texts: can I use vertex alpha to blend 2 textures?

texts:
I'm currently using the newest build of Blander 2.79 which has the vertex alpha support. Is there any way to use the vertex alpha to blend between 2 textures?

I have this node set up, but the seperate RGB node doesn't have an alpha output, and I can't seem to find any other node that will allow me to get the vert alpha info from the attribute node.

It has to be the alpha and not any other vertex colour channel as that's what our in-game shader uses.
any help would be greatly appreciated.

cheers

edit: obviously the second Diffuse BSDF would be plugged into the Mix Shader but I must have unplugged it by accident before taking the screenshot


texts: Cutting rectangular hole in a cylinder with subsurf modifier?

texts:
I have a cylinder and I want to cut a  rectangular hole in it,I do it but when adding a subsurf modifier to the object and add some proximity loops but I fact this problem as you see here

how can I fix this problem


texts: How can I access scene materials and material_slots in Blender 2,92

texts: I have a script, which works in version 2.90, in which I get a list of materials in the scene by accessing bpy.context.scene.material_slots and bpy.context.scene.materials.  These don't seem to work in version 2.92.  Did the location of the materials in the scene change and if so, how do I find them?


texts: When changing bevel on curves, the curves disappear

texts:
I'm currently trying to model a fox icon using Bezier Curves.
Here's what is looks like:

Or what I'm doing it by:

Unfortunately, I had some kinda weird goings on when I was filling it, or using
the "bevel" option. (Beveling, if you can say it that way)
As you can see in the first of the pix, most all of what I've done has been filled and thickened. But, when I try to bevel the curve that is highlighted (first picture), it simply disappears. I'm beveling it from 0 to 0.025, like all the others (which went fine).

The pic of the bevel value changed and the bezier curve gone:


texts: How to animate the camera view in an animation?

texts: I am creating a space fleet scene. At the beginning, I want the camera to view the entire fleet. No problems. Then, once the fleet animation starts, in that the fleet is moving forward, I want the camera to circle around it 360 degrees then to zoom to the flagship which would be a carrier in the middle of the fleet. I have set Navigation preferences to "Orbit around selection", but it's not doing the orbit. I assume I need to add a circle then parent it to the circle? Or is there an easier and simpler way? Then once the 360 degrees is completed, I should be able to figure out the zooming to the flagship. Thanks Guys


texts: Mirroring stopped working entirely after hours of using it without error. Blender 2.90

texts:
I have Googled the heck out of this and am still not finding my solution.
I'm several hours into modeling a character and suddenly mirroring doesn't work. For any vertex. For any axis. I have restarted Blender and reopened the project to no avail.
I am able to create new Mesh cubes in the same Collection and mirroring works on them.
I am new to Blender so I maybe I simply hit a hotkey by mistake? I have no idea what it could have been if that's the case.
I have found answers online saying to "apply rotation," but this does nothing for my model. I have "applied" everything, all transforms. I haven't added a rig to it.
[Edit]: I have tried "snap to symmetry" on both the entire mesh and only half the mesh and neither works. Also, Sculpting in the sculpting tab works as expected. Still not working for modeling. It's like the functionality broke entirely or something.
[Edit 2]: When I "Add" a mesh to the scene in Edit mode, rather than object mode (so I technically add it to the character object), I am NOT able to mirror any axes on the newly added mesh. Only when I add a whole new object in Object mode.
[Edit 3]: Here's the .blend. The butt is lovingly modeled:

My project consists of 1 Collection containing 3 lights and my object. That is it.
Thank you!
Please let me know if there's any other information I can provide.


texts: Problem with legs and meshes in vrm model (bones)

texts:
my problem has to do with a vrm model that i imported into Blender.
I attached the mesh of the boot to the amature with automatic weights.
For some reason if i test it, when i move one leg the mesh of the other one comes with it.


texts: Rotating a 2d drawing so I can animate it the other way

texts: How do I draw a 2d animation in another direction without rotating the entire image? I want to select the head/face and rotate it in the opposite direction without making the camera rotate in the animation. Here is the image below...


texts: Is there an input box for world rotation location?

texts:
I only see transform location, rotation (Local).
How to influence world coordinate, by inputting number in pose mode?


texts: How to extract 3D mesh geometry at each keyframe from an animation file using python?

texts:
I have a collection of animation files in (.fbx/.dae/.blend) format, that contains the animation of a human mesh performing various motions. Each animation file contains 100 frames.
I now want to write a python script in which for each animation file, I want to extract the 100 frames. Each frame should contain the geometry of the mesh (vertices and faces). What is the most efficient way to do so?

If I use the blender-python script for this, that is, precompute all the frames(.obj) for each animation file, then it consumes a very large amount of storage space. I want to compute the frames on-the-fly inside a for loop in python. The code should look something like this:

import glob
anim_paths = glob.glob('*.fbx') # alternatively *.dae or *.blend

for path in anim_paths:
    anim = load_animation(path) # load the animation file
    frames=extract_frames(anim) # extract all the 100 frames
    output=process_frames(frames) # process the 100 frames

The extraction of frames must happen inside this for loop. They should not be precomputed.

Edited:

One way of obtaining the meshes is as follows:
1) Load the animation files in blender (each animation file has 100 frames)
2) Use bpy.ops.export_scene.obj(filepath=filepath,use_animation=True) to save each of the 100 frames as an .obj file
3) Load all the 100 frames inside python and do the required computation

The drawback of this method is that storing each frame as a .obj file for each animation takes a large amount of storage in total. This would be a highly inefficient way of doing what I wish to do.

The efficient way would be to not store it on disk but compute it inside python where it is needed for further computation. The problem I am facing is that I do not know how to compute it (since I am new to the field of animation). I want to know that, is there a python library that loads an animation file and extracts the mesh geometry for each frame?


texts:
I created a very simple animation. I added a curve, and let the cube follow the path. It works, but the speed is constant. The pink line seem to be the position on the curve. Can I make this line a bezier instead of a straight line?

Here is the Blender file: https://gofile.io/?c=04aPgs


texts:
I'm trying to use prop_search to select a font that is loaded in the current blender file, similar to the example given here. The problem is I can't figure out where a collection of fonts for python to search through is.  This is what I've tried.

fonts = bpy.data
col.prop_search(fonts,"BlockFont",fonts,"fonts")


texts: How to add scratches just at the tip o my blade and mabye on the wood too? Using PBR maps...


texts:
I've been trying to render a flame in blender 2.8. It appears fine in my viewport. However, the flame disappears when the rendering is complete and everything turns black. Can someone tell me what's wrong?
Viewport:

Rendered Image:

Here is my node setup for the smoke domain:


texts: Why is my smoke simulation not showing up with the default renderer?

texts:
As per the picture, the fire/smoke is not showing up with the blender internal renderer. Is this a common issue?

Are there any obligatory steps to make it show like it does in the preview?

Thank you.


texts: Can't perform boolean difference with an imported collada object

texts:
I imported a Collada file created on Photoshop (turning a png into 3d plane), then extruded it in Blender.
The reason for that is that this is a complex object to create with curves myself so I figured it's a faster approach.

Then I try to cut through some objects with this extrusion using the boolean modifier - difference, but I never seem to get this to work properly. Either getting "Cannot execute boolean operation" or it just won't cut the objects at all.

Tried modifying the boxes with the imported object as target, and the other way around too...
I tried to use the knife project by selecting a box and the imported project but I get an error on "no other selected objects for projection" error.
I tried removing doubles and fixing the normals.
Nothing helped so far...

Here's the Blender file -

What can I fix for that to work?
This is my first Blender project btw...
Please don't mark as duplicate because I already mentioned that I perofrmed the actions described in other posts and it didn't help.


texts: Why is there white splotches on my render?


texts: Error message in console "Not using Numba! The simulation could be slow!"

texts:
I installed the Tissue add-on, and Numba at the same time.
But now when I try to run the reaction-diffusion option in Tissue, it runs really slow (1.6 fps) and I get the error message in the console: "Not using Numba! The simulation could be slow."


texts: I know how to vertex slide vertices in edit mode using "gg", but if I attach an armature bone to those vertices, is there any way to constrain the bone to slide those vertices along the edge, since currently I can't seem to find a constraint that will do that.


texts:
I'm doing a simple robot arm that turns the arms around and do different movements. But I can't figure out how I should do if the robot should pick up something like a small box?

Should the box be connected in some way to the armature to be able to follow the  movements of the arms? Perhaps I want the robot to pick up the box after some time and not from the beginning, how do I connect it then or what is the best approach?


texts:
I'm trying to bake some foliage on a plane, but i can't find out why some part of my mesh is not baked. I tried to move in substance to see if it would work but it does something similar. Does someone know where the problem could come from?
Thanks

edit :
I recalculated the normal, which removed the green errors, but it was still missing some parts. I decided to add some subdivisions to get some extra details, and worked fine right after that.


texts: I have been struggling to get a match tip to actually look like it's on fire and no matter what material shaders I try, I can't seem to achieve what everyone else does, I can in other scenes, just not this one. :(


texts: How to set the edge length for STL export?

texts:
I am trying to reduce the size of a very large STL file, that as of now includes way too much detail. In Blender is there an option to set the minimum and maximum edge length of the exported STL file, so that I could just set a larger minimum edge length than the current one?

If this option does not work is there another option that allows me to easily remove detail from an STL file or smooth surfaces of a geometry? I attached a cutout of the geometry. I am only interested in the macroscopic geometry not in the surface texture.


texts: Snapping vertex to face during proportional edit

texts: I have a human body object. I'm creating a new object that conforms to the surface of the body. I'm using "snap to face" to keep new vertices on the faces of the body object. I want to use proportional editing on the new object. Is there a way to keep all vertices attached to the faces? A plugin, perhaps?


texts: Can I define variables to be used in number buttons across the interface?

texts:
In previous versions of blender, it was possible to use mathematical expressions containing "#frame" within - if I remember correctly - any number button. Every value controlled by #frame would then be updated frame by frame with the result of the formula.

By generalizing this concept, I wonder if it's possible to define (keyframe-able) variables in one place and then use them as inputs across the entire interface. For example, it would be handy to be able to define a "#clay" variable that simultaneously controls the factor of several Mix Shader nodes, but also determines the intensity of a couple of light sources, and possibly do other things such as reducing render samples and so on. This way, I could switch from realistic to clay render (or an in-between version) by adjusting that slider from 0 to 1.

Is it possible to do this without writing a script?


texts: How to get an empty tracked by a camera to move smoothly between keyframes

texts:
I have constrained a camera to track to an empty, and I've constrained the empty to limit its distance from the camera to outside 5 m and inside 10 m. I have parented the camera with the track-to constraint to another camera with a follow-path constraint.

The parent camera was used to set up the path by flying it to find good shots and placing empties there, creating a single vertex at the first empty, extruding to each succeeding empty, converting the line to a curve, changing spline type to bezier, smoothing and refining. Then the parent camera was constrained to the path and the path was animated. The timeline was scrubbed to move the camera to each empty on the path, the camera constrained to track was made the active camera, and from camera view the tracked empty was moved to align the view with the desired shot. The location of the tracked empty was then keyframed.

This workflow works nicely for me except for a couple of glitches. These could be solved by creating a path through the locations where the tracked empty was keyframed and using that to direct the rotation of the camera, but that involves a lot of extra steps,and a lot of these shots need to be set up. I hoped that somehow refining the constraints would yield a better solution, but I'm not very familiar with constraints and don't know if that is possible.

First, because the empty can't come closer than 5 m from the camera, it gets dragged by it in a way that occasionally causes problems - it doesn't move on a straight line between keyframe points. It chooses a path that keeps it 5 m from the camera, even though it is allowed to be up to 10 m from the camera, and if it combined those rules it could move in a straight line between points. Second, I mistakenly set up a situation that would oblige the empty to come too close to the camera, and even though I corrected that by replacing the keyframes, the empty still veers wildly between the keyframe points involved, like it remembers the path that was previously calculated to satisfy the limit distance constraint. In fact I can't make it move further than 5 m from the camera, it acts as though it is supposed to stay exactly 5 m away.

When there is no Limit Distance constraints on the tracking empty, lining up shots by using it breaks after a short time. The shots are lined up while in camera view. Moving the empty from this perspective causes it to converge on the camera after a short time and then it is uncontrollable.

But getting the camera to behave properly is very slow and difficult any other way. If it looks at an empty on a path, the movement of the empty on the path has to be offset repeatedly to get the desired effect. It's very hard to get that right, especially if the path of the camera and the path between pause points of the empty is complex. If the rotation of the camera is keyframed, it's very hard to get it to focus on something for any length of time as it moves. I have done the kind of architectural flythrough video I'm working on now before. I've spent a day and a half trying to set up an empty on a path to behave as desired only to accept a mediocre result because I was out of time.

Here is an illustration of the problem behaviour at the moment. Note that the system works very well until this end bit.

Here is the console window provided by a reader of the question.

Is there a way to tweak these constraints to eliminate these problems?


texts: Video in the VSE differs from actual rendered result

texts:
I am currently trying to use the Blender Video Sequence Editor for editing a video with picture-in-picture sequences. I came up with the problem that the video displayed in the VSE looks totally different than the rendered resulting video: both videos in the picture-in-picture sequences are not synchronous anymore, one of them gets rendered way faster than the other, although in die VSE they are synchronous. Both videos have 29fps, which is what I used as render framerate as well.

Could anyone please help me with this issue? I am really confused that what I see in the VSE obviously is not what the rendered result is going to look like.

Unfortunately, I am unable to attach my project as it is confidential corporate training material.

Thank you very much in advance!
Larissa


texts: Generating jigsaw pieces from svg curves

texts:
I have generated the laser cut of a jigsaw in Inkscape.

After importing the svg in Blender I am now trying to extract each jigsaw piece into it's own object.

The problem is that my SVG is made of multiple overlapping bezier curves and I cannot I use "separate" > "loose" to extract the pieces

I have tried  Boolean modifier on a plane but it doesn't seem to work with a flat opened loop ( even if I extrude it)

When I extract the pieces, I would like to control their name (like r1c1, r1c2 ... ) to identify their original position.


texts: How to change the axis of an object in game time?

texts:
I'm trying to make a "levitate objects" system and I got a script on the internet from a homie named GE Oscar Toreh, anyway, it works, but I wanted the object to follow the perspective of the mouse and not the "universe", I tried to use the brick of logic 'edit object track to camera' but it only positions the visible mesh, the axis does not rotate with the camera, this is the code: thanks for your time, God bless you!
import bge
cont = bge.logic.getCurrentController()
own = cont.owner
mouse = bge.logic.mouse
pos = mouse.position
move = {'x': 0.0, 'y': 0.0, 'z': 0.0}
sens = 0.0
if 'sensitivity' in own:
sens = own['sensitivity']
if 'horizontal' in own:
move[own['horizontal']] = (pos[0] - 0.5) * sens
if 'vertikal' in own:
move[own['vertikal']] = -(pos1 - 0.5) * sens
#print(move)
own.applyMovement([move['x'], move['y'], move['z']])
bge.render.setMousePosition(int(bge.render.getWindowWidth() / 2), int(bge.render.getWindowHeight() / 2))


texts: Blender Physic. Can an active rigid Body Object follow an empty or s.e

texts:
I like to use a plane/cube or s.e. set as active rigid body that should interact with a passive body plane (ground) an follow a given path or follow f.e. an keyframed empty.

For better imagination, i like to simulate the behavior of a sled which is pulled by a f.e. a human. The x,y movement is given by keyframes an i like to simulate the z location an the rotation of the object.


texts:
I am learning how much the lighting calculation is affected when using different color spaces for rendering (e.g. render using Rec709 primaries vs ACEScg). I have read some post that Blender can render in wide color primaries other than Rec709.
My problem is the rendered images are the same when rendered using Rec709 and ACEScg primaries.
I have made 2 render, 1 using Blender default config (I guess Blender default render color space is Rec709, is it correct?) and 1 using ACES OCIO (with scene_linear: ACES - ACEScg). Both images are saved in OpenEXR to avoid adding any tone map/view transform so that I can compare the lighting result.
However, the content of rendered .exr files are the same (compared with a binary diff, only a few header time stamp is different).
Is this the expected result?
Or did I set up something incorrectly?
Or is my test scene (screen shot below) too simple?
(I am using blender-2.83.2-windows64 ver.)
Thank you very much.


texts: Blender Crashes [Possibly Nvidia Driver Problem]

texts:
At first my problem started when using programs such as Substance Painter and Substance Designer - they stopped launching, completely. So I contacted Allegorithmic support, and in the end we deleted Iray folders from SP and SD software, and then those programs started working, although we came to conclusion that there is a problem between Iray and Nvidia Cuda driver.
Now I've detected problems with blender - whenever I try to add a new material in cycles, it crashes instantly, or whenever I try to render my scene in cycles, it crashes instantly. Some very big scenes that I have stopped opening at all, they instantly crush. Also I can't open "system" menu in the preferences, it crashes instantly.  I have tried to reinstall my Nvidia driver many times, several times I have cleaned old version of it completely, it didn't help. What is interesting is that Videogames run fine so far, but 3D redactor programs don't. I really don't know what to do. Perhaps there is a problem with graphics card? That would be very sad ;(
I have run a test of my Intel Processor from official intel website, it passed it, so hopefully Processor is alright. I have also reinstalled my blender, didn't help. I have also performed a clean installation of Nvidia drivers using DDU program, didn't help.
Anyone have any idea what to do?

Full application error log from substance painter:

Name of failed Application: Substance Painter.exe, version: 2018.2.1.0, time marker: 0x5b645cf0

Name of crushed module: nvcuda.dll, version: 23.21.13.8871, time marker: 0x5a3449b2

Exception code: 0xc0000005

Error offset: 0x0000000000317665

ID of failed process: 0x3168

Launch time of crushed application: 0x01d0d1dbda2c7290

Path to crushed application: D:\Steam\steamapps\common\Substance Painter 2018\Substance Painter.exe

Path to crushed module: C:\WINDOWS\system32\nvcuda.dll

Report ID: 2f914d9c-a893-40e4-be83-8af0b8d69596

Link to the allegorithmic support forum topic I made: https://forum.allegorithmic.com/index.php/topic,25095.0.html


texts:
I have a shirt I made in Blender. I have spent a lot of time on it and therefore would like to re-use it. I would like to remove the current rig as well as the weights. How do I do that? (I want to do this because the garment seems to be retaining its old shape even though I have reworked the mesh. If I could clean everything out, then I'd know if the problem is in the mesh itself and not the rig or weights.)

Thank you!

Sabia


texts: Hook modifier stretches unselected vertices

texts:
I set up a door and want to the width (Breite), height (Höhe) and opening (Winkel) using empties on hook modifiers.
The opening of the door and modifying the height by manipulating the empties works nice.
But when I want to put variation on the width not only the frame of the door moves but the whole door panel moves and stretches.
What's wrong?


texts: Holding an object with 2 hands in animation

texts: I'm trying to do an animation with a character which I rigged with Rigify. The character needs to hold a ball in a certain way and the ball needs to move like this: https://www.instagram.com/p/CBCUGgSHkgY/?igshid=1u1zdupnkeb89 . I've spent quite some time and managed to find Child Of Constraint and I managed to hold it onto one of the hands but I failed to do so with the other hand. I could animate the fingers and the hand frame by frame but I don't think that it's the efficient way. Do you have any ideas on how I can do it?


texts:
Porous material
I tried to model a porous material which contain empty spheres or complex shapes, modeling it into a cube.

(source: scielo.br)
I found this video as an example, but the procedure was made by Cinema 4D with an add plugin.   https://www.youtube.com/watch?v=mcRlTK0TUBg
Is there a technique to use procedural textures and volumetric effects to these porous texture, or if there's a script to do!


texts: Material 001 and Material 002 how to intertwine them with another environment

texts:
Suppose that I create
Material001

and
Material002

in Material Properties and set them to some color.
Can I use this 2 items in other buttons like
Texture Properties, Object Data Properties etc. ? Where and how do I intertwine them with this button ?


texts:
Is there a way to snap to vertices oder edges while using edge/vertex slide?

I'm specifically using edge and vertex slide because I need to keep the UVs, so the already mentioned workaround using custom transforms doesn't work.


texts: PNG animation render, saving images without a file type

texts:
So this is probably a simple solve and most likely due to me adding a setting that I shouldn't have.

So for all of my other animations I have done, I render each step as a PNG image and then use the Image Sequencer to render the final animation, and it works well. But this time around, all of the rendered images are not saved as PNGs but rather saved without a file type but can still be opened via Chrome.

Any ideas how I can get Blender to save these renders as a PNG?

Specs:
GeForce GTX 1060 3GB,
Windows 10,
intel i7,
8GB RAM,
Blender 2.79


texts:
I’ve been trying to slide and extrude a hexagon, but I can’t get past this simple problem. I tried to extrude an edge, but it extrudes without following the hexagon’s angle. So far, I’ve managed to do a vertex slide using C to clamp, but I cannot get this to work with extrude.
Here is a sketch of what I want to achieve.

EDIT:
As asked, I’m posting the result of the solution Marty Fouts suggested. I enabled shadows and perspective so you can understand what happens. What I did here was simply move the original hexagon edge up. Now you can see it unfortunately doesn’t intersect the shape, as intended.


texts: Rigid Body not working with Passive / Animated / Mesh / Deforming

texts:
I've read other issues that look similar but this doesn't seem to be what I'm experiencing.
I'm making a conveyor belt type thing. The conveyor belt is a long array of blocks (array modifier was applied) that has a curve modifier. I'm animating the x position of the blocks which turns the conveyor belt around.
The conveyor belt object is a rigid body that is passive / animated true / shape: mesh / source: deform (I tried final and it doesn't make a difference). Deforming is checked.
I have a bunch of rigid body boxes that are set to active. The boxes rest on top of the conveyor belt as if it wasn't modified with the curve.
Any thoughts?


texts: Why does my mesh deform so horribly with high levels of subdivision surface?

texts: The mesh I have is just of a spoon I made. Its simple because I'm no expert in Blender (shown in the first pic), and then all the subsidivison settings from 1 - 4 work completely fine but 5 and 6 bring weird deformities that I don't understand. Why are these happening?


texts: Different light source settings when linking

texts: I`ve been working with diferent scenes. Im working on a certain animation with eevee and i have a problem with linked light source (sun). The linked sun resets its shadow bias values to one making shadows less sharp and less precise.


texts:
I might seem stupid and my request may seem obvious (that's what I hope) :

I found a .obj file of a wolf head i like a lot. The thing is, for what I'm trying to do, I would only need half its head. See the wolf there :

I tried following this tutorial : https://www.youtube.com/watch?v=U3J-oYFdyqQ ; but didn't get the results I hoped : on one side, only the silhouette was kept, no more details (vertices?); and on the other that's all that was left. See there :

If you're still with me now you probably guessed : I never used Blender before. Now as a perfect newbie I'm hoping there is a way to just cut trough that wolf like it's a cake. Is it the case ? Or am I gonna have to "try hard"? (How?)

Wishing anyone who read me all the best !

Stay safe.

Kendrick

EDIT : I managed to cut my wolf following Jachym's advices. So i do now have half my wolf :

My problem is now that when i export it, i lose every detail ! I only get the shape :

Are there any export settings i should consider ?


texts: Blender texturing of object is not correct

texts:
I am trying to render a simple obj model using blender. However, upon importing the obj model some of the textures are not showing. In the material properties I could see the multiple materials being assigned to the mesh. The zip file contains a screenshot for this.

I tried loading the model using Microsoft 3D builder as well as an online obj model viewer (3dviewer) and they had no issues at all displaying correct textures.  The zip file contains a screenshot for 3Dviewer.

This is my first time using blender and I am confused why a simple operation of loading an obj model is going wrong in blender. Any help in debugging this is appreciated.

The zip file also contains the 3D model itself.
zip file containing images and the model

Thanks!


texts: How to create a deformable/bendable pipe/glue-gun-stick like cylinder shaped object?

texts:
I want to create a deformable/bendable pipe/glue-gun-stick like cylinder shaped object which I can fix at one end and hold the other end to bend it in any direction. I don't want to create a body of multiple rigid joints. I want to use it as a physical object in unity. I want to use inverse kinematics and use strings to pull one end of the cylinder to bend it in the corresponding direction.

Here I used the top hooks to bend the cylinder but I want to use the bottom bones (hooks) to pull the thick strings which should bend the cylinder in that direction.
But this is not happening:

The string just gets stretched.
I've uploaded a video here https://youtu.be/zOQmk0ZdlGE also showing this if that helps:


texts: How to get Bravais Lattices Creator addon？

texts:
I had found a magical addon called bravais lattices creator。

But I can not found this addon on the web....

Could anyone give some hint to me？

Thanks in advance！


texts: Simplest way to drive a pose bone's global location

texts:
When you drive a pose bone's location, you're actually driving its local, rather than global location (I guess that's true for any location, but still worth mentioning).

I've been trying to find the easiest way to drive the global location.
I already know I can find the global location using either of these methods:

poseBone.matrix.to_translation()
armature.matrix_world * pb.matrix * pb.location

So I thought that I'll write a custom driver function that will find the global location and drive the local location values according to a converting back from global-to-local.

But I can't seem to convert the global value back to the original local value. I tried:

armature.matrix_world.inverted() * pb.matrix.inverted() * globalLoc

And just:

pb.matrix.inverted() * globalLoc

But I could not get that original local value back. Since the order of these mutliplications is important, I tried to re-order the multiplicated variables in any arrangement possible but no luck.

I'm open to other methods for achieving this or any suggestions on how to solve it this way.


texts: Material appears different after being assigned to the same object

texts:
I've applied a material to my floor in this room model, but for some reason after being assigned to the object, parts of it appear stretched?
I tried moving around the origin point, but that had no effect.


texts: Weight paint front and back faces at the same time

texts:
I want to know how to weight paint the back and front and sides of the selected region at once instead of keep changing the view then doing the same thing. So for example if we have a cube in front view and I pressed the B to select the bounding box, and I selected the area where the cube is located, what I want to be done is to select everything in this bounding box in all views, so in this case will be the whole cube.
I have tried enabling and disabling the limit to selection option but still only the front faces are selected.


texts: How to duplicate particle system, please clearly explain how to do. And I will show a pic of the particle emitter to change the name of the 1st step so I want to duplicate the 1st step so I don't know how to do it.


texts: How do I check to find gap in vertices or edges?

texts:
I added thickness to a layer of a top, so it could be an item of clothing. But I need to optimize it by selecting the outer faces only (so that I can select the inverse and then shrink the inner faces a little). So I created seams along the top's upper edge, the bottom edge and for each sleeve hole.

The problem is, there are gaps in this mesh (downloaded it and don't know where they are exactly). So what happens is the outer and inner edges get selected, when only the outer faces should (I hover then press "L" to try to select all faces within the seams). I have looked closely and I know that some parts of the top are separate, there are tiny gaps along the edges under the arms. So I have been manually trying to join all vertices I see that are close to where the gap is. I haven't been able to join them all (I select each vertex and then press "f" and this draws a line between them. Then after they are all filled, I add a fill between all edges.) But the problem is, I can't tell where they are all at. So this problem of pressing L does not recognize the boundaries of the seams.

Is there any way to select the whole top check automatically for gaps? I already tried Mesh-->Clean up-->Fill holes, Degenerate dissolve, and Delete loose. But this did not enable me to select only the faces within the seams. I could try to manually select them, but that would be very cumbersome, plus I feel I should make the entire top a whole piece so that that item of clothing is proper. But how? Or if you have any other strategies to solve this problem. Thank you.

This is one area I put a seam.

This shows the thickness, just for illustrative purposes.

This is what happens when I hover and then press "L". It should only select the outer faces, but selects part inner, part outer.


texts: Extending Sverchok - Development of new nodes in a separate addon

texts:
TL;DR: Is Sverchok designed to have their node list extended by third-party addons? If so, are there any formal templates to follow?
I would like to play with the idea of developing new nodes for Sverchok in a separate addon to provide domain-specific functionality that would not make sense to be contributed to Sverchok itself (e.g. generating meshes to be exported to third-party software). My understanding so far is that this would be a two step process:

Create the nodes. This seems to be well documented in Sverchok, and the many nodes included provide many examples of varying complexity.
Add the nodes to the menu. This is the bit that I am struggling with. I have not found documentation / example templates to this end, hence the question. There is sverchok-extra and this file seems to make nodes available in Sverchok's menu. Would this be the way to go?

I am aware of the custom nodes one can create in Sverchok itself via scripted nodes, but it does not feel the right way to develop an addon that saves the specific nodes and makes them available in the menus for future, easy reuse.
Thank you.


texts:
My .blend file

I have an armature that is linking to a Walk animation / action:

The problem arises when clicking play. It will start the animation from the TPose position, which causes deformation in the animation.

I've done this same exact process from exported Mixamo models where the action would automatically contour the mesh around the bones at the frame 1. However, it seems using a custom asset (model from unity's asset store or wherever) -- the TPose is still being used in the animation?


texts: GPU Cuda error at cuctxcreate: Unknown error

texts:
I have a problem that came out of nowhere when trying to render some scene / object in Cyles by GPU Cycles does not work, (only works if I change to CPU) this title error appears on the render screen. It was rendering normal until yesterday.
Can anyone tell me what it can be? And how to solve?
I did the video card test by Novabench everything is OK. updated drivers.
My config:
Intel Core i7-8700 @ 4.28GHz
NVIDIA GeForce GTX 1050 Ti
16GB DDR4


texts:
When I render this once it hits frame 1000 and an above it only renders black.
The black frame is frame 1000 and the other one is frame 999.


texts: How do you sample an image at a computed coordinate in the context of a Blender Internal node-based texture?

texts:
I am experimenting with procedural textures, and I'd like to create a texture like

x = A.dot(orco-P0)
y = B.dot(orco-P0)
output = image[x][y]

It is not THAT hard to compute dot products in nodes (although it is a lot of clicking).  The roadblock I am hitting is that the Image input has no input for coordinates.

How can I accomplish my mission in texture nodes?  (This is using Blender Internal in case that wasn't clear from the subject line)


texts: how to Unstretch Material on Object on 2.8?

texts:
I am trying to make a city with lights on windows. Here is what I have done so far:

I have my city and my material for the window lights, but as you can see the tower in the back has the texture strech all the way up, I would like to know if there is a way to "unstrech" it.
I have tried to check on the UV map but I found nothing.

Does Anyone have an idea how ot make this ?

Thx in advance


texts:
I made a campfire, but when I render it the fire does not show in the rendered image. I've put all the textures and the .blend in a Google Drive link.

Thank you,
Andrew


texts: Creating a driver that references a value at a given frame

texts:
Is there a way to create a driver, that reads a value at an arbitrary time?
Example: An object that follows an other object with a delay.


texts:
Hey guys!

Today I'm here with another question, since I finally fixed my last Blender problem ^^

(I'm still using 2.79, but I'll move to 2.8 soon, when I get used to it)

The question is:

How can I make a 1 side UV map texture, that auto reflects any edit on the other side?

Example...

I already made a anime face, but when I unwrap it, it looks like a 2D paper, showing both sides of the face... as normal.

If I add a design, such as freckles, blush, or tattoos to only the right side of the UV texture... obviously, it's not reflecting on the left side, since I just edited the right side.

So, I want to make a UV mapping like the reference pictures below...

U can see that in the reference pictures, it only shows the Right/1 side of the face, and if I make a deco on it, it auto reflects on the other side perfectly symmetrical.

Also, every part of the face is edited on just 1 side, and reflected to the other side symmetrically, like the eyes, eyebrows, lashes, mouth, etc...

It only needs 1 side of the UV to perfectly texture the whole face, like when you take a piece of paper, and fold it in the middle.

I've already been looking for days for a lot of UV/Texture tutorials on YT and Google, typing all keywords possible, but I can't find a clue...

None of the tutorials and manuals I checked, explain nor show a way to achieve this.

If you guys can please explain me how to do this, or send me some links to useful tutorials explaining this, It'll be really appreciated ^^

Thank you all for your help, I will be waiting for your answers!

See u later guys ^^


texts: How to not get hard edges in Eevee transparent emission material?

texts:
I have an emission for a jet flame for a 4 sided pyramid but it just looks solid or like glass.  How can I remove the IOR value and have an emitting transparent shader for a jet flame?

If this is not possible in Eevee, how could I do it, softening the edges etc?


texts:
Having a node, I want to unlink it.
My current approach is to clear all links from a desired NodeSocket:

my_node.inputs[0].links.clear()

I get a:

AttributeError: 'tuple' object has no attribute 'clear'

I would think that 'links' is a NodeLinks structure, which would have
'clear()' and 'remove()', but apparently no? I also can not simply
del my_node.inputs[0].links[0].

One approach I got working is:

for l in my_node.inputs[0].links:
     shader_node_tree_links.remove(l)

but is there a simpler way? Should one of my previous attempts work?


texts:
Once again I have come to you good people of the Blender community for some help.

I am trying to build a topologically correct aircraft canopy (see pic).  After a couple of days experimenting and about 10 redraws, I am at a total loss on how i can resolve it.  I have been extruding a simple overall shape, then insetting the windows and creating some of the other odd shaped struts.  This usually looks ok until i need to apply subdiv surface then add thickness to the frame.

How would you go about addressing this mesh?  One complete shape or building in say three sections?  How would you go about creating a frame struts with depth?

Many thanks!


texts: Why are some textures disappearing in the game engine?

texts:
I have a mesh that I am texturing for the game engine and everything was fine until the last setups I've done; Some of my textures don't appear anymore. What strikes me is that the colors are correct so pictures are taken into consideration but not displayed correctly.

Is it a UV problem? Can't I use more than two UV layers on my object?

How do I include the blend file in this post?


texts: How do I delete frames that have been place by the auto key frame insertion tool thingy?


texts:
I'm making a Ferris wheel. I want my single mesh to rotate in same shape. I array and with the empty I rotated its going in different direction.

Any suggestion on how to rotate the same shape?

I want to rotate 12 meshes this way


texts:
I'm pretty new to Blender, been using it only the last two days, mostly doing 3D modeling until now and UV mapping. I've UV mapped the front and side of my model in different UV layers and I have a third one in which I will clone from the first two, front and side.
It was a pain to figure out most of the stuff, seeing as most of the tutorials are old and even the newest ones don't have the same interface as Blender 2.72.

Now here lies the problem, I barely found out how to clone from layer to layer, the old option in the project paint is gone, I have no clone from option. What I did is checked the option to clone from paint slot in the F Clone brush and then set up the source (UV layer, Image). The thing is it works fine, it does what it is supposed to do, but whenever I click to texture via brush, it doesnt apply to the faces the brush is on, but to the ones on the back, so I have to colour the back in order to get the front and viceversa.

I'm running Blender 2.72 x64 on Win8.1u1 x64.

I gave up seeing as it isn't the way it should be done and came here for help.
Can you please tell me what I am doing wrong?

Heres my blender file (externals packed)


texts: get worldOrientation as the target of other objects

texts:
If I have an object in my game, and I want other objects moves to the same orientation. what should i do?

I want it moves slowly to the orientation, but not the get the position without a time.

Thanks.


texts: I am trying to make a wing suit character but I cant get my cloth to attach properly to the character. I am using a child of constraint to attach the cloth the  bones but if I move the arm it wont still stay attached to the leg and if I move the leg it wont stay attached to the arm.


texts:
When I try to render close-ups of objects as small as a few cm in Eevee, I cannot get the shadows to work properly. With Cycles, everything is fine, and I can accept the difference in look between both render engines, with the exception of the missing shadows.
Here is a comparison between both engines with the same scene:
Cycles:

Eevee:

The disk-like object is about 1.5cm in diameter. The scene is illuminated by a spot light and low level world background with a solid color.
How do I set up the shadows ideally for small scenes? Which parameters are most important when it comes to scaling, and what is their influence? Is it possible to even have shadows in Eevee in that scale?
I have read the Blender Manual - Light Settings-page but did not find a suitable set of settings with it.


texts: How to create a "fluid/distortion" effect on a solid object (example inside)

texts:
I've been struggling to understand how I should approach the following effect in Blender:

Watch the YouTube Video The Node (at 1:37)

I've tried to solve this one through the displacement modifier (with vertex groups, custom displacement texture, etc), several cast modifiers with multiple points and more recently using shape keys to do it manually. None of these methods result in a "natural" enough look, like a fluid, and all of them take the animating process to an inefficient workflow.

I can't seem to solve this one by myself with the current knowledge I have with Blender, would you help me out please?

Thank you very much in advance!

Edit:

Ok so I tried the wave modifier with very simple settings, a vertex group limiting the effect of the modifier and I achieved this:

It's still not optimal, but that's the closest thing I've managed so far, some input would still be very helpful to look into this in a better way.

Edit 2:

This is what I got with the Warp modifier using a clouds texture, as suggested by @atomicbezierslinger:


texts: Material Editor: Generate mask from color ID texture

texts:
I'm trying to work out a way to generate a mask based on a color ID texture in the material editor (not the compositor). What I'm trying to achieve is have a node group I can re-use which has two parameters, the first parameter is the color ID texture and the second parameter is the color from the texture I want to generate a mask from.

I've included an illustration:

I got it working for some colors (such as red, green, or blue) but it didn't work in all cases, I also had a problem where the mask would show up properly when previewing it through an emissive shader but wouldn't show up when viewed through a normal diffuse shader.

Thank you for your time.


texts: Where are the rigid body tool buttons in Blender 2.80?

texts: Due to changes in 3d view port interface it's hard to find tool shelf menus in Blender 2.80. I do not want a shortcut for the Rigid Body Tools -> Copy From Active button, but instead the new position in the 3d view port in 2.80. I want this because I think that keyboard shortcut may be harder to remember than a button position after a long time.


texts: Is it possible to enable or disable the "use Sequencer" checkbox via the CLI render command? There's no command line argument for that, but is there an easy way to decide at rendertime whether to use it or not? (Blender pre-2.8)


texts: what are these scribble controls called?

texts: I was watching this video and i noticed some scribble like things that controls the bones like IK what is it?  video: https://www.youtube.com/watch?v=NkJPfGEcrrA


texts: Duplication offset ignored in reflections

texts:
Good day.

I got a weird problem. Again. I created a tunnel scene where I am using a path to create the lamps inside the tunnel. I am using an offset of 4 to reduce the ammount of lamps on the wall.

But in the reflections (water puddles) on the ground, the offset seems to be ignored. It therefore relects 4x as much light as visible in the scene.

You can see the effct in the attached image.

Where did I make the mistake?


texts: Using Walk Navigation like Unity and Unreal

texts:
I'm using Blender 2.8 and wanted to change some settings on the viewport navigation.
I always wanted some way to navigate in the 3D world like we can with Unreal and Unity. In this new version, I could changed the Walk Navigation mode shortcut to activate when I'm pressing the RMB. (You can do that by going to Veiw >> Navigation, Right clicking on Walk Navigatio >> Add Shortcut, and pressing the RMB)

That works extremly well, but when releasing the RMB, you lose the movement and the camera resets to where it was before. I can press the LMB, so it stays at the same place, but it's anoying to do that all the time. I think that happens just like you cancel an action clicking the RMB.

So, is there a way to cancel the canceling of camera movement by pressing the RMB? Or, is there any other better way to move the camera like that?

Thanks.


texts: Face Mesh Disappears when I bind it to a Facial Rig

texts:
I am trying to create a facial rig with the FaceIt Plugin from Blender Market.
I'm trying to bind the facial mesh to the rig it created. I'm finding that the face mesh disappears whenever I try and bind it.
Before binding the mesh

After Binding the Mesh

Any help would be appreciated


texts:
I'm using static parameters in Loop Subprograms.

Setting up these parameters let's me modify the node tree easily, but I noticed, that I never change the inputs. I would like to move unnecessary input into the loop subprogram.

This seems like a bad idea, if an extra instance is created each time the loop is run. (I am already having poor performance.)

Does having more instances created inside the loop (versus as input parameters) affect the performance negatively?

An example of how my node setup looks like.


texts:
I am just getting stared in Blender and am enjoying the heck out of it so far.

I have two systems I could work from and I'm trying to determine which would be better

A 2.5Ghz i5 four core laptop with a 1060
Ryzen 5 3.7Ghz four core / 8 thread with a Vega 11.

I honestly don't yet know much about 3D modeling and assumed that the system with the better GPU would render faster.

I loaded a few test scenes on each system and did a casual comparison and was surprised to see the  RYZEN system pull way ahead on my first test.  However the next scene I rendered favored the Intel system.  Over several scenes it varied back and forth.

So can the individual scene render better on one type of hardware than the other?  If not, which system should be better?


texts:
I wish to create some floating dust particles for animation using a thread here but that doesn't go into the animation part, only the look dev. Could someone tell me how to animate those particles to just slowly float around and fade in and out?
Here is a .blend file:


texts: How can I bake multiple images (textures) into one image texture? EEVEE

texts:
Using the MixRGB node, I mixed two images and its factor is another black and white image. I will mix some other images.

I would like to back all these images into one image. How can I do this with EEVEE?

My baking process is simple, it doesn't have emission or other properties that are hard to bake. I also added the images to a plane (terrain) which is not a complex mesh. It is like adding some images together using photoshop.


texts: So I made a rope on my character using the cloth Simulation and I wanted to put a belt around it. Is there a way I can do this after the simulation? (And I don't know that much of Blender so pictures or small tutorials would be nice)


texts: How can I save UV coordinates into .obj when using curves

texts:
I have used the sapling tool to build a tree for myself. I would prefer not to convert the curve to a mesh to make life simpler if I want to modify it later.

I added a texture and adjusted the scaling so it looks correct with the 'Mapping' section of the 'Texture' tab. When I export the model as a .obj and load it in to opengl, the texture coordinates are all wrong, they are so distorted! I assume the scale factors I have set in the mapping section are not being accounted for in the exported file? What should I do?

Is there any way to see how blender has UV unwrapped this mesh (without converting the curve to a mesh?). The texture mapping is not perfect and it would be nice to edit it a little!


texts:
I want to batch packing every single object's UV. But the script can't go throw everyone. After packing one object, it stopped with no error. What's wrong?
(I've already did Cube Projection for all objects beforehand.)
import bpy

for obj in bpy.context.selected_objects:
    bpy.ops.object.select_all(action='DESELECT')
    obj.select_set(True)

    bpy.ops.object.mode_set(mode = 'EDIT')
    bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.uv.pack_islands(margin=0.001)
    bpy.ops.object.mode_set(mode = 'OBJECT')


texts: Why can't I drag files from File Explorer in VSE?

texts:
I am trying to drag files from a view with the File Explorer into the Sequencer view of the Video Sequence Editor.
However, my mouse drag only selects multiple files instead of dragging. I've tried left click, middle click, right click, double click, shift click, ctrl click, alt click, <~Goddamn-I-really-need-this-feature~> click... To no avail :(.
I'm using the latest Blender as of today, on Linux Mint 17.2 (Ubuntu 14.04 Trusty equivalent).

Moreover, I believe there should be a button, at least, for "import selection into VSE" or "add the selected object as a strip". I don't have anything like that on the 'menu' bar of file browser view.

Lastly, I can drag and drop files from Nemo, the default file manager on my system.

Sorry for not asking something more interesting :(. I'm getting there...


texts: How can I merge textures from multiple materials into one?

texts:
I have two objects that I want to merge. They have different materials. Both were unwrapped and textured separately. When I join the meshes, it makes a single object with two materials. I wish to have a single material with a single UV map. Is there a way to do this without completely re-doing the texturing process?

I tried baking a new texture, but since they have different materials it didn't work the way I wanted. Any help is appreciated.

I'm using Cycles rendering.


texts: How to turn off subsurf modifier on a lot of objects at the same time

texts: I have a model containing about 30 objects, all together about 900,000 vertices. My computer can't handle this amount of verticies and it gets realy slow. Is there a way how to turn on/off subsurf to all these objects at the same time?


texts: visual studio code bmesh gives weird error

texts:
i started making scripts in visual studio code for blender a few weeks ago but i ran into a weird problem, when trying to use bmesh specifically bm = bmesh.new() it gives me this error:

Assigning result of a function call, where the function has no return

when trying to run this code in blender it works just fine,
i think it's a problem with the blender development extension i installed, i did type import bmesh so that's not the problem.
the main reason why this is annoying is because when there is an error visual studio code doesn't let you save your project.
does anyone know a way to fix this issue?
thank you in advance


texts:
I've been asked to do a small animation for a multi story ice cream store. I want to have a steel background texture with a transparent image of an ice cream on just the front face of the elevator door. Most solutions I've read through mention unwrapping the face, but that gives me the following message:
"Object has non-uniform scale, unwrap will operate on a non-scaled version of the mesh". The transparent image also applies itself to all faces of the door.

 This is what I have. And this is what I want. How do I go about doing this?

Thanks in advance,

Joe


texts: I have a 3D .obj file and four texture files. I would like to edit the files using the UV mode of Blender

texts:
I have an ,obj file generated in 3d Zephyr that has four color texture files .png.  I need to edit some colors on the bottom so I loaded the files into Blender and unwrapped it.

I can see the wrapping and added the first .png file.  When I try to add the next .png it replaces the first picture under the unwrap.  I want the second .png to sit to the right of the first .prn and not replace it.

I would appreciate any help.*

Joe Kosednar
See attached;


texts: Smooth deformation of rigged vertex group

texts:
I’ve been trying to rig vertex groups to bones smoothly. As in, trying to have some parts deform more, others less, painting their weights accordingly. The whole vertex group moves as a whole though, in a very unnatural manner. I thought that was the point of weight painting, so I assume I’m doing something basic wrong.

The entire vertex group moves homogenously, as a single block, sort of tearing the texture. I’d like the vertices nearer to the fulcrum to be less affected by the bone’s movement than those nearer its end.

I’ve weight painted a smooth transition.

Have also tried painting weights to another bone, as if it were a zero-sum game, to no avail.
What am I doing wrong? Thanks so much.


texts:
A common effect I'd like to understand is how to achieve moving, glowing lines. An example is on Robert Hodgin's "Taxi, Taxi!". (I don't know what he uses, but have an idea it might be Houdini). Another is Cristóbal Vila's beautiful animations (e.g. Nature by Numbers - Mobo).
I have coded a Python script that lays out geocoded spline curves on DEM terrain together with Open Street Map building data (see here), but the material for the moving assets is stumping me. I'd like to replicate Robert Hodgin's animation - can anyone explain in outline how this effect might be achieved in Blender?
Many thanks.


texts: Fill the volume area of a bounding box with a grouping of individual meshes

texts:
I asked how to fill a volumn area with a hexagon. over here: Fill the volume area of one mesh with another mesh

This was marked as a duplicate, and pointed to a solution.
https://blender.stackexchange.com/a/80721/39530
I edited my question to reflect the original solution didn't work for me.

Proposed solution doesn't work for a hexagon. The rigidbodies never settle in the animation.

So I am asking again as the edited question that it is marked as duplicate isn't being viewed.

I would like to know if it is possible to fill a mesh, using it as a bounds area to then fill it entirely with a polygon(the shape) mesh.

The idea is I’ve blocked out a level design. But i want my level to be all hexagons(the shape) just like Vavle’s the lab archery level.

I have made various block sections of the level and now want to make it look like the section is made up of multiple individual hexagon meshes. So I want them all touching but would still like to modify them individually. For example I am wanting to add details to the outside hexagon meshes.

So if the rigidbody doesn't work, is there a rubber stamp solution? I would make a group of hexagons stamp them in a area. I would want each mesh to snap edges to a its neighbor if it's the same type of object.


texts:
Ok so In blender, I'm making a city, but in the 3d view, it disappears when going to a certain distance:

I'm not using a camera or anything, this is user perspective
Help?


texts: Keyframes won't respond to 'Cycles' f-curve modifier

texts:
I'm making some material tests with Mapping nodes, but the Y scale of one of the Mapping nodes won't respond to the Cycles modifier. The other values do respond to modifiers but these won't:

I'm not really use why this is happening, perhaps it's an easy fix and I don't know about it.


texts: Programmatically changing UV/Image Editor Image

texts:
For a school project, i am trying to combine openCV and Blender and for this very spesific reason, i would like to use Blender's internal Image Editor to show my frames instead of cv2.imshow() function.

I'm trying to write a function to refresh Image Editor's image, but i'm not sure how to do that efficiently, without breaking Blender.

def preview(frame): # frame is the np.array from my webcam
    img = bpy.data.images['preview']
    img.pixels = frame             # this didn't work
    img.pixels = np.ravel(frame)   # this didn't work either
    img.pixels = PIL.Image.fromarray(frame.astype('uint8'))  # no luck with this one too

Is there any good, efficient way to achieve this? Thanks!


texts: How to make a glowing crystal texture in Cycles?

texts: This is my node setup and the type of output I desire. However, this works well if the shape used is a sphere. I want to apply this same effect on an elongated sphere (some close to the shape of a rice grain) evenly. How do I go about it without increasing the geometry of the scene?


texts:
in 2.83.0 you can move objects to other collection with the M key.
But while I was working it changed to this:
When I press the M key it says:remove from local view. And objects set to display as bounds are visible in rendered view.
Others set to textured are invisible.


texts: How do you mirror and invert at the same time?

texts:
How would you mirror an object across both the x and y planes?
If you try and mirror them, you get a heart like shape:

General idea of the shape I am trying to make.

How could you mirror this object, but do so in a way that makes the curve bend the opposite direction?
Blender file located here:
https://dl.dropboxusercontent.com/u/460997/Blender/curve%20_test.blend


texts:
I have a blender file where a sphere is orbiting a force field. I want it to be more red when it's closer to the center, and more blue when it's further. I already have the math figured out, I just need to know how to get x/y coordinates in nodes.

Here's the file:


texts: UV unwrapping of complex possibly concave polygons

texts:
Suppose I have a flat surface that looks like a T-junction. There are at least three ways to do it:

Single concave polygon
Several convex polygons
Several convex quads

(note that the right polygon on the second image is not quad, as its left side contains 4 vertices)

The first way seems the most natural, as my surface remains a single entity. If I want to move it, I just select it all in one click and do it. The other ways require me to manually select all polygons that my surface is composed of. Not very convenient. Vertex groups alleviate it somewhat, but still.

(2) and (3) unwrap correctly. Unwrapping of (1), however, results in a very weird map:

Am I doing unwrapping wrong? Or Blender just not supposed to unwrap concave polygons correctly? Will I be fine if I stick to convex n-gons? Or I should avoid them, too, and use simple quads only?

http://chireiden.torlan.ru/blender-unwrapping.zip - here is zipped .blend file, just in case.


texts: Curve modifier won`t allow for input of object?

texts:
When I try to pick my bezier curve as the object for my curve modifier it will give a modifier is disabled  message when I press apply.

The curve in edit mode

[1


texts: Sculpting brush alpha/texture resolution?

texts:
Does the image resolution of a brush texture in sculpt mode determine the detail of the stroke?

I'm using a textured brush w/the anchored stroke method and the smaller the stroke, the lower the resolution. It seems unaffected by any dyntopo settings or relative distance. The source images are good sized PSD files with no artifacts. Is there some setting I'm missing?


texts: How do I change background image's size in compositor?

texts:
How can I change background image's size in compositor?
The following screenshots are showing my node setup and the current size of the background image.


texts:
I've played Nier Gestalt and Beyond Two Souls games recently and noticed  that in both of them the circular/half-circular rainbow effect appears.

Could somebody tell me what is this effect called and how to achieve it in Blender? I know I can create it using transparent and color ramp nodes (like in here: How to make rainbow ends fade out), but how to make it physically acurate? This effect appears when you rotate camera out from the light source. The more you rotate from it, the more the effect appears.


texts:
So I'm fairly certain this is an easy fix, but I'm creating a bastard sword, and when I started the texturing phase, there are very strange black textures that I can't paint over.
If you want to  help me with this issue, I would appreciate it so much.
I am very new to Blender, so sorry if this is a waste of your time.
Oh, and by the way, I am talking about on the handle, not the crossguard.

And I have more images if you need more info.


texts: Blender Pivot Point and Zoom Location Stuck Exclusively on Cursor Location

texts: I have no idea why I can't change from pivoting around the cursor to pivoting around my selection in blender 2.80 or 2.81. I used to be able to pivot around the selection. In the navigation preferences I checked the box that states "orbit around selection". The navigation still orbits or pivots around the cursor location so it gets annoying when I have to select lots of different things and rotate them. I used the NumPad . key an the NumPad , key also and tried different pivot point options. It sadly makes no difference. The software is stuck on orbiting exclusively around the cursor. Can anyone help me find out what is happening? I attached an image of the navigation preferences below.


texts: How to properly animate characters for games?

texts:
I've been using blender for some years now... But I never really touched anything concerning the animation of bones.
Now my question is how I am supposed to key character animations and what do I need to pay attention to when animating for the use in game engines... How do I overlap animations? For instance when my character is reloading his weapon while running and reloading when he's standing still. Are that two completely separate actions or can i blend the same reload animation onto an idle and a running animation?
And do I need to do different animations for every weapon I'm adding to the game? I mean every weapon is held differently, for example a pistol and a sniper rifle...
Another thing what I don't know is whether or not I'm supposed to export the IK control bones to my engine as well?
I've spent some time digging around in the internet about this topic, but I didn't find anything useful to work with...
Hope anyone of you knows how to solve these kind of issues...


texts: How to set up a color palette in Blender?

texts:
There is a youtuber named Imphenzia, who does speed model challenges. He has it set up in a way that lets him select a color and apply it to selected faces. That would make my modeling so much easier. Does anyone know a way to set this up?
Example is this YouTube video (Timestamp 3:52).
Thanks for the help.


texts: Loop cut and slide didn't complete the loop

texts:
Not only that, the object is no longer manifold, and I haven't been able to fix it.
Look at the right side of the loop.


texts: How to make dynamic paint brushes to affect some canvases, and not to affect others?

texts:
The Sphere is moving and draws dynamic paint on the Cube.
The Cube emits particles that draw dynamic paint on the Plane.

How to make the particles (emitted by the cube), not to draw dynamic
paint on the cube itself?
How to make the Sphere not to draw dinamic paint on the Plane?


texts: Blender 2.74 (x64 Linux): Application of Hair Dynamics produces unexpected results

texts:
I've ran into an interesting little problem with one of my models.

Following an online tutorial where a model was created completely by extrusions and mirroring from a cube, I made my own in a similar fashion. All is going well up to this point.

I then applied hair to the model in places. Using a density and length from a weight paint, I got to the position below. All seems good and there are no issues

However, I wanted to apply gravity to the hair using "Hair dynamics", something I've used before but not had this result. When applying the standard dynamics to this particular mesh, the hair roots seem to become detached from the mesh and continued to behave in a rather unexpected manner.

Further to this, in an animation, the hair particles behave in a seemingly sporadic and unpredictable fashion; crossing through the model on occasions and sometimes flying off the screen entirely.

I've not had this happen to any other model prior or since; nor have I had any success in trying to recreate the issue. The standard cube works fine, subdividing and grabbing nodes, nor does the extrusion of the cube cause the problem. I have a copy of the un-mirrored object on the scene, but that behaves in the same way.

My forensic search for answers on Google turned nothing up and I'm now at a loss. I'm eager to know what could be causing this, if anyone else has experienced it, and moreover if it can be resolved.

Thank you.


texts: The rigify is missinng the pole vectors for the elbows and knees

texts:
I'm using Blender 2.83 for a project I'm working on for a client. The problem is that the pitchiboy rigify which I'm using is missing the pole vectors for the elbows and knees. Is their a way to add those to the rigify or is there a switch to enable them? Any advice?
Here the video to demonstrate the missing pole vector"
https://www.youtube.com/watch?v=xoDgQ1wK-oQ


texts:
Apologies, I'm sure this question has been answered before, but so far I have not found a solution that works in my situation.

I have a path that my camera follows and a second path that my camera focus object follows. Neither path uses the Animate Path button nor have I parented either to their path with 'CTRL-P'. Instead I keyframed the offset of the camera and the focus object to gradually accelerate/decelerate and rapidly accelerate/decelerate at different locations along their respective paths.

When I tried to combine keyframing the offsets together with Animate Path/parenting, the camera's location would leave the path, etc.

According to the Blender Manual, the Clamp To constraint does not allow for object rotation, so using that to keep my camera on it's path is not an option.

Now I want to roll the camera 90 degrees along a specific section of it's path, while still tracking my camera focus object. When I select the camera and press 'R' or 'RR' and then 'Y' or 'YY' (or X or Z) the camera's location rotates off the path in a huge circle. When I select the camera focus object and try the same hotkeys, the camera does not rotate at all. If I use Numpad-0 to see the camera's perspective while rotating, it makes no difference.

Camera Follow Path constraints:
Fixed Position: Checked
Follow Curve: Unchecked
Curve Radius: Unchecked
Forward: -Z
Up: Y

Camera Track To constraints:
To: Z
Up: Y
Target Z: Checked
Space: World Space <-> World Space

Weather Target Z is checked or unchecked and Space is World Space or Local space makes absolutely no difference. The results are the same.

I would greatly appreciate any help. Thank you.


texts: How to clump hair particles from its root?


texts: why are the hair particles showing up on the origin point?

texts:
Ive tried many of the fixes ....but am still unable to solve this....im using 2.90.1 version and this has been happening to me since 2.83.
solutions ive tried:

applying scale and rotation
turning on use modifier stack in emission settings(solution found on stack exchange)

blend file download

another project with same error

Viewport of alternate project

hair is visible in wireframe mode


texts:
I am trying to benchmark Cycles performance without SSE, with SSE only, and with AVX instructions.
I am finding weird behavior where if I switch off the "WITH_CPU_SSE" flag in CMakeLists.txt, the program does not render the full image. I tried this using the demo file for the Cosmos Laundromat Demo. With SSE off, it only renders a small portion of the sky.
Not sure why this is happening?

Further, what is the easiest way to build blender/cycles without SSE, with SSE only, and with AVX instructions? Has anyone done performance benchmarking to see what performance impact these make?

Thanks,
Gaurav.


texts: Jump/Scroll to selected object in the outliner?

texts: How can I jump to the selected object in the out-liner, I've got over 200 objects in my scene, all named cube.___ ... and I can't seem to find my selected object. How can I jump to it?


texts:
I am creating a blendshape of a model that gets smaller and this happens with his hands when I shrink it:

Why does this happen?


texts: Attribute ImageFormatSettings.file_path doesn't exist

texts:
I'm trying to make a script and I'm having trouble with this line:

bpy.data.scenes[0].render.file_format = 'PNG'

And it prints this error:

AttributeError: 'RenderSettings' object has no attribute 'fileformat'

Of course it's no big issue to click the mouse and set it, but I want to find out why it doesn't work. When I hover over the File Format menu in the render settings I see this:

bpy.data.scenes["Scene"] ... file_format

I noticed that there are a few other commands which show "..." in the attribute's "path". I checked out the docs, it doesn't say that file_format is deprecated. I'm using the latest version and Blender's default renderer.

Any idea why it doesn't work?


texts: I am currently working on a minesweeper, but one complication is how I could fill the large oval shaped gap that spans most of the ship. I've already tried extruding or raising the face with the grab tool. Any suggestions?


texts:
I'm trying to put the JBL logo on stereo normal, I've tried using texture paint but it doesn't work

how to make PNG image blending with the normal


texts:
Blender 2.77  opening with multiple anomalies. Windows wait cursor stuck on, loading previously closed/unsaved session, and closing/quitting without  displaying  Prompt/quit window even though it is enabled. Wait cursor goes away after clicking on viewport.

Tried  resetting factory settings and completely uninstalling and reloading. Still did not clear problems. Most recent actions prior to above, installing and uninstalling Booltool. (win os.7 64bt i5) any ideas? Thanks. jrt


texts:
I'm on Arch Linux and Blender 2.91. I want to export a scene in .glb (gltf 2.0) format with mesh compression. According to blender manual, that should be supported via khr_draco_mesh_compression extension. A friend of mine who's using Blender 2.91 on Mac has the compress option under geometry section of the exporter settings but I cannot see such option on Linux.
Any ideas?


texts: Is it possible to set which material output node is used?

texts:
It is possible to have more than one the Material output node. As far as I have seen, only one of them will be used. Probably the first. Can it be changed?

I often use a second simple diffuse shader to get the output of a node in the middle of the network. Kind of like a viewer node, but with a material. With a simple way to switch the active output node, it could be made lots smoother.


texts:
I am attempting to animate an explosion in the Blender Game Engine.  The explosion is supposed a plane with an animated texture on it.  I have heard that textures can be animated in BGE by using the Tiles/Animation options, and I seem to recall that I did it once, but for some reason, it won't work. When I enter game mode, the texture just displays a static image.  I am using GLSL shading, so that shouldn't be a problem.

Here is the .blend:

Thank you.


texts: How to propel an object, rotating freely in zero gravity, towards a collision with a fixed plane?

texts:
I downloaded a model of an astronaut from the NASA website, and I'm trying to create an animation with it to import into a Premiere video project, but I'm just a beginner at Blender and am having some trouble.

So I want the astronaut to enter from off-screen, hurtling through space, spinning forward in zero gravity towards a fixed object ... think something like the monolith from 2001. I then want him to collide with the monolith and be bounced back a meter or so.

First off, I know how to keyframe an object's location to get it to move from one point to another, but I haven't figured out how to just start it in a direction and let physics do the rest. The best I've come up with is a very convoluted solution where I have a cube run into it to push it forward—but even when I do that, with gravity turned off in the Scene menu, the astronaut object does not behave naturally. It does not rotate on its axis when the cube collides with the lower half, it just moves forward without changing rotation.

So if I could give the physics of this scene to behave more naturally, I'd be thrilled. Beyond that, I would like to add an armature to the model, and have the appendages be animated throughout, though with my current bizarro setup (and after selecting the mesh, the armature, and pressing Ctrl+P "Parent with automatic weights"), the mesh gets knocked clear off the armature:

If anyone could advise me on this problem, or point me to an existing thread on this topic, I'd appreciate it—thanks!


texts:
I am doing a 3D Anime Character for Blender 2.78c, but when I try to use the mirror on the eye, here is the result:

Could anyone please help?


texts: Blender + Captivate - Transparent Flash Video

texts:
I'm creating a captivate training module, and it would simplify some work if I could just create an animation in blender, then import it into captivate. However, I will need the video to have background transparency.

I've played around with the animation output types in blender, and some do produce transparent background video, but that turns to black in Captivate.

Any advice on the output type or workflow would be appreciated.


texts: Change sequencer image strip filename through python

texts:
i'm trying to access and change the filename of image strips in the sequencer for a little addon i'm developping, but i'm stuck with invalid syntax, i think, and i can't find the correct way to put that... Here's what i've got so far :

import bpy

for scene in bpy.data.scenes:

    if scene.sequence_editor is not None:

        strip = scene.sequence_editor.sequences_all

        if strip is not None:
            for obj in strip:
                if obj.type == 'IMAGE':

                    obj.elements.Sequence_Element.filename="ok"

But last line doesn't work... Does anyone have an idea about that ? Or know the correct way ? Thank you very much !


texts: Freeze cloth simulation at a given frame

texts:
I had created a room in blender 2.8 .Here it is:

 I used Cloth simulation for a bed sheet. It was 50 frames long and I liked the 22nd frame.This is it  (Leave the cylinder):

 Now I want to make a camera moving animation but I cant 'cause I created a cloth simulation which plays along it. I want help to make the sheet a 39th frame to be an own object, how can I ?


texts: Mesh is inconsistent and different color

texts: Hi,i'm confused why this happened to me, i tried to click CTRL+N and nothing happened? i tried to delete it and merge it again and the mesh still inconsistent. What should i do now?


texts: Hello i need help my object is invisble in shading which makes it little hard to work with please can some  help me with this problem?


texts: Why is this image not staying in place when using the UV Project modifier?

texts:
So I am trying to use the UV project modifier to make a uv map stay, even when the mesh is modified. Example:

As you can tell, the map stays. The problem is, its not perfect. Part of the pixel in the first image is outside the vertices.
 I used the modifier and an empty to control it,

 manual rotating, moving, and scaling the empty as needed. When I don't do that, the map looks like this:

When it should look like this:

How can I make the uv map stay like in the first 2 pictures without messing up the UV map?


texts:
I am currently working on a hot chocolate scene and it is going good!

But when I added in some marshmallows, I encountered a problem.

The hot marshmallows doesn't "look right" in comparison with the hot chocolate. It seems much dimmer and fake.

Is it just me, or is something wrong? Can somebody please help me make it more realistic? I don't think I'll be posting this .blend, since I don't know how to post textures with it.

Hot chocolate node setup:

Marshmallow node setup:


texts: I tried applying the scale with CtrlA > Scale but it did nothing. How do I get the edges to bevel evenly?


texts: Material doesnt come up in texture list for UV

texts: I'm using nodes to texture my pistol a bit, however, I've colored each material seperatly so I can assign specific parts to the pistol, however, none of them show up in the list of materials, I'm worried because I'm doing this for a game, and I'm scared that they will not show up.


texts:
I animated parameters of the shader nodes in Cycles, now I need to loop this animation, but I can't find those keyframes in the graph editor.

Is it possible to see those keyframes in the graph editor?
Is there any other way to loop such animation?

Thank you!


texts: Is there any software I can install so I can fix this? I should've added this when I asked on Reddit. All the tutorials either use the wrong version of blender or are outdated. I am pretty new to Blender and technology is very frustrating to me.


texts:
I'm doing Blender Guru's Chair on yt. At one point he isolated a part so we could work on the seams. Now I can't seem to exit the Isolation mode for this part? In Layout Mode it's stuck but in all other modes I can see the parts. I've tried Alt+H and Ctrl+H and 'H' on it's own but nothing seems to change. The outliner shows the parts as visibile.

Any Ideas?

David

Layout Mode - Brace 1 is isolated but other parts are visible in outliner:

All parts visible in other modes


texts: Can't export object made with CSV mesh importer to unity

texts:
So I've used the CSV Mesh importer which is a third party add-on to create an object based on various X,Y,Z values.

However not only I can't render this object, I don't know how to modify it and when I save it as .blend and try to import it to unity, it shows nothing.

This is basically some vertices and edges.

I'm very new to blender so any help would be appreciated.

I like to be able to change the color and thickness and all, but can't.


texts: Creating a specular map using point lights?

texts:
Im following a tutorial online (can't post it here its paid) and ive got myself stuck.

In the tutorial she says you need to create a secular map by making a black materiel then shining a point light and then baking the light information.

Hers looks something like this

I tried replicating the same effect, I have a Principled BSDF with black but I don't know how to bake it out so its just black and white. The only thing I can get working that exports the light information is Glossy but it leaves these purple and brown artifacts and I have no idea where its getting that.

Any help on how to fix this or get the same type of render results using a similar method?


texts: Always crash when I enter the rendered view in blender 2.90

texts:
so I get this issues for the past month and still I can't figure it out. I cant view my project in rendered view, when I enter the rendered view, it always not responding and ended up crash. sometimes bluescreen. I hope I can find the answer here
fyi, my rig ain't the best but almost of my workflow done with this laptop
My Laptop Specification
cpu : Inter Core i5 8520u
gpu : Nvidia GeForce 940mx 2gb vram
Ram : 8gb


texts: How would I fix the moving position exactly to the part I want it to move?

texts: See how on the image the positioning isn't correct. I'm talking about the white pieces see how far they are from those movers with arrows that means If I move I would have to move an extra. It also makes it impossible for me to rotate them to the exact way I want without spending 2 hours.


texts: How to turn normal lights in a video to have more volume

texts:
So I saw this video on Aquaman-style Visual Effects, and I kind of understood how that worked. The problem was that the tutorial was made in After Effects, which I do not  have access to, so I decided to do it in Blender as I've tried some basic fire VFX before.

In the video, the guy changed the color of the video to look more blue-ish, and I know how to do that. The real problem arose when he turned the light from the window in the video to look like volumetric light(it projected kind of a rectangle onto the ground). I want to know if such feature exists in blender, and if so, how to use it on my own footage.

Link to the tutorial: https://youtu.be/KfaGuHeYStA

UPD: This is the moment when he changed the lights: https://youtu.be/KfaGuHeYStA?t=541


texts:
I dont know what I did but suddendly my green tree branch is white, can someone help me and tell me how to fix it? Im pretty new to blender -
link to the blender file: https://www83.zippyshare.com/v/kuqVBUio/file.html


texts: When I try to extrude the face to make the arms to my character the faces go the same direction but I want to be the opposite direction. Does anyone have any clue how to fix it?


texts: Boolean Modifier Red Won't Work or Behaves Strange

texts:
I'm using Blender 2.73 on MacOS.

I've been happily blending away for months since the last time I had a prob with modifiers. But not much issue lately. Suddenly I had a crash (I was subsurface-modifying and it went into a perpetual spin that wouldn't finish.)

I lost some work, but picked up from my last save again and kept going.  As I came to the steps where I need a few boolean difference operation, I couldn't use it anymore - it's shaded red (see pic) and it failed to apply.

I added a cube and tried with that, and it failed to apply also.

I created a new empty file (below), and it also shows boolean as red, and when I try to apply, it does strange things. Intersect instead of difference etc.

Here's a copy of the file for download - just two cubes. Can you see some setting that's precluding me from using the boolean modifier or making it behave weirdly?

Question then is what does the red shading indicate? I searched the docs for "boolean modifier" and "red" and can't find any explanations. Googled wildly without any success.


texts:
is there a way to swap a material with another?

let`s say I have materials yellow, and gold, what I want is, to replace the material yellow, with the material gold, so all the objects that have the material yellow on it, to have the material gold instead.

In other words, material yellow to become material gold, and delete material yellow.


texts: Mirror without deleting or adding new material

texts: I modified and existing rig and I want the left side to mirror the changes I did on the right side. Is there a way to do this without deleting half the character?


texts:
I'm trying to texture a capacitor and my top part has a separate material slot. When I assign a new material, the old one is still somehow showing in form of triangles.
Why is that?
There's nothing in the UV map that would do it.


texts: Blender, was installed with dnf not support CUDA

texts:
OS. Linux Fedora 27

Today I bought GTX650Ti and connected it instead of 9600GT. I have reinstall drivers, and install CUDA packages.
The fact is that Blender, downloaded as archive and unpacked can use CUDA. This applies to 2.79, 2.73 and other versions.
But copy of Blender, installed with

]$ dns install blender

does not have a option choose CUDA.

Reboot the system did not help.


texts: Play multiple videos in EEVEE starting at different time

texts:
I have to planes with different video files in each one. I want to play the videos in EEVEE in both planes but starting a different time.

Now, with "play animation" both videos start at same time, how can play them independently under EEVEE?.


texts: Unable to move a mirrored part of an object

texts:
Can anyone assist me in getting a part of a mirrored object to move without overlapping into itself?

In 3DSMax it consisted of changing the view from global to local and then the whole thing moved instead of overlapping. In Blender I've tried all the local views and they aren't working.

Below is what is happening -


texts: I would like to know how to open a 3D stock model with all supplied image maps in place. I believe the model was created in Blender. I made a quick render and the image maps don't appear to be on the model. Perhaps my render settings or viewport settings are not optimized to actually show the image maps? Either way, I will ultimately need a high res render with image maps visible. thanks.


texts:
I'm trying to mesh a rear wing of a vintage car.
I've done some Bezier curves and converted them into mesh. I have the same amount of vertices, so I should be able to connect everything together but I can't find how to do it...

So, I did Convert the curves to a mesh by pressing 'ALT+C, but when I press F it goes like this:

Bridge Edge Loop doesn't work either

thanks


texts: How do I filter UIlist items prior to displaying them?

texts:
I am using the UIlist to create a list interface, it works well but I am puzzled about how to list data blocks with certain features or properties.

I would like to not show them in the UIlist at all. I am looking at the examples in the Ulist doc, everything looks fine but I am not sure if what I am looking for is there sine the complex example is abit too complicated for me atm.

thanks


texts: Is there a way to have the white areas be clear in this glass marble example?


texts: Is there an add on that can register the visual locrot of bones influences by IK?

texts: So the bones will remain in place when Ik is disabled.


texts: I can't figure out how to make a UV Projection with a Cone. I tried Sphere, Cube and Cylinder projection too. Can somebody help?


texts: Why does blender shutdown while trying to delete vertices?

texts: So I'm trying to print the head of the Leviathan axe from God of War 4. The model I received is a highly detailed model with stock, handle, and wrappings. I'm trying to delete everything but the axe head, but no matter how low of vertices, even just one, while I select ... Blender closes when I try to delete it. What is wrong and how do I fix this?


texts: Leg Bones "Freak Out' When Exported to FBX

texts:
I am animating an armature and everything is fine in the .blend file, however when I export to an fbx the upper leg bones sometimes rotate erratically for a few frames. Below are two images: the first one is the .blend file and the second one is the .fbx file. Both are on frame 96. Being somewhat a novice at rigging I am very lost on what the problem could be. I am very happy to provide additional info!

The upper leg bone is controlled by a an inverse kinematics bone, so there is no manual movement of it at all. The position of the bone does not change, only it's rotation.


texts:
When I go in texture mode, there is soft circle to paint with.

Is it possible to paint with sharp lines like squares and circles with sharp edges?

I mean sharp edges when there is no soft gradient between black and white texture.


texts: How can I split the screen when the screen splitting widget is not visible?

texts:
I know the basics of splitting the screen/creating more of them.
While I can split the windows at the right I can't do that on the left, because those typical lines on the left lower corner are missing. Can I make them appear somehow?


texts: Calculating amount of light hitting every surface

texts:
I will have a 3D model imported from somewhere else (e.g. a 3D scan of a room), and will place a set of lamps into this space. Now my question is: How can I find out how much light is hitting each face in my model? I want to be able to export this information. As i need every face I can't just render the image, because some will always be occluded in the render view.
I tried light baking, but I am getting very inconsistent results, with surfaces sometimes appearing black, or getting really strange shadows.
Could this be partly because of the normals pointing in the wrong direction? And I also wasn't sure on how to select the right size for the uvmap and texture to bake into.
As I am planning to automate this process, I can't manually check things like normals.
What could I do to obtain correct values when light baking, or what other process is available?


texts: How can I select 2 specific edges all around this gear?

texts: How can I quickly select those two edges all the way around the circle?


texts: Local transform gizmo isn't visually matching the selected object. Is this a bug?

texts:
Is this a bug?

Whenever I have to move around many objects with individual orientations and move them in local mode and dragselecting with box/circle/laso, the object only stays orange and the transform gizmo keeps the orientations of the "active" (yellow) object. But when I grab and move an axis it moves correctly according to the object local orientation.


texts: How to add linked groups symmetrically around an object

texts:
So I've been learning lots and getting better at blender. Today I learned about linked objects, and after much research managed to get them to behave as desired using groups.

I'm working on creating a model for the engine for a light cycle, based off this image: http://www.filmedge.net/Tron/hello/SP_lightcycle_engine.jpg

I created two .blend files, one for the basic shape, and the second for the "fins" (the repeated angled blue bits that go from left to right). As you can see this one object is repeated lots, so using linked objects / groups makes sense. By my reckoning there should be 12 of these around the central cylinder. Which means they should be placed at 30 degree angles around the outside.

Googling suggests that you can use the spin dup tool, however that needs to be in edit mode, and because I'm using linked groups, I can't get into edit mode for that. I also read about the mirror modifier, but you can't apply modifies to linked groups either.

Is there a way to do this automatically?

Thanks

EDIT: I've been reading about pivot points, which would at least let me duplicate the group and manually rotate around the correct centre. Except you can't set the pivot point of a linked group.


texts: How to switch to orthographic in blender 2.8?

texts:
I saw this question, but in 2.8 the camera settings just looks like this:

How do I switch the camera to be in orthographic mode?


texts: Combine a Mat map and a Normal map in Blender?

texts:
So I have this model, which came with two maps:  that I just now learned that the colored version its the albedo map and the blue one its the normal map, now, I want to combine this two into just 1 Map, Is it possible to do it? I've read things but none of them make what I want to do.
The reason why I want to do this its because the software I'll (Pepakura Designer) use doesn't apply Normal Maps as they should.
I'm hoping someone can help me.


texts: Only part of the object rendered in viewport cycles. Not a border problem. What is it?

texts:
I cant figure out why only part of his face is being rendered in viewport in cycles. Border is much bigger. The object is much bigger than rendered. You see on the picture. Any ideas? Bottom left is rendered in cycles.
All other objects are rendered fine, just only his head has this. When I rotate camera rendered is only part between observer and the same part of the face.


texts: Why does my object appear flat when rendering?

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I'm new to blender. I have an object that I want to export as png sequence or avi. However when I render it, the object is flat and dark. How do I fix this?

I placed the camera correctly as well. Below are screenshots:
This is how it looks like originally:

This is how it looks like in test render or even in real animation render, whether avi or png or jpg:


texts: Render view is different from Camera Viewport and the passepartout is missing

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I'm fairly new to Blender, and I might be making an obvious mistake.
I'm having problems with the camera viewport and rendering. My camera view (Numb Pad 0) and the rendering (F12) are different. The rendering is much bigger. I also miss the passepartout, although the check mark is set. The most blender stuff is in english maybe I just don't search with the right words :). In every tutorial they say the camera viewport ( Numb pad 0) is the same as the render. So I am a little bit confused and sure I have activated or deactivated something.
In another question there was a similar Problem but i couldn't comment. But there was the idea of checking clip start and End from the viewport and the camera viewport. There was a mistake but sadly it did not changed the different size of the rendering.
It would be great if you could give me some advice :)


texts: How to demonstrate Archimedes Law in Blender?

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I would love to demonstrate Archimedes Law in Blender. I understood that it is not possible to have an object float in a fluid because the Blender fluid does not exert a force on an object.

However, is it possible to do this with a particle fluid? Do particles exert a force on an object? Rigid body? Obstacle?


texts: Christmas lights Soft/Rigid body curve physics

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I am trying to model christmas lights that are going to be moving around a lot in the animation. So, I want to make the wire a soft body curve to keep render time low. Using a mesh was too slow. The light bulbs would also need to be curves. But the bulbs need to be rigid bodies so they don't deform when they interact with the scene. I am having trouble finding a way to attach the bulbs to the wire since I am working with curves. Attached is my blend file so far.
Blend file


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I've been trying to map beveled curve properly.
It look stretched out of the box:

Converting it to mesh, marking seams and unwrap looks nasty.
Trick with using curve modifier on another curve works, but it's pretty much guessing work a lot, and I need like 50 of this shapes..:

Do you know any trick/plugin for curve mapping, that makes nice, not stretched, UVs?
Thanks


texts: Moving all files to a new computer, my concern is links

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I'm moving all files to a new computer, via an external hard drive.
I am certain that broken links will be a concern. What can I do to fix this? Is there a 'Best Practices' kind of way to prevent this problem beforehand?
I have many hundreds of .blend files, and of course, I fear losing them.


texts: How do I twist a curve (by rotating a segment)?

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I have already searched everywhere but those threads are about making rope-like objects.

I am trying to animate start and end values of a curve's geometry. But I want it to twist midway. I am trying  to rotate it's segment on Y axis as in the image but it is not working.

Here on the left is what I want to achieve and right is what I have. I tried rotating the segment/vertex on Y axis but its not working.


texts: How can I rename value node animation references in the dope sheet editor?

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I made a simple material animation, and the animated value nodes are represented in the dope sheet and graph editors as Default Value (Value)

which is not very specific, I had renamed and relabeled my nodes, but it did not effect the dope sheet editor?

So how I can rename the Default Value (Value) lines?