texts: Strategies for performing lots of world coordinate calculations in Blender

texts:
I have a lot of calculations I need to do on meshes using global coordinates (distances between vertices, surface areas regions, etc.), and my script is getting slow.  I am wondering if there are any useful strategies to avoid having to constantly re-multiply vertex coordinates by matrix_world every time I need to loop over a set of vertices.  For example, it would be great if there were an "operate in world coordinates" mode, or a way to convert all local coordinates to their global coordinates.

# loop outline that is performed often
mat1 = ob1.matrix_world
mat2 = ob2.matrix_world
for v1_ind in verts1:
    v1 = mat1 * ob1.data.vertices[v1_ind].co
    for v2_ind in verts2:
        v2 = mat2 * ob2.data.vertices[v2_ind].co
        # computations

Further, is a way to use Blender's polygon.area to obtain the area of a face in global coordinates, or do I have to calculate it myself using the global coordinates of each vertex defining the face (slower)?

Thanks!


texts:
If I rendered in cycles with 128 samples for example, is there any way to increase the samples count to 256 and only do the additional 128 samples without starting the rendering all over again?
I'm using version 2.83.


texts: I am starting to have a lot of scripts going on at the same time, most of which go on every tick and print on every tick. When I go to the console to see what is going on, I see a ton of items repeating the same thing line after line. Is there a way to keep this under control? Perhaps it will only print if something changed? If I do that then stuff that is always supposed to be changing will keep printing. How can I keep this under control? Thanks.


texts:
I'm attempting to create curved text at the bottom part of a circle. I am able to successfully create curved text around the circle and position it at the top of the circle and center it. But what I also need is to duplicate this same text at the bottom part of the circle while keeping the text readable without being upside down.

As the text is created it takes the two outside ends of the text string and bends then around the circle creating an arc with the CENTER of the text string being extended up and the ENDS extended down if viewed in top view mode.

I also need to create an additional arc of text where the ends of the string are extended up so I can then position it at the bottom of the circle and still read from the same perspective.

I can rotate the text around the circle but when it's rotated the bottom of the circle the writing is upside down. I've searched but can not find a solution for the problem.


texts: Help needed with changing the colors in a video

texts:
I am trying to get the colors in the video to be changeable. I need something that could completely change any one color in a video, specifically black to white, but I don't want to invert it to make all white objects black. I can work without changing the other colors, but it would be nice if I could do them too.
I am not very experienced with Blender, so there may be a very obvious answer here that I am just not seeing. One thing I tried was turning the black into a green screen with the keying node, but that messes with the other colors. Any help is appreciated. Thank you.


texts:
I have two blend files which both have animations.
Could someone explain how i merge this files? Also will I lose anything?
Thank you


texts:
The color balance node in the compositor can be switched to use the ASC CDL

How is it used?

How is this different from Lift/Gamma/Gain?

How do the Offset, Power, Slope options affect the image?


texts: How to draw and extrude this curved figure?

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I'm a new Blender's user and I cannot figuring out how to do that...
Does someone can explain me how to create/draw this figure and extrude it to get a smoothed edges 3D mesh? I'd like to create a marble pedestal.
Is there any tool similar to the Adobe Illustrator Pencil tool?


texts:
I'm trying to create a bump map for an anisotropic metal cylinder. An answer on this post shows exactly what I'm trying to accomplish:

However, when I try recreate it, this is my result (I'm using a vector math node--which looks different, but I don't know of any other nodes that have "normalize"):

Can anyone help me figure this out? Cheers!
UPDATE: Thanks for the help! I combined the two answers, added a little flair, and got this:

P.S. For anyone trying to recreate this later: The bump distance is set to 0.0003


texts:
I was wondering if there is any way to load images as planes in a way that they are visible in solid view to use as a reference.
We know that loading images as planes make them easy to scale so it helps when we want to use those images as reference for modelling or sculpting. The problem is the texture is no visible in solid mode where modelling or sculpting is easier.
Loading the image as a reference is not as easy to manipulate.
If there is no way to do it at the moment is ok, I will just add a request in the Right-Click Select Discord Channel.
Bonus question. Is it possible so see through the back of an image as a plane or reference images so it doesn't interfere when we move the around the viewport looking for another point of view? I am thinking that setting up the mesh we are working in as SHOW->In Front could be a possible workaround.


texts: blender vse video height not divisible by 2 or pillowboxing

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I record an area of my desktop for upload to youtube with ffmpeg the area is a 16x9 aspect ratio with a width of 2952x1458

I can upload this video to youtube and it plays properly but of course I need some editing, mainly to remove some junk frames from the beginning and end of the video.

I load up blender vse and make the preferences changes

and go down and edit the encoding settings as well

mainly to go along with youtube recommended video settings

The problem is that when I try to hit animation, blender complains that this video's height is not divisible by 2.

When I change the percentage below x & y to 100% from 50% then the output video has horrible pillow boxing. As you can see from this screenshot:

How can I actually get blender to just take the video that I recorded, cut of the few parts that I don't need and export the video, in pretty much the same way it came in, while avoiding these issues?

Edit
I grab the screen with this ffmpeg command
ffmpeg -an -f "x11grab" -framerate "120" -video_size "2594"x"1458" -i :0.0+5,+257 -c:v "libx264" -crf "16" -bf "2" -flags "+cgop" -movflags "faststart" -pix_fmt "yuv420p" -preset "ultrafast" "$1".mkv

here is the raw upload: https://www.youtube.com/watch?v=2NzSlo3knbk
here is the out output from blender: https://www.youtube.com/watch?v=LYUTu6UV5ug

these are the export settings that I setup in blender render preferences


texts: how to remove block effect from bump node with textures

texts:
I am trying to add a bumpiness to a texture on a sphere, but when rendering at close zoomed in proximities, it looks pixelated/blocky.

I've tried modifying the subdivision of the sphere to 6 (render), tried smoothing faces/recaculating normals, etc - but no matter what I do, it still gives me this 'blocky' look. I've tried using an input texture into the bump node, as well as simply using the bump node itself, but still get the same thing.

Any idea on how to fix this? Here is an image:

Any idea how to fix that? Also - I am using a couple different light sources. Thanks!


texts: How do I import a Camera from an external .blend file?

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I tried to import a camera from an external .blend file via "link" and "append" but in both cases, nothing happens.

So how do I import a camera with all its settings into another blend file?


texts: How can I select bones with the Face mask activated in the weight paint mode

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I just updated my old blender to the new version 2.93 and I am trying to figure it out how to select bones on the weight paint mode while having the face mask activated.
In the previous blender version (2.83 and before) I could select the bones with the face mask activated by pressing ⌃ Ctrl + RMB  but now with the new keymap configuration the ⌃ Ctrl + LMB  combination only allows me to select the faces as I have the face mask activated.
It is pretty boring and annoying to keep activating and deactivating the facing mask to change the bones that I want to assign the paint.
Is there any solution to that? I couldn't find it anywhere.
PD: While I am without the face mask on, I can select the bones without any problem, but I really need to use the face mask because I have to paint some models with a lot of details.

Video reference:
https://www.youtube.com/watch?v=Os9lZUhpshI


texts: Texture unwrap does not appear as expected

texts: I am trying to unwrap a cube. I know that it is very obviously. I mark the seam and so but the texture does not appears as mentioned in the image


texts: Z_buffer, where to find it and how to use it?

texts:
I'm trying to implement some function in blender for an university essay but I'm stuck.
I need the z_buffer of the rendering camera in cycles to find the distance between every pixel of the render and the object falling in its frustum.
Where can i find it?
I'm looking for a 'something.h' file if possible.


texts: I'm trying to move an object on one axis - which I thought was one of the simplest things - but when I hit g, and then x/y/z, it locks, but then for some reason it will jump in space as I'm moving it on that one axis. This only happens when it's overlapping with other objects in space, and if I've hidden the other objects from view it doesn't happen. I've tried moving the 3D cursor everywhere I can think of, changing from global to local to all the other options - nothing has worked.


texts:
I'm having issues with Undo locking up Blender on the first undo action following some action.
This happens whether I remain in one mode, or on one obj. Basically say I rotate a joint and I don't like it. I undo and my blender locks up for like 6 seconds then performs the undo. If I want to undo further from there I can get like 4 or 5 more in before it locks up again. And if I commit any new action, the first undo will always lock up.
Right now all I have in my scene is a few disabled duplicate collections (for safety), a retopo'd character body mesh (10K polys), a rigify rig, and an empty. my blend file is 37mb. Blender says the scene is using 3.3GB of Memory and 3.4GB of VRAM.
I am using global undo (tried without too). was at 200 undo steps with no limit, then tried at 50 step to see if that helped, but it didnt.
Any ideas? Am I missing something?
Thanks. Also, I dont see where I can add a blend file. is that not a thing?


texts:
I'm doing an interior scene with Blender and Cycles. Scene has set following setup: Three tall windows. Each window has a portal and the light in the scene comes from a HDRI environment texture. The camera is places far in the room and pointing towards the windows.

My question is a little bit complicated, because I'm looking for an effect, that I don't know the english word for. When I look at other renderings and real photos i catalogues the sun is so bright and so much light flows through the windows, so the things in the background outside of the windows is almost unvisible.

How can I achieve that in my scene?


texts: In the Blender Guru Donut tutorial he made a sprinkle for a donut. He copied that sprinkle and made a smaller version of it. He Shift selected both and made a group with the shortcut Ctrl+G. When I do the same it assigns both sprinkles into a collection. I have read that the layer system is redone completely. So when I make a group out of the two objects, is it the same as a group and where can I see that group?


texts:
I'm actually a bloody amateur, but I'm here to fix this and learn "How to Pro".
I'm working on a spaceship project and I want to make it look like you're building it in real life. Part by part. That said, I need a skeleton to mount the rest of on it. I want to use T-steel profiles with holes. Now my Question.
Is it better to create a T-steel profile Object (3d), drill holes in it using the Boolean function and somehow "Array modify" it along a path, OR would it be better and easier to create a Bezier circle and use the "bevel and taper" function to bring it into the T Steel shape and after that modify it with the array modifier to align Holes along the bezier circle?
Because I want a solid ring object that I can use as a single Skelton rib.


texts: How to export selected objects using three.js exporter

texts: I can find there is an option to export a single object or the entire scene, is there a way to export only the selected objects


texts: making texture atlas for only some part of objects

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i want to make buildings in blender and export it to unity , i want the draw calls and texture space to be as low as possible so  so what i do is i will put tiled textures on side of buildings (because they can be high rise buildings) but  i want to make a texture atlas for buildings roofs and other smaller parts , so my question is how can i make one big texture for my smaller parts of building like roofs and use  tile texture for the building sides should i make 1 uv map for roofs and 1 for each building tiling texture

here is a picture to clarify

i want to use differrent shaders too


texts: Does a mesh need UV if there is no texture?

texts:
To be more specific, I'm making a glass table that consists of two parts: the legs part, which has a metallic material, and the glass top, which has a glass material. Do I have to UV unwrap them, or it's pointless if there is no texture applied to them?

As I know, if I want to import it to a game engine, they need at least one UV map for the lightmap. Though I'm not sure.

So please tell me if I need them or not.
Thank you


texts: Blender Mantaflow: Meaning of Liquid Particle Colors

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Can someone explain me the difference between the particle colors in mantaflow.
I have a simulation where some water is dripping down. The first part of the animation is going fine, until some green and red particles are showing up.
I don't know what the difference is between the particle colors and i have no clue why they are created. It looks like my simulation is exploding out of nothing.
Explanation of the colors and why the green and red colors are created is much appreciated.


texts: I have converted my video to sequence of tga files as I have read the work should be quicker and better as I would like to cut the video. However the framerate I got is somewhere about 10fps instead of 30fps in preview. I have tried to create proxy - 50% but it had no effect on the speed, turning on and of AV sync - nothing. I have set prefetch frames to 500 and RAM limit to 4GB as I have only 8GB. I have older graphics 9600GT, but I think it should be OK, right? CUDA is on. What am I doing wrong?


texts: Can I use the timeline to erase keyframes?

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Is it possible to use the green bar in the Timeline to erase keyframes?

Is there someway to do something like erasing keyframes by scrolling over them instead of removing them one by one?


texts:
Currently I'm trying to model this military-style FAST helmet. I'm running into difficulties with wrapping this velcro around the side as well as this mount on the front (both circled), I've tried shrinkwrap for the velcro, but it doesn't seem to want to work with planes around the surface, and I'm unsure on how to go about modeling this mount on the front and making it flush with the helmet. Am I doing something wrong with the modifiers? How would I go about doing this?
(


texts: I am making a model and in object mode, you can't rotate, scale, mirror, etc a mesh. The only way to do it is to got to edit mode, select and then rotate. That worked for me until I made a armature and you can't rotate it in pose mode!


texts:
I made a small operator which lets you change the ui_type.

The question is how can I change this menu, not only the layout but also the spawn position? I want it to behave the same way when you click the adjust last operation operator.

import bpy

class SM_change_area_type(bpy.types.Operator):

    bl_idname = 'sop.sm_change_area_type'
    bl_label = "S.Menu Change Area Type"
    bl_description = 'best description ever'
    bl_options = {'REGISTER', 'UNDO'}

    areas = [
        ("VIEW_3D","View 3D",""),
        ("VIEW","Image Editor",""),
        ("UV","UV Editor",""),

    ]
    #ShaderNodeTree, CompositorNodeTree, TextureNodeTree
    type_enum: bpy.props.EnumProperty(name="Areas", items=areas)
    chose_from_list: bpy.props.BoolProperty(name="Chose area Type:", default=True)
    a_type: bpy.props.StringProperty(name="Change area to:", default='UV')
    test: bpy.props.StringProperty(name="test:")

    def execute(self, context):
        context = bpy.context
        area = context.area

        # check if True: get area type from enum else: get area type from string (string has to be set)
        if self.chose_from_list is True:
            self.a_type = self.type_enum
            self.test = area.ui_type
            if self.a_type == "":
                self.report({'ERROR'}, "'a_type' Not Set Operator Cancelled")
                return {'CANCELLED'}
            else:
                area.ui_type = self.a_type
        else:
            if self.a_type == "":
                self.report({'ERROR'}, "'a_type' Not Set Operator Cancelled")
                return {'CANCELLED'}
            else:
                area.ui_type = self.a_type

        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()


texts:
I couldn't seem to find any videos on how to do this.
I'm making a game and I want it so when I walk or run the camera shakes.
how do I do this


texts:
Pretty new to Blender, coming from Unreal and I'm trying to convert a Camera Vector to a Tangent Vector.
Vector Transform Node (similar is also found in Unreal) doesn't seem to convert to Tangent.
Any ideas on this please?
Thanks


texts: Control an object's specularity with distance

texts: I want the specularity of my Earth model to turn off after a certain distance from the camera as, in reality, the sun's reflection from the water soon fades the further you get from it. I want this same affect to apply to my model. Are there ways of doing  this?


texts: Switching between pan and orbit while holding MMB

texts: In previous versions of Blender I've used, pressing or releasing Shift while holding  MMB would switch between orbiting and panning, without needing to let go of  MMB. In my fresh installation of Blender 2.77 (on Ubuntu Linux 16.04), pressing or releasing Shift while holding  MMB does nothing; if I wasn't holding Shift when I pressed down  MMB, then it would stay in orbit mode, no matter what. How would I restore the old behavior?


texts: How do I produce an uneven offset /solidify modify on a cube?

texts: I am trying to create an offset that is wider on one side than the other and i have been using the solidify modify tool, however this creates an even offset. I am relatively new to blender and so any information would be useful. Thanks.


texts: Weird error preventing me from export after I move vertex/face/edge

texts:
I've been recently working on something that's called "Frankensteining"in JK3 game in Blender. I downloaded the plugin suite (for import/export models from the game) and I started the work.

However! Everytime I edit a mesh in any way (move vertex, edge, or face - moving the object itself is okay) and try to export it, this is the error I get: http://scr.hu/22as/t58y6

The model doesn't export itself. I mean, the issue is horribly annoying, I can't do anything because of that (since I can't modify any meshes) and I have no idea how to fix the problem :/


texts: Is there a way to introduce a random size for children particles?

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When I create a particle system using object or group rendering I often want to make the particles' sizes slightly randomized.  I accomplish this by changing the random size spinner under physics.

Here is an example:

But then, to save memory and add more particles, I usually use interpolated children particles.

But using children particles seems to ignore the random size spinner.

The particles are now all the same size.  The value of the aforementioned random size no longer has any impact whatsoever on the look of the particles; and nothing I could find under the children settings has a similar effect to it.  All the random values on the children rollout just seem to change the location and/or rotation in some way or another, not the size.

So how can I change the random size of the children particles?

Edit:
In response to Bithur's comment, this is what I get when I adjust the length and threshold settings:

As you can see, half of the particles are the normal height and half are scaled down a specific amount.  It's slightly better, but by no means a random scale.


texts: Blender 2.80: Color changing in render result

texts:
I'm new to Blender

I want to make an simple animation so I deleted the light and using world light. However, after rendering all my images colors become very faint compared to render preview.

How can I fix the render result to looks like my render preview?


texts: I want to switch between textures, kind of like key framing them, and i tried this by clicking on the texture check mark, inserting a key frame, scrolling down further on the timeline, and inserting another keyframe, but it didn't work. Is there a way to do this and is there a way to make the texture switch a smooth transition?


texts: Need some help for an experiment (Eye animation)

texts:
I'm a new member, and I thought this place was great for the question i'm going to ask. Here's the thing: I'm doing a little experiment on Blender, where I create and animate an eye, but not like people usually do, look here:

To explain it in my own words, I'm trying to keep the eyeball on the outside of the head, cartoon style, and that's all for modelling. Regarding the animation, i'm trying to:
1)make the pupil ''slide'' on the surface of the eyeball while the latter stays still (see figure number 1 on the image below for more details);
2)make the eyeball round (as you can see in the images above, its default shape is not    round) and the pupil smaller when the character is surprised (see figure number 2);
3)make the pupil morph into other shapes (for example when the character closes its eyes; see figure number 3);

I'm sorry if I made this question too long, and if you need any clarification, just ask me. Hopefully one of you can help me here.

Okay, here I am again. I tried to do like you've described, but it didn't work. Maybe I'll show a couple more details so maybe you can understand what's wrong:

To describe the second picture, I put the pupil directly into the eye and not with a separate texture, could that be the mistake I've made? If so, what other method can I use?


texts: How can I get text to "snake" along a path

texts:
I want to get my text to both move and deform ("snake") along a path. I can get either of these to work but not both.

Here is an example of using the Follow Path constraint on the text:

And if I disable Follow Path, I can get the text to deform using the Curve modifier:

But when I try to combine them, the location of the text is displaced from its origin, so the deformation does not match the curvature of the path:

It seems there should be a way to get these two to work together properly, but I've not been able to find it.

Any advice would be most appreciated.


texts: I can't render volumetric lights in Eevee with an orthographic camera

texts:
So this is the problem I'm having, when I render volumetric lights in Eevee, they don't show up with an orthographic Camera, but they do when using a perspective camera. Why is that? is there a way to render them on orthographic?

To clarify I'm using 1fc75dbbceea version (latest as of today 19-dec), and they do show on the viewport but not in the final render. And the Volumetric option is checked on the Render tab.

Render result of default spotlight through a default cube with default Principled Volume Shader, with a camera in perspective mode

Same but with a camera in orthographic mode

Startup file then Volumetrics checked


texts: How do I measure the volume of water in a certain area?

texts: I want to make a water simulation where I measure how effective a sea barrier is, and at which angle it should be to the water in order to maximize effectiveness. Since I obviously need a quantitative way to measure how much water gets over the barrier, how would I accurately measure the volume of the water on both sides of the barrier?


texts: UVs shown when faces of another material selected

texts:
I have a problem with Blender where UV maps for both of my materials are always visible in the UV/Image editor screen no matter what is selected in the 3D View. My model has 2 materials with texture image assigned to each of them:

A screenshot where all faces of first material ('Main') is selected below:

As you can see UVs of both materials (this 'crazy network' is UV of second material) are shown while only faces of first material selected. The same issue appears when second material selected - the image is changed to correct but both UVs sets are shown. The issue seems to be fixed when 'Keep UV and edit mode mesh selection in sync' unchecked but is this behavior fine for UV/Image editor screen? If not how can I fix this and remove unnecessary UVs from material?

Thanks in advance.

Edit: I uploaded the .blend file here


texts: I want to bake a material to an image for use in an external program without shadows but if I don't use a lamp the result is too dark. Is there a way to add light to the material without adding shadows, or is there another way of getting the material onto an image for export?


texts: Boolean Not Working The Way I Think It's Supposed To

texts: So When I do a Boolean Modifier on the Sphere, and select a torus surrounding that sphere, I expect it to do what it first did in the middle, but it just cuts a hold straight through it.


texts: How to replicate UE4 material in Blender?

texts: How can I replicate the following material in Blender?


texts: Can blender separate a sculpt mesh like zbrush?

texts: I want to seperate a sculpted mesh and sculpt the on it without effecting the other mesh.


texts: Cell Fracture, How can I use it properly?

texts:
I Have 2 models, and when i cell fracture them they always act weird, few of them are missing, and others are just plain weird, here are 2 GIFs describing the Problem:

First one GIF.

Second one GIF (The reason why i deleted some models, is because for some reason the un-cell-fractured model appear like 5 times).

Also here are the models:

First one :

Second One:
Here are Screenshots:

First one Transparent :

Second one Transparent :


texts: How to Separate and automatically add missing faces?

texts:
I'm attempting to separate out pieces of my model and would like to automate adding faces to the "previously attached" holes. How can I do this?

Alternative: Is there a better way that "separate"?


texts:
I've created a group consisting of a few objects, then created a few instances of that group. I now want to "ungroup" one of the instances, de-linking all of that instance's objects from the parent group, leaving them at their current location, and creating a bunch of objects that can be edited individually.

Is this possible?
How do you do it?


texts: How to clean duplicate materials on multiple faces for all objects in C.scene? (In python)

texts:
How can I fix this via script?
In this case the materials are all in use on an object, but they are the same material on multiple face, I would like to simplify it in 1 material only:

Edit:

in order not to make this question a possible duplicate, I want to specify that in this case I would like to iterate all the objects in the scene, and look for possible duplicate slots.


texts: what causes black artifacts on the surface of a model?

texts:
So, I'm pretty new at Blender, to say the least. I've followed lots of tutorials and decided I was ready to try modeling something on my own. So far, it's turning out great. I have an issue with some artifacts(?) that show up in the viewport and when rendering with blenders renderer. Cycles renderer is fine.

View port Edit Mode:

Blender Render:

As you can see, the Blender Renderer has WAY more artifacts(?) than the view port.

I tried recalculating normals first. That didn't work. Then, I thought it might be because of the hole in the front of the body using the boolean modifier. If you look in the Edit mode pic, you can see some ngons that I've started to fix. If it were the ngons, the ones I've fixed should be rendering fine, right? Also, why would the Blender Renderer have so many artifacts(?) and the Cycles Renderer not have any? I've looked around for the past hour trying to find an answer, but really I'm not even sure I know how to word the question lol.


texts:
Im using blender to change some premade assets for our game. I want to move a window. Here is the original mesh and UV The texture is planar and flat so it matches 1:1 to the shape of the 4 outer vertices on the mesh.

Here is the new mesh, I have tried to manully adjust the window UV mapping. But get errors

But offcourse I end up with errors, here in Unity

There is probably a super easy solution to this, sorry for being a noob


texts: How to restrict to cycles use only 90% of gpu? For example redshift use always between 80-90% and because of that i can work with something else when render on video card. But when i put render on cycles i can forgot about using PC while rendering.


texts: Rendering an animation with audio across multiple computers?

texts: For a project, my team and I want to combine our computers' powers to render an animation quickly. We have audio as well as fluid simulations and particle systems in the animation. Is there any way we could render the same animation on our different computers at our different houses and networks, combining it with the audio in the same process? Maybe using a shared drive or something. I have looked into Sheepit render farm already but it will not work for us because of the size of the file and more importantly, it will not enable autorun python scripts, which we need for our character rig. Any help would be greatly appreciated.


texts:
Is there a way to merge vertices by distance and center?  Trying to turn grooves into V's.

Or maybe just an easier way to do this entirely, I've been doing it a lot lately and it's getting tedious.

I want to:

With a face, create equidistant V grooves along it.

current method:

Ctrl+r loop cut and slide
E extrude faces
tediously select each
vertex pair and merge center


texts:
I have the following two lines of code:
obj.matrix_world @= translation_matrix @ rotation_mat @ scale_matrix

and
obj.data.transform(translation_matrix @ rotation_mat @ scale_matrix)

They both work, and both appear to do exactly the same thing.  Can somebody explain what the difference(s) between the two are?


texts: I have a Windows PC with RX580. Just installed 2.8 yesterday. Eeviee seems to be working perfectly, while Cycles can render only on CPU. In the Preferences the CUDA tab says that no supported GPUs are found. What do I do?


texts: How and when to animate character root (a.k.a. master) bones?

texts:
[disclaimer: I use the term "root bone" to refer to the one bone that typically moves the entire rig around but that is itself not a deformation bone, i.e. it is the "ultimate" parent of all other bones - in a Rigify rig this is called "root" but I've also frequently seen this being labelled as "master" in other rigs]
Are there any best practice recommendations/guidelines rgd. root/master bones when characters move through a (non-trivial) scene? So far, I could think of two distinct approaches, each with its own set of pros and cons:

The root bone is the sole controller of absolute location and (Z-)rotation. This means that for example walking is always animated in-place ("treadmill").
The root bone only defines a character's initial location/rotation in the scene and is basically not animated at all. Everything is done using the non-root bones.

A possible middle-ground approach would be to keyframe the root bone with constant interpolation from key pose to key pose only, so the character will only temporarily move/rotate away from the root's location/rotation. At each key pose (of the root bone) the other bones will "snap" to the root bone's new location/rotation, maintaining their current location/rotation in World space.
These approaches are of course not mutually exclusive, e.g. you could use the root bone to animate movement through a scene but never touch its rotation.
How would you deal with this, e.g. in the following scenarios:

character climbing stairs
character moving through uneven terrain
character performing a gymnastics routine involving props
characters physically interacting (using animated Child-of constraints between bones of different characters), especially when this involves characters turning on the spot - think dancing/wrestling

(BTW: Would you ever keyframe the root's rotation other than along the global Z axis?)
What would be a good set of rules to follow here?
As an alternative to concrete answers: Can you point me to any courses/tutorials that cover this? So far I seem to have been using the wrong search terms...

Some of the gotchas I've already encountered:

Moving a character away from its root bone will make it harder to reset (parts of) a pose (sometimes I want to create a new key pose based on the rest pose rather than relative to the previous one)
Rotating characters' root bones often seems to have unexpected effects on inter-character Child-of constraints - in one case I ended up having to create distinct contraints for the same bone relationship - one for when the characters are facing each other and another when one has their back turned.


texts: Are there situations in which Blender Render is the better choice?

texts:
There are two Render Engines in Blender, Blender Render was the first one, now Blender is enhanced by Cycles.

In all tutorials I have seen so far Cycles was the default choice. Only in one recent tutorial, it was about how to create a 80s style laser grid, the tutor has used Blender Render.

Is Cycles in each situation superior to Blender Render, or are there situations were choosing Blender Render makes more sense?


texts: How to assign an image to Image Node by its name

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For example I load 2 images (with suffixes: _normal and _color) into Blender.
I'm using this code for importing images:

supported_file_types = '.png', '.jpg', '.tif', '.hdr', '.bmp', '.dds', '.psd'
def path_iterator(path_name):
for fp in os.listdir(path_name):
    if fp.endswith(supported_file_types) and ((bpy.context.scene.color_string) in fp[-10:]) or ((bpy.context.scene.normal_map_string) in fp[-10:]) or ((bpy.context.scene.height_map_string) in fp[-10:]) or ((bpy.context.scene.metallic_map_string) in fp[-12:]) or ((bpy.context.scene.rough_string) in fp[-15:]):
        yield fp

Then I have those images in Image Editor.

How to find imported image by its suffix and assign to Image Node? I can't use the exact name of those textures just suffix, so this method won't work:

image_node.image = bpy.data.images['YOUR_IMAGE_NAME']


texts: How to bake ambient occlusion using custom split normals

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i have custom normal in purple line,

when i bake ao to vertex ,it used vertex normal instead(blue line),and ao is not like a ball-shape leaf ao


texts: Upgrading from 2.79, objects listed in hierarchy, but nothing showing in 3d view

texts: I upgraded from 2.79, while some files load in just fine, some of my more recent ones load with no errors, but do not show anything in the 3D view? The items are listed in the hierarchy view, but I can't see or edit them in 3d view.


texts: Compositor: Uncontrollable glare and noise artifacts

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In the compositor, I often have an uncontrollable glare I don't know how to get rid of. Usually, tweaking the threshold fixes the problem, but not with those noisy artifacts. Here is my basic setting:

And here is my artifacts:

I have noticed that the material provoking this is often (maybe always?) some kind of metal. How do you use metal and glare without have this kind of glitch?
Thanks for your time!


texts: Customize Workspace and disabling editors

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I've read a lot about this but I can't find a direct answer for 2.8. I would like to modify Blender's UI as to minimize clutter, since there are a lot of features I don't use.
I've read that one can modify/design a workspace and save this in Blenders startup file. I can make a new workspace, but I see where changes are supposed to be made.
Here they only make new workspaces. Is that all you can do?
Can I make a workspace where I remove all other regions and editor than the 3D viewport like this image?


texts: How do I use a lasso free select tool while emulating a three button mouse?

texts: How do I use a lasso tool whilst emulating a 3-buttoned mouse?


texts:
I have the newest version of blender in Linux. I am trying to render a 60 frame animation. I have watched a lot of videos but my promblem is no matter how much i wait it will never render please help me.

Thank you

(Images render normally)


texts: I created a texture in Photoshop for my object and for whatever reason the UV overlay is on the texture

texts: Here is the texture on the object in blender. Keep in mind I am super new to Blender, I cant find anything explaining what's causing this issue. As you can see the UV map is on my object even though it's not on the texture.


texts: Copy / paste does not work in 3d viewport

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Suddenly, copy and paste stopped working in 3d viewport
But it works fine in the object manager (list of objects), shader edotor, text fields, even in transform field in 3d viewport. I tried to restart blender, windows. Try to opena nackup file, create a new file. Nothing helped
Has anyone encountered such a problem?


texts: Using the compositor to adjust an image that is displayed in the viewport on a mesh

texts:
Alright I will try to describe the scene setup that I like to use in order to clear up what I'd like to do here.

Normally once I've baked a texture I like to continue working on the model with the texture displayed while using the Solid Viewport Shading Mode combined with GLSL Textured Solid Shading.(I've circled them in the attached image).  Usually I drop and drag the image(from the HD) onto the UV coords to set texture in the display.

Now what I'd like to be able to do is adjust the image using compositor nodes while maintaining this display setup.
So far, I can only do this if I add a material and load the texture in through there.  This also requires that I set the display mode to Rendered.  This method is slow, and requires more setup time

In the attached image you can see that I've added several different Output Nodes to see if any would affect the texture displayed in the 3D Viewport, but none do.

Does anyone know how this can be done using the more efficient Viewport Shading modes?
(btw. the selected object in the image is shaded but normally it would be in Shadeless mode while this is being done, it was a quick test.)


texts: Is it possible to make half of an object semi transparent and the other half non-transparent?

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For example I have an object like a cube. I know that the transparency of my object can be set by the alpha. But is it also possible to just make half of the cube semi transparent and the other half non-transparent?

Thanks for your help!


texts: 2019 27-inch iMac with Retina 5K display

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I am currently using a late 2014 27-inch iMac with Retina 5K with the following specs:

4 GHz Intel Core i7;
32 GB 1600 MHz DDR3 RAM;
Radeon R9 M295X 4096 MB
3 GB fusion drive; AMD

Rendering my 3D scenes with the Cycles engine is sometimes taking a day or two which is tremendously slowing down my workflow.
I am thinking of upgrading to a new iMac with the following specs:

3.6GHz 8-core 9th-generation Intel Core i9 processor, Turbo Boost up to 5.0GHz;
64GB 2666MHz DDR4 memory RAM (from OWC, 3rd party;
Radeon Pro Vega 48 with 8GB of HBM2 memory;
1TB SSD storage

Will rendering 3D scenes be more efficient and fast with such a new iMac?

Any feedback is appreciated

Sincerely,

Rio


texts: How do I export an object (that consist of many parts), so its different UVed meshes are preserved?

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I only know how to do a few things in Blender and I am stumped. I am trying to use Blender to convert fbx files so I can use them in another 3D program that has trouble importing fbx files. No matter what I try in Blender, e.g. clicking on the eyes to make everything but one item hidden and then try to export that item, etc. - it still saves the whole thing as 1 piece with no selectable meshes/UV’s that I can texturize in another program.

Currently I have to repeatedly reimport the FBX file, delete all the pieces except 1 and save it as an OBJ. Afterward, I have to reassemble all of the obj’s in my other program. This is doable, but a pain. There must be an easier way.

So in short, my question is this: How do I export the object, such as an apartment (that consist of many parts), so its different UVed meshes are preserved so I can texture them in another program? Please remember I am a nubby so be specific on how to do it. - thanks


texts: ModuleNotFoundError: No module named 'animation_nodes_plating_generator' but I checked my files and I clearly have it

texts:
I get this error whenever I try to enable an addon that I bought.

Every other addon I have that wasnt paid for works.


texts:
I'm trying to create a python script in Blender, here are the steps I want to follow:

I have an existing scene where I want to import a specific .blend file from folder A.
Once the blend file is imported, I want to save the scene as a new file with the name of the .blendI just imported in another folder (folder B).
The deleted the imported .blend.

I want this script to loop for all the .blend I have in the folder A (100 files)

How can I achieve that? I'm a total noob in python scripting, so I don't know if it is possible or if it is the best approach for what I want to do...


texts: Normal maps not working in blender internal in 2.78 update

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I was just wondering because ever since blender 2.78 normal map data would not be displayed in the final render. However it is displayed in GLSL (viewport). Below is an example of said problem.

Am I missing a new feature or is this a bug? If this is a bug has anyone else encountered this problem and is it being fixed? I would very much like to use the new features in 2.78 but this problem is really annoying me.

edit: If I check tangent shading the normal data is used. This is strange. Not a  fix but. ..


texts: How to make an object go through a plane but the plane deform with the face of the object?

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I wonder know how to make an object go through a plane, but the plane deform with the face of the object, as in the following Terminator video, in second 15 https://www.youtube.com/watch?v=ovq9xOQNamk
I am really interested in this effect, I would appreciate if you can help me guys, thanks you


texts:
I have a model in Cycles, I am trying to use Mitsuba Renderer and just about everything goes wrong so far. I can give more precise problems I get, but there are just so many of them. Does it work out-of-the-box for you or is there some typical pipeline I should follow? Or do you just create all materials and things in the another renderer and never use the conversion?

I also tried LuxRenderer, but it says it couldn't load pylux and pyluxcore. It still works somehow, but "Convert Cycles Scene" also spits out a load of warning and errors. So it doesn't look like it is doing to work unless I redefine just about everything in my scene.


texts:
I am trying to bake a map that shows calculated normals in 0..1 range using cycles.  (As opposed to -1..1 range)

When I use Separate XYZ -> Map Range -> Combine XYZ, normal components that should be 0.5 (originally 0) end up being 0.7373.

I can confirm these values are 0.5 using test nodes. (Please see the blend file)

Changing color management from filmic to standard didn't help.  It seems color management is not taken into account at all during bake.

Appreciate any help in fixing this.  But more importantly I would like to understand where 0.7373 value comes from.


texts: When I pressed the undo button in object mode it somehow brought me waaaay back in my steps and I wanted to know if there was a shortcut to undo the undo? Or a step forward shortcut?


texts:
I write Add-on using two callback functions, modal timer operator and binary module. When I develop this Add-on, then I write bug sometimes, but Python sometimes silently "die" and no error is printed to terminal. Do you have any advice?

Edit: problem was in Python binary module. Following code was wrong:

session_SessionObject *session = session_list[session_id];
if(session != NULL) {
    PyObject_CallMethod((PyObject*)session, "cb_receive_layer_destroy", "(IH)",
            node_id, layer_id);
}
return;

because it didn't check for return value of PyObject_CallMethod and it didn't try to "catch" errors from Python callback method. Following code is right:

session_SessionObject *session = session_list[session_id];
if(session != NULL) {
    PyObject *result = NULL;
    result = PyObject_CallMethod((PyObject*)session, "cb_receive_layer_destroy", "(IH)",
            node_id, layer_id);
    if(result == NULL || PyErr_Occurred() != NULL) {
        PyErr_Print();
    }
}
return;


texts: How can I increase the thickness of this object without breaking it?

texts:
I'm attempting prepare this object for 3D printing in VeroClear resin. The two halves of the icospheres have been solidified and have a default thickness of 10mil. The objects themselves are scaled to be about 9" on the x- or z-axis. However, I'm aiming for a higher thickness (100mil). When I increase the thickness value in the solidify modifier, the model breaks.

File link: Star Blender File in Google Drive

Objects with a default thickness in solidify modifier:

Objects with thickness updated to 100mil:

Relatively new to Blender and modeling for 3D printing, so I'd really appreciate any suggestions on how to proceed. Thanks!


texts: Blender 2.8: Camera Lens Shift and Background Images Offset

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Blender 2.8 offers the possibility to add camera background images (Camera > Object Data > Background Images). I have multiple cameras in my project with different background images. The background images feature is super helpful for that and works like a charm.

However, I am also using the shift X and Y properties for the camera lens (different values for the cameras). The shift moves the camera as expected. According  to this post, the shift is in percentage or fraction of the render size >>> What are the units for camera shift ). Unfortunately the camera lens shift also shifts the background image out of the visible render area.

My first thought was to use just the negative value of the camera shift, but apparently that’s not correct. For some reason I can not find the solution how to calculate the correct background images offset values.

Is there a chance to stick the background always to the render view? Again, I have different cameras with different background images and shift values. Preferred is a solution without adding additional geometry or objects to the scene if possible. Any ideas?


texts:
I am trying to build a meadow scene (based on Andrew Price's tuts) and I want to fill the riverbed with sticks and stones and in the end with water.

Referrence>

But I want to see through the water surface. So whats the best way to achieve that? With multiple particle systems or with a plane that I give a water effect? Any Thoughts?

Thnx


texts:
Is it possible to place meshes in a seamless way on a plane, I have made some tests with the array modifier but it didn't work

Here is my setup
The part of the fish that are not in the square should be in the opposite edge of the square
Here is what I try to do (this version is eye balled so it is not seamless)


texts: Area Doesn't show Object when goes to shading

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I got a little question here about my problem.
So recently I try to follow some tutorial on YT and it goes to the part when it's time to do shading. But when I go to shading, the area where you can see the object doesn't show anything except some blurry area *see the screenshot


texts:
I was wondering if anyone could help me with evenly rounding parts of my mesh's surface.

What I mean by that is shown in the picture below, with the trouble area circled in red.  Basically I'd like to make the circled area of the mesh to resemble the illustration on the right, with a rounded, even surface as opposed to the flattish, uneven surface of the left.

I'm also having a similar issue with the head of my mesh shown below:

If you look at the area of the mesh highlighted by the red line in the picture on the left, you can see based off the way the light is bouncing off the mesh's surface that there is what looks like an edge when the head is supposed to be completely rounded.  This problem is further highlighted by the pictures on the right which show the mesh's head shown from another angle, revealing that the head has a rounded, almost box shape.  This is not what I wanted, as I wanted the head to a have more evenly rounded egg-like shape rather the current vaguely box-like shape.

I've tried using Proportional Editing, but I've found that Proportional Editing tends to create uneven surfaces so I'm not quite sure how to go about this.

Any help with this matter would be greatly appreciated.


texts:
I'm not sure if this type of question belongs here, but I'm trying to write a simple add-on that exports game assets to FBX files based on collections. Each collection becomes a separate file. But an issue is that I don't want to process the root collection.

Now I am very new to python (started yesterday), and have not yet figured out how to iterate Blender's collections, so this may not be necessary. But I have a feeling the iteration will be linear (not hierarchy based). So I'm wondering if there is a way to identify the primary scene root collection of a scene? Would I just compare its name to "Scene Collection"? This seems like a bad way of handling it, but that's the best I have at the moment. On the other hand, if the very first collection of Blender's collection list is always the root, that might make it easier.

In case I find any Blender python developers willing to help, I had a couple other questions regarding Blender and python in general. FYI, I come from a decently strong C++ background with absolutely no python experience..

Does python use spacing, tabs, and end of lines as part of its syntax? Really strange how this works. So for example, how does the python interpreter know where a for loop body starts and ends? Just based on spacing and indentation?
Several add-ons appear to be assigning their own made-up variables to blender object types. Such as bpy.types.Scene.myVariable = make_pointer(MyObject) or bpy.types.Object.myBool = BoolProperty(..).. Does a simple line such as this create a new variable in the class type that the addon can use as custom data? If so, how do they not conflict with each other?
scene = bpy.context.scene - I'm assuming this type of code does not copy the entire scene to a new instance, but rather copies the variable that represents a reference to the scene? Something like that?
if obj.name in scene.objects: - Really curious as to what this is doing exactly. It almost looks like it is using the name property of the object to search in the scene list of objects for that specific name string. Is that the case? If so, wow.

Thanks for any assistance. I know I should be learning to use python correctly before I start diving into building a Blender add-on. Hoping I can get away with knowing just enough to pull this off.

Thanks!


texts: Identify difference in lighting between sheep it and local render in these two images

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This image is the result of the exact same file, one rendered on my computer and the other on sheep-it. The quality of lighting in the sheep-it version is superior, but I cannot understand what it actually is.

Rendered locally:

Rendered with sheep-it:

Animated gif of the above (6.8M download)

The local render is GPU (CUDA) but I tried a small part of it on the CPU (because it would take weeks to try rendering it all) and the lighting is the same. I have also tried Windows on the same computer and a Mac.

For a specific difference look at this detail. There is distinct difference in the shadows, as is on the upper bar shelf.

Reducing the intensity of the overhead lights does introduce those shadows but changes the overall image in other ways. Plus changing the value of one node in one material doesn't make sense. It's probably some global variable that is different.

Blender version is 2.78a downloaded from blender.org or the Thomas Schiex ppa (same result).


texts: Why does blender output vec4 tangents for GLTF?

texts:
I've been trying to integrate both GLTF 2.0 and blender into my asset pipeline for my custom renderer.  I noticed some strange normal artifacts when normal mapping. So I go to look at my tinygltf code, low and behold for some reason the tangent vector from my blender export is a vec4 array instead of a vec3... Once I account for this, my normal mapping is fixed, and rendering looks correct.
What is going on?  Is that extra value actually needed?  Why does blender output vec4, and not vec3 for tangents, but vec3 for normals?


texts: I have a simple water setup: water flowing into a basin.  In edit mode, I can see the wireframe of the water, but once it is rendered, I don't see anything. What is going on here?  Here is my .blend


texts: can anybody tell me I tried to add sound effect of a chain falling in the floor in Blender? I tried it many time and it seems I did it in the wrong way! please help.


texts: Trying to create a 3D print of a spray paint stencil and I'm having difficulty joining 'islands'. What I'm doing wrong?

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I'm trying to create a spray paint stencil in blender and then 3D print it so I can use it for spray painting. I'm having difficulties joining the 'islands' to the rest of the stencil. For example, in the following screenshot, I'm trying to join the hole in 'd' and 'o' with the rest of the stencil

What I have done is the following:

Create a text object, change its font, text, etc.
convert text to a mesh (Alt-C).
create another object (I've tried planes and cubes) which I'll refer to as the 'stencil', and make it 10cm x 4cm x 3mm
Apply a solidify modifier of 1mm to 2mm
Apply a difference Boolean modifier on the stencil with the text mesh

What I attempted afterwards was to go to wireframe mode and join the faces together, but I had to subdivide several of the faces.  What happened afterwards was that I keep getting manifold edge errors from the faces I created and when I attempted to dissolve the edges, it ended up deleting a vast majority of the stencil's face.

I've also tried doing a bridge edge loops, but because of the curve natures, what I ended up with is this mess and 28 bad contig edges error.

Clearly whatever I have in mind isn't working out too well. Does anybody have an idea on how to make this work?


texts:
Blender Snow Simulation
How to Create This Snow Simulation.


texts: Why can't I create a new face connecting the selected vertices?

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As shown in the picture, I've switched on X-ray，selected all vertices and pressed F, but no new face is created.
After that, I switch off X-ray ,selected the vertices again and pressed F, it works.
what is going on?
（Blender Version 2.91.0）


texts:
Sorry for noob question but I just wanna do this: mirror geometry in Edit Mode across my object's Origin (orange dot), not 3D cursor. All tuts are about 3D cursor and the help doc is somewhat unclear to me.
I thought I needed to set Individual Origins and then CTRL+M but it always mirrors across mass centre while my origin is distant.


texts: Repeat a generated texture in Blender 2.91

texts:
I made a nice-looking tile texture:

Now I want to repeat it on x and y axes. Is there any easy way to do it?
.blend file


texts: Cannot Manipulate Pelvis Despite other solutions

texts:
So I have a model, I want to make a crouch anim, however, I can't edit the pelvis bone despite Having gone to edit mode and unchecked lock, connected as well as the manipulate center point button.

Are there any work arounds to this? Something I'm missing?

Attached is pic to hopefully give a better understanding of what my rig is like, and if I perhaps missed something.

http://imgur.com/a/Ikf4t


texts: Is python necessary for creating any game in blender, or can I create a game in blender ONLY with Logic bricks (Sensors, Controllers & Actuators) and no python scripts?


texts:
I have the following setup in VSE, it's a mosaic of 4 video files, 2 with sound:

When I render the output video and play it in VLC, in Media Information (ctrl + J) it says that it contains an audio stream, but no sound is played.

I've checked a few things in the Properties panel. In Post Processing, Sequencer is enabled. In Output, I tried a few different Movie file formats, clicking on RGB when required. In Encoding, I tried a few different Formats and Audio Codecs, and the Volume is at 1. In the Scene tab, in Audio, I tried with volume at 1 and 100. In the VSE, the strips are not muted. I've checked the file paths.

I've tried on Blender 2.78c on Windows 7 x64 and on 2.78a on Debian 9. I don't know what else to try.

Thanks in advance.


texts: Rounded shapes with hard surface modeling (lubricant bottle)

texts:
Working in Blender 2.82a and I’m working on my hard surface modeling skills.I keep getting stuck. One of the things I find most difficult, and cannot find many answers too, is how to create something like swirls or rounded indents (don’t really know how else to describe it).

To illustrate what I mean, here is the image of the motor oil packaging I'm trying to recreate. The swirl with the dots is what I have the msot issues with. This is something you also see a lot on laundry detergent packaging or bleach packaging::

To illustrate what I have started to do is this:
1.  Create a cube roughly the shape I need.
2.  Add edge loop, remove half of model, add mirror modifier
3.  Add in subdivision surface modifier
4.  Create supporting edge loops to keep a rounded square appearance
5.  And I thought creating the swirls would not be so difficult. I’ve tried to move the vertices to get a more rounded shape, but I failed. To be more precise, I went around every view and tried to model it exactly how it looks from every view, but I get stuck at making it look more rounded. I thought that maybe something like sculpting would help, but the edges are either not crisp enough, or I can’t get the shape I want. It almost seems so simple that I cannot find anyone talking about this specifically.

Here is were I got to:

As an example something like this would be my goal. Different shape but the same types of swirls and indents I'm looking for:

How do you handle a model like this? I've tried to figure this out for a long time, but I really need someone to at least point me in the right direction. Any help is appreciated!


texts:
I have imported an fbx that contains an animation.
However, it doesn't play in Blender.
I don't see why.
Can anybody help?
Thank you!
Here is the fbx.


texts: Mesh is not becoming smooth after rendering

texts:
i bought a model from turbosquid which was created in maya with the hypersmooth modifier. In Blender it has very hard edges. So i used a subsurface modifier and a smooth modifier to make it soft again. In the preview render view in blender it looks perfektly smooth but when i render it out it is still edgy. I now increased the iterations of the smooth modifier, it´s getting better but there are still hard edges. Also the Preview Render looks way more realistic in my opinion than the final render.
Use modifer in render is tunred on of course.
https://www.dropbox.com/sh/kc269zv8uptjijz/AACsoeVHyZJjrAptTd1f8Uwxa?dl=0


texts: White borders on semi-transparent hair/eyelashes in material view

texts:
I added hair and eyelashes textures to my character. They are PNG images and are partially transparent. I got white borders on the edges, but they appear only in Material view. If I switch to Rendered view, everything looks perfectly fine.

Here are screenshots of Material and Rendered views:

Question #1: Is there a way to remove those white borders in Material view? My settings for eyelashes are shown on the second screenshot. I already tried to use Alpha Clip option as it was suggested in similar topics, but it removes only part of the white border and part of it still stays.

Question #2: While it would be awesome to get rid of them, is it critical to remove those white borders at all since everything looks fine in Rendered view? When I eventually export this model to Unity, will it look like rendered version?

UPDATE: Looks like the problem was in partial transparency. When exported to Unity if I use "Transparent" rendering mode in material properties I get the same borders but I found the way to get rid of them. Solution in Unity: Use "Fade" option in rendering mode menu. This will remove the white borders and make both eyelashes and hair look normal.


texts:
Say I have a project that I've done in 30 FPS.

I now want to re render it for final use at 60 FPS to match my destination project (shot at 60fps).

My current project (at 30FPS) is 2 seconds long. Of course, if I set the project to 60, it will need double the frames. So my current 60 frame project must be "expanded" to 120 frames. If I have key frames at, let's say, 15 and 30 frames (I have more too), is there an easy way to just tell it to scale all the key frames to fit my new project length and frame rate?


texts: Blender Python: Convert Enum Flags into String?

texts:
It seems difficult to find any information about enum-flag usage and workflow. I'm familiar with bitflags and related operations, but the blender/python specifics are fun to figure out.

Is there any clever (or possibly obvious in my case) mechanism to convert enum flags into a string? It is primarily for debugging, but user friendly would be a plus.

The way enum properties are defined in Blender makes me wonder if the flags are not already defined as a string in some way.

Edit:
For example, my flags are defined like this:

FBXG_Mode=[
            # mode flags
            ('GA', "Asset", "...", 1),
            ('LP', "Low", "...", 2),
            ('HP', "High", "...", 4),

            # system flags
            ('EXCLUDE',"","",8),
            ('RENAMED',"","",16),
            ('DELETE',"","",32),
            ]

And it seems we can check for flags using strings like this..

if 'GA' in MyFlags:

By the way, how exactly does this work? Does the environment process this correctly because it associates the MyFlags variable with the FBXG_Mode list?

I'm very new to Python, so I have a couple questions if anyone knows the answers:

What tells the environment the attribute order of my FBXG_Mode list? Eg, how does it know that I placed the flag names into the second column/entry? Is this just hard-coded somewhere in the Blender or Python environment? Where would I find documentation about this? I'm not sure what this is called.
How do I access an element of FBXG_Mode in a way that allows me to access the name, description, value, etc? Would it be FBXG_Mode[0][1]? I'm looking for something more like FBXG_Mode['GA'].Description, or at least FBXG_Mode['GA'][2]. I would like to avoid the hard-coded indices if possible.
Is it possible to access the strings and/or properties of the FBXG_Mode list using only the MyFlagsvariable after it is assigned or associated with it? Does a flags variable have any type of association after it is assigned, or is the association only available during the assignment?
Is there any quick/automatic way to extract the toggled flags of a variable in string form, such as for printing text? This seems like something a generic function could be written to do, so I'm wondering if one already exists? Especially since Blender can generate UI controls basically the same way.

Thanks for any help!


texts: Why the water hasn't the right strenght to reach and to fall at the end of the road?

texts:
I'm playing with the fluid simulation and I want to reach this result. Instead,this is the result that I get. In short words,the water hasn't the right strenght to reach and to fall at the end of the road but it falls on the way. What's wrong ? thanks.

blender file


texts: Problems Creating Shapekeys from Armature modifier

texts:
I’m currently using the CookieFlexRig character (I’ve linked it below) and I want to be able to add more shapekeys. Ideally I’m hoping to add shapekeys from posing (by going into the modifiers and applying as shapekey). Unfortunately, every time I try doing that, the shapekey doesn’t work (it might be due to the fact that there are two armatures? I’m not sure).

Character blend file link: http://pasteall.org/blend/index.php?id=52939

If someone could please help me figure out how to add additional shapekeys, even if it’s a different solution than using the bones to pose, I would really really appreciate it.

Thank you


texts: how to vertex parent an object to a quad face and not a tri?

texts:
theres a way to parent objects to vertex which only works two ways 1 vertex and 3 vertex, the problem is that my meshes usually consist of quads, why is this?
is there a way to parent to a face without the need of making tris?
just one vertex is not enough because i need my objects to rotate


texts: Blender API - Creating objects attached to a selected object

texts:
This is my first question, so bear with me!
I'm trying to create a program that lets you build your own houses and buildings and export the final model as an stl for 3D printing.
I'm good at 3D modelling and decent at Python, but I've only recently gotten back into Blender and just started playing with the API. I'm having trouble figuring out how to get an object to "do something" when I click on it.
Here's what I want to do:
I'd like the user to be able to place planes in the viewport that will represent the walls of a house or building. I'd like to be able to click on on a plane and bring up a pop-up window allowing me to add another plane next to or above the selected plane. The user could keep clicking on planes and adding new ones until they create a nice outline of the house they want to make. I'd also like to be able to click on a plane and add things like windows and doors. This is meant for people that don't have any modelling experience, so ideally, placing planes would be very simple and wouldn't require to much tinkering. Just have newly created planes snap to the selected plane. In the end, I would like to replace the planes with models I've created--different types of walls (bricks, wood, etc.), windows, doors, things like that. Then You would combine everything into one stl and export it for 3D printing.
So there are two things I need to figure out:

How to get an object to "do something" when you click on it.
I think a custom pop-up box would be the best way to go. I've thought about adding separate arrow objects on each side of a plane (maybe child objects?) that will create another plane when clicked...but that also requires figuring out how to get an object to do something when it is selected.

Create a custom window with pictures of assets I've created that can be selected to replace the planes with actual wall assets. So far I've only seen people use the icons available in Blender.

THanks so much for any advice!


texts: Does an array modifier need to be applied after modelling the character?

texts: I made a character and added an array modifier, painted, and animated the character. I want to import the character into unity. Do I have to apply array modifier in object mode before importing into unity?


texts:
Here is the part of the tutorial that I'm following that I'm stuck on:

  With your landscape selected, go to the Shading Panel (F5) and add a new material.
  Under the Shaders tab, drop the Specular value to 0.

It can't be the "shading" panel in the properties window, because I don't see a "specular value". None of the function keys work for me. I'm using Blender 2.77.


texts: Invoke a .py script with a button on the tools panel

texts:
I have this script - rather lengthy - that creates simple skin, eyes and mouth shaders for figures imported into Blender from Poser. I wish to create a panel/addon (something!) that does the following things:

set the path to the image files used in the shaders
define via dropdown the core figure type
pass this data on to the script, and save this info somewhere
have a button on the panel actually invoke running the script

I have looked at example scripts (the templates) but they all involve in-built operators that do things directly to mesh. Given this appears to be the predominant use of panel tools, I'm wondering if I should use a panel for this purpose or if another mechanism would be more appropriate.

Here is what I have so far... the panel code:

import bpy

class MatShaderInfoPanel(bpy.types.Panel):
    """Create shaders for your Poser figure: Panel"""
    bl_label = "Figure Files Info"
    bl_idname = "MATERIALS_PT_shaders"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Skin Shaders"

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

    obj = context.object

    row = layout.row()
    row.label(text='Figure Name')

    row = layout.row()
    row.label(text="Active object is: " + obj.name)
    row = layout.row()
    row.prop(obj, "name")

    row = layout.row()
    row.operator("mesh.primitive_cube_add", text='Find Images', icon='FILESEL')
    row = layout.row()
    row.operator("object.runScript", text = 'Apply Shaders')
def register():
    bpy.utils.register_class(MatShaderInfoPanel)

...and the custom operator (as kindly suggested by m.ardito in the link provided below):

import bpy

def main(context):
    filename = 'Shaders034.py'
    exec(compile(open(filename).read(), filename, 'exec'))

class runScript(bpy.types.Operator):
    """Tooltip"""
    # was bl_idname = "object.run_script" - is now:
    bl_idname = "object.runScript"
    bl_label = "Invokes a Script"

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

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

def register():
    bpy.utils.register_class(runScript)
def unregister():
    bpy.utils.unregister_class(runScript)
if __name__ == "__main__":
    register()

When I try to run the panel code, I get a slew of the following error messages:

  rna_uiItemO: operator missing srna 'object.runScript'
  /home/robyn/Documents/Blender/Projects/AllScripts/Shader_blend/skinShader034.blend/MatShader_panel.py:28

...and this bit:

row = layout.row()
row.operator("object.runScript", text = 'Apply Shaders')

...doesn't end up displaying anything on the panel. I'm clearly missing a step.


texts: Character mesh becomes transparent or reversed when I import it into unity

texts:
I'm new to Blender and unity and working on getting an animation that I made in Blender 2.8 into Unity. I'm having issues with the character's suit, which looks great in Blender but becomes weirdly transparent and reversed in Unity. The way the figure is constructed is pretty simple- the shirt and suit and pants are all one piece like a skin, so he's basically hollow.
Here is the character in Blender:

Here's the front of the character in Unity. Ignore the white head, I can fix that: but look at the weird suit!

Here is the back of the guy. It's hard to tell which way he's facing, but the direction of the head is correct, so you see the tie through the back of the suit, and not from the front.

What the what? Any help will be wildly appreciated!
Edited to add: THANK YOU! The flipped normals idea makes sense, but when I flipped anything problematic and re-import it still looks the same. Am I missing something? Here is the suit in Blender...


texts: Strange baked Ambient Occlusion texture result?

texts:
I'm getting some strange results with a lot models within a blender file. The AO baked result looks like this:  (it's a car wheel).

But if I import a new copy of the model from an fbx file into the blender file, the baked AO result is fine, leading me to believe that my AO settings are correct, and that something with the models are wrong. I don't want to just use the newly imported model, since the old models have some slight modifications. With the old models, I did some testing with AO baking into the vertex, and probably some other stuff that I may have forgotten. The old models only have one other UV map (for their main texture) and the newly created UV map for the AO map, so I can't figure out what else may be causing the strange baking results.

Anyone seen this sort of issue before? I'm hoping that my old models have some problematic option set, that I may be overlooking.

Thank you!


texts: sys.executable returns None with custom python installation

texts:
I'm using Blender 2.92 (Windows 10) and it finds my Python installation in my Anaconda virtual environment as I have replaced its default python with that of my virtual environment using a hard link to the folder. I can import all of the modules of the virtual environment. I installed blender_notebook and followed its instructions; however, when I try to open a jupyter notebook it tells me Blender can't find the python binary. Opening up the blender scripting console, typing print(sys.executable) returns None. Doing the same in Anaconda Prompt with interactive python gives me the correct executable.
Why is the executable different even though the environment is the same? How do I set the python executable in blender?


texts: Can multiple characters share a base rig but still use custom bones?

texts:
I'm currently rigging a feline-humanoid character for a UE4 game project using the Rigify add-on. However, this character has some extra features than that of a standard humanoid, including a tail, whiskers, cat ears and hair that I would like to rig as well.

My goal is to animate the base Rigify humanoid to perform common actions (idle, run, etc.) that I can recycle for any humanoid character, but also somehow augment this rig to include this character's unique tail, whiskers, ears and hair to animate alongside the common shared animations. Does anybody know how one might achieve this?


texts:
Im trying to get this tracking script for running in the background working. It was working perfectly in the background until I got to the filter tracks portion. Here is the script:

import bpy

for area in bpy.context.screen.areas:
    if area.type == 'CLIP_EDITOR':
        override = bpy.context.copy()
        override['area'] = area
        bpy.ops.clip.detect_features(override, threshold = 0.05, min_distance = 25)
        print('Markers Detected')
        bpy.ops.clip.track_markers(override, sequence=True)
        print('Tracked Forward')
        bpy.ops.clip.track_markers(override, sequence=True, backwards=True)
        print('Tracked Backwards')
        totalFrames = bpy.context.scene.frame_end = bpy.context.scene.frame_start
        bpy.ops.clip.clean_tracks(override, frames=(totalFrames + 1), error=0.5, action='DELETE_TRACK')
        #Can get to here fine, error occurs when doing this filter track function
        bpy.ops.clip.filter_tracks(override['area'], track_threshold=5)
        bpy.ops.wm.save_as_mainfile(filepath="/Applications/blender2.76" + "test.blend")
        break

Does anyone know how I could fix this?

This is currently what the errors are looking like now for this.


texts: lock background reference image (Blender 2.8)

texts:
I am working in the Jeep Wrangler tutorial (new to blender) .

It is extremely difficult to have a dynamic workflow without pressing my reference images while I try to press a mesh. Is it possible to LOCK the reference images ?

Thanks so much


texts: How do I get the context menu in the node editor/3d editor (and more) if I preffer to use Right Click Selection?

texts: I know that people with left click selection bring up that menu with right click, however, with right click selection I simply can't find a way to bring up the context menu, and I don't want to change to left click selection.


texts: I edited a video using Blender today and now I cannot export it. The video is fairly short I just need to make some cuts and add a couple of clips together. Do you guys know how I can export the video?


texts:
I'm trying to use a displacement map of shingles to apply evenly sized shingles on a cone shape (roof for a witch hut). No matter what I do I can't get the shingles to stay a consistent size over the height of the cone.
The cylinder shows the approximate size of the shingles that I am looking for, the cone is the shape I'm going for.
The final cone is my attempt at manually changing the UV map, but even if I get the scale correct, the texture "spirals" around the cone shape.


texts: How do I render the viewport in 2.9?  There seems to be no option in the menu for it other than render image as fully rendered.  I could do it in earlier versions, has it been removed as an option?  Or is it in another place?


texts:
[

Hi, i'm having to make a scene for a project at uni and i'm building a castle with the intention of having the camera float around it for an animation like a guided tour. I can edit it fine and all, and i'm currently trying to add a texture to it, when i try and check to see if it has worked and use camera view nothing shows and just shows me a grey screen as if there is no object. I'm using a plugin to build the walls but that shouldn't make them seem "transparent" if i've added a texture to them? I have a lamp set up and have turned it up really high because it's a large object so it's not like it's hiding in pitch black.


texts: Can you preview physics bakes as they're baking?

texts:
I'm baking some pretty long soft body and rigid body sims and quite often something goes horribly wrong during the bake and it doesn't operate correctly, this is fine, however I feel like I could save heaps of time if blender would preview each frame of the bake as it was going. I have the flip fluids addon from BlenderMarket and this lets me preview the sim as it's going, but it seems like the built in sims that ship with blender dont support this. Is there any way to make this happen?
Thanks!


texts:
I have this problem, when I try to enable denoising when rendering with my GPU only I get a completely black rendering.
When I render with CPU+GPU I get black tiles.
I´m running Blender on an iMac with a Radeon Pro 560 4GB GPU, and Intel Core i5 3.4 Ghz.

anyone experiencing similar problems ?


texts: I'm using 2.8 recently but i have no gpus found for opencl settings.


texts: No shadows with Eevee, no render with cycles

texts: This is my first time using blender in a very long time and I'm trying to make a render of a board game I'm working on. I believe I have everything set up correctly but when rendering with Eevee don't get any shadows, and when rendering with cycles I get a grey screen. I don't know what's wrong with the cycles rendering but I think there's some sort of global illumination affecting the shadows in the Eevee rendering. Thank you in advance!


texts:
I was following this tutorial video https://www.youtube.com/watch?v=HyS8eiq14G8 and I am stuck. I don't know why I cant find the UV map input in the nodes at 15:57 if that video is my blender. Problem I am facing is that I can't find the UV mapping option when I go to ShiftA > Input in the node editor.
I am using linux 14.04 with blender version 2.69.


texts: How do you transfer weight paint in blender 2.8? I want to transfer the weight paint of my character to my clothes?


texts: modelling question regarding smooth depressions on surfaces

texts: im fairly new to modelling in blender and im working on modelling a watch I designed. I want it to have two smooth depressions as shown in the attached sketch, however I do not know how to get to this point. I have already made the polygon frame of the desired shape to be cut.


texts:
my first post here so thanks for you patience and the general question I am asking. I want to go into Blender to add some some 3d animations to my works.
I would like to be able to do the kind of animation you find in this link at video chapter 4 at 00:15 (gongs animation):
https://www.patek.com/en/company/technews/the-sky-moon-tourbillon-ref-6002
What do I have to have available to create such an animation? What should I ask to the client to create this? I am looking for someone who can guide and advise me. Thank you so much!
Luca - http://www.videoprod.ch


texts:
I have an object in STL format that I have imported into the Blender.
The Object is made of up several parts but in the editor mode it shows up as one set of polygons.

I have managed to use the Linked option in the Select menu to only have the desired parts in edit mode.

How can I make this a separate object from the original STL object ?

I just want to add different colors and textures to different parts of my object. But as it is Blender sees everything as one object .

I have attached an image where you can see the orange area are the linked parts in edit mode that I wish to separate from the original Green colored areas so that I can give them a different texture and color.

Many thanks.


texts:
I am creating some physics animations in Blender and looking for a way to create subscript characters in text objects (for all the indices). The only way I figured out is to place two separate Text Objects close to each other, but that's rather uncomfortable as soon as they get animated, edited, moved around etc.

Is there any better way?


texts: Left click selection deselect object (2.8)

texts:
I was astonished when I heard the announcement of left Click by Default. Anyway
I gave it a try and it felt familiar. but I got stuck when it came to adding objects to the current selection. Ok now I know shift+CTRl left Clicking ads new objects to my selection (why not shift or CTRL). But I have no idea how to deselect one object from the selection.

Can you help me?


texts: Locate and assign weights to vertices with no weights in a Mesh

texts: I have a mesh and I make automatic weighting. But the problem is that some vertices are not assigned to have any weight, and I can't locate these vertices due to the complexity of my mesh. I'm asking if there is a way where I can locate and assign auto-weights to these vertices? If anyone could please advise.


texts: Why did my blender crash when I use my python scriping to import a lot of x3d files?

texts:
I use the code to import x3d files and render them and export png. If I run this code, I can only get one picture, then the blender crashed. So it means that my code only imported one x3d file, rendered it and exported a png then when it imported the second x3d file, blender shut down. I don't know why.

import bpy
import os

D = bpy.data

# folder path to save rendered image
in_dir = "D:\\01\\in\\"
lst = os.listdir(in_dir)

# folder path for importing data files
in_dir_x3d = "D:\\01\\x3d\\"
lst_x3d = os.listdir(in_dir_x3d)

# folder path to save rendered animation
out_dir = "D:\\01\\out\\test.avi"

# Filter file list by valid file types.
candidates = []
candidates_name = []
c = 0
for item in lst_x3d:
    fileName, fileExtension = os.path.splitext(lst_x3d[c])
    if fileExtension == ".x3d":
        candidates.append(item)
        candidates_name.append(fileName)
    c = c + 1
file = [{"name":i} for i in candidates]
n = len(file)

# To import x3d in batches
for i in range (0,n):
    bpy.ops.import_scene.x3d(filepath="D:\\01\\X3D\\"+candidates[i],
axis_forward='Z', axis_up='Y', filter_glob="*.x3d")
    # deselect all
    bpy.ops.object.select_all(action='DESELECT')

    # selection
    D.objects['Shape_LineSet'].select = True
    D.curves['Shape_LineSet'].bevel_depth = 0.001
    # deselect all
    bpy.ops.object.select_all(action='DESELECT')

    # selection
    bpy.data.objects['DirectLight'].select = True

    # remove it
    bpy.ops.object.delete()
    #delete materials
    for block in bpy.data.materials:
        #print(block)
        if block != bpy.data.materials['water']:
            D.materials.remove(block)

    D.objects['Shape_IndexedFaceSet.019'].material_slots[0].material = D.materials['water']
    D.objects['Shape_IndexedFaceSet'].material_slots[0].material = D.materials['water']

    bpy.data.scenes["Scene"].render.filepath = 'D://01//out//%02d'%(i)    #set save filepath
    bpy.ops.render.render( write_still=True )    #render and save
    for obj in bpy.context.scene.objects:
        if obj.type == 'MESH':
            obj.select = True
        else:
            obj.select = False
    bpy.ops.object.delete()
    for obj in bpy.context.scene.objects:
        if obj.type == 'CURVE':
            obj.select = True
        else:
            obj.select = False
    bpy.ops.object.delete()
    for block in bpy.data.meshes:
        if block.users == 0:
            bpy.data.meshes.remove(block)

    for block in bpy.data.materials:
        if block.users == 0:
            bpy.data.materials.remove(block)

    for block in bpy.data.textures:
        if block.users == 0:
            bpy.data.textures.remove(block)

    for block in bpy.data.images:
        if block.users == 0:
            bpy.data.images.remove(block)


texts: How to export animated character from Blender 2.8 as fbx to Unity?

texts:
I have a fully rigged and animated character with shape keys. I created it in 2.79, exported it using ASCII with the settings below and could use it in Unity without any problems.

However, after opening it in 2.8 and trying to export it, I realized that ASCII is no longer an option. I looked up tutorials on the binary export settings, but whatever I do the animations look weird in Unity. To be precise, the arm is deformed at the elbow (I have an IK setup and use baked animations).

I also find animations attached to the body when opening the character in Unity. These do not actually work (the character doesn't move) but I have no idea why are they there to begin with.

What export settings should I use in 2.8 to avoid these deformations? Or do I need to modify something on my model to be able to successfully export it from 2.8?


texts: Optimize Blender's user interface for performance

texts:
As a simply a Blender hobbyist, I can't justify the an upgrade  to improve the performance of my computer. I wondered, "What could I do that I'm not already doing that could make Blender run faster?" I realized that lowering quality settings in the UI could help lighten the load on my machine.

What GUI settings, preferences, or add-ons are there to help optimize Blender's performance?

I realize that changes like these could have only a trivial effect on overall performance, but I'm really wanting to squeeze every last drop of computational power out of my machine.

I'm looking for optimizations of any sort, including GPU performance, CPU performance, and memory efficiency.

Thanks for your time!


texts: Find the name of textures linked to an object in python?

texts:
How can I find out the name of a texture linked to an object?

Is there an image operator to find this out?

I searched in forums but wasn't able to find a working script, I tried this script:

import Blender
from Blender import*
img = ''
sel = bpy.context.object.name
if sel:
me = sel[0].getData(mesh=True)
for f in me.faces:
    if f.image:
        img = f.image.name
        print (img)

But the code doesn't work in my python console with Blender 2.68.

How could we find what are all the images in an object and its name and path?


texts: UV unwrap not squared off for cube mesh with marked seams

texts: How do you get Blender to UV unwrap a cube mesh with marked seams at right angles? please see attached images to see that blender always skews the unwrap - I need it to be at right angles to the image bounds. Thanks


texts: How to translate(bengali) tabs, tools etc

texts: I like blender alot as it is free and open source for modeling animation which i also like. But the main problem is the language as english is my second language. So is there anything that can translate(Bengali) the GUI, tabs, tools etc?


texts:
I have a  Nvidia GeForce GT 740M gpu with 384 cores with driver version 430 installed in ubuntu 18.04 but while rendering , blender spawns only on thread so rendering on gpu is much slower than CPU with 8 threads.
I've already tried this in blender 2.80.4 and 2.80.7 but the problem still persists.
Also changing the number of threads manually has no effect.
Any help is appreciated.Thanks


texts: Targeted bones don't move with the rest of the armature

texts:
IK bones don't move with the rest of the armature
Ask Question
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Whenever I move the main controller bone of the mesh, most of the armature moves except for the bones the IK is targeted at, and the hand bones won't move with the armature either. Like this:

If someone knows how to fix this I would love the help, thanks. Here's my blend file:


texts:
I want to store custom Vector attribute for each vertex (custom vertex positions). I want to get it through numpy as I have millions of vertices:
import bpy
import numpy

active_obj = bpy.context.active_object

active_obj.data.attributes.new(name='myAttribute', type='FLOAT_VECTOR', domain='POINT')

# set MAKES ERROR
test = numpy.empty(len(active_obj.data.vertices) * 3, dtype=numpy.float64)
active_obj.data.vertices.foreach_set('myAttribute', test)

# get MAKES ERROR
test2 = numpy.empty(len(active_obj.data.vertices) * 3, dtype=numpy.float64)
active_obj.data.vertices.foreach_get('myAttribute', test2)

I also found AttributeGroup.
https://docs.blender.org/api/current/bpy.types.AttributeGroup.html#bpy.types.AttributeGroup


texts: IK refusing to follow target around Z axis

texts:
The IK have set up does not follow the target around the Z axis. I am using an Empty as the IK target. You can download the blend here.

Each bone except the bottom one has the following IK constraints;

And the bottom bone;

What have I done wrong?


texts:
I am new with Blender. I changed to it because now I am using Ubuntu. Previously on Windows I used to work with SketchUp, and I still have many projects, that I would like to import *.skp into Blender to continue modeling and or rendering.

Is there any way how I could import SketchUp's .skp file into Blender?


texts: How to make different layers of mesh in circle z-axis by grouping different meshes?

texts:
I am trying to group many meshes in a colour and aligning them together. My aim is to make a ring of colours so they have a layer or ring that will go in. I think it is a little bit difficult to explain. Please see the Picture 1 below.

I think you can see what I am trying to do. The inner core should be green meshes and it should be circulated by blue meshes that I have grouped and aligned together.
The end product should be like an arrow with different layers with each layer having separate mesh bricks as units.
I think you can agree that it does not look very professional and round. Is there a better way to do this rather than just copying the mesh group (see selected blue mesh second layer) and duplicating it and moving it above. How do I join two meshes on either side without doing it manually and really labouriously.
I'm new to Blender. Thanks in advance for your help.


texts:
I try to remodel a asset store asset. I have used the project knife  tool and now I try to add new faces to that cut out. I select four vetices and press F but it affects the UV of close by faces, see screenshot

Before

After

Thats a backface and shouldnt have UV at all.

edit: Ok so I followed this tutorial to get better topology
https://www.youtube.com/watch?v=axCYMBRMXo0

It now looks better, but there is some strange changes here is the original model in unity, see how the reflection is applied to the PBR material

Now after my changes

My typology now looks like this


texts: Subdivision Surface modifier breaks animated objects

texts:
First of all, Hello World!

I’m fresh and started to learn Blender on my own (with documentation saved offline). I am working at sea, and basically have very limited internet access - I can forget about tutorials and so on until I get home within two months.

As I wanted to try model something more complicated I decided to do anchor. It is created from technical data, and it is actual real anchor we use here. Anchor itself consists of two elements - vertical long center piece with hole on each end. Bottom hole serves as connection for second part of anchor with flukes (fangs), basically it’s like pipe passing through this hole to enable rotation later. That’s because those two elements should be able to create 40 deg angle both ways while still being connected. Well anyway model was created and looks ok.

Problem started when I wanted to try (just for fun) and animate it. With any level of Subdivision Surface both of those elements disconnects on impact, while without it and with changing scale, mass, boinciness etc. it works ok? So should I not use Subsurf to animate or may it be that model causes problem?

Cant upload pics with this speed so I would be glad for slightest possibilities or suspicions ;)

I added 3 pics, before applying Mirror and assembling two pieces together, after inserting cylindrical part into hole, and wireframe of this connection. After starting animation the stake jumps out, unless I turn off subsurf. Also collision Sensitivity must be 0, I tried with 0.001, and the effect was same, maybe slightly less drastic, playing with Bounciness and Friction tends to change effects. I use Final and Mesh colliders.


texts: Animating a series of objects along a path independently

texts: I'm trying to animate a long trail of objects along a path, I want each one to follow the path independently without having to offset each single object. I tried follow path but as I said all objects are constrained on a single point of the curve, "clamp to" seems to work but objects do not rotate and I can't control the distance between them.


texts: How do you change the background color of the 3D viewport?

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I see tutorials where people have the background color of the 3D viewport blue and green. Where do you change this?
Thanks,
Rusty


texts: Help with Grease Pencil - Why do my strokes flicker?

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I was hoping somebody may be able to give me some advice on the Grease Pencil issue I'm having. I'm fairly new to 2D on Blender (some experience with 3D) so I'm not sure if this is something I'm doing or not. I've been playing with GP and made a few little tests although I keep having the same issue where some strokes will flicker as the camera moves. Below is an example where the back wall strokes and windows "flash" as the camera pans out;
https://youtu.be/mBKJF-pQGAo
I would say it looks like vertex fighting but in the example above my strokes are in one layer and fills in the layer below so I don't think this should be a problem?
I have tried animations on stable and unstable versions and all have this artifacting at certain stages.
Any help will be great.
Thanks
Matt


texts: Sample NURBS curve at distance from start for x,y,z coordinate

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Using a modified version of the script found here:

Poly / Bezier curve from a list of coordinates

import bpy

# sample data
coords = [(0,0,0), (2,2,2), (3,3,7)]

# create the Curve Datablock
curveData = bpy.data.curves.new('myCurve', type='CURVE')
curveData.dimensions = '3D'
curveData.resolution_u = 2

# map coords to spline
polyline = curveData.splines.new('NURBS')
polyline.points.add(len(coords))
for i, coord in enumerate(coords):
    x,y,z = coord
    polyline.points[i].co = (x, y, z, 1)

# create Object
curveOB = bpy.data.objects.new('myCurve', curveData)

# attach to scene and validate context
scn = bpy.context.scene
scn.objects.link(curveOB)
scn.objects.active = curveOB
curveOB.select = True

bpy.context.object.data.splines[0].use_endpoint_u = True
bpy.context.object.data.fill_mode = 'FULL'
bpy.context.object.data.bevel_depth = 0.1
bpy.context.object.data.bevel_resolution = 5

I am able to create the following NURBS curve from a list of vertices.

What I would like to do is get an x,y,z position along that curve at a known distance from the start. For example, starting at the first point, (0,0,0), what would be the x,y,z coordinates 3 units up, along the curve?


texts: Blender Mesh is deforming when imported into Unity3D

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So I have a small but rather annoying problem.

In Blender, I've created a very simple rigged mesh so that I can create animations.

In Blender, everything works perfectly. For example I will show a frame from one of my animations where my character puts her hands on her hips.

When I bring this model into Unity3D however, the elbows, knees and chin/head slightly deform into a curve, which is my problem.

Please let me know what you think! Thank you, very much for your time.

Additional information that may help:
I am running Blender 2.76b and Unity 5.3.4f1.
Also, my model has 3 modifiers (Skin, Armature, and Subsurf)