texts: Rendering with CUDA NVidia RTX 2080 Super GPU same speed as CPU (3900x Ryzen)

texts:
In system prefs the CUDA tab shows my card GeForce RTX 2080 SUPER. I've selected this option, and de-selected my CPU (3900x). I then select via the inspector tab the Scene options, then select :
Render Engine : Cycles
Feature Set : Supported
Device : GPU Compute
I then render the scene via
Render->Render Animation
The CPU is being used first (can see via task manager), and the GPU goes to about 8% per png image rendered. Switch to CPU not GPU and the the CPU goes up to 90% and GPU still uses 8%. It takes the same amount of time to generate an image ~30 seconds.
What is the expected speed up for a 7.5 rated CUDA card, with > 3000 cores on it ? Does anyone else have any stats when using CUDA with Super 2080 please ?
I'm using
Blender 2.83 LTS
Windows 10
CUDA 11 Installed
NVidia Driver : 451.48 for RTX Super 2080
I've noticed the fastest rendering settings are Cycles, Supported, GPU Compute - but setting the OptiX in the system settings - with this each PNG renders in around 20 seconds.


texts:
I have the following problem which I do not know how to resolve by using blender.

I want to bend a bit of an object but I don't know how to achieve this result by just selecting few faces and not the entire object.

Below there is an image to explain myself better:

How can I do this?
Also, is it posible bending just by using Y/X axis blocking the Z axis ?

Thanks


texts:
When scrolling through the timeline, is there a way of locking the play head to the center whilst the strips, and other open windows, move, rather than the play head moving then having to keep manually readjusting the strip positions?

Or is there a shortcut key to center the play head if you've lost it, without pressing "home" an then zooming / re positioning / zooming / re positioning?

Iv'e just been through the blender hotkeys and cannot find anything.


texts: Drawing relationship lines in the view between 2 objects via Python - possible?

texts:
If there are 2 objects in the scene, one has a custom property with the name of another object, is it possible to draw a colored solid or dotted line between those two in 3D/ortho view ?

Looks like this would be something related to the question:

bgl.glEnable(bgl.GL_BLEND)
bgl.glColor4f(r, g, b, 1.0)
bgl.glBegin(bgl.GL_LINE_STRIP)
bgl.glVertex2i(x0, y0)
bgl.glVertex2i(x1, y1)
bgl.glEnd()

but I wonder if that will still work with viewport drawing code update.


texts: I tracked some footage and set up the scene and it still appears when I switch to camera mode but when I render there is no background I don't know what option i have unchecked by accident.


texts: Keeping rotation values within a range of 0 to 360°

texts:
How can I keep the rotation values within a range of 0 to 360° no matter how many times I actually rotated an object? I need this as a value for a driver variable.

For example 945° => 225°.


texts: Cycles Render Crash with GPU - AMD Radeon Pro 5500M

texts:
I did a fresh Windows 10 Pro install in Bootcamp on my 2019 MBP 16" and now Blender crashes/freezes every time I try a Cycles render with GPU.  CPU rendering in cycles is OK.  I have enabled CPU and GPU in preferences/system/OpenCL.
Before I did the fresh Windows 10 install I had no problem with GPU cycles rendering.
I have tried several other versions of blender.  All with the same result.  I have also uninstalled the graphics drivers and reinstalled to make sure it was the latest version.  The card is recognized and works in other applications.
Any thoughts on why this is happening and how to fix?


texts: How to get Mirrored Vector by Plane on Python

texts:
How can I get mirrored vector(point) by Plane by using blender python modules?

Plane will be defined as

plane_normal : Vector
plane_position : Vector

I need to know function like

def get_mirrored_vector(point, plane_position, plane_normal):
    Do Something
    return mirrored_point

actually, It sounds more of mathematical problem but I thought there might be existing function on mathutils or other blender modules


texts: Unable to see rendered View even after adding HDRI and exr files

texts:
I am adding hdri and exr files to Env texture but even then i am unable to see the view ( in rendered mode) .
It was wroking last week with some files ,but now its not working.
Attached is screenshot.

Please help.


texts:
Hi，I have created a model. I want to adjust the dimension of the model.
Scale was 0.136, 0.136, 0.136 and Dimensions was 1.73164, 1.62762, 2.33337. When I change the size of Diomension in x-achse, the number of x-achse in Scale will be automatic changed. But I just want to change the Dimension and keep the number in Scale not be changed. what should I do？


texts: Deleting a face, if there are two ore more holes in a circumference with a defined radius at a defined angle

texts:
This is a very specific question:

I created a plane. On it there are some faces deleted. I want blender to check every other, not deleted face, if there is in a specific circumference (red) at a specific angle (blue) two ore more holes (green) or not. If there are holes (green) on both sides, for example 40-60° and 220-240° (the blue area), the face has to be deleted.
In the example picture the selected face has to be deleted.

Do you have any idea how I could get this realized?


texts: How to put an object at the outer end of each branch of a sapling?

texts:
This tree, created with the Sapling addon, has some 500 branches.

And I need to select the outer end vertex of each of the branches, like this but not just with two branches, and create a vertex group with those vertices.

My end goal is to have a sphere placed with its centre located at the end vertex of each branch, and the tree is going to be beveled, so it will be visible in the render.

In the images the tree is still a curve. I've played with this for quite some time, and I've tried with the tree still being a curve object and converting it to a mesh object, but still the only way I've found is to manually select the outer end vertex of each individual branch. Is there a shortcut?
Or better yet, is there an even simpler way to get objects growing from the outer end of each branch, and only from there? Apart from that, the branches should be left bare.

The tree in the images isn't the exact one I'll be using for the scene I have in mind, but just a random one I used to try and figure out how to do this.


texts: Is there a way to move an object file to file?

texts:
I've made a human head and a body in blender but I don't know how to combine this 2 separated objects to 1 blender file.

Any solutions?


texts: by default in both blender and 3ds max there is a curve in the falloff of the envelope but in max there is a way to switch to linear, how to do this in blender? Thanks.


texts:
I am creating my first objects following tutorials.

When I try to select the object on the picture, it selects the whole thing and I just want to select the individual cubes to transform them. When I click on it, it selects the whole thing. On the small person, it selects the individual cubes.

When I select the big object it even selects the torch on the hand of the small guy. How do I select individually the different meshes?

I know this is proper beginners question, but it's difficult to find the solution on google.

Thanks!


texts: Move/Delete an unused passive R-Body affects other objects

texts:
I have isolated a Bezier curve I want to delete from my scene,  however deletion causes the Cloth "Ribbon" to sever from the attachment to the Cloth balloon.   And more oddly, moving the object will affect how high the balloon object will rise, and perhaps even be attached towards the Curve Object.
I don't know how to remove this from the scene without harming the simulation.  Any ideas why this effect is so?

I include the blend file, you may have to delete all bakes and re-simulation when move or delete the DELETE_ME Object:


texts: Right click won't bring up the Object Context Menu

texts: I just started using blender and am doing the new version of the famous donut tutorial. One problem, when I right click the donut in object mode, the object context menu doesn't appear, anyone know what's up?


texts:
My cube object is appearing pink. I want to paint on it but blender is saying that texture files are missing.

How do I correct it?

Is there anything I need to import?


texts: How do I get a simple deform modifier to twist from the bottom of the object instead of the middle?

texts:
I'm trying to copy this animation I found online (first image) using blender 2.83. I'm using a combination of a shape key (to squash the cube), a simple deform modifier (to twist), and finally keyframing the cube for rotation. My issue is the deform modifier twists the entire cube - in the original animation the base stays locked. How might I go about this? Any suggestions would be greatly welcome. Thanks
PS - I also tried twisting the cube using a shape key but the end result would intersect itself and looked ugly.
This is my Blender File


texts: Creating an Object Matrix in Blender 2.82

texts: To create an array of object in C4D, I would select the object, select a modifier, and enter the number of objects needed in the X, Y, and Z directions. Is there a similar method in Blender? Using the Matrix Modifier works but is not that simple.


texts:
Is there a setting or add-on to show the shortcut if they are not used, i.e. the functions used with the mouse?
There is a plugin for IntelliJ called "Key Promoter X" which does exactly this:
If a function is used multiple times with the mouse a small popup appears telling you the shortcut.
If none exists, it advises you to create one.
This would be very helpful for me as a beginner to mesmerize the vast amount of Blenders shortcut just while using Blender.


texts:
My mesh shrink if the lattice is transformed, even if all lattice points are only rotated and maintain their relative distances.

Is there any way to enhance the lattice performance?


texts: I've created a procedurally animated Rorschach test but I don't know how to stop it from being cut off on the edges?

texts:
you can clearly see that the generated image is contained within the square or rather the plane that its on. Is there a way I can apply the texture to the object so that it doesn't reach the edges and isn't cut off?
edit: here is the node setup - I don't have the experience with nodes to see how unorthodox it is.


texts: Making a material that does not reflect HDR

texts:
I'm trying to make a glossy, reflective material that will reflect other objects, (preferably with the Principled shader), but I'd like it if it did not reflect the HDR I'm using to light the scene.

Could somebody please tell me how to achieve this?

EDIT To be more specific, in this scene I'm using the lighting method described here, and I'm trying to have the HDR that's lighting the scene be the one not reflected by the material.


texts: Rotation and Scale have suddenly stopped working?

texts: I was working quickly, (making mistakes), and suddenly rotation and scale transforms stopped working. I think I hit some shortcut or button by accident. Translate still works though. I checked that the transforms weren't locked and such, to no avail. What could be the cause?


texts: How to show text on 'PREVIEW' mode of video sequencer, instead of 'SEQUENCER'?

texts:
How do I get this text to show up in Preview mode instead of video sequencer mode?
I swear it's probably just a small change in line 19, but I can't find a way to specify 'PREVIEW' instead of the default 'SEQUENCER' in the type. Can somebody help me out?


texts: newly made topology not visible from behind

texts:
so I decided to make a cape for a character and after making it, the mesh for a cape is not visible from one side
This is the same object from different angels


texts: Is it possible to only show particles that collided and stick to an object?

texts:
(version 2.80)
I would like to only show particles that have collided (and stick) to some object. I do not want to show the particles that are still travelling to an object.
I am thinking this can be done if I only show the dead particles, that died in the collision with the object. And to not show all the travelling alive particles. Therefore I ask whether it is possible to only show the dead particles. And if so, how?
This has to be done in an animation, accumulating showing particles sticking to the object during the animation.
A different solution to obtain this result is also greatly appreciated.
So I want the following animation, without showing the particles that fly around and did not collide...
https://ibb.co/CpyvW1H
still frame:


texts:
I want to create a pie menu with a variety of matcaps.

On this screenshot you can see the technique im using to include "transform" function into pie menu. But it doesnt work when i try to include matcaps into pie menu. The picture at the bottom shows the desired result.


texts: LOVE smoke sims. But sometimes, it's too darn much smoke - here's a train scaled to travel 60 MPH. I'm just fussing around with a BIG domain and 120 resolution divisions LOOKS like a small enough voxel (?) for that smokestack which is holding a vertex group - the top rim. That size though! It's gushing giant clouds instead of smokestack sized pillows as implied by the sample voxel or smoke pixel.


texts:
I have a bezier line which has been given a width (fill:full). I would like to give it a rope texture. For that I activated "Use UV for mapping" in the Curve-Tab and used the node setup which can be seen in the screenshots. This basically works but the UV coordinates seem to be different in all segments. You can see this at the changing density of normals which are diplayed in edit mode. This results in the material looking different for each segment. Is there a way to get a uniform distribution over the whole bezier curve?

I know I could just use meshes instead of bezier curves, but I am doing the rigging of a three-masted history sailing vessel wich will feature (many) hundreds of ropes in the rigging, some with sagging etc., so for now I would like to stay with the curves.

Thanks in advace and best regards,
Thomas


texts: I want a procedural texture on a PNG "Decal". How do I set up the nodes?

texts:
Modeling a Nintendo Controller.  The label is rough and reflective, here's an image of it...

Looks to me like if you ran your fingernails over the black part it would be bumpy so that's what I am trying to achieve.  I figured my NOISE texture node into a NORMAL MAP node would have given some results but nothing...  I'm not seeing what I'm NOT doing right...

The .Blend file is here...

.Blend file of Nintendo Controller

Is it legal to also ask how I could have made the mesh topology better in the same question?  How the heck did I get to over a million faces!?!

Answered by @Rich Sedman, draft result (needs some tweaking):


texts: Snap all vertices to their closest grid intersection

texts:
Is there any way to snap all vertices of a given model to their closest (x,y,z) point where the grid intersects?

I know that if you activate "Snap to grid" when moving vertices they snap to the grid, but I'm asking for an automated way of snapping all of the vertices to the closest grid intersection point.


texts: I have bottle, "table" and it all lit by environment texture (HDRi). How to setup scene so that the world texture affect the bottle but is invisible (doesn't reflect the table)? The only object reflecting in table should be the bottle. I've tryed the Light Path node for the table, but without luck.


texts: why does my hips and ribs move when i am in pose mode and I move the arm

texts: Hi when im in pose mode I rotate my arm you know to go up and down and my hips and ribs area would expand looking very awful i want it so that my body stays still if my hands are rotating im talking about blender  not irl I believe the problem is caused from weights however i could be wrong you can notice from this picture that the sides of the character come out his ribs/hips area plz help


texts: What is the best way to add more than one bvh file actions in a makehuman model?

texts:
I learnt how to use MakeHuman model and importing it in blender, and use the "Load and retarget" button of the makehumans addon.

It works very well, but I want to use more actions to the makehuman model so that for example, from frame 0 to 100, the personnage is walking, and from frame 101 to 150, the perso is running, and from frame 151 till the end of frame the perso is fighting;

What is the best and efficient way to accomplish this? All my BVH files comes from cgspeed


texts: How do I copy existing properties in the UI so I can include them in my custom panel?

texts:
This has surely been asked before but I think I don't know the correct terms to search for. What I want is in my custom panel, sliders for changing the active camera's location and rotation. Basically, I get this easily with:

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

    cam = context.scene.camera

    layout.label(text="Location:")
    layout.prop(cam, "location", slider=True, index=0, text="X")
    layout.prop(cam, "location", slider=True, index=1, text="Y")
    layout.prop(cam, "location", slider=True, index=2, text="Z")
    layout.label(text="Rotation:")
    layout.prop(cam, "rotation_euler", slider=True, index=0, text="X")
    layout.prop(cam, "rotation_euler", slider=True, index=1, text="Y")
    layout.prop(cam, "rotation_euler", slider=True, index=2, text="Z")

However, this ends up in a slider with no limits (limits are number ranges of computer, I think), so a slight change in the slider will result in massive change in position/rotation of camera.

Actually, what I really want to achieve is a copy of the sliders like they appear in the "Item" tab when I select the camera. Anyone able to help me there with links to other threads or questions or a direct solution?


texts: Character rigging: Blender keep offset is not working

texts:
I am new to Blender. I have done rigging for the body part of my character and now I am trying to do facial rigging. When I try to keep offset the facial bone to head and I have click on it, it does not work. The child bone does not follow the parent. I do this in edit mode.

I still cant figure out what's going on.Any help would be appreciated.


texts: I'm trying to do a masked text effect that reveals like this one

texts: I'm trying to do a simple mask to reveal text like this one. It has a soft gradient on the mask and the text is moving up as it is revealed. I know how to do this in After Effects, but I'm new to Blender. Any help would be appreciated. I also need to animate in the line coming from the text to the bottle, but I'm guessing that will be pretty much the same technique?


texts:
I am in the process of building this High Rise, and have come across this problem. This first screenshot is just after finishing making the exterior of the building, and before I click 0 to jump into Camera View. The selected object is my camera. No problems yet!

This next screenshot is after pressing 0 and panning out of somehow being zoomed into the interior (clearly the camera is outside and is not even facing the interior...) and now one of the sides of my building is missing?! I also tried messing with the camera's Focal Length which didn't work, and the outsides of the camera view aren't blacked out like they're supposed to be.

And third, the missing wall mesh somehow ended up floating in space all the way over there...

Any idea what the problem here is? Thanks so much!


texts:
I am trying to recreate the effect in the below GIF, where blobs rise up off a surface. I've tried multiple approaches, but can't seem to find a solution. My main hope for the solution is that it be highly procedural, i.e could be applied to any kind of mesh object, and the number and density of blobs could be procedurally controlled.

1st Approach: Metaballs

The way Metaballs blend together is promising, and I think they would work well if their max influence could be 10x larger. Fiddling with all the settings didn't give me anything nearly long enough.

2nd Approach: Cast Modifier

The cast modifier offers a nice, procedural way of deforming a mesh to something spherical, but implementing this approach on a large scale seems tedious.

I'm open to solutions that use animation nodes or sverchock.


texts: How can I edit bevel parameters on a mesh object I created last week?

texts:
Blender 2.90.1 on Windows 8.1
I created a simple mesh object last week (Plane.002 - default name), extruded it to make a rectangular solid, then I edited one of the edges (CTRL+B) with a nice 3-segment bevel. Now I've decided it will render better with more segments.
Where are the bevel params stored for Plane.002 so that I can change Segments=3 to Segments=7 ?
Can it be edited?
Thx!


texts: How can I specify an area to render based on mask image in Cycles?

texts:
I'm currently working on an online configurator with 3D preview. The kind of tool you often see for cars.

I need to render hundreds materials for small portion of image which are not rectangular.

Is there a way to speed up render ?

Solutions I see so far :

give an image to be used as a mask, it would be usefull as a greyscale that define the number of samples we want, I fear this option does not exists and require to tweak the source code
mask areas that does not require rendering with a 3D object on front of camera that use some kind of "black hole" matter that will be blazing fast to render, but I don't know how to create this matter.

Do you see any other ways to achieve this ?


texts:
I a modeling this little house and then I render it only to see that the door I just modeled is the only thing that shows up.If I create something new that does render anyhow.

I am using renderman and I thought maybe that's the problem but then I tried rendering in blender internal and cycles and the other parts of the house still wont show up.I then changed the display to only rendered objects and except the door everything was invisible, although they do appear in preview rendering both in cycles and blender internal, not in renderman preview rendering cause renderman uses the same files for rendering the actual thing. I also tried to save that file and append everything form the original file to a new instance but that didn't help either.

So,does anyone know how I can get my models to appear in the render ?

I know now this isn't a renderman problem but something in blender itself so i posted it here

any help provided would be appreciated and I apologize for my poor english


texts: The bar at the very bottom of the screen has gone away?

texts: The bar at the very bottom of the screen went away while I was trying to make an intro, its the one with all the frames and options of view, marker, frame, playback, start, end, and the play button. Please help me, how do I get it back!?


texts:
I'm pretty new to blender, and i wanted to try to render something pretty simple, so i made a house. But the problem is, that when i try to apply my seamless texture to roof, it is showing/acting like color. I really don't know why, because the texture is ok.
I have tried to figure it out using nodes, but i didn't came up with a solution...


texts: How can i turn a few Planes upside down?

texts:
Im currently modeling a 3D Character in Blender. Im learning from a Video Tutorial Serires of Darrin Lile on Youtube, because im a total Blender Noob. I finished the surface of my Character using Planes. But now half if my Blender figure is covered in Shadows/Dark (?). Its really hard to describe that, especially when youre not a native speaker so here are some screenshots.

PLS HELP. Thank you :D


texts:
The top has been pinned and cannot move. From where does this shelf at the top of the skirt come from? I guess there is some form of repulsive force. How can I reduce it? Repel is set to 0. The shell remains throughout the entire animation.

EDIT: the effect remains even if I increase the mass to 10. The skirt does not fall over, so down is down.


texts:
I want to make a perfectly round crescent but no matter how I tweak it ends up looking lumpy when I use a curve extrusion. As I subdivide segments and try to eyeball each point's radius scale... it just looks bad.

I am stumped how does one make a perfectly circular crescent?


texts:
I tried looking up ways to resolve my issue, but it seems like nothing has worked.

I have a cylinder that I'm trying to punch a specific shape into. Originally, I created the shape combining a bunch of different objects and it worked fine. Then, I discovered I needed to change the shape slightly, and since then it has refused to work at all, even when I completely re-made it from scratch.

I read questions answered elsewhere and tried removing double vertices and recalculating normals, and even tried the 'flip normals' option, but nothing is working. Instead I've gotten a slew of different errors as I've tried, everything from the "cannot execute boolean operation" to the model I'm cutting into disappearing completely, to it cutting into the cylinder... but in completely the wrong shape.

I'm pretty new to blender, so this has been pretty confusing (especially when it worked fine the first way I made it!) Any help would be greatly appreciated.

I'm attempting to make a hole in BOTTOM with HOLE PUNCHER NOPE.

And here are the pieces before they're combined.


texts: Add curly hair/texture on Bezier Curve mesh

texts:
Currently, I've created something close to dreadlocks. I want to add some texture(image) or hair particles to recreate the fuzziness of real dreadlocks. Can you point me out to some tutorials on how to achieve this?
This is what I got (as you can see, the BezierCurve mesh is really polished for what I am searching for):

Note: I want to use the character in Unity so I want the solution to work with Unity (not sure if hair particles can be exported or not). Thank you for your time. (I don't mind to self-study but I need the right direction)


texts: Smoothing vertices based on deformed mesh shape?

texts:
I'm trying to create corrective shape keys for a mesh, but one limitation I'm hitting is that even with the Armature modifier set to show in Edit mode and adjust the Edit cage, trying to move things along vertex normals or use the Smooth Vertex tool in Edit mode seems to be basing its result on the base mesh shape, because I get very different results when trying it on a deformed mesh and when I bake the armature modifier.

The sculpt mode smoothing tool does seem to work based on the deformed shape, so clearly it's not the case that the maths was too complex for Blender to support such a thing at all, so I'm assuming I must have something set wrong.

What do I need to do to get the normals and smoothing tool to work based on the deformed mesh shape in Edit mode? (I could theoretically resort to the smoothing tool in sculpt mode, but I would really rather have access to both options).


texts:
i am new to blender coming from maya.

Is there a way i can orient the transformation along an edge, so i can scale them down to a flat surface and keep it parallel to the other surface.
like in maya with the insert key you can align it along an edge or surface.

Thanks


texts: Modified mesh loses changes when leaving edit mode

texts: Apologies if this has been asked, but I couldn't find it anywhere. I'm using Blender 2.49b to change some head meshes for Morrowind, and they're already animated. The lips move and the eyes blink. I'm editing the neck, but every time I do and back out of edit mode, the changes revert. I figured the animations had something to do with it. Any help would be appreciated.


texts: Override context for operator called from panel

texts:
I have an operator, “my_operator”, that is called from a panel, as follows:

class CATEGORY_PT_test_panel(bpy.types.Panel):
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_label = "Test"
bl_context = "objectmode"
bl_category = "Test"

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

    row = layout.row()
    row.operator('object.my_operator', text='Activate')

This works fine, but I need to override the context when calling the operator; I need it to run in the context of the Image Editor. The only way I have found that works is to create a dummy operator (that is called from the panel) and in the dummy call “my_operator” as follows:

class OBJECT_OT_dummy(bpy.types.Operator):
"""Dummy operator workaround used for override."""

bl_idname = "object.dummy"
bl_label = "Dummy"
bl_options = {'REGISTER'}

def execute(self, context):
    screen = context.screen
    override = bpy.context.copy()

    # Update the context
    for area in screen.areas:
        if area.type == 'IMAGE_EDITOR':
            for region in area.regions:
                if region.type == 'WINDOW':
                    override = {'region': region, 'area': area}

    bpy.ops.object.my_operator(override, 'INVOKE_DEFAULT')
    return {'FINISHED'}

Is there some better way to do this…? “my_operator” is modal for doing some stuff when the user clicks on the image in the Image Editor. I’m using Blender 2.8.


texts: Animation time offset for multiple objects

texts:
Trying to rotate objects by setting copy location from already rotating empty, and driver, as a influence controller for every object.
I have 10 objects, but i'd like to set an offset, so every object will rotate few frames after previous one.
How should I achive this result?

I have Animation Nodes, so I can try this way, but don't know how.


texts: Light from smoke simulator doesn't travel outside domain

texts:
Light emitted from the smoke simulator behaves normally inside of the domain but wont go outside it. Is there any way I can fix this or is it a bug?
Picture 1 is with light from fire and 2nd is with a point light.


texts: Ok so I got as far as getting the colors I want, and making them gradient. Now my question is how do I get the colors to wrap around a circle mesh like the rings around a planet? Im guessing it has something to do with mapping?


texts: How to change camera from perspective to orthographic?

texts:
I can't find any property that does this.

I'd also like to change from one to the other with an animation setting halfway through my video, but not sure how I'd do that either.

Update: the animation question is answered here: Is it possible, without knowing Python, to animate between orthographic and perspective camera view?


texts:
I was asked to inherit this project at work and re-do the animation as the background and lighting structure shape changed. I was going to use Motion 5 or After effect, but I was curious if I could it in Blender as well. If possible I want to do it in Blender as I would like to take it as a learning opportunity. I am new to Blender, so I am not sure if this is achievable in Blender.

Please see the below link for the existing animation:
https://vimeo.com/281395110

My main question is:

how to make neon lighting effect that constantly changes color in Blender?
how to combine background image with lighting structure?

I have no idea where to start, tried to find some tutorials but no luck. I would appreciate your help!

Thank you.


texts: Shows a cached image when I try to render

texts: I'm trying to render and all I get is the same cached image, whether I choose Cycles or Blender Render. I can hide and move objects, but the cached image is all I get when I press the render button. If I remove the images in the output folder, I just get a blank render screen and no rendering happens at all. What do you think is going on here?


texts: How do you scale the diameter of a cylinder and torus?

texts: How do you scale the minor diameter of a torus and diameter of cylinder without changing other dimensions?


texts: How to reset all properties to their default values in a custom made User Interface Panel

texts:
I have created a UI Panel with some properties of type IntProperty().

bpy.types.Scene.myint = bpy.props.IntProperty(name="My Int Prop", default=9)

How can I reset this value to default value '9' on each run script. So, when I change this value in UI Panel to some other value (let's say 10, for example). It remains a changed value (i.e. 10), if I re run the script.


texts: I'm new to Blender and want to be able to precisely adjust bevel values for faces, edges, and vertices by entering numeric values. Is there any way to do this?


texts: blender "Align selected light to view"? Similar to Maya

texts:
Blender 2.82 Is there an equivelent to "Align selected light to view"?
Similar to how Maya allows to look through a light to focus on the object.
If not, what are the steps to to this?


texts: Non-symmetrical textures on mirrored model

texts:
Hello my dear friends.
So I’m making a spaceship model. I made it with the mirror modifier for both, model and textures (since colours, normal maps, etc. are symmetrical). But now I need to add some non-symmetrical things, like scratches and stuff. I can't apply the modifier and re-unwrap the model, since material is mostly symmetrical. My question is, how to do that?
Thinks for the answers in advance


texts: How to unwrap grid-topology mesh without stretches?

texts:
In a forum somebody stated that good UVs should be stretch free.
I have therefore tried to make my UVs as stretch-free as possible:

Could somebody tell me if it is actually true that good UVs should not stretch?
And if yes, could somebody tell me if my UV is actually (more or less) stretch-free or if I have misunderstood it what he meant by "stretch free"?

Thank you very much for the help!

Edit: Or is the second one better?

Edit2: Or this third one?


texts:
I have a face that is 4 by 11 units. I want to punch a perfectly square hole in that plane, about 3 by 3 units. How do I do this?

I do not want to use any subdivision whatsoever.


texts: I'm not sure why my lamp isn't working.  Here are the screenshots:


texts: Texture paint uses one image for different objects

texts:
Blender's texture painting is making me crazy right now.
I'm working with cycles and I've defined two different images in the node editor. One for each of my eyes in the own node editor.

Still... I can't paint on the different images. If I go into texture painting, I can only choose a picture in the slots window, and it displays it on both of the eyes! They shouldn't have any connection at all - different objects, different node - still I can't work on them separately.

I'm not used to this new Slots settings, and guess something is working wrong there. But I don't really know how to fix the problem.


texts: Drawing moving object coordinate in x-z direction

texts:
I try to use Blender to animate an object rolling down a hill and draw its free fall coordinate in x-z direction.

Is it possible to trace its path?

Thanks


texts: Making a face with lines and vertices inside, like a grid,

texts:
I would like to be able to create a face, with lines and vertices inside that connect all the vertices to the ones on the other side. Pressing F will create a face inside the selected vertices like this:

but, I would like all the lines to match together on the other side, like a grid. Is there a shortcut for doing this, or some other shortcuts that would do the same?


texts: how to add transparent text and shapes to a movie?

texts:
I have read this post on how to add text to a movie.

Folowing the tuto I succeded to also add some rectangular plane below the text, all on my movie in the VSE.

But, my question is : how to alow the text or the shape to be transparent over the movie ? I would like my plane shape to be something like 30% alpha. Alghough I did the setting in the 3D vue, the shape appears no transparent in the VSE.

The tuto gave some settings that seem to avoir transparency.

Thanks for help.


texts: How do I set Blender to automatically import a model such as an .OBJ (using the appropriate importer based on the file extension and default options) into the default startup scene when I double click the file in Windows?


texts: In the Multiresolution Modifier there is a way to save the mutliresolution information, but how do I import and apply the saved *.btx file?

texts: The title says it all really. In the Multiresolution Modifier there is a way to save the multiresolution information. Once I have saved the .btx file what is it for? How do I import and apply the saved *.btx file once I have created it?


texts:
I'm trying to create a logic brick setup for a flight simulation of an airplane.

It shouldn't be too realistic as the purpose is to create a fun little game. (would be great though!)
There should be some 'real world like' physics involved (like gravity) because crashing is definitely something I would like to achieve.
Even struggling with a basic setup and countless hours trying different things I feel kind of stuck on this problem.


texts: So, a big part of one of my storylines is that every time a character dies, they turn into a mass of 0's and 1's and fly away. I figure I can simulate the character disappearing with a glow around the part that is dissolving, but I don't know how to create a smokelike effect with this cloud of code. Is there a way to create many specific particles that flow?


texts: How do I make two objects pull toward each other in a zero-gravity scene?

texts:
I have two spheres in a zero-gravity scene. I'd like for them to gradually float toward each other until they collide. This makes sense, since in real life everything has its own gravity.

I have removed the gravity from the scene and created two rigid body objects, with a very high mass, but they just remain static and never float toward each other.

I can add a Force Field to one with a negative value which pulls the non-force fielded sphere toward it, but if I add a force field to both spheres, they again remain motionless.

How do I set up a scene so that both spheres react to each other's gravity?


texts: How to constrain hair particles to an object

texts:
I'm looking for a way to modify hair particles similar to an armature system or the mesh deform modifier. In the screenshot below, I need the ends of the hair particles to follow the object. Is there a way to assign weights to the hair and parent it to the object? Or is there some other method of constraining the hair so that the ends of the hair follow the object? Hair dynamics don't seem to give any satisfactory results.

I'm trying to achieve a ponytail effect in which the position of the ponytail will be determined by moving the ring object. The rest of the hair/ponytail would be created on a new particle system inside the ring object. I'm not sure if there's an easier way to do this, but if there is, I would like to hear from you guys. Probably the main reason why I'm doing it this way is because the implementation of a hoodie would pose further complications :/
There is also another similar question here that deals with constraining objects to the hair, but I need it to be the other way around. Also, the answer to that question does not accommodate to my particular situation above.
Hook/parent/constrain to particle hair?

edit: I made a little animation on what I'm trying to achieve

edit: This animation is a bit better - it shows how using hair dynamics or rigid bodies or other simulations won't work for this. When you move the ring, it moves the hair. Like bones. Also, it seems as if the ends of the hair are connected to the ring. Is that even possible in Blender?


texts:
So i have modelled the omnitrix, and now i want to animate it. I am very new to animation. I wanted to know, ho to achieve the effect as in the two images 3 and 4. When the two pieces approach each other, i want their intersection to disappear.
 How can i achieve such effect? Any help or suggestion is appreaciated. Thank you

This is the result i want to achieve with my mesh! When the two pieces approach their intersection should disappear and the mesh underneath should be visible!


texts: How do I make wine bottle reflections blue?

texts:
In my photographic work I've often desaturated the blue tint that appears in the highlights on red wine bottles but now creating them in Blender I'm finding the subtle tint adds a great level of realism. If you image search on the net for red wine bottles you'll see all the slicks/highlights on the glass have a tiny tint of blue to them.
Does anyone know how I can achieve this in Cycles? I can do it in LuxCore (reflection colour is part of the glass material) but I'd like to stick to Cycles if it's possible!
Secondly, does anyone have any idea why this actually happens? Green glass, white light, blue tint!


texts: Unable to import JPEG's for material texture

texts:
I'm trying to import a JPEG for texturing. If the image I download is a PNG, then it is available in the shading tab and I can drag and drop it into the materials window and apply it as a texture (refer to pic 1 below). However, if the Image I download is a JPEG it appears greyed out and then when applied I get a violet color applied where my texture would be applied. (I'm assuming that violet is like an error code?)
Is blender 2.8 not able to make a textures from JPEG's?

To be clear the first picture is of a random PNG that works but is not what I want to apply. The second picture has the JPEG that I want to use but isn't working. I know I could probably find a work around by converting the JPEG to a PNG, but the question is is about Blender 2.8 limitations.


texts: scale along normals doesnt connect the edges

texts:
So i have been following this video tutorial https://youtu.be/jBqYTgaFDxU?t=1628 up until the timestamp everything is good, then he proceeds to using Alt+S to Scale along the Normals and he gets his result with the edges/faces(not sure which) connected i tried following everything exactly the same but it doesnt work out for me because what happens when i do it is this
I hope someone can help me as to exactly what im doing wrong and yes there have been similar things on this side but they havent resolved my problem so i am forced to ask this question again.


texts:
I'm not too sure what is going on here to be honest.

I had seperated the part of the mesh where the cockpit windows are, but when I joined it back up together, It shows me a weird shading that I can't get rid off.

I've tried removing doubles, and recalculating normals.

Any suggestions?

Look forward to hearing,

Karl.


texts: Can anyone tell me what's wrong in this picture? This is my first attempt at baking a normal map from a high-poly mesh to a low-poly mesh, and I've been stuck at this step for hours. I've followed tutorials step-by-step, and still can't figure out what's going on. All the related posts I've looked at are about some specific artifact appearing in an otherwise decent normal map; I've tried changing the ray distance and thought about trying to make a cage, but as you can see in the picture the failure is so complete that I'm sure I'm missing something really fundamental here...


texts:
I just finished the Chair series by Blender Guru, but am obstructed with a problem.

In this picture you can clearly see the screws. This is Material Preview mode.
In the picture above is the viewport Cycles render. You can clearly see that there is nothing abnormal about the screws.

As soon as I press F12 to do a final render I get this problem. I don't understand why the screws are not appearing. I made sure that the screws are not turned off for render. I tried going to something called View Layer, and I checking Single Render Layer.
I am some what new to Blender, if someone could explain it properly for a beginner that would be appreciated.


texts: Ubuntu launch blender instances with a different configuration

texts:
I am moving from Mac to Linux (Ubuntu) to use Blender (it gives me the feeling that it is more stable and, above all, faster).
The problem I have is the following: On Mac I had a script, to run an instance of each version of Blender, in which I defined the variable ENV: $BLENDER_USER_CONFIG and $BLENDER_USER_SCRIPTS, so that the program started with a different configuration ( startup file and installed addons) depending on the version (if you launched the script for 2.83 it came with certain addons or if you launched the 2.79 or 2.90a with others).
In Ubuntu I have managed to configure a .desktop for each version so that it launches the corresponding instance but... does anyone know how to define the ENV variables for each .desktop so that they have their different path to config and scripts?
I hope I explained myself well...
Thanks!


texts: Cloth simulation broke after slight geometry change

texts:
Whats up
I made this first simulation of a pair of shorts falling and then getting blown away with some wind and it looks pretty good.

Now i tried to add the waist folds by selecting the upper row of faces, checker deselect, slightly inset them and added some sub surf to smooth it out, but now the cloth reacts unexpectedly contracting on itself when the simulation begins.

It has to do with the self collision because if i turn it off it wont bend.
Any ideas how it can be solved?


texts:
Is there a way to render a video with multiple audio tracks? I've found these two subjects related to the import of files with several audio channels:

How do I load an mp4 video with multiple audio tracks into blender?

Import video for editing with multiple audio strips

but nothing related to the export.
Many thanks,


texts: Image offset only applies to single frame and not to metastrip

texts:
I put a series of images in the Video Editor but they get scaled to fit the render size. To prevent that i click "Image offset" and that puts the original dimensions back. However it only does it for a single image frame.
If I metastrip the image sequence and apply "Image offset" to it, the dimensions are not brought back.

So I would need to apply the option to every single frame manually....very inconvenient.....is there some command to apply the setting to every selected frame?

Note: I tried scaling up the strip to the correct ratio, but i notice a signficant loss in Image quality, when comparing 2 identical strips with the 2 techniques..the Image offset retains the frame detail, while scaling up degrades the image..


texts:
I don't like how long the trail of this motion blur is. I know the curves can be manipulated, but I'm thinking I need something that just changes how long the blur lasts.

Question 1: Is this a situation where I should adjust the shutter, and if so, what would be the best value? Animation is set for 24fps.

Question 2: Should I avoid motion blur entirely, and what is the most appropriate setting for a slow motion glass shattering scene?

Thanks!

Edit: After lowering my shutter to the correct setting (thank you @cegaton), another issue occurred, as mentioned in comments.


texts: How to get values from bpy.context inside a class

texts:
I'm working on an Addon that saves Render Settings and Camera Settings.
If I try to save camera settings but the multiview in the Output Settings is not set to True, it gives an error, because the Stereoscopy Settings in the Camera-Properties are non existing.
I found out because it is not possible to get values from the context inside of a class.
How can I make an if statement happen by looking for a boolean value in Blender context?
This example is a copy from the Blender API, just to make it work in a small txt-file. Look for the if statement with ##<-------- here is the question.
import bpy
from bpy.types import Operator, Menu
from bl_operators.presets import AddPresetBase

class OBJECT_MT_display_presets(Menu):
    bl_label = "Object Display Presets"
    preset_subdir = "object/display"
    preset_operator = "script.execute_preset"
    draw = Menu.draw_preset

class AddPresetObjectDisplay(AddPresetBase, Operator):
    '''Add a Object Display Preset'''
    bl_idname = "camera.object_display_preset_add"
    bl_label = "Add Object Display Preset"
    preset_menu = "OBJECT_MT_display_presets"

    # variable used for all preset values
    preset_defines = [
        "obj = bpy.context.object"
        "data = bpy.context.data"

    ]

    # properties to store in the preset
    preset_values = [
        "obj.display_type",
        "obj.show_bounds",
        "obj.display_bounds_type",
        "obj.show_name",
        "obj.show_axis",
        "obj.show_wire",
    ]

######################
######################

    if bpy.context.scene.render.use_multiview == True:  ##<--------here is the question
        self.preset_values.extend([
            "data.stereo.convergence_mode",
            "data.stereo.convergence_distance",
            "data.stereo.interocular_distance",
            "data.stereo.use_spherical_stereo",
        ])

#####################
#####################

    # where to store the preset
    preset_subdir = "object/display"

# Display into an existing panel
def panel_func(self, context):
    layout = self.layout

    row = layout.row(align=True)
    row.menu(OBJECT_MT_display_presets.__name__, text=OBJECT_MT_display_presets.bl_label)
    row.operator(AddPresetObjectDisplay.bl_idname, text="", icon='ZOOM_IN')
    row.operator(AddPresetObjectDisplay.bl_idname, text="", icon='ZOOM_OUT').remove_active = True

classes = (
    OBJECT_MT_display_presets,
    AddPresetObjectDisplay,
)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    bpy.types.OBJECT_PT_display.prepend(panel_func)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)
    bpy.types.OBJECT_PT_display.remove(panel_func)

if __name__ == "__main__":
    register()


texts: Remeshing deletes the insides of the mouth

texts:
In order to create a mouth that opens and closes i created an inside of a mouth like most characters.
the problem is every time i remesh the model it gets removed and the mouth becomes stitched again.
i don't know how to solve this issue i need to remesh all the time in order to polish the face but with this issue i can't remesh after creating the insides of the mouth
help please.


texts:
I find it difficult to understand that there are two users of that mesh data in my blend file.

How can I clearly track the user of a block of data in Blender?


texts: Rigged model has different object and armature scale

texts:
Rigged fbx model that I imported does not align the object with the rigging.
Can someone suggest h


texts: We are unable to find animation of exported object as Collada (.dea) if animation is a modifier animation while using Blender 2.82

texts:
We exported an object with an animation as "dea" and imported in other application to use.
Object's animation was movement animation.
It worked great.

Then we changed animation type and made a modifier animation like surface subdivision.
It worked in Blender.
But when we exported the object exactly the same way with previous one.

There seems to be no animation in imported application.
In previous one we could find name of the animation Blender gave but at modifier animation
we even could not find the name of the animation.

There must be something we skip, I think.


texts: Im new to blender and am learning to create characters.  I modeled this using good topology all around.(I THOUGHT)  to my surprise when I added the subdivision modifier, and went to sculpt, my object has theses different color faces.  I can sculpt and texture on the surface just fine but when i go to paint it or render it I just want to make sure that this odd looking thing is not trying to prepare me for a future problem. Ive checked my mesh, recalculated normals, did a smart uv unwrap, prayed and, even opened up a new blender and copied/paste the object.  Please help.  I know its user error so please show me the error in my ways.


texts: how does one edit the mesh generated by MB-Lab?

texts:
In a previous question I asked if it was possible to model a specific human face. The answer I got was that its used more as a tool for approximating your target face, then manually adjust the mesh to get as close to the desired look as you care.

My question now is how does one do that? or rather, what is the best workflow? I tried both modeling and sculpting the changes, but when I applied the various expressions, the shapekeys ended up being way out of wack. Is there a way to preserve the shapekeys, or apply the same changes to the shapekeys at full value as gets put on the basis?


texts: Prevent having to rotate faces every time I unwrap an object

texts:
I tend to re-unwrap objects a lot during my workflow / experimentation.

Whenever I add a new object with the same texture, I like to make the texture match the scale of it's siblings, so I unwrap all objects with the same material then scale the textures accordingly.

For example - Making a wood grain follow the length of an object instead of its height.

Unfortunately, whenever I do this, I have to re-rotate the faces of previous siblings.

Is there a way to make the faces stay rotated, so when I unwrap it again the faces stay in the desired orientation?


texts: How can I move the position of a cue for the second shot in a pool game

texts: I am trying to build a pool game but having difficulty with the position of the cue after the break shot. I can get the cue to move in a number of ways but none of them face the cue in the right direction. Please can anyone suggest a simple way to do this.


texts:
I have always been confused with the way to navigate around 3D objects.
I am learning Blender, and I am wondering how to make it understand when the rotation axis should change. Let me explain:

If I click on the X, it centers my object, and moving my mouse from top to bottom rotates along the Y axis. Moving the mouse from left to right rotates along the Z axis.

If I click on the Z though, I can still on rotate along the Y and Z axis, when in fact, I would want to rotate along the X and Y axis

Is there a way to make blender adapt the rotational axes depending on the current view?
Thanks.


texts: is there a way to export data realtime from blender?

texts:
I am very interested in blenders inverse kinematics and I would like to make a robot that runs on this.

example: I want to make so when I move a bone in blender my robot in real life will move as well.

or: at least make it so that I could export animation(rotation values of bones in time) from blender in some sort of matrix format


texts: Cycles Render Material with black result [this is a bug; no problem with 2.77]

texts:
I am viewing a 3D scene using the viewport. This problem also appears when using the Render button. I am having black results for my Glass BSDF stones. When I zoom out, I get black results. On the contrary, when I zoom in, I get good results. How can I achieve good results in every case? Blender 2.77a

I include a short version error: https://dl.dropboxusercontent.com/u/3322974/BlackStones.blend

Hardware: Mac Pro 5,1; Memory 24gb; 2 processors 2,26 ghz; AMD Radeon HD 7950 3072 MB; OSX El Capitan 10.11.5; Rendering using CPU


texts: Why is my blender model/mesh not connected in some places?

texts:
I have a model and rig I have been working on.

For the most part it is completed however I have an occurring problem that  hinders my progress on this as well as other models I have attempted to finish:

In addition to certain parts of the model not moving in unison as shown above, certain parts also seem to stretch.[![enter image description here]

I've attempted joining the parts of the mesh with control J however it does not seem to help. Would anyone know what I am possibly doing wrong and be able to provide me with help?


texts: how would you make multiple iterations of an object with one parameter changing each copy?

texts:
I want to make multiple copies of one object(like using the array modifier) and have each copy change incrementally by one parameter(say a shape key value).
here is an example of what I want be able to do with out having to manually change shape key values one by one. could this be done with drivers?

I'd also like to be able to keep all the iterations in between the first and last object stay on a linear percentage.


texts: Clip Start and Clip end not showing in blender 2.81 for sun light

texts:
I am doing lighting in eevee by watching a tutorial. So in tutorial it shows that clip start and clip end for shadows in object data properties but mine is not showing. If there is any other way to do it please help.
the above image is of my pc and the below one is from the tutorial.


texts: How can i hide the references lines on a bezier curve?

texts: I want to hide all those lines, only keeping the main curve while working, how can i do that?


texts: Bevel an inset face with resulting clean edges

texts:
When I bevel this Edge (which is parallel to X-Axis)

I always end up like this:

But actually I want this (without the faces that I colored blue)

I extruded the inset face without further scaling and moved it inwards the x-axis After extruding it a second time.
How can I achieve the beveling results in proper edges/faces?
Link to my .blend-file:
https://www.file-upload.net/download-14584958/bevel_problem.blend.html


texts: If you look at the outermost and the third circle inside, there are vertices that are not seemingly helpful at all. Those unintended vertices are making the circle a little dipped throughout its circumference. How can I remove them so that this cylinder can retain its circular shape?


texts: Customized Force Fields - Modifying collosion options?

texts: I am new to force fields in Blender. I was wondering if it is possible to define a new customized force field for rigid body simulations by scripting?


texts:
I've been modeling a helmet, recently tried adding some "Wings" to the sides of the helmet to give it some character. I created the wings using the Bezier Curve's and converted it into a mesh from curve and this is what I ended up with.

The first image on the left is the wings in Object Mode. The first thing noticeable is the color difference between the helmet and the wings themselves. this was my first attempt at using the Bezier Curve, is this how they normally look when finished? The image on the right is in Edit Mode and as you can see its a bunch of elongated triangles creating the object. I intended to add detail including the actual wing separation, something to the extent of this picture.

I tried adding in loop edged but it wouldn't allow me to add them to the faces with the greatest surface area, only the width portion was able to add loop edges.

I'm curious to know if I either did something wrong or I need to do something extra on top of this? Any help or guidance would be greatly appreciated.

I just tried using the Remesh Modifier to try and recreate the mesh. After applying, in edit mode the Object is black, showing no vertexs, faces nor edges.

(I had to merge 2 pictures to post)


texts: So as a lot of people, I am going through Blender Gurus donut videos. I have gotten to the part where we change to sculpting mode. When I change over, the icing on my donut disappears and all I can see are the "drooping" parts I made in edit mode. I am sure this is an easy fix that I just dont know where to click a box or something.


texts:
I need to make the highlighted object shear itself into the shape of the poly behind it but the shear tool will only let me do it one way and won't let me align vertices.
I had some luck with proportional transforming but it still wasn't perfect. I need it to be perfect down to the vertex.
What do?


texts: Blender does not seem to utilize CPUs and GPUs effectively for rendering

texts:
I've just built myself a new machine because rendering times on my laptop were prohibitive.  It's an i7900 10 core processor, 32GB RAM and two Quadro P4 graphics cards with 8GB memory each.  The cards are set up to run together under NVIDIA's SLI configuration and Blender recognises them both for GPU rendering.

Whilst rendering times have improved dramatically, Blender rarely uses more than 10% of the CPU and no more than 50% (rarely) of one graphics card.  The other one just sits there gathering dust with the odd 2% contribution according to the system monitor.

My question is: why doesn't Blender use more of the kit?  It seems to me I should be getting blazing performance with the extra capacity but it never breaks sweat.

Incidentally, I have an animated sequence of 1300 identical spheres falling under gravity and the viewport grinds to a halt whilst CPU does almost nothing - it doesn't update between frames and Blender doesn't respond seemingly due to working hard on calcs.  I don't get it.

Am i missing something?

Thanks

Screen shots as suggested.


texts: Python scripting for weight paint gradient

texts:
I am new to blender and currently working in blender 2.8.
I wanted to animate a plane mesh to have a flag like movement and created that using a tutorial.
I wanted to do the same using python scripting. In tutorial in weight paint mode, using colours, weights are given to particular portion of the plane.

Can anyone help me to do python scripting for the same ? Selecting particular portion of the plane mesh and assigning weights to it.

Thanks in Advance


texts:
I am relatively new to BLENDER and I was wondering if there is an elegant chance of combining the water simulation with the cloth simulation.
I would like to simulate a washing machine like device, where clothes are interacting with water (and structure). I have done the water simulations and cloth simulations separately in blender before, but combining the two seems to be quite a challenge.
All the support is most appreciated.
Thanks, Uroš


texts: Is it possible to set a maximum velocity on a object?

texts: I have a object set to rigid body. I am using Linear Velocity set to Add to make it jump. Is it possible to set a maximum velocity so it will not keep speeding up infinitely?


texts: ReMeshing two vertex groups to different resolutions

texts:
Some modifiers allow me to select a vertex group upon which to operate.

The remesh modifier doesn't.

I've got a 3-D mesh of a head, and I need the ears remeshed to a very high resolution and the rest of the head to a much lower resolution.

I have created 2 vertex groups.  Now I could {save, remesh, export to .OBJ} for each group, then create a blank project and import both .OBJs.

Assuming the re-meshing process has not messed up the join-perimeter, they should still fit together.

Is this the best way to do this?

EDIT: I've just realised that the perimeter will be messed up.   Say you have a cylinder with 100 points around the circle.   Cut it in half, now you have two cylinders.  Reduce one of them so it has 10 points around the circle. Now obviously these are not going to match up.  So is there some way to 'glue' them back together?


texts: One of my objects won't show in my F12 or final render

texts:
I've tried to render my scene but there's an object that won't show up. I've checked the camera, I've checked the visibility, it isn't hidden and it's showing in the viewport. I feel like I've opened every setting and have achieved nothing.
I’m trying to render a book with a cover, flipping pages and stacks of pages. I have no idea how to fix the fact that the book cover doesn’t render. If I create a plane and select both the book cover and the plane and join them with Ctrl+J, the render contains a book cover but it doesn’t turn as it’s rigged to do so because it’s now linked to the plane and loses all the animated properties.
As soon as I unjoin them the book cover stops rendering and everything appears as you see it there, a book with binding, pages, but no cover. For the life of me I cannot figure out what’s going on.
Here is an image of what I want it to look like with the insufficient fix:
https://drive.google.com/open?id=1SjhNP9H_sebq0J0v8qn89SyKcTQb366g
Here is an image of what it comes out like:
https://drive.google.com/open?id=10uGX-7Sofb5DSG-eI_PHdyXur6zMTMQL
Here is an image of the settings in my project:
https://drive.google.com/open?id=1ARbn-s2rY2jcHrvfv_06y5C6My6HZHhG
Here is an optional link to my project:
https://drive.google.com/open?id=1Cfk05_-aZB1LpQat-6RGKB9IiDHZNffZ


texts: I'm trying to combine animations created in mixamo. However, when the second animation plays the object always jumps back to the same place (the origin?). What is the best way of combining animations so that the model doesn't always return to the same place, but continues from the last position in the first animation? Any help would be appreciated!


texts:
I've long thought that the expression "Parent to" is being used in an inverse manner.

If I "Parent A to B" I make A the parent to B and B the child of A, but I often hear the expression being used to describe the opposite relationship.

Am I the only one being confused about this?

Here's an example @ 3:30 in an otherwise excellent video:
https://youtu.be/xdPMziIHFlU?t=209

Can we agree that he's really making the foot the parent and the head the child?


texts: Camera track to constraint in the game engine

texts: I have tracked camera to track a ball. When I move the ball manually, the camera tracks it. But when I apply motion using w,a,s,d keys to move it top, left,down and right, the camera stops tracking the ball. Why is this happening?


texts: How to render the black lines at the edges of an object?

texts:
How to render an image like this with black lines ?

Image taken from the following faceboock page: https://www.facebook.com/glenyrenner/posts/1308258389303606?pnref=story


texts:
I want to make a simple straight fountain. I used fluid physics - cube inside the domain is inflow type (Z velocity: 2). It looks like this:

As it can be seen fountain is spurting with "compact" water, which looks more like gunk than water. How to make smaller sprays and drops (which is forming water mist as it can be seen in a photo below)? Changing "real word size" to low amount helped a bit, but not too much.


texts: Molecular add-on Error Message: ‘cmolcore’ is not defined

texts:
I've installed the molecular script addon in several version of Blender (2.78/2.71) but when I use the 'bake' option I get an Error Message:

Traceback
File “C:\Users\...\AppData\Roaming\Blender Foundation\Blender\2.71\scripts\addons\molecular\_init_.py”,line 600, in execute mol_report = cmolcore.init(mol_exportdata)
NameError: name ‘cmolcore’ is not defined
Location: <unknown location>:-1

Everything works fine until baking.

Can anyone help me? I'm sure I've installed the appropriate version of the addon. I have seen other questions about the traceback error, but my problem still isn't resolved. The molecular script works perfectly at the computer of my supervisor.
I've also a 'command prompt' file (see image). I guess something is wrong in .py(d)?

I've changed the name of the folder 'molecular' to 'add_mesh_siding_utils'

Thanks in advance


texts: How to set world's background without effecting the lighting?

texts:
Is there any way to make the world's background white without making everything way too bright?
I simply want to make the whole world white, without effecting the lighting.


texts:
How to add an origin point without adding anything else?
For example this could be done if you add a cube, go to edit mode , delete all vertice and you are left with an origin point but is there a faster way?


texts: How come all of my objects are just outlines?

texts: I opened Blender today and all of my objects on all of my files are this kind of invisible where I can still see the outline. When I make new files the issue persists and when I go into edit mode I can still see the vertices. I know the objects aren't hidden and I can't find anything about it anywhere.


texts:
I am new to python and scripting for blender, I'm using 2.8. I would love go have a text box field in a UI panel that the user can enter a value and its stored on a variable. My full plan is to have multiple boxes for when you have to make repetitive scaling you can just enter the numbers once then apply them to any object you want.
Slightly related to that, how do you have the value of a variable displayed as text in the U


texts: Where is the smooth / flat shading property of an object?

texts:
I know that I can click on the smooth / flat shading buttons in the Tool Shelf panel when I am in object mode.

What I would like to know, is where can I find out if an object has smooth or flat shading on it without having to go and click the buttons to see the difference?


texts: What is an easy way to correct the position of the lower jaw of the dog? After animation and parented to armature? Is it possible?

texts:
I have this dog mesh which is already parented to the armature. I made sure that the whole head was parented to the head armature, but the lower jaw still somehow appears to be deformed after animation. Initially it looked fine, but after turning the dog head around, the lower jaw move weirdly.

What can I do to fix this?

Additionally, I tried to edit mesh while it is parented to the armature. It didn't work.

I tried to weight paint the head portion of the mesh again. Which didn't work either.

Update: Since I couldn't figure out how to correct it, I decided to edit each frames that involves the deformed mouth in photoshop. Which kind of sucks, but I think it looks fine, almost noticeable (I think). I would still like to hear the solution though.


texts: How To Make A Solid Object Drop To The Ground Like It Was Liquid

texts: So I have a simple bouncing ball animation, but I just wanted to something "weird" for the ending. Is there a way to change the ball's material on the fly, where after the last bounce it changes materials and physical composition from a rigid body(baked animation now) to a fluid sim?  (within 30-40 frames)


texts:
I am trying to make this
But I am stuck on this image

None of my walls or other materials are picking up the white emission and the back of the corridor is getting light from somewhere. Any ideas in terms of lighting and shadows? I have screen space reflections and ambient occlusion on, and am running filmic. It seems like only the normals/height sections of my walls are picking up light. Not sure what I have set wrong or what I don't have set at all.


texts: Emit particles from point cloud object for each frame of animation

texts:
I'm working on a project that is intended to simulate the motions of stars in a galaxy by importing snapshot txt files with thousands of xyz coordinates each - but for the purposes of this question, I'm including a simpler coordinate generator of 3 points that change positions over 10 frames. My plan was to create/update a point cloud particle system for each frame and emit a particle from each vert (so in this case 3 particles for each of the 10 frames). My problem is that with my current script I can change the vert positions of the particle system for each frame but not every frame emits particles - only three frames emit one particle each. I think Blender is only seeing one particle system and distributing three particles equally over 10 frames. Here is my current script:
import bpy
import numpy as np
import os
import pathlib
import mathutils
import glob
from bpy.app.handlers import frame_change_post

# Delete any existing objects
objs = [ob for ob in bpy.context.scene.objects
        if ob.type in ('LIGHT', 'MESH', 'OBJECT')]
if len(objs):
    bpy.ops.object.delete({"selected_objects": objs})

# Create simple coordinates
nframes = 10
nparticles = 3
xyz = np.zeros((nframes, nparticles, 3))
for i in range(3):
    xyz[:, i, i] = np.linspace(-4, 4, nframes)
cache = xyz

scene = bpy.context.scene

# Create point cloud object and link to group
def make_point_cloud_mesh(ob_name, coords, edges=[], faces=[]):
    me = bpy.data.meshes.new(f"{ob_name} Mesh")
    ob = bpy.data.objects.new(ob_name, me)
    me.from_pydata(coords, [], [])
    me.update()
    return ob

# Create particle setter for each frame
obj_cache = []
def particleSetter(scene, depsgraph):
    print(scene.frame_current)
    i = scene.frame_current - 1
    if i > (len(cache)) or i < 0:
        return

    for obj in obj_cache:
        bpy.context.collection.objects.unlink(obj)
    obj_cache.clear()

    data = cache[i]
    obj = make_point_cloud_mesh("point-cloud", data)
    bpy.context.collection.objects.link(obj)

    # Prepare particle system
    obj.modifiers.new(f"part{i}", 'PARTICLE_SYSTEM')
    part = obj.particle_systems[0]
    part.settings.count = len(data)
    part.settings.lifetime = 1
    part.settings.frame_start = 0
    part.settings.frame_end = len(cache)+1
    part.settings.use_emit_random = False
    part.settings.physics_type = 'NO'
    part.settings.display_size = .5
    part.settings.emit_from = 'VERT'
    obj_cache.append(obj)

bpy.context.scene.render.fps = 1

# Clear the post frame handler
bpy.app.handlers.frame_change_post.clear()

# Run the function on each frame
bpy.app.handlers.frame_change_post.append(particleSetter)

# Update to a frame where particles are updated
bpy.context.scene.frame_current = 1
bpy.context.scene.frame_start = 1
bpy.context.scene.frame_end = len(cache)
bpy.context.view_layer.update()
print('done')

TL;DR Is there a way to produce particles for each frame of an animation using particle systems?


texts: Adding a reinforcing rib to STL model with blender

texts:
I'm wondering about how to add a reinforcing rib to a stl model with Blender.
I have a shape like the one in the picture below and  I'd like to add a rib that perfectly match with the inner surface which is curve.

In a CAD modeler such as Inventor there is the possibility to extrude a sketch to a face, but no idea about how to do it in Blender.

I'm able to add a cube and resize it to the approximate shape of the rib, but how to make its border to match with the inner surface of the original stl?

Thanks in advance for help!


texts: I like Blender and I had some experience with Blender. I updated to the newest version of 2.76. And now when I launch it, it works fine for a few seconds maybe a minute. Then it starts go in into "Not Responding" mode and back to normal. All this happens in a matter of a second and repeats until I close Blender. This is very annoying, I can't do anything about it. I tried adjusting settings but nothing helps. I don't want to switch to something else like Cinema. Please tell me if you have a similar problem or if know a solution. Any info is appreciated.


texts:
I was wondering if you could change the shadow color from the sun? I'm making this for a T-shirt that will be black so I'd like to change the shadow to grey. Thanks!
 Now it got foggy...what should I do?


texts:
I am currently doing some exercises to learn everything Blender has to offer. My problem is that the top verticies do not follow the bezier curve.
Current setup: There is one set of verticies which are part of a vertex group. This vertex group is applied to the Curve modifier.

Here is my Blender file: https://drive.google.com/file/d/1bAHiICYykdfUZnfZTHe17xOEEP0ToR8i/view?usp=sharing
Maybe someone knows a solution for my problem.
Thanks in advance,
Filip.


texts:
new to Blender, so please forgive if obvious.I have been looking for an answer on this....

Goal: Simple object (e.g. cube) , once rotated 45 degrees, can have rotation on its Z Normal animated.

I have tried using constraints, but not getting anywhere. I have tried parenting to an Empty. No luck.The object still wants to rotate on the Z of Global. Thank you for your help.


texts:
My mesh appears fine in Object mode, but when I enter edit mode, it rotates 90 degrees. Any idea why?

Object mode

Edit mode


texts: exporting video with transparent background

texts:
I have searched but not found an answer that exactly answers or works.

I have a rotating rendered head animation that I want to export with a transparent background so I can import into final cut pro x and lay over video footage or still imagery. I have tried saving as a blender render as quicktime .mov with alpha as transparent and as RGBA but doesnt work, a black BG. I have also tried as a cycles render but still black BG. Is there any particular file format that is better for this? H.264, MPEG, .mov? or something I am missing? thanks


texts:
I'm trying to give a character two braid pigtails - which works out relatively well, except some of the interpolated hairs are cutting through the mesh of the body rather than going around it to reach the parent hair. This is happening particularly badly in the back.

I've tried moving the parent hair (it is a single parent hair) forward, backward, left, right - but I am constantly getting the particle hair cutting through the mesh, rather than deforming around it

Any ideas?


texts: How to make 3D model fully distributable

texts:
this is not a fully related Blender question but I figured this might be the right place to ask.

I would like to create a standalone distributable 3D model. That is, a file that I can send and that the recipient can open and visualize without the need of installing anything.

Is there any way to do this? Currently I export the model into VRLM and then I can use Cortona 3D to open it with a browse. That still needs a plugin to be installed and I would like to avoid that by compiling everything into a single executable file.

Thank!

Lore


texts: 2.92 - keyframe not matching typed in value - bug or feature?

texts:
New to animating/ key framing.
Object selected, R (to rotate), Z (to lock), type "-370", press enter.
The object moves from 0° to 10° - I was expecting a full rotation and an additional 10 degrees.
Do I have something enabled causing this to happen?
Note; If I rotate the object using the 'Item - transform' panel, it seems to work just fine.
Thank you for any help.


texts:
I need a way to move multiple selected faces along their individual normals. When you google for this you´ll come along this solution.
This solution is working exactly the way I would need to but only on non-connected faces. As soon as the selected faces share an edge those faces will move along a single normal that seems to be the average or median of them.

I´ve seen Alt+S (Shrink/Fatten tool) being suggested but it doesnt work like intended. The normals of the moved faces will get skewed leading to a horrible looking result.

I´ve also tried every imaginable combination of Pivot points and Transform Orientations using g double z, or alt+s, extruding and Alt+e for extruding along normals.

Here´s a screenshot of what kind of result I expect on a dummy model, all of the inner walls are moved 0.1 along their respective normals from me by hand. Easy in this case because of few faces and all normals being parallel to the world.

Is there a way to do what I need?

Thanks


texts: Sculpting Dynamic topology or detail flood fill?

texts:
I have been watching a few different YouTubers that are posting time-lapses of there work and I have seen a sudden jump up in using almost no Dynamic topology at all. They are just using detail flood will and continue on. I have seen some replies to comments and they YouTubers mentioned preserving the quads of there mesh.

Is there no point in Dyntopo now and I should switch to that method?

Thanks!


texts: weird static appearing after application of solidify modifier

texts: How do i fix this glitch, it just keeps happening. It is completely fine in rended view mode, but in solid mode this is what happens.


texts: What color space to use for EXR in textures

texts:
I've searched high and low for this, and cannot find an answer anywhere, even in the new 2.80 docs.

When you import import or environment textures in 2.80, the new texture node has several colour space options:

xyz
sRGB
Raw
Non-color
Linear ACES
Linear
Filmic Log

What do they do, and what one SHOULD be used for EXR files?

Thanks


texts: BPy add Path in Textfile from Text-Editor

texts:
.hi guys i have a problem by set a path in text line.
I put in a picture, maybe you understand what I mean.

i don't know how to implement the code in such a way that the path is included in the text line (see yellow arrows)
and btw. here is my code from the function:
import bpy

myPath = bpy.path.abspath('GameName\Character\Johnny') #path from "Johnny"

#character list with hardcoded Animations, Speed, Name etc. without correct
#path from character
Text = '''
DIRECTORY: \Animation\Torso\Idle_Stand\\
ANIM_NAME: Idle_Stand
ANIM_SPEED: 1.00
FRAME_FILES: Frame01.obj

DIRECTORY: \Animation\Torso\Spot1\\
ANIM_NAME: Spot_01
ANIM_SPEED: 12.50
FRAME_FILES: Frame01.obj, Frame02.obj, Frame03.obj, Frame04.obj

DIRECTORY: \Animation\Legs\Run\\
ANIM_NAME: Run
ANIM_SPEED: 3.135
FRAME_FILES: Frame01.obj, Frame02.obj, Frame03.obj
'''

t = Text

#checks if this textfile name exists
if "JohnnyAnimDoc" not in bpy.data.texts:
    bpy.data.texts.new("JohnnyAnimDoc")
#add "Text" in the textfile
txt = bpy.data.texts['JohnnyAnimDoc']
txt.from_string(t)
txt.current_line_index = 0

I hope there's an answer to my problem.
best regards -DevilSam :)


texts: Python BMESH: For loop breaking trying to split mesh via UV Islands

texts:
Perhaps I am not using bmesh properly. I'm trying to create a script that splits a mesh by it's UV islands.

The script attempts to iterate through each face of mesh and...

select a face.
select linked faces via uv island
Toggle Scene.tool_settings.use_uv_select_sync #so can split
split selected faces.

Here is the code (it's part of a larger script)

import bpy
import bmesh

bpy.ops.object.mode_set(mode = 'EDIT')
ob = bpy.context.object
bm = bmesh.from_edit_mesh(ob.data)

for face in bm.faces:
    bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE')
    bpy.context.scene.tool_settings.use_uv_select_sync = True
    face.select = True
    bpy.ops.uv.select_linked_pick(extend=False)
    bpy.context.scene.tool_settings.use_uv_select_sync = False
    bpy.ops.mesh.split()
    bpy.ops.mesh.select_all(action='DESELECT')

ob.data.update()
bpy.ops.object.mode_set(mode = 'OBJECT')
#return {'FINISHED'}

The code seems to work for the first UV island, then it just stops. I'm not sure how to troubleshoot. Any help be greatly appreciated.


texts:
Hi, beginner here.

I have some mesh with 4 different UV maps. Each map has assigned a texture. Is there any way to join this textures into single image without changing their position?
Im working in Blender render.


texts:
bevel node is still under development, but maybe somebody know how to fix problem when baking bevel node into normal map, there are a lot of gray dots on the map. Everything else working well, awesome node.
blender-2.79-ef8bbc8-win64


texts: Is There A Cycles Alternative For The Halo Material Effect?

texts:
Just wondering if there is a cycles alternative for the 'halo' material effect only found in Blender Internal? This halo effect turns an object into small glowing orbs instead of one solid object. I am looking for this effect to include in a cycles animation, however the halo option is not available for cycles at all.

I've attached the .blend file to show the halo effect I'm trying to achieve in cycles.

Cheers!


texts: How to trace the path of an object in the video editor?

texts: Suppose I have a movie showing an object (such as a bird) moving around.  I would like to use the video editor to add a line behind the object showing the trajectory.  Does anyone have suggestions on how to accomplish this?  I've tried using the UV/Image editor to add a dynamically changing mask but am unable to figure out how to apply a color to this dynamic mask.  Perhaps this is the wrong approach?  Any help is appreciated, thank you!


texts:
I have a question about rigid body constraints.

Generic spring constraints can be used for a normal spring that tries to return to an original length by setting the stiffness.

However, what I want is a spring for rotation that tries to return to it's original rotation state. It seems that the generic spring's stiffness
parameter is only for length and not for rotation.
I can limit the rotation angle, but, that's just a limit setting and not for spring strength or anything.

Is there a way to make a rotational spring?


texts: I've opened a downloaded file that does not have a properties panel where you can change materials etc. and I don't know how to reopen it. This is the panel I mean:


texts: How could a gap between array modifier created objects be closed?

texts:
Repeating a segment of a tire with the Array Modifier along a curve creates a litte gap.

Are there other options besides changing the the Array Modifier's relative offset?
(This would require manually adjustment of the mesh)

Merge + First Last would destroy the mesh.


texts: Why does subtracting weights add weights to other parts of the mesh?

texts:
So my problem is that I'm trying to subtract weight, and it works in some areas, but in other areas of the mesh it just adds unsubtractable weight to the mesh. Is this a bug, or is this something that I'm just doing horribly wrong? The mesh is not originally mine, and I'm pretty new to blender.

Here's the file:


texts: Texture paint mode - the brush paints some weird purple thing instead of color

texts:
Hi i've finished my low poly of the sculp i made and projected the normals onto it.
Later i tried to paint on it but when i do this weird normal map looking texture with balls and springs on it.
It never happened to me before, what causes this?
[EDIT] turns out it fixes itself if you just delete your current brush and recreate it again


texts: Limited set of output codecs in Fedora Linux. How can I enable others?

texts:
I'm trying to render a video using blender, it have some images and sound, if I render it using just the default options I get no sound.

Searching on internet I found that I need to use other format than AVI JPEG to set some codecs options, I just have "AVI JPEG", "AVI RAW" and "FRAME SERVER". I'm keep looking but I can't found any information to solve my problem.

Im using fedora and actually I have
xvidcore-1.3.2-5.fc20.x86_64
ffmpeg-2.1.7-1.fc20.x86_64
packages installed.

EDIT:
When I had the problem I had the last version of blender installed from blender download site, I also tried installing blender from dnf, also tried with buildbot, so this answer didn't solved my problem.


texts: I want to add straps by skewing edge loops.


texts:
Can anyone guide me on where to look (ideally with some examples) how to programatically customize a blender file?

Specifically, for simplicity - I want to do this.

Programatically:

a) Add a text object

b) Rotate it 90 degrees on the x plane

c) Convert it to a mesh

d) "Center" the mesh it (so somehow figure out the text object width, and centers on origin)

e) Add a basic animation (keyframes)

Thanks!


texts: I have a image attached. I want to make that streamers. Im not getting how to coil that shape round and round from top to bottom with large and top and smaller at bottom.


texts: rendering animation takes progressively longer per frame blender 2.82, 2.9 cycles

texts:
I am curious. I have an animation (with significant Hair particles)
but have never before run into this problem in the year i have been using blender.
my first frames take around 40 seconds per frame to render (im rendering 16 bit PNGs with alpha channel), but that number climbs about 2 seconds per frame, so by frame 50 or so, it is taking 2 minutes per frame. if i quit the program, and start the render again from frame 51, it is down to 40 seconds again.
any thoughts? im rendering in cycles, 1920/1080, 100 samples, and it seems to effect the scene in both blender 2.82 and 2.9


texts: Blender 2.80: Added mesh primitives too large everytime - how to change the defaults?

texts:
I set my scene to 'meters' and the unit scale to 1.0 since I need to know the size of the parts of the scene in meters.

Every time I add a cube or any other of the mesh primitives it starts WAY to big/large/huge and I need to scale it down.

Is there any way to instruct blender to not to throw such massive primitives at me? Where can I adjust this - if possible?


texts: How to pin a cloth in blender game engine

texts: Take for example a flag, the cloth is pinned to a pole. I want to do the same thing in the blender game engine.


texts: Picture - saving in high resolution versus low resolution

texts:
When I print the camera view to a jpg file, the file size is about 650k.  I would like to have a much higher resolution picture, with a file size of at least 3MB.

How do I do that?


texts: Use of Fog Node from Pov-Ray in Blender 2.9

texts:
I have a question that I can't seem to find an answer to either in the Blender Manual and on Youtube.
There is a new node that I noticed today in the compositor with its own category in the add-node panel called the fog node, under the category fog.
This seems to be an output node, but I can't seem to find out what it is, and how to use it.
If anybody can provide an answer to this, please do!
Here are some images related to this:


texts: calculate height, width and breadth of a object

texts:
Primary Question

I need to somehow place 3d objects besides one another using python script or command line

Secondary Info Optional Reading

I am creating a project named "text to scene" where user can enter a sentence and the output will a complete scene rendered using blender. I've completed the initial phase using NLP but for the later stages of the project I need to somehow place objects in blender as needed or directed by the user in the sentence. I've stored all the data (regarding the objects) but I can't find a method to apply it in blender(or any other 3d modeling and rendering software).

So I basically have to

1). import objects into blender(can be achieved using python script)

2). find their dimensions(length, breadth, height)

3). place other objects relative to the dimensions of the root object

EXAMPLE :

INPUT: "A vase is on the table."

WORKING: (Skipping the initial NLP part) First import 3d model of "TABLE" into blender then calculate its height, width, length and then place a model of "VASE" above the specified height at the center of the top face of the table.

OUTPUT: 3D scene in blender


texts: How to achieve uniform Inset and Extrude on multiple nonplanar surfaces?

texts:
I'm trying to inset and extrude a peripheral slot as shown on this cube:

Except I'm trying to do it on a rectangular cuboid which has one side/face split into multiple non-planar sub-faces:

Method I used on the cube was to enter the edit mode, create two loop cuts for vertical slot in the middle, then select the outer edges of the front face and inset them. Finally, I selected the faces I wanted to be extruded and I extruded them in the direction I wanted (inwards).
Now, I have two issues when I try to do the same on the cuboid:

The inset of the outer edge is not uniform, i.e. side insets are bigger compared to the top and bottom one. I would like them all to be the same width. Is there is a setting to make this inset an exact value instead of being proportional?

I have no idea how to loop cut the vertical slot in the cuboid - loop cuts are aligning with the slanted edges. Any idea how to cut vertically across multiple sub-faces?

I'd appreciate any advice. Thanks.


texts: How do I play animations in the game engine?

texts:
Okay, so this may be a duplicate, but I sure couldn't find it. In  this question the OP wanted to know how to make his animation play.

Scenario: I have an animation on my object (or armature) and I want to be able to play them in the game engine. How do I do this?


texts: Objects other than leaves with Sapling addon?

texts:
The Sapling addon does an excellent job of modeling the shape of the trunk, branches, and leaves of a variety of trees, and can be used to quickly produce realistic trees in my models. However, real trees often also have flowers, berries, pine cones, buds, etc which I would like to include sometimes.

Is it possible to add these objects using the Sapling addon? If not, would it be possible to configure a particle system to add these objects onto the tree-object created by the addon?


texts: Blender 2.81 crashed now no version starts

texts:
I've never had issues with any blender version up through 2.8 64 bit and was actually using blender when i noticed that 2.81 was released. I downloaded 2.81a on Dec 5 and it opened for a few moments and then crashed. Since then i have been unable to get any version started up again with the exception of the 32 bit version of 2.8 (which I don't understand). I have tried absolutely every suggested fix on the internet.

I have a pretty beefy rig that i built for the purpose of modeling and gaming. GTX 1070, i7 7700k, etc... All drivers have been updated to no avail. Tried the opengl32 fix. when i copy to the folder i get an error saying i need a driver that supports opengl 3.3 but the most updated drivers i have support Opengl 4.6, so i dont think that is the issue.

Originally the command window that opens before blender said something about the userpref.blend in %appdata% and the internet said to delete that blender foundation folder and reinstall everything. Now, that userpref.blend message is gone but the program still doesn't open.

I've tried opening in cmd prompt with --debug and blender still crashes without throwing any error messages. "when i say crashes i mean window goes gray and i get the little (not responding) message".

Final thing i have noted, if i restart my computer and immediately open blender (i.e. within 30 seconds, any longer and it wont open at all.) blender 2.81a opens perfectly and quickly. but it seems to crash as soon as i either click away from blender, or open another window in blender like the preferences menu. Still no error messages.

I found a similar question on here that said to link debug and system files created from blender_debug_log.cmd. The steps leading to the creation of the file. was

restart computer
immediately open blender_debug_log.cmd
open preferences ( but again any window in/out of blender produces same result)
window goes gray and shows not responding.

Here is the google drive link:
https://drive.google.com/open?id=1fNBgJAKFsnpymMCqLeAe69RDLn51kNKE


texts: how to use SunVector input with this osl node?

texts:
I recently downloaded an osl sky texture, but cannot work out how to make it work. It has a sunvector input on the node but I don't know how to use it. Any help is much appreciated.

https://bensimonds.com/2014/10/02/atmospheric-rendering-with-osl/


texts:
Hello Blender community.
I was working on something when I accidently pressed Y with a part of mesh selected, and now that part is not with the mesh anymore and can move around freely. I didn't notice this when working on it so can't do Ctrl+Z anymore.
Is there any way to.. attach the parts again?


texts: Is there a way to convert a beveled curve into a rigged mesh? I would like to have a rigged rope in a way where the bone weights are calculated from the curve control points, so if I have 2 control points it will be converted into 2 bones, and when I pose them, they will deform the mesh similar to control points?


texts: How to close a true hole in model? The model is closed, but has an edge loop that creates a hole throught it

texts:
I have a 3D scan that I'm fixing in the Sculpt mode. My problem, I filled all holes that made the object unclosed.

But now I have a few actual holes, as in the geometry is "valid"? When I sculpt the edge loop always stays there, so I can only make the hole smaller.
I tried to add a sphere with a Boolean modifier to fill the space, but that resulted in some weird internal geometry that messed the model up. Any ideas on how to close this?

Thanks!

PS: Sorry if the answer is already here somewhere, I tried googling it, really!


texts: Rigify and automatic weight painting error

texts:
I have a model that I am trying to rig using rigify. The bones are placed, the rig generated, but when I try to apply as parent with automatic weights, nothing happens. No weight painting at all (see pictures)

If you need the .Blend, I can upload.


texts: Pros and cons of seperating meshes into objects and ways to switch between

texts:
I got confused recently where I couldn't select a mesh in edit mode unless the object was selected.
I'm working on a map with a lot of separate meshes, so it's a chore to scroll down to the appropriate object and select it in order to start editing.
Is there a good reason for separating meshes by object?
And is there a way around selecting the object before editing, or a way to move meshes to the same object?


texts:
I want to make a wall with a image repeating across it like wallpaper.

I tried it in the node editor but the image is taking up the entire plane. I just want it to be small and for the image to repeat across the entire plane.

How do I do that?


texts:
I'm trying to learn blender in a perspective of making meshes that I can export to game engines. Making nice looking high polys seems to go okey for me, but I have a hard time with controlling my normals when doing my low poly mesh.

Here I have a low poly model with some bevels on it. What I want to do (because of the bevel) is to force the normals marked red to be flat. I've successfully done so using the blend4web plugin. I also want to keep a sharp edge around the faces on the inside (marked green), now there's where things get tricky for me.
I have been searching around and the only way I found that works is to split the edges. Now I really don't want to do that since this is a problem that appears quite often and I want to keep my low polys as intact as I can.

I made an example in maya just to show you what I want. (This mesh is using the exact same topology and is all intact).


texts: I'm making a video with Blender's video editing feature, and I was wondering if blender lets you listen to a sound file while its in the file browser, before you insert it into the sequencer.


texts:
I have a plane, that transforms into cylinder after simple deform modifier:

I can now animate this transformation. However, after that I would also like to animate some adjustments to my cylinder mesh, but I need to apply the modifier to get mesh on cylinder and after applying previous animation is destroyed.

How can I record both animations? How do people do this in general? As I understand, applying modifiers ruins everything, but how can I get control over mesh without applying them?
I start thinking about some tricks like duplicating object and somehow replacing old one, or just recording separate animation videos and then merging them in video editor (but I must preserve camera position and angle)..