texts:
I've created a vertex group that I want to reshape to more or less how this curve looks in the first image looks like. I'm trying to achieve this using curve modifier. Unfortunately the middle of the vertex group is moved to the edge of the curve, as seen in the other image.

Can this be fixed? Perhaps I'm trying to use wrong tool for the job? It's only my 3rd day with Blender so maybe I'm missing something obvious.


texts: Interface floats in window after switching screen resolution

texts:
Operating system: macOS Mojave 10.14.2
Graphics card: Intel Iris Pro 1536 MB

Broken: 2.8 beta e57ee5934a30
Worked: 2.79

Problem: Blender window goes edge to edge, but interface only renders from the bottom left-hand corner to fill 60% of the screen. Mouse input corresponds to correct scale, but interface renders only in distorted area. Assuming it's graphics issue which can be solved by clearing an interface cache somewhere.

How to reproduce error:

Open Blender on regular-resolution display
Drag Blender window onto display with different resolution
Interface scale breaks (cannot be reset)

How do I completely reset how the interface is being rendered so I can fix this interface scaling issue?


texts: How to make non-linear movements with a Follow Path constraint?

texts:
I try to achieve a non linear movement with the Follow Path constraint.
I linked my object to a bezier circle using the Follow Path constraint.
It follows the circle with a linear movement, meaning the speed of the object always stays the same.
I want to make the object move faster by time, by changing the curve of the evaluation time from linear to exponentially.
In short I want the movement of the object to get faster and faster. How can i achieve this?


texts:
I have a movie (rusty_chain). In this movie i want to add descriptive text on top. How can i do this with compositing?
I know i can do it with video sequencer, just a layer on top of it, but if i try it in compositor (because i want to animate the text), i do not find a node which just basically adds the text on the movie.
sorry, for the stupid question...it's my first try compositing...


texts: Addons Not showing up in Toolbar (Blender 2.8 Alpha)

texts: After installing the addons in the user preferences, they don't show up anywhere in blender 2.8 except from workspace addons tab in the properties and clicking it doesnt do anything. In user preferences next to the addons list, it also says that "Upgrade to 2.8x required". Does that mean that we can't use any addons in 2.8 unless they are upgraded for 2.8 builds?


texts:
I'm working on a new iterative algorithm for generating geometries. I'm trying to update the screen for each iteration on the screen to monitor the results (real-time); blender doesn't respond during the calculations.

Note: I tried this command but didn't work:
bpy.ops.wm.redraw_timer(type='DRAW', iterations=1,time_limit=0)


texts:
okay so, my lighting is being weird and I have several dark spots, it doesn't matter how many lights i have or where i move them, they still persist, its also bugging me that the gloves are the exact same material as the white spots on the shoes, but are look darker.
I've tried changing the environmental lighting too, but it doesn't help


texts: I was following a tutorial in blender on basic stuff like nodes, texturing and what not, i tried to hide one of the meshes when I was in edit mode and it went grey. I'm no longer able to edit nor select the mesh. i'm a beginner so you may have to go in depth on how to fix the issue.


texts:
There's many guides and approaches to rounding off edges or multiple vertexes of a cube. But I have not found a resource showing how to take a single corner of a cube and beveling it.
The closest I have come to reaching my goal is shown here.

I want the top side of the cube to have one rounded corner while the opposite face remains square.
The second image is taking from the cubes bottom side. It have become rounded at one corner, while I wanted it to remain square.

The remaining sides of the cube must be rounded off accordingly too. Providing a nice rounded corner, that can be placed upon another cube and have all their edges touch.

I'm still learning Blender so forgive me if I have missed the obvious.

Edit: To try and illustrate what I am aiming consider the two red blocks. The bottom side of the blocks are squares. They have however been rounded on each left and the back side. The nearest corner of the cubes seem to have been smoothed out.


texts: I'm new to blender and am trying to attach rigify to my model, but it is not working. When ever I attach the mess to the rig weird things happen, I can't see all of the mess and my model is all messed up. Also, when I take bind to vertex groups off in the armature modifier the model goes back to normal. But, then i cant animate it! This is what happens:


texts:
I cannot get rid of noise/fireflies in my glass shattering scene, rendering with cycles. I've tried all of the following suggestions:

Increasing Samples (up to 4000, still tons of noise)
Filter Glossy (from .5 to 20, still no fix)
Increasing Clamp (to 5)
Increasing light source (emissions doubled, still tons of noise)
Denoising (from .25 to 1, it works but makes the image too blurry)
Caustics (turned off and on, makes no difference)
Light Path Bounce min/max equal (both set to 8, that helped but did not fix)
Multiple Importance Sampling (turned on for all tests)

Is it possible I really need to go up to 10k samples? Or, maybe there is something wrong with my glass texture, which is just "Glass BSDF" with Roughness at .1 and IOR at 1.45?

EDIT: Everything follows almost exactly a tutorial by Blender Guru found here

Here are my renders:

EDIT: Here's the render without the emission planes and with on sun light source instead. Any ideas?


texts: Creating custom or repeated transition effects in the VSE

texts:
Let's say I want to create a video with a large number of fairly complex transitions --- for the sake of argument, let's consider an old-fashioned carousel project slideshow. On each transition, the image needs to be moved off to the left, with the new image moved on from the right.

Setting this up once isn't too bad; I spend a few minutes fiddling with the keyframes and curves, and it's done. But now I have 150 more images to apply the same effect to. What's worse, once I render and send it off to my boss they're likely to send it back to me telling me to speed up every transition by 5%.

What I'd really like to do is to create a custom effect strip which applies the effect; then whenever I want my effect I simply overlap two images and apply the custom transition. Crucially, I would then be able to edit the transition strip to change the timings throughout the video.

Is such a thing possible, and if so, how?

Things I've looked at:

I've looked at metastrips, but I don't think they're usable as effects. Plus, I don't think I can create a linked duplicate (Alt+D doesn't appear to work in the VSE), so I'd still need to go through and edit each one manually to adjust the timings.
I know about mask effects, which look great, but they can only overlay one strip on another, and can't apply effects like translations or scales.


texts: Challenge - How to stretch an object through a plane

texts:
I would like to create this effect (white face image), but with a map (country map).
As if my map where pushed from behind a white grainy plastic film.
I searched some tutorial on Youtube, but could't fine any solution.
Does this effect have a specific name that I could search for ?
I saw a lot of "cloth simulation" or "vacuum situation" but I don't want any fold in the result.
Does someone know how to achieve this ?
I appreciate your help. Thanks.


texts: Is my animation supposed to render frame by frame?

texts: i am just starting out of blender. i found a tutorial on how to make a text animation and it is rendering it frame by frame.. it is taking 10 minutes a frame and there are 140 frames. it is still rendering as i write this. i am using the cycles render engine..


texts: How can I assign shortcuts to "Auto Execution" and "Always" checkbox of animation nodes in node editor toolbar?

texts:
I need to assign shortcuts to "Auto execution" and "Always" checkbox to speed up my workflow. I tried to assign them myself but there is no add shortcut option to them, python code after hovering it, didn't helped me either. I tried to read some documentation, but only to fail.
Note: i am not a computer nerd.!
Here is the screenshot for better understanding.


texts:
I've been searching online for 3+ hours trying to figure this problem out, I finally have to post my problem to search for an answer.

When I apply my bump map to an object's texture, the map doesn't read the non-color height information coming from the image. I thought this was a software problem so I did a fresh install of the latest release of Blender (I did not install the beta version). I did the same steps as last time and it still did not work.

Also, note that when I apply a bump map the texture of the image does change to show a collection of cubes on the surface of the texture. Look at the images below to get a better idea of my situation.

I checked all of my drivers and they are all up to date. I'm stumped and I could really use a helpful solution to this problem. Thanks.

Updated Blender File

Image of what the texture is supposed to look like

texturenotworking


texts: New to baking having trouble understanding artifacts

texts:
I'm trying to unserstand what is the issue with my model thats generating Oclusion where it shouldn't or weird Normal Map in some places.
Like here: It produced a shadow in the low poly version:

.blend file with everything i've baked packed: https://drive.google.com/file/d/1pDOnffdYL0gIzlhBSWsv8h_ywJJIcg5W/view?usp=sharing
Update: this might be a blender issue. I baked with Substance Painter and there was no issues with my model


texts:
so im new to blender and just have a small problem. in the 3d view my animation looks like this

Then When I render it it turns purple like this

Anyway I can get it to render normaly so the pokeballs and writing isnt purple?


texts: Why does changing the 3D cursor move other quad view windows?

texts: Just discovered the quad view option (CTRLALTQ) and love it. However, I have a problem that I have not been able to find a solution to. When I change the position of the 3D cursor in one window, the views in the other 3 windows are thrown out of whack, sometimes jettisoning another view far off from anything in the scene so that it is a real chore to bring everything back to alignment. Is there a way to keep changing the 3D cursor in one view from affecting the positions of the 'cameras' in the other 3 views?


texts:
I have a pencil here I modeled and I want to wrap some text around it. I have been trying this method: What's the simplest way to wrap extruded text around a cylinder? but this is not working for my pencil. I am trying to wrap the text on top of the object. here is what i am trying to achieve:

As you can see, the letters H and B are wrapped around the pencil. Here is my scene:

Please help. is there any other way to do this?


texts: glTF export has twice the vertices it should

texts:
I am turning instances on a template into copies in a glTF file. When I import that glTF file into Blender again, the number of vertices has doubled.

The number of faces also shows as double, but interestingly, the number of tris matches.

I can't see what is causing this. There is an array modifier creating the stack of objects inside the tower, but it seems to be applied correctly. There are no other modifiers, or constraints, or parenting. But when the glTF is imported, and the object that is that stack of rings is edited, and all vertices are selected and then merged by distance with Ctrl + M, almost 15,000 vertices are removed, reducing the total count by more than half.

What could be causing this?


texts: Blender Armature Weight Painting - Bone does not move how he should

texts:
I got a little problem. When i was trying to rig my character i weight painted with vertex groups. Now after i weight painted every single bone i got an issue on one hand. Its just one claw, all the others work as intended, but this one just doesn't move the way it should.

The claw just doesn't want to move properly. When rotating it deforms itself in a weird position. When rotating the other claws (which are the same (mirrored and weight painted)) they just move perfectly.
Does anyone know what i am doing wrong?


texts:
Is possibe to fix geometry of model made in Photoscan? I've made a scan of XVII century ceiling joist which is straight and looked straight on the photos from which model was calculated of. Final model however bends and hangs down (looks like a delicate arch). Center of the model is also top of the arch.

Is there a way to make it straight again in blender without deteriorating dimensions and texture quality?

This is how the model looks in blender:

As You can clearly see, this is not the straightest element on earth...

In general it should be straight construction, just as in the reality. On the first glance model looked good, similar to the reality


texts: I want to know how you can implement a private layer of dust as shown in the picture.


texts: Non-Manifold after boolean modifier (difference).... Why?

texts: I've made a simply (big) knob for potentiometer. After applying boolean modifier (difference) for create a starred hole (starting from a starred cilynder), the object come with "Non-Manifold"... Why? Anyone can help me? Thamks in advice.


texts: Rotating Array Modifier applied to a rotated object issue

texts:
So initially I've learned using the Array modifier from this video but actually it is decribed in short in this Q&A. When I used it to create a spiral ladder, I got a problem, though: when I used an empty for object offset, the copy ladder step was scaled by more than 10 along Z and by 2 along X which I fixed by scaling the empty.

Now I'm trying to use the Array modifier to create a cylinder with a code of thinner cylinders emerging from it. Here's what I have before applying the modifier:

Note that:

the thin cylinder's facets were moved so that its origin is on its bottom
it was then rotated around the X axis
then it was moved along Y and its origin was moved back to the (0,0,0)
now cursor is also at (0,0,0) and I created an empty also there, at (0,0,0)

So what I'm expecting is when I set an Array modifier with the Object offset of the Empty (the Arrows one), the copies are on the same place as the original cylinder and then I rotate the Empty and get my nice cone. However, even without any rotations, just when I set Object offset to the Empty, I get this:

Man, I'm definitely missing something. I've seen this question but the origin of my thin cylinder is in the same place as the Empty. Any ideas?

Here's my .blend file:

PS and here's an idea of what I'm trying to get (I've made this one by simple creating duplicates and rotating them around Z, but I'd like to have multiple of them placed in a regular manner):


texts: Camera facing backwards when exported as FBX and imported to Fusion 7

texts:
Similar to this question: I exported a motion tracked camera and some geometry from blender to be opened in Fusion 7. I used the FBX exporter using the default settings (-Z Forward, Y up).

Scene in Blender

When I opened in Fusion, the geometry came in fine but the camera was facing backwards.

Scene in Fusion

I tried playing with the settings for Forward and Up on the blender exporter, that changes the orientation of the geometry, but not that of the camera's orientation in regards to the scene.

How can I get my camera facing the right way?


texts: Export to fbx jumbles object positions and fails to embed the texture of my rigged character. How can I fix it? 2.91.2

texts:
I have my rigged character here and I need help exporting as an fbx. You can see what the current export looks like in the paint 3d window of my screenshot, and yeah, it isn't pretty.

The body parts, aside from the arms and the boots (which are the only parts I used the auto assigned blender bone weights option to rig), are all in the wrong spots. I made each part a child of the appropriate bone using the "bone relative" parent option and all of those get messed up. Those settings in the blue circle look important, but when I change them, nothing seems to happen. Any idea what I did wrong?
The textures are all missing as well. I saved my texture in the folder with my .blend file, I hit "pack all into .blend", and I used the path mode settings pictured in the screenshot but I suppose I missed a step somewhere. Any idea what happened?
p.s. This is my first time exporting an fbx from blender so I tried to show all the steps I took in the screenshot. Is this screenshot a good way to ask the question and frame the information?
Thanks for reading my question!


texts: The video preview on Blender is suddenly just a still image. How do I make it actually show a preview of the video?

texts:
Sorry if my question seems a bit newbish.

But basically, this part that shows the video preview doesn't move at all.  It's just showing this picture, even though the little Mega Man screen in the bottom left is a video.  It's just stuck there on the preview.  How do I make it actually show a preview of the video?

Again, sorry if the question is obvious.  I'm new to Blender and desperately trying to make sense of it.


texts: Texture space vs. poly count: Which is optimal / best practice in a game engine?

texts:
The model I'm building here is for a game engine.

Is it a better practice to 'glue' mesh parts together to save UV space? Or would it be better to conserve poly count? What is best practice from a professional perspective?

I have here a model that is very large. After trying to split the materials up (accounting for 512 pixels per meter) I ended up with more materials than I wanted. I thought that I might be using up too much texture space.


texts: How to connect two walls as as T or as a corner

texts: I put all these walls together, snapped their ends to the other faces and merged by distance but I have all these overlapping faces.  I tried to use a boolean tool to remove them or to merge edges but it either deletes the build or claims there are no intersections.  I've already started this over multiple times.  There are two colors now so I can see the intersections and overlap better.  There has got to be an easy way to get these parts to stick together and not have all that overlapping mess inside.  Help!


texts: Unable to link 2 nodes to mixshader at once (python)

texts:
Somehow this code is unable to bind two nodes(Emission and BsdfTransparent) to mixshader input at once. I'm able to do it in the node selector view and get the result i want. Anyone know whats wrong ?

### create nodes
emission_ = genMat.node_tree.nodes.new(type = 'ShaderNodeEmission')
output = genMat.node_tree.nodes.new(type = 'ShaderNodeOutputMaterial')
tex_coord = genMat.node_tree.nodes.new(type = 'ShaderNodeTexCoord')
image_texture = genMat.node_tree.nodes.new(type = 'ShaderNodeTexImage')
#for adding alpha channel to shaders
mix = genMat.node_tree.nodes.new(type = 'ShaderNodeMixShader')
trans = genMat.node_tree.nodes.new(type = 'ShaderNodeBsdfTransparent')

### linking nodes
genMat.node_tree.links.new(tex_coord.outputs['Generated'],image_texture.inputs['Vector'])
genMat.node_tree.links.new(image_texture.outputs['Color'],emission_.inputs['Color'])
genMat.node_tree.links.new(image_texture.outputs['Alpha'],mix.inputs['Fac'])
genMat.node_tree.links.new(emission_.outputs['Emission'],mix.inputs['Shader'])
genMat.node_tree.links.new(mix.outputs['Shader'],output.inputs['Surface'])
genMat.node_tree.links.new(trans.outputs['BSDF'],mix.inputs['Shader'])
genMat.node_tree.links.new(image_texture.outputs['Color'],emission_.inputs['Color'])


texts: Object following path angle in blender 2.9?

texts: I am new to Blender and can't figure out how to achieve an animation like this:


texts:
I know that in Cycles we can have as much noise as we want, but it's not the right type of noise.  I'm inserting an object into a video taken with a DSLR.  The video has some ISO noise in it and it makes the object that I rendered stand out.

I tried using my photo editor but it doesn't use a random seed for the noise so it's always the same pattern.  Does Blender have a way to do this in the compositor (preferably not Python)?  This would also be nice for adding realism to scenes.


texts: Ambient occlusion results in reverse / Inverted colours?

texts:
Im confused , this has never happened before!

The ambient occlusion is giving a reverse effect , instead of white in exposed areas it turns black?!


texts:
Trying to make raindrops dripping across the hood of a car. There are particles colliding and sliding along the hood. The particles are a Dynamic Paint Brush and the hood is a canvas.
This is what that looks like (the rain is moving a little fast in the GIF):

To avoid using a high poly mesh, I'm using an Image sequence instead of vertex data as output.
But, when using Image Sequence, I get this result (this is the wetmap):

The output lines up perfectly with a line on my mesh (this is the paintmap):

Here are my canvas settings:

And the brush settings:

For reference, here is what happens when I change canvas output type from Image Sequence to Vertex:

There are no vertex groups, the UVs are clean. Attempted on 2.90.1 and 2.93 alpha.


texts: Where's Offset Edge Slide in Blender 2.80 menus?

texts:
In order to learn Blender I'm thoroughly reading the docs and I've come across Offset Edge Slide, which is barely documented but seems really useful to add detail in a face.

Problem is, I cannot find it in the menus of Blender 2.80. Granted I can use the shortcut or the F3 search tool, but it'd be great to know whether it appears in a menu.


texts: How to make a point out of 2 intersecting lines?

texts: I have 2 lines, and I want to get the point where they intersect. I am looking to have a point created on the point of intersection. How can this be done?


texts: Denoise Node is"Disabled" but is working

texts: The Denoise Node is working but it is giving this warning. Should I change something? Note I have enabled denoise in render layers.


texts:
Is there a way to have multiple rigged objects that share mesh data?

I have a big hall, and want to use a rigged lamp that I have on separate file, let's say "lamp.blend". The lamp and the armature are in a group.

As per another answer, I made several hard links to the original file (lamp-01.blend, lamp-02.blend ...), and linked (Ctrl+Alt+O) the group once per file.

Then I made the armature a proxy object, and parented the armature to the empty (otherwise moving the empty would not move the armature), once per group.

All was fine and dandy, until the next day, when I opened the file to a series of errors:

  LIB: Armature: 'Lamp.001_proxy' missing from '/home/.../lamp-01.blend', parent ''

one per proxy object. The menu option "find missing files" didn't help.

What happened? How am I supposed to do the linking?

Thanks to all,
Piergi


texts:
I have an object with two parts each has been uv'd on to a different loop layer with textures.  On rendering the object only one of the texture layers is shown.
How to transfer both uv loops on to one for rendering?  I am using Blender 2.91.
The online manual isn't very helpful about uv loops.


texts: Cloth Passing Through cloth although interacting?

texts:
so I wanted to simulate an object falling on a net and getting stopped by it. Basically everything is fine because both objects interact with each other but after some time the one object just falls through the net.
The net only has cloth physics.
The object has cloth and collision physics.
Any ideas?
I am going to include the blend file as well. There are some other things in there, just ignore them.
Thanks in advance


texts: Installing LuxRender engine changes the appearance of the Cycles render engine

texts:
Is it possible that since I installed LuxRender 1.5 on Blender 2.76 yesterday, Cycles has stopped to display its GUI as it used to?

Here is the behavior I am used to:

*-create new scene
-switch to Cycles Render
-in the Materials Panel, enable Nodes for the selected object (default cube)
-Nodes appear in the Node Editor for said object (Shader Nodes is the Default Node view displayed) *

Here is the behavior since today:

-create new scene
-switch to Cycles Render
-in the Materials Panel, enable Nodes for the selected object (default cube)
-Shader Nodes don't appear in the Node Editor for said object, as Compositor Nodes are the Default selection

It does seem like default settings for the display have been corrupted or changed inside Cycles since I installed LuxRender.

Screenshot of the issue (taken right after enabling Nodes for the object):

(this is with the blender version where LuxRender is installed)

Expected behavior (taken after following identical steps):

(this was produced on a brand new version of blender 2.77 installed on the same machine, and with the same result on another machine with a "clean" version of 2.76)

Blend file (requires LuxRender 1.5 and Blender 2.76b to reproduce the bug):


texts: Accessing bpy.context gives a '_RestrictContext' warning, how to fix this?

texts:
I got this error message when I try to enable my addon.

dataBrush = bpy.context.blend_data.brushes

AttributeError:'_RestrictContext' object has no attribute 'blend_data'

Please some help

I am working on an dynamic palette for sculpt brushes


texts: 3D Builder won't accept meshes made from Particle System in Cycles Render

texts:
Basic Background

So, I was in very early stages of some modeling I was creating as a favor to a company called "Atomz Lab". I was to create and 3D print their mascot (A young boy wearing an atom T-Shirt, holding a graduated cylinder full of a orange substance).

It was essentially something I could add to my portfolio.

But very early on, while I was still working on the basic shape and detail of the head, I ran a quick test, to see if the hair would export like in material mode, or how it did post render.

The Problem

After converting the particle system into a mesh and exporting it as .obj and .mtl files, I loaded it up into 3D Builder, only to find just the head. My hair object was gone. After several other attempts, I finally gave up and decided to post this for answers.

I believe the problem could either be contributed to the limitations of 3D Builder, or that Blender exports converted meshes from hair particles in some sort of format only it can read.

Here's some screenshots:

After exporting the .obj and .mtl files, I opened them up in 3D Builder.

This is what I found:

The hair disappeared!

I really need some help. If any of you know the answer, on how to bring converted meshes into 3D Builder, please let me know.


texts: How to apply mutiple images to the material of UV Unwraped mesh

texts:
So, I've successfully modeled a sword in blender. Learned a lot. But still learning.

I followed some tutorials on youtube in order to learn how to texture the model.

However, what I've done is I've marked seams on several different parts of the Sword (Pommel, Hilt, Crossbar, Blade) And I've unwrapped each part separately. After this, I used a different image for each part of the blade.

I love the way it looks now, and I'd like to render it, but every time I try it doesn't show the textures I did with the UV Unwrap.

Upon further research, I found out that I have to make a material, and then apply the texture to the material.

My problem is that in every tutorial I've seen of this, its done differently, and most often the people in the tutorials are NOT working with multiple images.

Usually, they create a PNG. using their unwrapped objects, and the whole object is different colors but they're using a single Image, and I am not.

I'm very confused. I'd appreciate any help?

If possible, I'd like to simply take the way I have it textured with the UV unwrap (Which I can see when I change the viewport shading from "solid" to textured) and turn that directly into a texture that I can apply to a material, that I can assign to my model, and then render, without having to make multiple textures and multiple PNG.s and etc.

I need very clear, precise instructions, because I am very lost.

Any help would be appreciated.

**I'm using Blender Render, Not Cycles


texts: I need to run an operator after variables have been restored

texts:
I need to run an operator once an addon has been registered but at them moment if I do anything with "foo_number" it is at default rather than the saved version of it:

bl_info = {
    "name": "foo",
    "author": "",
    "version": (1, 0),
    "blender": (2, 79, 0),
    "description": "",
    "category": "3D View"}

import bpy
from bpy.app.handlers import persistent

class foo_variables(bpy.types.PropertyGroup):
    foo_number = bpy.props.IntProperty(
        name = "foo",
        default = 1
    )

class foo_update(bpy.types.Operator):
    bl_idname = "foo.foo_update"
    bl_label = "foo"
    bl_options = {'REGISTER'}

    def execute(self, context):
        print("some operation")
        # do something with foo number

        return {'FINISHED'}

@persistent
def update_op(scene):
    bpy.app.handlers.scene_update_pre.remove(update_op)
    bpy.ops.foo.foo_update()

def register():
    bpy.utils.register_class(foo_update)
    bpy.utils.register_class(foo_variables)
    bpy.types.Scene.foo_vars = bpy.props.PointerProperty(type = foo_variables)
    bpy.app.handlers.scene_update_pre.append(update_op)

def unregister():
    bpy.utils.unregister_class(foo_update)
    bpy.utils.unregister_class(foo_variables)
    del bpy.types.Scene.foo_variables

I now have this, but I cant find a way to remove the handler without it breaking:

@persistent
def update_op(scene):
    # bpy.app.handlers.scene_update_pre.remove(update_op)
    bpy.ops.foo.foo_update()

def register():
    bpy.utils.register_class(foo_update)
    bpy.utils.register_class(foo_variables)
    bpy.types.Scene.foo_vars = bpy.props.PointerProperty(type = foo_variables)
    bpy.app.handlers.load_post.append(update_prefix)

def unregister():
    bpy.utils.unregister_class(foo_update)
    bpy.utils.unregister_class(foo_variables)
    del bpy.types.Scene.foo_variables

if __name__ == "__main__":
    register()


texts: Is there a way to find out the last user operation using Python?

texts:
I'm currently working on addon and need to replace Render and Render Animation user operations with addon operations. The perfect way would be to re-link Blender original UI buttons and shortcuts directly to addon operations while addon is enabled, but I'm not sure if it is even possible without changing Blender source code. Of course the most obvious way would be to add Render and Render Animation buttons in addon UI, but I really want to avoid this to keep everything user-friendly and familiar.

The only way I've found is to use a handler with a function which aborts original Blender render operation and replaces it with addon operations, e.g.:

bpy.app.handlers.render_pre(my_render_replace_function)

The problem is that my algorithms for rendering a single frame and animation are a bit different, so the addon have to know exactly what command user have used. And unfortunately there's no handler in blender like:

bpy.app.handlers.render_animation_pre()

I thought it would be possible to access Undo History somehow to get the last undo item and use it for choosing the correct algorithm. There is a method which gives an access to perform direct operations over the Undo History:

bpy.ops.ed.undo_history(item=0)

Writing a function which would search for the last item's number is also no problem using preferences settings to get maximum number of undo steps in the scene

bpy.context.preferences.edit.undo_steps

and, in case it haven't been reached yet, using "for" loop to check smaller numbers until that method returns something different from '{CANCELLED}'

The only thing I can not find is the way to find exact undo item's meaning or even type, because bpy.ops.ed.undo_history doesn't have such methods. So is there another way to access undo history to get exact item, not just its number? Or maybe another way to define what was the last operation and tell it to Python?

Actually if anyone could suggest any solution without using undo history at all, it would be even more appreciated, because we all know that the whole undo system in Blender currently is not the thing you want to deal with and it can be replaced with new one in any new build.


texts: I'm looking to create a procedural basic rough texture in blender with some texture nodes. Can someone either share a node tree or a link to a video on it? Thanks!


texts: How to animate the start position object on the wave modifier?

texts:
So I have a scene where my object has the wave modifier and the start position object is an empty axis. Here's my wave modifier settings:

Here's what happens when drag the empty nearby:

but when the empty is animated as soon as it gets nearby, nothing happens:

Also if it helps I have a subdivision modifier above the wave one.

Do I have to apply the wave modifier? Is there something obvious I'm missing? Or can you simply not animate the start position object?

Thanks!


texts: Is it possible to render vertices in Blender?

texts:
Is it possible to render vertices with materials applied on them?

I subdivided a mesh, and deleted all the faces so only the vertices were left.
I could theoretically apply cool effects on them (I think it could be useful in motion graphics), but I could not apply materials on them or paint them in vertex paint mode.

I'm new to blender and i might do something wrong though. I would appreciate any help, thanks.

Why do I need it:
I've tried to replicate some of the trapcodes particle effects, but it was kind of hard to do this with Blender particles, which are really great by the way.

it might has something to do with my lack of experience - anyway I couldn't do it. And I think since blender is 3D software in the first place it could have some other ways to do it.


texts: I was wondering if it's possible to get AO shadows on a model using the material node editor without baked textures or vertex colors (or the compositor). I've tried finicking around with the AO material but it always results in the model becoming much brighter and less blended with the environment. If anyone knows if it's possible I'd love to know.


texts: Adding texture to one side of a mesh only ( based on axis)

texts: I want to add snow to a mesh, so I need to add the second texture based on the global z of the scene, i .e . it should only cover the top of the object. How can this be done? Is it possible to say "if this normal is along the z axis add this texture?"


texts: How to use curves or meshes to make a ring of circles on top of a main circle

texts:
I was just wondering of there was a way to create rings centered on the edge of a circle in blender that cuts off the circle it is placed on. Ik it can be done using texture nodes and masking but I have been trying to expand that functionality to either curves or blender meshes.
Using the math found herehttps://math.stackexchange.com/questions/1991430/how-to-get-center-coordinates-of-circles-on-edge-bigger-circle?rq=1, I can create what i'm looking for, however I would like to be able to remove the lines inside the rings. Some example images are placed below on what I am looking for.
I was wondering if there was either a mathematical equation for this or if there was a way I could use python code to create such a pattern reliably and easily.
Thank you


texts: How can I arrange items in a circle using Python?

texts:
I wrote this code with the intention of getting a square arrangement of pillars.

for i in range(0,9):
    for j in range(0,9):
        x = i
        y = j
        z = 0.5
        bpy.ops.mesh.primitive_cube_add(location=(x,y,z))
        cube = context.active_object
        cube.scale[0] = 0.3
        cube.scale[1] = 0.05
        cube.scale[2] = 0.8
        scene.objects.link(cube)

I'm unsure how I would get the cubes to arrange themselves in a circular pattern. I know that I can set z = 0 (all cubes on the same plane), and that x and y should satisfy the equation of a circle, x^2+y^2 = radius^2; but I'm unsure how to best proceed. Could anyone please lend me a hand?

Thank you in advance!


texts: Texture that doesn't get affected by scaling?

texts: I have a simple plane that acts as a health bar in my HUD. I am putting a texture on it, but when the plane scales down the texture also does. How can I have the texture not affected by scaling? Thanks!


texts: How to use Blender Internal to UV map AND Alpha map?

texts:
I've been searching for an answer to my question, but my Google-Fu isn't quite up to scratch to figure out what is likely a pretty simple question.

Anyways, I'm looking to improve my hair on my character models in Blender Internal. I am looking to use alpha maps to make hair strands appear nicer and rounder while conserving on polygons (as I'm trying to eventually do models for games and animations in a cartoony-stylistic approach, a low poly count is vital to me).

I was wondering if anyone knew how to have a colour map and an alpha map work together. For example; I want one map where all my strands are on top of eachother on a texture like this:

Where he has all of his locks of hair on the same spot of the texture so that all the strands go with the grain.

And then I also want a separate map like this:

Where I can control the alpha of each individual hair.

How can I do this?


texts: How can I animate the rotation quaternion of an object with just one driver?

texts:
Updated Question (driving orientation instead of location)

I'd like to animate the orientation of an object using one single driver, but it seems that the UI only let's me animate each coordinate of the rotation quaternion separately. I see that the documentation says that Context Menu --> Add Driver has the option All from Target (properties icon), but I can't manage to select more than one of the properties at once.

I would like to be able to do this via the UI first, then figure it out how to do it from Python.


texts: How to make a cycles light emisson object invisible to the camera?

texts:
In my scene it is required to position the lights close to the main object like this:

How I can make the light source invisible to the camera?


texts: Active Rigid Body alembic sequence from RealFlow to Blender does not work

texts:
I have a problem with making certain .abc sequence work in Blender.

Imported Soft Body .abc sequence from RealFlow to Blender works just fine.

Imported Active Rigid Body .abc sequence from RealFlow to Blender does nothing, object is just still.

When I import Active Rigid Body .abc files to Blender manually, I can see that they are each different, so the animation should theoretically work.

Can anyone help?

Files here (1 MB): https://wetransfer.com/downloads/65a896a9e0f421d45c9782d03eada46b20181027164434/edd6a4e2a3eac2eba8bd698faeeaf22920181027164434/bfbe0a


texts:
It seems that Shape option is not activate. How can I activate it?

Many thanks


texts:
Currently I'm rendering on cpu, because at the time of writing it's faster for me (tested it a few times).
I know this is kind of bad and I should get a better gpu, but well, currently it's not possible to buy the 3080 that I want.
So I'm stuck with rendering on my Ryzen 9 5900X instead on my GTX 1060 (I know that this card is a bottleneck for me).
Also to notice, I'm pretty new to blender. But what I noticed while rendering on CPU is, that the Intel Denoiser is applied after a tile got rendered. But only with a single core.
Maybe this isn't such big of a problem when I render on GPU, because in the meantime the CPU can put all it's power into denoising.
But is there a way to let this run multithreadded?
For example my remaining render time at the beginning was 20min, and round about this time it was finished. But now it's denoising (40min in) and I would say it's just 2/3 finished. So it would totally take 60 instad of 20min for my render.
Is it because I don't have an Intel CPU?
Maybe somebody could assist me with this.
Thank you very much
Here you can see that 23 threads are rendering the image and 1 thread (tile) is denoising.


texts: I'm trying to change the type of vertices on my mesh

texts:
I Imported a mesh into 2.8 and for some reason the vertices/faces are in a triangular fashion and when I try to grab a vertex or multiple to move them, it doesn't pull the faces/vertices around it with it. See attached pictures below. I just want to know how to make the vertices behave like your average mesh so I can edit it properly. If you couldn't tell I am new to blender but so far loving the experience.enter image description here

r.com/nARcw.jpg


texts:
I'm using opacity animation to make an animated text fade out. It's working in the Video Sequence Editor, but when I render the video it doesn't work; the text doesn't fade at all.

I've tried rendering it out in different formats, including Quicktime, MPEG & H.264, but the Quicktime format is the only one I've actually been able to view afterwards.

I'm using Bender 2.77 and I've created the text animations in the 3D View as scenes, which I've then added to the VSE. I've also inserted keyframes to adjust the opacity at the end of each animation.


texts: Cannot assign material to an object or object face

texts:
I'm a newbie, I'm using Blender 2.80 on Devuan Ceres Linux.
I'd like to create a sign object, which is super simple: an extruded cube makes up the pole section and another extruded cube is the sign portion. I try to assign material as I see it on various tutorials, but pressing the Assign button has no effect whatsoever.

I select a mesh face in Edit mode
On the material panel the right material is selected
I press Assign -> this should result in the material assigned to the face but nothing happens. Accordingly a render shows blacked out objects on the scene.

Video of the issue

The project file


texts:
I'm editing a video made with several movie strips. I've changed the properties of one of the strips, like the blend mode, the opacity, the saturation, etc.

I want to copy those properties to the rest of the movie strips, is it possible? Or do I have to modify every strip manually?


texts: I cant give a wave modifier to fluid domain. Help?

texts:
I have an issue and I am really desperate right now. I am trying to give a shake to my liquid. I have a tube filled with a liquid. The tube is my domain and my liquid is at rest at the beginning. I want to give domain(tube) a wave modifier to vibrate the liquid inside of it. But when I give my domain(tube) a wave modifier, I also must give it an effector otherwise it won't affect the liquid. As you know, I can't select the "domain" and the "effector" at the same time. What should I do?
(My version is 2.82)


texts: How do I move Key Animations into the Action Editor?

texts:
So I have made some animations to my character using Shape Keys, and when I go into the action editor add a new Shape Key animation, it moves my old one into this thing:

How do I move the Shape Key animations into my Action Editor animations so I can use them in Unity?


texts: How to hide light object keeping the Light effect?

texts:
I use EEVEE preview my animation scene.I want to animate in this state.
The LightShape displayed in the scene affected my observation of the animation.
I want hide these light shapes.but The scene lost its light effect.....


texts:
I'm trying to recreate this concept art

and i'm having trouble recreating this bit, this dome made of planks

Making it by hand, using, for example, lattice to curve a premade stretch of planks, seems like a waste of time and effort as this seems exactly the sort of job for sverchok, houdini or any other procgen software.
Am i right in thinking so? Can this be done with sverchok? Perhaps first modeling the dome roof as just a shape and then generating planks on it? If so, i would greatly appreciate any links, help or just pointers.
Thank you.


texts:
Whenever I create a new later or object, the object is invisible.
There is an orange outline when selected, and a black outline when not selected.
I can see the object fine when I go into vitiate paint, weight paint, or texture paint. Why is this?
Also, when I select the plane, the camera gets selected, too. Not sure if it's juts my freshness to the program, or if it is a problem.


texts: How to deform (randomize) object so it would look different?

texts:
I have 3d tooth, and I need to make it look different.
Is there any way to deform it? Scaling it, isn't what I need. My model has around 2kk faces and I have troubles editing subdivision and fractal settings.

My goal is writing a script that will randomize my tooth.


texts: Futuristic water tower—seemingly simple shape, but how tackle a clean topology?

texts:
I’m trying to model this—looks fun, right?

So I’m having issues (perhaps as you’d expect) where the two pipes seamlessly flow into the main hull of the thing—but I got close.

I took two cylinders, connected them at the top with a semi-circle “bridge” you see in the center, and then used edge loops to connect it to the body.

It’s almost fine, but the topology is a little lumpy and I can’t seem to smooth it out. I’ve tried manually adjusting the vertices.

It’s especially noticeable as I up the subsurface.

Can anyone help me either fix this or, better yet, help me see a more “correct” way of going about this type of shape?

Thank you.

John


texts: Volume absorbtion: Material doesnt fully covered the mesh

texts:
Based on this tutorial
https://www.youtube.com/watch?v=fdWUjEMzDhg&list=PLjEaoINr3zgEq0u2MzVgAaHEBt--xLB6U&t=431s

I tried to change the liquid in a cup into coffee by adding Volume Absorbtion. But the liquid changed only on the upper surface and water can be seen through the cup instead of coffee.

In Edit Mode, selecting the entire object (liquid) and applying material to it did not work. Can anyone help me with this?

Blender file - https://drive.google.com/file/d/1PcReS-QLzC6xujZujRuFIlUbcvQMmm_K/view?usp=sharing

Finding a mistake is very important to me because I started to learn and I prefer to understand where I made the mistake :)

Thanks!


texts: Blender 2.9 Default Material Looking Grey

texts:
I am having issue wich the default material is not white as it supposed to be, but instead it's grey.
I tried unistaling Blender and I removed the Blender Foundation folder from AppData\Roaming but still the same issue when I install it again.
Here are some screenshots:


texts: When I Render, it renders a still image of one of my textures and not the camera view and animation

texts:
Here is my Blend File

I've made a scene with a small tv that plays a video.

But when I click render, blender decides to render the texture on the tv only, and not the animation I set up.

https://imgur.com/a/Y96qT

somewhere there must be an improper setting that isn't letting me render the camera view but I've searched and can't find it.

Anybody got an answer?


texts: blender sapling tree error; leaves rearrange to one direction

texts:
Creating a sapling tree in blender works well, for example this tree below

However, if I select the leaves and go into edit mode, the leaves become like this

at this point, I can undo(ctrl + z) and it will revert back to normal, however most times, going into edit mode is not the cause of the error, I just find that all my trees have become like this and I can't undo it.
from my observation, the tree has changed in such a way that; the origin position of each leaf is only found on the top of the branches.

I have six trees in this scene, all of them became like this and I don't know why, I only know that I can achieve the same thing by selecting the leaves of a tree and going into edit mode.
I am running  blender 2.9. thanks


texts: I wanted to check out an interesting addon I found on the web. So I copied the script and saved it where it should be, but then when I tried enabling it in Blender it gave me This error. (the addon is Asset Flinger)


texts:
I have a character rig that I am posing (specifically, the MakeHuman rig.) I make a pose and then save it in my pose library with all bones selected. If I then later reset the pose, and then re-apply it from the pose library, certain bones turn out to have not been saved (specifically, chest-1.)

I also notice that when I make my pose, there is no entry for the missing bone in the Action editor. So it's just not getting saved into the pose action at all.

What could cause this?


texts: How to pause Blender or reduce its priority on Mac OS X

texts:
I am rendering an animation in Blender that should take about two days.
I am using the CPU to render it because Blender does not support my GPU.
After one day non-stop of rendering I have noticed that my iMac (2013 edition, intel core i5 CPU) was getting hot (about 85 degrees) and I do not want it to get harmed.
Unfortunately I have chosen to render the whole animation to a video sequence directly and not to a set of images, so I cannot allow myself to stop the whole process.
So is there any way to pause or reduce Blender's activity so that my computer can cool itself before restarting?

I have already tried the commands renice and killall -s STOP but with no result.


texts: Create Liquid shooting from bottle in Blender 2.91

texts:
I followed several tutorials, but none seem to generate any liquid.  I am using 2.91.2 on OS 11.
I have a cube set up as a liquid domain and a disk set as fluid Inflow.
(see below).
The problem is that nothing happens when I bake.  It generates the bake without any particles.  I followed multiple tutorials.  I am using Eevee, but that should be okay.  Any suggestions appreciated.
One thing I noticed is that layout of the Fluid section differs slightly than ALL of the tutorials I have seen.  For example, flow type and flow behavior are two different dropdowns, and other subtle differences.
I got some of this working, but have two questions....
How do I hide the domain when it is NOT animating?
There are colored spheres showing up in my fluid.... not sure why.


texts: Trying to render multiple hair particle systems shows only the first one

texts:
I'm kinda new on blender so sorry if this is an obvious question, I have this basic terrain, which has a patch of grass as a particle system, in order to add more randomness to it, I decided to create a few different variations for the grass (grass 1, grass 2, grass 3) objects.

So basically only the first particle system is showing up, the other 2 are there, but I had no luck making them appear on the viewport or render unless I change the object emitter from the first system.

Also, it looks kinda blurry in the final render not sure why.
Thank you in advance for all your help!

I'll be adding the .blend file.


texts:
I can manipulate the view in Object Mode, but in Edit Mode I can't move (or pan) in 3d view, even though I can zoom and orbit.

Why is this?


texts: How to get same hair particles from collection in second particle system/ or how to delete instanced particles without converting them to real meshes?

texts:
I made a relatively huge landscape which has rocks scattered on it with a particle (hair) system. Then as I wanted to simulate some objects falling down a mountain I wanted to give the scattered stones (particles) also an rigidbody(passive) so the falling objects would collide more reallisticly with them and not only pass through them.

The problem is that the landscape is to big and the scattered rocks are to countless for efficiently running a rigidbody simulation. Therefore I simplified the landscape (unsubdivided) as a second mesh and used only the necessary part (boolean after particles in modifier stack) as a passive rigidbody.
I couldn’t delete the original faces because that would change the distribution of particles in relation of the collider-mesh to the rendering-mesh.
I discovered the particle-edit-mode which first appeared as the solution. The new problem here is with particle systems in general, that if you instance from collection, and give the second mesh (collider-mesh) a single user particle system, the seeds are different even if “pick random” is unchecked. That means I cant get the same rocks at the same position.

Deleted Particles in Partice-Edit-Mode to reduce the particles to the area needed for rigidbody-simulation:

Seeds are diffrent in single-user particle systems:

Has anyone an idea to fix that problem with the particle system or knows an alternative workflow that would accomplish my goal? Even on a reduced scale, the small rocks are to countless to do anything by hand or convert them to real meshes (facecount would rise in the 10-100 millions).

A question that came up with one possible solution is found here:   How to get instanced object from particle system at location?


texts: How to make camera continuously move along the circle path?

texts:
In my scene I have a circle (curve) and a camera, attached to it via CTRL+P > follow path.

How can I make the camera continue moving along the circle, after the first loop ends?


texts:
I write addon. And i am, like some user, want manualy change some value. As example, string, for renaming!
How to do it? Also how to draw panel for this?


texts: Set a projector at UVProjection modifier (script)

texts:
I am trying to create a script that involves the creation and setup of a UV Project modifier. When it comes to set the UV Map of the projector, there is no problem at all:
import bpy

bpy.data.objects['piece'].select_set(True)
bpy.ops.object.modifier_add(type='UV_PROJECT')
bpy.context.object.modifiers["UVProject"].uv_layer = "UVMap"

But when I'm trying to set the projector object, I find no way to do it, as "projectors" property seems to be read-only:
https://docs.blender.org/api/current/bpy.types.UVProjectModifier.html?highlight=projection%20modifier
Q: Am I missing something or precisely that property is just not scriptable?


texts: As you can see at the bottom of the anvil are a little bit more shape down there, I am sorry I forget what you call them, but if some one could help me and get rid of them, that would be nice.


texts: How to fix black edge lines on blender Editor?

texts: I have this simple stairs model (it is a flat model, no smooth) if you see it has a black edge, how to fix it?


texts: why do i get a deformed mesh in weight paint mode and object mode but in Edit mode, the mesh appears the way it should?

texts: I came a long way modelling this character until i reached the weight painting step. In edit mode, my mesh seems okay though when i swich to weight paint mode or object mode, it gets deformed along the thighs...perhaps i could have grabbed some vertices unknowingly bt how to i get them back to their original position? I tried deleting the vertices assigned to the thigh-bone but still the overall result is the same..Please help.


texts: How to make 2D animation object appear/reappear at specific keyframes? (Blender 2.8)

texts:
So I'm trying to make an animation with text appearing at a specific frame, but I don't see a visibility option I can animate.

I managed to somehow make text appear at a specific frame, but I haven't since been able to reproduce it.

To put simply: I want an image/text/grease drawing/anything to appear on frame 20, then disappear on frame 40.


texts: How to identify unsupported properties (such as vertex-groups) without relying on names?

texts:
I created a plugin that procedurally creates vertex-groups.
The only problem is that I cannot identify the vertex group I created because bpy.types.VertexGroup doesn't support any custom id properties.
 C.object.vertex_groups['MASK: PAINT.00']["unique identifier"] = "5sdf4e6hg4hjs6" #trying to create a prop to identify my created vg
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
TypeError: bpy_struct[key] = val: id properties not supported for this type

#adding bpy.props won't work either

Right now I'm working with their names, the only problem is that once the user remove or rename the vertex group my whole vertex group management fall appart.
how can we accurately identify vertex groups without relying on their names?
Does anyone have a solution to such kinds of problems?
PS: note that this kind of problem is not specific to vertex groups, many other properties don't support custom props.


texts: Why is my subsurf modifier is shown differently in render?

texts:
I've been working with Blender for one week only, after working with Maya so everything is new for me.

I tried to put a modifier on my object and I saw that it is shown differently in the viewport and render.

can I somehow fix this?


texts: How can I transition between two shapes?

texts: What would be the best way to animate a smooth transition between a mostly normal hand and a large blade? (The blade is part of the arm.) Something like clayface or prototype?


texts:
Let's say you want to use drivers to avoid the max value to be lower than the min value on a node group. As you can see the driver works, the value is changing, but is not limiting the max value.
Video: click to see the video
This could be a very good way to make better controls for nodegroups (smarter)


texts:
I'd like to create a Custom Orientation and I'm looking for the little "+" sign in the Orientations dialogue box but it's not there.

I notice that if I click where it should be, Blender does create a new orientation.
Second question: How do I delete a Custom Orientations?

Kind Regards

Michael


texts: why array modifier merging the mesh in each other?

texts:
Why array not starting from the edge of the mesh.

Blend File

I have empty and making array around the surface. Adding array its merge the mesh in each other.

How to make the array from the edge to edge. Any suggestion. Thanks


texts: time shifting of either solved tracked camera or 'dynamic paint' baking

texts:
I am trying to add an animated ship to the real footage of the ocean. I have the solved camera from the footage. I have the ship model. Now I need some wake waves. I can get them using dynamic paint, which has one problem: the waves only start appearing from frame 1, and I need them to be fully generated by this frame.

I could not 'pre-bake' waves as dynamic paint does not allow to bake from negative frame numbers.
Trying to shift everything to the future shifts all animation, except the camera solution, which still starts playing from frame 1.
Trying to shift everything into the future, baking dynamic paint, then shifting back to original time points does not shift the baked data.

What would be my options? Thanks


texts: How to create faces between parent objects?

texts: I have two objects, and one is the parent of another. The reason of the parent relationship is that I want to apply different textures to each object. The two objects need to be bound, so I need to create faces between the two objects, but in edit mode I can only select the vertices of a single object. Can this be done? if not, what's the solution in my case? I need to separate the two objects somehow because I want to apply different textures to them.


texts:
Mybe somebody knows, how to get Time node in Node Editor in blender 2.75
I am using Open shading Language ?


texts: How to make a simple Format Conversion Script?

texts:
I am a newbie in Blender and have only basic knowledge of Python scripting.
But I thought I could make this script on my own - but failed.

My basic idea is to import the file with bpy.ops.import_scene.obj and then export it:

import bpy
bpy.ops.import_mesh.stl (filepath = "C: // ...."
bpy.ops.export_scene.x3d (filepath = "C: // ..."

Here is my question:

How can I write a script where I can choose a file and dont have to use the same filepath and filename?

My problem is, the script should start in such a way that Blender should only be opened in the background and should not be visible. Is there a solution, with which I can specify a path in the console, without always taking the same path and file name for the file to be converted?


texts:
I've been attempting to rig a telescopic piston, but having some problems getting it to fully work as I want.

How I rig a regular piston:

Two bones for each end, Ctrl bone for controlling location and the aim bone for rotation, aiming at the opposite Ctrl bone. Aim is parented to Ctrl, kept offset. Pretty straight forward and works nicely.

In motion here

Simple synchronized telescopic piston:

This is essentially a copy of the previous version, only with the mid section added. It is using two copy location constraints to keep it in the middle of the top and bot bones. And a damped track constraint to keep it aligned correctly.

Video of it here
Now this method works and it's easy to add more sections to it by just duplicating the middle bone and tweaking the second copy location constraint.

But I would like to make a "regular" hydraulic telescope piston, with the different segments being pulled out one by one.

Some attempts:

Video of it

First attempt, the Center bone is using a damped track to keep it pointing in the right direction and a limit distance constraint to make the top part "pull" it out. It sort of works, but only when moving along one axis, drags behind as soon as the top is moved of axis.

Random manual attempt just to think a bit. One is just animating the objects the other is manually animating the position of the middle part.

Another attempt using the limit distance method. It's a lot of overlapping bones so not the easiest to see.

In motion here

This one also works along the Z-axis, but falls apart when going any other way.

Bone Section_03_Dist is parented to Section_03.
Section_03 has distance limited from the top bone(forgot to rename here, bone is named 03 here).
Section_02 has distance limited to Section_03_Dist, and Section_01 has its distance limited to Section_02_Dist.

Not sure if this is the best way to go about it, but it almost works and its somewhat oddly satisfying draging the chain around. I just cant figure out how to get them to remain in the correct location when moving away from the Z-axis.


texts:
Anyone have any ideas on how to animate curves to perform like a wave effect instead of this side to side animation I did?

Took me a while to find an example but found one by James Curran:


texts:
I'm robotic engineer. I'm using OpenSCAD to model robotic components (gears, pulleys, parts, etc). But I need application to model physics and interaction of the components (for i.e. how will robot move if I will rotate current gear).

So, is it possible to import OpenSCAD models into Blender and model interactions in it?

I have models in STL format (for i.e. gears). I need to make reductor from it and see how it moves (if possible - measure rotation speed and torque).


texts: My material behaves differently in material preview than in rendered view

texts:
I have a material which looks different in material preview than it does in rendered mode or in final cycles output.  I'm using cycles for rendered mode.  Blender 2.92.0.
You can see below that the horizontal parts of the fireplace brick are brick on the left hand side of the image (material preview) but is instead a flat gray on the right hand side (rendered mode).  The gray color is the color of the "mortar" input in the brick texture node that I'm using.
In order to make the brick wrap around my object (the entire brick structure is a single mesh), I used some vector math and texture coordinate mapping stuff to make it all work.  It seems to work fine everywhere except for horizontal surfaces, because some of the cross-products performed in the shaders nodes end up being degenerate.  The face normal is parallel to the Z axis, so cross product is 0 on horizontal surfaces.  So I have some special cases in my nodes to check for that and handle that special case.  It seems to work fine in material preview.  So why would the rendered preview and the final rendered product (both cycles renders) appear differently?
I've tried adjusting the brick height or translating the textures to see if it just happened to fall right near a "mortar line" and maybe that's why cycles is putting mortar there, but nothing I do seems to have any impact.

EDIT: So I tried looking at the same scene on my windows machine, and it renders fine there.  So perhaps this is a driver bug?  The screenshots are from my linux machine, running Kubuntu 20.10, with an nVidia GTX 1660 graphics card.  Note that the 3D render view, however, is CPU computed (if I understand how blender works) and that final render is where the GPU is used.
I'm using the nvidia-driver-460 package, which is the standard package for my linux distribution.


texts:
Trying to set the end of my Time node to a big number but blender won't let me stopping at 32,767. After some suspicious poking it turns out that is also 2^15-1. Is this a bug in Blender or a limitation in the language Blender was written in? Any workarounds in the meantime <edit>like with a script or something<edit>?

Specs:
Blender 2.80.74
2015 MacBook Pro (buy necessity not by choice)


texts:
I have imported a mesh (AutoCad DXF) and I'm experiencing strange shading behavior. I've done the following to try and address the problem with no luck:

Recalculate Normals
Remove Doubles
Delete Loose Geometry
Cleared Seam, Sharp, and Bevel Weights

There are no modifiers on the mesh.

The original imported mesh looks fine in smooth shading but I need the mesh to be in quads which causes the shading to mess up as shown in photo. I can add my .blend file but I'm not sure how to do that.


texts: Is there any way to save local variables in animation nodes?

texts:
I'm simulating a physical system and I need to store local variables for solving the differential equations of the movement and I was wondering if there is a way to store variables from one frame to another (for example the velocity). Also, is possible to do this in a Phyton script? A invoke subprogram node in the animation nodes that calls a script execute it every frame, so I don't see the way of storing there variables from frame to frame....
I kind of solved this problem creating a cube and storing in the variables that I need in its location (with a transformation output node), but I feel that there should be a more elegant way of doing this...
Thank you!


texts: Geometry Nodes. What to enter in the result to get a change in the Z axis?

texts: I entered scale to control the size of the object, if I want to control its height, what should I enter? I tried dozens of different ways.


texts: Is it worth swapping to a faster shader for non-camera rays?

texts:
The old trick of using 'Light Path > Is Camera Ray' as the factor for a mix between the shader seen by the camera and a simpler 'fake' shader that is never directly seen (except maybe in reflections).

For example, you could switch between a detailed Principled shader with normals and roughness, and a simple diffuse shader as a 'proxy'.

My question is... is this really even worth doing? I did a little testing once, and hardly noticed a difference in render times (not sure about memory).


texts: Convert Animation Nodes to Object and Keyframes

texts:
I have This Node Tree in Animation Nodes:

As you can see it creates objects and edit their location.
but When I render, even If I normally bake all the Dynamics, the cache disappears and then it creates an image where there are particles, that weren't in the scene before rendering.
I think this problem is caused By animation Nodes. So is there a way to convert all nodes to actual objects, possibly keyframed so that the node tree isn't executed every time the frame change?


texts: I am just beginning learning to use Blender and I was wondering if some of you have some sample game projects. Or if you know any good book, forum or videos tutorials for the last version of Blender (2.72). Thanks.


texts: I'm not sure why, but there is a reddish sheen on my mesh whenever I texture paint. Sadly I won't be able to provide the blend file, but I can provide a picture of what it looks like. and some of my brush settings.


texts: How do I copy a property from an active object to selected objects?

texts:
I have been using the Copy Attributes add-on to copy some properties from active object to selected objects. This add-on is not enabled by default and must be explicitly enabled. But its a very useful workflow enhancing tool.

There is a limitation though. Not all properties can be copied and even those that can be copied are copied in groups (Its hard-coded in to the add-on).

My question is if there is a built-in feature or any another other way to copy any property from the active object to the selected objects?


texts:
How can I get reset the top header bar in blender? I accidentally used the corner grabbers in that header, and it created a duplicate menu.

In the picture I've included, you can see that I now have 4 duplicates of this menu in a row.  The UI seems to reset itself if I open a new blender file, but I'd prefer to keep this particular blender file in clean, working order...


texts: How to use a texture in real world scale?

texts: How to apply texture on an object in real world scale? I mean can I control the texture scale mathematically like in 3DS Max? If I have the pattern which is 1000 by 1000 mm, I need to apply it on a model with this exact size to represent the product I design as defined as possible.


texts: How to bind material change to a single animation action?

texts:
I chose objects colour, then fixed its value using i key.

But the colour property was bind globally for the object. It effects all the object's actions. How can I make colour change for a single action, just like rotation property?


texts: Are there any tutorials/resources for generating objects in random locations?

texts: I'd like to write a script that places 3 objects of my choosing in random places in all xyz dimensions (with constant size, but varying rotations and locations) and I'm wondering where I should go to learn about this. E.g. if I want my 3 objects to be a sphere, cube, and cube, I'd like to be able to generate and save x number of random configurations of these objects.


texts: How to get a posebones global tail position

texts: I need to write a script, which makes sure, that the tip of my armature never gets under the ground, which will be a flat plane. how would i access the global position of the posebones tail?


texts:
All the objects in my scene (around 2'000) have the selection feature disabled all of a sudden (v.2.78):

I can drag the mouse down to reselect them, but the computer lags, and a lot of them don't get highlighted when I do this.

I looked at this and this, but I cannot find out how to make the scripts work.

Is there a quick and dirty way to make all the objects in the scene selectable again?


texts:
I'm mixing animations in NLA editor, and I want start with follow constraint turned off.

For example, I want my character to wave, and then play the walk cycle with follow path.

The keyframing influence didn't help, the timeline is snapping origin forward.


texts: How to link objects so they have fixed transforms, but editable shapekey values?

texts:
for my animation project I would love to create some cute stylized clay-like plants. In my final scenes, I will need a lot of them so I decided to use animation nodes to animate their shape keys. But I struggle with linking. So, my question is, can I have:

First .blend file serving as a plant bank (all types of plants are stored here, with proper materials, modifiers, and ready premade shape keys for stylized wind animation)

Second .blend file serving as a full environment, with a proper ground model on which I could place the linked plants.

Third .blend file for final animation scenes (probably one file per scene, but it doesn't matter now). The character rigs are linked here from their source file. The environment and the plants are linked from the second file I mentioned, so the animator (another guy) can't move them. But I can set up the animation nodes setup to control ONLY the shape keys: I will probably need to adjust the wind and the falloffs for each scene individually, so I can't do this in the second file.

???
I tried it, but I always ended up with either fully local objects (so there's no difference between this and hard appending) or a fully linked collection that I can't edit (so the shape key idea doesn't apply).
If it's not currently possible without scripting, is there any workaround? Or how the animation studios do it now?
Thanks a lot!


texts: Working on a slice & mirror modifier combo script (a la 3ds max). Unable to stack modifiers. [Beginner]

texts:
I've made a crude script to combine Boolean and Mirror modifiers and have the whole thing controlled by an Empty. The goal was to basically have a 3dsMax-like modifier that has a slice plane that can be rotated. This is useful for architectural corner pieces etc. The script works in general, but I'm unable to stack the modifiers. I'd like to be able to use it three or four times in a row on top of each other. I'm suspecting the way I am naming the objects starts to conflict when I try to use the script twice in a row. Could anyone have a look and recommend how to build this script so it would be stackable? Any other notes welcome too. If you wanna add a shortcut just install the add-on and use halfbool.mirror2 as the identifier. Thanks.

bl_info = {
    "name": "Half Bool Mirror 2",
    "category": "Object",
}

import bpy

class HalfBoolMirror2(bpy.types.Operator):
    """Half Bool Mirror WIP"""      # blender will use this as a tooltip for menu items and buttons.
    bl_idname = "halfbool.mirror2"        # unique identifier for buttons and menu items to reference.
    bl_label = "Half Bool Mirror 2"         # display name in the interface.
    bl_options = {'REGISTER', 'UNDO'}  # enable undo for the operator.

    def execute(self, context):        # execute() is called by blender when running the operator.

        # The original script

        mirobj = bpy.context.active_object
        bpy.ops.mesh.primitive_plane_add(radius=1000, view_align=False, enter_editmode=False, rotation=(1.5708, 0, 0))
        bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)
        bpy.context.object.draw_type = 'BOUNDS'
        boolbox = bpy.context.active_object
        bpy.ops.object.empty_add(type='CIRCLE', radius=1, view_align=False)
        bpy.context.object.show_x_ray = True
        bpy.context.object.empty_draw_size = 4
        handleobj = bpy.context.active_object
        bpy.ops.object.select_all(action='DESELECT')
        boolbox.select = True
        handleobj.select = True
        bpy.context.scene.objects.active = handleobj
        bpy.ops.object.parent_set(type='OBJECT', keep_transform=False)
        mirobj.select = True
        bpy.context.scene.objects.active = mirobj

        bpy.ops.object.modifier_add(type='BOOLEAN')
        bpy.context.object.modifiers["Boolean"].operation = 'DIFFERENCE'
        bpy.context.object.modifiers["Boolean"].solver = 'CARVE'
        bpy.context.object.modifiers["Boolean"].object = boolbox

        bpy.ops.object.modifier_add(type='MIRROR')
        bpy.context.object.modifiers["Mirror"].use_x = False
        bpy.context.object.modifiers["Mirror"].use_y = True
        bpy.context.object.modifiers["Mirror"].use_z = False
        bpy.context.object.modifiers["Mirror"].mirror_object = handleobj
        bpy.ops.object.select_all(action='DESELECT')
        handleobj.select = True
        bpy.context.scene.objects.active = handleobj

        return {'FINISHED'}            # this lets blender know the operator finished successfully.

def register():
    bpy.utils.register_class(HalfBoolMirror2)

def unregister():
    bpy.utils.unregister_class(HalfBoolMirror2)

# This allows you to run the script directly from blenders text editor
# to test the addon without having to install it.

if __name__ == "__main__":
    register()


texts: Making a slanted pane that is more than a simple square with translation

texts:
I need a slanted pane for my model.

Normally I would just select one edge and translate it upwards (which I would need to do to keep the delta-width and -depth while changing the height), but my problem is that this shape needs a hole, and therefore this way of slanting it doesn't work.

It's kind of hard to phrase this question properly, so I made this crude drawing http://i.imgur.com/XIJRAqb.png

In the top, there's a simple square pane, one of it's side is being moved up so it ends in the way I would like it to be.

On the bottom, there's the same pane but with a hole in it, and because the vertices of the hole aren't being translated, the hole itself stays where it is while the outer edges are how they are supposed to be, therefore deforming the whole shape.

Is there a way or a tool to raise that one edge and all the other vertices on that plane in a manner so the plane stays flat?


texts:
I imported a .stl file into Blender and the resulting image looks fairly 'rough'. Any advice as to what can be done to improve the image quality?

Daniel


texts: I started using Blender and I am wondering if you can search for the commands by name, similar to what code editors like Atom are offering. I couldn't find such an option yet.


texts: High poly in object mode, low poly in edit mode

texts:
When I apply the subdivision modifier and smoothing, the object does get a ton more faces, but when I go into edit mode, it shows it as if those faces aren't there, and it's bugging the heck out of me.

Wireframe shading:

Edit mode:


texts: Blender 2.75 lmage texture painting. Painted image will not bake

texts:
I'm fairly new to blender. When I load up my texture image in the texture properties panel the image cover my entire
model. I can paint over it the way I want but when I try to
bake my painted image it only will bake the image I painted
over. What a


texts: Face Selection Masking for Painting not Working because Blender Tools Paint Outside those Areas?

texts:
I have a model that I unwrap using "smart uv project".  None of the UV's are overlapping but they are squeezed somewhat close together, even when I set the island margin to 1.  I then click "Face selection masking for painting" in the Texture Paint mode, and it seems like it's going to work-- I can right-click on particular faces and paint onto those faces.

But: when I paint on faces, the paint goes past the lines of the UV, there's spill-over into the in between space. Face-selection isn't setting up a mask. And if another UV is there, that means other parts of the model are getting paid because of that spillover that I never wanted to be painted.  This seems like it will be an issue even if I unwrap it manually with seams and what have you since the issue isn't my unwrap-- it's that when I try to paint, it doesn't stick to within the lines.

(Larger goal: I want to go face by face and add colors to the different faces, ideally using some kind of fill tool-- I think I could use different materials, but that would be disadvantageous for later use in Unity(?).)

(My issue is also detailed here).


texts: would you use sculpt brushes to create neck tendons on male

texts:
I am creating male neck. Making neck tendons with verts distorts model. Will sculpt brushes do it?
If so, do you simply paint over the tube mesh?


texts: Why does my animation stop working over time?

texts:
I am quite new to Blender. I wanted to make a short (5s) video of animation, however the same problem keeps occuring:
I added rigid body to all the 5 dice and a passive rigid body to the floor and the ramp. The animation works well at first. I can render it and make an animation video.
But if I try to reopen the file, the animation won't work anymore.
Furthermore, I tried to create the scene ALL OVER AGAIN, and after adding the light, the computer went on overdrive, animation was slown down until it stopped again.
I put the lights very high, equivalent to more than 8000 W all together.
Where is the problem coming from? It's a fairly SIMPLE scene. Am I overusing light capacity? Could it be that my graphic card is not strong enough for video?


texts:
I have two bones and I want to make an offset from one to to the root. What is the shortcut?

Thx


texts: Super Laggy when moving vertices, in edit mode, where it shouldn't be laggy

texts:
I'm a new modeler here, and its been pretty smooth, until now. I have been working a Dodge Challenger for the past couple of weeks, with almost no speed bumps or anything. With subsurf, The total model adds up to 235k tris, 117k faces, and 123k verts. I upgraded my GeForce driver to 457.xx.  Didn't open blender until the next day. The next day, I tried to move a vertice in edit mode with sub surf set to 2. It was VERY slow. About 2 fps. For the record, it didn't do this before, so it's not my laptop. My laptop has a 2-core i5-7200U, with a 2gb GeForce 940mx, and 12 gb RAM.
I tested on two different computers, both having the same outcome. First, my dads laptop with a similar build. Super laggy when Trying to edit a vertice in edit mode with sub-surf. Then, our desktop, with an older i7, 6gb GeForce GTX1060, and 16 gb RAM. Same outcome.
I dont know what to do at this point. 250k tris shouldnt be laggy, but it is. Or , im stupid, and it should. I just remember editing the whole 200k face mesh with sub surf visible.
Also for the record, the model was made in 2.79x. Yes, I know. I opened it the most recent version, and it still  did it.
If yall can help, or just tell me it is what it is, id be happy.


texts: How to attach cloth to a rigged character.?

texts: I wan't to know in screenshots.sorry i can't explanation,i am new in blender.


texts: Access Add-on preferences property in a multi-file add-on

texts:
I have a multi-file/multi-folder add-on, with preferences properties created in a prefs.py.

import bpy

class AddonPreferences(bpy.types.AddonPreferences):
    bl_idname = __package__

    my_property : bpy.props.BoolProperty(
        name = "my_bool",
    )

I can easily access this bool in my init.py with:

bpy.context.preferences.addons[__package__].preferences.my_property

But I can't manage to access it in panel.py placed in a UI folder. What is the correct way to call that property in a multi-file add-on?


texts: Converting texture files in blender using Python

texts:
I want to write a simple script that scans all the textures files in a folder containing .dds format files and then save them as .tga.
I want to know how I can:

open the texture file
get a reference to the opened texture file
save_as (not save) .tga files (Targa)
close the opened texture file

Manually I can do the following to convert the files:

Open Blender, change to UV Editing mode from default
Click on Open image and load the desired texture image (which is .dds)
Click on Image -> save as Image and select Targa format while saving

Essentially I just want the automation of the above mentioned process!

Thank you for help!


texts:
So I've been struggling with color discrepancies between Blender and other softwares, or just Windows.
When I export my render as a .png file and view it within Windows, the colors appear desaturated or oversaturated even though my image is in the sRGB color profile and so is my monitor (LG 27GL850).
I'm struggling to understand which one is showing me the truth, and which one isn't.
When testing via Instagram, the preview image will be oversaturated, but as soon as I get to the filter page, it's desaturated. Pretty confusing.
Has anyone found a fix for this ?
Thank you very much.


texts:
So I have two Objects (one is complex sculpted and one imported from an cad stl) I would like to combine for 3D-Printing, therefore it would be great to not have any inner surfaces. But when I combine the two meshes with a boolean union they just overlap and inner surfaces are kept. If I try the same with two speres I get the desired result as you can see in the screenshot

I also tried with triangulated spheres to check if that is the problem but worked like a charm also.

maybe someone has a hint why more complex models won't work.

Here a screenshot of both parts with the boolean active

Topology of the lower disc (made in cad) that I want to union it with


texts:
I am trying to render the wire frame of (any) model using freestyle. I have followed every tutorial I could find, and no matter what settings I check or uncheck, the outline never renders.
I have tried Eevee and cycles and nothing happens. I have tried messing around with the node editor and if I render freestyle as it’s own pass, it’s just an empty layer no matter what I do.
This is my first time using blender (2.92) so it’s very possible I could be missing something, but I feel like all my settings match all the tutorials I’ve seen. I’ve only been trying to render on the default cube. What could I be missing?


texts:
Hello everyone!

So in the picture above you can see in the background one of my objects has a normal map that I am very happy with. I created another object and then applied the exact same material ... but the normals are not working ... they were both made the same way ( with solidifier and bevel mods ( which I applied ) ), I applied rotation and scale, I checked both of their UV maps, I looked through all of the object data, I double checked that they shared the right material, I went through all the display radio buttons, I recalculated the normals... and I am stumped as to why this is not working...

I feel like there must be some simple solution

THANK YOU!!


texts:
I want to export vertices (no mesh exists) as ply file. However, after exporting the data by File->Export->.ply, the generated ply file contains no vertices. Can anyone help? I'm using blender 2.8.

Thanks in advance.


texts: How do I copy one mesh's properties and apply it to another mesh in blender?

texts:
In Blender v2.70, I've created a mesh from scratch to serve as a custom head in The Sims 4.  However, when I try to use Sims4Studio to import it, it doesn't work because I have to apparently alter one of the pre-existing heads.  Therein lies my problem: I have a mesh that I want to use, but can't, so I need to copy it's vertices locations, sculpt data, etc., and paste that info onto the head mesh the Sims4Studio provides me with.

How do I do that?


texts: Concerning ease of use Internal or Cycles for applying, and baking textures to Unity?

texts:
So okay I see many tutorials that are really GOOD, but to my surprise they are done with Internal even if the video is not old.

When I was comparing bake options I didn't see all the options I expected to see as I did see on the Internal bake options for example: Displacement I did not see this option for cycles. This option is important for baking out a combined height map.

From my current experience it appears to me that Cycles is more for the animation side of things, renders etc, whilst Blender Internal is still great for working with your various maps. I could be totally wrong, but as far as I can tell I should be using Internal for the time being to work with my game textures.

If anyone could shed some light on the situation I would really appreciate it.

TL;DR - Is Blender Internal better for game texturing and baking or is Cycles still the way to go, and I'm just not getting it yet.


texts: what do the difference between using GPU or CPU for rendering?

texts: I wanted to speed up my rendering time, and I found that using GPU speed up a lot. But I don't have a very fast GPU (NVIDIA GeForce 320M 256 MB), so I want to know what do the difference between using GPU or CPU, so I would compare my CPU (2,66 GHz Intel Core 2 Duo) with my GPU (NVIDIA GeForce 320M 256 MB).


texts:
I have the following viewport:

Edges (on the left) are "ugly". Is there a way to improve this ?
I use blender 2.8. I already look in preferences viewport:
What else can I try ?


texts: How to parent an object to another one but inherit the rotation from a third object?

texts:
I am rigging a robot leg and what I would like to do is to put a lateral bolt that should be fixed to the upper part of the leg and rotate when the knee rotates. What I did was to parent the bolt to the upper leg bone, and then add a copy rotation constraint for the x axis targeting the lower leg bone. I tried all the possible combinations of space (local to local, local to world, pose to local etc) but nothing worked, the bolt rotates not on itself but follows a circle path, moving far away from the leg. How would you achieve the result I'm looking for?
Thank you.


texts: How can I delete mesh parts with python?

texts:
Suppose I have identified or can identifiy some meshparts I no longer want in my mesh and want to delete them, how would I do it?

I know that bmesh.ops.delete exists, I just don't know how to use it, because the API is a bit lacking for that function. :)

Thanks


texts:
Hi, I'm trying to texture paint the lips on this mesh but want to keep this original colour shown in the screenshot. However when I go into the texture paint column this colour does not show. I have attached a picture of the texture painting screen

Here is a picture of the texture painting screen


texts: Cycles. Masking objects with shaders (no compositor)

texts:
Starting off I want to clear it out that it may be a duplicate question, but in fact it is not.
1. Here's my previous question Cycles. Masking shader. How to make objects disappear in plain sight.
2. Here's the one using the compositor Mask out certain objects?
3. This one uses Blender Render Mask single object

Problem description:
I need to be able to mask out (make it completely transparent) certain objects in a 3d scene. An object placed inside another object's volume (masking objects are closed mesh, water tight, manifolds) should be transparent. If only a potion of an object is inside the mask (masking object) then only that portion is transparent (invisible on the render).

The main use of this is for motion graphic designs.
Demonstrations of what is needed: (imitated with booleans)

The masking object has only one shader - transparent.

Solutions that don't fit and why:

The question at the first link[1] was by me, and the answer
was to use Transparent Depth as a factor.  The problem with
that solution is that it doesn't care whether an object is inside
something or not, it just renders transparent everything that comes
after the transparent surface (the surface of the masking object)
 As you can see,
from one side it's fine but when rotate the view so that all our
objects are behind the masking one, everything that has that shader
setup is transparent.
The answer that is given at the second link[2] uses render layers and as a consequence requires compositing. When you work in 3d and have a production scene with many objects that grow out control, that approach is simply not suitable.
At the third link [3] the solution is provided only for the Blender Render and also uses fixed coordinates for a "faked plane" which is done in nodes, not taking into account any real geometry at all.

My thoughts and commentary:
The masking object has only one shader - transparent.
Maybe there is a way to input the geometry of other meshes through pynodes and somehow use it as a factor in mixing emission and transparency.


texts: I'm trying to make a pistol with a hammer thingy on the back. I've been struggling to make the back perfectly aligned like the red line in the 3rd image. Any help would be appreciated.


texts:
i was trying to make a simple setup in compositor, when rendered the image is perfect:

But after saving it, some white noise appears near the transparent part of the image:

here is the simple node setup, in theory, the image should be exaclty the same, right?

Output settings:

Here is the blend file


texts: The solidify and mirror modifiers are causing choppy shadows

texts:
I've been trying to set up a cell shader and have gotten to the part of editing the normals to make the shadows smooth, where I run into this problem. It's a fairly simple setup otherwise, with an emission being fed into a shader to RGB with that going into a color ramp and a solidify modifier  being used to create an inverted hull outline.

When the mirror and the solidify modifier are active, there are choppy artifacts as depicted here.

As can be seen in the lower half of the image, it is nice and smooth if both modifiers are turned off. If either one is on, the nasty shadows are present in subtly different forms. Applying the modifiers and trying again has had zero influence on how it looks. I've noticed that along the midline the normals seem to be warped slightly to the right with solidify only and bent down with only mirror, but there are differences in shadows even in other areas when either modifier is on and no visible normal differences.

I can take additional pictures if it helps.


texts: How to change the sticking side in Snapping?

texts:
I have such an object

How can I change the side of gluing ???


texts: Need some feedback for eyelid modeling/ topology

texts:
I have created a model (attached) and am now trying to rig it. But I'm not sure if the eyelid topology is any good. It'd be great if someone could take a look and correct me if it is crappy for animating blinks.
*.blend file here


texts:
Assume the following model is the beginning of a car-like thing.

Now we want to begin adding the windows and roof. I want them to form a nice smooth curve on the edges, and came up with the following solution:

I create a bezier curve, align it as good as i can with the help of orthographic camera. then i extruded it to get the following:

After that I convert the curve to a mesh, join it with the car mesh and run "merge vertices by distance" to join the "alignment points". This looks so messy and it actually is. Now i have much n-gons, and it only gets a bigger mess when i add the missing faces.

How can I do such things in a better way? What is best practice here?


texts:
For some inexplainable reason, the shadows on my object are showing up very strangely. Everything showed up correctly until I restarted Blender. I did not change anything to my knowledge before closing. Older autosaves have the issue as well. Maybe there is a global setting I changed by mistake?

Edit: Both viewports are set to rendered.

Before

After

Any ideas?


texts: Render is duplicating random frames when loaded into 3D tracker

texts: I am trying to render an edited clip at 23.98 fps for use with motion tracking in a different project that shares the same frame rate. However, when I go to the tracker when the rendered clip is loaded, some of the frames show up twice in a row, thus throwing off the whole track. Any idea why this is happening?


texts:
I have a default torus

In edit mode i have duplicate 2 times and select all and Press P key i get 3 option by loose parts and when i click get 3 torus separate in outliner.

But when i select the single torus in edit mode select all the faces and hit P key and select loose parts and nothing happens. Here im not getting all the faces separate like the torus separated above.

How can i get separate loose faces. Is there any addon or how can i get all 576 faces separate.


texts: How to drive multiple shape keys based on relative camera position?

texts:
My question is basically an extension of one asked last year: Drive shape key based on relative camera orientation?

They received some great answers but the solutions seem to be only for one shape key and camera angle.

I have a NPR Toon model I've been working on and I would love to be able to associate a camera angle with a specific shape key (like in the aforementioned post), but for multiple angles and shape keys.

I'm aware of a solution using Animation Nodes (https://youtu.be/t9rVg4L8nBU), but I was hoping for a more elegant solution using drivers or python (unfortunately my knowledge of python is little).

This is what I'm hoping to learn how to achieve: https://mobile.twitter.com/MuRo_CG/status/1206902886090735616?s=20


texts: Texture Painting - Paint Not Fully Applying (Not Brush Weight)

texts:
Good afternoon,

I have been working on creating some pieces of terrain in Blender 2.78 and have not had any issues with Texture Painting until today.

When I went to start painting, instead of the texture I want solidly covering the ground, it does nothing but draw my brush circle and then when I drag, it gives a dashed line from where I started to where the circle is.  If I drag far enough, it does paint, but it is always transparent and I can see the grid squares.

I am guessing it is some kind of setting that I accidentally hit a shortcut for, but it is driving me crazy and halted my progress last night.

Thank you for any assistance I can get.

EDIT:  Solved the question about the lag behind in the painting, but now I don't know why with even full weight I cannot cover the grid image...

And here are my brush settings.


texts: So, I had a little problem here; I made the cube invisible but still glowing around the environment. And the problem is I want to prevent the cube to reflect on the mirror. Is there any possible way to prevent the mirror to reflect some custom objects? Or is there any better solution? Thanks!


texts: Knife tool isn't working.It doesn't show any selection when i hover over a vertice to start the cut. Anyone knows how to fix it.


texts: Why is the Blender soft body physics permanent deformation not working?

texts:
At the moment I'm working on an auto crash scene. I've set up a good rigid body sim and perented a low poly car to it so that I can run a soft body sim on it and then use it to deform the high poly model.

But whatever I do the soft body sim will not have permanent deformation, even though my plastic value is at 100.

At the moment I'm working in Blender 2.79b. I really hope someone can tell me why there is no permanent deformation and what I can do about it.


texts: How to make smoke made in the smoke simulator transparent?

texts:
I am using the Physics Smoke Simulator to make a flame, the problem is  that with the flame comes smoke which I don't want. I tried setting the flow type of the emitter to Flame only, but their is still smoke.
How do I remove this smoke or hide it?