texts: Why is the acc variable jumping back to 10?

texts:
I have this code:

import bge
import math
import time

cont = bge.logic.getCurrentController()
scene = bge.logic.getCurrentScene()
own = cont.owner
act = cont.actuators["Action"]
act1 = cont.actuators["Action.001"]
mot = cont.actuators["Motion"]
Empt1 = scene.objects["Empty.007"]
Empt2 = scene.objects["Empty.008"]
Empt3 = scene.objects["Empty.006"]
end = cont.sensors["Actuator"].positive
col = cont.sensors["Collision"].positive
finish = cont.sensors["Col1"].positive

acc = 10
walk4 = False
print(Empt1['Interval'])
print(Empt2['Interval'])
print(Empt3['Interval'])

if Empt1['Interval'] >= acc:
    walk1 = 1
else: walk1 = 0

if Empt2['Interval'] >= acc:
    walk2 = 1
else: walk2 = 0

if Empt3['Interval'] >= acc:
    walk3 = 1
else: walk3 = 0

if ((walk1 + walk2 + walk3) == 3):
    walk4 = True

if walk4 == True:
    cont.activate(act)
    cont.activate(mot)

if not end:
    cont.activate(act1)

xyz = own.worldOrientation.to_euler()
rotx = math.degrees(xyz[0])
roty = math.degrees(xyz[1])
rotz = math.degrees(xyz[2])

if not 'init' in own:
    own['init'] = 1
    own['timer'] = 10.0

own['timer'] += 1.0 / bge.logic.getLogicTicRate()

print (rotx, roty, rotz)

loc = own.worldPosition
print (loc)

if col:
    own['timer'] = 0.0
    print("THAT HURTS!!!!!")

if (own['timer'] > 1.5) and (own['timer'] < 1.8):
    own.setAngularVelocity([0.0, 0.0, 0.0],0)
    own.setLinearVelocity([0.0, 0.0, 0.0],0)
    own.worldPosition = [0.0, -6.83, 1.12]
    xyz[0] = math.radians(0.0)
    xyz[1] = math.radians(0.0)
    xyz[2] = math.radians(0.0)
    own.worldOrientation = xyz.to_matrix()
    acc = acc + 10
    walk4 = False
    cont.deactivate(act)
    cont.deactivate(mot)
    print ("TIMER ERROR! BIG PROBLEM!!!!!")

print (own['timer'])

if finish:
    own.setAngularVelocity([0.0, 0.0, 0.0],0)
    own.setLinearVelocity([0.0, 0.0, 0.0],0)
    own.worldPosition = [0.0, -6.83, 1.12]
    xyz[0] = math.radians(0.0)
    xyz[1] = math.radians(0.0)
    xyz[2] = math.radians(0.0)
    own.worldOrientation = xyz.to_matrix()
    walk4 = False
    cont.deactivate(act)
    cont.deactivate(mot)
    print ("FINISHED")

print ("walk1:", walk1)
print ("walk2:", walk2)
print ("walk3:", walk3)
print ("walk4:", walk4)
print ("ACC:", acc)

As you can see that whenever col is positive the acc variable should become 10 numbers bigger. It does do that, but it then quickly switches back to 10 for some reason, according to the console.

What's the reason for this?


texts:
I need an eyedropper button in my UI.
My question is about how do I use bpy.ops.ui.eyedropper_color() correctly? I tried

layout.operator(bpy.ops.paint.sample_color.idname())

which nicely draws me a button on the UI, but has no function (but also no error message). I also tried

layout.operator(bpy.ops.paint.sample_color.idname())

which is successful, but automatically assigns the color to the active brush, while I need to assign it to my own prop. Furthermore, I need it outside the paint context. ...any ideas?


texts: "Limit selection to visible" Toggle NOT working with Weight Painting

texts:
I recently was attempting to weight paint a project I've been working on for a while, and I realized that while I was weight painting it, the "Limit Selection to Visible" toggle which would usually either limit my weight paint to geometry I can see or not was not actually working. I tried testing this in a new blend file and got the same result.

I recently switched over to a new computer and redownloaded both Blender 2.79 and CATS blender plugin, so I'm wondering if maybe there was some user preference that I forgot to toggle on when my settings and preferences weren't transferred over?


texts: How do I create a new object using Python in Blender 2.80?

texts:
As part of an existing add-on, I'm trying to create an object and add it to the scene using Python. I followed a Blender Cookbook tutorial found here: Three ways to create objects. I use the following code to do so:

emptyMesh = bpy.data.meshes.new('emptyMesh')
theObj = bpy.data.objects.new("object_name", emptyMesh)
bpy.context.scene.objects.link(theObj)

But I get the following error when I try to link theObj to the scene objects:

AttributeError: 'bpy_prop_collection' object has no attribute 'link'

This works just fine in Blender 2.76-2.79, but doesn't work in the 2.80 test build I downloaded. Was there a change to the Python API? Or is this maybe a bug in the test build?


texts: What am I doing wrong in trying to connect a new head to this mesh?

texts:
Fairly new to Blender so bear with me here.
I created a mesh in MakeHuman which I then imported to Blender. It came with a full skeleton and a hierarchy looking somewhat like this.

I wanted to put my own head on the mesh, so I cut off the old head and placed my new head where the old one was. I wasn't entirely sure what to do with the new head to connect it, but I found a tutorial saying that I could add a constraint "Child-of" modifier to the head and attach it to a bone on the armature. This setting can be seen here.

All seems well and good while I'm in pose mode, but if I exit pose mode and go to Object or edit mode, I'm faced with this, which I can only assume means I've done something wrong.

I'm mostly just looking for guidance on how I can ensure all these pieces are properly attached, as I feel I'm missing a simple but important aspect of putting this character together that is going to keep me from progressing. In addition, pose mode is only allowing me to rotate joints (they will not transform in the 3D view) which leads me to believe there may be other problems with this rig. Would appreciate any guidance on how to further diagnose or solve these issues. Thanks in advance!
EDIT: So I've figured out the second half of my question which was "Why are my bones stuck in rotate only mode?". It turns out their locations were all locked in the transform panel. Unfortunately this means when I move a bone it detaches from the skeleton, so I have created another question for myself, but will search for an answer to that as well.


texts: "One or more addons do not have UTF-8 encoding"

texts:
I tried installing an addon and I'm sure I did it wrong, because now I have a warning that I didn't notice before.

The warning icon now shows up next to addons that don't seem to be related to the addon I was trying to install (BoolTool).

How can I make the warnings go away?


texts: How to use an opacity mask in a material in Blender Cycles?

texts:
Following a tutorial about creating a stylised tree, I ran into a problem. The tutorial is for Maya instead of Blender and Substance Designer. I modelled on Blender.

In the tutorial for Maya they manage to insert the basic color map and the opacity mask well, which I can't do in Blender. I have attached images with the problem. I tried to search on the net but I can't achieve showing only the leaves and the branches as it happens in the tutorial.


texts: Meshify a Graphic in order to form and deform it

texts: Is there a way to 'meshify' a bitmapped graphic so I can push and pull it in order (in this case) to simulate the crinkles in a the almond bag? I suppose kind of like uv-unwrapping onto a graphic but I want something more direct. Something like select graphic + add polygons and then manipulate the graphic directly.


texts:
I'm learning Blender and started a project to model an old Leica camera I have. The top section of the camera has a very awkward solid shape, I've bitten off more than I can chew!

In my limited knowledge I basically started with a cube and simply extruded bits, moved vertices around, used edge loops, and added a subdivision modifier. I'm really struggling with all the differing slopes and edges.

Clearly I've approached it in a way which is not really working well, is inaccurate, and not efficient. I'd like to know how people would tend to tackle a shape like this?


texts: Blender 2.9 | Archviz | Fspy | Lighting/Windows/Background

texts:
I'm currently using Blender 2.9*
Topic: Archviz Interior from photos and cycles.
I'm learning to do interior design from photos. I use Fspy to import the image into Blender and model the room from there. The issue I am having is the windows and their lighting. My projects are supposed to be realistic representations of the actual photo, therefore, I am required to maintain the scenery that you see looking out the window in order to accurately represent the space and location.
When I camera project the room onto the model, I have a good result of the actual room and how the lighting is from the photo. But if I add furniture or other assets, it is no longer accurate since I have no actual light source to mimic. This must be possible since I see certain businesses doing this for virtual renovations and such.
I've been struggling with this for some time now, and cannot find any tutorials or info that address this. Most tutorials either use an hdri image for lighting and background, or they make the light from the window so over exposed that it shows no background at all.
Any help would be greatly appreciated.
Thank you


texts: Cannot pass arguments to Python script when executed by blender.exe

texts:
On Windows, I'm trying to have blender.exe execute a Python script that internally uses the argparse module for the arguments handling. What I'm struggling with is how to properly pass the arguments that the script expects on the command line.

I'm well aware of this similar question that was already posted here but the solution that is proposed there does not seem to work properly.

First, the script that I want to execute looks as follows:

import argparse
import os
import sys

def parse_arguments():
  parser = argparse.ArgumentParser()
  parser.add_argument('--input-folder', help='Folder containing the files to be imported', default='WhateverFolder')
  parser.add_argument('--output-file' , help='The path of the file to be created'        , default='WhateverFile')
  return parser.parse_known_args(sys.argv)

arguments, unknown = parse_arguments()

print('\n--input-folder: %s' % arguments.input_folder)
print('--output-file : %s'   % arguments.output_file)

print('\nAll arguments:')
print(sys.argv)

print('\nRecognized Arguments:')
print(arguments)

print('\nUnknown Arguments:')
print(unknown)

According to the already mentioned similar question the arguments that shall be supplied to this script need to follow the sequence -- because apparently that is how blender.exe recognizes arguments that it shall not process and instead forward.

However, when invoking the script as follows the script output shows that the parameters are not properly processed by argparse.

"%ProgramFiles%\Blender Foundation\Blender\blender.exe" --background --python test.py -- --input-folder OtherFolder --output-file OtherFile

The output that the script generates looks as follows:

Read prefs: C:\Users\<MyAccount>\AppData\Roaming\Blender Foundation\Blender\2.79\config\userpref.blend
found bundled python: C:\Program Files\Blender Foundation\Blender\2.79\python

--input-folder: WhateverFolder
--output-file : WhateverFile

All arguments:
['C:\\Program Files\\Blender Foundation\\Blender\\blender.exe', '--background', '--python', 'test.py', '--', '--input-folder', 'OtherFolder', '--output-file', 'OtherFile']

Recognized Arguments:
Namespace(input_folder='WhateverFolder', output_file='WhateverFile')

Unknown Arguments:
['C:\\Program Files\\Blender Foundation\\Blender\\blender.exe', '--background', '--python', 'test.py', '--', '--input-folder', 'OtherFolder', '--output-file', 'OtherFile']

Blender quit

As can be seen, the default value of arguments.input_folder does not get overridden with OtherFolder, nor is arguments.output_file set to OtherFile.

If I discard -- before the script arguments the script the outcome is as expected, i.e. arguments.input_folder is OtherFolder and arguments.output_file is OtherFile.

But the problem is that now blender.exe seems to interpret these arguments as something it needs to process which results in the following error message:

Error: Cannot read file 'C:Temp\--input-folder': No such file or directory

I'm using Blender for Windows, version 2.79b 64-bit.

What am I missing here? What is the proper way of passing command line arguments to a Python script invoked by blender.exe on Windows?


texts: Letters not hit by light or causing shadows?

texts:
Ive uploaded a screen shot of my session, where hopefully you can see the word i've next to a cube. I have a spot lamp above which can been seen hitting the cube. But the letters arnt affected in anyway. I was hoping the light would hit the letters and cast a shadow? Hope can I make this happen?

Many thanks,

J

here's link to the program, it's a new one with a similar problem. Theres a falling man but his shadows is square. Theres no material attached to the image? here's a screenshot:


texts:
Clicking Animation under Render or typing bpy.ops.render.render(animation=True) in Console won't render my simple example. Why?

I managed to render it as jpg, but will not work as video formats. I plan to to convert it to gif with ffmpeg from a H.264 or MPEG4 afterwards.

Traceback (most recent call last):
  File "/usr/lib/python3.4/code.py", line 90, in runcode
    exec(code, self.locals)
  File "<blender_console>", line 1, in <module>
  File "/usr/share/blender/scripts/modules/bpy/ops.py", line 188, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Error writing frame


texts: How to scale same material on two different objects separately without affecting the other?

texts:
Want to use the same material on two objects,but when trying to change the scale of material on one object the other gets also affected.
How can I do it separately.


texts: AO map is pixelated. Any way to fix it? (pictures below)

texts:
My low poly map is fairly big and that is probably the reason. I created an image of 4096*4096 and here is the result:

Is there any good way to create a high-quality ambient occlusion map for models like this, or is upping the image resolution the only way?

Would like to make it look it like this:

Ambient occlusion has been turned on with strength of 5 in the picture above

Any suggestions?


texts:
The texture of my rocket launcher doesn't want to change, only a part of it however, as you can see in the pic below:

Information on the thing:
The part was copied from another model


texts: How to change modifier keys for navigation?

texts:
Presently when I press the space bar I am able to then use the mouse to rotate the scene, however I'd like to change this to ALT key.

How can I do this?


texts: How to draw a 2D bounding box of a 3D object

texts:
I'd like to visualize a bounding box of a 3D object in the 2D rendered image like in the example image below.

My idea is to use the line draw function presented here but I don't know how to transform the 3D bounding box coordinates in the object into 2D coordinates for the line drawing.


texts:
So I'm trying to port the Voyager model by Eric Flat from 3DS Max in to Blender. And I've tried looking for a possible fix to this, however I've been unable to find a solution.

When I try to import the model to Blender this happens to it

This doesn't happen with other formats other than the 3DS format either. While I can use an OBJ format, the mesh is a little odd with it. I've tried ALT + G as well as clearing the LOC, ROT, SCALE values.

However the model itself isn't like this in 3DS MAX

I'm not sure why is this happening either, I've also ported another model from MAX using an FBX format, and it imported in to Blender completely fine.

These are my import settings

If anyone knows a way to fix this without changing to another format, I'd greatly appreciate the response.

Blender version: 2.79


texts: Transparency in Eevee Blender 2.81 not working

texts: I'm editing a tank and I followed transparency for glass tutorial using nodes. I would also like to ask why is my preview different with my rendered? I'm also new to blender so there's probably something wrong Im doing. I've also tried all the tutorial but still shows the same result.


texts: How to reload linked libraries from script?

texts:
As far as I know there are two ways to reload a linked library (so the linked objects update to the state they are in the source file) in Blender 2.8:

Close and reopen the file with the linked library.
Reload button inside the Outliner > Blender File > RMB (over the linked linked .blend file) > Reload.

The reload button seems to call an Outliner operation: bpy.ops.outliner.lib_operation(type='RELOAD'). But I think is not a good idea to call bpy.ops.outliner from a script (neither I can find a way to do it). I think must exist some other call over bpy.data to to the same thing (and safer than call a operator), but I cannot find it.

Is there a way to reload the linked library from a script? If the only way is calling the above mentioned "outliner operation", how can I call it from a script?

  I'd like to iterate over all linked libraries and update them.

Thank you.


texts:
AV sync is turned on. Still the sound moves out of sync after render.
The video I'm trying to edit has a strange fps: 30.159052 when I view the codec information in VLC media player.
I'm guessing Blender cannot work with this fps, and there seems to be know way to adjust it on my Galaxy A10E prior to filming or import into Blender.
The custom FPS button is grayed out, so I cannot adjust it from there

Any suggestions? Not sure how to add the file for your inspection... I wouldn't bother anyone with this, but I've spent 10 hours trying to solve it without success. Thanks for any help.


texts: I made a sea with fluid simulation in blender 2.79 and I would like to append it in blender 2.8 but when I try it all my materials are burned, total white. Does anyone know how to fix it?


texts: How can I get an entire 2D Bezier Curve Object to accurately curve over a bezier curve modifier?

texts:
I am trying to take a glasses object that I created with a 2D Bezier curve and then bend them over a bezier curve via object modifier to make them the actual shape of the of the glasses rather than a flat, projected 2d version of the shape. Problem is that it's only curving the beveled edge of the object, not the rest of it. I am still a novice and would really appreciate the help!

Here's how it's rendering from the side. Only the beveled edge of the object is actually getting brought forward on the y-axis.

Thanks again, I really appreciate any help I can get.

EDIT: Here's the .blend

The settings I'm using on the "Glasses Front" object are the default "Curve" Deform modifier settings, using the "Glasses Shape Curve" bezier curve as the curve and using the X-axis for the Deform Access. Running Blender 2.73.


texts: How to overlap between centers of edges while maintaining the uv shapes?

texts:
I want to overlap the center of the bottom edge of the rectangle uv with the center of the top edge of the square uv.
How can I achieve this using Blender's uv editing tools?


texts: when I use the glare-effect with a background it works perfectly, but when the background is transparent the glare-effect doesnt overlap the objece, meaning it doesnt show on the transparent background.The glare streaks shoud go beyond the space of the object, but doesnt.


texts:
I am doing a animation for my school, but for some reason whenever I go into render view or I try to render the animation my mesh plane doesn't show up, and
I haven't hidden it and I also haven't moved it to a different layer
Please help asap!
Edit: Thanks for taking interest in my problem, here are the photos you asked for!


texts: Is it possible to insert a keyframe to a metaball element?

texts:
I think everything is in the title : I want to deform my metaball object during animation.

Let's explain a bit more : I have several metaball objects in my scene, each of them composed of several metaball elements.

mball = bpy.data.metaballs.new("my_ball")
obj = bpy.data.objects.new("my_object", mball)
elem1 = mball.elements.new(type="BALL")
elem1.co = Vector((0,0,0))
elem2 = mball.elements.new(type="BALL")
elem2.co = Vector((2,0,0))
bpy.context.scene.objects.link(obj)

(There are also stiffness, radius... that I didn't wrote for the sake of clarity)

This object can move/rotate with

obj.location = Vector((1,2,3))
obj.rotation = Quaternion((1,2,3,4))

and be animated simply with

obj.keyframe_insert(data_path="location"/"rotation", frame = 1)

Also, it must be able to fusion with other objects, so those objects are named "my_object.001", "my_object.002", ...

Now, the problem is that I want to deform the object during the animation :

elem2.co = Vector((0,2,0))
obj.keyframe_insert(data_path="location", frame = 100) # Of course, it doesn't work

One solution would be to use only objects with one metaball element each, and use lists of metaball objects for my (semantic) objects. But it will be particularly difficult to handle rotations...


texts:
I'm attempting to recreate tiny brick imperfections similar to the Lego Movie, but I'm having a hard time finding realistic textures to accomplish this effect.

Generating a mix of noise textures and scratches comes close, but still looks a bit too artificial. Any idea what kind of texture I'd need to create/find to reproduce something like this?


texts: How to export FBX with random colours generated by shader and particle system?

texts:
I'm using the particle system to randomly generate items instead of manually doing it one by one, and then I'm utilizing shaders with a color ramp and random to randomize the base color of the particles.
Problem is when I export as an FBX, it refuses to export with the randomized colours, it just sets all the particles to blue.
Is there a way to fix this or am I going to have to do each particle manually? I mostly use blender for exporting objects instead of renders, wondering how useful shaders will be to me if at all.
Thanks.


texts: Blender Importer/Exporter Addon updating to 2.8

texts:
I guess I need help. I have a plugin (not my code, no OSL) that was written for Blender 2.7x and was working well. It was importing and exporting certain game specific mesh formats. Now I am trying to convert that script for my personal use to Blender 2.8x.
Never been written some Blender addon at all, so my first attempt. A lot of changes I've done already and the plugin is flawlessly activating/deactivating in Preferences now, which is good.
My problem was: I was checking import/export menu (like I am used from Blender 2.7) but the addon doesn't show the options there. First I thought it was not working but I've noticed now it is in the Shift+A menu (where it adds a new type, which is working as well). But it's very unusual to have importer/exporter options in that menu? :)
Can someone point me in the right direction why it is doing that and how I can get it in the exporter menu properly?


texts: Can you view 2 or more layers simultaneously?

texts:
Is it possible in Blender to view 2 or more layers at once?

Thank You


texts: Is there a way to smooth a selected patch of vertices but preserve the contour?

texts: It is really irritating the way that Smooth shrinks the entire selected contour, especially after several applications.  For me, this almost always introduces additional distortions that can be almost as hard to fix as the original irregularity of the surface I was trying to smooth.  Is there no version of the Smooth tool that will maintain the border vertices/edges in their exact position while smoothing all the vertices inside these borders?


texts: Is there a way to fill in hollow objects?

texts: I am trying to make a mold of the human airway.  To do so I need to subtract the airway components from a block, then 3D print the mold.  It appears that all components are hollow, is there a way to fill them in?


texts: Why scaled animation rotates only half a way?

texts:
These are simple cylinders with one bone. I've created a simple animation in smaller cylinder. I've noticed that when I scale the cylinder up, it rotates only half a way in its animation.
I've made this comparison:

Why the bigger mesh doesn't rotate at full angle, like the smaller one does? I feel that this is something really basic, but I don't get it. Please help.

Edit: Additional gif:


texts: I'm trying to set up some greeble panels and I keep getting these undulating faces when I use a displacement map. I am using a pretty high res 6000x6000 PNG to generate the displacement but I can't figure out why the faces aren't smooth. The subdivision level should be high enough to accommodate the details (its on level 4 with 10,000 polys to start) but it doesn't for some reason. This happens when I use the node render based displacement through cycles as well as the evee method with using subd and displacement modifier. Here are some screen shots to demonstrate what I am talking about.


texts: Correct way to delete double material on object by exact words inside

texts:
I try to excluding objects except 4 types, the objects in question have these letters in the name, but they are not always in the same place, for example ".Type1.001" to delete duplicate material , the script without the list work fine:

import bpy

mat_list = bpy.data.materials
scene = bpy.context.scene
obj_list = [".*Type", ".*AnotherType", ".*Example", ".*AnotherExample"]
patch_list = re.compile('|'.join(obj_list))

get_objs = [obj for obj in scene.objects if  obj.name == patch_list ]

for o in get_objs:
    for slot in o.material_slots:
        if slot.material.name[-3:].isnumeric():
            if slot.material.name[:-4] in mat_list:
                slot.material = mat_list[slot.material.name[:-4]]

return


texts:
This is making me go nuts. Whenever I'm trying to go to the numpad view, instead of going into the 2D and showing only 2 axis, it's trying to show and think about the depth of the third axis.
This is how it should look:  This is how it looks instead:  Please help me, it has been bothering me for a while but I can't even find anywhere how to fix this (oh also the background isn't full of cubes either.. :(


texts: Will Blender Sensei Format work MacOS and Win10?

texts:
I have a computer with Mac OS Sierra and I also have a laptop running Win 10

Has the Blender Sensei Format addon updated to work with both operating systems?


texts:
How do you jump through animation keyframes in a loop? Currently when using the "jump to keyframe" hotkey the playhead stops on the last keyframe rather than going back to the start.

I can press "Spacebar" to loop an animation but I'd like to loop through keyframes with a hotkey.


texts: How do you animate more than one Rigify rig in a single scene?

texts:
I'm trying to create a set of animations for two human characters which will then be exported into Unity. Ideally this import will be as a single fbx that includes the two character models and all animations, which I can then use to trigger an animation by name (e.g. "shake_hands") which will then trigger the hand shake animation on both characters.
These animations need the characters to interact directly (e.g. shaking hands etc), so I assumed that the best way to ensure the interactions worked well would be to animate both characters in a single scene in Blender. I'm new to rigging, and Rigify looked like a powerful but simple tool, so I decided to use that. I heard about problems with generating two rigs in the same file, so I created the two models (for the two characters) in different files. I created a new file and appended my two models to it (by specifically going in to the Object folder and grabbing the meshes and rigs rather than going by the scene route). I had experimented with animating a single character first of all, so one of the armatures came with some animations already. By that I mean one armature had some actions set up for it, with keyframes for bones in that armature.
I assumed that when I thought about "an animation for two characters" what that really meant was "an action that has keyframes for both armatures". This means that I assumed that animating the second character would be as easy as adding keyframes for the second armature to the existing action. However, when I started trying to do so by putting the second armature in Pose mode, opening the action editor, going to the existing action and adding keyframes for bones, the bones of the first armature took on the poses that I set for the second armature, overwriting the animation. I assumed this was because the animation (the dope sheet specifically) refers to bones by names, and thus because Rigify generates the same bone names each time you generate a rig, the keyframes ended up being assigned to both copies of the bones with the same names.
This seemed weird, but I set about renaming the important bones of the second armature, so I could keyframe them separately, but now the Rigify UI started to fail, as tools like "Snap IK to FK" etc relied on bone names that were no longer there. I considered merging the two rigs into a single armature out of pure frustration, but that would have been even worse to work with.
Am I misunderstanding some part of the process? Is there a reason why noone on the internet seems to be talking about having this problem? The whole time I was working on this I couldn't shake the feeling that there has to be an easier way: so is there?


texts: I don't know the proper term, but I'm a new blender user and I was trying to create a light and the shadows from it are very clipped, but only on Eevee. Works fine on cycles.


texts:
I have problem with white color. If selected white color I got gray color.

What can be problem?


texts: Can we use the shape of an object that is instanced to particles with dynamic paint

texts:
So the general setup here is to use an animated particle emitter set as dynamic paint brush, which will cause deformations on another object set as dynamic paint canvas. The latter object has its surface type set to Displace under the heading Dynamic Paint Advanced.  Using this basic setup, when the particles make contact with the surface, the deformation in the canvas is a sphere shape which reflects a point with a radius.

Now when another object is instanced to replace the particles using the setting Object which is found in the particle settings' Render area, the particles now show up as the object that is attached here. However, the surface deformation that takes place on the brush canvas is still sphere-shaped.

So this brings me to the question, can we make the deformations that take place on the canvas reflect the shape of the object that is replacing the particles?


texts: I want to put an M2 (blue) bumper on an F30 (red). I downloaded 3d models for the cars, and I have everything lined up, now I just need to merge them somehow into a single seamless bumper. Do I just try to match topographies and vertex weld everything? I think that way I will get a visible line at the merge point. Anything else you could recommend?


texts: I have a problem making a anvil and i cant seem to find the cause

texts:
im a beginner trying to get the hang of blender and while creating an anvil i found
this problem there seems to be my good mesh inside of this bad mesh i cant seem to find the answer anywhere. at the bottom you can see it the most but if i try to drag the model by any part the good model comes through whiste the blocky and bad looking one stays any ideas?


texts:
I see that it's possible to call a basic exporter, like fbx, with a command like:

bpy.ops.export_scene.fbx(...)

But, what if I want to use any of the other exporting format like STL, PLY, or Babylon? Is there a way call these other exporters? Or any other exporters that could be defined in an addon?

A way to call any exporters by just specifying the name of the addon.

Thanks


texts:
I have made a simple bezel in a cube.
When 3D printing the model the segments are very pronounced.
Is there a way to "smooth" these segments so that when printed they are gone?


texts: Hide smoke domain objects in OpenGL quick render

texts:
Is it possible to hide the domain object for a smoke simulation in an openGL quick render without hiding the smoke?
The domain can be distracting in preview renders even when rendered as a wireframe.
Toggling the visibility of the domain hides the smoke as well.

Is this possible?


texts: Having trouble implementing a function in the node editor where the source uses if/else logic

texts:
I am creating a color saturation node group in blender as an exercise. This is the code I'm trying to implement:
RGBtoHSV= function(color) {
    var r,g,b,h,s,v;
    r= color[0];
    g= color[1];
    b= color[2];
    min = Math.min( r, g, b );
    max = Math.max( r, g, b );

    v = max;
    delta = max - min;
    if( max != 0 )
        s = delta / max;        // s
    else {
        // r = g = b = 0        // s = 0, v is undefined
        s = 0;
        h = -1;
        return [h, s, undefined];
    }
    if( r === max )
        h = ( g - b ) / delta;      // between yellow & magenta
    else if( g === max )
        h = 2 + ( b - r ) / delta;  // between cyan & yellow
    else
        h = 4 + ( r - g ) / delta;  // between magenta & cyan
    h *= 60;                // degrees
    if( h < 0 )
        h += 360;
    if ( isNaN(h) )
        h = 0;
    return [h,s,v];
};

This is the part that I am struggling to implement:
    if( r === max )
    h = ( g - b ) / delta;      // between yellow & magenta
else if( g === max )
    h = 2 + ( b - r ) / delta;  // between cyan & yellow
else
    h = 4 + ( r - g ) / delta;  // between magenta & cyan

I am trying to figure out how to chain math comparison nodes in the right way but I am just stuck.
Here is the node group so-far (Updated):

At the very end is where I am stuck. I'm not sure how to set up a three-way if/else node structure.
If r === max, else if g === max, else catch-all.
Any help would be hugely, hugely, appreciated!


texts:
Someone might already have asked this but is there a way to Texture paint multiple objects that are not joined?

Do I need to be painting each object individually or is it possible to paint on all of them if I joined the objects together?

I'm trying to paint some details by hand. Making it look like its been outside a while, used. So it will have scratches, bumps, dirt, some paint and lettering that is hard to read. I've seen examples of people using just color to make texture, basically painting... This is going to be my first time texture painting an object but I wanted to see if there was a way to paint the whole thing at once.

Thanks!


texts: Shrinkwrap a curve without affecting its geometry?

texts:
I'm trying to create a "cable" (i want to animate the start/end-point of it later) on a surface.

As you can see the shrinkwrap modifier is doing a pretty good job:

But as soon i try to bevel the curve it looks completely destroyed:

Is there a way to maintain the curve without affecting the geometry?


texts: Vanishing save files that both do and do not exist on hard drive for Mac, what is happening?

texts: I am using the latest version of Blender (2.90.1) on an iMac pro with Catalina 10.15.7. I'm working on a project and I save the file in a save folder i created under the file name "Relax.blend" all goes fairly well for a while and then one of the random times i figure i better save it there is a message in the blender info strip in red that says file type not supported, file saved with an "@" symbol. When i check my finder window for the save file there is only a file named "Relax.blend@" there for a save file. If i close and reopen blender and try and select the original "Relax.blend" save from the blender startup window it prompts with an unsupported file type and the option to select it again disappears (same goes for the drop down menu of opening recent files under the file menu once starting a new file; the option disappears) if I return to my finder window and attempt to remove the "@" and turn the extension into a .blend file it tells me there is already a file under this name. if i change the name to "Relax1.blend" it will then open properly again... then, sure enough, the same thing happens with the "Relax1.blend" file and again when i try "Relax2.blend". I have tried using search on my entire hard drive for any of the relax .blend files but they dont show up, and i can no longer name any files those names because they are already taken. so the computer both does and doesn't recognize the files existence; i cant name files the same name but also can't find the files to delete them. What the heck is going on!? Where are these files? at this rate im going to have 500 versions of the same file that i can't see using up space and names on my computer. does anyone have a solution or idea what is happening?


texts: Transparent Image different in viewport than render

texts:
Bit of an issue here, trying to render this glass scene

Looks fine in the viewport, but when I hit render

Does anyone know the cause of different view port and final render, and how to fix it?

Here's my Blend File


texts: How do i stop simulating rigid bodies past a certain point?

texts: I just started using blender last week and I've been messing around with physics simulations. Right now I'm using Magicavoxel assets for a destruction simulation and I noticed that a lot of parts fall off the edge of the plane and fall into the void. My question is how can I stop simulating the objects once they get past a certain point. It feels like a waste of processing power to calculate the physics for hundreds of cubes that will never be seen.


texts: Why is my lenght in Array Mod not matching up with Transform Menu in 3d veiw?

texts:
Made array of boards..wanted a Spec length of 24" in Array with a 1/2 gap.
Array did not work(?)
Entered 24" in my Transform Menu but my array length box = 60"
x = 48"
y = 24"
z = 1.6"


texts: rigged character model 'ripping and warping'?

texts:
My apologies if this question has already been answered. I am a complete beginner and do not know the 'term' for it.
I have rigged my character model using rigify but the character is completely being 'ripped' when in pose mode.
hair is stretching, clothes do not move from original position, and eyelashes stay in the same place as if it is 'locked'
Ive tried finding the answers to the solution for a whole day yesterday with no avail. I would at least expect everything to move around as if it is 'one'?
Everything is grped together to the rig being parent.
Any genius' here kind enough to show me the way?
Thank you kindly.


texts: can you place markers on an axis or define constraints on the size of a mesh

texts: I'm a novice to blender and 3d modelling software in general. I'm making a game involving custom character parts and I have constraints needed on the length along the x axis. For example the width of a torso part so shoulders and arms can fit properly. I'm wondering if you are able to define constraints within blender on the mesh or place some kind of markers on a axis


texts: I have a stream of spherical particles, being emitted from a cube face, going through a plane as shown in the crude image below. I'd like to have some of these particles be deflected by the plane at an angle back toward the cube (but not directly at it). I am not sure how to do that. Should I create a second particle system? And then, how can I get the particles to deflect when they hit the plane? Thank you!


texts: How can I make a stencil control more than one textures? I got it to work with only one but each image has 4 channels for RGBA so how can I use them all separately?


texts: How would you make an edge circle around a cone?

texts: I tried using the knife tool, which turned out to be a disaster since I have partially paralyzed hands.  I tried loop slide and whatever and it appeared to not do anything.  I tried subdivide and got something I think I can work with but there has to be an easier way.  Can anyone give me a hint or a link to a good basic tips tutorial or anything?


texts: Can you curve 1 edge without adding more edges to it?

texts:
I've scoured the internet for how to make a simple, single curve from 1 edge, but apparently that is some monumental task in Blender lol

Here's a picture of what I'm working on:

I'm just trying to curve the selected edge to make it match the green curve to its left

I use Blender pretty much exclusively to rig clothes to 3D models, so about anything outside of that is foreign to me, but I'm trying to slowly venture out to learn more so I can use less other programs

Anyway, is there any way to curve this lone 2D edge without having to add more edges? Everything I saw online mentioned beveling, which as far as I could discern, involved me making and selecting more edges to curve, which won't work, need the number of faces to stay the same and for it all to stay in 2D in this step

Sorry if this is a dumb question, but I seriously cannot find anything that tells me a way to curve a 2D edge, which is driving me insane. I know there has to be some way to do it, even if it's not simple for whatever reason

Thanks


texts: Placing text on a curved surface in 360 degrees

texts:
0

I am still very new to modelling, and have been scratching my head on how to make this thing work. I am trying to model a guitar knob. I want to engrave a font on the front surface with numbers like this:

The problem is, the extruding part of when I engrave the font is not perfect. I could not make the text curve inwards, so it lays perfectly like the sample shown above. Here is mine currently (very horrible):

And here is the horrible view from the side:

I am using Blender 2.8X by the way. The method I have used is to add a text, and created a circle curve and let the text follow the curve.

Thanks a lot guys!


texts: Feathered wing - how to keep feathers from colliding with eachother?

texts:
I am a brand new Blender user, but loving it.  I am jumping in with my first project, to build and rig a properly functioning feathered raptor dinosaur.

I've hit a roadblock trying to rig and animate the feathered wing/arm of the raptor.  Each individual feather is made from a modified cube.  All the feathers are parented to the armature rigged to the arm.  When I pose the arm, the feathers are all moving correctly in relationship to the arm.  However, the feathers intersect each-other in certain positions.  I have turned on rigid-body physics (passive) for the feathers and tried to adjust the collision margin.  Nothing changes however.  What do I need to do to get these feathers responding to collisions with each other?  And how can I make sure they stay in position in relation to the arm while they collide?

I apologize if there is a really simple solution.  I am still learning the vocabulary needed to search for solutions.

Thank you!
Ari


texts: Textures and colors not imported from OBJ file when using Cycles render

texts:
I'm trying to import a bunch of models from OBJ files (with their MTL files) to a blender scene that I have.
When using Blender Render the materials and textures are imported successfully.
But when using Cycles Render the material names are imported, but not their actual data.

This behavior is also noted by How can I get a .MTL file to show on an .OBJ model I imported in Cycles?

Is there a workaround for this? I prefer to use Cycles for my rendering (for using GPU devices, and node control).


texts: Trying to recreate an effect that envolves emission and cant get it right at all

texts:
this is a picture of the effect I am doing

The original work: https://instagram.com/p/BjFdQfEgthj/

I just can't seem to get the same glow like effect. I'm not sure if I am missing something with the emission material itself or is it the surrounding elements that are making it realistic.

when I made it I just added an emission shader, I'm assuming there should be other stuff with it too but mine just ended up looking extremely dull. ignoring the imperfections on the glass, the glow in mine is just meh and not even glowing at all. am I missing something big with emissions? increasing the emission value just makes it white so that didnt help either


texts: Humanoid Rigify help: I tried everything but still getting: Warning: Bone Heat Weighting

texts:
I know this is a duplicate issue, but could someone help me to understand why I'm getting this Bone Heat Weighting Failure.

I've gone through the forums and youtube and tried around 8 or so different suggest fixes, but no luck.

I'm fine with the module being one mesh. I've tried loosening vertices and I noticed it broke the mesh into parts with the finger and toe-nails separate. I'm not sure if this has anything to do with the issue but I'm certainly fine with that all being one mesh.

Here's a couple different links to download my latest file post fix attempts:

or
http://pasteall.org/blend/index.php?id=48571

or the same via google drive:
https://drive.google.com/open?id=1h5clTGbx5VgVXsM_of0sWlLiA1JV-adi

Also, if it's helpful, here is a blender file with the metarig before I generated the rig:
https://drive.google.com/open?id=1J7K-05I6SjhW6dz2TkWKgoT3RJXrzX0W

If it turns out the issue has something to do with the fact that I deleted the meshes for the eyes and inside of the mouth. Here's the original model I was using:
https://drive.google.com/open?id=1xFYN7ueDiSUrRH8BI1XkZPzgifNrJ5yq

I simply deleted all the extra meshes to try and simplify my issue. Ideally I want to work with those other meshes and rigify, but I'm starting out simple.


texts:
How can I set the output socket type of a nodegroup output socket from python?

I don't even know of any good way to do this in the UI.. The only way I know of in the UI is to connect a node output of the type I want (e.g. a yellow color output) to the Group Output node.

I tried setting socket.type, however there is no error message and the socket type does not change.

This is important because the default is a 'VALUE' socket, which converts colors into grayscale.

Here is the relevant part of my script:

main_group = bpy.data.node_groups.new(type="ShaderNodeTree", name="Object Color")
main_group.outputs.new("NodeSocketFloat", "Object Color")
output_node = main_group.nodes.new("NodeGroupOutput")
output_node.location = (600, 0)
output_node.inputs["Object Color"].type = 'RGBA'


texts:
I have two mesh objects.

I want to extrude one object in such a way that it traces another object.
I could have sworn I'd seen this done in a tutorial once, but I can't remember how and can't find it via googling or other Stack Exchange posts.

In the image, I've extruded once along the edge and once continuing away from the loop. I'd like to have each extrusion match the vertices of the loop in both position and rotation.

I looked at the possible duplicate, and it's based on both objects being curves. I was able to convert the loop to a curve, but not the circle quarter. I'm not sure why. And trying to recreate it as a curve opened another can of worms I'm too inexperienced to deal with.


texts:
I'm new of Blender but I'm learning fast. For modelling etc. everything is quite ok... a lot of informations can be found online and usually are quite small stuff such as a shortcut etc.

My problem comes with the rigging of an animal's leg. As long as I work with "humans" everything is ok. But animals have something different... while humans have a knee, animals have the leg that bends in two points [knee and heel].

While for humans you setup the IK chain from the heel for an animal I setup it from the paw [animals walk with the knee "high"].
But if I set up the IK chain from here I have two problems:
1. I can create a target just for the first bone that is part of the IK chain [in this case the one that goes from the paw to the heel] but not for the knee. This means that if I stretch the leg and then I compress it again I risk to bend the knee on the other side.
2. The IK chain works great with two bones, but if I add a third one the second and the third appear like "fused together" and the knee remains blocked.

Is there a way to sort this out? Probably is me that still ignore some stuff but I'm keeping this project as something that I can use to improve...

Here is the .blend file:

Thank you in advance
Bes


texts: How to disable multiple objects selected in outliner?

texts:
My questions are :

In outliner i selected list of objects and want to disable/enable them (turn on/off monitor icon). How can i do this ? 'ALT' doesn't work for multiple on this case.

can i attach shortcut to switch this disable/enable ? when i right click the monitor icon, there's no option to add shortcut.

Thanks


texts:
This is my first question here. So hello. Anyway, my question is: how could I make it look like a mesh is covered in feathers?

For example I am making a few scientifically acurate dinosaur models i.e velociraptor and many were covered in feathers.

I need to be able to see it both on render (cycles) and when I export my mesh into the unity game engine.

Textures or a modifier of some sort? any help would be fantastic!


texts: Problem with transparency when using two world images

texts:
In my setup I have two environment textures applied to my world. They are mixed using the factor of Is Camera Ray, like so:

The first environment node has a color grid, which is used for illumination. The second has a uv grid, which is shown to the camera.

So far, so good. If the scene is rendered with diffuse shaders this works perfectly. But when throwing transparency and reflections in the mix, things go south. Transparent objects will show the illuminating environment (color grid) rather than the one that is visible in the render (uv grid). Here's a quick render to illustrate the problem:

I can see why this is happening so probably I will need to look for an alternative route. Suggestions are very welcome!


texts: I was following the camp fire tutorial on the blender guru YT channel, and i've run into a problem when I try to render my scene. In the tutorial, it says to switch from GPU to CPU for rendering. I can't even see that option in rendering tab though. The fire works just fine otherwise, and i followed the tutorial exactly. Any ideas why the rendering won't work? Thanks in advance!


texts: How to export animations as animation clips to a colladae file

texts:
I am newer than new to blender and i want to export multiple animations
In page 48 and 49 of the colladae 1.4 docs it specifies animations clips can be used to specify multiple diffrent animations as clips each having their own start and end time which is what i need here.
Here i am using blender 2.8 and this is how my scene looks. I am using a dope sheet to create 2 seperate timelines for my 2 animations. Clip1 animation moves the cube in a circle while Clip2 moves the cube in an square. Here is how my scene looks

But when i export my scene to an colladae file leaving all the options for exporting there exactly the same when i first installed blender. I don't see an animation clip library in my colladae file, the file was viewed in eclipse xml viewer.

In fact only the animation of the currently selected clip was exported and other one was lost meaning if I selected Clip1 and exported only that animation was exported and Clip2 is lost and vice versa.
How do i export these 2 animations as animation clips in colladae file format? Basically i am writing an colladae file importer for an library in opengl for importing multiple animations and i need these clips to seperate them


texts: How can I decimate a model to make it fatter?

texts:
I've got some grass I am using for my game.

However, it is very vertex intensive. It looks great close up, but here is a screenshot of the bush far away (rendered in-game):

As you can see, I can barely see any of that detail in the first blender image! All these vertices are going to waste on extra processing and add nothing to the game.

The obvious option is to decimate it:

However, that makes the grass THINNER when I decimate it (Loading the model into the game, I cannot even see it due to how thin the "blades of grass" are). I would prefer something that merges the bits of grass together to make it more into one big clump with less vertices.

I would basically like to decimate the object but allow it to keep it's current shape.

How can I do that?


texts:
I'm doing a character for a (very) low poly game. Since I already had a very basic IK rig laying around, I figured I'd adapt its armature to the recently created character.

However, even after setting the modifiers exactly as they are in the original armature, the elbow bends the wrong way (I'll try to fix that horrendous deformation later).

Why does it happen and how can I fix it?


texts:
Not sure if this is a bug or feature.

I was using the box select tool to join a couple of objects together. Suddenly a box froze and did not select anything, I could keep using that tool but that box would not disappear.

How can I get rid of thar box? Reloading the file, or even closing blender and running it again does not make it go away! Thanks for the time.


texts: How to connect faces between 2 edge loops?

texts: I'm trying to fill empty space in my mesh, and I looked at the knife tool page on the Blender Wiki, and I'm not sure if there's a way to make it so that a new edge is made using the knife tool. I took a screenshot, and hopefully it'll explain better than I can of what I'm trying to do. Oh and I'm using Blender version 2.71, by the way.


texts:
Just starting out, wondering exactly what the darker shading means:

Is it simply shadowing based on the current dimensions?

Is it also an indicator that front and side rigging are somehow not correspondent with each other?

Thanks a bunch.


texts:
I've been following this video and managed to do the hair correctly for the front part of my head, but for some reason I'm unable to get the mesh to properly follow the curve for the hair mesh meant to come down the side of the head.
The Mean Tilt for my curve is the same as the curve for my front-facing hair curve, and yes, the origin of both the curve and mesh are at the same spot.
The curve is set to -Z because I want the mesh to be upright when I'm editing it (see image), but this makes the mesh in object mode not curve downward along the curve to look like a hair. The mesh follows the curve perfectly if set to -Y, but then I have to work with my view turned on the side.
Its a bit confusing to explain, but basically, I want the mesh to be upright when I'm editing it, but I want it to follow the curve correctly from the side while it is in object mode (and downward vertically so it looks like hair) - I can't seem to have both.


texts: Converting bones transformation matrix from OpenGL to Blender

texts:
So, I'm trying to convert some transformation matrices from OpenGL to Blender but bone poses are wrong. I assume it's transformation matrix, I'm no expert in OpenGl but it's used in this function:
glUniformMatrix4fv(glGetUniformLocation(shader_character->program, "joints"), Character::JOINT_NUM, GL_FALSE, (float*)character->joint_mesh_xform);
So I assume it's transformation matrix also I've tested it's moving bones.
But when applying those values to my rig, position is weird:

Compared to OpenGL:

I've tried applying it directly with bone.matrix_basis and all axis configurations when applying rotation (like (X, -Z, Y) in Blender but none of achieved poses looks right.
Also for same matrix:
<Matrix 4x4 (  0.9997,  0.0193, -0.0118, 0.0000)
            ( -0.0189,  0.9994,  0.0289, 0.0000)
            (  0.0124, -0.0287,  0.9995, 0.0000)
            (-23.8805, -7.8834, -0.4667, 1.0000)>

Blender produces different results (using matrix.to_euler()):
(-0.028720224, -0.012384685, -0.01894982)

OpenGL (using glm::extractEulerAngleXYZ()):
(0.02872, 0.012385, 0.01895)

How to achieve same pose as in OpenGL having only this transformation matrix?
Original project in OpenGL
Also linking .blend file with full data form OpenGL and rig:
Link to .blend file
Edit_1:
I'm not sure but do I need to recalculate matrices earlier?
I'm calculating new rotations for child bones using this code:
def forward_kinematics(self):
    for i in range(self.JOINT_NUM):
        self.joint_global_anim_xform[i] = self.joint_anim_xform[i]
        self.joint_global_rest_xform[i] = self.joint_rest_xform[i]
        j = int(self.joint_parents[i])
        while j != -1:
            self.joint_global_anim_xform[i] = self.joint_global_anim_xform[i] @ self.joint_anim_xform[j]
            self.joint_global_rest_xform[i] = self.joint_global_rest_xform[i] @ self.joint_rest_xform[j]
            j = int(self.joint_parents[j])

        self.joint_mesh_xform[i] = self.joint_global_rest_xform[i].inverted() @ self.joint_global_anim_xform[i]

And I'm applying rotations using this code:
def apply_rotations(self, frame :int):
    for bone in self.armature.pose.bones:
        ind = self.bones.get(bone.name, -1)
        if ind != -1:
            bone.matrix_basis = mat.Matrix(self.joint_mesh_xform[ind])

Matrices used here have exact same values as ones used in OpenGL version
Edit_2:
Class definition for ealier code:
class Character:
    def __init__(self):
        self.JOINT_NUM = 31
        self.joint_anim_xform = np.empty(self.JOINT_NUM, dtype=mat.Matrix)
        self.joint_rest_xform = np.empty(self.JOINT_NUM, dtype=mat.Matrix)
        self.joint_mesh_xform = np.empty(self.JOINT_NUM, dtype=mat.Matrix)
        self.joint_global_rest_xform = np.empty(self.JOINT_NUM, dtype=mat.Matrix)
        self.joint_global_anim_xform = np.empty(self.JOINT_NUM, dtype=mat.Matrix)
        self.joint_parents = [0] * self.JOINT_NUM

rest_xform are default bones positions,
anim_xform are calculated bones positions
Thanks in advance for help!


texts: Make one button (mouse or keyboard) Do two different things

texts:
Like, when i'm in the uv tab. I would like my mouse 4 button to mark seams. In modeling tab, i would like it to idk, add bevels or something else.

How can i make it do two separate things in different tabs ?


texts: Blender won't let me set the path to Mcell or Python

texts: I'm getting an error that there's a file/permissions error while setting the path to blender. I was able to download mcell as a gz file. But it wouldn't let me map it. I was also unable to gunzip the file in terminal. It showed that the file exists but when I try to gunzip it an error message comes up. I am not sure what I'm doing wrong.


texts: Why is a PNG appearing transparent in solid view but not in rendered view?

texts:
I am trying to make some eyelashes for a model but I don't want to use particles so I've resorted to using a PNG texture on a plane. However it only works in solid view. When I switch to rendered it messes it up completely.

I've tried messing with alpha clip/hashed or what have you and that's not worked and I am running out of ideas here. Here's a picture of the node setup I'm using.
And here is the texture I'm using.

I'm only using a diffuse texture because I don't know how to make opacity/alpha maps or whatever they're called.
Also sorry for bad formatting, I'm not used to this text editor. If you need me to elaborate then I will. This is all I could think of on the spot related to my problem.


texts:
When creating objects for a game engine (unity) or in general I often come across a choice. I can make a face of my object be the way on the left or join the faces and have them as such on the right. Is the way on the right valid? Does it lead to any errors?

If it is wrong, why is it wrong and what are the consequences?

This is more of a modelling question, not specific to blender.


texts: Is it possible to achive classic Z depth type fog or mist in the viewport (3D-view) in Blender 2.8?

texts:
In Blender 2.79 there was a simple Z distance or depth type fog. We only have to turn on in the world panel the Mist option and fine tune the parameters. Ee could see it in the 3d-view.

Is there an equivalent in 2.8? I'm looking for the simpliest (KISS) solution.
Or do we have to use the volumetrics in the 3d-view? I guess that is more complex and time consuming solution.


texts: How do I add an HDRI texture environment node?

texts: How do I add a texture environment node in cycles?


texts:
I have a scene split into several view layers. They are rendered separately and then put together in the compositor.

I would like to re-render only some specific view layers, not all of them. How can I do this in 2.8x?


texts:
I may have some wrong setting in my rendering, but i cannot find it out.

No material is missing, I copied this mesh from one of my other project, it works fine, but working weirdly in this one.

Here is the render and the setting.


texts:
I am working on some clothing that will be using cloth sim. For this reason, it's best to keep it as a flat mesh without any thickness for the simulation. I then add a solidify modifier after the cloth sim to give it thickness, and a subsurf and/or bevel to prevent sharp edges.

The downside of using a mesh with no thickness is that it can't have much surface detail. And since cloth meshes do better with consistent vertex spacing, I don't want to knife detail into the mesh either. My options for getting more detail are to have a separate detailed mesh that is then attached to the cloth sim mesh with Surface Deform modifier, or to bake my detail to textures.

I know I can bake a solid mesh to a flat one, and I'll get the normals of the solid mesh on one side of the flat one. But can I bake to a mesh with a live solidify modifier and have it work properly? As far as I know, each side of the solidified mesh has the same UVs. So you get the same texture on each side. But what about the generated rim? How does this all work?


texts:
My problem is get the "angle" for updating the expression inside , in this example the expression is a simple string for explain , but i want controll expression by floatprop(that is not a problem) problem is how to get.

import bpy

def update_the_driver():
    ###this funcition is because driver expression is controlling by some variable
    ob = bpy.context.object

    bend = ob.modifiers.get("bend")
    fcurve = getattr(bend, "angle")####Problem
    driver = fcurve.driver####problem

    driver.expression = "sin(frame/20)"###problem

    return

def make_driver():
    ###this is because i call by a boolean on

    ###some check for presence about modifier name
    #if my_bool is True:
        ob = bpy.context.object
        bend = ob.modifiers.new(name="bend", type='SIMPLE_DEFORM')
        bend.deform_method = 'BEND'

        bend.driver_add("angle")

        update_the_driver()
    #if my_bool is False:

        ###delete diver, and modifier.

    return

make_driver()

#####some controller to call make_driver and update the drivers


texts: hello guys i need some help on how to model ponies, i couldn't start because i don't know what to do. Reference image is there, now what? YouTube is lacking of tutorial about modeling ponies. Hope to get some answer


texts:
The only reasoning I'm asking this is because I've searched and searched but none of the answers seem to fix my exact issue. I've used all the UV unwrap methods I found pertaining to trim sheets. They work exactly fine when I unwrap a circular mesh; however, when I try to unwrap an 'S' curved mesh I get some really bad distortion.

I am using the "follow active quads" unwrap feature. (Like I said, when I use it on a circular mesh like used in all the tutorials, it works fine. Maybe it's because of the UV space not being the same on all the faces? If so, how do I fix it?)

thanks in advance!


texts: Combining Fluid Simulation and Rigid Body Physics: How to melt a falling object?

texts:
Hello Blender Community,

I am attempting to design an object that falls onto a surface, at which point it will begin melting (via a fluid simulation at low speed and high viscosity). I want the object to fully maintain its form until it comes into contact with the surface.

As it stands, I have attempted this design with multiple layers. On layer one is the rigid body object falling onto the surface. On layer two is the exact same object with a fluid simulation applied. As it stands, I have merely switched the layers rendered during the rendering process to simulate the desired effect, but I'm not entirely satisfied with the result. Is there a better way to go about my design?


texts: Bisect / Cut Along Vertices That Are Selected?

texts: Is there a way to select a group of vertices and perform a bisect/cut along them?  For instance if I drew a car's body, but want to then cut out the door so that it can open, what do I need to do to accomplish that?  Should I just select all the vertices and hit "P" to make them their own object or something?


texts:
I want to draw a point on every vertex of an instanced mesh in a particle system. I put together this short script to do that. It runs without error but nothing happens. The console puts out this message:

File "C:\XXXXXX\XXXXXXX\XXXXXXXX\particle draw.blend\Draw Particle Points", line 23, in draw
TypeError: Vector multiplication: not supported between 'Vector' and 'list' types

So it's not possible to multiply a vector with a list which makes sense.
What do i have to do to multiply the vector p.location with all inst_verts_coords list items

import bpy
import gpu
from mathutils import Matrix
from gpu_extras.batch import batch_for_shader

# get the depsgraph and the evaluated object
dg = bpy.context.evaluated_depsgraph_get()
eva_obj = bpy.context.object.evaluated_get(dg)
# assume context object has a ps, use active
ps = eva_obj.particle_systems.active

#obj = bpy.context.active_object
inst_obj = ps.settings.instance_object
inst_obj_verts = inst_obj.data.vertices[0]
inst_verts_coords = [(inst_obj.matrix_world @ inst_obj_verts.co) for inst_obj_verts in inst_obj.data.vertices]

def draw():
    for p in ps.particles:
        #make a matrix for the particles
        M = p.rotation.to_matrix().to_4x4()
        M.translation = p.location

        #translate instance object vertex coords to particle coords
        part_obj_coords = [p.location @ inst_verts_coords]
        #store vertex coordinates of instance object
        shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
        batch = batch_for_shader(shader, 'POINTS', {"pos": part_obj_coords})

        shader.bind()
        shader.uniform_float("color", (1, 1, 0, 1))
        batch.draw(shader)

bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')

In case I'm missing something else give me a heads up.


texts: Why are my drivers not updating instantly?

texts:
So I have a bone driving the 'scale' property of another bone, along with the value of a shape key. If move the driver bone, it works fine, but right click to cancel, the scale of the driven bone doesn't update until a frame change or movement on the bone itself, but the shape key does. Here's what I'm talking about:

Notice how the teeth reset, but the mouth doesn't.


texts:
I want to export my mesh as a transparent PNG. I found this page that shows how to do that.

But first I need to get to the Render Output panel.  How do I get there?

I am using version 2.72b on Ubuntu.


texts: How do I go from BVH to a working F-Curve?

texts:
I found a BVH I want to use by first checking the motion in BVH Hacker, I import it into Blender, delete the rig the importing generated, select my character, then choose the BVH from the F-Curves list to apply it to my character, only the hip translates.

My character, I renamed all the bones to the corresponding bone names in the BVH file, I imagined that would make it work, but no. As I select my character's bones it corresponds in the action editor highlighting Location and Euler so why is it not animating my character?

Also, my character does not have any IK or any kind of bone controls or contstraints.

blend and bvh zip


texts: how to disable lamp shape behind object with glass material? (when rendering)

texts:
how to disable lamp shape behind object with glass material when rendering?
Its not appear when rendering camera in this order -> camera-lamp-glass object
but it is appear in this order -> camera-glass-lamp


texts:
I am a Newbie in blender.

In general, If i do a character in Maya, I will sculpture a high poly in Zbrush and export the normal map and displacement map to Maya. Then I texture it and rig it.

But, I found there are some different in blender.
So, Hoping you can tell me what is the different between vector map, normal map and bump map in blender? and the different between displacement map in maya? and the pipeline of character modeling in blender.


texts: modifier_apply not working when objects created in a specific order

texts:
Is something wrong with my code?
I intended to do programmatic CSG modelling,
like in POV or OpenSCAD.
But when I change the order of lines:

cyl1=make_cylinder()
c2=make_cube()

The modifier application fails. The same happens with c1 and s1.
Why do the order of object creation is affecting the results?

import bpy
from bpy import data as D
from bpy import context as C
from mathutils import *
from math import *

S=C.scene

def make_cube():
    bpy.ops.mesh.primitive_cube_add(location=(0,0,0))
    return S.objects.active

def make_material(obj,rgb=(1.0,1.0,1.0)):
    mat=bpy.data.materials.new("mat")
    obj.data.materials.append(mat)
    mat.diffuse_color=Color(rgb)
    return mat

def make_sphere():
    bpy.ops.mesh.primitive_uv_sphere_add(location=(0,0,0), size=1.2)
    return S.objects.active

def make_cylinder():
    bpy.ops.mesh.primitive_cylinder_add(location=(0,0,0), radius=0.7, depth=2.5)
    return S.objects.active

def oper(obj1,obj2,kind='INTERSECT'):
    bpy.ops.object.select_all(action='DESELECT')
    obj1.select=True
    m=obj1.modifiers.new('Bool','BOOLEAN')
    m.operation= kind
    m.object= obj2
    bpy.ops.object.modifier_apply(modifier=m.name)
    bpy.ops.object.select_all(action='DESELECT')
    obj2.select=True
    bpy.ops.object.delete()
    # D.objects.remove(obj2)
    return obj1

def inter(obj1,obj2):
    return oper(obj1,obj2,'INTERSECT')

def union(obj1,obj2):
    return oper(obj1,obj2, 'UNION')

def diff(ob1,obj2):
    return oper(ob1,obj2,'DIFFERENCE')

def scale(obj,sx,sy,sz):
    bpy.ops.object.select_all(action='DESELECT')
    obj.select=True
    bpy.ops.transform.resize(value=(sx,sy,sz))

def move(obj,sx,sy,sz):
    bpy.ops.object.select_all(action='DESELECT')
    obj.select=True
    bpy.ops.transform.translate(value=(sx,sy,sz))

def main():
    c1=make_cube()
    s1=make_sphere()
    scale(s1,1.3,1.3,1.3)
    i1=inter(s1,c1)
    move(i1,3,3,0)
    make_material(i1,(1,1,0))
    cyl1=make_cylinder()
    c2=make_cube()
    d1=diff(c2,cyl1)
    make_material(d1,(0.5,0.5,1.0))

main()


texts:
I am about to render an Animation with a background video and already did it once, but I'm too stupid to remember how I did it, and can't find any useful tutorial how to do it. So I set the Video as Background "Image", turned on Paper Sky in the "World"-Section and created a Texture with the Video, so what did I forget? When I render it, there's only an image of it in the background but it's not moving.

Can you help me?


texts:
I have following object:

All 4 hand of windmill are duplicates of each other, only rotated. I already UV mapped 1 hand and now I'd like to use same UV map and textures on other hands. When I try to unwrap other hands, I don't get the same UV map and I can't reuse same texture. The result of trying can be seen on 2nd hand. Is it possible to reuse textures and UV maps?


texts: How do I make a curve in the shape of a simple wave form (sine)?

texts:
I am trying to create a curve with a simple wave form to use it as animation path. Although I have a bunch of possibilities to add different curves:

.. I did not find a solution yet. This is exactly what I want to achieve:

I did this by adding a Nurbs Curve and in Edit Mode deformed it, duplicated/rotated/replaced it so that I have a longer curve (because I cannot use Array Modifier for curves).

Problem is: When my object follows the path (Follow Path Contraint) it will stop directly after the first original section of the curve.

So: Is there an Addon, a setting for the default available curves by which I can achieve to get a sine wave path? Google only showed me older Q&A with Python scripting but I think there must (hopefully) be another way?


texts:
How would I replace this cube's reflection

With something like this?


texts: How to do multiple plane tracks from one video

texts: I haven't done any plane tracking before, but I'm thinking of making a video where I have a bunch of picture frames and I replace their images with a bunch of my blender work.  What is the process of doing more than one plane track in a video?  Are there plane track datablocks? (Again, I haven't really looked into this.)  Also, what is the best way to put them all together in the compositor?  Thanks!


texts: Single track with bundle should be selected to define axis

texts:
I keep getting this error when I select a point and another one to set X or Y axis when tracking.
I DO have my camera solved I tried a few tutorials and I don't think I'm missing any step, yet I can't set up my axis. What's going on? Any ideas? It's been showing up on two different clips now.


texts: Make plane fold in curve (arc) while conserving its length

texts:
I want to fold a plane such that it forms an arc (curved plane). I initially used bevel modifier, but the problem is the plane length is not conserved.

You can see that the length is shorten after beveling. I want to fold the plane such that the plane length is conserved.


texts: I can't select something and what is an active object?

texts:
I can't seem to select hull 003. ( the thicker part at the beginning of the corridor is hull003 )
Could this be related to what the active object is?
I can't find what the active object means, nor if this is important or not.
I see tutorials on how to switch but nobody explains why you would wanna do this.
Of course I googled this problem, and somebody was asked if he had used an modifyer.
As you can see I used solidify.
It's driving me nuts, right clicking in the scene properties to select hull 003 does not seem to work either.


texts:
I retopologized my shotgun model, then I marked seams and unwrapped it, but the UV map seems to have a white background.

I have tried resetting the UV and unwrapping again, but that changed anything. I have also tried making a fresh blender file and importing the gun and after unwrapping it again, nothing changed, so that means that it is not a file-specific issue.

What's is that when hit A on my keyboard so select everything and then move the whole thing, the white background moves too and shows the normal UV grid behind it.

Another thing that is odd is that when I hit Ctrl-A to average the Islands Scale, it removes the white background and messes up my UV layout.

How do I fix this?

My shotgun seams:

In the UV editor window:


texts:
I've set up my scene, and both objects have the exact same material applied to them. I understand that the monkey object has lots of curves therefor the light and world scene is bouncing lights and the HRD image to make it seem nice and reflective. But as for the TEXT mesh, although having the same material and light applied to it, it looks flat. would there be a way that the text can also look more realistic like the monkey Suzanne, having more details on its surface?

thank you.


texts:
I make a simple animation in Blender and export to Collada format. Everything looks the way I would hope for. There is 1 <animation> for each bone consisting of input/output/interpolation arrays.

If i happen use 'Action Editor' Mode in the DopeSheet view, the same blend file now exports many more <animation> to the dae file.  Each bone now also has location(x/y/z) input/output arrays  and  scale(x/y/z) input/output arrays.

Why does simply selecting the 'Action Editor' mode in 'Dope Sheet' view introduce all the new <animation> in the .dae file?

Is there a way to stop that? It was my understanding that transform matrix can take care of all 3 (TransLocRot).


texts:
I'm attempting to import a model but the transparency of all the textures is showing as an opaque black.
I've tried to change the blend mode to "Alpha Blend" but that hasn't worked for me. Is there something I'm missing?


texts: Renders Not Using Values in 'Sampling' Section of Scene Tab (2.80, Cycles)

texts:
OK, so something bizarre just started happening with a scene I'm working on.  I have 'Render' samples set to 128, and 'Viewport' samples set to 32 (this is in Cycles).

I don't know what I might have done, but NOW when a scene is being rendered in the viewport it's showing 'Path Tracing Sample x/1024'  as it's rendering the scene.  Normally, it would show 'x/32', as you would expect.

Needless to say-- now when I go to do a final render, instead of taking 2-3 minutes, it's telling me it will take HOURS.

When I start up a fresh scene, I don't have this issue, so I must have done something wacky with a setting somewhere, but I cannot figure it out!

Can anyone help?

Thanks!
Bryan


texts:
I have a model of a dragon. It's mesh was made by mirroring and also was it's bones. I want to animate a wing, but want to make the other wing to animate equally, but mirrored. Is it possible?
I'm new to blender, so I need a bit more detailed explanation.


texts:
I'm having the following problem;
Part is textured on a solid red using a basic image file, but as you see some parts show strange shading. Normals are ok and all faces turned out.
Any advice?


texts: How do l disable this gradient color effect on my UV texture?

texts: I apologize for my noobidity, but how can I disable this gradient thing? I need accurate, solid colors. Thank you in advance.


texts: Is it possible to make Particles follow Displacement Node?

texts:
I'm faced a problem that I can't find a workaround for.

Displacement Node and particles.
I understand that in modifiers section of an object the particle effects have to be the last ones to make them follow the modifications, but what about Displacement Node?

I'm using multiple nodes on my setup to modify the actual displacement, so it's not possible for me to use the Displacement Modifier instead of Displacement Node.
It would be great to make Particles just follow Adaptive subdivision + true displacement but I can live with normal subivision and displacement node (I duplicate the object and use one as emitter, with normal subdivision, and second use microdisplacement).
Any workarounds to make it work?

.blend as example:
mirror

My mirror of this .blend:
mirror2

Problem visualisation:

/edit:
Have to edit because someone marked is as duplicate:

  No, person you mentioned in link uses Displacement Modifier. There's
  no problem with Displacement Modifier and Particles. There's problem
  with Displacement NODE (material node), which is still in development,
  and I'm looking for a workaround.


texts: Why does operators bl_idname have to contain 1 dot?

texts:
Since anything before and after the dot is arbitrary, why bother?

Related error:

RuntimeError: Error: Registering operator class: 'abcdefg', invalid bl_idname 'abcdefg', must contain 1 '.' character


texts: Clone Stamp affecting opposite side of model?

texts:
Relatively new to Blender! I have a textured model, and I'm trying to clean up some messy seams. (Long-term I should have placed my UV seams in less visible locations, but at this point, I'd rather use the clone stamp to fix things than repaint my entire model)

When I use the clone stamp, I set the source with the 3D cursor, but when I go to paint, the area I'm trying to paint is not affected, but instead, the opposite side is painted in unpredictable ways:

No clue why this is happening or how to fix it, the only modifier have applied is subsurf, and I can't find any mirroring options that could be affecting the clone tool. Any help is appreciated. (Using blender 2.8)


texts: How to make good camera tracking markers

texts: I am going to be making a scene where I will be using camera tracking for the first time and I was wondering how to make good markers for good scene tracking... the scene is going to consist of just white drywall with a ball smashing through it from the inside of the drywall into view... I will be using cell fracture and bullet constraints for the scene... If there would be any other good tips for me to know, it would be great if you could comment it... But I need to know how to make good markers for camera tracking... Thank you very much!


texts: How to select only a border of selected area?

texts: I selected some area and I need to get selected only border of this area. Does anyone know any function to achieve that? Or a script?


texts:
I'm working on creating some animations for my character using the Action Editor.  I was editing an animation and everything was working as normal - I'm in pose mode and the keyframes of the animation I was working on were being displayed in the timeline.  I really can't remember what I did next, but I got distracted and when I next looked at the timeline, none of my keyframes were there.  Instead at the very bottom of the timeline there is an upward pointing arrow next to the text F_00.
My keyframes still appear in the dope sheet and the animations still play when I press the spacebar.  I can also still switch between animations in the Action Editor.  I am selecting the pose bones to animate them just as before, I just cannot see anything in the timeline.
I'm guessing I accidentally changed some setting.  How do I get my timeline back to normal?


texts: Blender keep rendering multiple png´s even though I only want to render a single frame

texts:
I am relatively new to blender.
Even though I have selected the Output Image to PNG (not movie) and pressed the ordinary rendering button (not animation), Blender keeps rendering the whole scene from frame 1 to 150. I am rendering in Blender Render mode.
The scene is a part of a Smoke physics simulation.
Until recently it was working fine.
Suggestions much appreciated.


texts:
So I made a UV Texture for my tree and called it TreeDoubleBranchTexture. I decided to change it a bit so the texture wouldn't have any shadows anymore.

I did it the same as I always did but it just keeps saying Uninitialized Image TreeDoubleBranchTexture from object "Tree" every time I try to bake it.

As a way to remove the shadows I made the surface Emission and set the strength to 1.000 for both the wood color and leaf color.


texts: I'm rendering in eevee, the antler of my stag appears in viewport but doesn't in image render. Does anyone have idea of what the problem is?


texts: Volume/Fire bakes incorrectly to texture

texts:
I'm working on a Dungeon Crawler game with pixel textures. For this is make 3D objects in Blender and bake them to textures using planes I put around it, the same way you would bake high-poly meshes to textures for low-poly meshes.
I was making a torch and though it would be cool if I could use the Blender fire simulation to make the fire and smoke.

So I modelled the torch and learned to make fire from some tutorials. When I render a screenshot it looks exactly like what I want:

The fire is visible and even the wisp of smoke can be seen. (Cycles Renderer btw)

When I try to bake this to a texture however it looks nothing like that:

On the left you can see the bake result, where the fire is replaced by a black box (the domain) with a projected texture of the fire. The four torches are seen from the front, 45° to the right, and the bottom two are the same sides again from 45° upwards. Margin is set to 0. This particular bake is "diffuse", but all others have similar results (normal, AO, etc.). Always like there is a box instead of the fire. On the right you have the torch model and fire domain with voxels.

What I want there are the flames and smoke to show up, both as semi-transparent pixels. Just like in the normal render.

The domain is the problem, but I don't know what exactly. I only have a volume shader on it and nothing else. And again, normal rendering works without a problem.


texts: Can I set object viewport colour from cycles nodes?

texts:
I have a setup like this in a cycles material:

Is there a way to set the viewport colour using this ramp node?

So far, I just have a solid viewport color:

The material view still doesn't reflect the render:

Here's how they're coloured in the render:


texts:
How do you offset a series of edges evenly, looped or not?
Searching on line I came across
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/offset_edges which seems to be what I'm looking for but I can not get it to work using Blender v2.75.  Does something have to be done to activate this?  When I highlight an edge loop and hit Ctrl-E the pop-up menu does not include an 'Offset Edge' submenu.

I see this question has been asked before but the answers seem to refer to files that are no longer available.


texts: VSE: Turning split screen on and off when using multicam

texts:
I have been experimenting with the multicam feature in VSE.  I recorded a scene with three cameras and have managed to switch from camera to camera with the multicam feature.  Works nicely.
What I'm now having trouble with is temporarily splitting the screen, so that the views of two or three cameras are seen simultaneously for a few seconds.  I know I need to use the Transform effect, but do I apply it to the multicam segments, or to the original strip/channel?  When I try the latter, it applies to the entire strip and won't let me narrow it to the frames I want.  If I apply it to the multicam segment, the transformation works, but it only applies to the channel that the multicam has selected.
So, first, how do I select the camera view to place in the other portion of the split screen? Do I keep using multicam?  Another instance of multicam?
And second, how do I transform this second view to fill the other part of my split screen?
I apologize if I'm not explaining this very well.  Can anyone make sense of my question and help me out?
Thanks


texts: Rendered 2d animation has sound only, no pictures

texts:
I've recently made a blender 2d animation and put sound effects and music. I put the setting exactly the way I want them to be. When I render the animation, it only renders the sound effects and music instead of actually rendering my animation that I drew. No images are shown when I "watch" the video. all I hear is sound.
Is there any fixes?


texts: how to list multiple boxes dimensions in one table? (for wood workers)

texts:
if I have kitchen cabinet designed in Blender it consist from multiple boxes with correct dimensions.
is there a way to list all parts measurements in one table?


texts: How do I rotate a bone without effecting the connected bones?

texts:
I've been looking for answers to this problem, but I'm too much of a newbie with rigging to understand some of your answers.

So here's the thing: I'm trying to modelize and animate steelix:

Considering his snake-like shape, he's not so hard to rig and animate, and this is what I made:

But here's the problem: Steelix's spiked boulders can rotate on themselves, and with this rigging, whenever I rotate a bone, the whole body parts connected to this bone also rotates.

What should I do to make that the boulders rotate only on themselves?


texts:
Exactly as the title says I got a texture which came with a normal map. When I try to bake out the combined end result for use with a real-time engine such as Unity I get as you see in the image below nothing as far as normal details are concerned.

I experimented, and when I plug my normal node into the displacement socket I get some results, but it looks horrible and is not the desired "normal map" effect. Any help on this would be great!


texts: Creating a solid with one side as a low poly randomized surface

texts:
new to 3D modeling & Blender, hopefully I'm describing this in the correct way.
I'd like to take an arbitrary shape (I've been playing around with curves, eventually want to import an svg that describes the curve), give it thickness, then on the top face, create a low poly surface where the height of each vertex is at a random height.
My approach so far has been:

Create a cube
Select 4 corners that create one face of the cube
Subdivide those until I get the right number of vertices
Use Mesh -> Transform -> Randomize to create the low poly surface (I've also tried changing the "Fractal" parameter for my final subdivide, this seems to work well also)

Now, I'm wondering how to get my arbitrary shape out from this mesh. For a simple example, if I had a circle as my shape, I would be creating a cylinder, with the top of the cylinder the randomized low poly surface.
Is this the right approach even, or is there a different way I should do this, starting with the shape instead?


texts:
I hope you can see how pixelated the face is. But the video file that is being used pre-render is very clear, and I can't figure out why blender is outputting such low quality.

Here's the information on the input files... (i haven't checked all of them but I don't mess with them so hopefully they're all the same info)

Quicktime
Dimensions: 1280 x 800
Codecs: AAC, H.264
Encoding software: Mac OS X 10.14.2 (18C54)

I've messed with blenders settings as much as I could, and can't seem to make it work.

Here's all my settings:

I've tried setting the output dimensions to 1280 x 800  because that's what Quicktime gives me the raw video files as... but that didn't help at all.

Any suggestions?

I'm putting these videos on YouTube if that makes a difference.


texts:
So I'm trying to convert the following script in 2.8
I have replaced scene with depsgraph.
But I'm getting an erroneous on last line:
Scene object has no attribute 'cursor.location'

import bpy
from mathutils import Vector

#A class that takes into account a context and one of its attributes value
#If the value changes a callback is fired
class EventWatcher:

    #Set of watchers
    eventWatchers = set()

    @staticmethod
    def AddWatcher( watcher ):
        EventWatcher.eventWatchers.add( watcher )

    @staticmethod
    def RemoveWatcher( watcher ):
        EventWatcher.eventWatchers.remove( watcher )

    @staticmethod
    def RemoveAllWatchers():
        EventWatcher.eventWatchers.clear()

    #From 'context', 'path' needs to exist
    #'comparer' is to compare the previous value of context.path to its new value
    #'callback' is the cb called if the value if changed
    #'copyValue' indicates if the value needs to be copied (that can be needed as if not old and new value may point onto the same object)
    def __init__( self, context, path, comparer, callback, copyValue ):
        self.context = context
        self.path = path
        self.comparer = comparer
        self.callback = callback
        self.copyValue = copyValue
        self.currentValue = self.GetValue()

    def GetValue( self ):
        value = getattr( self.context, self.path )
        if self.copyValue:
            value = value.copy()
        return value

    def Fire( self ):
        newValue = self.GetValue()
        if self.comparer( self.currentValue, newValue ) == False:
            self.callback( self, newValue )
            self.currentValue = newValue

#Global loop on the watchers. This callback responds to scene_update_post global handler
def cb_scene_update(context):
    for ew in EventWatcher.eventWatchers:
        ew.Fire()

#To stop the calls at the scene_update_post event level
class StopCallback(bpy.types.Operator):
    bl_idname = "scene.stop_callback"
    bl_label = "Stop Callback"

    @classmethod
    def poll(cls, context):
        return cb_scene_update in bpy.app.handlers.depsgraph_update_post

    def execute(self, context):
        bpy.app.handlers.scene_depsgraph_post.remove(cb_scene_update)
        return {'FINISHED'}

#To start the calls at the scene_update_post event level
class StartCallback(bpy.types.Operator):
    bl_idname = "scene.start_callback"
    bl_label = "Start Callback"

    @classmethod
    def poll(cls, context):
        return cb_scene_update not in bpy.app.handlers.depsgraph_update_post

    def execute(self, context):
        bpy.app.handlers.depsgraph_update_post.append(cb_scene_update)
        return {'FINISHED'}

#The panel is located in the scene properties
class SceneEventsPanel(bpy.types.Panel):
    bl_label = "Scene events"
    bl_idname = "OBJECT_PT_scene_events"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.operator("scene.start_callback")
        row = layout.row()
        row.operator("scene.stop_callback")

def register():
    bpy.utils.register_class(SceneEventsPanel)
    bpy.utils.register_class(StartCallback)
    bpy.utils.register_class(StopCallback)

def unregister():
    bpy.utils.unregister_class(SceneEventsPanel)
    bpy.utils.unregister_class(StartCallback)
    bpy.utils.unregister_class(StopCallback)

if __name__ == '__main__':
    register()

print( '--------' )

#Example:

#The comparaison (for cursor location, it is a vector comparison)
def CompareLocation( l1, l2 ):
    return l1 == l2

#The callback to execute when the cursor's location changes
def CompareLocationCallback( watcher, newValue ):
    print( 'New value', newValue )

#Install the watcher which will run the callback
EventWatcher.AddWatcher( EventWatcher( bpy.data.scenes[0], "cursor.location", CompareLocation, CompareLocationCallback, True ) )


texts: I am not able to use texture paint (2.8)

texts: Every time I try to use the texture paint, I am met with an error card saying "Missing UVs, Textures, detected!". Any help please?


texts: drivers and custom properties for buttons

texts: I'm just beginning to get into drivers and custom properties for bones and I was wondering if its possible to set up drivers or custom properties for buttons rather than sliders. The reason is I have a face rig with tons of "stretch to" bones and every time I edit any bones I have to manually go through and hit the "reset" button in each bones' individual constraint menu. What I'd like to set up is a driver or custom property so that I can hit one button to reset all the stretch to bones at once.


texts: Blender UV mapping equivalent of disabling Normalize Map in 3ds Max

texts:
I'd to perform essentially the same type of UV mapping described in this question, i.e., UV map a mesh such that the resulting UV coordinates for each face aren't scaled or normalized and are based on the actual size of the object face (not limited to [0,1]). This is useful for large polygons intended to use a tiling texture with known real-world size, e.g., an image of bricks, a wallpaper pattern, or (in my case) a reference grid where the dimensions of each square on the grid should correspond to a fixed number of units in space.
Unfortunately, the answers provided to the question linked above don't work in my case: no alternative source of mapping coordinates produces the desired result and the UV project modifier isn't feasible given the number of faces that need to be mapped (since each face would require an empty controller object aligned with its normal vector).
The desired mapping can be accomplished in 3ds Max by disabling Normalize Map (sometimes called Normalize Clusters, depending on the dialog and version) when UV mapping. The 3ds Max documentation describes Normalize Map as follows:

When on, scales the mapping coordinates to fit into the standard coordinate mapping space: 0 to 1. When off, the mapping coordinates are the same size as the object. [...]
For example, if you take a sphere of 25 units that's planar mapped from the top, and then apply Unwrap UVW and turn off Normalize Map, then when you open the editor, the radius of the sphere's mapping coordinates is 25 units. As a result, the texture map is tiled onto the sphere surface many times. With Normalize Map on, both the sphere and the map fit into the 0–1 coordinate space, so they're the same size.
In general, for best results, leave Normalize Map on. One reason to turn it off would be to turn it off is if you want to map several elements of different proportions with a texture of a specific aspect ratio, such as brick, keeping the texture the same size on each object.

Is there a method that can be used to obtain equivalent results in Blender?
EDIT: it's important that the resulting UV map be "exportable", as my intent is to use the mesh and its UV mapping in another program.
EDIT 2: here are some screenshots from 3ds Max to clarify what I'm trying to accomplish. The upper images show the UV map and resulting texture mapping with normalize enabled (this matches Blender's behaviour) and the lower images show the result with normalize disabled (which I'd like to reproduce in Blender).


texts: I'd like to create an empty hemisphere in blender eevee, so i.e. a bowl, but I have no idea how to do it. If anyone could help me I would be very thankful.


texts: How can i drop my mesh on floor with rigid body

texts: I have a floor and mesh (pen). Im dropping the pen on the floor. Floor is set to passive and pen to active. Added collision-on to floor. When the pen is not dropping on the floor. Its flickering in air. I want to add some few 8-10 pens on the floor so that it get collision with floor and with each. other.Any suggestion how it works.


texts: How do I apply a painted texture to a mesh?

texts:
Blender version: 2.79b

I've texture painted a rabbit, using the clone-from-image method. I'm using a 1024x1024 canvas and an image of the same dimensions from which to clone.

The texturing looks fine when I look at it in Texture Paint mode,

but when I look at it in rendered mode, there are weird distortions.

The head is completely black and the eyes are on the belly and not on the head.

Using the Mapping node in the Node Editor, it goes completely black regardless of whether I use a generated or uv coordinate or any of the other options. When I use an image texture node without a vector argument, as in the screenshot with the checkmark, I get the aforementioned distortions.

Some of the black parts of the rabbit that are supposed to be colored are right where I created seams, but not all of them are. I've indicated the seams with blue circles, but not all of the seams are in the screenshot. The black parts on the ears and the bottoms of the feet are right where I created seams, but not the neck.

Here is the youtube video that I tried to learn how to do this with:
https://www.youtube.com/watch?v=64hsNokseZM

The spikes are due to an improperly applied particle system (I was giving my lagomorph some whiskers). I don't believe that they are related to this issue.

Thanks in advance for your help!