texts: How to render in cycles like when you use backface culling in eevee

texts:
I want this model to render like this:

this is done by using backface culling in eevee rendering.
In cycles, however, it's rendering like this:

I know there's a node set-up in cycles to recreate backface culling, however it did not work and only made the model look glitchy.
Any help would be nice. For reference, here's the model I am using if anyone would want to experiment with it:
https://www.models-resource.com/nintendo_switch/supersmashbrosultimate/model/30311/


texts:
I'm trying to setup a image decal in cycles, and I can't figure how to setup the nodes to work fine. Does anyone know the solution?

blendFile


texts: How to import linked collection without breaking the animation?

texts:
I wanted to import linked collection to my blender file so I can edit the mesh without messing with the original file source.
The situation is I linked character collection and then proxy the armature. After that I animated the character. When all is said and done, I realized there's some annoying clipping and wanted to edit the mesh.
Things I've tried:

Tried "make local" while selecting the collection but nothing happens
Tried "make instance real" but then the mesh doesn't follow the armature that I've proxied and animated. It just bring new armature.
Used Blenderkit for the "bring to scene" feature but found out it was exclusive for Blenderkit models

I wonder if there's any solution for this? Thank you!


texts: How do I get rid of white spots in hair particles

texts: I am using two hairs particle systems and get these these weird white spots from the hair particles? I'm using the principled shader for the hairs and don't use any denoising when I render. I tried using higher sample count but that doesn't make it go away. Does anybody know why I get these spots and how to get rid of them.


texts: Weird shading after extrude, tried everything (i think)

texts:
I am trying to exctrude some faces and after I do it I am getting really weird shading. I have tried:

-splitting nonplanar faces
-removing doubles
-increased vertices

Is there anything else I can try? Anyone know what causes this?


texts: Can you export an animated ocean modifier as a series of images/textures, and if so, how?

texts:
Pretty much as the title says.

I've found many tutorials on animating a looping ocean modifier, but is it possible to take each frame of this animation and export it as a series of textures, which can later be applied to plane and used as a 2d looping animation.

Certain games wouldn't be able to handle the ocean modifier as an actual animation, but would definitely be able to handle a flat plane with an animated texture. My question is - how do I take the 3d animation and turn it into a series of frames/2d textures?


texts: How can I move vertex to a virtual line?

texts:
In the tutorial, it says you can press the G key and then the ALT key. It doesn't work.
I tried pressing C, but I can't. blender version is 2.90.1


texts: Make light paths only pass through non-emitted areas?

texts:
I'm trying to make it so that the plane is transparent except for the light from the aqua emission. Or in other words, how can I make it so that the plane's white areas are transparent and the plane's aqua areas are not?
I want to achieve this without using the compositor, only with material nodes.


texts: how to eliminate texture stretching in greybox levels

texts: I am using blender to try and mock up some greybox levels to be used in UE4 with megascans. when I make the anything using the plane in blender no matter how i edit it the scaling is of once i put a texture on it in UE4. it is to stretched out one way or the other and i cant seem to figure it out. I have tried selecting the whole plane and setting the scale and using uv smart unwrap.


texts: Rigid body physics problem even a torus acts like it had no hole in it

texts:
When i apply rigid body modifier after punching a hole in a cube for inserting a rotatable propeller so that it rotates only when something collides with it.

But when i run the simulation the propeller shaft pops out of the hole and the cube behaves like it had no hole in it, even after after selecting "mesh" for the shape of physics body.


texts: Materials show up in material preview but not in render preview

texts:
I creating a project in cycles, but I am having trouble with the materials. The materials show up fine in the material preview, but when I switch to render preview, some materials turn pink. How do I fix this? Thanks in advance!

 material view  render view


texts: Gradient texture not showing up in rendered view

texts: I am making a logo for a friend and I want the text to have a gradient. The gradient shows up in the node editor and the material view, but not in the rendered view. What am I doing wrong?


texts:
I want to mirror my interpolation mode, how can I do that?
I have:

What I want (white thick line)


texts: How do I extend a Path Animation curve for a longer fly-through but keep the frame rate at 24 fps?

texts:
I set up part of a fly-through along a Nurbs path, putting the camera on the path with a Follow Path Constraint, and then added an empty and constrained the camera to Track To the empty. I haven't done animations before, so I fiddled with the points on the path and keyframes placed on the location of the empty until I was happy with it.

Now I want to rough in the rest of the path for the fly-through, which will be several times longer than that first part.

How do I do that so the frame rate won't be changed? I just rolled back to an earlier version because I realized the frame rate had dropped a lot after I changed the number of frames. Do I add in a rough of the rest of the path of the camera first, and then extend the frames on the Path Animation and the Timeline? Is there a place where I can just reset the frame rate?

I should mention I only have 3 more days to get this done, and so I am not betting I can render this out in that time the way I'd like, since I've never done this before and I have gotten used to problems cropping up that bring everything to a halt in these situations. So I really want the playback in Blender to be the right frame rate, so I can use a short cut for now of just screencasting and narrating over that.


texts: render animation with eevee, volumetric disappear some frames

texts:
i have a bug with eevee when i rendering, my volumetric ambiance disappear sometimes without any reason.
I noticed it once a sequence was rendered, some frame, totally random, i haven't my volumetric.
Look for exemple frame 187 its ok, 188 bug, i retry instant to render 188, and it's ok.

I think it may be the fact that my object with volumetric shader have a animation, it grows until the camera is immersed in it, and finds the volume. But when this object become static, after on my animation, i have a same problem.
I can't make this volumetric on world, i have already it for ambiance of full scene. My animation it's like putting your head in water.
If somebody have tricks to avoid this, I can save time rather than render bugged frames one by one.
Thx community !


texts: Material that shows only shadows in rendering

texts:
In Blender Cycles, can a material be formatted so that, when rendering, it ONLY shows the shadows that were cast upon it by objects? This could be used when using a 360° HDRI as world background, to have an object appear to cast shadows on the background.

As an example, in the picture the plane is added to give the cube a shadow. Unfortunately the entire plane keeps showing up in the rendering. I would like to render the cube and the shadow ONLY, as to generate the impression that the cube is sitting on the road deck. Making the material of the plane (but not the shadow) invisible/transparent would do the job. The question is, how?


texts:
I'm a beginner/newbie.
How do I snap objects to edges in version 2.79?
Thx for help,
Michael


texts: How to get Groupinstance Object with scene.ray_cast?

texts:
I am using scene.ray_cast to get the underlying objects of the mouse.
That works perfectly fine for mesh objects. The problem comes with groupinstances (empty objects). They are refering to the objects of that group. Is there a way to get the empty object (group instance) with scene.ray_cast?


texts: How to change the color of an image while keeping its nuances?

texts:
I have this .jpg in Compositor:

Full Image on GDrive

My goal is to change the color of your choice while keeping:
-more or less large white dots
-the proportion of gradations in the same places and the same nuances

I guess Blender compositing can do that, but I don't.
Thank you for your help


texts: How to share variable among more than 2 operation

texts:
I have a question about blender's python script.
I would like to share variables among more than two operations, however I don't know how to.

If I use global variable, it's easy to solve this problem.

selected_faces = []
class SelectFace(bpy.types.Operator):
    bl_label = "Select Face"
    def execute(self, context):
        global selected_faces
        selected_faces = ...   # get selected faces.
        .....
class OperationAboutSelectedFaces(bpy.types.Operator):
    bl_label = "Operation About selected Face"
    def execute(self, context):
        global selected_faces
        # some operation to "selected_faces"

However, I want to avoid using global variable.
So, I would like to rewrite this code as follows...

class SelectFace(bpy.types.Operator):
    bl_label = "Select Face"
    def execute(self, context):
        selected_faces = ... # get selected faces.
        .....
class OperationAboutSelectedFaces(bpy.types.Operator):
    bl_label = "Operation About selected Face"
    def execute(self, context):
        # some operation to "selected_faces"

Assuming operation sequence are as follows.

"Select Face"
"Operation About selected faces"

Thanks!


texts:
I jumped from 2.7 to to 2.80 and I am having trouble with the new weight painting workflow. What I would like to do, is to weightpaint specific vertices and faces in edit mode while seing the color code of the weight painting. But all I can do is either use the brush in weightpaint mode freehand style, or apply the weight 'blindly' in edit mode and then check the colors in weight mode. Am I missing something? This was way faster for me in 2.7. I am looking for suggestions of a better workflow for 2.80.
Thanks for being nice.

In the screenshot below I would like to select the individual faces. That's only possible in edit-mode, right? But in edit-mode there is no visible color coding for the weight painting, right?


texts: Bone Heat Weighting: Failed to find solution for one or more bones?

texts: Whenever i try adding automatic weights to my model i get that error. i recently had this problem with another model, however that didn't help me with this one. I have tried various things like dissolving vertices in Non Magnifold mode with only boundries ticked. I've removed all doubles and i have no clue anymore. Here's the blend file


texts: Why does my object file show up as an orange dot?

texts: I had imported a object file but I cannot see the object. It just show up a dot. I had tried to insert other object and it just showing a dot. Does anyone know how to solve this problem?


texts: Why doesn't Nvidia optix denoiser appear in denoise drop list?

texts: I am relatively new to blender and i read that Optix denoiser is available on 2.9 version as a choice for non RTX graphic cards. but when i downloaded it i couldn't find that option.


texts: Light without any Light/Environnement with EEVEE

texts:
I've a weird issue with EEVEE.

Just a simple scene with a cube no light of any kind, pure black environment no A/O but still the scene is lite ...

The problem vanish when I use Cycles instead. As soon as I go back on EEVEE the issue is back.

If I open the defaut scene there is no problem at all. It comes from this specific file, can't understand the reason why.

Hope someone could help me to understand.

Thanks


texts: Is there anyway to use weight paint to determine the influence on different parts of an object while using the cast modifier? If not, is there any other way something like this could be achieved (maybe something with vertex groups)?


texts:
when I'm importing a dfx (simple floorplan) with a defined measure l/b of 6000 x 4000 mm: how can I make sure, the imported dxf will be the exact length of the original, in case I need Blender only to convert from .dxf to .ply.?
Problem, if imported, the draw of polylines, all closed, will be ~100 times bigger in scale. I tested it with other dxf (im using nanoCAD to export dwg to dxf) but theres the same issue. I cannot get it fixed.
All Settings in Blender are metric and milimeters. The original dxf is in mm too. what can I do?


texts: Video editing, how to make blur value a function of the time?

texts:
My goal is to make the blur filter value, size X for instance, changing while the movie plays.
I want the blur going up and down in time like a sinus function, for instance size_X = 1 + sin(time).

So, I right clicked onto the size X value of in the blur filter of the video sequence editor and added a driver.
Then, I went into the graph editor under drivers.

But from this point on, I do not know what to do, in order to make the time of the video clip the variable of the driver.


texts: Seamless animation of Wave procedural texture

texts:
Following advice from this question on Stack Exchange I’m now able to seamlessly animate generated textures. I’m now using these methods to animate stripes via the Wave texture.

Something that I’ve noticed is that the stripes only will appear seamless if the scale is set 1.88889 or multiples thereof (see gif below). Is there significance to this number? What does it relate to?


texts: How to see an object by looking throug another object?

texts: I am making a portal and I want to make it so you can only see objects through the Portal, like in Picture 1.Picture 1


texts: Why does my model become partially transparent when using the alpha channel to control transparency?

texts:
Здравствуйте  не могу разобраться с прозрачностью
есть волк и текстуры.
почему то все становится полупрозрачным

Hi I can not understand with transparency
is a wolf and texture.
why everything becomes translucent
Download Blender File For Mega

https://mega.co.nz/#!EJ5miDrR!PFgflDbXDROdb0nBfxKqcdT79v0ucEcYGgKugwDYRLU


texts: Exporting as obj.All at once (noob question)

texts: So i wanted to ask you guys if you can select all the objects you want to export all as different files.Instead of exporting one at a time.


texts: How to make 15 textured billiard balls roll?

texts:
I have a rigid body physic simulation of 15 billiard balls breaking from the hit of a white ball, and they all work well hitting and bouncing from each other, except they don´t rotate like real ones will do rolling over the pool table.

How to make them roll without having to animate them one by one?

I´m using Blender 2.78c latest version in with windows 10 Intel(R)Core(TM)i7-4900MQ CPU@2.80GHz, RAM 16.0 GB and 64-bit operating sys, x64 based processor. I´m new to blender and wonder if there could be a python script to do the rolling, and/or if I have to use the game engine instead of the cycles one I´m using right now. Thanks in advance.


texts:
In his video the Blender guru show how to create random sprinkles on the top of the donut.
I would like to know if there is a feature of Blender, which takes e.g. a real number
in the interval [-1,1] with the meaning that with number 0 the random sprinkles slightly touch
one another, with 1  they are repelled and with -1 they are fused. If this is not possible in the current Blender version, where can I ask for this new feature to become a reality ?


texts: Why is rendering Collada(.dae) models in Blender resulting in holes?

texts:
When I preview a .dae/Collada model in Preview on OSX I get a better rendering of the model as compared to the one rendered in Blender. I am rendering using Python and use the following command to import the model: bpy.ops.wm.collada_import(filepath=shape_file)

OSX Preview:

Blender renderings:


texts: How to add different physics properties to different edges of a same object?

texts:
I have a uv-sphere with faces removed. I wish to add spring property to all individual edges of the sphere. Being a beginner, I'm finding it hard to do.
So I'd like to know how to assign physics properties to individual edges.
I tried 'edge split' but it does not separate them as a new object and also, selecting all edges individually is tedious.


texts: How do I reduce the sensitivity of the SURF feature detector?

texts:
I am using libmv, Blender's structure from motion library. The SURF feature detector is running a little wild on me, detecting over 7000 feature points on a relatively small image. I would like to reduce this sensitivity by providing a threshold of some sort. For example, opencv's SURF detection accepts a hessian minimum threshold parameter.

Can anyone guide me to improving my feature detection?


texts: texture paint changed my image to be black

texts: Hi i have an image and use it as texture. i applied to a cube and setup uv. Go to texture paint and paint using green brush . All the paint looks good in the viewer, but when i save all images and check the folder where the texture is saved , i only see my stroke with my original image become black. Is this a bug ? Does anyone has this experience ?


texts: Is it possible to separate an object into pieces while maintaining the same faces?

texts:
I need to be able to separate many reposed versions of a base model into separate body parts. My idea was to manually separate one model into body parts using Blender and then find out which lines in the .obj file correspond to that body part. I could then find these lines in all of my .obj files to separate them into body parts. The problem is that when I export a body part as .obj using blender, the notation for faces does not match the notation for faces in the original model so I cannot find which lines belong to that body part.
So I am wondering if it is possible to export a body part as .obj while maintaining the same notation for the faces as the original model.


texts:
I have an extruded rectangle that intersects the side of the cylinder. I need this extruded rectangle to cut a hole out of the side of the cylinder. Below is a picture:

(Ignore the middle segment)

I tried the Boolean modifier but it didn't work (yes, I tried all 3 options).


texts: How to batch rename embedded (linked) textures in a scene?

texts:
is there a way to batch rename all textures that are used by the all objects in a given scene? Background of this question is as follows:

I'm creating a set of models that all will be textured (diff, roughness, normal), and all textures will be of 4k size.
After creation, i want to have a copy of the 4K textures in 2k size. Therefore, i export all textures by using "File" --> "External data" --> "Unpack all into files". Then, i use irfan view to batch resize and rename all textures, giving them the suffix "_2k". But when i re-link the files, the file connection in the shader nodes is lost. They need to be re-linked manually. Doing this manually is ok for a small amount of textures, but this time i will have about 100 textures.

So, how can i achieve to rename all textures without loosing the connection to the shader nodes? Some advice will be very helpful.

Thank you in advance!


texts:
I have googled a lot in the past hour and am not really finding a good answer (I was initially trying to do this Straighten Vertices Along a Line but I have planes at different lenghts and do not want them to be pulled and ruining my design)
As you can see the Planes at the bottom, 162 degrees is my goal and I am individually moving vertices and measuring the angle with M, Measure tool, this is getting tedious as I have MANY more to do.
Is there an easy-button to select all Bottom right Edges and set it to measure at Angle 162 degrees ?


texts:
I am trying to rig models for an old game using Blender. There is a poly limit of 5000. One thing has has proven to be a bit of a problem is that some of the models I am trying to rig have the clothes as separate objects from the base model, leading to unnecessary faces in the sense that the "skin" is not visible as it is blocked out by the clothes.
What I am wondering is, do I have a better way of deleting these occluded faces other than manually selecting them by hand?
What I've tried so far:

Merging nearby vertices and then selecting interior faces and deleting them. This kind of works, but merging them leads to vertices placed in between where the skin was and where the clothes were. This deforms the clothes. Perhaps there is a way to pick the outer vertices as the point where the merged ones should be?

Using the boolean modifier. This kind of works? Some faces definitely do get deleted on the "difference" mode, but not all of them. And, worse, depending on the object selected, sometimes it'll delete the entire body (e.g., in this particular case, the hair just nukes the whole model - example: http://sis.sy/WhiteTimidBeta).

If you can't tell, I'm a total noob, but I have tried (and failed).


texts: I am trying to extrude using mirror modify and instead of connecting the mirrored section automatically, it creates two separate extruded sections. Not sure what I am doing wrong.


texts: How do I animate the shrink/fatten value on a beveled curve?

texts:
I have a twisted cylinder shape made with a beveled Nurbs Path, which needs to bulge and shrink at specific vertices over time (like how a person's Adam's apple moves when they swallow). I'd prefer not to convert it to a mesh unless absolutely necessary because the mesh would be way too high-poly to manage, and I'm going to make a lot of these shapes. And since I'm not at all experienced with Cycles, solutions within the internal render would be best, but I'm willing to learn how to do this on Cycles if there's no other way.
So far, I've tried animating with Shape Keys but it doesn't seem to work on shrink/fatten (Alt S) or curve radius changes on individual vertices. Any help is appreciated!

Here's the .blend file


texts: Any good free materials libraries online?

texts: I'm wondering if there's any addons or online libraries of materials I can download. I've found one called online_mat_lib, but then discovered it was from 2008 and thought by now something like that might already be integrated into Blender.


texts: Running Track, painted material, right way to do it?

texts:
I'm doing a running track with painted lanes and numbers. It it easy to do base material itself (eg. sand or black rubber) using the principled shader and correct material setup and I have also png-texture with orange lanes with white stripes and numbers + alpha channel to broke uniform color.
The problem is how to mix them together to make a realistic outcome?

I try to add the lane texture to "Subsurface Color" input but I'm not sure if this is the right way.

I would like to get something like this:


texts: Is there any technique to give a metaball effect to the particles emitting from a UV Sphere?

texts: I have a UV Sphere emitter which emits sphere particles. As in the figure the emission is not organic. Is there any way to make it more organic like the particle is stretched out from the sphere like metaballs separate?


texts:
I'm trying to link a collection that has my character and his rig in it.  The problem is that when I link it, I cannot select the rig itself.  I can make everything a proxy, but I still cannot select the rig itself.
Also, it automatically spawns an empty to manipulate the objects.  I do not even want the empty, because I made my own object to move the character around.
How am I supposed to make this work?  Any help is appreciated!


texts:
I know I can set the color of the active object (when displayed as wireframe) by setting the Active Object color in Themes/3D View.

However, if you select two objects (right click followed by shift + right-click), the second object is always a sort of orange. I could not find an option in the Themes that seemed to correspond to this "second selected object" color.

Is there a way to set this color?


texts:
I was looking through the web to help me out with an animation system and came across this forum. The game engine I'm going to use is Unity but I'm sure the principles are the same. The 2nd post from the bottom mentions static meshes and attachment sockets. What are static meshes and attachment sockets, and how can I get them in blender? I tried to look them up, but the only results I get are static game objects and socket nodes.
Also, if anyone has any good advice regarding the topic of the forum, it would be greatly appreciated.


texts: How can I fix this union problem in my sculpt?

texts: So I blocked the major body parts out, I unioned the legs and torso together but I forgot to apply the scale data and I think a mirror modifier as well. Is there a way I can fix this or do I have to start over?


texts: Can't hide object which particles are based on, without losing particles

texts: To clarify i'm not in this instance trying to hide emitter. The emitter oblong shape with arrow is supposed to be there. The particles are all based on a torus shape so all the little pink coins are based on that but i want to hide from render the large torus i have elsewhere on the screen. I un-clicked camera under ray visibility but then lost both the particles and the large torus. Thanks for any tips.


texts: pivot object over two different axes by pulling on its edges

texts:
I'll do my best to explain this... I need to pivot a plane along its X and Y axes by raising and lowering its corners (two at a time).

In the images below, the cylinders should be raised and lowered as indicated by the arrows and cause the plane to tilt accordingly.

In the end, I just want to be animating the cylinders - they should 'drag' the plane along resulting in the tilt motions... Also, moving all cylinders up or down should raise or lower the plane.

Any pointers would be greatly appreciated.

Thanks!


texts: Python code problem of a modifed addon, Using Spacemouse Pro with Blender with modified pie menus

texts:
My based problem is below:

I bought a new 3D Mouse and want to see if it's helpful for me. It's a mouse with extra buttons (Spacemouse Pro). I want to try if it's helpful for modelling. For sculpting with a Wacom tab, it's rather good.

So my spacemouse hase only 15 buttons, and at least 5 of them are already useful set by default. When I use the 3DConnexion Driver and set a button to a certain keyboard key, like G then it doesn't work in Blender. Only when I set the key directly in Blender it works. So when I set in Blender the key on the 3D Mouse, it's not possible to press G, because grab is now a key on the 3D Mouse and not G. So if I want to use the keyboard, I could, but without the main commands...

I decided to design pie menus with key functions.

So I wanted to design my add on so that I could see it as one entry for my user preferences.

So is there any way to set two keys for the same function in Blender?

So the code of my subfiles works quite well. It's in big parts a mod if the still existing pie menu add on (I'm completly new to python).

I have a problem with following code:

import bpy
from bpy.props import (
        BoolProperty,
        PointerProperty,
        )
from bpy.types import (
        PropertyGroup,
        AddonPreferences,
        )

bl_info = {
    "name": "3D Viewport Pie Menus",
    "author": "meta-androcto, pitiwazou, chromoly, italic, Manuel Matz",
    "version": (1, 1, 6),
    "blender": (2, 7, 9),
    "description": "Individual Pie Menu Activation List",
    "location": "Addons Preferences",
    "warning": "",
    "wiki_url": ""
                "",
    "category": "Pie Menu"
    }

sub_modules_names = (
    "Spacepie_3D_Cursor_Menu",
    "Spacepie_Add_Primitives_Edit_Menu",
    "Spacepie_Add_Primitives_Menu",
    "Spacepie_Add_Primitives_Object_Menu",
    "Spacepie_Basic_Actions_Edit",
    "Spacepie_Basic_Actions_Object",
    "Spacepie_Delete_Edit",
    "Spacepie_Modes",
    "Spacepie_Sculpt_Menu",
    "Spacepie_Selections",
    )

sub_modules = [__import__(__package__ + "." + submod, {}, {}, submod) for
              submod in sub_modules_names]
sub_modules.sort(key=lambda mod: (mod.bl_info['category'], mod.bl_info['name']))

Blender hangs at the place:

sub_modules = [__import__(__package__ + "." + submod, {}, {}, submod) for
              submod in sub_modules_names]
sub_modules.sort(key=lambda mod: (mod.bl_info['category'], mod.bl_info['name']))

Here an example Subfile

## Pie Menu: Basic Actions; Edit Mode

bl_info #...= {
    }

import bpy
from bpy.types import Menu

# spawn an edit mode selection pie (run while object is in edit mode to get a valid output)

# define a central Classname

class Edit_Pie_Basic_Actions(Menu):
    # label is displayed at the center of the pie menu.
    bl_label = "Action"
    bl_idname="mesh.BasicPie"
    def draw(self, context):
        layout = self.layout

        pie = layout.menu_pie()

        pie.operator("transform.translate", text="Grab")
        pie.operator("transform.rotate")
        #...
        pie.operator("mesh.edge_face_add")

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

    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new(name="Mesh")
    kmi = km.keymap_items.new("wm.call_menu_pie", "NDOF_BUTTON_ROTATE", "PRESS").properties.name="mesh.BasicPie"

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

if __name__ == "__main__":
    register()


texts: Importing OBJ with MTL and PNG doesn't work

texts:
I have very simple OBJ, MTL, PNG files which are linked.
Here's my file (There are my local path in OBJ, MTL files)
I can open OBJ with texture in 3D viewer (windows basic program).

But when I import Wavefront(.obj) in Blender, I cannot see the image texture.

I wanna do that in Blender because I need some features in it.
There's similar questions, But the answer is not very helpful. link1 link2
Please help me open files with texture in Blender.
Thank you for reading this.


texts: How to keep z axis aligned vertically while rotating camera angle

texts:
When I try to change the direction a camera is pointed, it often changes the relative orientation of the z axis. I can't keep the global z axis "vertical" from the perspective of the camera. I want to be able to turn the camera left, right, up, down, but without rolling.

You don't tilt your head whenever you turn left or right, after all.

To put it another way, I don't want the blue z-axis line to tip left or right on my screen when angling a camera. How do I prevent this?

Thanks in advance.


texts: Anyone can explain why light passes through the object?

texts:
Sorry, my English skill bad.
I'm new to Blender. I have a steel barrel but in Eevee Render it look like shadow error, light pass through steel barrel. I don't want that. . Anyone can explain for me why? And how to fix this problem or I missing something in model progress. Thanks !


texts: How do I shift a vertex to establish a single, flat surface on a quad?

texts:
One thing that I've noticed when drawing quads is that, if a single surface cannot be established using the vertex arrangement (for example, if you add the default plane and raise a single vertex to 1 on the Z-axis), Blender will treat it a quad (subsurf works fine with it and will smooth it out into a hyperbolic surface) but render it as two conjoined tris (prior to the subsurf).

Now, I'm fairly certain that I should avoid this in most cases and would want to fix it if it does occur. In my example above, I could obviously just shift the vertex back to 0 on the Z-axis, because the surface is completely flat. However, if I were to rotate this quad, I would be in a situation where moving the vertex to establish a flat surface would require very precise changes to the X, Y, and Z positions.

I was wondering if there is some feature of Blender or a technique to adjust vertices exactly that the quad is absolutely flat, even if the quad is rotated.

P.S. I apologize for the very technical  and possibly pedantic style of writing. Because I want to ensure the question is communicated clearly, I felt that it was necessary to be scrupulous.


texts: Panel to the right disappeared (properties? Not the one you toggle with N)

texts:
I'm new to the software, using blender 2.78 on an iMac with OS X 10.6.8.
I've been working on a file for a few days now, when a important panel to the right suddenly disappeared.

This is how it looks right now:

The panel marked in red in this picture is the one i need:

Notice how the three lines in the corners that you can grab to change the size of view windows/panels also is gone in the file I'm working on. Marked with green circle in top right corner.

Edit: Solved the problem by opening the file with "load UI" unchecked. Still wonder why the three lines in the corners of the panels disappeared though.


texts:
I have selected several objects and pressed Ctrl+G. Or I have selected several objects, then click Object -> Group -> Create new group.

It doesn't matter what I do. The only thing that happens is the Create New Group panel appears and I am able to enter a name for the group.

It's nice but I need group to appear in scene graph and I be able to manipulate with multiple objects as a whole.

Is it possible in Blender?


texts: Linking Objects from another file doesn't seem to work properly

texts:
I'm rather new to blender, so please forgive me if I'm missing something... but here is my problem:

I made a complex hierarchical model for a game. Now I want to link part of it into another .blend file (copying is not an option, because when I continue to edit the linked objects the changes should be applied to the other file too).
When I select a parent object (empty, but is head of a long hierarchy) for linking (using File -> Link), then only the empty object appears without its hierarchy.

I cannot imagine a situation where this would make sense ... but it should definitely not be the default behavior. Of course I want the entire hierarchy to be linked, starting from the object that I select without manually selecting all the sub-objects (which are about 300 right now ...). Moreover, if additional children are added in the hierarchy below the included object, they should appear in the including file too automatically when its reopened ...

Is there a way to do this?

Thank you for your help in advance.


texts:
I made a walk cycle action : the character has nothing in his hands.
Then, I made an action to take an object.
Then, I would like my character to keep his path, using walk cycle action again, and with the object in his hands.

The problem is that the walk cycle action does not work when there is the object in the hands.
More precisely, I think it is because I made a mistake while doing the transition between the action to take the object, and the action to start again the walk cycle action.

How do you do such thing properly?


texts: How can I change segments after I created an object?

texts: I have started to learn blender. I have a problem with re-changing segments. When I create an object, object panel gives options at left bar but if I close that panel; I couldn't reach it again. I have already searched and found "no, you cannot" answer. But Is there any additional solution? I have used F6 button, it just gives transform panel only.


texts: How to add image processing to compositor workflows

texts:
I'm looking for a way to add image processing to the compositor in Blender 2.8 or later. I'd like to use either a python script or an external program to process images as part of a compositor workflow. Is there a way to add customer logic into the compositor.

Approaches considered so far:

Creating a custom node. It appears the only way to generate a custom compositor node is by modifying the source code for Blender and recompiling.
Using the Image input and Image output nodes. However, these node only allow a fixed name and there is no way to block execution while waiting for an external program to process an image.

Are there any add-ons or other approaches to add image processing algorithms into the compositor?


texts:
Hi I wanted to create the following structure. I have created a single edge and used screw modifier to create this. I used freestlye option to display the edges. However when I render, I am seeing this extra edges! These are not visible in viewport or camera displays.
How to avoid it?


texts: Where can I find the dimensions of an object?

texts: In earlier Blender versions, the "Transform Properties" panel showed the object dimensions (i.e., bounding box: width, height, depth).  Now, it just shows location, rotation, and scale.


texts: Deform bone will not follow IK bone perfectly with copy rotation

texts:
I am trying to separate bone layers with ik fk central and deform layers.  I am having problem with copy rotation from IK>central>def bones (each in different layers.)  The deform bone will not follow the IK bone perfectly.  Or follow but with lag time.  I have redo the rig 2 times already.  I am not sure what is wrong and I do not know how to debug.

Please I really need help.

What can I do to fix this?
sharing file not blender exchange:

Thank you.
please see the sample pic.


texts: Blender FBX import issue - normals/shading

texts:
I imported a fbx file (a car) to blender and the shadows on the mesh get crazy. Can some one tell me why and how I can import without this mess shadows destroying the 3d Art.

here is a image of the problem:


texts: Difficulty seeing through transparency on images as planes

texts:
I'm trying to import images as planes to make a diorama in blender, and with Cycles, the images have this strange artifact where you can't see through some of them: The black part in the image below. Right now i have them all as blend mode: Alpha blend, and shadow mode: alpha hashed. Does anybody know what could be going on?

Below is what the same setup looks like in Eevee with a reflection plane, was wanting to use cycles to try to make the reflection they're standing on like water and add some ripples and things. Any idea what could be happening? Thank you!!!


texts: When I join only the flickering happening

texts:
As it is, the Altar is perfect. But when I join it to the wall it flickers. First Altar did not have faces at the back and the back wall was just plane. So I put faces at the back of the Altar and made the back wall 3D too (not just solidify) But it is still happening.
Can someone help me with this please.
Thanks.


texts:
guys, I rendered just a scratch scene with a cube, there is no problem. But with a render of my built scene, there is not possible to gain any render. I tried default setting... but still not working. what is my scene about? There is a suburb with perhaps 20 buildings made with GIS just low poly boxy ones and in the center, there is a small garden parcel with green grass and one tree. The whole scene is white with the HDR surrounding only grass is colored and the tree textured. To have leaned grass I used a wind.
Do you have any ideas about whats going on? Thank you.


texts: How to convert grease pencil thick controur into 2d-mesh?

texts:
I have a thick grease pencil object that looks in object mode the following way:

What I want is to convert those orange lines from their contour into 2D-mesh (vertexes connected by edges). But if I am trying to use "Convert to path/curve", I am getting only the "main" line instead:

What is the best and easiest way to achieve 2D-mesh that looks like thick grease pencil on the first picture?


texts: Usually you press D and can add a driver. But it doesn't work anymore. What causes this? The Keyboard shortcut exists but doesn't work. If i hover the Cursor over the desired section and press D it should turn purple. Instead i need to right-click on it, click on add drivers, and manually create later.


texts: Why does it open my old project every time I create new file after reinstalling Blender?

texts: Every time I create new file this file keeps opening:


texts: OSX Eevee performance with multiple materials in OSX

texts:
EDIT 2: Thanks to a user posting a detailed technical explanation as to why the bug is manifesting (TL:DR, certain material properties cause multiple calls to the shader compiler in the AMD driver when only a single one is necessary), I have found a couple of workarounds:

Set the blend mode to alpha blend (This affects the output)
Enable backface culling on the material (This usually doesn't affect the output unless you care about how the inside of your mesh appears)

More details on Backface Culling here

Issue in the bug tracker here

EDIT: As stated below, the sword in the tutorial files exhibits the same behaviour, but I've also provided a blend file for the sword I built whilst following the instructions in the tutorial.

I've been following this tutorial series as part of my efforts to learn Blender.

Things were going okay, until I got to the shader part of the tutorial, more specifically the part where I'm supposed to add a material to the grip of the sword, which has a different base colour and the metallic setting turned down to 0.  As soon as I turn the metallic value down, performance falls off a cliff and the frame rate in the editor drops to single digits.  Blender is basically unusable.

If I leave the metallic slider on 1, then performance is fine.

I used Bootcamp to import the same blend file into the Windows version of Blender on the same machine, and the performance is fine regardless of what metallic setting I apply to the sword handle.  This suggests it must be either:

An issue in OSX Catalina
An issue in the OSX OpenGL implementation
An issue in the OSX version of Blender

Has anybody else ran into this issue and found a way of addressing it?  The hardware I'm running is definitely capable of doing the job.

The system specs are:

2019 Macbook Pro, 16 inch
CPU: Intel i9, 8 cores, base clock 2.3 GHz
GPU: AMD Radeon Pro 5500M, 8 GB

Secondary GPU (not in use for this scenario): Intel UHD Graphics 630 1536 MB

RAM: 64 GB
OSX Catalina, 10.15.2
Blender 2.81a

Only other application running is a browser so I can follow along with the tutorial video.

I have downloaded the tutorial files from the website linked in the video, which includes a finished version of the sword, and I have confirmed that the behaviour in the model provided in that bundle is exactly the same.  If I load it as is the performance falls off a cliff, but if I bump the slider for metallic up to 1 performance returns to normal.  This means that I've not doing anything wrong (as far as I know) while modelling my own sword and it should behave like the one the tutorial maker built.


texts: Get/Set coordinates for UV vertices using Python

texts:
I got this UV map, and I want to set the position coordinates for all the four vertices to x=0.5 and y=0.5 (in the center of the green pixel).

I've already tried to use bpy.ops.transform.translate(value=(0,0,0)), but this moves the vertices relative to the current position. Is there a way to set specific coordinates/position for the UV vertices?


texts:
Currently working on a project where I am sculpting a statue of a dead king holding a sword.  The statue was composed of many objects which I now successfully remeshed together.

Remesh went very well except for the sword blade which totally lost its edge.

Bearing in mind that this statue is being done for 3D printing and till now the mesh is totally manifold.

Is there a way I can align the vertice (edges) of the blade in a straight line without having to try and do it one by one?

Should I have marked the edges of the blade as SHARP maybe that would have helped in the remesh?

Your answer worked thanks very much.  It's not perfect but much better than before.

Now my only problem is the sword tip which was quite thin and seems to have corroded during the remesh.


texts:
I've tried a bunch of times, but I can't get it done right. Any tips?
This is the pipe:
(source: klatmagazine.com)


texts: How do I animate two objects together with different textures

texts:
I have got an object (a mouse cursor) and I want to animate it.
But, since my scene is pretty dark, I would like to add a small ball of light, which would also give the cursor a nice sci-fi effect.

The thing is, how can I link to object and animated them as one, without transferring the texture from one to another.

Thank you very much for your help!


texts:
I have to create a movie by importing single stl objects, which represent the object at a specific time frame, onto a background and export them to single pngs.
After that i can put them into a video with the sequencer.
My question is, how can i automate (by using a script) the process of importing the stls one after another onto the background and exporting the png after every step?
I am new to python/blender.


texts: I want to have a plane which goes from temperature x to temperature y with respect to one of its sides. I was looking into drivers but this doesn't seem to accommodate geometry, only scale and position. Is there anyway that I can linearly increase the emission temperature of a plane surface with respect to the length of one of its sides; say its width.


texts:
Good day

I have a plane with texture and normal map.

I want to cut it with the split tool and apply a volume with the solid modifier

but when cutting the solid, one of its cut parts shines and when exporting the textures they look of different shades.

the problem is when I want to separate the parts, with split "Y"

What could I do to fix this?


texts: Can I stop instanced-meshes in a particle system from clipping into each other?

texts:
I have created a low-poly city consisting of a collection of meshes.

Is there a way that I can instruct my particle system to not have the instanced-meshes intersect/clip with one another?


texts: How can I duplicate the vertices of an edge to move it without affecting surrounding edges?

texts:
I need to push an edge in but by doing so the connected edges will also get dragged in. To do this with faces I can just extrude inwards but with an edge it just creates a new edge disconnected from the surrounding faces.

Here is the edge:

How can I duplicate the vertices on the top and bottom of the edge so I can push it in without moving the edges above or below it?


texts: I am having problems with the authoritative addon "rigify". When I push the generate button, it does not generate a IK or anything else. I get it in the panel in the right corner, but cant see the rig. I have Auto Run Python Ticked and haven't done anything to the rig, other than positioning it to the mesh. I dont get any errors either. Anyone know what the problem may be?


texts: For loop splines amplified ! , why? How can I stop it?

texts:
I am creating a for loop to connect pairs of objects by a Splines
To understand better image atoms in a molecule.
It seems that every time I create a new spline is in someway  taking in consideration some parameter of the spline before amplifying the result.
How can i stop it (I tried several things, also moving cursor thinking was some hidden dependence from the universe origin but it is not)  also if I convert the curve to mesh every time... still propagating the error.
def CREATE_BOUNDS_1(df_BND,PLUS_FACTOR):
                   #Manca assegnazione nome a oggetti
                   for index, row in df_BND.iterrows():
                       print('START - CREATE_BOUNDS_1')
                       bound_name = 'BOUND_'+str(int(row['BONDS_1']))+'_' +str(int(row['BONDS_2']))
                       print(bound_name)
                       BNDS_EXTR = [float(row['A1_CD_X'])+PLUS_FACTOR,float(row['A1_CD_Y']), float(row['A1_CD_Z']),float(0.0),float(row['A2_CD_X'])+PLUS_FACTOR,float(row['A2_CD_Y']), float(row['A2_CD_Z']),float(0.0) ]
                       print(BNDS_EXTR)
                       bpy.context.scene.cursor.location = (BNDS_EXTR[0],BNDS_EXTR[1],BNDS_EXTR[2]) #muve cursor
                       bpy.ops.curve.primitive_bezier_curve_add()
                       obj = bpy.context.object
                       obj.data.dimensions  = '3D'
                       obj.data.fill_mode   = 'FULL'
                       obj.data.bevel_depth = 0.1
                       obj.data.bevel_resolution = 0
                       # set first point to centre of sphere1
                       bpy.context.scene.cursor_location = (0.0, 0.0, 0.0)
                       obj.data.splines[0].bezier_points[0].select_left_handle = True
                       obj.data.splines[0].bezier_points[0].co = (BNDS_EXTR[0],BNDS_EXTR[1],BNDS_EXTR[2])
                       obj.data.splines[0].bezier_points[0].handle_left_type = 'VECTOR'
                       # set second point to centre of sphere2
                       obj.data.splines[0].bezier_points[1].select_right_handle = True
                       obj.data.splines[0].bezier_points[1].co = (BNDS_EXTR[4],BNDS_EXTR[5],BNDS_EXTR[6])
                       obj.data.splines[0].bezier_points[1].handle_left_type = 'VECTOR'
                       #obj.data.splines[0].bezier_points[1].handle_right_type = 'VECTOR'
                       obj = bpy.context.selected_objects[-1]
                       obj.name = bound_name
                       CURRENT = bpy.data.objects.get(bound_name)
                       bpy.ops.object.convert(target='MESH', keep_original= False)
                       print(bound_name)
                       print('--------------------------------------------------')
                       bpy.ops.object.select_all(action='DESELECT')
                       #bpy.data.curves.remuve()
                   return ('DONE')


texts: How do you make a lot of noise in Cycles?

texts: I have a scene where I want a lot of noise, but noise generated by cycles, so it is coherent with the colors behind. Thus, I want to generate a lot of noise in cycles without using things such as noise textures. Can someone give me tricks to have a lot of noise naturally created by cycles for a scene with a relatively small object count?


texts:
I wanted to model a pyramid with a tiled panel look using blender 2.8. I don't want to use the displacement modifier, only the displacement mapping from the renderer. So, I unwrapped my pyramid using top view projection and created a black and white displacement map using inkscape:

Then I've set up this material:

I activated true displacement from cycles options but my pyramid is now completely distorted:

I'm probably missing something but I don't know what. Any help would be greatly appreciated. Here's the file:

Thanks,


texts: How to "stick" two faces of two objects?

texts:
I'm totally lost and you are my last hope. I spent my day trying to stick these two faces with the magnet. I followed all the tutorials I found about to snap an object to the face of another object. I missed something but what?. Here the two faces.
Thanks.

I forgot the other face I want to snap, sorry


texts: What is the reason these two UV maps interfere with each other?

texts:
The selected face shouldn't be painted with the text "This" from the third texture of the material (see in Property region on the right):

There are two UV maps used for the cube mesh, one for the full cube (6 faces), one for the top face alone. The material includes three textures, the two first ones (background colors and white dots) are to be used with the full cube UV map visible in the middle panel, the last one is the text, also visible in the middle panel. Its map is the large square around it.

The selected face, and the other faces except the blue one, keep receiving the portion of the circular text they would receive with the full cube map. What's wrong?

Using Blender Internal (2.79).
File is available here.


texts: How to do texture box mapping with blending in Blender Internal

texts:
I'm trying to do box mapping of texture with blending just like the node setting in Cycles below.

This is the texture I used

I could have used box mapping option on Blender Internal too but I couldn't have found blending option.

Is there way to do it easily? or I have to do some complicated node setting to do this? I guess it's possible to do this by using nodes but I can't come up with how.


texts: How to make ‘blender file view’ support selecting multiple files?

texts:
I want to make a script that can import multiple pictures at once in the node editor. But the current file view can only support the import of a single file. How can you make it support multiple files?

import bpy
import os

from bpy.props import StringProperty, BoolProperty
from bpy_extras.io_utils import ImportHelper
from bpy.types import Operator

class OT_TestOpenFilebrowser(Operator, ImportHelper):
    bl_idname = 'test.open_filebrower'
    bl_label = 'Open the file brower(yay)'

    filter_glob: StringProperty(
        default='*.jpg;*.jpeg;*.png;*.tif;*.bmp',
        options={'HIDDEN'}
    )

    some_boolean: BoolProperty(
        name = 'Do a thing',
        description= 'Do a thing with',
        default= True,
    )

    def execute(self, context):
        filename, extension = os.path.split(self.filepath)

        print('selected file', self.filepath)
        print('file name', filename)

        bpy.ops.node.add_file(filepath = self.filepath)

        return {'FINISHED'}

def register():
    bpy.utils.register_class(OT_TestOpenFilebrowser)
def unregister():
    bpy.utils.unregister_class(OT_TestOpenFilebrowser)

if __name__ == '__main__':
    register()


texts: How do I properly set up Subsurface Scattering for a human skeleton for Cycles?

texts:
I have a 3D-model of a human skeleton with 8K textures and would like to properly set up Subsurface Scattering and the materials. I've looked around but I'm a little confused about which sockets to connect to which map etc.
Here's a download link for the mesh and all textures: https://www.dropbox.com/s/tlawz8o55cngdaq/HumanMaleSkeleton1.zip?dl=0
If anyone could give me an example of how to set up the materials as good and physically accurate as possible with the maps I have I would really appreciate it.


texts: Pile up objects and attach them for mass 3D printing

texts:
I'm completely new to Blender. Because of Covid-19, my dad got a 3D printer and we are printing protective visors for hospital workers here in France.

We have been given a 3D model that we can simply load on the printer and it works pretty much alone. The 3D-printed part is quite small and very flat so we thought about piling six or seven of them up so we can let the printer work during the night. Then in the morning we would simply have to detach each piece from the pile using pliers. This is the piece (or two pieces, actually) that I want to pile up.

My strategy would be to extrude small cylinders to the shape from different points and copy and paste the model several times. The end result would look like this:

The yellow bits are the cylinders I want to insert to separate the different parts. So when it is printed, I can simply cut them to separate each visor.

To do this, I think the best way to proceed is the following steps:

Load up the model as I did (imported an STL file)
Add some tiny cylinders (or another shape) on the top of it by extruding them
Copy and paste the shape and move it along the Z axis to pile them up
Fuse everything together and merge it as a single item
Export as STL
Put into 3D printer.

Is that a good strategy? How should I proceed?

I looked up everywhere at how to extrude a cylinder, or copy-paste a shape and attach it together, but in vain. I'm too clueless about Blender to figure how to do this. I could only manage to make a circle spawn at the origin of the plot.

I know stackexchange is mostly for professionals and this is a beginner question, but this is a quite peculiar situation. I really want to do it fast, as the quicker we print the visors, the faster the medical staff can have them.


texts: How to animate when pivot point travels?

texts:
I have an object, a tilting board inside a frame, with three pivot points: two of which are fixed, and one of which slides along a member (actually, the member slides along the pivot).

How would I animate the board tilting at various angles about pivot (#1), while keeping the sliding member constrained by the intersecting rod (#3) and the pivot (#2)?


texts:
How to add condensation effect on a texture?

The way I add condensation effect is to add a texture image (condensation) to object material. However, I don't think we can use this method to add the effect on a texture? As it would be like adding texture on to another texture.

For example the label(coke) in picture below are a texture, how do we add condensation on it?

Thanks in advanced.


texts: Blender 2.91.2: Rendering looks pixelated in Blender's image view (rendering is not pixelated!)

texts:
The rendered image, in Blender, looks very pixelated.
But, when I save the image and open it paint.net, the image is as clear as it gets.
You can see that in the following images. Best image is the third one. All images are at the same zoom level as in Blender (1:1).
Any ideas, hints and "duh"s are appreciated.
This is in Blender:

Same image stored and opened in paint.net:

Side by side:

Left image, sharp as it gets viewed in paint.net. Right: Pixelated image in Blender image view.


texts: How to get an IntProperty to update a function?

texts:
Or in this case how to get the integer prop(MyInt) to activate the selectTrack() function each time the integer prop(MyInt) is updated?

import bpy
from bpy.props import *

class UIPanel(bpy.types.Panel):
    bl_label = "Export EDL"
    bl_space_type = "SEQUENCE_EDITOR"

    bl_region_type = "UI"

    def draw(self, context):
        layout = self.layout
        scn = context.scene
        layout.label(text=" Select Video Channel: ")
        layout.prop(scn, 'MyInt', icon='BLENDER', toggle=True)

# Select Track by batFINGER
def selectTrack():

    context = bpy.context
    scene = context.scene
    active_channel = bpy.context.scene.MyInt
    print("Active Channel: "+str(active_channel))

    sed = scene.sequence_editor
    # if active strip isn't in active_channel set to None.
    if getattr(sed.active_strip, "channel", -1) != active_channel:
        sed.active_strip = None

    sequences = sed.sequences_all
    # select all strips in active channel
    for strip in sequences:
        strip.select = strip.channel == active_channel

def initSceneProperties(scn):
    bpy.types.Scene.MyInt = IntProperty(
        name = "Channel",
        description = "Select Channel for Video Export",
        min = 1,
        max = 32,
        update=selectTrack())
    scn['MyInt'] = 1
    return

#    Registration
bpy.utils.register_module(__name__)


texts: Subdivision Surface modifier works badly

texts:
I try to follow instruction from an old video tutorial of creating a clock. This is what I wanna achieve (I mean smooth edges only):

And this is my work without SubSurf:

This is what I get with Subdivision Surface modifier:

How can I rid of ugly rim / hollow on the left side of screenshot? It looks terrible after rendering! I tried to use different subdivisions numbers and replace it with bevel, but nothing helps.

This is my work from other side without the modifier:

And why did I get this problem if I tried to follow all the steps and proportions of the tutorial?

Update

I highlighted the problem here:


texts: Is it possible to remove a window that is lying on top of 3 other windows in a row?

texts: Suppose you have 4 windows in 2 rows. The first row has one window and the bottom row has 3. Is it possible to remove the top window?


texts:
I would like to model a house like attached and have styles that can be repeated on objects throughout. Thinking like CSS for a blender object. For example, this house has like 10 different roof sections that all have the same pitch and fascia detail. I could draw up one roof detail the way I want it and then just use scaled linked duplicates, but I don't want to scale the dimensions of the fascia boards. Or the windows can be varying sizes but the window trim will always be 6inches at the top of the window and 3 inches on the sides and bottoms. Any thoughts on how this could be accomplished? I'd really like it to be a style that could be edited and re-applied throughout later in case I decide to change an element.

Thanks


texts: Create an object at each vector in a list in Sverchok?

texts: If I have a list of vectors, is it possible to create an object (e.g. a cube) centred on each vector in the list, using Sverchok? If so, how can this be done?


texts:
I can't figure out, how to import OpenCTM format into the blender.

Best i could find is to use Blender <->  Some other program <-> OpenCTM

This format is very old, there really isn't any way to import it to Blender with one click?


texts:
I’ve built a blender scene of a Rubik’s Cube to create animations of different move sequences for solving the cube.  I’ve got a lot of sequences to create, so I need the simplest way possible to create each animation.  However, I’m finding that animating rotation is a nightmare.

When I rotate one side of the cube (nine pieces around the cube’s centre), I’m struggling to get the individual pieces to behave.  With XYZ Euler, the first couple of rotations are fine, but on the third rotation the pieces spin about into position.  With Quaternion WXYZ, the pieces separate slightly.

I’ve also tried creating Child Of constraints, but it’s too much work as rotating one side means that I have to create keyframes for setting the influence of the parent to 1 for the nine pieces and then again to set the influence to 0.  It takes an age.

Here’s a link to my blend file using XYZ Euler:  https://www.dropbox.com/s/pp8iztzkz5mr5ki/Cube_XYZ_Euler.blend

I got the idea to use Quaternion rotation from this video, which also uses the same method for performing the rotations as me: http://www.youtube.com/watch?feature=player_detailpage&v=4fs01zdvtg0#t=855 The URL jumps to 14:15 which shows exactly how I’m doing my rotations.  However, it works for the guy in the video!

In the video description is a link to the blend file.  When you load this blend file and play it, the rotations look perfect (using Quaternion rotation).  However, if you delete all the keyframes and start rotating it yourself, the pieces start to separate.  Is this because the blend file was created on an older version of blender where the rotation worked better?

I feel like I’m close to getting it, but just missing one last piece of information.  It’s driving me insane!

I’d really appreciate some help on this, as I’ve been struggling for days on it now and I need to move on.


texts:
i made an armature to my model (human), did all the parenting etc. i used empty weights and applied the weights to the vertex groups manually in edit mode because auto weighting didn't work out so well (the auto weighting is not there anymore. i made a new armature from a backup file w/o any armature work on it because i knew i would screw up eventually).
luckily, posing the bones causes only the selected vertexes to move, but not as quickly as i thought it would. an example on the hands:

as you can see, the mesh doesnt follow the armature, though it is certainly influenced by it.
i have looked at the weight painting, it looks like this (assigning the vertex groups was all in edit mode; i didnt make any changes in weight painting mode):

and these are the vertices (including front and back of the hand; used x-ray) i selected for the vertex group.
pasteall file: https://pasteall.org/blend/0d726d4ea3994c59a574ad8fd836ccb9
thank you in advance :)
-- edit: for moonboots --

ive changed the weights for the forearm and the arm, but the mesh still doesnt yield:


texts: Problem with blending 2 UV Maps with Tiled Textures with a 3rd Layer

texts: Normally with most objects that I would texture for games I would use 1 material / UV per object, not a big deal, but when I'm trying to create this giant landmass for my game I cant use just one because it would be either a huge 20,000x20,000 texture which is not even useable or I could tile both textures and then use a 3rd layer (seperate uv and material) and then texture paint a fade in between them, so I created seams above and below the line in the first image and then selected both of them and unwrapped and asigned them to a new texture layer but when I turn it to alpha clip to add transparency it just extends and removes the grass and dirt from UV Map 1 and UV Map 2 which would just not allow me to fade them. Help please :) (note: I cannot use the shaders from blender as it will get added to a game so I tile the textures in the UVs themselves)


texts: 'LIB ERROR: object lost from scene' error when opening file

texts:
When I tried to load the attached blend-file a few minutes after saving it, I got the message 'LIB ERROR: object lost from scene', and I realized that a tunnel I had made around the road was lost!

The mesh object that was lost was a cylinder named 'TUNNEL'. Like the other mesh objects ('ROAD', 'SIDEWALK LEFT' and 'SIDEWALK RIGHT') it had an array followed by a curve modifier, that made it follow the 'ALIGNMENT' path.

I checked the last Quit.blend, it had the same problem. Too, with the last autosave.

I am, once again, completely baffled. Can anyone make heads or tails out of it?


texts: Glass material not rendering as expected in Cycles

texts:
The glass material in one of my scenes is not rendering as expected. It is a simple shadowless glass material I have used countless times. In an attempt to track down the reason, I created a duplicate of an existing scene (GlassCorrect.blend) in which the shader is working and deleted every object except for an eyeball with a glass shell, lights and a camera. Then I created a duplicate of my problem scene (GlassIncorrect.blend), deleted all objects and the world, and appended the objects and world from the first scene. The glass is rendering without any transparency, just reflecting the world around it. Please help me figure out what is going wrong.

Thank you.

GlassCorrect.blend
GlassIncorrect.blend


texts: How to work in small spaces when retopolgizing?

texts:
I've been struggling to retopologize a cloth object, especially trying to follow the curvature in places where the cloth folds into itself, as in the example below:

Even pressing . to zoom in on certain vertices in that area, it's been almost impossible to get good visibility. Is there any better workflow for retopologizing stuff like cloth? Perhaps I went too high too early?


texts:
import bpy

C = bpy.context
ob = C.object

print(ob.data.vertices[0].co, "- Vert 0 (original)")

me = ob.to_mesh(scene=C.scene, apply_modifiers=True, settings='RENDER')

bpy.data.meshes.remove(me)

this is the code and i am getting this error, since i have specifies the value for setting parameter then why the error occurs

  me = obj.to_mesh(scene=scene, apply_modifiers=True, setting='RENDER')
  TypeError: Object.to_mesh(): required parameter "settings" not specified


texts: Freestyle pass not rendering for Objects on Separate View Layers

texts:
Freestyle pass is not rendering for objects placed on a Separate ViewLayer,but renders fine for primary layer .
Freestyle pass has been connected in the Compositor and Freestyle Priority has been raised to "1" , but outlines are not being rendered.


texts: How do we use Stereo audio with the AAC codec?

texts:
When rendering out a video in Blender 2.8, 2.81, and 2.82, the audio gets mixed down to mono despite being stereo when previewing, and is also about 200% the volume of the preview.
There are no options for Stereo/Mono in the output settings, all we have are Audio Codec, Bitrate, and Volume. I have the Bitrate set to 384 and the volume set to 1.
So how do I render out stereo audio using the AAC codec?


texts: Why is a floor texture applying to the outside/inside walls of a cube instead of the selected floor?

texts:
Previously I was able to get a different downloaded floor diffused/normal/roughness/specular.PNG to apply correctly to the same cube room but to out of the three demonstrate this outside/inside wall and ceiling issue as mentioned in my question, can anybody tell me how to correct this and why this applies in certain cases?
I will attach images of the wire , materials, vector and relevant UV and shader editor view's.


texts:
I'm using Blender 2.82. I'm trying to animate a human exported MakeHuman. I followed this tutorial to use a bvh file to animate the scheleton. When I click on "Load and retarget" and I select the bvh file I always obtain a strange behaviour as in figure, so the legs and the arms are twisted in a very strange way.
How can I solve it?


texts: How to change the shadow color in Blender Cycles?

texts: I want to change the color of the shadow casting by a cube to green. While it's very easy to do it in Blender Internal (you select the lamp, go to the Lamp data header and change the shadow's color in the Shadow panel) in Cycles there're no such options. How to achieve it in Cycles?


texts:
I was working on a model of a building with a lot of windows and doors.
Everything was working fine until I could not edit the properties of the windows. I get "Warning: Operator does not work in local view mode".
I suspected one archimesh object was inserted inside another mesh, so I tried deleting all archimesh objects of the model.
The error persisted.
What else can I try to fix the file?


texts:
I want to increase the speed of my animation more. With the blade rotating still need more natural to speed so that the blade are not visible. I tried to add motion blur. And in the graph editor Interpolation mode as linear. What else needed to make my blades to speed more. Any suggestion. Thanks
https://imgur.com/a/LgXrHxg


texts: How do I add a camera so that it moves along a path while focusing on an object with Python?

texts:
How do I add a camera and script it so that it moves along a path while focusing on one object?
I would also like to know how to have it rotating around the origin where one of the main objects of interest sits.


texts: Soft Bodies Merge Together During Animation

texts:
I am trying to get some soft body balls to tumble around in a rotating cube (like a square washing machine). Each time I try and animate, it's like all the soft bodies merge together into one blob. I'm assuming I just have my soft bodies set up wrong, but I'm not sure how as I've tried to just follow tutorials.
This has been a helpful thread in the sense of the rigid square inside of the mesh deformer holding the soft body spheres. But theirs works so I'm not sure what I'm doing wrong:
make soft bodies stay inside another soft body
Here is the blend.


texts: add new color syntax in blender as sublime text


texts: Can you copy UV islands from one set to another on the same mesh? I have two UVs that are mixed up and I want to separate them.


texts: Sculpt Mask Color - is it possible to change it?

texts:
well simple as this: I need sculpting mask to be another color, because dark-gray tends to mix up with shadows from matcap. (I need to make it like in Mudbox) bright blue.

Thank you.


texts: I am trying to make a car crash simulator in the game engine but I just can not figure it out. I have tried soft body physics many times and it failed. I am trying to make something like BeamNG drive. I basically just want to be able to run my car into another object and have it randomly deform.


texts: Camera tracking scene misalignment during animation render

texts:
I am using camera tracking in Blender 2.8 to composite some bouncing balls onto a video background. I need the balls to disappear behind an object in the video (a plant), so I have created a second video from the orginal background video, with the plant cropped out and the rest of the field of view rendered as transparent. For the effect to work, the cropped plant in the second video needs to line up with the plant in the background video to allow the balls to pass 'behind' it.
I put the scene together in the compositor, and all seemed to be working well (see image below - I've rendered the overlaid the plant video in orange).

The plants in the two videos line up perfectly when I render individual frames (F12), but when I render as an animation (with Ctrl F12), the alignment between the background video and the overlay is lost. In the complete animation sequence, the overlaid plant bounces around over the top of the background plant, whereas when I render each frame individually, the alignment is perfect.

Why would this be happening? I suspect its something to do with the camera tracking (perhaps some interpolation across frames, based on camera momentum?), but I can't figure out how to fix it. Or are there better ways of doing what I'm trying to do...?
EDIT: Added a screenshot of the compositor nodes


texts:
I have a pistol model whose rotation is a few degrees off:

Does Blender have a function that would automatically fix the rotation and "align" it according to the object's geometry, perhaps like the 3D cursor to Selection option?

Thank you!


texts: Script access to tangent and bitangent, per face: how?

texts:
Suppose you have a mesh; you go into Edit mode,
set Transform Orientation to Normal,
show 3D manipulator widget,
Pivot Point = Active Element,
face select mode, and then you select any one face:
immediately you will see a blue arrow representing the face normal,
and also a red and a green arrow representing the face's tangent and bitangent.

What is the most straightforward way to refer
to said tangent and bitangent vectors from a Python script?
The API documentation confuses me with loops and uv's, yet, clearly,
Blender assigns a tangent and bitangent to each face without hesitation!


texts: Get anti-aliased depth map in cycles render

texts:
I know that in Cycles Z pass is not anti-alisased while Mist pass is normalized anti-aliased. I need the real depth of each pixel (like the Z pass) but with anti-aliased. I don't know if getting that from the Z-pass (by making it anti-aliased) or from the Mist pass (making it not normalized) would be feasible and easier?

The real problem is when looking at the output Z pass, the pixels around thin objects like branches, grass stocks, are kinda sparse and missing. I doubt that could be because anti-aliasing is not on. I wouldn't want to post-process that with filtering, since they may create artifacts. So I am trying to get better anti-aliased depth image.


texts: I've tried my hardest to try and replicate this style, but can't for the life of me get anywhere near it. Is anyone able to get close to this style?


texts: Hair dynamics hair jumps, jitters, and flies around

texts:
How can I control the hair dynamics so that the hairs mostly maintain their original shape but also move around slightly with the model when animated?
My current hair setup causes the hair to fly around and jump to different places even when the model is still. Additionally, the hair particles seem to jitter and shake and don't seem to stabilize over time.
Video with hair animation: https://imgur.com/a/HumYXjn
I've tried playing around with pin goal strength, voxel grid size, density target and strength, stiffness and mass - but my current settings don't improve the situation. Thanks in advance!


texts: how to extrude an svg on surface of cylinder

texts:
I want the fish that sits on the cylinder to extrude out off the smooth surface
Much like a fish stamp but on a curved surface.  I can get the fish curved on the surface but cannot get it to extrude
I have a cylinder and have imported an SVG and shrinkwrapped it top a cylinder.  How do I extrude the svg on surface of cylinder to it is raised/extruded (embossed)?
I tried to add midifier > solidify but the extrusion went crazy


texts:
I am trying to make an object that has a hole. I used the boolean modifier with a cylinder selected. But the circle around the object does not look right.

I have the smooth shader turned on and a subdivision of 2 views.

Am I doing something wrong?

Can someone show me what I'm doing wrong or a better way of doing it?

Thank you in advance.

This is what it looks like with no subdivisions.

But now I cant add a smooth shader or a sub divider to it. Is that just what will have to look like?

This is what I was able to get with no smooth shader.

Once I do smooth Shader.


texts: Merging curves created one curve object with two connected splines in it - how to fix?

texts:
I have two bezier curves. I can't join them no matter what I try. Pressing F when two nearest vertices of bezier are selected does nothing. The curves are in same direction and non-cyclic. However I did manage to join them somehow. My current issue is that I have 1 curve object which is two splines. One of the splines has no segments so the curve is now ignored by all other objects.
How do I make the curve into one spline that has segments? Below is a blend file of the issue:
https://www44.zippyshare.com/v/YMcWVaJz/file.html
Here is an image that kinda shows the issue:


texts: How to change the ratio of movement of a driver?

texts: I have set up a driver which causes an object's z location to controller the other objects x rotation. It works, but I have to move the driver a long way in order to get only a slight change on the driven objects rotation. How do I change this ratio so that the driven object is affected more by less movement of the driver?


texts:
After importing as plane image. This happens.

Original png on left. How can i avoid this?


texts:
I'm asking how to change every object in a group of objects to be the same mesh type as a third object, which is created on a different layer.

Thanks for the answers


texts:
My helmet reflection is distorted when I move a bone head. I don't know how to solve is
https://drive.google.com/file/d/1n41ku7dmLktpH3lJzI8Bnjf__MsHi-nB/view?usp=sharing


texts: Anvil tutorial. Subdivisions Surfice modifier creates a face where it should be a hole

texts: I wanted to make an anvil with a tutorial. But as I added the subsurf Modifier it started looking weird. I wanted to make a"Hole" but it fills it up. How can i get it right?


texts: How to make a physics simulation permanent

texts:
I have a bed of pebbles that have been physics simulated and are now in a resting position:

I want to append this to an architectural render I'm working on. When appending, the pebbles go back to their start position (suspended in space).

I don't want to bake the simulation, because it's only the ending position I care about. Is there a way to apply all the pebble's positions?


texts: Unwrap torso part creates a messed up UV map

texts:
I extracted a part of a body to buid some clothing from (Unity UMA).
The original body was perfectly UV'd.
Since I want to cover a part of the neck by my shirt I added one row of rectangles from the neck to the torso by removing the neck seam and extending the shoulder seam.
Once I redo the UV mapping (unwrap), the UV map is messed up. Triangles overlap and exceed the map range.

Pictures before and after uv unwrapping

I doublechecked the seams, they are without any gap.
I even added an additional, obviously not necessary seam at the neck end.
I reseted the UV before.
I removed the seams and reapply.
I removed the seams and cut along shoulder and side like reat shirts.
I removed all material from the mesh.

The result is the same, ot at least it's always a messed up UV map.

I'm quite sure I missed any simple step, an expert will shake it's head about.
All tutorials just apply the seams and get a perfect mesh immediately.
But I'm stuck and out of any idea to solve the issue.


texts: Blender cycles halo material on particles - how to texture?

texts:
I can produce halo materials in cycles using the point density texture node. What I get are little fluffy glowing balls. In BI I can apply textures to the halo that will make them less fluffy. How do I do that in cycles? I've tried inserting a spherical gradient node between point density fac and emission strength slots but just get a complete white-out in the domain.

edit: screenshots. I'd like to be able to experiment with the look of the halos. From memory (I'd have to dust off ancient files) there was a way to "harden" the edges of each halo. There were other effects like star rays and rings too. I think you could add textures. Below is the result of me playing with nodes. It's closer to the look I'm after but I've no idea why or how this configuration produces that result. It's not exactly what I'm after. For example, the point density color setting is set to "Age", which I had originally flipped using the color ramp because I wanted the halos to be brightest at birth instead of death. With my blind experimental node set up flipping the color ramp causes the white out I mentioned. So I'm after guidance on how to alter the look of halos in cycles. A pointer to some reference is fine. I haven't come across anything apart from basics though.


texts: blender subsurface scattering scale control with non-color data texture

texts: Is it possible to control the scale for the subsurface scattering shader using a black and white texture.......and what color should i use on my texture to make some parts have larger subsurface scattering scale and smaller scale...?


texts:
I'm working on starting to make minecraft animations.
modelled my character from ingame, it has glasses on the outter layer, added. done all the steps
but when I try and parent the head and the glasses too the "head" bone, the glasses don't move right in pose mode


texts: How do I combine three rendered animated layers?

texts:
I animated these 3 layers and than tried combining but couldn't do it.
I know how to combine rendered images from different layers in compositor but I'm trying out animation.
Please help.!!!


texts: How do I make a free form tail animation?

texts:
I have a quadrupedal mechanical creature that has a tail. I like to make the tail animation natural or kind of adapt to the animation of the body but will return to its original transform when in idle like the ones below. I want to use this as a player in a game made with unity. I just want to mention that because it might be solved with unity instead. Not that I'm sure of.

I have the picture in pose mode but it's straight when in edit mode.

Any help is appreciated.

I'm sorry of the description is not clear. Please point out the things that is not clear so that I can edit the description.


texts: Is there an official headless Linux blender 2.9 build?

texts: I'm creating a render farm and there are no displays and no X11 libs on the render machines. I need a Blender built with headless and also CUDA/Optix (I'll have GPUs); I know I can build it myself if I work at it (I've failed so far), but I'm hoping there's an official build available.


texts: How do you get a shortcut for Export>WaveFront to work?

texts: I made a shortcut by right clicking the export wavefront menu item. Tried "W" but it didn't work. Tried "cntrl W" and got a save message.How do I make an Export to WaveFront shortcut? Couldn't find anything is user prefs.


texts: How can you scale stairs to decrease per step?

texts: Hello, i am buliding some kind of gate or portal. I used the Array Modifier on a block to get stairs and wondered if there is a way to make it decrease per every step. I want the stairs to get smaller to the top.


texts:
since i'm beginer i've been following tutorials of blender guru. Right now i'm on the Anvil series and i got badly stuck.

This is the first thing that happened to me after the baking. So i was trying to flip normals. That didn't do anything. For the baking i had 2 anvils, one for sculpting and first as original low poly. So i applied subdivision on low poly anvil as well and then tried again. But then i got this.

I'm lost, i'll be still googling but if if anyone knows, please help me.

Thank you in advance.

Tutorial video: https://www.youtube.com/watch?v=0r-cGjVKvGw


texts: How can I view a Displacement texture on a model

texts:
I'm making some textures for use in displacement modifiers. The only way I know to view how the texture fits on a model, is it assign to a modifier, and watch how the mesh changes as a function of the texture.

Instead of watching how a modifier changes the mesh, is it possible to simply draw the texture on the surface?  Setting texture-mode in field highlighted below only seems to work for Cycles textures.

Note: I'm working with procedural textures


texts: How to fix this Mesh please (two planes with merged vertices)


texts: Updating plane track after fixing markers

texts:
I'm new to blender and can't seem to find a way to do this, although I'm sure it's possible.

I've tracked 4 points with markers and created a plane track. It was a bit bumpy so I've gone back and fixed up my markers but other than deleting and recreating it- I can't see a way to get the plane track to follow the updated markers?


texts: How can i achieve a fairy's wings material similar to this one when they glow (i'm using cycles).Thank you


texts: Render's shadow always looks pixelated with Blender Render

texts:
i am fairly new to using blender, so i am sorry if this was a really simple error on my part.
as you can see (hopefully) its rendered at 200% because thats what other people did when asked similar questions, yet the end product is still pixelated in the shadowed areas.

EDIT: thank you Duarte Farrajota Ramos, turning the "raytraced" option on smoothed out the shadows perfectly
for anyone interested the render with the raytraced on looks like this:


texts:
The default hotkey for median point is Ctrl + ,  and I want to change it for just ,(comma).

How can I do that in Blender? I did not find this shortcut in preferences?


texts: Animating multiple instances of a single armature within a single animation

texts:
Looking for some animation advise!

How would one go about animating 2 or more instances of the same object/armature?

ie "Armature_A" and "Armature_A.001", in "Action_A".

Moving "Bone_01" applies to both, but I would need them to act independently.

Is there a way to add a namespace separation?

Is there any way other than to give each bone in "Armature_A.001" a unique name from their "Armature_A" counterpart? That wouldn't be such an issue with only 2, but if I wanted to animate 20, or 200, it's suddenly an insanely gruelling task.


texts:
I have noticed that when I edit something in the viewport, then hit Ctrl+Z (still in the viewport) the compositor (open in new region) will still update like I edited a node or had hovered over the compositor node setup while performing the key command. Is this a known issue, or is it a bug?

Do any of you have the same issue?

I am using Blender 2.74


texts: I`ve got closed curve in the center of my mesh. I want to vertices which highlighted by yellow have circle-form, not the form like on the photo. Can i smooth them to circle-form?


texts: How to keyframe the image sequence offset using Python?

texts:
How do I get the keyframe_insert to work with frame_offset? When using it from the image below, you can see that I can add the keyframe by hand, but with "Copy Data Path" I can't make it work with the code though.

def preview_enum_update(wm, context):
print("wm.my_previews = %s" % wm.my_previews)

#load image - first of all
dividedImageBeforeDot, dividedImageAfterSecondDot = os.path.splitext(wm.my_previews)
dividedImageBeforeDot, dividedImageAfterDot = os.path.splitext(dividedImageBeforeDot)

materialName = "Testing"

myMaterial = bpy.data.materials.get(materialName) or bpy.data.materials.new(materialName)
myMaterial.use_nodes = True

node_tree = myMaterial.node_tree

node = node_tree.nodes.get("Image Texture") or node_tree.nodes.new("ShaderNodeTexImage")

node.image_user.frame_duration = 1
node.image_user.frame_start = 1
node.image_user.frame_offset = int(dividedImageAfterDot.split('.')[1])-1
myMaterial.keyframe_insert('nodes["Image Texture"].image_user.frame_offset')


texts: How can I read a xml file and create blender properties depending on the xml data?

texts:
I have a xml file with a bunch of different data that I need parsed and created into properties to access. Here is a sample of the xml file

<ShaderPreSet name="default.sps" shader="default">
  <Bucket>0</Bucket>
  <SupportSkinning>True</SupportSkinning>
  <ShaderParameters>
    <Item name="DiffuseSampler" description="DiffuseTex" type="svt_sampler" registerIndex="0" isRequired="True">
      <Annotation key="UIName" type="string">Diffuse Texture</Annotation>
      <Annotation key="TCPTemplate" type="string">Diffuse</Annotation>
      <Annotation key="TextureType" type="string">Diffuse</Annotation>
    </Item>
    <Item name="matMaterialColorScale" description="MaterialColorScale" type="svt_float4" registerIndex="165" isRequired="False" value="1.00000000 0.00000000 0.00000000 1.00000000"/>
    <Item name="HardAlphaBlend" description="HardAlphaBlend" type="svt_float" registerIndex="164" isRequired="True" value="1.00000000 0.00000000 0.00000000 0.00000000">
      <Annotation key="UIName" type="string">Hard Alpha</Annotation>
      <Annotation key="UIMin" type="float">0.0000</Annotation>
      <Annotation key="UIMax" type="float">1.0000</Annotation>
      <Annotation key="UIStep" type="float">0.0100</Annotation>
    </Item>
    <Item name="UseTessellation" description="UseTessellation" type="svt_float" registerIndex="163" isRequired="True" value="0.00000000 0.00000000 0.00000000 0.00000000">
      <Annotation key="UIName" type="string">Use tessellation</Annotation>
      <Annotation key="UIMin" type="float">0.0000</Annotation>
      <Annotation key="UIMax" type="float">1.0000</Annotation>
      <Annotation key="UIStep" type="float">1.0000</Annotation>
      <Annotation key="nostrip" type="int">1</Annotation>
    </Item>
    <Item name="WetnessMultiplier" description="WetnessMultiplier" type="svt_float" registerIndex="162" isRequired="False" value="1.00000000 0.00000000 0.00000000 0.00000000">
      <Annotation key="UIWidget" type="string">slider</Annotation>
      <Annotation key="UIMin" type="float">0.0000</Annotation>
      <Annotation key="UIMax" type="float">1.0000</Annotation>
      <Annotation key="UIStep" type="float">0.0050</Annotation>
      <Annotation key="UIName" type="string">Wetness multiplier</Annotation>
      <Annotation key="nostrip" type="int">1</Annotation>
    </Item>
    <Item name="GlobalAnimUV1" description="globalAnimUV1" type="svt_float3" registerIndex="161" isRequired="False" value="0.00000000 1.00000000 0.00000000 0.00000000"/>
    <Item name="GlobalAnimUV0" description="globalAnimUV0" type="svt_float3" registerIndex="160" isRequired="False" value="1.00000000 0.00000000 0.00000000 0.00000000"/>
  </ShaderParameters>
  <VertexDeclarations>
    <Name skinned="False">N209731BE</Name>
    <Name skinned="True">S1E9F420D</Name>
    <Name skinned="True">S032243A7</Name>
  </VertexDeclarations>
</ShaderPreSet>

Now for example I want to create a property that is for the  tag. I also want all the properties I create to be a property group and attached to the bpy.types.Object class. Anyone have a clue of how I could do this?


texts: Where is radius parameter for sun lamp in newer version of blender 2.8?

texts: I usually do sun's radius to zero for sharp shadows but can't seem to find that "radius" parameter in newer version of 2.8 what did they change it to? thanks:)


texts:
I'm quite having problems with the twisting of the shoulders I don't know if its the weight, or something about the IK.
This is my character.
https://www.mediafire.com/?5903hn3cjqt9n8d


texts: Can tell me how to get this weight paint option in Blender 2.8 (screenshots inside)

texts:
The guy in the video - https://www.youtube.com/watch?v=YSj1kksmY3I&list=PLyDqgzz1CZ31H5SDLg1j6YCSUJqyMZtnb&index=7&t=6m40s - describes it as "masking mode by vertex" and it lets him edit the individual weight of specific parts of a model by selecting vertices and inputting a number for the weight.

Any ideas of how to get this in 2.8? Thanks!


texts: how can I create simple splash around rocks for water?

texts: I tried this before and had poor results and had to use images as planes for wave splashes on rocks and a boat.  So I was wondering if there is a better way to create splashes of waves around rocks for ocean spray to hide the "flat contact" around the rocks from the ocean modifier.  I used mesh deforms before but that was only for the body of a boat.  I actually would like some proper looking splash water that is not very complicated.  What would I use for this, a particle method? Pointing upward with initial velocity of some sort? Easiest is preferred.


texts: Why won't logo display properly in solid mode?

texts: The curves look fine in wireframe, but in solid part of the "S" and about 1/4 of the bottom of the rounded square is missing (the first picture is wireframe and the second is solid).


texts: Imported character from ROBLOX as .obj doesn't show up

texts:
I am making a Roblox graphic and whenever I open blender and delete the cube and then I tried to import my OBJ of the Roblox character, but it didn't show up.

I've been dealing with this issue for about 1-2 months now.


texts: Dissimilar movement between parent and child in BGE

texts:
In this blend file I have the following problem.

Every time I rotate the "Player" the camera rotates in a radius way huger than it should. Check the "Plane" to verify this or through the camera view.

It used to work fine till I appended the object "Flashlight", which is a child of the "Flashlight_empty". Also when I appended it, it spawned as "Flashlight.001" while I have/had no other object with the same name. I changed it back to "Flashlight". I think it has something to do with the physics boxes, cause when collision box option is deactivated the player has a sphere around it(maybe it is a default thing) while when I activate it goes with the box. I played with it and might have messed it. Anyways it might be something simpler also.


texts: Is it possible to force invoked default transform operator to start/finish with custom event?

texts:
This is a very simplified version of the addon, I'm working on:

import bpy
import numpy as np

def get_oa():
    bpy.context.view_layer.update()
    layer = bpy.context.view_layer
    layer.update()
    oa = bpy.context.active_object
    return oa

def get_basics():
    oa = get_oa()
    def get_ix(oa):
        count = len(oa.data.vertices)
        ix = np.empty(count, dtype=np.int32) # check dtype!!!
        oa.data.vertices.foreach_get("index", ix)
        return ix,count

    def get_sl(oa):
        count = len(oa.data.vertices)
        sl = np.zeros(count, dtype=np.bool)
        oa.data.vertices.foreach_get("select", sl)
        return sl

    def basics(oa):
        ix,count = get_ix(oa)
        slB = get_sl(oa)
        sl = ix[slB]
        return count,sl

    count,sl = basics(oa)
    return count,sl

def go_right():
    count,sl = get_basics()
    if sl < count - 1:
            sl = np.add(sl, 1)
    else:
        sl = 0
    return count,sl

def slct_trgt(count,sl):

    oa = get_oa()
    setSl = np.zeros(count, dtype=np.bool)
    setSl[sl] = 1

    ## deselect all components first
    setF = np.zeros(len(oa.data.polygons), dtype=np.bool)
    setE = np.zeros(len(oa.data.edges), dtype=np.bool)
    setV = np.zeros(len(oa.data.vertices), dtype=np.bool)
    oa.data.polygons.foreach_set("select", setF.ravel())
    oa.data.edges.foreach_set("select", setE.ravel())
    oa.data.vertices.foreach_set("select", setV.ravel())
    oa.data.update()

    ## select targetVtx
    oa.data.vertices.foreach_set("select", setSl.ravel())
    oa.data.update()

#### Right Arrow
class rKey(bpy.types.Operator):
    '''right Arrow Key'''
    bl_idname = "view_3d.print_rarrow"
    bl_label = "print right arrow"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        return self.invoke(context, None)

    def invoke(self, context, event):
        print ()
        print ("rightward")

        bpy.ops.object.mode_set(mode='OBJECT') ## update selection

        count,sl = go_right()
        slct_trgt(count,sl)

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

        bpy.ops.ed.undo_push()
        bpy.ops.transform.translate('INVOKE_DEFAULT')

        return {'FINISHED'}

addon_keymaps = []
wm = bpy.context.window_manager
kc = wm.keyconfigs.addon

def register(wm, kc):
    bpy.utils.register_class(rKey)

    if kc:
        km = kc.keymaps.new(name='3D View', space_type='VIEW_3D', region_type='WINDOW') ## Object & Edit Mode both
        kmi = km.keymap_items.new('view_3d.print_rarrow', 'RIGHT_ARROW', 'PRESS', ctrl=True)
        addon_keymaps.append((km, kmi))

def unregister():
    for km, kmi in addon_keymaps:
        km.keymap_items.remove(kmi)
    addon_keymaps.clear()

    bpy.utils.unregister_class(rKey)

if __name__ == "__main__":
    register(wm, kc)

This works well so far.
I can step over the verticies and transform every one of them if I wish. What I don't like is the RIGHTCLICK to stop the transform operator for verticies I want to keep in place. Instead, I would like is to start the transform operator only, when needed.

Is it possible to initiate with LEFTMOUSE PRESS and end when LEFTMOUSE RELEASE?

Do I have to create my own transform operator for this? (I am aware of the modal template)
Since I plan to reinvoke different operators from history I'd like to avoid that.


texts: I want to convert between curve and particle hair guide.Using the hairnet addon I can convert curve to particle hair.Using the particle system modifier can convert hair to mesh then to curve.But I want to convert the original curve "guide" (These added by emission number or added in particle edit).


texts: how to make animation from different objects motions

texts: I have 50 different configurations of particles in a system at different time steps and need to attach them together to make an animation that shows how they move. Now, I know how to insert each timestep configuration and can generate a good rendering of that as a .PNG image.  But still not sure how to make an animation with all that timestep's configurations. Would you help me with it?


texts:
How does one put a keyframe for a bone(and the part of the mesh assigned to it) to appear/disappear?
If it was another object one could keyframe the visibility buttons but it is a part of a mesh, f.e. a weapon.