texts: Where are these 'flares' coming from? New User

texts:
I'm getting these 'flares', for lack of a better word, appearing all over my camera viewport and rendered animation. They come in just about every colour you can imagine and I can't for the life of me figure out what's generating them. Using Eevee if that helps.
If anyone has any suggestions then help would be greatly appreciated! I'm quite new to Blender and am working through the terminology.
As I'm not sure where they're coming from I'm not really sure what information to include in this post so I'm sorry if it's:
a) a super simple answer or
b) an incredibly vague problem
Thanks in advance!


texts: "Extrude poly ribbon" (ctrl+click) not working for me

texts:
So I've been following this blender tutorial and have just created a head using Dyntopo.  I am now learning how to finish it with retopo.  I started out by turning on snap during transform (snap element: edges, snap target: active), and positioned a small plane the head.  The tutorial then went on to explain how to "extrude a poly ribbon" by selecting an edge of the plane and extruding it by pressing control and clicking, as shown below:

When I try to do this, however, it does not seem to work.  It just outlines the head in orange, as shown:

What should I try doing differently to make this work for me? If it matters, I am using a mac.


texts: UV Mapping a sculpted object shows glitches

texts:
I am going through some fundamentals in UV mapping and I am taking my first steps in UV mapping a sculpted object. The way I created the object (representing a candle) was:

taking a cylinder

apply a mirror modifier

apply 3 subdivision modifiers to obtain more dense and detailed geometry to have more details for the sculpting part

and then started sculpting.
Problem is that now I just added the plain checkers UV and I see these weird stuff happening for the first time. The candle in the Scene Collection is:

The weird stuff happening is:

Any idea of what is going wrong?
The way it should be from the tutorial I am following:
`
EDIT:
after cutting the object in half with a Seam and re-unwrapping the glitches are still there (see image below) plus you can see the weird behavior I recorded in this video:
https://youtu.be/bpuPxHHol1U


texts: world_to_camera_view() returns wrong vertex coordinates

texts:
I'm trying to get 2D pixel coordinates (i.e. with respect to the rendered image) of the outline of some spheres I have in my scene. Ultimately, I would like to obtain a segmentation mask for the object, pretty much like the one that images in the COCO dataset have.

I'm not even sure I'm doing the right thing here, since I'm currently looking for the vertices' coordinates, but here's the code I'm using at the moment:

import numpy as np
import bpy_extras
import bpy

BALLS = 'Balls'
CAMERA = 'Camera'

scene = bpy.context.scene

render_scale = scene.render.resolution_percentage / 100

# Get width and height of the rendered image
render_width  = int(
    scene.render.resolution_x * render_scale
)
render_height = int(
    scene.render.resolution_y * render_scale
)

balls = bpy.data.collections[BALLS].all_objects

# This dictionary maps ball names to a list of vertex coordinates
ball_names = [ball.name for ball in balls]
ball_boundaries = dict(
    zip(ball_names, [[] for _ in range(len(balls))])
)

camera = bpy.data.objects[CAMERA]
for ball in balls:

    for vertex in ball.data.vertices:

        # Get vertex coordinates in world space
        vertex_coords = ball.matrix_world @ vertex.co

        # Get vertex coordinates in camera space
        vertex_camera_view_coords = bpy_extras.object_utils.world_to_camera_view(
            scene,
            camera,
            vertex_coords
        )

        ball_boundaries[ball.name].append((
            vertex_camera_view_coords.x * render_width,
            vertex_camera_view_coords.y * render_height
        ))

    print(f'{ball.name}: {ball_boundaries[ball.name]}')

According to the documentation for world_to_camera_view(), the function is supposed to return coordinates in the [0, 1] range ((0, 0) being the bottom left corner of the rendered image and (1, 1) being the top right corner), though values outside that range can also be returned, which I suppose would intimate that the object is outside of the camera's view.

In fact, the coordinates returned by world_to_camera_view() for the balls' vertices are outside that range even though they are within the camera's scope, as witnessed by this image:

While that was the camera view in "Rendered" mode, here's the same but in "Solid" mode:

Actually, no ball is within the camera's scope in this case, but I would assume that the "Rendered" view is what matters, right? Because if I try to render the scene, the image I get is what the camera sees in "Render" mode, not in "Solid" mode. In any case - and this is not the main question - do you know why the camera view in "Rendered" mode is different than that in "Solid" mode?

Looking once more at the documentation for world_to_camera_view(), I noticed that the function "Takes shift-x/y, lens angle and sensor size into account as well as perspective/ortho projections.", although it doesn't say what that implies. Looking at the source code didn't help, either (unless I failed to understand what it does). Truth be told, I actually modified the camera's sensor size and field of view (as you can probably tell by the distortion present in the image), though I don't know how to take such modifications into account so that world_to_camera_view() returns coordinates in the [0, 1] range as expected. Here are the parameters I've set for the camera:


texts:
Sorry if this is a basic question but I'm trying to use the rigify bird rig tool. When I used the auto rig function it didn't bind my mesh at all. Instead it gave me the error "Bone Heat Weighting: failed to find solution for one or more bones"
In searching for a solution, I found this thread:
heat weighting: failed to find solution for one or more bones
and tried removing duplicate vertices (there weren't any) and also tried taking my mesh into C4D (my native software) to refine it and make sure there weren't any intersecting polys.
None of this has worked, so I've come here. If you want me to upload my scene file to google drive, let me know


texts: I am creating an addon for blender 2.75. Is there a way to accept user's input by creating a Variable? There can be an input slot in the Tools panel, and the user can enter the value in it, which will be stored in a variable which can use later in my code. :)


texts: Double face curve when using profile and bevel

texts:
I have a curve which I want to use as a profile. I also created a mesh object (not closed) similar to an open cylinder.

When I draw a new curve and apply the curve to taper object, and then apply the mesh as the bevel object I get a curve object with double faces.
What parameter should I adjust to fix it?

The curve below it´s how it should look correctly. (Second curve is just a mesh representation, not actual editable curve).


texts: Can I disable specific pre existing UI while in a custom modal? Python API

texts:
I think I have seen this in another add-on but I have been unable to actually find it again when trying to reproduce the effect. Basically, when I enter my own custom modal operation I want to darken everything but what is contained within the viewport. My hypothesis is maybe they grab the ui and make .active to False across the board?
I don't think I want 'BLOCKING', or 'GRAB_CURSOR' (no mouse wrapping). I just want the buttons to be un-pressable.
This screenshot shows what I mean (just imagine you entered a modal operator lol).

Any help is appreciated.


texts:
I am trying to project a video texture onto a convex television screen. For some reason, no matter how I adjust the mesh edges on the left, that black strip is still showing. I don't think I have a good understanding about how the unwrapping works, especially since I see all these outlier edges isolated from the main screen area. I've experimented with Smart UV Project, but sometimes, it produces edges on the map I can't correlate back to the tv-screen's selected face. Would appreciate any feedback since I just started using Blender. Thanks!

10/30/20 - Added a picture to show defect more clearly.

10/30/20 - FIXED! Had to switch the material of those defect edges per @Jachym Michal's advice!


texts: This is a question about material replacement

texts: If there is more than one material in object mode, is there any way to leave the material in the existing slot and change it to a material in another slot? I'm looking for something similar to the'assign' button in edit mode.


texts: How do I parent a mesh, transferring the vertex groups?

texts:
Using Blender 2.74 it appears some key things have changed.  In the previous versions I found it simple to transfer weights from one mesh to a new mesh, then transfer the armature (parent) to the new mesh and delete the old.  The new mesh was then a drop-in replacement of the old mesh, requiring just a little weight painting to correct errors in the transfer.  With 2.74 I've been trying this and while I get the weights transferred without issue, no matter how I parent I end up with the new mesh parented to the armature but the vertex groups no longer transfer.  Instead all I get is a single RFIK vertex group while the original vertex groups are still there but separate from the mesh.  How do I get the armature AND the vertex groups to transfer to the new mesh?

Further twiddling and I see I get one vertex group to transfer only if I select it in the mesh from which the skin weights are being transferred.  When I export the end model (new mesh with parent armature) it complains about a lot of empty vertex groups for the mesh because only the one vertex group associated with the weights for the new mesh transferred.  This process used to transfer ALL vertex groups to the new mesh and there's no apparent "select all" option for vertex groups so I'd have to manually select every single vertex group and copy them over?  There must be a better way.


texts:
I tried to make this scene from blender guro tutorial, but i got problem in my lamp which is to noisy. Is there a solution without increasing my samples render?
Im beginner for this stuff.


texts: Why viewport render (image and animation) are so different from the viewport in EEVEE

texts:
Do you have an idea regarding all the differences between viewport, viewport render image and viewport render animation?
When I hit render with the render panel I have the exactly same image than in viewport, but render time increases compared to the viewport render animation.

I've baked indirect lightning and all my settings are in attached files.


texts:
I have a very complex model that unfortunately I cannot share. It is fully texturized and looks perfect in the 3D window. However, the material and texture assignments seem to have something wrong. The vehicle is allowing all exterior surfaces to be transparent and I can see inside.

Everything was fine until I tried running an alpha channel on my one texture. Every part is texturized with the same image. It was a png with actual transparent parts on it but mostly with a white background. I've now subbed that out in desperation for a jpg version of the same image but now with white in the background of the transparent parts. But the export is still having the same problem.

I've been messing around with normals of the mesh to see if that'll help and it doesn't seem to be affecting things much.

Are there any similar issues that users or browsers on the exchange have encountered? Is there another way to export a collada without assigning materials? I.e. so it's just what the 3D window sees? Any help would be appreciated.


texts: How to emulate MixRGB (Mix) with math node for Grayscale?

texts:
I would like to do a little research, and I would like to simulate a MixRgb type node with a mathematical node, to mix BW type maps, since the MixRGB mixes 3 channels, it would be enough for me to mix only one (0-1 Bw), but I'm not sure how to test this with math, I tried the Math node "Multiply Add"
I was curious to compare the performance between the RGB type and a node built with single value math, I did not find much about it by looking on the internet
Example:
(I would like to try to emulate, to compare the performances)


texts: How do I export as an .x file, without being saved as a text file?.


texts: Entire set of objects snapping to rotation instead of single object

texts:
I have a problem and I'm not too well versed with blender.

I would like to rotate each individual wing to a certain degree during animation. However when I rotate one wing and then move to a different frame, the body and other 3 wings snap to the same location. The wings and body are each separate objects and they follow a bezier curve path.

![From individually rotated wings to any next/prev frame](https://i.imgur.com/Ejhe7fz.png]

EDIT: Whoops sorry forgot to attach the file, I do believe it is up:

To be specific I'd like the wings to rotate open at around frame 150-160


texts: How to color line set with vertex colors?

texts:
I would like to use vertex colors to paint an extruded line set but do not succeed to do it.

In detail, I export a scene in X3D format from paraview. It consist of a panels and lines that are colored according to a VTK field (cf. picture below).

Then when I import this X3D file into Blender, I get these three fields :--

Shape_IndexdedFaceSet     (for ship panels)
Shape_IndexdedFaceSet.001 (for free surface)
Shape_IndexdedLineSet     (for ship lines : tower)

I have no problem to show vertex colors on the FaceSet (using an attribute and material output in cycles rendering mode) but the same does'nt work for the Bevel extruded LineSet (cf. picture below where the lines remain desperately black).

Any idea how to do that ? Is there a hidden option I missed ?


texts: How to export a sprite sheet from animation?

texts:
I want to use an animation in some code as a sprite sheet - is it possible to export a sprite sheet?

Info: a sprite sheet/animation strips, is a list of images that you can load into most game engines:
https://www.codeandweb.com/texturepacker/tutorials/how-to-create-a-sprite-sheet


texts: Background saving black but it's transparent when rendered and in the modelling state

texts:
I'm having an issue where it shows that the background of the render is transparent, though it turns black when I save it as a png file.
In the modelling state and in the render state:

After I save it as a png:

As you can see it turn's black and I'm not too sure why...


texts: I have many instances in which I need to use a property to control if the player is on the ground or not. How can I create this? The simple approach that comes to mind is to create a plane over all the floors and give it a property, "floor". Whenever the player is colliding with it, "collide" will be set to true. Else, it will be false. This seems messy and confusing, especially with a large, complex map with rough terrain, ramps, etc. I am looking to create this in a more ideal fashion, how can I create this? Thanks.


texts:
I am able to paint model with Vertex Paint.
Colours are very similar to Normals.
It is possible to have 2 or 3 normals per vertex. (smooth/flat)

Is it possible to assign multiple colours per vertex to use different colours with different faces?

Some how. I do not know how I was able to color model like that

I do not know how that happened. When ever I try to change colour then affects all three faces like that


texts:
I have exported a mesh character from Unreal Engine 4 as a fbx file. I want to remove everything but the head.

I literally have no idea how to use Blender and the UI seems confusing and overwhelming.

Could anyone possibly tell me how to delete everything but the head, step-by-step.

.blend file


texts: How to create 360 degree turnable holographic video from sequence of point clouds

texts:
I have a sequence of point clouds in .ply format. Now, I want to convert them into a 360 degree turnable (free view point) video where each frame of video contains data from single ply file. Is there any way to do it?

Thanks,
Nikhil


texts: How do I make app.handlers suport undo (CTRL+Z)

texts:
I'm using an operator to animate objects via handlers.frame_change_pre but any Ctrl+Z, shutdown all my animated objects.
How can I fix my "Undo" to remove just the last added handler (in the history) everytime I press Ctrl+Z.

Below an add-on to reproduce the mistake:

Select an object. Call SimpleOperator in the search to animate some objects and then Ctrl+Z.

bl_info = {
    "name": "handlers suport undo",
    "version": (0, 5),
    "blender": (2, 74, 0),
    "category": "handlers test",
    }

import bpy
from bpy.app.handlers import persistent

def main(context):
    # get objects and Vars
    obj  = bpy.data.scenes[0].objects.active
    bg  = "HdlName_"

    @persistent
    def track(scene):

        #do something
        obj.location += obj.location * 0.009
        print(bg+obj.name)

    #new handler
    track.__name__ = bg + str( obj.as_pointer() )
    bpy.app.handlers.frame_change_pre.append(track)

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"
    bl_options = {'REGISTER', 'UNDO'}

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

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

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

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

if __name__ == "__main__":
    register()


texts:
I'm dragging two corners of a piece of cloth by two hooks during a cloth simulation. I'm wondering if there is a way to release the hooks at a certain point and the have the cloth simulation continue running.
Thanks!

edit:
I'm looking to animate the hooks moving toward the conveyor and then release the hooks so the cloth continues moving along the conveyor by physics. The conveyor and cloth parts work fine, I just can't figure out a way to release the hooks.
edit: The suggested link above looks very promising to solving my issue. I'll report back after diving in.


texts: Mantaflow Liquid bake crash EXCEPTION_ACCESS_VIOLATION

texts:
So I am doing a scene with a fluid sim, and basically a glass with water in it gets broken. So it's split up into a hundred rigid bodies and I bake the sim on top of that with the rigid body sim already baked. And when I run it, everything is fine until the frame where it is broken. Each time, I then get a crash with the code EXCEPTION_ACCESS_VIOLATION in the crash file. Can this be fixed, is it a bug or do I just not have enough RAM (I have 16gb and the amount of fluid stays the same...)
A few pictures :

Thanks !


texts:
I followed along with a tutorial to texture the earth in cycles. Everything worked well and looked nice until I changed the sample rate. The planes I used for lighting turned black and my renders are without lights.

I tried to add a normal light, no better results. Is there a setting that I could have enabled that could be the cause of this?

Here you can see a screenshot of the rendered view with the light emitting plane.


texts: How to correctly use the Collada exporter?

texts:
I finally managed to finish creating a complete character in Blender and i wanted to export it for the Godot game engine, so i wanted to use Collada (i tried both the Blender default exporter and the better Collada exporter from the Godot website) as my exporting format but when i tried to export i stumbled upon some weird errors that i couldn't really find an answer on google. Here is an image with the errors i'm getting :

I imported the .dae file into the Godot engine to see if it has any problems and the shirt of the character is invisible but only the front side and when i play the idle animation the hands deform weirdly.

I would appreciate if you guys could help me with this or tell me what i should search to fix and avoid these errors in the future.


texts: How to change transparency color in material options? 2.8+

texts:
I have two images. One on black background and the other on white.
How to pick a color to act like transparency mask? How to separate it and put in alpha?


texts: How can render a video skipping frames based on any arbitrary rule?

texts:
Say I want to render every other frame in the first minute and only every third frame in the second etc?

Edit:
I need the output to be one video.
Best way for me would be to generate an array of frame numbers and use only them in the rendered video.


texts:
I tried to model something like a cog. I created one tenth of the cog, mirror modified on 2 axes and added a circular array modifier to get the final result, using the merge option.

When I import the final model in Substance Painter, it looks as if the normals were off on the big flat surface. At least that's how I interpret it:

Any ideas what could be wrong here?

I checked, and all of the selected vertices below are on the exact same Z. Not their median, but the individual values.

If I simply create a circle mesh and fill it, I get a perfectly flat mirror surface:

EDIT:

Shading entirely smooth or flat doesn't seem to influence this issue:


texts:
I am totally new to compositing in Blender and I wanted to know if anyone could tell me how to combine the AO layer and the image layer in this LEGO brick scene that I made.

All help is greatly appreciated!  Thanks!


texts: Freestyle is not exporting with the object

texts:
Here is what it looks like in Blender Render (Not Cycles).

This is how I set it up.

Basically, I'm trying to export it, but it's not including the "Freestyle" lines.
When I open up the .dae file in Finder, it looks like this:

What is wrong here? I want it to be exported (COLLIDA .dae) with the black outline. I'm seeming to think that maybe the "Freestyle" is only for the Blender Render. Am I right? How would I go about getting the black outline included in my exported model? Is it an export setting I have to tick?
Thanks for any helpful answers.


texts: Define position by 3 Euler Angles and Radius

texts:
I want to set the position of an object, using only the 3 Euler angles and a radius. I couldn't find any equation online, and mine doesn't work at all.
Where can I find it?

Thank you!


texts: How do I remove these cracks from my imported svg. file? I'm trying to extrude it

texts:
I'm new to Blender and I'm trying to import an SVG. artwork from Adobe Illustrator into Blender and then extrude it.
(I'm using Blender 2.83.5 and Adobe illustrator 2020)
I have followed the steps in this video -> https://www.youtube.com/watch?v=MQjy4_337wQ&t=4s
But when I extrude my artwork I get lots of little cracks all throughout it.
Is anyone able to tell me why this is? And how I can get rid of them?
Please see my screenshots below.
Thank you to anyone who is willing to help (づ￣ ³￣)づ

Image of Blender Artwork in 'Edit Mode'


texts: What causes a face to be created only partially?

texts:
Trying to create a face Make Edge/Face F doesn't create the face completely.

Why remains this triangle unfilled?

.blend file


texts: How to rotate/spin an animated soft body object

texts:
Probably there's a easy solution to it, but I cannot manage the following:
These two balls are both Soft Body and are colliding into eachother thanks to a force field. I want to give these balls more of a spinning effect during the animation, but if I do this by keyframing the rotation, it seems to be the soft-body ignores it. Any ideas somebody?


texts: How to create object instances with unique properties in Blender?

texts:
Is it possible in Blender to create several instances of an object (Alt+D) and then to change some properties for one of them? (i.e. creating an instance with unique properties)
In particular, I am interested in created instances of "Text" object  with different text in them.


texts: Animation Cycles rendering remains incredible slow

texts:
I am a beginner currently working on my first real project. For this project I am required have a cubistic tunnel environment with light on the end. Everything went great until I wanted to make an animation-render [cycles] to with some camera movement to show off the environment as a test. When the rendering started I was shocked to see that each frame took about 4 minutes to render out. As there are 350 frames for this little test I reckoned was doing something wrong so I searched for ways to improve the rendering but to not much result. I am getting really desperate at this point so I would value your input greatly.
Computer: Macbook Pro - M1 - 16GB RAM
I tried with the GPU and CPU both with optimized tile and adaptive sampling at rather low sample settings.


texts: How can you change the "inherit rotation, scale location" for a vertex or empty or an object, not just a bone?

texts: When you parent bones to bones, you have options of inheriting rotation, scale and location. But, I don't see those options when I do things like parent an object to an empty or an empty to a vertex. Where are these options?


texts: BlenderGIS: import Georeference Raster onto Delaunay Mesh

texts: I have two files.  One is an elevation in points (SHP file), the other is a photo GeoTIFF.  Both the elevation SHP and the photo TIF have the same exact projection and the same exact geographic coordinates in EPSG:3857 WGS84.  I import the shape file and then turn it into a Delaunay Mesh.  Looks great.  I then try to import the Geotiff as a Georeference Raster onto it and I get "cannot reproj raster."  Is there some way to do this?


texts: Error when exporting mesh from .blender to .obj

texts:
i recently used blender to create a butterfly knife.
it looks normal until i export it

How i can fix this?


texts: How to import a character into Unity with textures from BI?

texts:
So this has really got me stuck. I have created this character model with a simple rig below.

However when I put the viewport into material view you can see it goes black.

I've used the baked AO as a texture to which I bound to a material, you can see on the right side that it looks all linked, but it still stays black.

(I can't do this in cycles because the texture involves Ambient Occlusion which I baked.)

When I try to import my model and rig into Unity there is no texture at all on the model.

I'm really confused and would appreciate any help.

Thanks.


texts:
I'm modelling a maze, and intended to use the solidify modifier. The walls of this maze are infinitely thin, but everything is modelled in quads:

When I add the solidify modifier, with even thickness enabled, I get the following result:

As can be seen, at the intersection of three edges, funky things are happening, creating wedge shapes. How can I avoid this?

Thanks!


texts: Aligning the meshes of two scanned fragments of a 16th centruy wooden altar piece for glue joint analysis

texts:
I am working with photogrammetric 3D models in the restoration of wooden cultural heritage. I use the digital 3D models to analyse the gluing surfaces of two fragments of a wooden altar piece from the 16th century, which are broken apart. I would like to digitally align the two fragments, as if I was holding them in place manually on the real object. Because the two gluing surfaces of the pieces have distorted over time and show torn out areas, they do not fit perfectly anymore. In the 3D model I would like to measure how well the two pieces fit (contact area) and how large the gap width is between the surfaces if they are aligned as good as possible.
My question is: Is there way to align two scan meshes in Blender with restricting overlapping of the two parts and having as much contact area as possible? Kind of like aligning the the two parts and then just moving on an axis them towards one another until they "touch" without overlapping? I've tried it with "rigid body physics" in order to get "contact surface" properties and avoid overlapping of the meshes, but this did not work when manually aligning the meshes.
Any thoughts, ideas and help on this would be highly appreciated!


texts: Button with Multiple Operations/Functionality

texts:
I would like to code multiple functions (operations?) to a single button that is on a Display panel within the 3D viewport, and which will have toggle functionality. This is what I have so far. I'd like that when the button is pressed it adds a Subsurf modifier (with both Render & Viewport Subdivisions set to 2), and shade_smooth turned on for the selected object. When the button is pressed again the subsurf is deleted and the shade_smooth is turned off (shade_flat). As it stands now when the button is pressed again it just adds another Subsurf. I might also like to assign a hotkey to it. Any thoughts? Working with Blender 2.83.3

row = layout.row()
row.operator("object.modifier_add", text= "Subsurf", icon = "MOD_SUBSURF").type="SUBSURF"

Here's a larger portion of the script:

class CustomPanel(bpy.types.Panel):
    """A Custom Panel in the Properties Toolbar"""
    bl_label = "V3"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'

    def draw(self, context):
        layout = self.layout

        obj = context.object

        row = layout.row()
        row.prop(bpy.context.space_data.overlay, 'show_cursor', text = "3D cursor", toggle = True)
        row = layout.row()
        row.operator("object.modifier_add", text= "Subsurf", icon = "MOD_SUBSURF").type="SUBSURF"

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

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

if __name__ == "__main__":
    register()
```


texts: How to access Render Result pixels from python script?

texts:
Render Result exists in bpy.data.images["Render Result"] but it contains no data.

Also bpy.data.images["Render Result"].size[0] is 0, even if the render shows as an image in the UV/Image Editor with a width of 1366.

Maybe the render result cannot be accessed as an image or I missing some update or refresh call somewhere but I can't find such a thing in the 2.68 API documentation.

Any tip in the correct direction appreciated.


texts: Render settings for 2d animation in Blender 2.8

texts: What are the best render settings for a 2d animation comprising of flat geometric shapes in Blender, either 2.79 or 2.8? I have tried various things in both and the results are poor with the shapes stuttering across the screen. Any suggestions very welcome.


texts: How to get the little 'modifier' menu see screenshot

texts: i just downloaded the Bevel Curve Tools addon. i just wanted to know what the HotKey is for the modifier tab that pops up get whenever i create a new curve. See image below


texts: How can I compare already imported Fonts with the loaded filepath?

texts:
I'm working on a part of my plugin easyText.
(http://ranincodes.wix.com/easytext)

I want the import Font part to automaticly check if the Font is already imported. How do I get the name of the selected file (=filebuff)?
If it is, the font should not be imported

This is the part of the code wich is important for it

#Atribute
atr = bpy.types.Scene
atr.font = StringProperty(name = "Text Font", description = "Font of the Text")
atr.filebuff = StringProperty(name = "", description = "Choose Font to Import", subtype="FILE_PATH")

#window
class windowFont (bpy.types.Panel):
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_label = "Import Font"
    bl_category = "easyText"

    def draw(self, context):
        scene = bpy.context.scene
        layout = self.layout
        layout.label("Choose + Import Font")
        col = layout.column(align = True)
        layout.prop(scene, "filebuff")
        layout.operator("load.font", text="Import", icon="LOAD_FACTORY")

#button
class OBJECT_OT_buttonLoad(bpy.types.Operator):
    bl_label = "Load Font"
    bl_idname = "load.font"
    bl_description = "Import the choosen Font"

    def execute(self, context):
        scene = bpy.context.scene
        fontb = scene.filebuff
        bpy.ops.font.open(filepath=fontb, relative_path=False)
        return{'FINISHED'}

UI:

Thank you!


texts: Trouble controlling where to add Faces on my model

texts:
Problem:
I have a curved edged wire model that I have developed that needs to have a Face applied to it, whilst keeping other "holes" within the model "Face-free". It's like a wire mesh but the wires are much thicker and flat.

How I created it:
I initially used curves to create the model as can be seen below then converted it to a mesh. Then I selected all the edges and pressed "F" to create a face. I hoped that the long flat curved wires would get faces, leaving the middle "holes" empty. Unfortunately only the middle "holes" became Faces and the flat wire sections were left, albeit somehow linked to the middle Hole faces.

My only other option is to individually select each face in straight groups before pressing "F" but this would take days as the model is pretty large.

Any help would be appreciated.

Image 1: Pre-Face. I want the thinner parts to have Faces and centre "holes" to be empty.

Image 2: After adding Faces this is the outcome with Faces where I don't want them.

Image 3: After selecting the Hole Face and deleting it the Face icon (the black dot) disappears but there still seems to some form of Face present that is no longer clickable.


texts: image.new() is not working with parameter "color"

texts: as per 2.82a API, the color parameter is not accepted by image.new()


texts:
I'm sure this question has been asked and answered, but I can't find it anywhere.

I've got some fairly simple geometry on a hand I'm modelling, and I've got an edge loop, but I cannot seem to complete it. When I fill the faces, the geometry goes wild. Hotkey J is failing to connect the vertices


texts: Why images are blury when extracting image sequence from video clip?

texts:
I have an issue when generating an image sequence from a video clip.
Pictures 1,2,and 3 are three consecutive images from a video clip.
Picture 4 is a close-up of the heel of one of them.
The camera is on a tripod. As you can see there is no issue with the brick wall,
but with any moving part there is.
The camera is a Panasonic HDC-SD100. The clip is AVCHD 1920/1080.
If I use VLC to extract the image sequence there is no issue.
I use all the default settings except for the rendering resolution which I set
to 100% and image compression to 0%.
I have the issue with Blender 2.79b and 2.80.
With this image issue it is impossible to do camera tracking.
Any ideas what I need to do in order to solve this.
Best regards.


texts: Could this kind of texture be created procedurally?

texts:
Could this kind of texture be doable in Blender procedurally? The yellow dotted line in the following reference pic is marking what I'm struggling to create.

With musgrave and noise textures I've gotten this far, but I'm unsure how to do that tattered fade between light and darker blue:


texts:
I am having difficulty changing states with the same keyboard sensor.
The bricks are simple. One keyboard sensor activated by tapping "1" connected to the actuator that will change to state number 2. Then on state number 2 the above keyboard sensor with no changes, connect to the actuator that will change to state number 1.

The initial state is number 1. It manages to change to number 2 but then it does not "come back" to state 1 if I press "1" again. Any ideas why?


texts: How to do proportional move only on selection?

texts: How to proportionally move only the given selection and place the sphere of influence at a given point as it was selected 1 single item (in my case te very top of the object)?


texts: When i use texture paint, it doesn't show when i render it

texts:
So, I have UV unwrapped my model and made a texture for it and then started texturing the model, at first it appears textured when I render the image, but for some random reason after when I paint something it doesn't show anymore when I render it. Does anyone know why this is the case?

So this is something random,

And this is it rendered, as you can see the thing I drew isn't on the model. The thing is it worked before I saved the texture in a texture folder. This really confuses me since it used to work on this exact model, anyone knows why?


texts: doing a large scale project but my View is Locked

texts: i  need the edges of the plane to stop dissappearing when i rotate/scale can anyone help, the plane is very large kms


texts: Creating a height map through blender's compositing

texts:
Hello I know that it is possible to make a height map from your sculpt using the compositing window by taking the Z depth out of the render image and then applying a gausian blur. I know how to add a gausian blur but what node would I use to take only the height information from the render. I know I could simply export to gimp, but I do know its possible all through blender using the compositing tab. Any help would be appreciated.
Thanks!


texts: Curve modifier -applying Nurbspath displaces the object

texts:
I have attached a blend file with tunnel and path objects.
When I apply object for curve modifier ie Nurbspath, my tunnel moves to a totally different location.
I have checked all my settings and can't find the source of the problem..


texts: Why can't I make a vertical loop cut on this object?

texts:
I'm very new to Blender. I've got a cube object which I've manipulated with intrusion and extrusion. I'm now trying to make a vertical loop cut, but it is only being applied to the inside of my object. Horizontal loop cuts work as expected.

I've had a look at other answers and tried removing doubles, recalculating normals and had a look for any N-gons, but as far as I can tell, everything looks okay.

What can I do to make the vertical loop cut work?


texts: Anyone having problems with 2.78 and GTX 660 - specifically baking?

texts: I have gotten zero replies on this and for the life of me don't know why. I'm an intermediate user who has tried everything to get a Combined bake to show up on my image map in Texture mode. After the bake, all that appears is a dissipated wash of color (a lot of white mixed in - and no my environment and lamps aren't overly bright, also no AO, so i'm befuddled). Could it be my NVidia (GTX 660) and driver (375.95) are not handshaking with 2.78? I did hear others were having problems with 78 and some NV cards. Can anyone confirm they're having baking problems with this specific card and/or driver? I'm using Win7 with 24GB of ram. I even went through a bunch of baking tutorials just to refresh myself on baking to make sure it wasn't me. Still, nothing. I can't believe i can't get a simple baked texture to appear on a simple object in Texture mode, just as it does in Rendered mode (close anyway). Has something changed in 2.78a in how Blender handles shadows/lighting, maybe even baking? I also use BakeTool - same result. PLEASE, can someone help me with this because i'm literally going to have to quit using Blender, maybe 3D altogether since i can't afford Houdini. If you have any pertinent info i'd be more than appreciative.


texts: How can I make a plane always look at camera? Like in old videogames, like Doom or Wolfenstein, this kind of software used static images that always looked at the camera, is this possible to make on Blender Cycles?


texts:
I'm new to blender and I'm not sure how to approach the problem.
I like to work with orthogonal views;
I created a scene with a penguin, and the penguin is now facing an arbitrary direction.
However, I now need to fix the penguin's shoulders which are too big.

I wish I could find a way to get some orthogonal views centered on my penguin (which has a mirror mode by the way) because I have a hard time editing the penguin using a non orthogonal view.
I did not found a way to set such custom view, so for now my workflow is to memorize the penguin's rotation values, then turn the penguin back to 0,0,0, then update, and finally re-rotate the penguin back to the desired angle.

It works fine, but I wonder if there is a better approach to this problem ?


texts:
I use Blender 2.82, and I use the principled B.S.D.F.
How do I export a 3D object with transparent textures? Like glass and stuff.
Making the obj, fbx, and files like that.
The rest of it works fine, like the lights, the height, normal map, textures, etc.

I look in the 3D viewer, there's no transparent textures.

What nodes I'm using in Blender

How the image looks in Blender

How the image looks in the 3D viewer


texts: How to modify the size, position, and always on top status of the active blender window for windows OS through python

texts:
Hello so i was wandering for my addon https://blenderartists.org/t/floating-windows-the-missing-feature-of-blender-2-8/1163493 how to resize, move, and modify the always on top status of the active window.

this is how.


texts: Rigging up a model in a non-neutral pose for a given armature

texts:
I am trying to rig up an existing mesh with some .BVH motion capture data, but the pose the mesh is in does not entirely correspond to the neutral pose of the skeleton contained in the BVH file. This results in awkward-looking results for certain parts such as the shoulders and head position, but editing the mesh manually to match the rest position of the armature would be very cumbersome.

From a mathematical perspective, there shouldn't be any additional difficulty in allowing the rest position to be edited or equivalently allowing a model to be reparented to an armature in non-rest pose (adjusting the vertex weights and bone matrices accordingly), but it doesn't seem like Blender allows doing this (as of 2.69).

What would be the best/least-effort workflow for rigging up a mesh which is hard to adapt to a given skeleton's rest pose?


texts: Importing textured psd into blender not showing correct colors in blender

texts: Im using blender 2.75a. After I export my uvmap from blender, edit it in photoshop and try to reopen the psd file in blender. I don't see the changes I made in photoshop. Instead I see totally white background and no textures applied on my character. Is there some other way of texturing uv map in blender 2.75a? or am I doing something wrong?


texts: How can I force the Compositor to update via Python?

texts:
While working on an Add-on that does node connection stuff, I came across a problem I can not find a solution to anywhere: The compositor nodes are only ever updated / evaluated, as long as there is a compositor space open somewhere. If you for instance have the image editor maximized, compositor node tree changes are not evaluated at all.

I am displaying the result of my Python node reconnections through the Viewer Node in the image editor. As long as somewhere there is a Compositor window open, this works. As soon as you switch that window to something else (like a 3D View), updates are not calculated at all.

here is a .blend file to test this, the GIF below shows how to trigger the behavior I described:

I have tried calling the update, update_tag and evaluated_get methods pretty much anywhere I can think of. Is there a way still to force a refresh?


texts: Convert Materials from Cycles to Blender Internal Render

texts:
I want to use Freestyle for a scene with lots of different Cycles Materials, is there an easy way to change them all at once to Blender Internal?

It would be nice if the materials are somehow related, but thats not that important. More important is, that if one material is used for two objects, afterwards the relation stays the same, having the material assigned to the objects as before and not to others (therefor just assigning one new bi material to all objects wouldnt work).

I know that switching the renderer to bi and unchecking "Use Nodes" in the material tab makes roughly what I want, but doing that manualy for every material one by one takes lots of time.

Is there a command or script that I can use?


texts: Alternative update callback for PointerProperty?

texts:
I have created a custom property

class CSGOriginProperty(bpy.types.PropertyGroup):
    origin = FloatVectorProperty(subtype="XYZ", default = (0.0,0.0,0.0))
    size = FloatVectorProperty(subtype="XYZ", default = (1.0,1.0,1.0))

    def template_layout(self, layout):
        row = layout.row(align=True)
        row.label("Origin")
        row.prop(self, "origin", text="")
        row = layout.row(align=True)
        row.label("Size")
        row.prop(self, "size", text="")

And it is then used in a node

class CSGOriginNode(Node, CSGNodeTree):
    """CSG Origin Node"""
    bl_idname = "CSGOriginNode"
    bl_label = "Origin"
    bl_icon = "OBJECT_DATA"

    def init(self, context):
        self.outputs.new("CSGOriginSocket", "Output")

    def uda(self, context):
        print(uDa)
        if self.outputs['Output']:
            self.outputs['Output'].default_value = self.OriginProperty
        self.update()

    OriginProperty = bpy.props.PointerProperty(type=CSGOriginProperty, name="OriginProperty", update=uda)

    def draw_buttons(self, context, layout):
        self.OriginProperty.template_layout(layout)

Normally updating the property would trigger the uda function, but in the case of custom properties using the PointerProperty it would seem this is not the case. Is there a workaround for this?


texts: Understanding official blender documentation - reset button in an Addon example

texts:
I did the Addon examples of the oficial documentation and there is something I don´t understand. In the section called "Bringing it all together" there is something about a reset button that appears below on the left. I don´t see it in my blender program.

At first I thought it was something of the script code. But as you can see below, there isn´t anything in the Addon code related with a reset button.

bl_info = {
    "name": "Cursor Array",
    "category": "Object",
}

import bpy

class ObjectCursorArray(bpy.types.Operator):
    """Object Cursor Array"""
    bl_idname = "object.cursor_array"
    bl_label = "Cursor Array"
    bl_options = {'REGISTER', 'UNDO'}

    total = bpy.props.IntProperty(name="Steps", default=2, min=1, max=100)

    def execute(self, context):
        scene = context.scene
        cursor = scene.cursor_location
        obj = scene.objects.active

        for i in range(self.total):
            obj_new = obj.copy()
            scene.objects.link(obj_new)

            factor = i / self.total
            obj_new.location = (obj.location * factor) + (cursor * (1.0 - factor))

        return {'FINISHED'}

def menu_func(self, context):
    self.layout.operator(ObjectCursorArray.bl_idname)

# store keymaps here to access after registration
addon_keymaps = []

def register():
    bpy.utils.register_class(ObjectCursorArray)
    bpy.types.VIEW3D_MT_object.append(menu_func)

    # handle the keymap
    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')
    kmi = km.keymap_items.new(ObjectCursorArray.bl_idname, 'SPACE', 'PRESS', ctrl=True, shift=True)
    kmi.properties.total = 4
    addon_keymaps.append(km)

def unregister():
    bpy.utils.unregister_class(ObjectCursorArray)
    bpy.types.VIEW3D_MT_object.remove(menu_func)

    # handle the keymap
    wm = bpy.context.window_manager
    for km in addon_keymaps:
        wm.keyconfigs.addon.keymaps.remove(km)
    # clear the list
    del addon_keymaps[:]

if __name__ == "__main__":
    register()

How can I see this button?


texts:
I made this fire/hot metal node setup and can't figure out how to change it's natural colours to blue.  I tried colourizing the image texture (lava was used) but it didn't work.  Also tried using RGB to black and white with the image textures and playing around with hue/saturation, but nothing will change this natural hot metal colour.  I would post the node setup, but it was way to big to show in one picture.  However, I have posted the .blend.

Thanks


texts: Jumping keyframes using hotkeys from the 3D viewport (not the dope sheet)

texts:
I'm trying to use the 'jump keyframe' functions while working in the viewport. I want to mimic the kind of flipping you'd get in traditional animation methods.
However when I try to use the hotkey 'Up/down arrow keys' it only jumps keyframes when I have my mouse hovered over the dope sheet.
Is there a way to use these hotkeys while working directly in the 3D viewport?
Thanks!


texts:
In this article:

the last line says :

  To turn all duplicates into real objects, simply
  select the icosphere and Object ‣ Apply ‣ Make Duplicates Real,
  Ctrl+Shift+A. To make the icosphere and the tentacle a single object,
  make sure they are all selected and go to Object ‣ Join, Ctrl+J.

After doing this, I now have a large amount of objects. Great! but unfortunately, when I select all of them and Ctrl+J to combine the objects, nothing happens. Is there something preventing me from doing this or am I overlooking something?


texts: How to set transparent property per object for fade in/out, without having redundancy of materials?

texts:
Before you comment:
I don't want to have 200 materials of the same metal just for fading out at different times.
Render layers are out of the question too of course.

I bolded it out because I found here several quite similar questions and almost everytime someone who doesn't understand the problem of redundancy in complex projects advise to have the same amount of materials as fading in/out objects in scene.

I am working on couple of animations where lot's of objects are needed to be fade in and out at different times.

Since the projects are quite complex to manage for me (and I already have plenty materials) it is not effective to, for example, have 200 different materials of the same metal just for fading them in/out at different keyframes.

Is there any way to do it using maybe Custom Propterties in object panel?

I've tried using drivers on Custom Properties, but it always fading out all object sharing the same material.


texts:
When I go to insert a keyframe in the graph editor using the I keyboard shortcut, or right-clicking and choosing insert keyframe from the menu, I get the context menu letting me choose all channels, only selected etc., but then nothing happens. I'm in pose mode, and the bone I want to add the keyframe for is selected.

Here is a simple scene with just the cube animated. If I select a channel in the graph editor I see this same behaviour.


texts: How can I restore the scripts/addons folder after accidentally deleting it?

texts: I accidentally deleted the scripts/addons folder. I don't want to reinstall Blender as I don't want to mess up the installation. Is there a way to just download the add ons? I'm using Blender 2.83 and I'm on a Mac.


texts:
I am used to being able to reset my perspective/3D views.

In Fusion 360 e.g. you can click the cube's corner to get back "home". And I want the same functionality in Blender. (Not the cube...)

Is that possible in vanilla Blender or is there really just some hackish add-on from 2014 made for Blender 2.69???


texts:
Is there a way to animate a terrain as it is being modeled? As in have a hill rise up from a plane. Also is this possible with the terrain having a texture to it?
How would I go about this?


texts: Exporting .dae file from Blender and import it on Processing

texts:
What I am trying to do is export from Blender a .dae file of an animated object and then import this file on processing and use it there. I created a rotating cube, baked action and exported it as .dae file. the problem is when I am importing it on processing the animation doesn't work and I can see only a square.

import ch.dieseite.colladaloader.ColladaLoader;
import ch.dieseite.colladaloader.wrappers.ColladaModel;

ColladaModel model;

void setup() {
  size(500,600,P3D);
  background(255);
  lights();
  frameRate(10);
  model = ColladaLoader.load("cuberot.dae", this, null);
  model.scale(25);
}

void draw() {
  translate(width/2,height/2);
  model.draw();
}

Can someone explain how this can work?
Also why I have to scale my object in order to see it properly? if don't the object is like a pixel.


texts:
I was wondering how to spread things out evenly. When I look it up I only find things about aligning them, not about distributing them evenly. Here's a image to help explain

I want those three to be distributed evenly


texts: I don't know what causes this but everything looks white in material preview and in render


texts: How to get rid of purple lines-crease on an object?

texts:
Does anyone know how I can get rid of that crease? Is there any possibility to make it a smooth face like the other faces? I am modeling a cup of coffee (online tutorial) and when duplicating the interior side to create the liquid I get that look at the level of the areas where the handles rise from. Even so, after duplicating, I am not sure if there is any way to get rid of that and make it a smooth object overall. (You can see the purple lines too)

(Beginner here :D )


texts: Problem with exporting blender materials to unity

texts:
I need to export this model to unity with its materials:

This model uses a few different materials in different slots:

The green and grey materials have a random color from a color ramp in each face, which is done with the use of a lightmap pack in UV editing (like in this tutorial https://www.youtube.com/watch?v=kBrOzCxOWhM&t=339s&ab_channel=WiresoulStudio).

Is there any way for me to somehow get these materials working in Unity? I thought that maybe I should somehow bake them but I don't know if it's possible with many materials in one object and if the material itself uses a lightmap pack. I'd really appreciate any help as I really need to have the same look in Unity. Thanks!


texts: Animation nodes: Controlling the object speed in a path relative to the distance from an axis?

texts:
I have an object following a path along a curve and I want it go at a speed relative to
squareroot distance/distance from an axis.
And I don't know how to do.
In a second time I want to make a loop with various instance of this same object.
Thank you.


texts: Launch Blender cycles render from terminal with tiles rendering view

texts:
Sorry for the title, I don't know how to better explain my "problem".

In a nutshell: I would like to open from terminal or win prompt a blender file and see it render on the screen the same way it does when you hit f12, I mean seeing the tiles rendering on screen. The result has to be a windowed UV/Image editor with no bars and menus (did it before as you can see i the code below I called it 'viewport') that let you see the progress of rendering.

Here's my terminal command:

blender /path/to/file.blend -S scene_name -W -p 200 200 800 600 -P /path/to/script.py

Here my script.py content:

import bpy

bpy.context.window.screen = bpy.data.screens['viewport']
bpy.ops.render.render(animation=False, write_still=True, use_viewport=True, scene="scene_name")

the -S argument is redundant I think, but this isn't a problem.

I need your help, you pros! :-)


texts:
I am doing a video in blender with two versions, one in black background and one with white background. The problem is with the white one because it feels like the white color reflect on objects and make it brighter and I need the background to be 100% white.
I applied the white color from the world panel>Background>color>Pure white and the color type is Filmic.
Is the problem with the way of making the background or I can grad it in better way?


texts: Python: Convert a point into camera-space (BGE)

texts:
For a particular object and a particular camera, I wish to convert each vertex into camera space, perform some maths on it and convert it back.

Specifically I need to convert the vertex first into world space, and then into camera space.

Something like:

v_world = obj.matrix_world * v.co
v_cam = cam.matrix_world.invert() * v_world

Which I could tidy up by doing:

# first create matrix that goes from object-space to camera-space
ob_to_cam = obj.matrix_world * cam.matrix_world.invert()

for v in ob.vertices:
    v_cam = ob_to_cam * v.co
    v_cam_out = my_maths_processing(v_cam)

    v.co = ob_to_cam.invert() * v_cam_out

Is this correct?  Is there a tidier way?

This link http://blenderartists.org/forum/archive/index.php/t-246525.html gives:

M1 = Cam.worldTransform # camera 4x4 transform matrix
M2 = Obj.worldTransform # object matrix
M = M1.inverted()*M2 # conventions valid for blender 2.62

There is another suggestion on the same page, to use:

bge.types.KX_Camera
bge.types.KX_Camera.world_to_camera

http://www.blender.org/documentation/blender_python_api_2_62_0/bge.types.html#bge.types.KX_Camera

http://www.blender.org/documentation/blender_python_api_2_62_0/bge.types.html#bge.types.KX_Camera.world_to_camera

But I'm unfamiliar with 'bge' -- blender game object. Should I be using this object?


texts: How can I extrude a dome from a circular face?

texts:
I have the following mesh:

I would like to extrude the face at the center so that a dome forms out of it, such that the dome's boundary would be exactly that of the circle. (Think bubble wrap.)

Is there a quick and easy way to do this?


texts: Render image becomes tranparent with more samples applied

texts:
I was trying to create some bubbles. Everything was OK in render preview, but render result becomes completely transparent image.

Here you can see render preview. I use HDRi lighting and film transperant.
First sample in render process shows a bit of "envelope" of each bulb.

Here you can see render at 2-3 samples and it's almost invisible.

here is a gif when render runs...

Here is my node setup. I can upload my .blend file if you help me how to do this:)
Yes, bubbles are visible, but it brings black background and some bugs.

And the most interesting thing i found when i tried to save this image with black background without alpha.

THIS is the saved rendered image from previous screen!

Here is the comparison between rendered image and render preview at 1 sample.

And at 2 samples.


texts: how to assign different physics to different particle systems?

texts: I'm trying to set up 2 different particle systems in my animation, one with "wind" blowing the particle system upward, one with a different particle system making a light streak.  The wind blowing the first particle system takes place first, but when I try to set up the light streak particle system, the "wind" for the 1st particle system blows my light streak upward too.  Is there a way to assign different force fields in physics to  particular particle systems?  Thank you!


texts: Displace modifier using an Image Texture on a Grid Mesh

texts:
I am trying to apply a displacement to a grid mesh for a Lithophane and a cookie cutter.

I create an image Texture, add a Grid mesh and apply a Displace modifier.  Unfortunately the displacement is only on a small portion of the center of the grid.  How can I get the displacement to fill the Grid?

Here is a link to the blender file. http://www.michael-sadler.com/uploads/displace_texture.blend

and here is the image. http://www.michael-sadler.com/uploads/greyscale-raider2.jpg


texts:
I am painting a model using the texture paint tool.  I am painting the diffuse of a moss texture onto a building I created.  I also have a normal map that goes with the moss texture.  Is there a way for me to recover the UV coordinates that are being generated when I paint my model.

There must be some mapping between what is appearing in my texture that I am painting and the texture attached to my brush.  How can I recover these coordinates so that I can use them to generate a normal map?

Regards,


texts: Why is my image rendering with an odd purple light? (trust me its not missing textures)

texts: Im rendering a space station I modeled and for some reason only after rendering I get this weird purple light shining on everything. I call it a purple light because I DO NOT HAVE ANY MISSING TEXTURES. I tested this out by adding a simple mesh cube right in the frame of my image. Sure enough the side away from all of the lights on the space station turned purple. I have a feeling this is some odd rendering setting though I am not sure. Can anyone help?


texts: Is it possible to use a displacement map without having real geometry?

texts:
I'm currently trying out displacement maps. As I was told by some video tutorials I need to apply them as a (displacement) modifier on the mesh. Therefore, I have to subdivide the mesh to achieve more detail. These subdivided mesh is then stored in my blender file, making it very huge. And also blender eats up a lot of memory...

What I'm looking for is some kind of virtual subdivision function which doesn't actually store the vertexes, which are only displaced by the displacement modifier. So they are actually reconstructible by having the number of subdivisions and the displacement map available. It would also be nice if I could disable the subdivisions visibility for some objects during work and only render them in high detail.

Also, blender v2.76 seems to crash sometimes when having too many subdivisions for a quite simple plane (scaled to 7x7 units, subdevided by factor 100 and then again by factor 3). While I have 16 GB of RAM installed in my machine... Any Idea how to reduce this?

Additional Info:

As I was suggested to use the subsurf modifier, I looked (again) through the list, but wasn't able to find it. I know I have used it some years ago, when I worked through some blender tutorials... Has it's name been changed?


texts:
I using blender 2.76b or older (2.75, 2.76).
I painting model 1k face, 1024x1024.
my PC corei3, ram 8gb, win 10,  gigabyte  r7 250 2gb.
I use brush radial 1>3 pixel and > 50 pixel no lag.
But brush radial 3 > 50 pixel very lag and slow.
My setting i use default.
Help me.
Thank so much.


texts: How can I have the shadow catcher cast a shadow while still having a white background with filmic color management?

texts:
for my project I have an object on a shadow catcher ground-plane. Now I want to render my object only that casts a shadow onto the ground. The object shall be on a white background while still being in filmic color mode (for HDR reasons).
The reason that this does not work, is because there's no problem with the half-transparency caused by the shadow catcher.
Now my problem: If I composite my scene using the "Alpha over"-node, my background will never be completely white due to the filmic color management. However, if I lay the render over a very high intensity background, the shadow vanished because it's not dark enough to darken down the white.
That way I have the choice between a white background with a just barely visible shadow or a grey background with a visible shadow.
Does anyone have a solution for that problem or am I stuck using the default color management?
Thanks in advance.


texts: Blender Farm under Win XP using newest version

texts:
I have a couple of computer systems running Windows XP and one using Ubuntu. With the latest version of Blender no longer able to run in XP, I will need to shift my major work to the linux box.

My question is can I still use the XP boxes (running older versions) as slaves in a render farm? I have no plans on upgrading to Vista or later in the foreseeable future, and the idea that I might lose the new features in development just to keep a reasonable render time seems like a poor trade off.

I have been inactive recently due to external circumstances and this may have been discussed previously, but my (cursory) search didn't reveal a discussion that might suggest the answer.

thanks.

Phred


texts: Bake ONE material with two image textures into a texture

texts:
I have a book page. There is one Material on that page with 2 image textures, the first one is the paper material, the second one is text, well-positioned on the page.

I am able to bake it correctly but the first image texture (the paper material) is not visible. The result is only the text with black.

What can I do against that? I cannot find a workaround.
I need to do this for unity.

Let me know if you need anything to answer this.


texts: Can't see any of objects in blender or the grid?

texts: It seems all of my objects are in some far away place I cant even see the grid or tell zoomed in or out I am. When I try to grab the object and change the location back to origin it goes back to its original position. I am just really confused. When I tried adding a simple mesh cube it does not even show up. Any solutions or advice? I really can't start over.


texts: the layout tab only shows a black rectangle.


texts: Prevent ocean from behaving like a mirror

texts:
This is what my ocean looks like:

This is the node editor of ocean:

This is the result after I edited a few values:

As you can see, I am either able to create a fully reflective ocean (which I did from a video tutorial) or create a blankly grey ocean. I played around with many values in the node editor but they don't make sense to me so I really wasn't able to achieve anything near my goal.

My question is:

What do I need to edit in the node editor setup to make my ocean more realistic?

Edit: I thought it would be apparent, but anyway, I'll want my ocean to be animated and not still.


texts: Mesh becomes flat when working with Fracture Modifier Branch. Is this a regular bug?

texts: I'm working on a simulation with the Fracture Modifier Branch. Sometimes my fractured object turns into this flat object and there's no way I can restore this. I tried removing the rigid body world, turning the modifiers on and off, but nothing seems to work. Does anyone know how to fix this issue?


texts: how to vary the space between the object and mirrored object

texts:
is their a way to space the right side of subjects face (mirrored object) further away from the left side of subjects face so that the eyes match up better to the photo?

added mirror of circle with no clipping and this is what I end up with.


texts: Show Addon Panel in Sequencer only, not Image Preview

texts:
I want Bligify's user interface to only appear on the right side of the sequencer in the Video Sequence Editor. Currently it appears in the preview window as well.

It would also be nice if it only appeared in the "Strip" section of the sequencer, not "Modifiers".

The addon's UI is defined like this:

class gif_UI(bpy.types.Panel):
    bl_space_type = "SEQUENCE_EDITOR"
    bl_region_type = "UI"
    bl_label = "Bligify"

I suspect I need to add a line about bl_context, but documentation has not been updated on this.

Bligify shows up in blender like this:


texts:
i have a issue with the render samples

when i set my GPU as render device i get 500 samples as i want. but when i change to CPU device, i dont see the number of samples

what do i miss?

CPU Device: no samples shown

Samples i set:

Device:


texts: How to use normal displacement instead of vector displacement in shader editor (2.8)

texts: I am creating a material in 2.8, and am using real displacement in the shader, but how do I use normal displacement, rather than vector? The reason is that when I use a black/white heightmap,  the geometry displaces in a single direction, not in the direction of the geometry's faces.


texts: Snapping vertices (Ctrl + Click) not working

texts:
I'm creating clothes and having some troubles

I created a vertice using ctrl + click, it seems to be perfectly ontop of the other mesh I am using. Now when I try to create another vertice:

It goes straight through. Is there any way to stop it and actually have the edge not going through my mesh?
I am able to not let it through but this is only if I use a lot of vertices which shouldn't be the solution considering in other tutorials they do it the same way as I did.


texts: Hide an object from reflecting in the ocean modifier

texts:
I'm new to Blender and just following a tutorial.
I wanted to put a bit of my own stamp on it and got this grid set up at the top to give it an 80s vibe:

But its making a mess of my ocean.
I want to have the pink grid object in the top to be hidden from being reflected in the ocean modifier plane below.
I tried searching and looking for how to hide an object, turn off the shadows, etc.
I thought maybe I could add a plane in between that would work as a one way mask - you can see the orange plane outlined which has a holdout material shader applied to it and backface culling on so I can see through this side, but it didn't stop the ocean still getting a peek.
Can anyone point me in the right direction? Is it possible?
(Update, I've been using Eevee to render this)


texts:
Previously I used blender 2.79b to model simple things. I have project created in 2.79b with background images. I put much effort to scale, rotate, position them in 2.79b.

I want to start using blender 2.8 but I came across weird issues. In blender 2.8 my background images are gone.  What should I change/set to have them back?


texts:
For one of my project I need to extrude some parts of complex surfaces (ie different curvature on the different axes). What I initially thought was that I could create a vectoriel draving in Illustrator (plane tho) that would fit-ish with my design, then curve them along the "supporting" shape and extrude them.
Unfortunately I didn't find such feature (curve vectoriel drawings) - the curve modifier needing a path, and I couldn t find a way to generate a path reflecting the wished curvature.

For small surfacesn I extrude the svg and apply a boolean modifier to modify locally the vertices of the mesh of the "supporting" shape, then deete the extruded part and extrude the face surounded by the nodes generated thanks to the boolean modifier. But as soon as the form is too big (ie >1/4 of the round piece), this tech does not work anymore...

Many thanks for you help... I m really stuck right now!

Here is the drawing driving my project. I have a model for round part (skull) and I'd like to do the extruded stuffs


texts: How to set up a single driver so that it moves a shape key from 0 to 1 and then another one from 0 to 1

texts: I don't want it to move all the shape keys from 0 to 1 at the same time. I only want it to start moving the next shape key after the previous one has reached 1.


texts: Different Behavior on Different Faces With Procedural Texturing

texts: I applied a procedural texture on a cube where I want red to be higher than white. At the picture shown, the top face is correct but the front face is wrong. This is just at simple cube, all normals are facing outward.


texts: How to create a flickering light source using cycles?

texts:
I tried doing this using the 'Noise' option in the F-Curve Modifier, but i did not see and significant flickering. Am I doing something wrong? Or is there any other way this output can be achieved.
Also, is there any way to rapidly and randomly change the shape of a object --like a sphere or icosphere -- to further assist the flickering effect?


texts:
I created a simple wall in blender using Archipack but any time I change it, height etc, it deletes all my windows,  A little reading indicates that I must make it "safe to edit".

"In order to prevent any parameter edit and get a “safe to edit by hand” non-archipack aware mesh, use either “selected” or “all” found in Archipack Tools -> Kill parameters."

But nowhere does anything say WHERE the Archipack Tools are to find this option.

https://gyazo.com/c765953ad916dfdbd2305533760e194c

It's not in my right-click where I managed to get Loops tools to show up once.  It's not down the side with the Archipack - all I get there is the Material and the wall itself with its details.

(The answer below says that it should be in the side menu accessible by pressing N.  I don't have "Tools".  Extended Tools is from a Modeling Cloth add-on.)


texts:
When I render my image, it renders perfectly fine, but it doesn't save out.

Can anyone explain how to get my image to save after rendering?


texts: What are common causes for Blend files growing in size?

texts:
I have this blend file that seems to be growing.

The file size is now about 250MB. It contains this scene and the texture of the flag is 265kb and the texture of the sky is 640KB.

I have a wind blowing and I intend to render this scene as an animation. I have played the animation a couple of times and I have the feeling that this causes the growth of the file. What could be the reason for the ridiculous file size ?


texts: keep applying transformations to duplicated object

texts:
is there a way, maybe a plugin, to keep aplying transform changes to duplicated mirrored objects as those happens? i've read about linked duplicates, but seem like those copies everything BUT transformations.

for example, i want to be able to grab the left wing of an aircraft, duplicate and mirror it, then change it's width and immediately see the duplicate change it's widthtoo, then move the original forward and immediatly see the duplicate move forward too.


texts: Bump Maps are missing after exporting as glTF 2.0

texts:
My goal is to export my entire FBX model into GLTF 2.0 format with all bump maps using Blender, and upload it online using Three.js

I've uploaded my FBX model to Sketchfab https://skfb.ly/YOGv and it shows that my FBX model has the bump maps, however when I convert it to gltf using Blender, it doesn't show all the pieces of this model with the bump maps, I see it only on the bottom of my model, here's the site I'm displaying the gltf model using Three.js [http://virtualvizcaya.org/pages/1916barge_blender.html].

Please help! I'm also new to blender, but I'm open to other approaches to reach my goal. Thanks!


texts:
I'm doing an extrusion with a bunch of connected edges in the same direction. In order to divide the new faces into several faces along the extrusion direction, I have to do several extrusions.

Is there an option in Blender to determine the number of divisions like in Maya?


texts:
I'm trying to make my own bpy.ops python function, like bpy.ops.hi() for example, or even bpy.someotherfunction().

I realize that the submodules are only "fakes" as it says in the ops.py file, and they all point to C++ functions, here's the class to create all bpy.something():

class BPyOps:
    """
    Fake module like class.

     bpy.ops
    """
    __slots__ = ()

    def __getattr__(self, module):
        """
        gets a bpy.ops submodule
        """
        if module.startswith('__'):
            raise AttributeError(module)
        return BPyOpsSubMod(module)

    def __dir__(self):

        submodules = set()

        # add this classes functions
        for id_name in dir(self.__class__):
            if not id_name.startswith('__'):
                submodules.add(id_name)

        for id_name in op_dir():
            id_split = id_name.split('_OT_', 1)

            if len(id_split) == 2:
                submodules.add(id_split[0].lower())
            else:
                submodules.add(id_split[0])

        return list(submodules)

    def __repr__(self):
        return "<module like class 'bpy.ops'>"

so for now without even getting into submodules I'd like to first know how to make a custom bpy.something(),

it seems like all the module names are coming from op_dir(), which is defined in the beginning:

from _bpy import ops as ops_module

# op_add = ops_module.add
op_dir = ops_module.dir

but I can't seem to find "_bpy" anywhere, I tried doing a windows search in both the blender release folder and the source code, and I couldn't find it (yet).

SO I think the step to make a custom module is to edit _bpy.dir, but where is that ???? Is it in the blender source somewhere, or a compiled python file?


texts: The front view is almost straight but when I turn the cup the label gets distorted vertically. Is this because of the mesh being curved? Also I accidentally unwrapped the inside faces of the cup, how do you undo this? I'm new lol


texts:
I got to create a glove simulation, which is kinda hard to explain, but i give it a try, when you look at the below picture imagine your standing on the front of it, and those hands point to you, and you put your hand in (to get to the box with overpressure), the glove has to use cloth collision and some shrink wrap (the hand). how would one do this, i tried it with cloth sim and shrink wrap; but shrink wrap is way to strong (disables cloth self collision).
One might wonder about shapekeys but (invert model over length axis) but it doesnt look realistic and wont reflect movement of the working hands in lab.


texts: Why is my render image only consists of bright patterns?

texts:
It is supposed to be a ball and a structure next to it
but the render image only display this
can anyone tell me why and how to make it normal?


texts: Fix Non-Continuous Grease Pencil Strokes?

texts:
I'm having a problem with grease pencil strokes in Blender.

Zoomed out view:

As you can see, the strokes are not smooth flowing lines, but are separate line segments assembled in the shape of the line. As I'm trying to use Blender's grease pencil for 2D animation as others have done in the past, this will not work very well. Does anyone know of a way to resolve this issue?


texts:
Any cloth simulation I do is very strangely compressing, and deform in very abstract and weird way.

Its bothering me for several days already, and I can't seem to find an answer.

Please can anybody take a look at my Blend file and help me?

Before the Simulation:

After:

Actually never mind my bad, I just forgot the way Solidify modifier works. The thickness adds up kinda it doesn't just appear there. Thanks :D


texts: How can I model a spherical tesselation such as this one in blender?

texts:
I have this shape and have no idea where to start modeling it from.

Any ideas appreciated.


texts: 2.8 Duplicates along curve but with animation

texts:
I now have an object that has the instancing enabled with a child object that i don't want to deform. It goes around my curve as intended and looks good. Now i would love to make the instanced objects animate along the curve, think conveyor belt with segments.

When I make the parent object follow the path it just keeps it shape and moves the whole belt along the curve which is not what I'm looking for.

Has anyone figured out how to do this?

A million times thanks for your help!

P.S. I can supply the blend file if you need it, but it is just a bunch of segments along a curve that don't deform due to the parent with its array.


texts: Upgrading to 2.81 - How To Keep Settings and Addons

texts:
I currently have 2.8 and about to take a class that wants me to have 2.81.  I have invested time and money on my settings and some addons that I have purchased in the past.  I have done so much to the current blender that I have that Its hard to remember it all.

I currently have Blender 2.8 on my C drive and want to place Blender 2.81 on my D drive to save space.  Will I lose all of my settings and addons when I download the other version (2.81)?


texts: Is there a way to combine two png images at shader editor?

texts:
Is there a some trick to combine two png images at shader editor with same behavior as Alpha Over Node in Compositor.
I am familiar with MixRGB node and the fact that factor can be used to mix colors with alpha mask.
The problem with MixRGB is that there is no a real way to add two images at the top of each other or atleast I haven´t discovered easy way of doing that.
If your suggested node tree would also have a feature to color black and white png images that would be neat.
Two png images. First I would like to color them, then add them together in side of shader editor. The background color should remain saparated

I am using Blender to design car wraps and this feature could save a lot of time.


texts: Material is black at edges when rendered

texts: Some areas of the PBR textures+Principled shader material that I used appear black when rendered. This only happens from some angles. I tried recalculating normals, merging by distance but to no avail. Any help appreciated. It looks fine in the material preview, just get this black on the sides based on the viewing angle only in the rendered view.


texts: Certain verticies arent registering for weight paint

texts:
I'm trying to weight paint a model and it works for the most part but at random vertices or faces, it will refuse to paint over or change. I'm still relatively new, so I don't know if there's something I'm missing in the settings or something like that, or if that's not how weight paints work, I really don't know.
edit: here's a screenshot, I'm trying to set the weights to 0, but on the corner closest and the bottom of the far side won't paint


texts: Volume Loss of fluid simulation in tilting Object which is defined as an effector (collision) Blender 2.90.1

texts:
I have the following problem. I have a casting ladle as an effector with collision setting. I beginn with fluid inside the ladle as a geometry with the inner shape of it. This works pretty smooth but with starting the rotation of the ladle the fluid volume shrinks together. I tested several things for a solution:

I stopped and changed Compression factor for volumes
I changed the particle radius of the FLIP system
I changed surface parameters of the collision object
I changed the resolution, surface tension (Diffusion), fractional Obstacle

of course in nearly all possible combinations. Yet I still cant find a solution.
I would be glad if one of you guys could help out with a solution.
Best regards Joshua


texts: Linux cmdline rendering on multiple GPUs

texts:
I'm running a number of benchmarks on Linux (Ubuntu 18.04) cloud VMs that have multiple GPUs attached, however I can only ever render on a single GPU. I'm not using the standard Blender benchmark executable as I kept running into checksum errors, rather I'm installing Blender locally and following the instructions to run offline benchmarks here.

I've tried adding this script to my command line to force-enable all my GPUs, but I'm still only getting a single GPU rendering. My command line is:

  /usr/bin/blender \
    --background \
    --factory-startup \
    -noaudio \
    --enable-autoexec \
    --engine \
    CYCLES \
    /path/to/scenes/main.blend \
    --python \
    /path/to/scripts/use_gpus.py \
    --python \
    /path/to/scripts/main.py \
    -- \
    --device-type=CUDA

Am I missing something? Is the GPU device ID baked into the benchmark scenefiles, not to be overridden?


texts: How to trim this cylinder where it meets a box

texts:
I have a box that I have extruded to the shape I want. Then I placed a cylinder so that it intersects the box. After that I deleted the bottom faces of both the cylinder and box.

Now what I want to do is delete the portion of the cylinder that is inside the box and join the nodes so that it is one object. I have already joined the meshes so I can select points/edges/faces from either shape. It seems like the easiest way would be to just put nodes where the edges of the cylinder and box intersect and then delete the parts I don't care about. I can't find a good way to do that though.

What's the best way to accomplish what I'm trying to do?


texts: How to render the weapon animation separately, without a character, to create a video game sprites?

texts:
I need to create some weapon sprites in Blender, that will be used in a video game. First I need to export the png sequences of character animation without weapons and then export the same action with a weapon only, on transparent background. But the most important thing is, to have the impact of the character in the weapon animation. I.e if it’s about sword, it has to be rendered with a placeholder of the character hand, which means that the grip of the sword will have a hole (which is meant to be a character hand ), so that if the sword animation sequence is placed above the character animation, it looked as if the character is holding the sword.

When I try to export only the weapon sequence, it is rendered as the character was transparent, rendereing the sword fully in all positions… Please help


texts: How to use blender create square-section spiral objects?

texts:
I am a blender beginner.
I need to build a mosquito coil.


texts: Read value from an fcurve at specific frames

texts:
I need to get the values from an fcurve at specific frames using a script.These frames do not necessarily have keys on them.
Lets say I have an object selected and I need to retrieve the y position at frame 7. (I am not a python coder, this is to be used in conjunction with the Animation Nodes addon.)
Is it possible?

Thanks!
Sahin


texts: how to bake high poly and texture normal map together

texts: okay so. my plan is to add a normal map and texture to a low poly mesh. the normal map should be a combination of the high poly model and a texture. they should be baked together. I know you can bake them separately but that's not what I need. I need them together. could you please help? I think I figured it out but the mesh cant connect to itself or everything is messed up. ex) it will work on a plane but not on a cube. please help and thank you for doing so. :)


texts:
I currently have a .ply mesh, and I am trying to compute the surface normals of the blob-like object. I wish to encode the normals in an RGB map, so I tried linking the geometry node's normal to the emission shader as shown below:

However, I checked the output for the rendered image (in MATLAB) and the normals were certainly not right. In the preview pane, the cube looked like this:

Clearly, something isn't right, as I would want the face facing the viewer to be green and not black.

Does anyone have any input?


texts:
Im trying to add a faces in a curve ,but i want to add in every points of control of my NURB curve and these faces should have the same normal that my points of control. How to do that in a script ?
    branch=bpy.context.object
    b=branch.data
    mesh=bpy.data.meshes.new("tree_leaves_emitter")
    bm=bmesh.new()
    bm.from_mesh(mesh)

    verts=deque()
    weight=deque()

    for spline in b.splines:
        for pt in spline.points:
            verts.append(pt.co.xyz)

    lista_vertices=[]
    for v in verts:
        lista_vertices.append([bm.verts.new(v+Vector((1,0,0))),bm.verts.new(v+Vector((0,1,0))),bm.verts.new(v+Vector((0,0,1)))])
    bm.verts.ensure_lookup_table()

    print(lista_vertices)

    for v in verts:
        try:
            bm.faces.new(v[0],v[1],v[2])
        except:
            print('unable to create face')

    bm.faces.ensure_lookup_table()

    bm.to_mesh(mesh)
    bm.free()


texts:
I press Shift-A and scroll to add image and it isn't highlighted, in fact all the options are greyed out. Can anyone please help me understand why?

I have reloaded with factory settings.


texts: matplotlib-generated images meet textures

texts:
in BGE, I am trying to generate some images with matplotlib, then want to put these images as an object texture.

My first try was ok, I

generate the image (plplot)
save it to disk (PIL savefig)
load the image and put it as texture (Texture imageFFmpeg)

Code:

# plot data
plt.plot(x,y)
plt.savefig('plot.png')

# put image on object as texture
matID=bge.texture.materialID(here.objects['graph1'],"MAplot1mat")
bge.logic.gp1=bge.texture.Texture(here.objects['graph1'],matID)
url_ima=bge.logic.expandPath('//plot.png')
bge.logic.gp1.source=bge.logic.ImageFFmpeg(url_ima)
bge.logic.gp1.refresh(True)

I would like to avoid saving image on disk. So I tried to use an Image Buffer to let the matplotlib image (in memory) to be saved as an image buffer, to feed into the bge.texture. No way.

Code:

bge.logic.plot=bge.texture.Texture(scene.objects['floor'],0)
image_buffer=bge.texture.imageToArray(floor_figure)
bge.logic.floorplot.source=bge.texture.ImageBuff()
bge.logic.floorplot.source.load(image_buffer,20,20)

Question: is there a way to let an image from matplotlib (in memory, not saved onto disk) to fit into a texure?

Thank you, please ask for more info if my explanation is not clear enough.

Roberto


texts: I can't find the Screencast Keys which allow me to start the display. I have tried the right hand pop-up menu using the hotkey N, but I could not find the Screencast Keys menu which is usually located under the Transform orientations rollout.


texts: When adding the model circled, I saw that it was cut-off. When i zoomed out there was this dark grey pyramid shape thing that when i moved the models outside, they were cut off(disappeared). I have no idea as to what it is, because I can't select it.


texts: Is it possible to round the edtes of a round corner

texts:
I wanted to try and make a controller but cant bevel into a rounded corner
Pretty much what I am asking is if I were to trace a c shape this is top view (C) how would I round the 2 points keeping in mind it was traced and does not already have smooth edges. It is also extruded to be thicker so a 3D C shape.
I will post an image if its required


texts: Edited texture not replacing old texture in render

texts:
I was working on a tower and painted my own texture for it. I saved halfway though and took a break.
When I returned to my little project, I could paint on the image and it shows up in the material view but not the render.
I did everything in my power but still couldn't understand why?

I have used:

Nodes, including mapping and insert UV coordinates.
Unwrap UVs
Used lights
Deleted and replace nodes
Deleted and replace Mat
Removed image and replace it
Reload image
Painted on mesh

Even though use blender, I am not a programmer. So I find it really helpful if someone could give me an answer.


texts: Problem Rigging "Set Parent to Automatic Weight"

texts:
Fellow Blenderers.
I am nothing but a humble student that's currently learning how to rig. I followed this tutorial

https://www.youtube.com/watch?v=Q9f-WVs3ghI

but it seems i have 2 problems that i cannot shackle no matter what.

My first problem is my leg bones gets wonky like a mad goblin everytime i raise it.

The leg is supposed to rise to the front, but instead it rise to the left side.

My second problem is everytime i set my mesh's parent to my bones...

That happens everytime i set the parent to 'Automatic Weight'.

I have no idea what happen. I don't understand 3d at all.
Help me.

By the way, here's the file if you want to see my misery.
https://drive.google.com/file/d/1Sr7SFxaqSTxwO1fUHxknl3S22rNIGY7v/view?usp=sharing


texts: Guidelines equivalent alternative in Blender?

texts:
Many 2D graphic editors have "guidelines" (Corel Draw) or "guides" (Adobe Illustrator) feature. These are temporary invisible geometry, useful for snapping.

Is there similar feature in Blender?

Or how to perform similar functionality in Blender?

May be draw helper object on separate layer or something?


texts: Textures not showing up in downloaded `.blend` file from Sketchfab

texts:
This is my first foray into working with Blender, and to start off I'm trying to compose a simple static scene with a few pre-built character models sitting in a room.

I downloaded this rigged model of a alien from Sketchfab (clicked "Download 3D Model" in the lower-left right below the artist's name and selected "Original format (blend)"). However, after extracting the ZIP file and opening the .blend file in source/, the model appeared as a grey blob with no textures, despite the model clearly being textured in the web viewer on Sketchfab.

Following the instructions from other sources, I set the viewport shading to "textured" (which for some reason now seems to be labeled "look dev" in the latest version of Blender), and attempted to load missing textures from the textures/ folder in the extracted ZIP. Neither of these actions seemed to fix the problem for me. Additionally, I will note that my model does not appear pink, which as I've heard from other sources is the usual sign of missing textures. Rather, the model is simply a dull, untextured grey.

Any ideas about what I'm doing wrong? I'm using Blender 2.8 (the latest version).


texts: Selecting only the bottle's INSIDE bottom face, to form upward creating a 'hill' of glass in the bottom

texts: Looking at the picture I added to model by, you can see the bottle has a "hill" of glass in the bottom. My question is how do I 'get inside' the bottle to select only the inside bottom's top face to form upward, thereby creating a hill? Currently I have a solidify modifier added (but not applied).


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What would be the quickest way to align multiple edge loops that are scaled differently to one that is scaled correctly?

Let's say I want to shape all the edge loops of the first example like the top one, so that they form a cylinder.


texts: My model is see-through with black lines

texts: I'm pretty new to blender, so i apologize if this question is a little dumb, i was following a blender tutorial but i accidentally pressed a key and i don't know which one i pressed, and now my model is sort of see through, here's the picture


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I am using blender 2.8, system Ubuntu
Here is the video codec of source file H264, MPEG-4 AVC
Frame rate 24

In blender, I set the output as
File format FFmpeg video
Encoding Container MPEG-4
Video codec H.264
Output Quality: High Quality

Why the video gets faded, or a dark shadow is formed after rendering?

Original video screenshot (screencast using Kazam):

Screenshot of video rendered by blender:

I also tried many other settings like AVI, but all are giving the same results.


texts: ok so I was trying to make an explosion without baking using the empty and modifiers method, I modelled something that kind of looks like an explosion then I added displacement with mods etc now when I tried adding emission these cubes appeared, I can't really find a fix so can anyone here help me?


texts: Why some faces have different colours and can't bridge with others?

texts: The two selected faces as shown in the screenshot have different colour (slightly brighter) and their edges was unable to bridge with others. What should I do? Any help is appreciated :)


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I have installed the "Drop to ground" addon. I have added the plane and renamed it to "Ground", took a normal cube and put on the plane some distance away from the plane. Then I selected the cube, Shift selected the plane and hit the button to the left - Drop to ground. It's giving an error and nothing is working.

Traceback (most recent call last):
file "C........ addons\object_drop_to_ground.py", line 166, in execute drop_objects (self, context)
file "C........ addons\object_drop_to_ground.py", line 108, in drop_objects hit_location, hit_normal, hit_index = tmp_ground.ray_cast(lowest_world_co, lowest_world_co+down)
valueError : too many values to unpack (expected3)
location : <unknown location>:-1

I have downloaded the addon from this new link https://gist.github.com/mhulse/571947fbe5ca16b7f2b7

Can anybody give me solution for that error


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I need help with this, I don't know what I am doing wrong. I made a rope segment, set up an array and used a curve modifier to wrap the rope around the pole, but it's not following the bezier correctly as you can see in the image. It even gets distorted in the tip.
Any ideas of what I'm doing wrong?
Thx


texts: How do I bake a transparent shadow texture using Cycles bake?

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I'm trying to bake a transparent png image with Cycles. It drives me crazy trying to work out how to do this. Can anyone guide me how to accomplish it, or is it possible at all?

White background

Transparent background


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I am trying to export this part to an svg and would like to keep the exported paths as simple as possible:

The result looks good at first

However, when viewed in Inkscape the results I get are short paths and lots of individual nodes (especially in the corner areas, e.g. on the top right - without clear edges).

I also removed the Sampling modifier from the Geometry modifier stack (mentioned here) but it didn't help. Any other settings that yield simler shapes and less short paths (also fewer nodes)?


texts: How to smooth shading glitches around edge

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The red mark is the mesh beside the groove. How do I make it smooth?
The green mark is what I want to make smooth.

I have used some cutters that are hidden. If you wish you can unhide and see it. I have added subsurf of level 4. Yet the mesh is not smooth some parts.


texts: When I want to create the faces between bottom of the handle and the body with manner that you select vertices and make faces, I get a problem that when I want to select the last vertices, the hole vertical vertices of that point get selected as you can see.


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How do I make these fan blades for a jet engine? These are the blades I'm wanting to make. thanks

Here is the engine so far in blender


texts: Is this any hope for this possibly corrupted .blend file?

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Windows 10
2.78c

I am using the video sequence editor to put together video segments for an event taking place tomorrow.

mp4 strips cause the VSE to run too slowly on my machine for it to be of any use to me, so I'm having to work with the MTS files from the camera and then switch the references over to the mp4 when I'm ready to render.

I had just finished that process for one segment when I discovered that opening that segment's .blend file immediately crashes blender. Running the debugger from the command line tells me that as soon as blender attempts to read this file it gets an EXCEPTION_ACCESS_VIOLATION. Although there's a slightly different file size in the mp4's .blend1 backup and the MTS versions, they also immediately crash blender upon attempts to open.

All of my other blends work just fine.

I cannot find an earlier version of the file in TEMP or Recover options. I have attempted opening the file with "Load UI" unchecked (still crashes). I reproduced this issue with this file on a completely separate machine running Window 7.

All four non-working versions of the "entervillains" blend files are at this link, as well as a working "intro-mpg.blend" for comparison's sake.

I am hoping that the file isn't just hopelessly corrupted or that there's some way for me to get the strip data off of it to keep me from having to completely rebuild that segment from scratch. Time is of the essence and I'm still working on the other segments.


texts: emission mix transparent not rendering properly

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I have mix shader with emission node and transparent node
When I do render, there's no color & no emission
And eevee or cycle behaves the same
How is this happening ??
Here is the blend file :
https://drive.google.com/file/d/1PKHJ9yLjjVtI_jf5BO1TdiYw1XbODigI/view?usp=sharing
thank you :)