.


texts:
I modeling a watch and want to use the compositor to change the lume color.
But, in the compositor, I can't access anything under the glass so I can't change to color on the hands.

The only way I can do it is using a transparent shader instead of a glass shader (but in that case, I loosing the refraction and i really want to keep it...)

Does anyone have a hint to do it ?


texts: How can a path animation be used as an action in the game engine?

texts:
I animated a rollercoaster using a Bezier Curve and a Follow Path Constraint affecting the vehicle.
Then I tried to use the automatically created action in the game engine but the Action Actuator has no effect .

How can this action be used in the BGE?
Can the Path Animation alternatively be converted into keyframes?


texts: How to make a curve on the face of a plane

texts:
I am new in blender and I watched some tutorials on this issue but I did not find any solution.

I want a little curve on a single side of a plane


texts: Choose distinct colors based on Custom Properties

texts:
Is there a way to assign a distinct "random" color to a mesh based on the string-value of one of its "Custom Properties"? I am most interested in having this color visible in the 3D viewport to distinguish objects based on their properties while editing a scene.
I'm not sure whether the solution should be based on shading or not. The viewport "solid mode" view with "random" color assignment is close to what I want except that it chooses a separate color for each object rather than for a group with the same property.
For example, supposing that I would have a large number of meshes each with a property "country" and I wanted each mesh with value "australia" to be one color, each with value "usa" to be another color, and so on.


texts: Why doesn't constraining to a vertex group behave like parenting to vertices?

texts:
It is possible to constrain objects or bones to vertex groups using Child Of, copy rotation, etc. However, when you do this, you tend to get odd behavior, especially with bones. They tend to roll over or otherwise flip strangely.

However, if you parent an empty to 3 vertices, it works reliably. You can then constrain the bone to the empty. But this is a lot more setup.

Can anyone explain why these behave differently? Why is constraining directly to vertex groups not viable, and is there a way to solve it? I remember reading about it somewhere in detail a year or two ago, but cannot find it now.


texts: Orientation of instances in Particles Instance Modifier

texts:
I'm trying to get dynamic tassels attached to the end of a scarf in the example here.

I just don't seem to be able to get the tassels oriented correctly, despite having studied
Samir's excellent explanation here

here is a link to the blend in question

Many thanks in advance,

Matt


texts: Trying to create a 3d Ghost like the kind with a sheet and two eyes. I've created the sheet, textured it and put it on top of a sphere. Looks great but I don't want the sheet to drop onto the object underneath. I want it to start out already draped over the sphere. Any help would be great. Thanks.


texts: Explosion doesn't show up in rendered frames

texts:
I'm trying to follow this tutorial on youtube

https://www.youtube.com/watch?v=-3t4g5WsUbY

...Rendering in eevee. The explosion looks good enough when I play it in blender, but when I render it the frames are empty.

I don't know what info is relevant here so I'll just post the blend file (although one thing I suspect is that I can't check the 'Volumetrics' checkbox like in the video, it doesn't have on on my version)


texts: Is their a way to queue or automate particle bakes?

texts:
Is there a way to queue or automate particle bakes?

When multiple particle systems are used, it would be great to have a way to queue up the baking of each, and then leave the computer chugging. Possible?

Aftermarket add-on would be great, too, but the ones I have seen automate tasks like AO baking only.


texts: See background image through solid shading in edit mode

texts:
I am modeling a person's head and face using front and side reference images. I have set the reference images as Background Images for the "Front Ortho" and "Right Ortho" views, respectively. For the most part this is working well except for one odd issue. On the "Front Ortho" view, when I select solid shading mode, the mesh surface shading is semi-transparent, so I can still see the background image behind it. However, when I select solid shading on the "Right Ortho" view, the mesh is fully opaque - so I must switch to wireframe mode to see background image. Aside from the "Axis" and "Source Image", all the Background Image settings are the same between the two. I'm just trying to understand the difference I'm seeing between these two views.

I can see both presentations being useful depending on what you're trying to do/see, so I guess I'm looking for a way I can switch between the two behaviors. For what I'm trying to accomplish right now, I'm mostly interested in being able to see through the mesh in solid mode in "Right Ortho" view.


texts: Voronoi Texture Node with differing options

texts:
I am following this tutorial: https://www.youtube.com/watch?v=zJGphR_LBoM
When he adds a Voronoi Texture as displacement, his Voronoi Node looks like this:

but mine looks like this

I've double checked it a dozen times, and I am now quite sure that it got updated or changed, so how can I correctly pattern to Crackle?


texts:
I have a plane acting as a simple emitter. It emits 10 particles from frame 1 to 4. And again from frame 11-14. And again from 21-24. Then there's a pause for 40 frames, and the entire sequence repeats, including the pause.

I need to find an automated way to cycle this emitter sequence. Ideally, the sequence could be repeated indefinitely using an F-Curve Cycles modifier.

The question below addresses a similar problem, but I'm looking for a way to use automation:
How to turn particle emission on/off?

Any ideas?


texts: I am seeing hair emitted from faces outside the vertex group. I created a simple UV sphere, a vertex group (colored), a hair particle system using the vertex group as the density, no children. You can see below hair growing out of faces adjacent to the vertex group and I don't know why. Anyone?


texts: Eevee: First animation frame renders black & white until something in the scene updates

texts:
Complex animation sequence, 1000 frames with linked libraries.
Eevee render engine.

Behaviour N°1:
I open the .blend file and hit Render Animation; first frame, and only the first frame, renders black & white; all remaining frames render correctly.

Behaviour N°2:
I set the viewport to render view. Render view turns out black & white as previous case. Now check this out:

If I hide/disable in viewport the sun (only light source in my scene) and then I unhide it/enable it in viewport, the scene renders correctly.
With viewport still in render mode, I move one frame forward and then one frame backward: previously b&w scene now renders correctly.

Behaviour N°3:
You hit render single frame (F12). Frame turns out B&W as previously mentioned. Hit render again (Don't update nothing): frame turns out B&W; same behaviour.

With "black & white" I mean all the opaque pixels render 255,255,255; all the alpha pixels render as 0,0,0 with alpha zero.

With "first frame" I mean first frame RENDERED, not the start frame of the animation. I.E: You save the file with the timeline set at the frame #666, reopen file, hit render, frame #666 renders B&W, frame #667 renders correctly

FYI, I uploaded my file to a render farm and I STILL GET THE SAME RESULT! This gives the tip that it is not hardware related.

It's like you have to manually update the scene so that Blender uses the sun lamp.
I'm on the dark here guys. I'm really thinking on submitting a bug report


texts: Normal map seems fine, but shades completely wrong (2.8 Beta)

texts:
I'm trying to bake a normal map from my high poly sculpted model to my low poly model.

From left to right:
 1. Lowpoly model without the normal map
 2. Lowpoly model with the normal map
 3. Highpoly model.

I use Non-Color image input, the texture itself looks fine, but the LookDev preview is completely broken. What is going on?


texts: How to fix the shadow line in the middle of the face?

texts: This is not the first time i have this weird... shadow line? I can't understand what causes it and how to fix it.


texts: Problem exporting model from Blender to 3DS Max

texts:
I'm having some trouble exporting a model with textures to be imported into 3DS Max. I decided to use the OBJ exporter. For some reason the model is all screwed up when I import it into 3DS Max.

How it looks in Blender:

How it looks in 3DS Max:


texts:
I don't know why its not working. :(
I'm new in node editor thx for understanding.


texts: Audio Visualization with Background Image

texts:
I am not able to render background image and audio visualization into one video. I have tried compositioning audio visualization(spectrum) and background image into one but the render gives me only images 0001.png, 0002.png and so on.

Here's how it looks in blender:

Here's what I get:

Basically if there's another way to render audio visualization with background image, please mention it. I have no experience in blender.


texts: How to keep initial orientation when adding copy transforms constraint?

texts:
I am rigging an arm to follow a bone using copy transform. It does work as I want, but when I apply the constraint it randomly rotates. I can rotate it back but it takes a long time because I need it to be precise.

So I am wondering if it's possible to add the copy transform constraint without changing the current position?


texts: How do I reset a specific bone's "Stretch To" Rest Length, via code?

texts:
I'm trying to automate some processes. How do I "Reset" a "Stretch To" constraint in Blender, using python scripting. I copied the code that appeared in the "Info" window after executing the action manually. but when I used

bpy.ops.constraint.stretchto_reset(constraint="Stretch To", owner='BONE')

it does not work. Is there specific code references I need to import?
(I.E.:
    import bpy,
    import mathutls
, etc.)
Or is there some qualifiers I need to add? Maybe about the specific bone? If so Where?

Signed, Greenhorn


texts: How can I "un-merge" faces from a continuous mesh?

texts: How can I separate a set of faces from a continuous mesh in Edit mode, without moving the selected faces to another object? I'd like to keep the faces within the same object, if possible.


texts: Weird red dotted rectangle appearing in blender, how do I delete it?

texts: I'm not even able to select it, also don't think its an object. Please help.


texts: I'm having problem with adjusting the pivot of an Object

texts: How to translate or rotate Pivot of an object and keeps the pivot in the adjusted direction, please help if anybody knows about this.


texts: Is there an option to turn off the save prompt before quitting in 2.8?

texts:
Seems that now Blender 2.8 is asking if we want to save before quit providing three options: Save, Discard and Cancel.
However, my workflow is fast and I'm more bothered by these questions, especially when I want to load another blend file really fast.
Is there an option to turn off this?


texts: use python script as animation node, and give it inputs

texts:
I try to use a script with animation nodes, so i use the node "Script", this node has a button "New Input", but clicking it don't seem to do anything.

Is it any way i could use a script as an animation node, with some inputs like floating points, integers, strings, or even blender object?


texts:
I have two problems. They are both visible in the gif.

1.) The Sculpt level 0 shape/silhouette hardly resembles the Sculpt level 1 silhouette. I doubt I can bake a good normal map to level 0 if the silhouette is so different. Is that supposed to be that way or can it be avoided?

2.) After I did some sculpting on different multires levels I begin to have stray vertices coming out from the mesh in some places, only visible on certain multires levels. If I smooth them back in then it messes up the other levels (then the other multires level show strange vertices too), if I smooth them back in then I get the same issue on the other multires level again. Anyone know why that is?

Edit: Q1  was solved by MrZaks tip to click "apply base" and the stray vertices Q2 were gone when I cleaned up the topology inside the mouth.


texts:
Using the Brick texture is it possible to have more than 2 solid colored bricks unmixed with the bias?

I have been putting a color ramp on the output of the texture node, at constant to get 2 colors.  Is there a way to further split these into 3+ colors, to provide even more random colors?

I tried to apply Robin Betts solution, however if I do it that way, the noise texture effects the color smoothness, I added a color ramp, which seemed to help and put the noise texture onto a brick, but now the color smoothness is a grey outline around all the bricks. I would like it to be a black.

enter image description here

node layout with color ramp

enter image description here

node layout with color ramp results

results of node layout as per Robin Betts solution Below.

node layout Copied from Robin Betts Solution below


texts: Black screen following me whenever I zoom out in blender

texts: Whenever I zoom out there would be a black screen constantly following me.  The more it zooms out the more I cant see my model


texts:
I've managed to get my animation to a point where it works properly, now I'm trying to render it. When I go to render, or even to the Camera View in the 3D view, the scene is clipped and none of my objects are visible! I've tried altering the camera's "Clip Start" and "Clip End" values, doing so had no effect.

My scene in the 3D view:

The same scene, from the same perspective, in Camera view:

How do I get it to render correctly, even from the Camera View perspective?

Edit: .blend file available at http://www.pasteall.org/blend/36540


texts:
I am pretty sure there is a timing thing I am missing some where, but my particle system of sparks seems to shoot them out and then, instead of arcing gracefully, they abruptly change direction.

I like the direction of the arc but the abruptness is too sharp.

How do I soften it so they smoothly bend over?

Here are my settings:


texts: how to insert a height map to a sphere and create a high poly planet?

texts:
https://www.renderhub.com/users/w/i/r/wirecase3d/3d-model-earth-globe-hd/
that is Earth which is what I wanted to create. I want to know how I can possibly create Earth like this, very high detailed. All Im asking for is a tutorial video to learn how to insert a height map to a sphere.


texts: Should you retopologize a "low poly" character?

texts:
The picture above is a low poly style character found on google. My problem is this thing looks a pain to animate, and I don't really know if you should retopologize this. You will probably end up with more faces than the base model.

If you think about it there's not a lot of polygons to work on on joints and stuff so it would look logical for me to make a good retopology and bake the character for a normal/ambien occlusion map to get that look but work with a real normal topology on the back. Do I see it right?

I'm not sure if this is a good place to ask this question, sorry if it is not.


texts: How to increase Font size in blender-3d (2.79)?

texts: After the new update, how to increase the font size to be larger in blender 2.79?


texts:
I am a beginner in Blender. This is what I do to save the depth:

I can get the real Z in meter from the camera to the object. But how to simulate the field of view of the depth sensor?

Concretely, this is what I would like to do but using some mathematical nodes:

if (depth(i,j) < z_max) {
  if (depth(i,j) > z_min) {
    depth_clean(i,j) = depth(i,j);
  } else {
    depth_clean(i,j) = 0;
  }
} else {
  depth_clean(i,j) = 0;
}


texts:
I have a render scene in blender that is meant to look like this:

however the render looks like this (its abit hard to see but the only thing in that image is the stickman drawring and the background is transparent?:

However its not transparent in the world film options so I have no idea what has happened. I had a similar issue like this in my younger blender days of 2.79 however you cant do "W" "clear all restrict render" anymore... Please help. Also the visibility in the layer settings is all set so it should be seen in render...
Also if you still cant see the stickman this may help you (youll need to enlargen the image potentially to see it and the background has that transparent checker texture as well. Also the compositing has nothing to do with it.:


texts: How to select extruded vertices in bmesh?

texts:
I'm just messing around with bmesh and was trying to create a script that would extrude the edges I mark as sharp. Here's my code:

import bpy
import bmesh
from mathutils import Vector

ob = bpy.context.object
me = ob.data

bm = bmesh.from_edit_mesh(me)
selected_verts = [v for v in bm.faces if v.select]
verts_to_extrude = []

for e in bm.edges:
    if not e.smooth:
        verts_to_extrude.append(e)

bmesh.ops.extrude_edge_only(bm, edges=verts_to_extrude)

bmesh.update_edit_mesh(bpy.context.object.data)

Here is what it does:

Before:

After:

Note: the code does not move the selected vertices, I just moved them out of the way so you could see what its doing.

It is doing what I want in that it is extruding the vertices marked sharp, but it leaves the original vertices I had selected, selected. Is there any way to make it so that it selects the extruded vertices and deselects the vertices I had selected before the operation?


texts: Including 3rd party modules in a Blender addon

texts:
I wish to include the libSBML library in one of my Blender addons. Although I was able to successfully do this on Linux, I'm having problems getting it to load in Blender's python console in my Windows box. I wrote the libSBML developers about this, and they replayed:

When I looked at Blender it seemed to be using Python 3.3.0. (Which is unfortunately the only python binaries we do not currently distribute). So I went ahead and created a set of binaries for the 'official' python 3.3. Looking at the dependencies, it depends on python33.dll and python3.dll. However, Blender only comes along with the python33.dll.
the best thing to do would be to be able to link directly against the library that Blender uses, unfortunately there are no lib files distributed with Blender. So I'm afraid I cannot help there. It would help to know how precisely they built the numpy module they distribute and then use the same build procedure for libSBML.

My specific questions would then be:

Is it possible to either get python3.dll from the official python distribution and use it with Blender, or
if there is a set of lib's that Blender uses that I could compile my own version of libsbml against so that I can include it in my addon.
Alternatively, what are the set of steps that one needs to follow to compile a library against Blender python's libs and dlls in Windows (for example, like the cited mail states, how was Blender's numpy compiled).


texts: How to save curve shape of cylinder with such deform?

texts:
It's difficult for me to make clear this part of bullet.

I use cylinder with 16 vertices, add 2 horizontal loops "ctrl+r", insert "i" 2x loops. Then I extrude with individual origins and normal transform orientation polygons

Then I add subdivision surface and some loops to save form. But there are problem with entrance 5 edges in vertices and bad form of curve shape

How to save curve shape of cylinder with such deformations and to get it with clear topology?

LukeD, thanks for solution to the problem. Here's my result:


texts: Can I export an animation as an .anim file format?

texts:
Another board suggested exporting animations made in Blender (in this case it is a character animation that will be played in Second Life or a similar platform) as an .anim file.

I have done lots of searching on Google and looking in the program. It seems like .anim is a MAYA extension?  Is it actually possible to export your animation as an .anim file?

If so, some hints would be helpful.


texts: How do I fix Rigify error that reads " Bone 'upper_arm.R': Input to rig type must be a chain of 3 bones. Incorrect armature for type 'arm'?

texts: I keep getting the above error although it appears that all my joints are connected. I attempted to fix the rig by insuring all roll had the same degrees for the arm bones and reparenting the bones. Neither solution worked. Any help with this issue would be appreciated.


texts:
I am trying to generate a Norwegian spruce with the sapling addon. I have achieved this result:

The problem is that the secondary branches have the wrong starting direction. The rotation between each branch is 180 deg, so that the first branches always is in on plane. However, to get the correct result, the initial angle needs to be set to 90 degrees relative to the default value, so that the first branches is parallell to the xy-plane. Is that possible? Note: It should be easy to add a parameter to the add-on, so I could manage to do that, and also make a pull request upstream, but I may need some input on where the rotation angle is computed and so on.


texts: dynotopo sculpting - which make the file to big

texts:
When I go into Dynotopo, I come with an 86 Mb file, and set it to constant detail 20, - and do a Little with the snakebrush, a Little inflation, and smooth - and then boom, after only 5-10 minutes i have 390 Mb file, and going rather slowly.
My computer is 16 gb ram and using a Nivida Geforce gtx 1660 graphic card. That I imagine is OK, on a not a specially small computer.
Can anybody tell me what to do?
I of course use the decimate modifier, but setting it to 0.3 only gets the mesh size down to 300 mb. it seems crazy that the mesh grows that fast.
[sculpture in 3 elements


texts: How to align vertices to another vertex per axis?

texts: I would like to align vertices to another vertex per axis. I know of scaling reset for all selected per sz0. However the alignment depends on other switches like proportional editing and so on which leads to lot of confusion. In Object Mode there is the nice align Object->Transform->Align Objects, I wish this for Edit Mode as well.


texts: Mesh: Plastic bottle curved indent, boolean or displacement map? Or maybe something else?

texts:
I'm new to blender and I'm trying to make a 3d model of a complex-ish water bottle.
Now I'm stuck at a part where there's an array of wavy lines that need to be indented at the top.
I've tried a few things, some didn't work and other's didn't really look right.
...and now I'm left with the question, if what I'm trying to do is even possible. :)

First I tried using an array of curves and applying a boolean modifier to cut the waves into the bottle.
But it instead ended up destroying the mesh.
(Maybe by increasing the size of the bottle, cutting it and scaling it down?)

I also tried using a displacement map which actually works, but at rendering I run out of memory.
Only when I turn off experimental mode can it render it and it doesn't look smooth enough either way:

My question, if it's possible and what's the best way of doing it is?
I look forward to your replies, thank you.

Kind Regards,
Peter


texts:
I`m trying to extrude an edge from a simple plane(or box or any other simple object) but Ctrl+E in edit mode then dragging on the yellow handle just moves the extruded edge around without any restraints. I found something about Axis Locking which I couldn't get to work in 2.8. The same issue seems to exist when extruding faces and vertices.

The workaround I found via some tutorials: dragging out the edge then canceling before committing, then using the gizmo (W) to move in a certain direction. I`m sure that's not how it's done but tutorials and docs didn't yield anything useful on the matter (maybe bad search skills in which case I apologize in advance)


texts:
I'm making a script which allows the user to change the contents of a Text Object as if it were a Textbox in a Word Document.

Is there a way to check what the status of the Caps Lock button is, so that i know whether it's on or not.

Or, is there a better way to have a textbox in a game?


texts: How can I remap to Shift Command Click&Drag?

texts:
I'm on an iMac using an Apple wireless keyboard and a Magic Mouse. I'm trying to remap buttons so that I can Move the 3D view left, right, up, and down with Shift Command Click&Drag. This is what I tried to customize in the Input tab of User Preferences:

That doesn't work, even though I managed to remap zooming with Shift Click&Drag pretty much the same way:

What am I doing wrong?


texts: I can't see lamps or selection outlines or anything "orange" in 3D view anymore

texts: I am very new to Blender and I have no idea what I could have done to cause something like this. I remember messing with the CPU and GPU rendering options. I tried downloading other files from Blender Cloud, and they didn't have the issue. I copied the User Preferences but it's still the same.


texts:
I'm a newbie to blender and I'm trying to make a curved solid line. I want it to be perfectly curved, as half a circle. I want it to have thickness and be round on the tips. Think of a sausage.
I've tried multiple ways, but couldn't do it.
Thanks for the help!


texts: Why is mesh reacting weirdly when adding a Solidify modifier or smooth shading?

texts:
I've been struggling a while to get some sort of a tube/flow conduction for a rotor right, but I get some weird glitches (or I am doing something stupid).

How I made the mesh (maybe it helps to know, so you know where I went wrong):

First I made a cylinder, deleted the bottom and top face. Then I drew a path and made it to a certain shape. After that I use a array modifier on the cylinder and a curve modifier. So after that I was left with a curved tube.

Then I just started to delete some faces to open it up and added some sort of a roof to it, so it would let the water flow in a certain way.

Problem I am having:

Then I wanted to give it a little bit of thickness, so I used the solidify modifier, but after applying it to the mesh it did not want to do what I want:

Also, when I tried to use smooth shading it showed some weird stuff:

Link to the photos : https://imgur.com/a/VX4RekM

How do I fix these bumps when I give it a little bit of thickness? And how to fix the weird smooth shading thing?


texts:
I render multiple frames in blender, and if not the frames also, I at least want to save the depth maps, as an image. As can be seen in the screenshot I have attached, I have added a 'File Output' node that specifies that path to save the depth images.  But during rendering, only the frames get saved.
In the output properties, I set the output path for the frames to be saved.
What is it that I am doing wrong here?


texts: Modal Operator double keytrigger (RELEASE triggered twice on Ubuntu)

texts:
here the smallest bit of code to show what I mean.

import bpy
from bpy.props import IntProperty

class ModalOperator(bpy.types.Operator):
    """Move an object with the mouse, example"""
    bl_idname = "object.modal_test_operator"
    bl_label = "AA Run"

    modal_counter = IntProperty(default=0)

    def modal(self, context, event):
        if (event.type == 'MINUS') and (event.value == 'RELEASE'):
            self.modal_counter += 1
            print('triggered!', self.modal_counter)

        elif event.type == 'LEFTMOUSE':
            print('ended by finish')
            return {'FINISHED'}

        elif event.type in {'RIGHTMOUSE', 'ESC'}:
            print('ended by cancel')
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        self.modal_counter = 0
        print('start')
        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

def register():
    bpy.utils.register_class(ModalOperator)

def unregister():
    bpy.utils.unregister_class(ModalOperator)

if __name__ == "__main__":
    register()

The output of this operator when you press the Minus key twice is this:

start
triggered! 1     <-- first press
triggered! 2     <-- first press
triggered! 3     <-- second press
triggered! 4     <-- second press
ended by finish

What am I doing wrong? If i set it to listen for event.value == 'PRESS' it's OK, but it seems 'RELEASE' is triggered twice?


texts: Resolution of video dropping when uploading video to youtube. Help please!

texts: I have been working on a short film in eevee and I am finally ready to upload it to youtube however when I try to upload it the resolution drops dramatically. I rendered the animation in blender with the output settings in the picture below that I believe match what youtube recommends. Any suggestions on how I can improve or fix this issue? I have already had the video on youtube for a few days and the quality has not improved.


texts: I cannot get this cylinder to follow the bezier curve

texts:
Hello guys, new to blender here. I cant seem to get this cylinder to follow the bezier curve spiral shape i created. When I move the cylinder along the curve its completely off and starts twisting and bending like crazy.

I used the curve modifier on the cylinder and as the object i chose the bezier curve. I already matched the centers of both objects as well along the x,y, and z. And for the curve modifier the deformation axis is set to X.

Any help would truly be appreciated!

Thanks!