texts: How can I detect global/local view via python?

texts:
is there a way to detect what view global or local is active via python?

Can I set them directly somehow or at least always come back to global one?
In a way where if script is executed view is moved to global no matter what view user is in.


texts: Motion tracking stops at a certain frame before the end of the shot

texts:
I have 7223 frames to track, I set my track mark it only goes to 762 then stops. Even though it does not do that usual thing when it loses it mark, I still reset the mark, then go one frame at a time, and it is not tracking it.
as you see it does not lose the track it just stops and will not go any further.

Any ideas why?


texts: I'm trying to create a texture for a sphere right now. With different Blender tutorials I get a texture on the sphere, but always with distortion at the north and south pole. I use Paint.net to create my textures, but I can't create spherical textures with it. Does anyone have a tool that converts a normal texture into a spherical texture?


texts: Why is my material appearing white instead of the colour of the texture?

texts: I'm new to blender, making a wood material with a bump experimenting a little bit using the principle shader. My wood appear white instead of the real color. What am I missing here?


texts: How to connect two sets of vertices with each other

texts:
I know that I can select and then join 2 verts with Alt+M.
I want to know if there is an easy way to connect a large number of points in pairs or I have to select each pair separately and press the Alt+M?

Update 1
I think it is better to explain my questions with a picture :)
I want to go from the model on the right to the model on the left. Well now I know this is possible by selecting any point on the top plane and connecting it to the bottom plane using the Alt+M keys.

But when the number of these points increases, it becomes difficult. I wanted to know if there is a way to do this automatically?
I tried one of the methods mentioned in the comments. Use the F key to generate the FACE. This method works but there is a problem. It does not create Edges between the points and when you want to subdivide the shape, it gets in trouble.
As you can see in next picture:


texts: Render Image Off-Color From Original Render

texts:
I've been having some trouble with rendering my image. When I render the image in blender, then it looks fine, but when I save it as a file to my computer, then it gets somewhat pale, and doesn't look like I want it to. I've tried using different image opening programs, but its the same thing for all of them. Here's what a quick render I did looked like after I saved it:

And here's a screenshot of the image as it looked in blender after I rendered it:

What am I doing wrong? Thanks!


texts: How do you activate Text Editor in v2.78?

texts: How can I activate the text field in the Text Editor? Video tutorials show more options than I see on my Text Editor ( v2.78 ).


texts: How can I place vertices on the very center of the uv image?

texts: I am trying to move the selected vertices to slap onto the very center of the image, the resolution is 1000x1000 so I want it on the 500px mark. When I tried to center it myself I noticed that the black color on the right was starting to "leak" on to the edge as shown here, kind of hard to see but it's those black spots


texts: How do I use polygons as hair in blender

texts: I am trying to make a Vocaloid in blender 2.74 and want to know if anyone could tell me how to make the hair particle system in to a object hair while being able to get a realistic and smooth motion when the hair moves. Like the one in the link. https://www.youtube.com/watch?v=FknMQ0mXECE I think they have used a different program. I want to use blender to make this as I would also like to learn how to rig the body better.


texts: What methods can be used to cut irregular shaped holes in flat beveled surfaces with clean topology?

texts:
How do I fill these empty areas (left image) with no distortion(right image)?

I tried deleting all the faces and edges and then filling it which gave me a smooth flat surface around the holes but that method resulted in hard lines where the flat surface meets the bevel (the blue arrow), I want it to be a smooth transition (green arrow). I've tried marking that edge smooth and auto smooth with no avail. I'm having the best luck with the Subsurf modifier but I need better topology for that method to work well. Any suggestions would be appreciated, thanks!

Here's the file:


texts: Particle system disasters if I edit the mesh

texts:
im animating my 3d character and im wondering why when I delete any vertices from the character mesh, the particle system attached to that mesh goes all over the place.
Any ideas?


texts:
I still have no good solution on how to create an array modifier for an object to

1) Rotate in a circle (I know it can be done with an empty that is rotated) but... (see 2)

2) The objects should keep a certain rotation along a plane like this:

So for example where the 3d cursor is there could be an empty with the same rotation as the cube...

... then rotate the empty around the local z axis... will work.

The only thing is now: Let's assume that I have 10 array items. What is the exact rotation of the empty (x, y, z) to create a perfect circle? Because I want to define this programmatically with Python.


texts: Mesh rotates 90 degrees in edit mode due to master bone

texts: I imported a game engine rigged model from makehuman into blender, the master bone at the feet of the character is at 90 degrees pointing forward. Problem is when I choose any mesh like hair or body then edit mode, it rotates 90 degrees away from everything else.   How to stop that from happening? how to edit meshes in place?


texts: How to transition from plane to cylinder

texts: I'm trying to figure out the best way to have a cylinder that splits at its midpoint and and smoothly transitions/flattens out into a plane. So far I've kind of figured out one way of doing this by having a plane and cylinder joined together as a single mesh and connecting the edges of the plane to the edges of the cylinder. Turned out like this:   Thought's and suggestions appreciated!


texts:
How do I create a particle system from an imported stl model and use that to fill the shell of another model? As you can see below, I want to fill the model to the right. There are two issues I am having. 1) The body is currently emitting the mini figurines rather that the internally contained collisions I was expecting. 2) A displaced modifier was applied to prevent the particles from moving beyond the skin, but if I could just set the collision boundary to the skin itself, that would be best. I read that applied modifiers are permanent, so I may need to redo this particle system on the original stl. Thank you!

(11/9/20) Tried Vertex paint mode and selecting the body under the Vertex Group --> Desnity, but it still had the same effect. I think the problem also is that internal face or area is not the source of the emitter. However, I found a tutorial here that shows how to fill a container by funneling the smaller objects via implemented physics engine. Will see if that works!


texts: Show and Hide child objects along with Parent

texts:
I have several Parent objects that each have a lot of child objects. I need to key frame showing/hiding the various different stacks of objects at different points without it becoming too tedious. Ideally, i'd like it if I could set my child objects to share the show/hidden status of the parent object. Is this possible?

Alternatively, is there a way to keyframe the show/hide of a whole selection of objects at once?


texts: Saving a character so it can be opened in a seperate blender project

texts:
This is very probably a noob question, but.  I have made a couple of characters on Make human, then imported them to blender where i had to re-assign all of the textures etc.  Once i got the character looking right again, I saved it as a .blend file, as well as a collada and an Obj file thinking one of them was bound to work right.

Well, long story short, when i imported my character into my scene, all my materials and textures were back to default and in need of resetting.

I'm not sure if i am doing something wrong in my saves, if I'm saving to the wrong format, or if it is something i have yet to even think of. I'm using cycles as my render engine)

Anyone wanna help me out and give me the idiots guide to how to save your textured character so that when you import it it is all ready to go?

seems that what i have found thus far is very time consuming each time you want a new character in your scene.


texts: How to attach a Bump Node to a Node setup containing many shaders in Cycles?

texts:
Link to my file in question
File info :File consists of a mesh shaped like a shield that is undergoing a softbody sim. Uses 4 individual materials.
My aim : I need to use Bump on the entire mesh to apply light surface imperfections through a Musgrave texture + Bump node
I saw various tutorials on Youtube involving bump mapping using a noise texture connected to a Bump node connected to a shader's/Principled BSDF's normal input.
Basically, these node setups contain a single shader, so there is a single noise + bump plugged into a shader's normal input.
However, in my file's material I downloaded off the Internet, there are various many shaders, connected to each other through Mix Shaders, etc
How do I use a bump node on the mesh if there are innumerable shaders in my setup, rather than 1?


texts: How can I get a smooth rounded shaped normal map?

texts:
I'm new to blender 2.8, and practicing how to bake normal maps right now.

In this picture, I was trying to bake high poly cylinder to make a low poly cylinder look smoother.

I just follow this youtube video(https://youtu.be/0r-cGjVKvGw), but when I baked it, these weird kind of edge things appear in the normal map.

Changing ray distance or cylinder size doesn't work, what is wrong and what should I do?

p.s. sorry for bad English XD


texts: What are the differences between rigging with bones using bones constraints or just using object constraints?

texts:
I'm specifically talking about mechanical rigging here.
I understand bones and armatures are necessary in organic forms where there is deformation in the object, but for mechanical rigging where no parts deform, but only move, does using bones help any?
To me it seems simpler to just use object constraints when rigging mechanical things.

What are the differences between using bones or object constraints?
Are there any benefits bones have over object constraints?
Is there anything that can only be done with one method?


texts: Does an input exist in cycles to measure how much light is hitting the object?

texts:
Say, I have a sphere, and I want the bright side to be one texture/shader and the dark side to be another texture/shader.  Is there any way to vary this based simply on how much light is hitting it?

I've done some work with dot products, but the best result I have involved a seem in the sphere where the test pattern changes abruptly; furthermore, there are a lot of assumptions about where everything is, among other problems.

Basically, I'm looking to change the material based on the shading itself (ie, if there were a single color, the changes to that color that cycles makes to describe the object is what I want to base the changes on.)

I'd post my work, but it's getting obscenely complicated and it only looks good from certain angles - (none of which are the camera angles, that was one of the cross products.)

Thanks in advance.


texts:
I subdivided a face. I then connected the newly added vertex to an existing vertex by selecting both vertices and pressing F
The now newly created edge crosses an existing face, but the face is not partitioned by the new edge (as can be seen in the screenshot below). So, I obviously did something wrong.

So, my question is: how do I split the existing face in two right where the edge is?
P.S.
I'm reaaly new to blender so I don't know the correct terminology to search for; I hope this question is not answered here already.


texts: 2.80 - Coordinates of child show as global

texts:
I can't find any solution to this problem online. It seems like everyone says children position should be displayed relative to parent. This is what I need.

Here's an example with cubes. Parent cube (bottom) is at 4,0,0. Left is at 2,0,0, Right is at 6,0,0. How do I make transform coords to display relative to parent (left -2,0,0; right 2,0,0)?

This is the most recent 2.80 build. I had same issue in some early April build.


texts: Materials don't work when switching from Cycles Render to Blender Game

texts:
I created an object and I have created a material under the Cycles Render while using material viewport shading. If I switch to Blender Game Engine, this is what I see

My question is how do I solve this and return the object back to the way it was in Blender Game Engine?


texts: Is there a way to match audio and video length in blender precisely?

texts: This question has kind of been answered here, but when I try to set the frame rate to the rate listed on the video (30fps in this case) it is still off by a large margin (400 extra video frames out of 18000 sound 'frames').  I have also tried using the speed control to adjust, but it will only correct to one decimal place, which will make the video either noticeably longer or shorter than the sound.  I would like to know if there is any way to improve the precision of the speed control feature, or (ideally) set a start and end frame rate, and have blender average the frames in between.


texts:
[![enter image description here][1]][1]
I textured the model in maya and it looks good but when i imported the same  model into blender and add subsurf modifier level 2 then the texture looks distorted. Turning on the simple subdivision algorithm  instead of catmull-clark algorithm seems to fix the distortion but the mesh look very bad. Is there any solution for it[![enter image description here][2]][2]
Changing the uv boundary smoothing option from maya catmull-clark to preserve edges and corners  creates the same problem in Maya as in blender. Is there any similar option in blender to change the uv subdivision algorithm


texts: Imported object shows aligned to the wrong axis

texts:
I was doing fine with importing an obj I made in Marvelous Designer into Blender for rigging.  The dress would settle nicely on my SL avi.

Now when I import the object; it is perpendicular to my avi and I have spent a week trying to figure out what I did...  Is there a keystroke or setting that I need to make sure is correct so that my dress fits my avatar again?


texts: For troubleshooting purposes, I want to temporarily disable all addons, and then re-enable them after running some tests. Any easy way to do this other than manually?


texts: BGE: How to make a Key inactive after pressing another Key?

texts:
When pressing W a cube is doing a forward movement.
When I press S I want to make the W movement inactive, how do I do that?

And after by pressing W again I want the cube to do a back movement, so to do a different type of movement.


texts: mask layers : are they ignored by freestyle?

texts:
does freestyle ignore Mask Layers from the Renders Layers tab ?

I have checked the layers I want to be used as masks, but it doesn't seems to work.

The only way I found for now is to duplicate some meshes on my freestyle layers so that they hide the freestyle lines.

Is this a bug or am I doing something wrong ?  Thanks !


texts:
I was trying to replicate the dynamic joint setup presented here (Maya) http://youtu.be/quNPwNt5zmk?t=48s (See the first 10 seconds animation of the "Process and inspiration of the making of PTEROIS" starting at 48s). The animation is showing a simple armature dynamic setup waving as you move/rotate the root of the armature around (soft/rigid body kind of dynamics - underwater weed/anemone kind of animation). Is this kind of setup / dynamic animation possible in Blender ? I was unsuccessful to find the proper solution/settings that would give me same smooth, non-jerky, attenuated animation. I used spline IK combined with curve/soft body animation. In the referenced animation note how when the root bone rotates, the rest of the armature follows the root bone propagating the wave all the way to the tail (@note: the tail does not move immediately).

I'm looking for a solution that would be as close as possible to the illustrated one: namely i want the dynamic wave animation to be smooth, the curve bending should be smooth (no uneven bending due to properly updated curve tangents during the animation). Also the curve should not jump around due to some funky solving errors, and the waving should attenuate to the rest position without further mini oscillations. And the armature should not stretch as the curve animates.


texts: GPU doesnt show up in Zip Versions of Blender releases

texts: I thought that my GPU didn't support CUDA until i checked the installed version of Blender. Because i never really used the installed one from the start, it didn't come across. The new releases i've been downloading from builder.blender.org (ZIP files, both 2.79 and 2.8 Versions) seem to not recognize my GPU. Why is that?


texts: Blender Rendering in F12, But Not in Final Render

texts:
As the title said, I am working on rendering objects in Blender 2.76b on Mac OSX. In F12, the objects render properly, however, they do not show up in the final render. Ideas? This is for a performance that is coming up soon, any help would be appreciated.
ALSO:
Yes, we checked for hidden objects. None hidden.
No, the issue isn't that objects are overlapping- We have put them on different layers, it didn't help.
Lamps are irrelevant, they are all emission objects.
This is in Cycles Render.
All layers are active.
To clarify, when I pressed F12 the image would come out fine. However, when the final render went through, there was only black.
EDIT:
Good news, for some reason we had to move the entire piece to another scene, for some reason.


texts: Use 2 HDRI at once, one to light the scene and one as background

texts:
I was working on a project and then i got stuck on this problem.
I want to use 2 HDRI at once.
One HDRI to affect the lighting of the scene while other to affect the background.
I am using cycles to render.I know its not photoreal to do that but there are no much shiny parts in the scene so it shouldn't affect all that much.
Is there any way to do this?
Sorry,it says this question is already answered but the answer its suggesting does not help in my case.
Any other Answer??


texts: How can I get the bottle glossy W/O the label too?

texts: Having a little trouble with getting the bottle glossy and not the label. As you can see there's a glass node... so the bottle should have some gloss anyways --right? When I use the diffuse node (instead of the glossy node) the label has the nice matte finish (as it's supposed too) but the bottle has no glossyness. But when adding a glossy node instead of the diffuse that makes the label glossy and yet still does nothing to add gloss. What am I doing wrong? Suggestions?


texts: After pressing, I think, "y", in Edit mode, my cursor looks weird. Does anyone know why?

texts: It looks like a cross, and makes me feel slightly uncomfortable and afraid something is wrong.


texts: Cartoon Edges post processing edge thickness missing option

texts:
so... I was trying to render with the cartoon edges, it works fine.
BUT in the Blender help it says that there's an option for the edge thickness, but that option is missing in the software, at least I couldn't find it, so for now I'm using Freestyle.
Does anybody know where to find it?
If not, can it be re-implemented?


texts:
I'm trying to render a 60 frame animation of a crystal hovering in a small dungeon but for some reason it wont render the whole thing, just one frame

This problem has been going on for quite some time, i never really cared but now it's quite annoying.


texts: I hope, you all guys are having a good day. I am trying to make a rounded wall for well and to set its origin to the middle of the rounded wall. I have tried all the things from setting the origin to geometry and solely placing the origin point to the middle. But all in vain. edit: Its wireframe has been in the rounded form in all that struggle. I will be thankful if I get some help. It's blender 2.8


texts:
I rendered this glass material, however, the transparency of the glass is  darker than what I was looking for.
I tried to increase the light bounce number but it didn't work.
How can I achieve glass material that looks like this?

EDIT
The engine is in Cycles,here's my blender file, base color is pure white but it still appears grainy.
file


texts:
Automatic weight paint failure on only one side of rig.
Video: https://app.box.com/s/q7r3yryvmtecm9ljo38f8xst3rjpwk4g
Blend file: https://app.box.com/s/rb1wdvzrdh8qkfu7b2ggv7sjm7xfqc6w


texts:
I've got a few hundred meta balls making up an object. I'd like to duplicate it, and convert it to a mesh.

It seems that the duplicated metas end up being in the same family as the originals, so everything gets converted to mesh.

Is there any way to duplicate a bunch of metas, and convert them to a new meta family?


texts: Mesh moves when trying to attach weights

texts:
My mesh moves from the armature when I try to add weights. I followed the answers in another thread where it said to apply rotation loc and scale to mesh and armature which I did plus tried merge by distance, but the problem is still the same :/. Anyone know why?

Also the eyes and the teeth are separate object. How do I make sure they follow the head as it moves later on? Do I have to add them to the rig too? And how do I do that?

My blender file: https://drive.google.com/open?id=1i6xRZwlATJJtPr6VQTGiB3muerGI0zv6

Hopefully someone not as new to this as me can help me :/

Respectfully, Ellen


texts: problems of keeping armature after put dynotopo on in sculpting mode

texts:
i'm working in Blender 2.81 and making a sculpture where i after been in posemode,go to sculpt mode. When i then activate Dyntopo, then goes my sculpture in rest position,- and all my position is gone, from all my sculpture - se picture 2 . my position is gone from the stack.
Should i aply the armature modifier in object mode.
can i preserve my armature for lather rearangements of position?
If i make copy armature there is coming some problems.

What is the right way to do this ?[!armature in posemode
[]2


texts:
I have a Text Strip, an Image Strip and a Transform Strip of the image – so in total three strips. They are all of the same length. I want to apply a Fade-In to them, hence I add a Color Strip of the same length and then add a Gamma Cross by selecting all the strips sequentially.

But it doesn't work, either the image or the text layer is unaffected depending on the selection sequence. I also tried adding more than one Color Strip and Gamma Cross of the same length for text and image separately. It still doesn't work.

This is a genuine scenario. Please suggest possibilities to achieve the same.

Thanks.


texts: I managed to cut a hole in my mesh without adding extra verts but now I have a problem with the smoothing. It doesn't smooth the edges around the whole as you can see. How can i fix this?


texts: Unexpected render result, height map too bumpy?

texts:
I've just started playing with pbr pipelines and I think I have all of these nodes setup correctly, but I'm getting a result that differs from what I'm expected, so maybe I don't?
Here is what I'm expecting:
Here is what I'm getting:

And these are the nodes I'm using:

Does anything stick out as being horribly wrong?


texts: How to save shadow catcher image as png?

texts: I am brand new to Blender and 3D modeling and I know nothing at all about rendering. I make meshes for game assets that are just exported as objs, but I'd like to let Blender draw shadows for me onto a plane so I can use that image as part of a texture in game. I found out how to make a shadow catcher and I got a shadow, and I found a setting in output properties to save it as png, but I can't figure out how to actually save it. Tutorials skip from output settings to "put the image in Photoshop." Can I save as an image without learning all about rendering/Cycles/Eevee/allthethingsI'mnotreadyfor OR can someone give me a few simple instructions that would let me do it. Otherwise, I'm taking a screen shot of a shadow catcher which I'm sure must be a really dumb way to do it.


texts: Best way to make smooth UV sphere with hole through it

texts:
keep in mind that I am a blender beginner. How would I go about making this sphere hole smoother.
After applying subdivision I get a distorted ring. My goal is to make this circle as smooth as possible. I tried adding loop cuts to smooth it out, but it just still inst what I want it to be.


texts: I have some objects (lamps, meshes) parented to an empty. I want to fire them from a specific location as a missile. (make a copy of them there.) In bge, this is pretty simple with the 'Add Object' actuator, but I want to do it in animation. Is there a clever way, using animation nodes and/or direct python, or should I manually keyframe the missile to appear in the right frame, depart, appear in the next firing frame... I have tried 'instancer node', but it added all the copies at the frame, when it was first executed, add didn't copy the parented objects, just the empty.


texts: BGE: Send single pulse at start of game?

texts: I want to run a python script, once at the start of a game in the BGE. I tried various sensors, but they all sent more then one pulse/contentious stream. I only wan't to run my script once, right at the beginning, and then be done with it for good. How can I do this?


texts: Script or Command for selecting Adjacent Faces in Blender (see image)

texts:
I'm looking for a way to automate the selection of adjacent faces through a script, which I could then assign to a hotkey in Blender.

I come from Maya, which doesn't have this ability either, but I was able to make a Mel script that does this type of selection for me with the following steps.

1- Store the current selection of faces in a variable.

2- Expand the selection once ("ctrl +" is the blender equivalent).

3- Subtract the faces I stored at the beginning from my current selection.

4- The polygon border remains!

Is there a way to achieve the same thing through a blender script, or maybe there's an existing blender command I'm unaware of? Even if there is some methodology for doing this in blender, the one-key-press automation is my ultimate goal.


texts: I have recently completed a model of a maze, however, I am having a hard time texturing it. It's one big object, and I have no idea how to texture it to get a good resolution, can anyone tell me how to texture it with a good resolution.


texts:
I have this weird bug.

When I open a new scene in Blender, white is locked to slightly pink hue and the saturation cannot be pushed down. When I try to slide the saturation down, it bounces back to 0.063848. This applies to lights, materials, add-ons etc...

And the worst thing is that this is happening in 2.79 and also 2.8. I really don't know what to do about this.

Everything is in normal when I load older Blender scene from when everything worked without a problem.


texts: Join Instances of Animation Nodes/ Make them seperate Objects

texts:
Is there a way to join the instances of an object from animation nodes to one mesh or convert them to independant "real" meshes?

I want to set only one boolean modifier object as an array of objects i created with animation nodes instead of applying n-modifiers for every cube.


texts: redraw dialog operator with check() doesn't work

texts:
I want to redraw the dialog operator while is it open, but the check() function didn't work.
Am I using it wrong ?
   import bpy

   class Test(bpy.types.Operator):
       bl_idname = 't.test'
       bl_label = 'MyTest'
       bl_options = {'REGISTER'}

       text : bpy.props.StringProperty(options= {'TEXTEDIT_UPDATE'})

       def execute(self, context):
           return {'FINISHED'}

       def draw(self, context):
           print('draw')
           layout = self.layout
           layout.prop(self, 'text')
           layout.label(text= self.text)

       def invoke(self, context, event):
           self.text = ''
           return context.window_manager.invoke_props_dialog(self, width=1000)

       def check(self, context):
           print('check')
           return True

The  check function get called every time I add/remove a letter from the text string, but the dialog isn't redrawn, like the documentation says.
So 1 solution is to simulate the key 'Enter' and a 'left click', but I don't know how to do this either within an add-on.


texts:
How can I add an UI widget for a group input?

Example: Physics > Smoke > Smoke Groups

How can I create such a field in a panel with a python script?


texts: I started learning blender 2 days ago, but I'm still stuck in simple problem. I can't change the view using shift + right/left mouse button. The only thing I managed to do is zooming in/out. This's a screenshot from my window http://i.imgur.com/yOPJZtR.png


texts: Subsurf ruining seemingly clean topology?

texts:
Here’s the mesh.

Here’s it with subsurf.

So, why is this happening? I went out of my way to manually join the mesh as to create quads. Sure, it’s a funny shape. I can see how the right angle kind of looks whack, but conceptually, it’s all quads, right? I want to know the technical reason it’s not smoothing this over if possible and means to achieve this if this is not the correct way to go about it.

Note that:

1) I deleted the inside faces
2) I merged by distance

Thank you,

John


texts: Flame attribute for cycles smoke not working

texts:
I'm trying to follow this tutorial to make a realistic smoke simulation in Cycles: https://www.youtube.com/watch?v=oSiV5gg_lCs

I followed his node setup to a T, yet when I plug in the flame attribute into the emission node, my uv sphere doesn't light up like in the tutorial.

Am I missing a setting somewhere?


texts: How to randomly (with a checkered pattern) select a number of faces in a mesh?

texts:
I have an isosphere with 4k polygon. How do I delete only 2000 random polygons but not deleting adjacent of deleted polygon?

EDIT -- clarification

Imagine a chessboard, let say white = stay, black = to be deleted. The minimum distance between 2 nearest black is white (which is same distance of black). As @DavidS. puts it, "checkered pattern selection"

However, out of 4k, I'd like to delete half of it.


texts: Even when I am in edit mode and I want to adjust the points I cant anymore. I want to work on this in layout mode but none of the points are appearing


texts: A part of my model goes transparent when I click the Toggle X Ray Button

texts: I’m making a model for a game, and I’m not sure what happened, but when I click on the “Toggle X-Ray button, one half of the neck is transparent. I click on the neck and the one section I’m talking about has two halves that are combined into one piece, like I wanted it to be, but one half of it goes completely transparent. Does anyone know what could have happened, and how to fix it?


texts:
I just discovered that drivers are scripts that is written for animations. I cant seem to find a decent tutorial about drivers. How useful are drivers and can you give me some cases where drivers csn be useful?
Cheers


texts: How to edit curve, but not ruined tilt settings?

texts:
Here I have Roller Coaster set up correctly, but let's move only one random handle and let's look how the whole roller coaster set up is getting ruined.

Everything is ruined, do I really need to set again every tilt for every handle again? And If I again will need to change something, Will I have to change tilt everywhere again?

Help please ; (


texts: Cycles - Baking Diffuse result is always black

texts:
I already try for hours to bake a diffuse map from multiple textures, but the result is always black.

This is my material:

I want to bake it, I already managed it earlier without any problems to bake the diffuse texture, but now suddenly the only result I get is black.

Here is my node setup for the material which I need to bake. I try to save the result in the node at the top left.

NOTE: I know the Principled BSDF shader settings make no sense, I was just playing around to see if this makes a difference in the bake...

How I tried it:

Selected the object
Created a new uv-image
Create Texture node in my material and set the uv-image as source
Select that node (yellow border)
Bake diffuse

Result:

There are many lamps in the scene:


texts:
I've looked through documentation and many questions here, but couldn't find an answer. Is it possible to create a custom node for cycles with python, which will include inside itself already existing nodes, like Diffuse BSDF and which will return shader as well?
It is possible to make a node which handles and returns values or colours, but shader...
So the simplest thing I want is to replicate some exciting shader, like Diffuse, so that I have a custom node, which takes some values from inputs, do some math, puts new values into Diffuse (like roughness and colour) and outputs it as a usual green socket


texts: blender cycles renders alpha black but shows up fine in material tab

texts:
As you can see it shows up just fine in material mode, so that must mean my node set-up is right.

I also noticed that the the tree and bushes don't have this problem.

Is it a shadow issue?

blend file

(It may not have packed correctly)


texts: How to get an event when an object is selected?

texts:
I've tried to find a way to do this using handlers and events, etc. Essentially I need to know when an object is selected. This isn't a click event, or another action based on user input, but instead based on user selection.

I guess I could capture all clicks through a modal and use that to check selected objects, but that seems like overkill. Blender knows when something has been selected. I just don't know how to piggy back off of that.

EDIT

This is the modified script from the examples I could find. While I want selection eventually, for now just wanted to get something that would work. Anyone know why this script won't work?

import bpy

ob = bpy.data.objects['Cube']
def cube_location_callback(ob):
    # Do something here
    print("Cube has moved to ", ob.location)

def subscribe_to_cube_loc_change(ob):
    if ob.type != 'MESH':
        return

    subscribe_to = bpy.context.object.location

    bpy.msgbus.subscribe_rna(
        key=subscribe_to,
        # owner of msgbus subcribe (for clearing later)
        owner=ob,
        # Args passed to callback function (tuple)
        args=(ob,),
        # Callback function for property update
        notify=cube_location_callback,
    )

subscribe_to_cube_loc_change(ob)

FOLLOW UP

Since my original goal was to fire an even upon object selection, I wanted to update with a solution.

subscribe_to = bpy.types.LayerObjects, "active"
bpy.msgbus.subscribe_rna(
    key = subscribe_to,
    owner = self,
    args = (self,),
    notify = wall_selected_callback,
    )

This taps into the active object selector and will callback whenever the active object changes. This is pretty handy.

It's not what I wanted originally, which was the ability to tie back into the object itself and only fire when that object is selected. If that were available then the object would automatically know what to do when selected. With this solution the script still needs to figure out what has been selected and what the next actions is. There may still be a way to register with the object itself, but I haven't got that far yet.

A lot of people recommend using handlers for this type of usage, but the only option for this is the bpy.app.handlers.depsgraph_update_pre/post command. This can fire off a lot of extra events if all you want is to know when an object has been selected. Plus handlers seem to revolve much more around file and animation operations. Using the above is a more targeted solution.


texts: How to make the center of circle scale down again after scale up? Like a O shape.


texts: Relation between pixels and blender unit and the grid floor?

texts:
everyone I would like to know with fundaments , the relation between pixels and blenders's units  for  meshes over a custom grid's floor ( In my case I use the default grid floor).

I mean this steps (my target is create a tileable wall) .

1- I ve create a 640x640 grid in photoshop ( I ve configurated the grid lines
 by 64 pixels and 1 subdivision check the image below).

2 - Then I decided to go blender with my 640x640 image put it as background image .( The purpose is create tileable textures ) as you can see , the measure of the mesh is " 1m = x , 2m = y , 1m = z , and the scale is applyed to 1,1,1 in all axes) and as a remainder, the grid floor is by default (check it below)  .

3 - so my conclution is false? 1 meter in blender is 64,64,64 pixels ( please let me know if I am wrong , consider the resolution of the image is 640 pixels with 72 ppi as in the first picture )

4 - I think my mesh is ok, at least ,it matches with the default grids and the image on the background.


texts: Is there an addon, or an easy way to add lens flare effects or light aberrations in Blender? I've been using Blender for a while now, and it's very time consuming to always have to export to another software to do them, and sometimes it's impossible if the scene is complex.


texts: Rendering same scene multiple times? (changed by frame change handler)

texts:
This is a follow-up question to my previous post.

After a certain learning period I was able to produce the generated scenes I wanted. It looks similar to this gif (credit to @batFINGER):

In short: I wanted to generate a short video of a camera following a license plate, the important part is to produce thousands of videos like this with randomized license number and camera angles.

I generated it (as suggested by @batFINGER) by using a frame change handler, on every first frame of the scene the handler changes the license plate and randomize the camera angles. Because the scene loops, each loop I get different results.

Now I have a scene that when I press play it shows something similar to the gif above.

My question is how I render from this scene multiple videos with different parameters in each?

I tried searching by my own but I probably don't know the correct terminology and couldn't find anything useful.

Additionally, it would be really helpful if someone could tell me if the rendering speed can be faster than the framerate? I plan on generating low resolution videos so my workstation will be able to render the videos much faster than the framerate.

Thanks in advance.


texts: how to create node group inside another node group using Python script

texts: I wan't to create a node group "testgroup1" inside "testgroup0" using python script can anybody explain me how to do that?


texts: Can we add or remove bones to a Metarig with Rigify add-on?

texts:
I'm adjusting a metarig (a skeleton) for a bipedal character mesh with the Rigify add-on. But I want to remove the metarig's bones for the face and add some bones for the feet (my character has long floppy flippers).

My question is: With Rigify, can we add or remove bones to the original skeleton without breaking the rig's widgets before or after we push the button "Generate rig" ?


texts:
I thought it had been asked already, but I searched, couldn't find anything for Version 2.74.

Is there a way to save user preferences, like hotkeys or enabled addons, into my .blend file? I may need specific keyboard shortcuts for a certain project, so I want to save the preferences so they would load ONLY for this project when I open it, and when I press Ctrl+N - it would load the default startup settings.


texts: How to animate the opacity of a texture painting

texts: I painted a red circular spot using texture painting over a UV Sphere with an image texture. Is it possible to animate the opacity of the red spot?


texts: My material is showing up correctly in the preview window, but not in rendered mode

texts:
I am trying to get this wall to look like this material (screenshot taken from the preview window in the material editor):

But, it just shows up like this (the gray area is the part that has the material applied to it):

This what the nodes look like:

Why does the correct material show up in the preview window, but not in the rendered version?


texts: Adding a Texture to a Volumetric Drastically Increases Render Times?

texts:
so, I've been trying to render clouds using Cycle's Volume Scatter node in a way that doesn't murder render times. Plugging Volume Scatter into the Volume option of a Material Output, works fine, render times aren't that bad, and increase like you would expect them.

Plugging in the factor of a texture into the density part of Volume Scatter, however, absolutely destroys render times. Render times jump from 0.92 seconds to 6.52 seconds for a low resolution 8 sample scene. Presuming it doesn't crash, 95% of the time if I try to render it out, Blender will just give up and crash. I've seen this on GPU and CPU, a GTX 970 with 4GB of VRAM, and a 4790K with 16GB of RAM, respectively.

I'm running Blender 2.78c, is this just an issue with volumetrics at the current time?


texts: Activating Vertices and Edges selecting modes simultaneously

texts: How can i convert from Edges to Vertices selection, in my modeling? I need to keep Edges and Vertices selected, not to switch selection from Edges to Vertices.


texts: Whenever I try it paints in perfect symmetry along both sides of the object. Is there a way to stop this?


texts: How to replicate this effect (Parts of material more reflective than others)

texts:
Long story short, I've modeled Toothless from How To Train Your Dragon in Blender, and I'm now trying to replicate the effect that the runes/scales it has. I've been using blender for +2 years now but it's always been the modelling side of things and I want to branch out to textures.

I'd like to use the cycles render engine to achieve the following effect:

Note that the stones/scales/runes are raised from the surface in a way bump/normal mapping could not achieve, and that they're more reflective and glossier.

But having never done any texture work, I've no idea of a good way of going about it. I've tried various methods, each of which did nothing like what I wanted.

Currently, the model is just that, with no runes or anything physically on it. My original plan had been to make three textures;
        1) for the visual,
        2) for the displacement - which would then be baked on - and
        3) which would define the areas to be more reflective etc...
but now I've actually tried doing it, it seems to be a tad more complex than that (as with most things blender, hehehe). I've tried a google search, but nothing relevant comes up.

I'm not asking for someone to outright do this for me because I want to learn it for myself, but any help would be greatly appreciated, be it a guise, a link to a relevent tutorial, or even just a helpful hint.

Thanks so much to anybody who can help me out here!

(As a footnote, I've already done the model and manage to get the materials sorted for the eyes and surrounding area. Once it's finished, I'm putting it in the public domain for anyone to use, and I'll happily say you helped ;) )


texts: Why do I get this two whole different mesh looks depending on method of display?

texts:
I'm trying to isolate certain parts of my sculpture but somewhere in the process I realized that the looks of the basic tile frame I was using changed between the wireframe in Object mode and Edit mode.

It's as if they had whole different vertices...


texts: How do you add seams to a UV map without reunwrapping the entire thing?

texts:
I've UV unwrapped and organized all the UV islands manually, but then I realized I want to add a new seam to one part of the mesh. However, after adding seams, it automatically UV unwraps again, ruining all my manual organization.
How can I mark seam but only UV unwrap one part of the mesh?


texts: 3D view with a touchscreen in Windows 10 (Surface pro 4), how to zoom, rotate, pan

texts:
I have a MacBook pro, and I can use the touchpad for:

pinch with 2 fingers -> zoom in and out
move two fingers up, down, left or right -> rotate around the object
Shift + two fingers movements -> pan left right up down.

Now I purchased a surface pro 4, and blender windows version seems to not have the same default way to move the camera. The touch screen acts like a simple mousewheel but only do pan view when pinching screen, it can't zoom or rotate.

Is there a way to configure Blender to do so? but I mean, with the internal code, same as the Mac Blender version, not configuring windows gestures or key bindings on blender preferences.


texts:
So first I added keyframes for the robot bobbing up and down and then added a rotation to her body and this is the result: https://www.youtube.com/watch?v=d2lLgtj1HkQ&feature=youtu.be

I want her body to be rotated throughout the whole animation like that

I'm also planning on making her wave her hand

I really cant describe the problem well, just watch the video and you'll understand.

Also do you have any recommendations for free screenrecorder? :D


texts: How do I set a vertex color material in Blender 2.8?

texts:
I have a model with vertex colors in it. I would like to display it in rendered shading. There is no more an input called vertex color.

I'm using Blender -2.80-387c1f2e0d5d-linux-glibc224-x86_64

How should I proceed?


texts: Rotation around the cursor with low-level python (no bpy.ops)

texts:
In order to optimize my script, I would need some help to perform a rotation around the cursor
(see Rotate object around cursor with Python)

With low-level python, that means, without bpy.ops.* operations.

I have to admit that I didn't find a good overview on how to make rotation with python without bpy.ops. Do I have to perform matrix operations for a simple rotation around an axis Z located at the cursor position?


texts: How to get even gradient repetition using modulo?

texts:
I am trying to apply the modulo on a gradient to get some repetition, but the problem is that the result is different from one gradient to another because of random inputs to the modulo, as you can see here:

I want the gradient to repeat itself equally, not like this. Is there anyway to overcome this problem?


texts: Number of samples for final render in Cycles

texts: I am rendering with GPU and sample rate is 300 [no ambient occlusion] But i am getting too noise and fog type things here in this image you can see. can you please tell me the best rendering settings for this types of render. also a tutorial about to nice studio light setup.


texts: How can I append an object from an external blender file using a relative path with Python?

texts:
How do I append a custom object from an external blender file using relative paths so I can pack the file with the addon? I can append the file easily with absolute path like this but I could fined how to do it with a relative path.

external blender file path ---> D:\blend_folder
blender file name ---> external_blender_file.blend
object name ---> object_2

This is using an absolute path:

# import bpy
# bpy.ops.wm.append(filename="OBJECT_NAME", directory="/PATH/TO/BLENDFILE/NAME.blend\\Object\\")

import bpy
bpy.ops.wm.append(filename="object_2", directory="D:/blend_folder/external_blender_file.blend\\Object\\")

How to make it work with a relative path?


texts: Script to remove faces with significantly different normals

texts:
I have a mesh imported from a Structure Scanner that has some dirty mesh sections. I have a script that imports, orients and simplifies the mesh to this:

However, looking from the inside shows that some faces are facing inwards, causing problems for another program along to process:

The scanner seems to double up some faces causing these problems. I can get away with deleting the erroneous faces/vertices (leaving holes to be filled in blender or the next stage), but I can't figure a way to detect these areas and remove them.

This solution from another question looked promising, but, firstly, I can't get the script to work and, secondly, it takes an average of the whole selection which wouldn't work on this nearly hemispherical shape.

Is there perhaps a simpler way of removing and correcting these erroneous points, CATIA has "clean non manifold triangles"?

Close up of one of the problems:


texts: I've been working on assets for a game and I've run into a bit of an issue. The game requires that all blender assets be below a specific x length. Changing the coding of the game is unfortunately not possible, would it be possible to overcome said restriction by manipulating the mesh in blender? Is it possible to make the mesh visible beyond said range without violating the restriction?


texts: Shadows on my Low poly model after applying normal map

texts:
I have been working on a model of a weapon and am currently working on baking my normal maps. however after it is finished and I import it into substance designer for texturing I get this shadow on the model. I have checked that my normals are facing the proper way, checked for any doubles. to no avail

Images Link: Images

Why is my model doing this, and how can I fix it?

Any help would greatly be appreciated.


texts:
I am not new in Blender but in rigid physics.

How to get a pendelum swinging down / rotating around the axis in case of model weight?


texts: Appending collection with excluded sub-collection from blendfile loses exclusion

texts:
I have a blendfile with some particles. The main scene is in a collection called Set. The master particles are in a sub-collection of Set called Particle Masters. That sub-collection importantly has "Exclude from View Layer" set, so you don't see the particle masters in the final render.
When I start a new blendfile, and do File > Append, select my original blendfile, and include the Set collection, my set comes in, but Particle Masters is now enabled -- "Exclude from View Layer" is turned off!
Is this a bug or am I just not doing it right? Blender 2.91 nightly, Windows/Linux.
Here's a test blendfile: https://pasteall.org/blend/856c198ed7364ea69d2d0db914f83120
Just download that, start a new blender project, and File > Append, select my file, select Collection > Set, and OK. You'll see the Masters collection is selected (visible) even though it's disabled in the original.


texts: Textures on animated boolean moves with object

texts:
I want to ask you about the settings for a texture in an animation I'm making.

It is just a cylinder going through a cube and making a hole in it. It is working with a boolean  modifier set in difference mode, but the hole gets the texture of the boolean and moves with the cylinder. I need the texture stay fixed when the cylinder moves. I have tried all the configurations and can't find a way.

Please help!!


texts:
I just started using Blender.  I created a lattice by following a Youtube tutorial which was very good.  I used the materials function and changed the colour, and added a metallic effect but when I try and import a water molecule through pdf I cannot seem to apply the material options.
I select an atom/bond and it has no effect.  I am looking at it in render and material mode and no change.
Do anyone have any suggestions?
I have seen videos on Youtube of people uploading molecules and changing their appearance so I know it's possible and yet I cannot fix it!
I enclose a screenshot.

Thanks


texts: Where are all the new features in 2.79B?

texts: Where is the new principled-volume shader, the displacement node, and the random-walk falloff in the subsurface node? These features are in the 2.79 nightly build but not the latest release.


texts:
I have a problem with the knee, it doesn't bend smoothly, it's just getting inside each other, please help, I was struggling with it the whole day, I managed to do the hand but the leg is a lot harder.

Thanks for your attention!

P.S. Fist time asking help :)


texts:
I need some advice for the output settings in Blender 2.8...

When I render an image with 2000px x 2000px the output has the resolution of 72x72.

Now when I render the same image with 3000px x 3000px the output resolution is... still 72x72. When zoomed in the image shows ugly pixels...

So: Is there a chance / way to have the resolution output at 300x300 (ppcm)? The only solution I came up with is to increase the image size massively... and therefore the rendertimes insanely.

Let's see if you guys can come up with an answer. Thnx


texts: Measure Area and perimeter form a boolean operation interactive

texts:
Is there a way to obtain an area an perimeter from a boolean intersection operation?
To be more especific I have a head an a plane and I made a boolean intersection operation, so i have a section of the head where the plane intersects it.
I can measure area and perimeter with measurelt, but in order to do this i have to apply the bolean modifiern and then measure.
The problem is I need still moding the head, and measure in the process to get a desired perimeter, so is like I need and interactive measurement.
My thougt is if it can be displayed it can be measured.....but really i dont know how.

Thanks in advance.


texts: I'm having trouble creating a Rotational Array. First I transform the object, a UV Sphere, along the Y axis to the radius I want the array to have. I add an Empty at the world origin. I choose the UV Sphere, and start to add an Array Modifier. I set the offset to 0,0,0. The number of copies I set to 8. I enable Object Offset and choose the Empty. And this is where the problem starts. I had planed to then rotate the Empty by 45 degrees, but before I can do that 8 copies of the UV Sphere appear in a straight line with the first copy centered on the vertical axis of the Empty. What am I doing wrong?


texts:
I would like to import a 3D object into Blender.

My object is formed by a sequence of images - a confocal stack, similar to an MRI scan (there are no surfaces, just a cloud of voxels). I know that what I want to do could be done in Blender 2.79 by giving a cube a texture called: Voxel Data, and then importing the sequence of images. They do it right in the first minute of this video (you may want to mute it):
https://www.youtube.com/watch?v=7PSPiUrrXsg

And also here:
Rendering stack of 2D images as a 3D object?

Particularly this image is relevant:
https://i.stack.imgur.com/ZTTfa.png

However, everything looks very different in the current version of Blender, 2.82. I cannot see the option to edit the Density, Reflection, or Emission properties of a "Material", and I cannot find the Voxel Data option for the "Texture".

Can someone help me, please? :)


texts: Can't select faces properly on blender 2.80

texts:
i'm using Blender 2.80 (fa9ab7b5a9a5).

In EDIT mode i can select Vertex or Edges just fine, but when trying to select FACE, blender selects some other face except the one i'm hovering my mouse.

It only works fine when enabling Scene Transparency.

This is happening in all Shading modes, with Center On/Off in the Overlays panel, with OpenGL Depth Picking On/Off in the preferences either with my mouse or pen tablet (wacom), with or without Gizmos.

I have loaded Factory Settings.

I have a Nvidia GeForce GTX 1080Ti with driver 430.86.

Thanks


texts: Enable Ambient Occlusion (AO) in Cycles?

texts:
How do I enable Ambient Occlusion (AO) in Cycles?
In Eevee, I just active AO in the render settings, but there's no option to do this in Cycles?


texts: Creating an emission texture image from a "normal" image

texts:
I have a New York skyline image that I want to use as a background texture image.

Here is the .blend:

I currently can not control the emission value for the individual "lights" in the picture, so is there a way that I can? Using an image for the emission factor would be optimal.

In rendered view with emission node setup for image:


texts: Blender particle hair coloring problem cycles render

texts:
Im new to blender and I have a problem with coloring hair particles using cycles render. I used a vertex group to get the hairs sticking out of the scalp of the models head but when adding the colors the scalp is visibly colored as well and it looks really bad, is there a way to only color the hair and not the scalp?
Thanks!!]1


texts: Limit to number of parents an object can have?

texts:
I have an object with multiple parents to control it. I have a problem though: if I add one more parent object to it, another parent stops controlling it. Is this normal? This is my model:
Each eye is parented to its own empty that rotates it. The reason I did this is because I have a hooked empty on each eye that allows me to change its expression. If I rotated the eye itself, it would distort because of the hooked empty. I parented the eye and the hooking empty to one axis below the sphere so that I can rotate it around the sphere without moving the sphere itself. Now I can only control one empty, or the other. Not both. Is there a better way I could do this?


texts:
I have a mesh where the faces should connect at the center in a single vertex, but the top is cut off at the moment (like a pyramid without its top). I want to add this top now, but I don't know how to correctly align it.
Here is an illustration of what I want to achieve:

And a second question:
How would I know resize this pyramid-like shape? I mean, the base should stay the size it is, but the rest should go higher or lower. It is obviously easy if every side of the pyramid is only a single face, but since my sides contain multiple faces, I don't know how to preserve the angles.
Again an image, since I'm really bad at describing.

Thank you.


texts:
I made a png image with transparent borders. I put it on my plane and did the nodes, it works fine in Evee, but when I turn it in Cycles, it renders black instead of transparent. Please, could you check my blend file and advice me?

Thank you


texts: Cutting an archway in a wall of a model of a building

texts: I am a newbie at Blender, but love it. I am trying to create a model of a building which is to be constructed. There are several arched openings in walls. I am having a great deal of trouble being able to create these arches. I have googled but not found anything that works.


texts: How do I make multiple Blender objects into one?

texts:
Situation

I have obtained some blender files & licences for 3d models of transit vans and some trucks. Currently, when I export these objects to .obj files they are rather large, take a while to render and look to have been built in segments.

Problem

These models need to be used on Android devices and they need to be observable through one .obj file. What is happening is when I open the .obj I am not seeing the same model as I do in Blender. The doors and wheels of the vans for instance don't appear.

End Product

I need to find a way of reducing these models to be just one single object. Items on the interior of the van don't matter, seats for example. The file would ideally also be around 200kb, and exportable in a single .obj file. Can anybody shed some light on how I would go about doing this?


texts:
When I use the text tool, my letters always appear as boxes on the side menus and do not appear in the render area. In fact, whenever I type in blender I just get a string of boxes.

How can I fix this?


texts:
I want to make a clay material like in this photo. Not a clay render, a clay material; something for my sculptures I model in Blender. How could I make something like the material in this image?

I have been trying to make this material for hours and it's driving me crazy.
please help!

this is what i have gotten after playing around with nodes:


texts: Good day. I need to "copy and paste" all the nodes of the Node Editor from one object to another. Can I do that? I need it for tomorrow, please help me.


texts: Why are squares appearing on my model in Eevee?

texts:
I created a lighting scene in blender 2.8. with a plane as the background.
For now I hid my objects because they are not the problem here. And I also like the positions of the lights.

While rendering I noticed that you can see the squares of my model. Which is weird because I put on a subdivision surface modifier as well as Smooth Shade.
I think it's because of my light settings, I don't know what to change though.

Blender file--> http://pasteall.org/blend/index.php?id=51823


texts: Why vertices are changing their position during Weight Paint Mode?

texts:
I am new to Blender. I am making a MineCraft character.
In the Weight Paint Mode, When i am assigning weight to vertices they are changing their positions. Like, a small change in global z axis or along x axis.How can i solve this problem.[![enter image description here][1]][1]
Thankyou.

ImageBeforeWeightPainting:: [1]: https://i.stack.imgur.com/P7xiG.png
 ImageAfterWeightPainting::   [1]: https://i.stack.imgur.com/lhDpy.png


texts: Vertex Paint For Multiple Objects in Blender 2.8

texts:
How can I set my favorite color to all of the selected objects?
I can't attach my objects not at all.
The number of objects is high and I can not adjust their color vertex one by one.
Sorry for my bad english.
Thanks


texts: How to fix this traceback error with this addon?

texts:
I'm trying to use this addon: https://github.com/ucupumar/bevel-curve-tools/blob/master/init.py in blender 2.82 but when I'm creating a new beveled curve I get this error:

File "C:\Users\Saynom\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\bevel-curve-tools-master\__init__.py", line 539, in execute
    subsurf = self.subsurf)
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\modules\bpy\ops.py", line 201, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.curve.y_add_bevel_to_curve.poll() failed, context is incorrect

location: <unknown location>:-1

I don't understand Python but is there any quick fix to this issue by any chance?

Thanks in advance for your help.


texts: Modifying FCurve values on armature bones via python

texts:
I have this script, which does what i need with object actions.

import bpy

y_scale = 10

try:
    for fcu in bpy.context.object.animation_data.action.fcurves:
        if fcu.data_path == "location":
            for kp in fcu.keyframe_points:
                kp.co.y *= y_scale
                kp.handle_left.y *= y_scale
                kp.handle_right.y *= y_scale
except TypeError:
    pass

But i actually need to do this with armature bones. Can somebody modify this script to make it work with bones on all actions presented in armature?


texts: Messed up textures, can't paint most of model

texts:
I'm fairly new to texturing and have some experience with blender so I'm wondering if anyone knows what's wrong with this picture and what I can do about it.

As this picture shows I can't paint the rest of the model, and I have no idea why. I projected the UV using "Smart Project" and it looks alright to me on the left side. It's also VERY laggy when trying to paint things.

And also one more thing which is probably an easy fix, when I paint the 2D map on the left side, it doesn't appear on the model.


texts: Subdivision Surface and Knife Project. Blender 2.8

texts: I made mesh for deck of guitar. After, i had to make a hole in this mesh. Also i used "Subdivision Surface". I created a circle to use "Knife Project". Made in the mesh a circle then deleted face to make a hole. As u can see, there are some triangles around this hole. If i remove "Subdivision surface" this triangles dissappear.


texts:
so i'm working on a model and it comes time to clean up the head and when i use sub-surf it works in some places but in others it seems bound to the vertices making it difficult to get a smooth product, there are also no overlapping vertices and when the vertices is deleted it seem to fix the problem until it is recreated either with extrusion or merging.

EX :


texts:
I need to load a 4 channel numpy array to the gl image buffer so I can swap it out using the bge texture module.

More generally I've installed opencv in blender and would like to display the results of a cv operation in the render window. I can send the results of "texture.ImageRender(scene, camera)" to a numpy array and use them in opencv but I currently have to view the results in a separate cv pop-up window.

Anyone have any experience with this because I'm not having much luck with the documentation.


texts: Animate curves by changing spline data using a python script

texts:
I generated a curve using the following python code

curve = bpy.data.curves.new("Curve", type='CURVE')
polyline = curve.splines.new(type='POLY')
polyline.points.add(n - 1) # The polyline has one point when created
polyline.points.foreach_set('co', data) # data is the array of coordinates

This works perfectly in generating the data I want. And now I want to create an animation for this curve by using pre-calculated data stored in a file.

Thus I am trying to use in a different script the following:

curve= bpy.data.objects["Curve"]
# for i ...
    # get new data
    curve.data.splines.foreach_set("location", data)
    curve.keyframe_insert(data_path="location", frame=i)

I tried different variations of the above segment to find a way to get to the points in the splines but no attributes exist for that.

Any suggestions?


texts: Improve render time for Grass/ Forest? (Eevee)

texts:
Is there any way to improve the render time, when you have grass and a forest? Because i make animations, i have now a problem. With only one tree and without grass, the render time pro frame are about 30 to 40 seconds. But now with a forest and grass, i take the computer 2mins. This means, the pc need around 14 hours for 28 seconds of animation with the camera. There are no animals or anything else yet.
Is there a way to say Blender should only render 1 to 3 trees and copy the information of this to every other tree and grass?


texts: Is there a way to use material displacement information to create a weight map?

texts:
I'm using material displacement to make a mountain range and I was wondering if there's a way to use the displacement information to drive a hair particle system (for trees) because I'm trying to keep everything as procedurally generated as possible.
My first thought was to turn the values of the displacement into a weight map but I can't figure out how to do it. If anyone knows a way, or a better way of doing this, it'd be much appreciated. :)
Here's the material displacement I want to use as a weight map:


texts: How exactly does Blender 2.8 viewport draw outlines?

texts:
I'd like to understand the technique (in OpenGL) Blender 2.8 uses to draw it's outlines in the 3d View.

So we're clear, I'm talking about the ORANGE outline of the suzanne in the picture below. And specifically, the fact that the orange outline shows "x-ray" style through other objects, like the cube here. How do they do that?

If not for the transparent x-ray, my first guess would be that they use the "scale up backface draw" method.. Where the object is drawn normally, then drawn a second time in the solid orange color, but scaled up slightly and only drawing backfaces. However, this method would not cause x-ray reveal through other objects.

Two ways I can imagine to do the x-ray reveal are:

when drawing the outline pixels, check the data in a screen-space "object picking buffer", to see if the object-id matches the object ID you are outlining. If it does match, then follow normal Z-occlusion rules. If it doesn't match, then draw the outline pixels with a depth of Float.MinValue (aka, a very near-z value) so all outlines will stay in front of everything drawn after
use a separate full-screen "outline buffer", draw all outlines into this buffer, and then do a full screen-space pass to composite the outlines back over the top of the normal framebuffer

Method 1 seems much less costly, and I suspect Blender already has a screen space object-picking buffer... so I suspect this is the method it would use. Can anyone in the know confirm?


texts: I want to rotate my particles in circular (cyclone) fashion. I want my particles to be in lines shape and not sphere. I tried to add Bezier curve converted to mesh and applied as particles. But its not having the turn effect. How can i achieve this type of effect. Any suggestion or help. Thanks.


texts:
I am fairly new to blender, and I am trying to make a terrain that has beveled sides, but I want the top to look low-poly. I tried flattening the top to make it a single face in hopes that the polygons near the edges of the face (shown below) would go away. However, when I went to poke the single face, all of the little polygons near the edges of the top face came back, and I can't poke those polygons like the middle gets poked. I want the entire face to poke out large polygons, just how the center of the face looks in the photo below.

So my question is, is it possible to make it so that the entire top face gets poked like the middle of it? (get rid of all the small polygons near the edges of the face and turn it into one big face?). Also, after that, how can I make the edges that are not already beveled (the ones touching the top face) to be beveled, but not ruin the poked out faces? Thank you!


texts: Aligning empty object with Bezier curve point using Python

texts:
I'm using a Bezier curve to generate a shape. Once I'm happy with the shape I process it with a script I wrote. Among other things it adds 2 empty objects: one at the start of the curve, one at the end of the curve.

I can't figure out how to rotate the empty objects so that they point in the same way the curve is pointing. Or how to align the empty's Y axis to the end point normal?

I access the end point data via curve.data.splines.active.bezier_points[pointId] but I couldn't find a way to get rotation or normal information.

Orientation that I'm trying to copy from curve end point to empty axis orientation.

End result I'm trying to achieve: the empty's Y axis is aligned with the direction of the last curve point.


texts: how to copy one gpencil layer from one scene to another scene in the same blender file?

texts: how to copy one gpencil layer from one scene to another scene in the same nlender file ?


texts: How to get displacement working on a completed house?

texts: I made a house with blender but how can I apply displacement modifiers only to the walls and not to the whole object?


texts: Armature moves when switching from Edit to Object Mode

texts: The position of the bones on the arms changes when I switch modes and I cannot figure out how to fix it..


texts: How to append an object and its material at once?

texts:
I'd like to append an object and its material at the same time. When I try to append an object then the material is not applied to object.

How can I append both at once?


texts: What are the proper output settings for 1080p HD animation for Yotube?

texts:
I did a "film grain" test by animating the seed value in Cycles, and rendered at 1080p (1920x1080). I originally rendered the png sequence into an AVI JPG format (300mb) and uploaded it to Youtube, but Youtube compressed it to the point where most of the actual noise is no longer visible.

I tried a couple other formats because Youtube specified H.264 as it's ideal format. MPEG-4 compression didn't have good results and I got an error if I tried to increase the bit-rate past 2000. I finally tried the H.264 encoding preset and checked Lossless Output, 50,000 Bit Rate, GOP Size = 1 (I'm not sure what this does), and the results are pretty close to the same noise level as the original AVI JPG. However I uploaded this to Youtube and got the same poor results as before.

What output settings should I be using?

For comparison, here's the Youtube link: http://www.youtube.com/watch?v=xmei5DSmkbQ
And the H.264 with H.264 encoding good version on my Google Drive: https://docs.google.com/file/d/0B7W-I44-6uuSOHlUSFRqYTVjWWM/edit?usp=sharing (80mb) You need to download it to view it properly.

I'm not sure if I like the results of the test, but I still need to figure out the proper encoding for HD videos for Youtube in general either way.


texts: How does one render an Open Gl Rendered animation to a video file?

texts: I'm just trying to render a small animation to video as the open gl render, but I can't find a way to save the animation to my desktop. When I click open gl render animation, it just plays the video inside blender and wont't let me save it to my desktop. Any help is appreciated.


texts:
So, I have this square, and I would like to add a lot of little holes to it.  Something like this:

Say, ports from a wire or something.  But, alas, when I try to move the port back into the square object:

The original face of the square remains stoically in place.  How to I put round holes in a flat face?

Thank you in advance.


texts: How to fix the bone influencing other meshes

texts: I have boned a laptop and when I moved the bone for the screen, it goes fine, but a vertice on the laptop goes up or down all the time when i move the bone for the screen. How can I fix it though? I looked at it to see if there were any weight paint at that area but no.


texts: I made a model and an armature, which I did not parented yet to the mesh. I want the robot rotate towards a specific bone. Through IK I can move the whole armature towards this bone but I want the robot only to be able to rotate on the z axis. So when I move this controller bone, the robot armature should rotate towards this position on the z-axis. Is this possible in blender?


texts:
I'm new to Blender scripting (and to python too), I started to try to use it but I already get some error...

  Traceback (most recent call last):
  File "", line 1, in
  ImportError: No module named 'Blender'

This is my script...

import Blender

I know this sounds ridiculous, but I cannot find the solution...


texts:
I did a little "realistic" buggy test, please watch my video (I'm french but I did the video in English).

I just have a little issue, see the python console and my explanation in the video or in the picture below.

The problem is when my ray sensor no longer detects the ground (When car is in mid-air.) It generates an error in the python console and decreases the framerate of my game (especially in full screen). I don't know how to fix this in my script.
This error occurs when my ray detects nothing in its range.

Here's a picture:

Here's the video: https://www.youtube.com/watch?v=fAOVMnYo-ao


texts:
Is it possible to make collapsible panel like it is for object modifiers? I need something similar for my plugin. After choose menu item I want to create new panel with collapsible box, where can I change parameters for objects.
screenshoot http://www.23hq.com/pkulas/photo/18279220/original
I tried before to make panel with bpy.types.UILayout.template_list but it was too hard to build from scratch for me. Documentation isn't very friendly, hard to know what can I use for these arguments (active_dataptr, active_propname)
Next months I'm working on my plugin, before that I need to make good UI for it.


texts: How do I dissolve a bone so that it goes up the bone hierarchy?

texts:
When I delete the bone, the mesh just becomes detached, meaning the bone above it goes through the former mesh in stasis
I want to delete a bunch of clothes bones, but I can't do that because it makes the other bones go through the frozen cloth mesh when posing


texts: How to composite output of multiple scenes?

texts: So, I was looking around the web about the max number of frames per scene, which is  1,048,574. BUT the Blender docs state that "In practice, a finished work is typically composted of output from many scenes. So this limit does not prevent you from creating longer works." I was wondering how do I do this?


texts: Missing Parts When moving from Blender to 3D Print

texts:
Since all the good answers up here taught me a lot along my way into modelling, I'm coming back to you with a question:
I've been modelling a ring in blender and would like to print it with my Photon. I know it's quite fragile but the wires are as thick as the support columns.

One basic thing I never understood: When creating a mesh in blender, will I have to fill it in for printing or is this happening in the slicer?
When I'm trying to print (and also when making solid in MeshMixer) only one of the spirals is printed - can you help me what happened to the rest?

Link to the file:


texts:
I just loaded in a HDR image using the node editor using the Environment Text and it renders well the mountains in the distance look good but then the bottom of the image is twisted in a circular pattern all smeared together. My image is 3000X1970 and I am using the default camera. I am using cycles render. I have looked at every setting I can think of to correct this but nothing.
I did try to find the answers online before I asked here but I guess I am not typing in the right search questions.

Is my image the wrong size? I am not sure what I am doing wrong. Thanks
Blender  2.79

Here is the image that was requested. This in another image I downloaded which is a Panoramic HDR and this was even worse than my first image. Thanks again.


texts: Is it possible to make an optically functional camera lens in cycles?

texts:
I am interested and intrigued at the idea of designing a camera lens (or camera lenses) in Blender, that would function optically like "normal" camera lenses and project an image on a plane.

By "optically functional camera lens", I mean something like this, where the image of the scene comes into the lens and out the other end onto a plane (image courtesy of this site):

This is not a tutorial request, I am just asking before I get into this time-consuming project if someone knows whether or not this would technically work or if it wouldn't, because of the current limitations of Blender's caustics simulator (and yes, I understand that the rendering could take a very long time...). I am not extremely knowledgeable about optics and cannot tell if the two are related.

Oddly (or maybe just because people aren't masochists), I can't find much on the subject, besides from this old post with broken links.


texts:
I'm trying to model a simple curtain, which will need to be tiled horizontally. How can I make sure it looks well when tiled?

Here's a video about the problem:

https://youtu.be/51uqrzNm0Q8


texts: How do you do an intrude instead of extrude?

texts:
Lets say I want to decrease the height of the back of the chair, or all of its legs, how is the easier way to do it? I mean without cutting each of them into two pieces and deleting the remaining parts.
If I choose all the bottom faces of the legs, press E , and then drag up, it will create hollow spaces. Same thing probably applied for the back of the chair.


texts: I have seen this post Convert bones to meshes but i need just box (or cylinder), not a piramyd at every bone, can someone help me please?


texts: Export a keyframed animation made in Blender to Three.js (no bones involved)

texts:
I'd like to export a simple model with a boneless animation.

I want to know in which format to export because I'm unable to export this kind of animation in .json.

I'd also appreciate some guidance about the code needed to use such animations in Three.js


texts: Cycles rendering no speed change with gpu vs cpu

texts: I have a GeForce GTX760 with 4GB ram.  i7-4790 CPU with 16GB ram.  I am running version 2.78c of blender.  When rendering in cycles there is virtually no speed difference.  When i first got the system about 2 years ago,  there was a huge speed difference in render times.  Has something changed in the newer versions of blender?  What am I missing?


texts: Use of voxel data in Smoke/Fire Simulations

texts:
I am trying to understand better how to create smoke/fire simulations in Blender. One of the crucial things in creating smoke/fire is how you build your smoke domain material.

Blender Internal makes use of "voxel data" to build the smoke domain material.

  Voxel data renders a voxel source, working very similarly to an image
  texture, but in 3D. Various input data source types are available
  (such as smoke voxel data, or external files), as well as various
  interpolation methods.

  Smoke Use smoke density and color as texture data. Flame Use flame
  temperature as texture data. Heat Use smoke heat as texture data.
  Values from -2.0 to 2.0 are used. Velocity Use smoke velocity as
  texture data.

In Cycles these simulation fields can be found in the .vdb files under the following names: color, density, heat, heat old, flame, fuel, react, velocity, shadow and texture coordinates. So I guess these simulation fields are also a sort of voxel data ?

My questions are:

are all voxel data always available in the smoke domain or is that determined by the flow type of the flow object ?
could you explain a bit more how these voxel data / simulation fields can be used in the set up of the smoke domain material

the Smoke Domain Materials I have seen so far only use density, flame and color for building the material. What could be the use of these other fields ? Could you maybe give an example ?

P.S I have studied the manual, I have seen the tutorial of Blender Guru.I want to have a deeper understanding of the Smoke Domain and the Smoke Domain Material


texts: Learn Blender 2.7 now or wait for the 2.8 Beta release?

texts: Is Blender 2.8 different enough that I should wait for the beta to be released (in a couple weeks?) to start learning the software, or is 2.7 a worthwhile starting place?


texts: Can I bake an animation from a curve modifier?

texts: Basically, I have an object with an array and then a curve modifier to create a conveyor belt that I want to use in Unjty. In Blender, this animates fine by moving the object along the X axis, but of course this just ends up being an X axis translation in Unity. Is there any way to just bake the mesh's animation to keyframes? And if not, is there a reliable way to get animated conveyor tracks into Unity from Blender?


texts: Can I create a shader that uses the distance to the first opaque object behind it?

texts:
I'd like to create a 'haze' shader, which is like a translucent shader but which attenuates the translucency depending on the depth of the scene behind it.  If this were a game engine, I would do it by first drawing all opaque objects in a z-buffer pass and then when I draw the haze shader in a transparent pass, I'd use the distance from the fragment to the stored z-value to calculate the amount of translucency I need.

Is there a way to do this in Blender?


texts:
I'm following this tutorial: Blender3D Tutorial - How To Make Dynamic Rigid Body String on how to make a dynamic rigid body string and since it's made in 2.79 I'm having some trouble finding the settings shown here, specifically Chain by distance.

I found the connect setting in Blender 2.8, it's here, but not sure where the other settings are...

So the question is, where are the Rigid Body tools settings, specifically the connect body ones! Thanks so much for your help in advance!


texts:
I’ve created a low-poly stylized tree in Blender 2.8 and rendered it with Eevee. Some of the shadows on the leaves are very jagged and quite ugly.

The entire scene is simply a camera, a sun light source and a few meshes with a single material each for the tree.

I’ve played a little with the sun light settings but it only seemed to shift where the jaggedness was occurring. I've taken a look at some similar threads on StackExchange but the suggestions didn't seem to help.

Here is the .blend file

Ideally, I’m not simply chasing a “how to fix it”. I don’t have much knowledge on 3D modelling and rendering, so any explanations as to why this is occurring would be great!


texts: VSE: Preview of current frame when dragging strip handle isn't working anymore

texts:
Two months ago I cut a music video in VSE with many movie strips laying synchronized upon each other (on different channels). I loved how the preview window always showed the current frame of the strip handle I was just dragging. This even worked when there were other movie strips located "above" the strip I was editing (I think the preview channel was set to "0").

Now I'm on vacation and want to cut another music video on my laptop (Blender 2.8), but somehow the preview window is just showing the frame of the channel which is set in the N-panel. Just a still frame of where the playback cursor (line) is located.

Am I missing an option which I do have to check?

Thanks for your help in advance!


texts: How to make the Glossy material in Blender not too dark?

texts: I was making a 3D eye and when I added a glossy material to the model, the light looks great, except for the fact that the model looks too dark. Is there any way to fix it? Maybe add a better material setup for it? (I need a fast/quick material, not a complex one, I have very little time)


texts: Bone properties Tab does not get updated

texts:
When I select a bone in Edit Mode, the Bone Properties tab does not get updated.
It shows always the details of a default bone. For example the bone I had selected last in Pose Mode, before switching back to Edit Mode.

I am using Blender 2.8 (Windows)

Is this a Bug, or did I something wrong (some strange settings)

Additionally, I cannot select a bone in Edit Mode by simply clicking on it (as it works in Pose Mode) I have to select it completely by the Circle Selector.

Can somebody help me out


texts: How to extrude all edges 1cm from center point?

texts:
How can you extrude all these edges 1 cm away from the center point, thus creating a rectangle 1 cm larger in all directions?

Blend file here also, the desired edges are already selected:
.Blend file


texts: How to link different parts of data blocks?

texts:
If I have a text object that says "ABC" and I want another text object to update only what is written how can I do that using data blocks in the Outliner after effects quick can  do stuff like this really quickly. Is blender just as fast?

Sharing data like font type and what is written, but keeping everything else isolated would be uber handy.

Maya does something like this here.

I think blender might be able to do it faster, because even the demonstrator is wrestling with what he is seeing on screen in Maya.

I would like to see if it was possible without "animation nodes" or any add-ons in Blender.

Hoping to share this with the community in a tutorial.


texts: Vertex normals incorrect, but face normals look correct?

texts:
I recently imported an FBX from a Max export and about 90% of the model looks fine but for some parts, the vertex normals are 'twisted' even though the face normals look correct. As far as I can tell the parts are all manifold and the bad mesh in the image below is just a simple cylinder so I don't think its possible for that to be non-manifold, right? Also when I tried to select non-manifold, nothing selected.

I added a new cylinder for reference and those verts look fine. How can i 'reset' the weird verts without remodelling these parts?


texts: Is it possible to slide an edge beyond the two vertices its attached to?

texts:
Hey guys!

I got a simple, hollow circle mesh that I'd like to gradually fill by using edge slide. Meaning that I want to be able to slide the edge from the top to the bottom of the circle

The only problem is that I can only slide an edge in the space between the two vertices the edge is in between...or maye the vertices won't go past the other vertices, thus preventing the edge from sliding further. I'd like to slide beyond those vertices. Does anyone here know if it's possible to do that?

I'm very new to this, but I'm willing to learn and I would appreciate any helpful comments. :)


texts:
I'm still pretty new to blender so no hate. I have a quadrupedal rig that I built from following an online tutorialTutorial Here! I am trying to find out how much of the processes in this video are necessary because I've seen and read about different ways.

This is my rig.

In the tutorial, and in my blend, the IK limbs ended up twisted. He corrected his. I'm not able to as well as he did. Is there a standard way to prevent this in the future?

I set up pole targets, but how necessary are they really? I've seen rigs do without them and they seem to cause confusion(at least for me). Do the pole targets cause the twisting?

Finally, I have placed the IK constraints on the upper limb, as the video instructed. Is this best or is it better to use the lower limb?

Also, if anyone has any better suggestions for learning material on this topic I'm open to it. This was just the most recent tutorial I could find.


texts: I am very bad at lighting: any good addon?

texts:
As I said, lighting is not my cup of tea, I don’t have really much time now to lear and while I practice I need a reliable addon for Cycles that helps me doing the job.
I need lighting for all the future scenes I will work on from here to the next 6 months at least, mostly indoor.
Suggestions?
Thanks a lot!


texts:
I don't know wether it is just me or that is a bug but still:
When I'm trying to change surface color through shader (Pricipled BDSF) surface color doesn't react at all. All other things do have an impacts, such as roughness or bump maps.
I am not quite sure under what surcumstances this odd thing happenes, but it does quite frequently. Hoever, some other objects inb the scene seem to be not affected by this problem.
Did enyone encounter such issue before or there is something I've missed in the settings, or is it just a stupid bug?

Best regards and thanks for unswers,
Erik


texts: How do you make a Video File Texture in 2.81?

texts:
I cannot seem to find any updated information on this.

I am trying to make a plane that is a video file.  For the life of me I cannot figure out how.  I applied the video file as a texture, set the amount of frames and the start frame, but all that Blender will show is the first frame of the video.  It will not play it.

All I can find about this is old out dated tutorials.  I follow them as best I can considering the UI is totally different now, but nothing seems to work.

Every video file I try just shows the first frame and that is it.

What am I doing wrong?

EDIT:

Using Cycles Render Engine

Here is my node set up:


texts:
I am working on a very big scene, therefore I have broken it down into smaller scenes, which then get all linked into one main file.
It works for a while. I can save, edit, re-open and no problem.
Then, all of a sudden, without me having done anything out of the ordinary to the file, next time I open it, all the linked libraries are missing.
The objects of these links still show, but the linked libraries are nowhere to be found. That means I cannot use the Edit Linked Library add-on, nor do the objects update in this main file once I save them.
Any ideas on why this happens and how to avoid it?
Thank you.


texts: Solidify modifier isn’t working as intended - it scales outwards instead of applying thickness

texts: Trying to create the basic shape of a phone and instead of applying thickness it just moves everything sideways and outwards. Tried to recalculate normals and nothing happened. Any help?


texts:
Does anyone knows what happen with my model ?
Why the face was broken while zoom in?


texts:
In Blender, I'm laying out a scene. This involves having multiple, identical meshes within the scene.

I'm wondering if Blender has a concept of a "prefab" where I can have multiple instances of one object. That way, if I modify one such instance, all of the other meshes will be similarly updated.

Looking online, I haven't found anything with these terms and am wondering if I just don't have the right terminology.


texts: How do I know if I have a selected keyframe using python?

texts:
I'm looking for something similar to this, or other:

len(bpy.context.selected_objects)


texts: UV unwrapping turns the uvmap model inside out

texts:
When I unwrap this the legs point outwards:
https://i.imgur.com/lu8tjNm.png

I added some white and red colors to the pic to indicate where the verts ended up.

Here is a blend example:
https://www114.zippyshare.com/v/NxgNqXtR/file.html

How to get it to unwrap correctly?


texts: I recently started 3D Modeling. Trying to model this chair and having the hardest time figuring out how to model the shape of the ears just right. Any tip would be appreciated.


texts: problems with def draw (not working in my script)

texts:
I'm pretty new scripting in blender and I can't figure what's wrong with my script, the goal is to change the active brush and display all the subbrushes linked to this one, the script switch to the brush but that's all it does. Any help will be appreciated.

bl_info = {
    "name": "Quick_Brush",
    "author": "Your Name Here",
    "version": (1, 0),
    "blender": (2, 80, 0),
    "location": "View3D > Add > Mesh > New Object",
    "description": "Adds a new Mesh Object",
    "warning": "",
    "wiki_url": "",
    "category": "Add Mesh",
}
import bpy
from bpy.types import  Operator

class Operator (Operator):
    bl_idname='my.operator'
    bl_label='My scale operator'

    def execute(self,context):
        bpy.ops.wm.tool_set_by_id(name = "builtin_brush.Draw")
        return {'FINISHED'}

    def draw(self, context):
        paint = context.tool_settings.image_paint
        layout = self.layout
        col = layout.column()
        col.template_ID_preview(paint, "brush", rows=3, cols=8, hide_buttons=True)

class SimpleCustomMenu(bpy.types.Menu):
    bl_label = ""
    bl_idname = "OBJECT_MT_simple_custom_menu"

    def draw(self, context):
        layout = self.layout
        layout.scale_y=0.6
        layout.scale_x=1.6
        col = layout.column()
        col.operator('my.operator', text = "DRAWG")

def register():
    bpy.utils.register_class(SimpleCustomMenu)
    bpy.utils.register_class(Operator)
    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new(name="Image Paint")
    kmi = km.keymap_items.new("wm.call_menu", "A", "RELEASE").properties.name="OBJECT_MT_simple_custom_menu"

def unregister():
    bpy.utils.unregister_class(SimpleCustomMenu)
    bpy.utils.unregister_class(Operator)

if __name__ == "__main__":
    register()

    bpy.ops.wm.call_menu(name=SimpleCustomMenu.bl_idname)


texts: How can I make objects transparent but thick at the same time

texts: I am making my own james bond gunbarrel sequence, and when the blood droops down, it needs to look thick but transparent at the same time. I am wondering how to achieve this affect. To understand what I mean entirely, please check out the casino royale gunbarrel sequence on youtube. Thanks


texts: Why does my control panel not stay the same?

texts:
My material panel doesn't look like this when in cycles render mode

I would like it to look like this in Cycles mode because here im in Blender render but instead it looks like this

Is there a way to do this? I am trying to make the plane a shadow catcher to it should be invisible but i can't do that in this control panel. Please tell me how i can fix this or switch control panels


texts: Issues with cycle render using 3 GPUs - Possible problem with one of the cards?

texts:
I am having a problem relating to Cycles Rendering. I have 3 970s (not in SLI) and one of them seems to not like the Cycles rendering. In every case I have tried it will throw out a

  CUDA error: ILLEGAL_ADDRESS in cuCtxSynchronize()

and will not render anything.

I am using the BMW test .blend available on the demo pages. I can render the file with the other 2 970s using the same settings, however if I try and use either 970x2 or x3 in the compute options it will render 1 or 2 panels respectively (presumably from the other cards being used) and then give me the same error.

I have also tried it on Windows 7 and Ubuntu 14.04 and receive the same error each time.

Is this just a case of an RMA for the card giving me errors? Is there some logging I can turn on to give me more details? I can't find anything online about this kind of error.


texts:
i've just installed the add-on and on its git-hub page it's said that is also possible to export the uvs with the material both hand painted or procedural but I don't know how to do it.
Can someone please explain??
Thank you in advance.


texts: Fuse overlapping mesh from a bevel curve

texts: I have a bezier-curve with a bevel- and a taper object which makes a nice rod-like shape. But if I make too sharpe turn of the original curve I get an annoying overlap of the mesh which generates "folds" on the inside of the object. Does Blender have a nice function or modifier or something which will try to fuse (and maybe smooth) the mesh along one of these overlapping lines?


texts: In order to have "Blender" Key-config Preset with Set Origin, what is the python Identifier for Select With?

texts:
I prefer the "Blender 27X" Key-config Preset because I'm more used to it, but i want to change to the "Blender" Key-config Preset, so for instance i won't accidentally tell people to use wrong/outdated/non-default keys, which has happened on occasion : )
A lot of operators are not defined in the "Blender" Key-config Preset python file (or a copy made by exporting the presets), so i can't map them in Blender.
As a work-around i can look up the Identifier "Blender 27X" Key-config Preset, find the relevant code in the python file and paste it in my modified "Blender" Key-config Preset. (I do this mainly for Set Origin which i rather not do without.)
The "Blender 27X" Key-config Preset allows for Right Clicking in the 3D Viewport to select something. But with the "Blender" preset it is set to left click, but can't be remapped in Blender. So i also wanted to copy-past that behaviors in my modified "Blender" preset. But in the Preferences it does not show an Identifier as with other operators. So now i don't know how to easily find it in the 11000+ lines long python file (or if it is there at all).

On a side note: My exported "Blender" preset python file lists only a fraction of the operators. I find it quite confusing that some of the operators not there can be mapped in Blender and others can't.
Any info on this, on my problem, or possibly a different solution to missing Set Origin in the "Blender" preset, is welcome. : )