texts: Script not running as Handler or in Driver

texts:
Edit: DOWNLOAD DEMO BLEND FILE

I am running into a weird issue that I have solved in the past but can't seem to figure out now.

I have a material node keyframed in Blender Internal, and unfortunately blender does not show the transition in the GLSL textured viewport. So I have written a small script that will reinforce the value of a MixRGB factor to itself.

When I click on "Run Script" everything works fine and my material is updated. However assigning the function to a driver or even handler does need yield expected result, which is updating that MixRGB factor on every frame change.

import bpy

def refreshNow(val):
    mat = bpy.data.materials['Skin_Gloss']
    nodes = mat.node_tree.nodes
    nodes["Mix"].inputs[0].default_value = nodes["Mix"].inputs[0].default_value
    bpy.context.scene.update()
    return val

refreshNow(0)

bpy.app.driver_namespace['refresh'] = refreshNow

def my_handler():
    refreshNow(0)

def register():
    bpy.app.handlers.frame_change_post.append(my_handler)

if __name__ == "__main__":
    register()

Below is my driver setup. As you can see the debug info shows my current frame, which is 115. Meaning that refreshNow is actually called and has returned.

Here is my material setup, pay attention to the MixRGB being keyframed from 0 to 1, from frame 0 to 50:

Like I said, the script works fine when I click on "Run Script", and the driver shows that the function has returned. What could possibly be the issue?

Thank you in advance.

Edit: DOWNLOAD DEMO BLEND FILE


texts:
once ive got my hair all sorted i go to particle edit mode to position it and stuff but its all suddenly gone and all i see is the model the hair is on??

anyone help??


texts: How to build Blender as a Python module?

texts:
I have seen this question now many times and every question here and on other forum points to build blender as python module experimental tutorial by ideaman42. Now sadly a lot of answers are invalid right now because this central link is down. I couldn't find anything by Googling so if anybody has a fork of the tutorial or a second source that would be great? The link can't be gone for too long, I saw an answer with it 4 months ago.

The only other thing I have found is this tutorial for windows, but it also references the now missing tutorial. Any ideas how to find it?


texts: What is the algorithm behind Blender's Proportional Edit?

texts:
How does Blender compute the vertex displacements during Proportional Editing?

I'm guessing it first searches for vertices within the user defined radius, then calculate somehow the weights for each of those found vertices based on degree of connectivity to the seed vertex or distance? Or does it use free form deformation approach?

A paper or reference would be helpful too.


texts: Could you tell me, please, how can I import Alembic (.abc) with UDIM (.tx and .exr) in blender? I can not find any information about it.


texts: All but one objects not visible, yet in library, rendering. Alt+H doesnt work

texts:
Help!

I've probably used some shortkey than hide all objects but the one selected, and then saved blender file and quit. Now, i don't remember what it was and im wasting time to "unhide" them.

The thing is they're not hidden, as ALT+H doesnt work.
Tried Clear All Restrict Render but it's even not that, because all objects are:
- rendering
- visible, selectable IN LIBRARY
- do have eye sign toggled on

I just cant unhide them.

Help?


texts: Can someone tell me where I've gone wrong?

texts:
this is my first ever time working on blender. I'm following a tutorial and I made a dog house for the sims 4, I'm at the stage where I need to start baking but I have loads of layers, I tried to join them all together but some of walls disappeared.

Can someone help please :) ?
Thanks.

You can download my blender file here >>  http://simfileshare.net/download/5UT56PXIYey45CwzcPdPJetv6Wh1eLqjHK71SCVqgpMJaAski5ohs665AMNMDEh3/


texts: How to see source code of menu blender 2.8.1?

texts: In previous versions of Blender, you could see source code of a menu by right clicking and select view sources from a dropdown menu. How can you do it with Blender 2.8.1?


texts:
I found a 12 sided object that I really like, but I have no idea how to make the rim that is on there, and I am wondering if anyone could show how to achieve that same result of the rounded rim in the screenshot (doesn't need to have 6 even segments around it), so that I could add additional rims around the object (for example, if I wanted to add another rim above or below the original?)
Thank you in advance for your help and your time.


texts: I wonder how I can make a math curve/path representing an equation along another curve and make a camera follow it?


texts: Create and export bounding boxes for objects

texts: I am using Blensor v2.67. I have a camera and several objects in my scene. The camera follows a path and I would like to save what the camera sees for each frame. Among other things, I would like to save the (oriented) bounding boxes of my objects. I did some research, but I believe Display bounding box around objects only displays the bounding boxes and in Save the bounding box position of an object in a text file the requirements seem to be different (2D, moving object,...). Any answer on how to do this will be greatly appreciated! Is there inherent functionality to do this or do I need to include a custom script?


texts:
I am new in Blender and I have a problem related to the position of the Objects when I Bake a Rigid Body Simulation.
I have a "wall" object with Rigid Body and I want to Bake the Simulation.
But when I create the Bake (Object/Ridig Body/Bake to keyframes) the original position of the object change.
Any ideas? I think I don't have any Parents that could make a Position problem. Also, I Applied Transforms before to create the Rigid Body, I Set the Origin to the center, recreate my object and nothing helps.
I have the same problem with many Objects in this scene.
Thank you!


texts: Problem: modeling philips screw head using modifiers

texts: I am trying to model a screw head using boolean modifiers. I cannot get both tracks subtracted using solidified beveled faces. The second boolean operation fails if both tracks overlap (left) and succeeds if they don't. What is going on ?


texts: Using Blender and PLY file, how to render a grayscale image with assigned intensities at each vertex?

texts:
I can programatically generate PLY files with RGB color values as attributes for each vertex, like below
ply
format ascii 1.0
element vertex 126272
property float x
property float y
property float z
property uchar red
property uchar green
property uchar blue
element face 252540
property list uchar int vertex_index
end_header
-5.38773 -92.173 13.6437 0 0 0
-5.7427 -92.1753 13.6356 0 0 0
-5.10993 -92.1504 13.2691 0 0 0
-5.43053 -92.1653 13.366 0 0 0
-5.75901 -92.1091 13.238 255 0 0
-4.93855 -92.0976 13.0949 255 255 0
-5.32676 -92.0818 12.9526 0 255 0
-5.86176 -92.0882 12.8743 0 255 255
......
3 0 1 3
3 4 3 1
3 0 40 1
3 41 1 40
3 0 3 48
3 0 48 40
3 1 41 49
......

Then I can import the PLY file into Blender (I am using v2.78/79), add a camera (and light and material, etc.), and render it as color images. That works totally fine.
Now I want to change the idea to only generate grayscale images with intensities at each vertex be exactly the value I assign to each vertex in PLY file, like below:
ply
format ascii 1.0
element vertex 126272
property float x
property float y
property float z
property float intensity
element face 252540
property list uchar int vertex_index
end_header
-5.38773 -92.173 13.6437 0
-5.7427 -92.1753 13.6356 -3.5
-5.10993 -92.1504 13.2691 4.2
-5.43053 -92.1653 13.366 2
-5.75901 -92.1091 13.238 -1
-4.93855 -92.0976 13.0949 -2
-5.32676 -92.0818 12.9526 0
-5.86176 -92.0882 12.8743 0.1
......
3 0 1 3
3 4 3 1
3 0 40 1
3 41 1 40
3 0 3 48
3 0 48 40
3 1 41 49
......

What I want to know is, after importing the PLY file to Blender and setting up a camera, what should I do further to let Blender generate a grayscale image that has the exact intensities I assigned at each vertex? I.e. I don't want Blender to change the intensities for me, but I do need it to render several grayscale images from different viewpoints.
Please note that I do have both positive and negative intensities at vertexes. I know these output grayscale images are not easy to be viewed in any image viewer, but that is not an issue for me.
Please kindly help. Thanks!


texts:
For the sake of simplicity, lets start with the default screen.

How would you go about selecting faces in Python?
Top, Bottom, Sides?

bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.mesh.select_face_by_sides(0)

This seems to select everything.
I can't find a subscriptable face[0] anywhere...

I also know you can do:

bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.select_nth(nth=6, skip=1)

but I'm not too savvy on the whole 'nth' thing.
I had it at one point, but I don't recall what I did.

set nth= to the number of faces,
then use skip= to pick different faces?

Is that the only method, or can I find a simple list of faces somewhere?


texts: Copy vertices to floor to create outline/wall

texts:
I've got a 3D object that's mostly 0 units thin and want to 3D print it. To do that I have to give it a certain thickness but the "Solidify" modifier (Blender 2.91) created a bunch of weird geometry that I wasn't able to fix and doing it by hand would take a long time. That's why I want to try it the following way now:
Parts of the object are hanging in mid-air and I want to create copies of all of the bottom vertices of the border, then pull them to the ground to create some kind of outline (basically mapping the 3D object to a 2D plane) and connect the bottom and top vertices to create a wall.

When I duplicate the selected vertices with Shift+d (and Esc to keep them where they are), then move them with g-z-mouse movement, they're of course all at different heights.
How do I set all of their heights to "z=0", so the same height as the 2 vertices in the bottom right of the image? Is there also a way to already have it connect the top and the bottom vertices to create the wall, even when the original vertices aren't connected (like the first on the left and the one to the right of it)?


texts: Object-Specific, "Material Preview" Viewport Shading?

texts:
One of the ways I like to incorporate references into whatever I'm modeling is by inserting an image into the 3D space I'm working in. However, in order for the Texture Image I've added to show up, I have to go to "Material Preview" Viewport Shading for the entirety of my scene.
I'd like to only apply "Material Preview" Viewport Shading to my reference (so the texture displays) and stay in "Solid" viewport shading for the rest of my scene/whatever it is I'm making. Here's what I'm referring to:

Is this possible? If not I can make do modelling in "Material Preview" instead of "Solid" (like I have thus far).


texts: I made something with the mirroring tool and now when I'm sculpting there's a gap between the two sides? How can I fix that?


texts: Populate a list with custom property dictionary data

texts:
So I'm having some trouble wrapping my head around UI lists.

I've got a custom property on my object that stores a list of data like this:

ob["zones"] = [{"id": 1, "name": "foo", ...}, {[...]}]

I'd like to be able to read all of the name properties into the UI list, but can't figure out the best way to do it. There's currently a placeholder list box based off of the example template for material slots in my panel, but that's as far as I've gotten.


texts:
I am trying to start and run a blend file with python3 popen under windows 7, but all I am able to do is start Blender.

blendFile = "D:\_Blender_Files\atrium.blend"
blenderPath = r"C:\Program Files\Blender Foundation\blender-2.71-windows64\blender.exe"
subprocess.Popen([blenderPath, blendFile], stdout=subprocess.PIPE)


texts: Grease pencil 2.8 render doesn't work with pixel filter?

texts:
Hello I'm using the grease pencil to make some sprites for a video game but I found something very strange in this case. The pixel filter seems to not work in grease pencil objects.

I'm using the render eevee to have sharp edges on low resolution images.
I just have this quick scene the drawing is a grease pencil object the cube is a 3D object. Cube is the only thing that changes.

I just change the Film->Filter Size 0.02
This is my result. The Cube in violet looks pixelate that is my desired effect.

And this is what happens when I change the filter to 3.0 px

As you can see the grease pencil is invulnerable to filter changes in the render. I know that I can just render a bigger version of my image and then using another software I can decrease the size with a nearest neighbor filter. But that would be a problem because I will animate my character that will increase work time.

In case you are confusing on what I'm doing this is my scene.


texts:
When I import an asset from blender to UE4 the size of asset is too big or small. Is there a setting in blender for matching this two programs size?
and seconde problem is Pvot point is UE4 when I import my Blender asset.
Thank you for you Help.


texts: Image shows it all, I'm trying to assign the teeth to the jaw bone but I'm new to blender and I don't know how rip


texts: The model I make is all messed up and probably has too many vertices. I tried subdividing too many times.


texts: Rigid body cubes exploding when on floor

texts:
So I followed Andrew Price's tutorial on making a realistic floor using bump maps, displacement maps, etc. I did it, everything turned out great, until I actually played my animation.
My cubes that were sitting happily on the floor violently exploded. I realized that I had to move the cube quite a bit above the plane so it would sit nicely on it without exploding.

Here's all the nodes and stuff

Is there a way I can get the cubes to sit on the floor without exploding?
Looks pretty weird just floating in the air like that.


texts: Centralizing properties updates in one function?

texts:
Is there any way have some more information of the prop from it's update function?
In the example below, unfortunately, self will point out to bpy.types.Scene, instead of the prop itself.
so it seem at first glance that we cannot have any information of the props from the update function, and we are forced to have one update function per prop, instead of a single centralized update function that could work with every one the prop
(Note that We can have more information from set, but of course, it will create feedback loops if we change the prop value.. )
please prove me wrong
def update(self,context):
    print("what is this prop value?")
    print("what is this prop api?")
    print("what is this prop name?")
    return None

bpy.types.Scene._prop          : bpy.props.FloatProperty(default=1.0 , name="Prop", update=update)
bpy.types.Scene._prop_this     : bpy.props.FloatProperty(default=1.1 , name="Prop This", update=update)
bpy.types.Scene._prop_that     : bpy.props.FloatProperty(default=1.2 , name="Prop That", update=update)
bpy.types.Scene._prop_another  : bpy.props.FloatProperty(default=1.3 , name="Prop Another", update=update)


texts: How to transfer an animation from a tree of empties onto an armature (space conversion)?

texts:
I'm writing an importer for a game format and everything is fully functional except for the animations, which are still not affecting the skeleton as intended.

Note that the conversion from node to blender bone format is done with the following code, so the bones are reliable and their original matrices can easily
retrieved from the bones:

bone.head = mathutils.Vector((0,0,0))
bone.tail = mathutils.Vector((1,0,0))
bone.transform(node_bind_matrix_worldspace)

Now the animations, I can correctly visualize them as a tree of parented animated empty objects, but I need to transfer these transformations onto an armature.

My assumptions are:
- empty transformations are relative to the parent empty (ie. there is no rest pose; the original, unkeyframed transformation is simply overwritten)
- bone transformations are relative to the bone's own rest pose
- the coordinate axes used by blender bones and my animated empties are different

Which means that to get from the empty object transformations to a bone transformations, I think I have to do two things:
- remove the rest pose from the transformations
- change the coordinate system (the blender bones point in Y-direction, while the empties point in X-direction)

My keyframes are stored in 4x4 matrices called key_mat. To remove the rest pose from the transformations, I do:

key_mat = key_mat * node_rest_mat.inverted()

(I've also tried the "commute", ie. key_mat = node_rest_mat.inverted() * key_mat)

To change the coordinate system, I do the following and it seems to work on the tree of empties:

matrix_swap = mathutils.Euler((math.radians(90), 0,
math.radians(90))).to_matrix().to_4x4().inverted()
#...
key_mat = matrix_swap.inverted() * key_mat * matrix_swap

I have also tried axis_conversion(...) from bpy_extras.io_utils but could not get the same result.

The result has the Y axis pointing forward as intended, and is globally rotated as well. Local animations are preserved, so it should be good.

If I do the steps as described above and put everything together, I'm getting a distorted skeletal animation but not the desired result:

I just can't seem to produce code that puts those two together into something that creates equivalent animations on the skeleton.
Any ideas on how to correctly transfer the keyframes from these empties onto the bones?


texts: How to obtain/enable Blender 2.8 "shortcut properties"?

texts:
I'm trying to add a custom shortcut that enables selecting vertex/edge/face mode inside mesh edit mode. I'm trying to do this inside a custom keymap preset.

The image shows two instances of the same shortcut:
The upper part of the image is the custom keymap preset.
The lower part of the image is from the preset known as 'industry standard'.

Industry standard preset has the additional option that allows you to select vertex mode (encircled) while the same 'sub-option' is missing inside the custom preset (question mark) despite using the same operator.

How do I enable these 'sub-options'?
Why is the name of the shortcut the same as the operator and is there a way to change it?


texts: All objects are black in 3D model of a house imported from Autodesk Revit using DAE-file

texts:
I exported a 3D model from Revit to DAE-file.

I imported this DAE-file in blender.
All objects are black.

I assigned an image texture to the house facades but nothing changed.
I see there is no preview when selecting image texture on the preview cube.

I've noticed several "Missing Textures, detected!" in the log.
Best Regards
Ivan


texts: How do you animate objects coming out of objects realistically?

texts:
I want to create some kind of monster, for a short animation.
The creature should have a long claw hidden in its arm, that comes out when needed, a little like Wolverine.
Modelling isn't the problem, it's a simple, four legged beast, there are no feet, the legs just end more or less plane, protected by armour plating that moves out of the way before the claw extends, so the claw just has to exit through a more or less plane end of the arm. The claw should probably be a separate object, extended by a bone
Now here's my problem
I want the arm to give way for the claw. The claw shouldn't move through the arm object without anything happening, it pierce through the object and shove I aside, like it would in reality.
But I can't figure out how to do that. I tried a rigid body, but the claw just pushed it forward.
Is this even possible?


texts: Why does this mesh deform when I go into object mode?

texts: So I am making this mesh in blender and theres a weird deformation near the neck. It doesnt appear in edit mode but when I switch to object mode it appears. It looks like an error that would occur if I modeled the head seperately and joined it to the body mesh but I didn't model it seperately. Hers some images to help you out.


texts: Problem about animation: Character mesh, the armature and object copied and pasted into a different scene and it gets messed up when adding keyframes

texts:
i copied and pasted a character and a suitcase from another blender document to a scene in the new one. I made a new keyframe for the suitcase and when i hit Spacebar/Play it displaces/messes up the character. My character has hair, two separate eyes, glasses, eyebrows, head+neck and body, and all these single objects share/are in the same action scene (i noticed that if i didn't copy and paste them in the same action scene in the previous document, the character would not stay in place)
When i pasted the character collection in my scene i made sure to scale it down, apply all transforms and it didn't come with animation keyframes from the previous blender document (i also selected all objects and did Object > Remove animation keyframes).
Still, my character gets totally messed up/displaced when i keyframe the suitcase. (I made a LocRot keyframe on the suitcase and when i hit play it messes up everything). I've also tried setting the origins of the mesh and the objects to the geometry itself.
Can somebody please tell me or give me clues why does this problem happen? Thanks.
tl;dr character, armature and suitcase are copy pasted into a different document. I keyframe the suitcase and my character deforms horribly


texts: skipping an item inside a loop in animation nodes

texts:
I'm adding items into a list using a loop, but in some cases a condition is met inside this loop that should skip that element into adding it to the list. How can this be done in AN? I've tried the loop break output but that just stops the iteration completely. I checked some python expressions and tried the passstatement but I keep getting syntax errors.

Any help? thanks


texts: Cant get my compositing to layer my objects quite right

texts: I got this render where i am attempting to get multiple renderlayers to play nice, im trying to get the water and the ships to appear in front of the stars, but for somereason the star-particles wants to be in front of the objects, i have unsuccessfully tried mask-layers and obj-index, but im quite new to this. if anyone has any tips on how to simply ad my 2 new layers to my compositing tree that be tight :)if images are too dark, or if my question isnt understadable ill be happy to explain more :)


texts: How to fix my procedural chocolate bloom nodes

texts:
My goal

My achievement

My problem:
Most nodes are guessed because I can't properly follow the [0]tutorial since my version of blender is newer[1]
[0] https://www.youtube.com/watch?v=-KO_qkM93q8
[1] Downgrade to what version to cover most tutorials?
Update
I followed @Blunder's excellent instructions step by step, yet I'm not getting the same result. In particular the bloom of sugar and fat seem flat and even glossy instead being additional material on the chocolate coat. What am I missing?


texts: When I parent my model with a Bvh animation the arms cross? why is that?

texts: So when I parent my model with a bvh file and then I start the animation the arms of the model crosses, Why is that?


texts: Color differs from Cycles render in Video Sequence Editor

texts:
I've made a space scene, rendered it in cycles, and saved the animation frames as .png pictures. Than I used the Video Sequence Editor for making a video out of these pictures. But the result of the video isn't the same as the pictures are showing. It is more dark, the image texture of the spaceship looks also bad. And the light of the engines doesn't shine as bright as it was shown in the render view.

It does look like this, when I use the Video Sequence Editor just for making a video out of these photos.

Like this it does look with Alpha on 2200 (the glowing lights are looking very bad)

And I want that it does look like this. When I render it, it does look like this, but not in the VSE


texts:
Is it possible to do this in 2.6? I'm trying to dynamically create cameras. Looking around the API reference I found KX_Camera and Camera, but they have no constructors or factories, that work at least.

In 2.4 it seems that you could do it, as I believe they have .new() methods.


texts: Animating a material change along an axis of a mesh

texts:
Imagine a long cube, like a bar, that has a dark material, and you want to animate changing its material to a light material, but do it gradually from one end to the other, like filling up a tube, or like a progress bar that fills from one end to the other.
How can you do this in Blender?


texts:
When I add a subsurf modifier the mesh "sticks" to some of my vertices as if there was a double or mean crease add to it, but I'm very confident there isnt either. This has been happening alot recently and is very annoying. If anyone has any ideas I would appreicate it.
P.S-  sometimes deleting the vertices then recreating it fixes the problem and sometimes it doesn't either way it time consuming and not ideal


texts: Why is my weight painting screen so dim?

texts:
I'm trying to weight pain on one of my meshes but for some reason the colors are very dim and its hard to see the weights. I have another window open painting another mesh and the colors are bright and clear like they're supposed to be. Whats wrong here?
Here's what I'm looking at. The one on the left is obviously the one thats too dim, the one on the right is how its supposed to be looking.


texts: Can the inflow of a fluid simulation be scripted to flow water at varying mass & velocity during the simulation?

texts:
so I'm attempting a simulation of what is essentially a tidal barrage, and convinced myself that blender would be the easiest way but I don't see a convenient way to edit the behavior of the inflow in blender? I'm trying to manage the momenta of particles being input according to data i have for a 24hr cycle. Maybe it's a hidden feature.

I may have simply chosen the wrong software, if anyone could tell me if this is beyond the capabilities of blender? or how to access the code for managing the inflow?


texts:
I wanted model a robot for nothing else than improving my blender skills. I've started with an image I found online but have hit a hurdle early on. I started with a sphere to get the main head shape but have not found a good way to extrude the detail shown by the red arrows.

Apart from extruding I also tried modelling the detail as a separate piece of geo with snapping to faces turned on. I almost got what I wanted but the results were not great - I am sure there is a simpler way.

What would you recommend ?

Thanks
rob


texts: I have a scene where balls are falling inside an invisible passive cylinder and after a moment I would like a larger ball for each color to squash them but I do not want to employ cell fractures because my cylinder is invisible so, is there a way to keyframe my ball containers and make them totally disappear so that my balls will explode all over the place?


texts: Rigging, moving feet affects the main body

texts:
I'm trying to connect the armature to the feet of my model, but I want the feet to be able to move without affecting the main body in anyway, similar to how Kirby walks.

I tried assigning the armature to just the feet, the feet end up popping off the rest of the mesh (I removed the original screenshot to make room for a download link).

I would greatly appreciate it if anyone could offer some advice on how to properly rig this model.

EDIT: I added a link to the Blender File if anyone wants to take a look at it.

Blender File: https://drive.google.com/open?id=0B0_pWAFE-Gd6d2phQ1ZZd0pCelk


texts:
I always get this problem of moving all the keyframes all together. I have to go by each object and count the frames which is very difficult and time consuming.

My question is...Is there a way to select all objects and move all their KEYFRAMES at once in the timeline?


texts: How to render blender hair and skin on the same mesh?

texts: I'm somewhat new on Blender, basically all youtube or Stack Exchange taught, so I'm not the best at all at rendering things...I got the hair rendered, but it's on the same mesh as the body, which I want to texture paint and render...how do I do that? Thanks!


texts: How to extrude a Bezier curve to the right length?

texts:
So I plan on creating an animation involving the Nurburgring, I have outline the inside with a Bezier curve. Here is what it looks like.

My question is how do I get the curves to extrude over the road part of the track? I can get it to fill the middle portion. (But it only has 1 face/vertices). If I need to go back around and do the outside rather than the inside of the track I still would like to know how to extrude it to the length I would like while also having it be a plain instead of a cube or cylinder, etc..


texts: When setting the 3D Viewport's Context to Texture Paint the previous Texture gets loaded

texts:
I have a UV mapped mesh that I've painted a texture for, and I want to apply a different texture to it. When in Edit Mode, I can see the new texture applied to it, but when going to Texture Paint Mode the previous texture is suddenly assigned to the object.

See following video: https://streamable.com/ybn68

What am I missing here?


texts: Can I set up one background image per scene?

texts:
Thanks for click my question.

I got some layout images from my 2D storyboard team.
and i want set up that image per multiple scene in one blend file.

But.. the background image always works across all scenes.

So for me, blender's Background Image function looks useful only for single scene or modeling.

The same is true for ambient occlusion or depth of field.
The 2.8 version of EEVEE should be able to render the sequence for the video with the content shown in the viewport, but I'm afraid that multiple scenes will not have independent post-effects and background images.

Anyway, can multiple scenes have their own background images?

Thanks for reading.


texts: How to see the mesh with subdivisions in wireframe mode in blender 2.83?

texts: Hi I can't see how to see the mesh with all subdivisions in blender 2.83. Does anyone know how it can be activated? in past versions I think it was by default


texts: How do I change the value of the "To:" text field on the Message actuator?

texts: So I'm making an RTS type game, just for practice and exercise, but when I send someone somewhere, I want them to know when they need to stop. I decided this could be done by having the marker that they go to send them a message when they're near it. How can I make the message send only to the guys that are within, say, 3BU from it?


texts:
I find myself doing the following quite often:

go into edit mode
select a single vertex
press Space to enter the search menu
type cur
select Set cursor to active

leave edit mode
press Shift+Ctrl+Alt+C to get the set origin choices
Choose Set origin to 3D cursor

This seems like a very tedious process to me. I'm sure there's a shorter version of setting the origin to a vertex. Please tell me how to make this process more efficient.

I am open to installing an Addon if necessary.


texts: Shape Keys: Best method for simple mouth shape

texts:
Im trying to determine the best way to create the mouth animation of this hard working carrot! I will use shape keys, I’m just trying to create a clean mouth shape out of the Mesh. I’ve tried extruding faces (but shape isn’t great) as well as live sculpt but can’t really get a successful result (selected part of mesh not deforming well)

Here’s the GIF: https://giphy.com/gifs/carrot-14m3HcGbcy4v9m

I’ve also tried a Boolean operation but it creates sharp edges. What’s the best method to accomplish a mouth like this? Do I just need to get better at sculpting? :) THANK YOU!


texts: How to list all selected elements in python?

texts:
If I select a face of a cube and switch over to the internal Python console and pass:

bpy.context.selected_objects

I get:

[bpy.data.objects['Cube']]

instead of something like [bpy.data.objects['Cube'].f[1]].

Coming from Maya I was looking for something like:

import pymel.core as pc

print pc.ls(sl=True)

which in the above case would return the face id.

Same thing applies for vertices and edges.

How can I go about getting a detailed selection list programmatically?


texts: Particle system adapting to adaptive displacement?

texts:
is there a way the particle system can adapt its height to the correct height of the adaptive displacement height map?

Currently my grass is rather beneath or below my ground because they still follow the flat non adaptive ground... How to remedy this? How the particles can follow each bump and variation in height of the terrain without losing its adaptive faculty?

Its quite problematic for nature scene...

Thanks


texts: Anyone know what this roof material can be made in blender 3d

texts: This roof is bit confusing I don't understand whether it's a fabric or plastic or any other translucent material.


texts: Animation Nodes: How to keep the Radial perfect loop when adding iterated rotations to each instance

texts:
I have this simple AN radial setup:

And this simple loop to give incrementing rotations to each instance:

And this setup allows me to keep the perfect loop intact regardless of how many instances I put, that's one problem solved:

What I need to do now is make an algorithm so that I can add a stronger rotation to each instance, but I can't figure it out. So far I only managed to work by multiplying by 2 the whole function, but I need it to be smooth, i.e. with a Float value so that I can animate it.
TL;DR: I need this to still be a perfect loop when I make the rotations to each instance stronger:

Any help would be appreciated! Thank you a lot, I am not very good at math but I am trying :/.


texts: Hello I had just recently downloaded the app and i'm having problems with the smoke and fire rendering on an object. I'm able to get "quick smoke" to work on an object but the animation stops and freezes at the 50 line mark to the 250 mark. But whenever i go to the physics properties and try to change it to "smoke +fire" it doesn't work and just keeps it as smoke. I have tried to change the "Type" from "Flow" to "Domain" to see if i can fix the problem but the it just pops up as gas instead of smoke. I have even tried to change the color of the smoke to no avail. Any help would greatly be appreciated.


texts: Zoom and Crop of a video already recorded

texts: I am trying to use Blender for editing sports videos. I need to show players specific movements they did wrong or right. I am wondering if there is a way to zoom in once I have already recorded the video?


texts:
The shadows in my scene aren't working as I would like. The shadow beneath the shelf is 'blocked out'. I take it Blender is reading the shelf and supports as a single object.

Is there a way to overcome this?

I'm using 2.8 with Eevee

Here is link to Blender file:

Thanks

Issue fixed:


texts: Creating a curve from selected edge and extruding?

texts: I'm trying to make a cupboard, and I stumbled upon a problem (I'm a total beginner). I want to convert the edges shown in the picture to curves, bend them a little, and convert back to edge (in order to extrude the whole thing). I created the shown shape using the Knife tool. The reason is I'm trying to recreate a cupboard that has an negatively extruded design in a "smooth fashion" (see pic, kinda hard to explain). I'd really appreciate some help or a link to a youtube tutorial, I can't seem to find an answer to that.


texts: How to add empty object not using bpy.ops?

texts:
How to add an empty object with python using bpy and not using any ops? My code so far is doing this:

bpy.ops.object.empty_add(type='PLAIN_AXES',radius=RADIUS,location=loc)

For normal object like mesh or lamp there is object_data created using normal bpy.data.object.new calls, but for empties it seems that this method does not exist. So is this possible to avoid using the operators? The reason I'm asking is because when I add an empty using bpy.ops it changes the active object, etc. causing the script to be more bloated with unnecessary code lines.


texts: Blender to Unity Workflow - Blender Render or Cycles

texts:
I'm trying to streamline my workflow for modeling inside Blender and then exporting for use inside Unity. I just wanted to check on something.

If set to Cycles, Blender won't show me texturing on models until an appropriate material with 'image texture' source is setup.

If set to Blender Render, I can enable Textured Solid in the properties pane and import a image into the UV editor and instantly see results without the need to touch material setup.

To me it seems like Blender Render is therefore the fastest way to go for simple texturing and exporting for Unity. Am I right? Are there any advantages over Cycles that I'm overlooking?

Thanks.


texts:
So I was in sculpt mode and I accidentally hit tab causing the mode to change to edit and this crashes blender. I cannot reopen the files because I assume they were autosaved in edit mode causing huge a lag spike. I tried disabling load UI, I tried append, I even loaded a recovery file but thats useless because it was from 5 hours ago. Whenever I load up the .blend or the .blend1 file it just eats up my RAM before crashing. Is there a way to force the .blend file to reopen in sculpt mode or am I screwed?
I'm using 2.8
I have 32GB of RAM and an 8-core CPU with a 1080ti GPU on Windows 10 64bit


texts:
I have uv layout like in the image. I just want to force it to occupy the empty area in the right (Right now it's only cover the left area) . How can do this ? but keep the overal rough shape without making all become square. So basically just like to scale it X direction but do it automatically to fit the space.

Thanks

blend file :
https://drive.google.com/drive/folders/18DxOHq_wxzXHrv7gVvsswGNwl8D-4Lwe?usp=sharing


texts: How to delete all caches for previous bakes (particle system with hair dynamics enabled)

texts:
I am a beginner to blender 2.8, and have played around in my current project a lot with hair particles, but at some point deleted all of them to start from scratch. But for some reason, blender has cached some animations or force field settings, which I cannot seem to remove from the project.

I have prepared a sample project, removing everything from my actual project but the one Plane with particle settings enabled, and created a new particle set. What you can see is that as soon as you enable "Hair dynamics" in particle settings, between frame 1 and 2 (the only two frames in my project)  there is some kind of offset and movement in the hair being renderred.

I have tried to delete all bakes, save cache to disk, but it did not improve the situation.

When I start a new project from scratch and do the same thing, nothing similar happens, and the hair stays static, as I expect it.

You can download the sample project here:
https://www.mediafire.com/file/ikf6e03ryo8lws8/reduced2.blend/file

I have made some screenshots to see what happens. I would like to understand: why this happens, and how I can remove everything cached or baked to a project from previous tries which I have deleted. It seems to me that there is some remainings stored somewhere that I cannot figure out how to delete.


texts:
I frequently go forth and back between "3D cursor" and "Median point" as pivot center.

Are there any hotkeys for this?


texts: Does blender offer a posterization option for rendering?

texts:
For example zbrush has the following option:

http://docs.pixologic.com/user-guide/materials-lights-rendering/posterization/

Maya has vector renderer which create a comic like poster effect. Does blender's option for posterization work with animation?


texts: Is it possible to create a fluid simulation of rain?

texts:
Is it possible to simulate rain with the fluid simulator?

I tried to do something with a bunch of Inflow cubes that get enabled and disabled, however this is very tedious. Is there a better way?

I realize that using a fluid simulation is probably overkill, I'm attempting this as a test. I should also note that I only want this for the simulation of the impact of the droplets on a hard surface, so I only need to simulate ~50 or so droplets.


texts: Refresh an F-curve with Python after changing Extrapolation Mode

texts:
After creating an F-curve for the default cube and then setting the Extrapolation Mode to 'LINEAR', the graph editor displays a very strange curve:

The script I ran in the Text Editor of a  new .blend file was:

import bpy

obj = bpy.context.object
obj.animation_data_create()
obj.animation_data.action = bpy.data.actions.new(name="MyAction")
fcu_z = obj.animation_data.action.fcurves.new(data_path="location", index=2)
fcu_z.keyframe_points.add(2)
fcu_z.keyframe_points[0].co = 10.0, 0.0
fcu_z.keyframe_points[1].co = 20.0, 1.0

fcu_z.extrapolation='LINEAR'

The F-curve can be manually "refreshed" by selecting a control point and hitting GRMB.

So my questions are:

Can I "refresh" the F-curve in the script?
Should I submit a bug report?


texts: Copy existing property from e.g. Properties window to a custom panel

texts:
So if I have this custom panel in the 3D view, is there a way I can take a property from for example the properties window and paste it onto my panel below the "text" prop, without creating a new property?

The reason I do not want to create a new property is because I want them to share all data, such as values, keyframes, drivers etc.

    bl_info = {
    "name": "",
    "description": "",
    "author": "",
    "version": (0, 0, 1),
    "blender": (2, 70, 0),
    "location": "",
    "warning": "",
    "wiki_url": "",
    "tracker_url": "",
    "category": ""
}

import bpy

from bpy.props import (StringProperty,
                       BoolProperty,
                       IntProperty,
                       FloatProperty,
                       FloatVectorProperty,
                       EnumProperty,
                       PointerProperty,
                       )
from bpy.types import (Panel,
                       Operator,
                       AddonPreferences,
                       PropertyGroup,
                       )

class inouse_Settings(PropertyGroup):

    my_bool = BoolProperty(
        name="Enable or Disable",
        description="A bool property",
        default = False)

class UV_OT_my_panel(Panel):
    bl_space_type = 'VIEW_3D'
    bl_idname = "UV_OT_my_panel"
    bl_label = "Custom"
    bl_category = "Custom"
    bl_region_type = 'TOOLS'

    def draw(self, context):

        scn = context.scene
        mytool = scn.inhouse
        layout = self.layout

        col = layout.column(align=True)
        row = col.row(align = True)
        row.prop(mytool, "my_bool", text="Text")

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.inhouse = PointerProperty(type=inouse_Settings)

def unregister():
    bpy.utils.unregister_module(__name__)
    del bpy.types.Scene.inhouse

if __name__ == "__main__":
    register()


texts: Why does my mesh disappear when I enter Weight Paint or Vertex paint mode?

texts: I have a problem where every time I enter Weight paint mode or Vertex paint mode, my mesh disappears; leaving the bones behind. Is there anyway to fix that?


texts: camera_to_view_selected() only selects a small section of the object in a script, works fine when I manually use the console

texts:
Here is the code I am using (in a python script):

for obj in bpy.context.scene.objects:
    obj.select_set(False)

for obj in bpy.context.visible_objects:
    if not (obj.hide_get()):
        obj.select_set(True)

bpy.ops.view3d.camera_to_view_selected()

bpy.context.scene.render.filepath += "image"
bpy.ops.render.render(write_still=True)

Which produces this result:

But if I manually go into blender and paste the code in, I get this result (excuse the textures/colors being messed up, I was just too lazy to manually adjust everything):

Which is the result I was trying to get using the python script by itself. What am I doing wrong?


texts:
I have a plane created from the "Import Image as Plane" plugin in blender. The image has an alpha channel that when imported displays as part of the plane, but transparent. What is the best way to carve the transparent portion of the object out, so the object is really just created in the form of the non-alpha portion of the original image.

I have found that I can use another cube mesh, line it up to the area I want to carve, and use a boolean object modifier to carve out the area that the two intersect. This works to an extent but I was hoping there was a more precise / quicker way to accomplish this. My concern about doing it this way is I have to size the cube manually and line it up with the mesh I want to carve from which leaves room for error.

The files I am trying this with now can be found here, including the PNG, a blend file, as well as some screenshots of what I am trying to accomplish.

https://drive.google.com/open?id=0B01XcbC87xlcLUVKa2x4VnJaQk0

To get that blend file I:

Imported Image as Plane, checking off to use Alpha
Set the shading of the plane to "Textured Solid"
Extruded the plane

I am extremely new to this, so if what I am asking is just not something that is done please let me know.


texts: Delete the cycle animation modifier from several objects

texts: How can I delete the cycle animation modifier on several objects at the same time? (as opposed to doing it one at a time)


texts: Evenly distribute vertices in bezier curve

texts: In Blender 2.79, evenly distributing vertices using LoopTools only seems to work for meshes, not bezier curves. How would one do it for bezier curves? I have seen this post: How to evenly space vertices along several segments bezier curve but find the first solution too much of a workaround. The second solution does not work for me, because Blender does NOT place new vertices in the exact middle between existing vertices when subdividing a bezier curve (see screenshot)


texts: How to zoom out of the backdrop in the compositor?

texts: The Backdrop Image in my compositor is too zoomed in because my image is high res. How can I zoom out?


texts: I am sculpting a column and noticed, that my edges vertically are very smooth, but when I do them horizontally they are rough. I want them smooth and clean, but I don't want to use the smoothing-brush. It just should work look the horizontal line. Why do they look different and how can I achieve the clean edges? Thank you for helping!


texts: How to selectively render part of an ocean which is inside a round object?

texts:
Once you see the image of the problem I'm having, it makes it much more sense what my problem is.

How do I make it so the ocean doesn't render outside of the cup object? You can see it towards the bottom left of the image


texts:
In this face of my mesh, I can see that there is in UV map leading to ugly material. The lines start out straight but quickly become a curved mess.
This is weird because my UV editor says that there is no stretching in that area at least:

What could be causing this issue?


texts: Character Physics movement = no velocity?

texts:
Using the built-in Character physics, one of the features is Jumping by using the Character Motion "Jump" actuator or using the bge.constraints.getCharacter(obj).jump() function in Python.

when I attempt to print out the character's velocity with print(obj.getLinearVelocity(True)), and also tried False, the console just repeats "Vector (0.0000, 0.000, 0.000)" on each frame as I jump around the stage with my character.

For scripting purposes, I really would like to have an accurate statistic of my character's velocity. Is there a hidden velocity stat that is associated with the Character Physics feature?

In the API, it's missing a lot of info on this subject.
https://www.blender.org/api/blender_python_api_2_77_release/bge.types.KX_CharacterWrapper.html


texts: So I'm creating an animation and I've faced a serious problem. There's a moving object and I want a rope to be attached to this object while its moving, and the other end of the rope should be connected to somewhere else offscreen. I've used some techniques I've seen on youtube. But none of them were good for my case. Some tips would be appreciated.


texts: High poly to Low poly Texture Baking - wrong pixels (texture map)

texts:
I am working to retopologize 3D scans into low poly models these days.

And now I could get the texture map and normal map automatically by using

blender and Instant Meshes. But my texture map looks weird (especially fingers and armpits) and I can't come up with the solution.

I used smart uv project (angle limit : 66, Island margin =0)

and one material with two textures (for normal and texture baking)

This is what I've done : increasing pixels of images of texture map, increasing vertices of low poly, making low poly smooth ..etc

Any ideas??


texts:
How can I cut out the slice(bite) without leaving any teeths?

Select teeth
Select fish
Bool Tool - Slice
Delete the slice

I can't see any face orientation problems (shown in screenshot above)
I tried before slicing:

Deleting everything possible eg. rigs, poses, vertex groups
Ctrl+A Apply - All transforms
Shift+N Recalculate Normals

Similar problem though not solving my case: The difference boolean doesn't seem to work on a specific area


texts: DirectX exporter: does the currently-selected action make a difference?

texts:
Working in Blender 2.70, I've created a simple model (a box with a few loop cuts) with a simple armature (2 bones). I attached the mesh to the armature and created two animations (actions) and called them 'ArmatureAction' and 'walk'. With the 'ArmatureAction' active and the mesh and armature selected, I export the model.

Here are my export settings:

When I open up the .x file, I see two AnimationSets: both called 'ArmatureAction'. However, if I export with the 'walk' action active, I get two AnimationSets: 'ArmatureAction' followed by 'walk'. Edit: In this case, the ArmatureAction animationset is made up of 865 lines whereas the walk animationset is only 289 lines. The walk animation has fewer keyframes, but I thought that it exported every frame, regardless of whether it's a keyframe. In that case, the discrepancy might indicate an issue.

Does the currently selected action make a difference when exporting the file? I'm using Assimp to load these files into another piece of software and I'm having trouble getting the 'walk' animation to show up at all.


texts:
Working through some modeling courses for Blender and had a couple of questions. Still fairly new and not sure on terminology (hence my trouble googling this) so forgive me if these are already asked and answered...

1: In character modeling, I see some models with their arms straight out from the body at a 90 degree angle while others have the arms angled what seems closer to around 35-45 degrees. I was wondering what the difference was in respect to modeling and rigging and such?

2: When I'm drawing the model sheets for characters, I was curious about whether or not I should "draw" gravity's effects on them. Specifically the arms again. If the model's arms are spread away from the body, I'm used to having the sleeves drape according to gravity but it seems this isn't going to translate to the model once I get rigging and the sleeves will look off. I'm thinking that I should either draw the sleeves as if gravity isn't a factor, or draw them as if the arms will be at the character's sides?

Thanks!


texts: Rig only generating root but I can't use Human(metarig)

texts: So I'm trying to rig a character but I don't want to use the Human meta rig because my character is similar to a early n64 character because it doesn't have fingers. I've heard people say on similar threads to just rename all the bones to match the ones on the human metarig but my character dosn't have all the bones the metarig does(I have tried renaming what I have). I tried getting the human meta rig and then deleting all the bonesenter image description here I don't need but that just ends in a error,any ideas?


texts: Power went out. Render was abruptly ended. Can I resume rendering?

texts: It was almost done, the movie file is corrupt and can't be opened. How do I fix this? It was a 3D VR render in current version. Can I fix it? I don't want to rerender for a week...


texts: animation-nodes interfering with cycles rendering?

texts:
I recently installed animation nodes, a painful process after dealing with duplicate files and whatnot. I ended up reinstalling a fresh copy of Blender 2.79 for windows off of blender.org. So I started using it, and it worked fine, in fact, everything was great until I tried to render one frame to see the outcome. It showed
nothing but a checkered rectangle (as if it was still rendering). However, the top bar stated that it had complete its rendering process. Viewing it in rendered view works, I checked the console, nothing out of the ordinary, and switched up my rendering devices. Even opened some old projects with the same program build and rendered fine. So I have a feeling that animation nodes interfered with the rendering, but it just doesn't seem right. Any suggestions?

Here is my project, though the music files will be missing...


texts: I don't know why my scene looks like a hobby model. (like one of those things people paint and glue) Picture below. Is there any way I can improve this and make it look more realistic? I want it to look like a photo taken from a plane. I think mainly it's the runway and planes that need some TLC. Any suggestions?


texts: How do I import a dot blender (.blender) file to edit in Blender?

texts: I installed a low poly model in the web, it was in a dot blender format, and I don't know how to open it into my editing workspace. I try going to file>import, but it doesn't have a dot blender file to open. All I could do is double click the downloaded file from my file manager in Windows, but the downloaded file would open in a seperate and new window apart from my current workspace.


texts: Grease pencil in VR like Quill VR experience

texts:
I found out that you can do drawing in Blender using grease pencil, at the moment I draw in Quill VR.
Is it already possible to draw in Blender in VR? I can't find anything about it.
I found some youtube clips from Daniel Martinez Lara talking about this in 2018 and 2019, but seems all future stuff. Is it already available?


texts: How can I create vertical posts that follow a landscape?

texts:
I'm trying to create railings that follow a landscape, something like this (side view.)

So far I've:

created a plane.
parented the "post" object to the plane.
added an array modifier to the plane.
added a curve that follows the landscape.
added a curve modifier to the plane, using that curve.
enabled duplication on faces to the plane.

That gets me a row of posts that follow the landscape, and the post meshes themselves aren't distorted by the curve, but it leaves a problem: the posts point along the normal of the curve/landscape, I need them to be vertical, so that I can add the railing passing through the top of each post.

any ideas to solve this?


texts:
is there a way to apply chromatic aberration(with the vanilla lens disortion node) on the edges of an alpha mask image? or is it bound to the standard elipse shape and only works from edges of the image to the center? Is it possible to work around this if I make my own chromatic aberration node group?

all help and tips are greatly appreciated.


texts: Texture Atlas script for single mesh with multiple materials?

texts:
I am new to Blender. I mainly use it for editing simple models for my own engine.
I want to keep the number of draw calls low. So, every time In do the following:

I merge all meshes into one that has, say, 4 materials.
I create an empty 5th material.
I create a second UV map called Atlas.
I unwrap all faces using smart unwrap to that UV map.
I create an empty texture and name it Atlas.
For each material (except for the Atlas one) I create a new image texture node in shading mode, connect it to the Atlas UV map and choose my Atlas texture as source. This texture node is the only selected node.
I switch to cycles render and bake the diffuse channel.

Now, is there anyone out there who has a script for that? There must be a better or quicker way!

For 50+ models, this can become very annoying...

Cheers and thanks in advance!


texts: How to get the vertices coordinates of meshes for each step of the physics simulation?

texts: I am running some physics simulations which involves a couple of mesh objects. I would like to get the vertices coordinates of one or two of the meshes in the scene while the physics simulation is running and store them into a file on disk, for each simulation step. The only way I can think of doing this is to somehow pause the physics simulation and get the vertices via [mat * vert.co for vert in obj.data.vertices] which seems to be complicated and maybe impossible (since pausing the simulation is not easy). So I wonder, is there an easier way to get the vertices coordinates?


texts:
I'm aware of the "Rest Position" button, but I'm looking to somehow get the model to a T-pose in "Pose Position" (because you can't pose the model if it's in "Rest Position" mode), so I can pose it from there. I downloaded a rigged model and it wasn't in T-pose, but I want to revert it to a T-pose to make it easier to pose the model.

I'm hoping there's a button because I can't find some of the bones

Wow that's a lot of pose hope it's not too unclear


texts:
When I do render animation with image Sequence , it doesn't work with the message 'Border rendering is not supported by image Sequencer' I think that's why I chose Resolution X:1500 Y:399 instead of 1080p?
but I need a this proportion for some reason. so I want to keep this Resolution's proportion and make video with those images. How can I do that?


texts:
I was trying to reproduce defmaka's Node setup from this BA article seen here, and came across this Fresnel Node:

It looks like a Geometry Node, but is called a Fresnel Node.

Alternatively, I couldn't make the Edge Detection part of the setup or the material look anywhere near their result.

I've tried moving around several sets of values, but I can't understand what I'm doing wrong.

What is wrong with my setup?


texts:
I came across this question:

Is it possible to run a script from an external editor without reloading the file?

Which also was asked over here in a similair format:

Workflow for developing add-on/script

But the answers over there are over 2 years old. So I assume there must be a better solution by now.

In short, is there? If so, please answer question at "Workflow for developing add-on/script". And refer to that answer in the answer here below. If there is not, please answer as well.

To rehearse the question.

Can Blender automatically reload external script files when they are changed?


texts:
I want to animate the changing of materials my model.

After the first frame I want to around blocks (or just the colors of the blocks) to and from somewhere in the model.

Here is a picture of what I'm trying to do:

I'm going to import the .blend file into unity. I just want the animation to play over and over again (like a gif).


texts: Single Raspberry Pi to aid my PC in rendering - Practical?

texts:
With all the talk about cheaper render farms with RPi custers and the surprising amount of RAM in the Pi 4 (up to 4 GB), would it be practical to get a single one to 'help' my pc in rendering cycles? or are they really only helpful in clusters?

Also, how would that compare to simply getting a better graphics card as opposed to my integrated one?

My specs: Windows 10 Pro 64 bit, Intel Core i5-2400 @3.1GHz, 8GB RAM


texts: How to merge vertices / faces on a mesh without altering texture

texts:
I'm working on a mesh I got from photogrammetry and I need to clean it up a bit as it has around 2 million faces.
What I'm trying to do here is to merge faces that are on the same axis (merge faces that represent the roof or walls for example).
I've managed to merge a few by selecting faces and pressing the "F" key but sometimes I get some texture alterations (as show on image).
How can I avoid getting this alteration?


texts: Weight Paint not going away where needed

texts:
I am modeling a zebra but am running into the issue of the ear has some of the mane selected with the weight paint. I try to use the F Subtract brush but it is not producing the desired results as the main weight paint is not changing and it is also unselecting part of the ear. Any ideas?

Before Stroke

After Stroke


texts:
Applying rotation and scale, mesh disappear or got shrink don't know. Why the mesh not stick to the same size after applying rotation and scale. I do not want to apply any modifiers. Any solution how it will work.
Blend File


texts: Why do symmetrically identical edges bevel differently?

texts:
I have a symmetrical object, the base of a column, and when I attempt to bevel the four corners of this object, each corner bevels by a different amount.

When I rotate the mesh about the z axis, the same edges continue to be beveled by the same inconsistent amount, so this difference has to be coming from the mesh somehow.

I can to some degree ameliorate the problem by deleting all but one of these edges and recreating the mesh by extruding and rotating by 90 degrees about the origin a few times. This greatly reduces the unevenness of the bevel, but not entirely.

Is the mesh just imperceptibly inaccurate, and if that's the case, why does such a small inaccuracy lead to such a large disparity in the bevel size?


texts:
So I am working on a mesh of a character with a tail. I used a Bezier curve to IK that but I'm having trouble. Everything is fine until I try to parent the curve to the armature in some what either the whole thing or a specefic bone. When I do just one bone at the base of the tail and try to use the handle on the end of the curve at the tail bones base it causes the whole curve to rotate at the handle, and I can't get it not to do that.
Here is my blend file

Here are thimages that were requested.

The first it the Curve being bent when not parented to the armature. As you can see working perfectly.
https://imgur.com/nzEaYPp

The second is after the curve is parented to the first bone of the tail and then the handle is used. Instead of curving it spins the whole curve wildly twisting it up.
https://imgur.com/PYcrLo5


texts: TV titles: Split a list into text from a CSV document using Animation Nodes

texts:
I have a Spreadsheet list that is sorted into columns of attributes (Story name, Journalist Name, Talent name, Talent Occupation etc.). This is then sorted into order of appearance by its row, so that upon a frame change I will generate a new graphic item from the columns.

So far I can reduce the list down to seperate items per row, but I can't figure how to split the items on to their own lines? So that they appear like this:

Also I want to control the font size per line, can this be done to the single text object?

Finally I want to allocate position information based on the column the item comes from. For example the column 1 and 2 appear in the bottom left but item 6 appeared on the top left. I considered using Empty objects as adjustable hooks but I don't know how to integrate them based on column info?


texts: Smoke and flame show in 3d vieport but are not rendered on v. 2.9

texts:
I'm using 2.83.5 and trying 2.90. I followed a flamethrower tutorial recently and everything seemed to be going swimmingly until it came to rendering the fruits of my labour. While the bake went perfectly and I could see the results in the workflow screen when it came to rendering I got nothing except the scene.? I have included two images of the same. Any help here gratefully received. Below, the same two frames, the post bake workbench and the subsequent rendered result of the same frame:

I guys. Having followed the advice of Paramesh, below the result. I reckon I must be having a brain fart or something. BTW this is CPU render in 2.83.5.

Any advice greatly received.
Merv


texts:
Checked for similar answers.

What would be the easiest way to select the faces within the already selected faces.

thank you


texts:
How to write my add-on so that when installed it also installs dependencies (let's say: scipy or numpy-quaternion)?

Does blender understand setuptools (setup.py)?

Thanks,

Note: I'm using blender 2.8


texts: Make blender unaware of user/system installed add-ons

texts:
I am running a customized, local install of blender from and with a script:

./blender --background --python generator-blender.py --

My customized local install of blender is prepared with add-ons that might also be present in the user/system add-on locations, which currently leads me to (e.g.) blend4web being found once as a locally installed add-on and once more as a user-installed add-on:

multiple addons with the same name:
'/home/simonrepp/AXIOM/elmyra/lib/linux/blender-2.76b-linux-glibc211-x86_6/2.76/scripts/addons/blend4web/__init__.py'
'/home/simonrepp/.config/blender/2.76/scripts/addons/blend4web/__init__.py'

How can I tell blender to ignore the user/system installed add-ons and rely solely on what is present in the local install i have set up?


texts: Cycles Glass BSDF on a Diamond viewport problem

texts:
I've got an issue with my glass viewport render.
It creates some kind of a hole in that object, which looks bad. In comparison to the tutorial, with simplest nodes and everything super basic, with the same render and light paths settings, it's just totally unlike.
Of course the shape is a little bit different, but I guess it shouldn't look like that anyways..
Do you please have any ideas how to fix that?


texts:
over the past few days, I have been trying to install "Blender 2.78" on Windows OS on 64-bit. The error is, I have insufficient permissions to download the software. Here is a picture:

Other information: I am logged in to the OWNER of the computer, or "ADMIN" of the computer. This is the only used account on my desktop computer.


texts: Splitting / matching faces on cone to get the faces to match when wrapped around

texts:
I have a cone that had a hole in it and I'm trying to get all the faces to match / wrap around correctly / evenly.  I tried joining vertices with "J" but I get a message saying "could not connect vertices"

I'm using Blender 2.90.1
File with issue:

Original File where hole was created from.


texts:
I've got a problem with rendering this scene. What I get, looks totally different compared to render view, with these options turned on, also changes in light paths, setting bounces etc. doesn't seem to affect anything.
What did I do wrong? Is there something in the Render settings, Preferences, or my computer (worst option, hopefully not)?
File:

EDIT:


texts: How can I make a grid shader from the following picture?


texts: My blender render is glitching and showing basically nothing

texts:
I've been using blender for about two weeks now and I've rendered a few images with no problems but for some reason this project won't cooperate, I tried all the tips I could find with my own searching but I feel like I'm probably missing something that I have no knowledge about due to being a beginner and I have no idea what I'm doing wrong.

I've attached a photo of my viewport vs the render that come out of it, any help would be appreciated, thank you in advance.


texts: Adding a texture to follow the shape of the mesh

texts:
I've stumbled on an issue while texturing my model. I can't seem to figure out how to implement a rust texture correctly on top of the base texture of the mesh without losing its initial look to the UVs.

Thanks for the help,

Dave


texts: How to get a row of single-file particles?

texts:
I'm trying to make a "crown"-like rim for a box, where the result should be similar to this picture:

The idea being that there are several triangle-meshes right next to each other in a row, without any overlap, and their direction is based on what part of the box they're on (x axis, face towards y, if on the y axis, face towards x), like the rim in the picture.

I tried doing this with the Hair Particle system (after making a mesh for the rim), and the result is like this:

First of all, the triangles are ot facing the appropraite direction, they're all facing the same way, only the ones on the x axis are faced the proper way, but the ones on the y axis should be turned 90 degrees. Also, I they're randomly spaced, I need them to be back to back with no space in between. Any ideas?


texts: how to create realistic/physically accurate sand blowing over dunes animation?

texts:
This question addresses exactly what I want but it hasnt been answered: How could I create a sand dune animation?

In case it might be helpful I found this paper on the physics of it (although uncertain if its the same thing as in the above desired image): https://arxiv.org/pdf/1201.4353.pdf
Dunes at pg 39.


texts:
Yesterday I started to learn blender. Now I want to model a spiral for my hammer.

When adding a spiral, how can I access the associated options in the Tool Shelf?

spiral options greyed out


texts:
Animation nodesV2/Blender 2.79

Trying to get a Random Index  as a part of a Subprogram.

Attempt 1 -  GetRandomListElement not updating in viewport
GetRandomListElement is not updating in the viewport (eventhough the colors change in viewer on update).Tried using ViewportMaterial & SetVertexColor Nodes.

Attempt 2 -  IterationCount not connecting to RandomNumber Node
While trying to extract a random index from a Color List for animation ,their doesn't seem to be any node which calculates the total iterations in the list.

On connecting the IterationsCount(Invoke subprogram) to the random number node ,all nodes get red.

How to extract a random index from a list (as a part of a Subprogram)?


texts: Why does "sin(frame)" where frame is "1" set a shape key to 0.841 and not 0.017?

texts:
I am trying to animate a shape key oscillating between -1 and 1 by driving it with the expression "sin(frame)".

I would expect that to result in the shape key value being "0" at frame 0 and 180, a value of "1" at frame 90, and a value of "-1" at frame 270.

Instead, I am getting a very rapid oscillation which never becomes negative, and has bizarre values that I wouldn't expect. The sin of 1° is 0.017, so I would think the sin of 1 frame is 0.017, but instead it is resulting in 0.841.

Here's a screenshot of this simple setup at frame 0:

And at frame 1:

Thank you for your help!
-Ben


texts: After crash, images appear as black sihoettes and all text dissappears

texts:
I had several instances of blender running, and they all crashed at once as I started a render with a procedural materials.
Now, when I load:

All images in viewports are black silhoettes.
Text and icons are missing from all tiles.
Points on timeline still showm but all text on timeline titles is
gone.

Refer attached images.
I have tried:

Uninstalling then installing new blender version.
Shutting down and restarting the computer.
Running disk cleanup to clear cache.
Clearing App data files on my profile.

None of this has made any difference.
It looks like a rendering issue. But I still have larger, more demanding bits of software (such as Revit) running fine.
I'd appreciate any help.


texts: How do you get a glittering effect when navigating inside a 3D-view as shown here SketchFab Post ?   As you can see, for some reason the particles around her appear when in motion & almost disappear when stopped. I am just looking for the basics, don't need a highly detailed description.


texts: Create UI slider for each member in a custom vertex layer (floats)

texts:
I have a layer of vertex properties that I would like to expose through a Blender UI panel, so I can edit them. Through examples I learnt that you can expose the property and have it displayed and editable using props in the layout.

For example to display the cursor I could do

layout.column().prop(view, "cursor_location", text="Location")

But I can't do the same at all for selected list of vertices.

I have the following code.

class path_mesh_viewer_panel(bpy.types.Panel):
    bl_label = "Path Node"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    @classmethod
    def poll(cls, context):
        return (context.active_object is not None and
                context.mode=="EDIT_MESH")

    def draw(self, context):
        layout = self.layout
        ob = bpy.context.active_object
        me = ob.data
        bm = bmesh.from_edit_mesh(me)

        node_width_key = bm.verts.layers.float['node_width']

        bm.verts.ensure_lookup_table()
        bm.edges.ensure_lookup_table()

        if bm.select_mode != {'VERT'}:
            layout.label("Vertex select only", icon = 'INFO')
            return

        selected = [vert.index for vert in bm.verts if vert.select]
        if not selected:
            layout.label("Nothing selected", icon = 'INFO')
        else:
            for i in selected:
                # I would like to have UI element here so I can edit the vertex layers
                layout.column().prop(bm.verts[i][node_width_key], "", text =     'INFO')

The last line immediately complains and gives out the following error in the System Console.

Traceback (most recent call last):
File "E:\paths-visualizer\blenderview.py", line 94, in draw
layout.column().prop(bm.verts[i][node_area_id], "", text = 'INFO')
TypeError: UILayout.prop(): error with argument 1, "data" -  Function.data expected a AnyType type, not int

location: <unknown location>:-1

Why am I getting the error? I have declared the vertex layer in code that creates the mesh, I can access it fine but not in the UI. Is there any way to do it?


texts: Encountering a problem with Camera Tracking

texts:
I'm new to Blender

I'm trying to do some camera tracking on my 2013 MacBook Air (4GB RAM, 256GB SSD) running Blender 2.79.

I'm following BlenderGuru's tutorial. After setting around nine tracking points in high-contrast areas, when I hit Ctrl+T, the progress bar shows up, but even after 30 minutes it simply lingers at 0 percent without changing. When I cancel the job, Blender freezes and I have to force quit the program.

What am I doing wrong, or is my computer unable handle the load?

Thanks in advance.

PS In order to cache the video, I have allocated 2.4GB of my RAM. Here's a screenshot of my other settings:


texts: How to import svg file with same thickness

texts:
I'm trying to make an animation using svg art I've designed before hand, but when I import it into blender the thickness of the lines are all the same. I know you can change their thickness but there's about 200+ lines/paths I'd need to edit for them to be right.

Is there a way you can think of to have them import with the correct thickness, or make their thickness all become correct once imported?

If you need more info on what I'm trying to do just ask.


texts: How to set a background using the cycles render engine with the API

texts:
I'm just getting started with the Blender API, and I'm trying to set the background texture using the API.

In the GUI, I do the following:

Choose the Cycles render engine bpy.context.scene.render.engine = 'CYCLES'
Press the World context button,
In the Surface menu, press Use nodes,
In the Surface box, Background,
In the Color box select Gradient Texture,
In the box below that select Easing,

I tried to reproduce this in the console, with:

bpy.context.space_data.context = 'WORLD'
bpy.data.node_groups["Shader Nodetree"].nodes["Gradient Texture"].gradient_type = 'EASING'

and I got the following error:

  Traceback (most recent call last):
  File "", line 1, in  KeyError: 'bpy_prop_collection[key]: key "Shader Nodetree" not found'

I spent over an hour reading the doc and Googling, but I still can't do this in my script? Really appreciate any advice how to do this programatically/in a headless script?

Thanks


texts: Normal edit modifier creates jagged edges

texts:
I installed blender 2.77 (latest update) and used a model created in 2.75. In the face mesh I used two modifiers, subsurf and beneath that a normal edit modifier to have control over the sahdow on the face. In some weird way it is producing jagged edges on the jaw area (where the normal edit modifier has effect). Auto smooth in the object data is on.

Anyone has an idea what is causing this?


texts: Is it possible to have hair particles [people] face towards a target

texts:
I have set up a particle system based on a group of people that I would like to face towards a target.

I know I can play with the rotation of the whole system and randomize, but global rotation doesn't quite work if the target were to be in the center of the particle system.

Also, I know that I can bake the particles and add a track-to-constraint, but baking thousands of high poly meshes would make the file unusable. So, looking to see if there is a way to keep the particle system and orient towards a target.

Here are the particle settings that I am using


texts:
I've tried a few different things like weight painting but it doesn't seem to do anything helpful unless I'm weight painting it incorrectly.

I was doing a quick rig of this model port when I came across this issue.
There are 3 body meshes that go together and I tried to merge together to see if that would work but it does not.

It's only when you bend the model this issue occurs.

Here's the .blend file and textures in case you want to take a look.
https://www.dropbox.com/sh/fgubdg3k7hz50pq/AACfqDFhF5ojuRpLGqNtu0M7a?dl=0


texts: Glare node, why is the glare in front of other objects?

texts:
I am setting up a node tree in the Compositor for some post-production effects. I have the earth on one render layer and a UV sphere with stars and a Sun Object (emitting light) on another render layer. Now I have this effect when muting this Glare Node. The ID mask is for this Sun object.

This looks allright to me. But when the Glare Node is activated then this horizontal glare beam looks like before instead behind the earth.

I am quite sure the sun object is behind the earth (seen from the camera position). What is going wrong here ?


texts: Why Cant I Sculpt Together These Joined Pieces?

texts: I'm in the middle of making my own game and right now and I'm trying to make a model for my main character(A Cat). But it seems I can't get this ear to work properly? Whenever I try to use the sculpting tool to join the two meshes together, I can't. No matter the brush they just don't want to touch each other. That makes no sense to me, they are joined, aren't they? I grabbed them all and used Ctrl + J, so why aren't they acting like one single object? Did I do something wrong?


texts: Metal looks different in lookdev and render

texts:
I'm using the Poliigon material converter and a texture from Poliigon.
I chose the metalness download and in lookdev it looks very good, but in the render it just looks plain and not metallic. When searching for an answer I'm pretty sure it has to do with the lighting. So I changed the HDR in render to the same studio.exr but it doesn't look any good.
What can be done?

The top one is lookdev mode with studio HDR

The bottom on is render (Cycles, 600) with studio HDR


texts:
Hello to the Blender comunity.
The hair of eyebrows and eyelash doesn't follow the movements of my mesh.
I know is because armature is not first.
After having a hard time trying I finally got the form of eyelashes and eyebrows that I wanted and that's why I don't want make them again.
There is any way to move the hair settings after armature without making hair again?

Thanks in advance


texts: How to perfectly copy uv texture to another side without having to make them overlap?

texts: I'm texturing a car and I want to copy the texture (that I've already painted on one side using Photoshop) from one side to the other, but I don't want the UV to overlap because I don't want the letters and the logo on the painted side to be mirrored. I tried using UVMagic to copy the texture from the faces but the addon just put seams on every lines and make the texture glitchy. Any idea how to do it?


texts:
I want to show a dental turbine drilling into a tooth . I can't  create the effect of the surface being ripped up by the turbine. I want to animate the shavings of the surface, to give it a realistic appearance .
I've created all what i need ( teeth bones turbine and instruments...)  I can do the basic animation, but I can't figure out how to have the section of the tooth be removed after drilling .
This is an exemple for what i want  to create : https://www.youtube.com/watch?v=DmiMQDZFSQY&index=52&list=WL


texts: Multiple instances of a single image node, each with a different vector input

texts:
I need to use an image node for multiple different color inputs, but each with a different UV vector assigned to it.

This issue is quite hard for me to explain, so here's a drawing of what I'm looking for:

Any ideas?


texts:
This is a followup to my previous question. While that answer tells me how to stack all nodes along the x axis, I now need to stack certain nodes along the y axis, at the same x axis point.

My code right now uses this loop:

for i in node_names:
    print(i)
    nodes[i].location.x = locx
    locx += nodes[i].width + 50
    nodes[i].location.y = 0
    if nodes[i].type == "TEX_IMAGE":
        nodes[i].location.y = locy
        locy += nodes[i].height + 200
        newlocx = nodes[i].location.x
        nodes[i].location.x = newlocx

This gives me a result where the nodes "staircase" up the graph.

I think what I want is to remember the x value of the first image node, but only the first one, and save it to a variable. That way I can just pass that coord as the x value for the rest of them.

I have tried setting the image nodes as their own array and looping through it, but that throws an error because the blender's method doesn't process lists, it processes strings or ints.

I can provide more context if need be.


texts:
I have applied scale, recalculated normals, properly unwrapped my models, but no matter what I do, when I export it, and open the model in substance painter or UE4, the normals are all messed up.

The tower is meant to be comprised of planks of wood, from the inside the planks look fine but from out side the sides go invisible.

Is anyone else having this issue? It's only been happening since the 2.8 release.


texts: is it possible to copy DEF bone animation to MCH?

texts:
hi I have a question about rigify rigsystem.

Is there a way to link DEF bones and MCH bones?
I guess until I copy the animation to MCH,I will not be able to use action from another armature rig...  (it just copy location of hips)

or maybe not from DEF, can be from ORG bones to MCH bones?

for additional explanation, It became like this because I tried to retarget animation from motion capture by using follow empty and target empty to constraint location and rotation to fk rig
 by following this tutorial > https://connect.unity.com/p/retargeting-animations-with-blender-2-80

and I baked and cleared constraints.

when I use the baked action to another rig, But it does not follow animation.

I guess I must be missing something.

thank you for reading.


texts: Can I color the empty space between two objects?

texts: How do I color in the space between the torus and the cylinder? I want to do this without changing the color outside the torus.


texts:
I want to join two sides of an object.
1. I used Knife Project to mark both sides of the object with a circle.

2.Then I deleted the marked faces.

I selected the edges of the hole created from the one side
I turned on the magnet
I extruded along the Y axis.  But I cannot get it to snap the the vertices on the opposite side of the object.


texts:
I'm trying to rig and animate a Hulk object I found off the internet. But, when I try posing the armature, the hair texture doesn't move with the rig. I'm brand new to Blender so please walk me through a solution step by step.

Here's a picture of the problem:

I've uploaded my blender file and assets here. Thanks in advance!


texts: I spent about three hours painting textures on to a creature I sculpted and decided that I wanted to add some hair to it. I go into edit mode and pick the circle select tool to select the portion of the head that I want to add hair to. I press the F key because that's what I thought was the shortcut for adjusting the radius of the select tool and then suddenly Blender just crashes. Now every time I open up the saved file all of the textures images are just gray. There has got to be a way to retrieve the old textures right?


texts:
I was using the Transparent BSDF node on a mesh, but even when I set it to full transparency there are some strange black areas that refuse to disappear. They change somewhat with the camera angle.

How do I get rid of these artifacts? I'm using Blender v2.79b.


texts: My Rigid body simulation doesn't work as I want it to

texts: So I made a pixel mesh that is made out of many boxes and I want them to fall and break when they hit the ground but they break then falls. What settings should I change? I want it to fall first and break on impact when it hits the ground. My settings are on the right of the image.


texts:
I was trying to set up IK on a model I'm using for animation, when I noticed the foot was trying to bend the hip rather than the knee:

I think this is because the thigh bone is facing the wrong way (the head should be at the hip, and the tail should be at the knee).  If that is what is causing this problem, is there a way I can switch the head and the tail without deleting the bone?  If that isn't the problem, what is the problem I am having and how do I solve it?  Thank you.


texts: Hair particles flicker in and out on length influence animation

texts: I made a grassy patch with hair particles, I then made a cloud texture to control the length of the hair. I thought it would look cool keyframing the texture brightness to make the grass grow. But then i ran into this problem where the particles flicker in and out as the texture changes. i assume its to do with how it randomly paces particles on a gradient. I have no idea how to fix this, ive tried a couple of things like contrast up the map to make more of a sharp gradient but to no luck. Any idea how i can work on this ? Im Just including the files here instead of a bunch of screengrabs Zip file with vid and blend file But here are 2 adjacent frames just to check it out


texts: Is it possible to create a keymap item for simultaneous left/right mouse button press?

texts:
Is it possible to create a keymap item / something similar and assign it to a simultaneous left / right mous button press?

Explanation: I need an easy-to-access shortcut for my addon. It should work across all areas and contexts (right now I'm using Shift+Ctrl+Alt+Right-mouse, which is crazy and fails in several contexts, e.g edit mode.

I've tried things like

addon_keymaps = []
def register():
wm = bpy.context.window_manager
km = wm.keyconfigs.addon.keymaps.new(name='Window', space_type='EMPTY', region_type='WINDOW')
kmi = km.keymap_items.new(
    ColorPicker.bl_idname,
    type='RIGHTMOUSE',
    key_modifier = 'LEFTMOUSE',
    value='PRESS'
)
addon_keymaps.append((km, kmi))

but it does not work. Is it possible at all? (and if so, what am I doing wrong?)


texts: How to make my created object to be bright just like a monitor

texts:
Hello I am trying to create a PC monitor with a texture displayed on the screen. Now when I render, texture is displayed on the screen, but it look dark. I want to make it brighter without using a lamp like sun.

Here is the image when I render it.

And I'm just a newbie I don't know this thing right here:

And I tried this thing right here:

Using an Emission shader with textures without affecting the color of the mesh?


texts: Blender rendering only one frame, not whole animation

texts:
I am trying to render a short animation. It plays as it should in the render preview, but when I render it the only thing displayed is a single  frame. I am not using multiple cameras (only one), and I have my only camera set  as the active camera. Does anyone know what I'm doing wrong?

Edit: This is similar to another user's question but the answer provided was info I already had (it didn't work)

My render settings:

Link to .blend file: http://www.mediafire.com/download/0zva43sa2sdi9x2/Agassi2.blend

When rendering it won't follow the camera's view or path. It renders some other still image of a random area on the surface's grid. As mentioned above I don't have any additional cameras.


texts:
I'm making this alarm clock, and after going to material mode from solid, it's not showing me the colors. Mine is like this
And colors are definitely there
Any help would be appreciated. Thanks :)


texts:
I'm trying to model one of my D&D characters in blender. I've already thrown together a rough reference sheet, and I've gotten decently far on her head. I'd like to at least rough out her horns before I move onto the body, but I realized that I made a grave mistake: I have no clue how to extrude part of her head in a way that would let me shape her horns how I want without wrecking the mesh.
 Is there anything I can do to work around this? I'd really like to keep it all as a single mesh, if possible.
Please let me know if you need me to elaborate on anything, or provide something to help!


texts:
I am faking sci-fi towers with windows on each floor by using a procedural texture, but I can't get it to be horizontal instead of vertical.

This is the node setup right now:

This question seems to be about the same thing but for one, I can't read the nodes (which is why I squished the node layout horizontally so all the print is visible in the screenshot), and two, my best stab at copying it doesn't seem to do anything.

So how do I rotate the stripes 90 degrees so they form neat horizontal bands around the axis of the tower? When I change the numbers in the Rotation column of the Mapping node, nothing happens.


texts: Displaying the wireframe of a beveled Bezier curve

texts:
I'm following a tutorial in which a Bezier curve is supposed to represent a vine. The vine is a collection of control points with their bevel depth and bevel resolution set appropriately:

However, the vine in the tutorial's included .blend file displays its wireframe over the typical solid viewport shading:

In both .blend files, Object Mode is selected. How do I get my .blend file to display a wireframed Bezier curve?


texts: Rendered View port and PNG output color difference

texts:
I am performing a render on a scene through the viewport using f12 option and saving the rendered image but when viewing the two images side by side I've noticed that the colors are much sharper in the view port with higher contrast. This is especially noticeable on red and green objects.

I am using the default color management options and sRGB color space.
Is this difference in color caused by some interpolation when converting the rendered view port image to a png format?

I am on Linux Ubuntu 16.04 and opening the image on Gnome Image viewer.


texts:
I am at a new project, in which I will have stone walls with with text on them. Is there any easy way to get the writing look somewhat like this, without having to model every single letter like this?

I don't care for the font, but I do care for the triangular inset shape.

Any ideas on that would be more than welcome.

Thanks for reading.


texts: Blender wireframe material missing some edges

texts:
I am trying to create a material to draw a mesh in wireframe mode. Thhe result will the be applied on top of another render, so I want the edges to be painted as black and the rest of the surface to be transparent.

I have tried to create this material, but I'm missing some edges as shown in the images.

Mesh:

Material and render view:

I have also tried with R channel for the parametric. That renders other edges, but still not all when combining both modes.

How should I configure the material to produce the desired output?


texts: masking a video to show underlying still

texts:
I have a video - think Invisible man - I have created and animated 3 separate masks to show the background beneath which appears to work on the rendered window but do not work when I animate to the final movie clip as mp4.
I went into the composite window to set the nodes up.
What am I doing wrong?
I'm sure I've done this before with success.
Please help, it's driving me crazy


texts: Fluid render has horizontal lines in Blender Eevee

texts: I am trying to render a fluid simulation in blender eevee but horizontal lines appear in every frame. Can someone help me out?


texts: How do you scroll left and right on a mac?

texts:
in window left and right use Ctrl Wheel, but on mac it just zoom in/out the screen.

Please help


texts: Append .PSA frames instead of replacing them

texts: I have a .PSK mesh and some .PSA animations. When I import a .PSA it removes all the previous frames and replaces them. What I want to do is append them to the end or maybe wherever the frame location thing is at. I am using Blender 2.83 LTS, FYI.


texts:
Happy new year!
Problem explanation
I am trying to modify a STL model generated by a CT scan (skin model), in order to close the surface. I am using this in brain simulations and in order to add electrodes on the skin surface, the surface shall be closed, otherwise the Mesh2EEG algorithm does not work. You can check my work here.
Unfortunately I can not share the CAD file here since it is under license agreement from the IT'IS foundation.
I have some screenshots below to give you the context of what I am trying to do.
This screenshot shows the model as is:

This screenshot shows the desired result of a closed base:

Also, ideally I would like to close the holes that are here and there on the surface as you can see from the screenshots.
Tested so far

I have tried to use meshlab with different filters, like close holes, remeshing, fixing, but none worked. I found some tips here and there but none worked.
I created a solid cube, and tried to subtract, but I did not have any luck there

Can you help me on that?
Thank you!


texts: Can Texture Paint in Image Editor, but not on mesh

texts:
I am trying to use Texture Paint.  Whenever I draw on the texture image in the Image Editor, it works.  But when I try to draw on an object using the texture image, nothing happens.

Edit: I made a texture for the house, and I can paint on the house just fine, just not the background dome.


texts:
How to get rid of this strip lines.

Blend File

Below are my nodes. How can i adjust and disappear those lines.

uv mapping

I tried to adjust the coloramp but did not work. Any suggestion. Thanks


texts: How to "widen" a mesh modeling from scratch

texts:
I am a 3d noob.
The captured image is taken from the back of an existing figure (Daz3d Genesis 3 in low res export) for which I am trying to create clothing. As the faces go upwards, they split in a particular "inserted diamond" way so there are more columns of faces at the top of the mesh than at the bottom. I see the diamond split occur four times in the screen capture. There is probably a correct name for this method, but I don't know it. I know I can insert vertices and bridge edges manually, but is there a shortcut? This could need to be done many times when creating a mesh from scratch. Of course I can't simply copy this mesh, I need to make my own version of it.


texts: Dynamic, temporary variables with property groups

texts:
I don't know the correct terms for these types of variables, so dynamic/temporary may not be the best name for them. But while conducting tests with Blender class instances and comparing behavior to normal Python class instances, I've noticed that there is something different about the way Blender property group instances (variables) work.

Using normal Python variables/instances, I can do something crazy like this, where NotDefined is not defined in MYCLASS:

a = MYCLASS()
b = a
b.NotDefined = "stuff"
c = a

Now NotDefined == "stuff" in all variables (a, b, and c).

This next bit is using propgroup, which is a class instance derived from bpy.types.PropertyGroup and attached with bpy.props.PointerProperty:

a = scene_object.propgroup
b = a
c = scene_object.propgroup
b.NotDefined = "stuff"
d = scene_object.propgroup

In this situation, NotDefined will exist in both a and b, but not c or d. As someone new to Python/Blender, this situation has thrown me into a cycle of confusion more times than I can count. I just didn't realize it was happening until recent excessive testing.

It's almost as if the property group instance itself is not really an instance, but some kind of instance generator.

Is it at all possible to attach temporary dynamic variables to Blender class instances like property groups? This is more for knowledge, rather than any practical need for them. I know I can attach permanent dynamic properties using group["name"]=*. But I'm wondering why the above types of variables don't work in this situation like they do elsewhere, or if there is a way to make them work.

Edit: One other question I had is the impact of this type of problem when trying to define self-variables for instances like operators inside of their constructors? Are we limited to using properties? For example, would it be possible to define a link/ref to an arbitrary non-property class instance (self.SomeData = other_module.linked_list)?


texts: How to delete unwanted objects from video?

texts:
I am a teacher. I have a small video in which three persons are acting. Now, I want to make a new video to show my students, in which only one among the three characters is present in it, I don’t mind if the back ground is different. Can blender do it for me?

Please answer my question,

Thank you
~ Albert