texts: I can't find the ` apply ` button in subsurf modifier

texts: After I made desired shape with subdivision modifier, how do I turn it into a mesh, there is no apply button in modifier.


texts: I got weird problem with shading in my Blender. Anyone know how to fix this? Rendering, texutre and material looks good. Earlier I tried reinstall but nothing special happened.


texts: How to allow Rigid Body Physics take over after follow path constraint?

texts:
I'm trying to get a car to crash into a wall after a couple curves. I've followed Jonathan Lampel's tutorial on http://www.blender.org/support/tutorials/ which worked well using keyframes for animation. But is there a way to use the "Follow Path" Constraint and get the same effect? Or do I need to work in keyframes instead?

I move to frame 70 (when object reaches end of path), keyframed the animation check box, moved to frame 71, unchecked the animation and keyframed the checkbox again (like done in the tutorial). When I run the animation the object goes down the path like I want, but as soon as hits frame 71, the object disappears and reappears really far away and just falls forever.

Anyone able to help me out? Don't want to make the whole thing with keyframes but can do that if no better way.


texts: how do i convert stl files into 2d images?

texts: How do I do this? I've never used blender, and I'm only using this for a project that I need references (images) for. I saw a post on the forums asking something along the lines of this, but it was for SVG files.


texts: Need Help making a frosted light Bulb material

texts:
I been trying to make a material that looks like this:

I have only been able to make this:

I would love to have some help with this.


texts: Selectively mix shaders based on color input

texts:
This might be a bit confusing, so my apologies before hand.
I'm making a shader/nodegroup that emulates colors under a blacklight. For most colors (greens, reds, blues), it works just fine and looks perfect, but for others (whites and yellows) the result isn't what's expected.

What I'd like to do, is be able to have the shader recognize that the color input is white, yellow or any of the other colors that don't work right, and be able to isolate them so I can correct them with the proper nodes. But I'd also like to have it know when I'm using the colors that do work, and not apply the corrections.
So basically, selectively apply corrections based on the input color.

I imagine the solution is probably some logic type stuff using math nodes and maybe the separate RGB nodes and such, but honestly that is beyond me. It's obviously possible to just use 2 separate groups or inputs for them, but I'd ideally like to be able to plug in image textures and such and have it "just work".

Any help would be much appreciated.


texts: Twisted Cylinder (Hyperboloid of one sheet)

texts:
I want to create a mesh like this:

with a vertex on every edge-crossing so that every face is kite (nearly rhombus) shaped.

The above image was created just by rotating the top of two cylinders in different directions and placing them on the same position.

But here I wouldn't have these many small faces and the result of the overlapping twisted cylinders looks like this in solid display:

Can you please tell me if there is a way the create these kite-faces. Is there a tool that automatically creates a new vertex and a face for every intersection of edges?


texts:
I've modeled a robot arm, and the materials applied are matcaps. That model renders fine in viewport and F12. But I've also created a globe, with a matcap and a normal map. It renders properly in the viewport, but not on render.

Any advice?

Screenshot:


texts: 3D face scan direct to COVID-19 mask (N95)

texts:
I have been working with Chief of Staff at Cedar Park Regional Hospital to make the Montana Mask(https://longliveyoursmile.com/3d-printable-mask-for-covid-19/).  This mask works fairly well, except that it doesn't fit everyone.  I have used the face scanning app from Bellus3D to generate an STL file.  I imported it into Solidworks and can make a mask tailored to an individual.

This does not scale.

Does someone have the ability to make a phone app almost exactly like the Bellus3D app, but instead of emailing an STL of the face, have it email an STL of the mask?  That file could then be sent to any printer, and the filter element and other parts are standard and can be kept in stock on premise.

I have contacted Bellus3D, but it's a web form and I don't know when or if they will return my request for info.

I can provide files for the filter side of the mask, and other assistance that will aid in 3D printing.


texts: How do I align a view to the plane intersecting selected vertices

texts:
new to Blender, working through this tutorial. I'm about to extrude out the trunk of my elephant, but one vertex from my extrusion face (see screenshot, the bottom right one in the selected loop) forms a sharp angle. I'd like to move this vertex to soften the angle, but want to ensure that it remains "straight" relative to the other selected vertices. ie: at present, if I just hit 'g' and move it around, the side view no longer shows those vertices as a straight line. I hope that makes sense!

How can I align the view to the plane intersecting those vertices, so that moving that vertex left and right with my mouse will keep it in the same plane? I have tried align view to active with those vertices selected, but this seems to align the view to the entire object, not just the selected vertices.

Edit: based on this question, Shift-Numpad 7 looks like what I want. However, when just selecting that loop, it gets me to this:

I assume it is basing the orientation off the single white vertex rather than the whole loop? My workaround for now is to select the loop, create a face, rotate with shift-numpad 7, delete the face, then do the edits I want to do. This works, but seems pretty kludgy. Is there a better way?


texts:
I'm trying to apply motion blur to a scene of moving hands.

The desired effect is:

I played around with the motion blur settings, setting the shutter to anywhere between 0.1 and 20, and the samples anywhere from 4 to 50, but no luck.

My scene settings: (Blender 2.8)

And here is the output:
https://www.youtube.com/watch?v=EKbNpQIOjc0

As you can see, around the 5th frame the right-hand starts swiping right in a total of 4 frames, but in all of them, it looks fine and not blurry like there is no movement.

I also tried removing the texture, did not seem to have an effect.


texts:
I prepared my test animation beforehand. Everything was going well until I started adding cameras. Then when camera switches music becomes louder / lower and then randmomly speeds up.

Happens not only in preview but also in render. How do I fix this? It took me 20 hours to make and for it to be ruined at the last step is really discouraging.

https://www.youtube.com/watch?v=HEReUdjCmnk

I recorded the glitch. I will appreciate any help


texts: How do I Inspect and Correct my bone weight painting?

texts:
In weight paint mode, these bones do bear any influence on such areas (the areas are dark blue when the particular bones are selected) yet these parts deforms entirely or in part when the bone is posed. The model was done on Maya (and Zbrush) and both FBS and OBJ imports were tried with the same behavior. I rigged it using the Rigify metarig. The blend file is available here: https://goo.gl/MznE7J

Left Side Problem.  Right Side No Problem.

An example would be posing the upper arm bone which results in the glasses frame and eye deforming as well


texts: Keeping emitted particles with emitter animation

texts: I am trying to animate a beer glass moving across a table. I am using a particle emitter for the bubbles. My problem is that the emitted particles don't move with the beer but just continue to rise where they were emitted from thereby moving outside of the glass. Is there a way to have the generated particles move with the emitter and keep the same xy position of the emitter but still moving upward in z?


texts: Is it possible to create this circular brush metal texture using the noise node(procedural) in blender 2.8 ?


texts: Copy weights from other bone and invert them, how?

texts:
A typical scenario:

The human shoulder.

Typical armature, one bone for the shoulder, two for the upper arm, two for the arm. The shoulder vertices must be influenced by the shoulder bone and the first upper arm bone.

I want to paint the upper arm bone weights. Then copy them to the shoulder bone, and invert them. So, if a vertex in the upper arm bone has a weight of 0.8, the same vertex must have a weight of 0.2 in the shoulder bone.

This operation is typically done by hand, and it is easy to do so when the topology helps (all quads, low poly and straight edges). The problem is that this time the topology is complex and very high poly, it looks very good but I'm having a hard time weighting the shoulder.


texts:
I have a airplane model and it's controlled by moving the mouse. At the moment, when it turns it simple turns - that's it. What I want is for it to turn like a real plane - so rotating left/right when it turns left/right.
How could I achieve this?

Images:

As you can see the movement is simple and the turning is with the mouse - so how can I make it more like this:


texts: Blender 2.80: Different collections in each viewport

texts:
Is it possible to restrict visible collections in each viewport separately.

Here is how it was done in 2.79 using lock_camera_and_layers


texts:
Newtonian type emitter is using explode modifier to manipulate faces. Problem is when I put Vortex field on the same layer as emitter, my particles stop rotating, even if field strength is set to zero. But keeping them on different layers bring rotation back (but without effect of force). How to use it properly?

With zero force on the same layer

And on separate layers

EDIT: Max distance in Falloff settings allows particles to rotate outside force area (circle dot line), but it still stops inside.


texts: Difference Boolean Acting as if it is a Union

texts: So. I've been working on modeling an M4A1, but I'm currently working on the handguard (which is a 9 inch RIS) and has holes running in between the rails. I'm using a boolean to make these cuts, and it is acting as though it is a mix of union and a difference. Before posting I have: checked and edited normals, checked for non manifold (there is none), moved stuff around, added some support loops for better connection points, and separating each individual cutter. To no avail. Any help would be appreciated


texts: How to merge intersection of an object with itself?

texts:
While trying to create this simple pattern,I encounter a problem and don't know how to solve it.

I want to use it to create a phone case and need to do Boolean operation on it. but because i created it with an array operator and because the cylinders are not correctly merged together, a Boolean either does unexpected result or refuse to execute.
Here is a picture of what I am pretty sure is the problem, but eventhough I spent hours on different forums, i couldn't find anyone that had exactly this problem...

How can I merge all the cylinders together ? i already removed doubles, recalculate normals, and a few other things.

thanks in advance for your help !


texts: Color from imported OBJ not displayed in Blender

texts:
I want to import some .obj file that I have made with MeshLab. The point cloud file was actually in .pcd format and I used pcl_pcd2ply tools from PCL to change it into PLY-Format. Then I import it into Meshlab and make the mesh out of it. I used the texture and texture color as the object color. At the end, I have some file in MTL, PNG(for texture color) and the OBJ-Formats.

When I drag the OBJ file in Meshlab it shows the mesh with some color (before in point cloud just some random points). Then I tried to import the OBJ into Blender I could only see the mesh without the color. How can I solve this problem? Thanks in advance


texts: Output looks different rendering in different resolutions

texts:
I expected my rendering to look completely the same no matter what resolution. But the noise and/or reflection is way different when rendered 4x bigger for example. I resized the rendering to show the issue and put it next to the original output. Is there something wrong in the material?

Blend-file attached.


texts:
I have a model that has a root (main) bone added to rear of pelvis. The root bone
is for movement (animation) of model.
 When I'm in pose mode and move model forward using the root bone, I noticed the   x,y,z 3d cursor of the mesh does not move with the mesh.

I have a feeling this will cause problems if I continue to animate. I've decided to stop researching and ask for help. I have posted 3 pictures. The first picture shows model before movement, second picture is after I move Model. The third picture is what it looks like in object mode.

Is this normal? Do I need the 3d cursor xyz  to stay with mesh when I move model in pose mode? If so how.


texts: Feather hair is not following a straight line (hair particle interpolated children are not evenly spaced)

texts:
I am trying to create a realistic feather with correct anatomy and for it to be animatable and have physics simulations. The hair on the feathers are equally spaced out on a real feather. But when i try to create this effect with child particles it doesn't work as it places the child particles on the faces of the geometry.

as you can see the child particles are not equally spaced.
(The source emitter is the vertices not faces or volume (I've tried with all 3))
I tried making the surrounding geometry faces smaller but that doesn't work either.

this is a cross section of the feather spline
this is useless as well as it makes the particles merge with each other.
I tried a different technique with making the feather from a plane then converting it to curves but that was buggy and it was too heavy on blender to simulate. My idea is to have like 20-200 hairs to be simulated per feather and the child particles follow the guide hairs.
I'm planning for this model to be animated.
And as you can see in the collection.... I tried my best for months.
Please. If anyone can help me with this issue I will be forever grateful.
Thanks.


texts:
For some reason, no matter what file I open, when I press E I get a contextual menu about the brush's Stroke Mode, but not the color picker/Eyedropper. I have been using the default Shortcuts that came with Blender 2.8.
Changing the menu shortcut to something else causes E to do nothing, even when I check to make sure that the Eyedropper is setup with it as its shortcut key.


texts: I have render this image but don't know something cover my character in render. Please help


texts: Object Constraint menus and data Not showing up once constraint is added

texts:
in 2.79b, when I add a constraint to anything no additional edit menus appear.  Usually, and I checked this with a version at the school I teach for, a constraint menu will appear under "ADD OBJECT CONSTRAINT" once the constraint is added.  Nothing appears.  So I cannot use constraints and this is a problem since I have several rigs that need rigging and the constraints are not showing up to complete the rigs.

I had constraints a few months ago, the last time I needed to use them, but now they are not showing up.  Is there something that can make constraints not run?  Are there addons that prevent the constraints from running properly?

Thank you for any help you can provide.


texts: How can I check which of my collections are hidden in viewport?

texts:
Using this part of code...
for collection in bpy.data.collections:
    print(collection.name, ' - ', collection.hide_viewport)

...I am trying to check which of my collections are hidden in viewport. But the result I get in console, has to do with the collection where are disabled in viewport!!! Any idea what is the correct way?


texts: Workflow to convert rendered images to video

texts:
I have had recommendations to render images, rather than animation, so if an error occurs I do not need to rerender the entire sequence. I like the idea, but have had issues with high quality conversion of images into video. I have tried: ffmpeg, timelapseassembler, iMovie, Blender VSE. These can all do a decent job, but I find a lose quality in the images, relative to just rendering the straight workflow.

So to reword the question: "What is your workflow from rendered images to high quality video?"


texts: Is there a way to view JUST the rendered image while making the interface disappear (a la Photoshop fullscreen)?  I want to see literally only my rendered pixels and zero Blender interface things.  Thanks!


texts: I have a problem. I wanted to cast shadow on a cube. So I created a new file and added plane like this. Why doesn't the point cast shadow on cube?!


texts: This has happened before, but I can't figure out how to fix it. Where are the options for the UV layout export that are usually on the left side of the screen?


texts: in blender 2.8 API get face selection orientation and apply to another object, weird result

texts:
The cone has it's tip going up the Z axis.

The goal is to have the cone hv it's Z axis up facing the same way the selected face's normal do.

When i run the script, the orientation was a bit off.

Code here:

import bpy
import bmesh
import mathutils

# Get the active mesh (assumes starting in edit mode)
obj = bpy.context.edit_object
mw = obj.matrix_world.copy()
bm = bmesh.from_edit_mesh(obj.data)
# for this example jmake a face active
face = bm.select_history.active
o = face.calc_center_median()
# calculate the axis dif in local coords

axis_src = face.normal
# local z-axis
axis_dst = mathutils.Vector((0, 0, 1))

matrix_rotate = mw.to_3x3()

matrix_rotate = matrix_rotate @ axis_src.rotation_difference(axis_dst).to_matrix()
matrix_translation = mathutils.Matrix.Translation(mw @ o)

obj2 = bpy.context.view_layer.objects.get("Cone")
obj2.matrix_world = matrix_translation @ matrix_rotate.to_4x4()


texts:
I am wanting to use the new features of the grease pencil for animation.  I am going to have a sphere that I want to draw facial expressions on top of.  However, it is not very efficient to try to draw directly on the mesh, especially if you are animating the position/rotation of the model.
Is there a way to draw grease pencil in a 2D window, and then apply that animation to the mesh of my character?
Please let me know if you need more clarification.  Thanks.


texts: How do I create a shader that is partially emissive for a particular colour, but diffuse if it's grey?

texts:
So, I'm trying to make some material that's like lava, with solid, diffuse, grey material, and an emissive shader that's red and orange, using a musgrave and colorramp node. This is a screenshot. How would I accomplish overlaying the the bright emissive parts over the black diffuse? Would I use a transparent colourramp or something?
This is a screenshot:


texts: Snap all vertices to grid when translating (not center of selection)

texts:
I have a simple 3D model where all vertices are on the grid.
The model origin and 3D cursor are both on the grid at 0,0,0.
I have Absolute Grid Snap turned on.

When I box select and translate it only snaps the center of the selection to the grid.
I want all points to snap to the grid regardless of where the centre is.
It would suffice if only one point snaps to the grid as all other points will follow.

This isn't an issue where the center of my box selection happens to fall exactly on the grid already, but where the center of my box selection is not on the grid, any movement causes all selected vertices to immediately jump off the grid. This is quite frustrating.

I have changed the Pivot Point to individual origins but as stated in Blender this only effects rotation/scaling, not translation.

How can I translate based on a vertex of a selection or even the outside bounds of the selection, instead of translating based on the center of the selection?

I should mention I'm using 2.8, but this problem also existed in 2.79b.


texts: How can I use the spotlight in blender to cast shadows such and the batman symbol, or other "cool" lighting effects. I went into the compositor and tried assigning it a material, but that didn't work.


texts:
Been touching upon EEvEE every so often depending on what kind of image quality I'm looking for at the moment, and for the first time I am adding smoke. More specifically Glowing Smoke, as in "Magic". However, the volume material shows through other objects in front of it.

You can see more clearly on the right the yellow magic outlines the entire horn, even the part that is embedded into the skull and hiding behind the hair. I have played around with the material's Blend and Shadow Modes, Refraction and Subsurface Translucency, and all the settings connected with Volumetrics (and Shadows), but it does not seem to make a difference. Anything I am missing or is this a bug?
Blender 2.92.0 2021-02-24 16.25
EDIT
I made a new project with nothing in it, I imported the right model, and applied the smoke on the horn, and brought up the Emission Strength only. The whole thing still shone through.
EDIT2
When putting in the ordinary geometry from the Add menu and shaping them approximately to the model, the smoke is occluded.


texts:
When I add a new shape a context window shows up with some useful settings to the new object, but as soon as I move or pan, or even accidentally, such additional menu disappears.

In the 2.79 Blender I used F6 key to recall it.
How about the new release?


texts:
I'm working on an object that is essentially a section of a sphere, and I need to have the object have a wall thickness that gets thinner along the X-axis (from left to right). At he left side (A) I need the wall thickness to be 0.7, and I need it to be half that (0.35) at the right side (B). I don't want any variation across the Z or Y axis.

The solidify tool is working great to add thickness, but I need it to be a variable thickness based on the X axis distance, so that it smoothly drops from 0.7-0.35. Any help would be much appreciated


texts:
How can I make a curve higher resolution? The standard resolution gets distorted very easily as shown in the below image.

(I used bevel because I need that to animate the curve)


texts: Move entire bone animation to another place while retaining the animation?

texts:
Quite often I encounter a problem where I need to move an animated bone within a rig to a different location, but it's already fully animated. Sometimes you can get away with dragging whole X, Y, Z F-Curves up and down in the F-Curve editor and therefore move the whole animation of the bone in the respective LOCAL axes. Obviously this is a very limited way to do this. Movement along the local axes move the animation in all kinds of weird directions. I want to be able to relocate to a specific spot, or at least be able to move the bone animation in WORLD axes so the animation can be repositioned in
a predictable way.
Please, is there a way to do this? or CODE this?
*obviously, I don't want to create an extra dummy/parent object just to be able to move a single animation. I'm mainly interested in export to game engines and they don't like weird extra parent bones.


texts: How to use boolean intersect with two plans and the mirror modifier

texts:
These are two plans I want to cut to only keep the outside of the vertical plane. There is a mirror modifier applied on z axe. I tried to use the
Boolean Intersect Tool. So my question is how to use one plane (object) as a cutter to cut away from another plane (object).

I removed the mirror modifier and tried with 3D object but nothing happens as I hit CTRL+ F key Intersect(Boolean). I tried with the Intersect knife tool and "No Intersection found" diplays.
Thanks for your help.


texts:
I am trying to inset N-gon face but failing.
Create cube. Delete top and bottom faces.

Add separation with Ctrl + R so that it is not in the middle of a face:

Fill top hole with F. It will be a 5-gon. Select it and start inset

Make it smaller than the distance between center and additional separation. Dithering begin.
Is n-gon prohibited situation? How to fix out of it?


texts: How to make a textured window shatter with the textures on the shards

texts: I'm making a Minecraft animation, and my character is going to throw an object out a window, so I want it to shatter, and it's going to be a pane instead of a block. So I created new faces by creating new vertices and connecting them via edges, but when I did, the textures weren't on it. Please help me solve this problem.


texts: Freestyle SVG Export decimated landscape

texts:
Hello blender community,
I'm trying to export a decimated "wireframe" of a landscape. Import is, that the single elements of the wireframe are rectangles, like you can see on this image:

I'm on a good way and my current solution follows these steps:

add landscape (with A.N.T. landscape add-on)
use decimate modifier to reduce the segments on the landscape
select landscape
Edge -> Mark freestyle Edge
Check "Edge Mark" on Freestyle Line Set layer property

With this process I'm getting close to the example I wanna reach but the biggest difference is, that my segments are triangles and not rectangles:

Do you have any tips how to get closer to the original?
Thanks for your help! Please keep in mind that I'm a total beginner in the 3d world and in blender.


texts:
My rendering has no output, and I'm not sure why.

Here is the blend file:

https://drive.google.com/file/d/1nHG4czlHThpvDe4Zoi6kiDGLi3wHkhDw/view

And pictures of the output:

https://imgur.com/gallery/ncpiVhK


texts:
So I've had this issue randomly happen before and I would just tab out and back into sculpt mode and it would fix the issue, but this time it doesn't. Any ideas how to fix this?
Note: I am a beginner at sculpting, so I wasn't messing with anything other than sculpting.


texts: Extending the limit of UV Maps an object can have

texts:
A little quick one here, but I seemed to have run into a large problem when UV texturing an object. In the object under the data panel, I've successfully created and used a total of eight UV Maps, all with there own names, (Including the first UV Map before I added others).

However, now that I've went back in to add another, it simply does not respond, it doesn't add one, and doesn't give me an error message or whatnot.
Is there a limit to how many UV Maps can be on one object? Or is there a button I can switch to allow me more UV Maps?

I've seen from another question here that someone once had hundreds of UV Maps on single objects, so I don't think its a limitation, but I don't know what's really causing this.

EDIT: I tried to add the UV Maps in the Python console, and the same limitation happens, but this time I get a message when I reach the eighth map.

It says "cancelled" if I input another command to add in another UV Map. Is there a way to fix that so I can add more?

EDIT:
I tried out creating two objects with the "maximum" amount of UV Maps and combined them, but it did not create any new ones.

I also read here that there was a maximum of eight available texture spaces. However, that was from two years ago, and I don't know if it's been updated...

I'm using blender internal by the way if you didn't know.

Any help will be appreciated.


texts: How to change material properties with time

texts:
I'm trying to create a magic halo behind an object. For this I decided (maybe, improperly - but I'm a newbie) to use hair. So I grew up a long hair, assigned an emissive material and made its colour change with location.

But now I also want that halo to gradually change colours as the time progresses. I cannot find any time-based shaders in the nodes collection, only as a composition node - but that one is to my understanding only applicable to the whole scene animation.


texts: Python function behaves differently in a loop?

texts:
I rather hastily wrote a short python script which orients the local rotation of an object so the Y goes along the longest axis, without affecting the apparent global orientation.

import bpy
import math

def set_orientation(ob, target_rotation):
    bpy.context.scene.objects.active = ob
    #ob: object to operate on

    #this assumes you are starting at 0 rotaton, so you pobably want to apply rotation before doing anything:
    bpy.ops.object.transform_apply(location=False, rotation=True, scale=False) #apply rotation
    #get inverse of rotation we want:
    t_rot = (math.radians(target_rotation[0]*-1),
             math.radians(target_rotation[1]*-1),
             math.radians(target_rotation[2]*-1))
    #we need to apply the rotations in reverse order, so unsure that we are in zyx:
    ob.rotation_mode = 'ZYX'
    ob.rotation_euler = (t_rot) #set rotation to inverse
    bpy.ops.object.transform_apply(location=False, rotation=True, scale=False) #apply rotation

    t_rot = (math.radians(target_rotation[0]),
             math.radians(target_rotation[1]),
             math.radians(target_rotation[2]))
    ob.rotation_mode = 'XYZ' #set rotation mode back (was zyx, so we want xyz)
    ob.rotation_euler = (t_rot) #set rotation

def fix_orientation(ob):
    if ob.type != 'MESH':
        return

    d = ob.dimensions
    correction = (0,0,0)

    if d[0] > d[1] and d[0] > d[2]:
        correction = (0,0,90)

    if d[1] > d[0] and d[0] > d[2]:
        correction = (0,0,0)

    if d[2] > d[0] and d[2] > d[1]:
        correction = (90,0,0)

    # hack for fixing rotation on boards at 45 degree angles:
    if abs(d[0] - d[1]) < .1:
        correction = (0,0,45)

    if abs(d[0] - d[2]) < .1:
        correction = (0,45,0)

    if abs(d[1] - d[2]) < .1:
        correction = (45,0,0)

    set_orientation(ob, correction)

for ob in bpy.data.objects:
    # doesn't work as expected
    fix_orientation(ob)

# works as expected:
#fix_orientation(bpy.context.object)

However when I run the function fix_orientation() from within the loop, it changes the actual object rotation in global space. This doesn't happen if I just call it once on the active object.

Why is it only working as intended when called once?
What am I doing wrong (aside from the rather uncleanly implementation)?


texts: Similar tools like Facebuilder for blender 2.79

texts:
I'm using blender 2.79, I can't use 2.8 due to go problem.  I wanna make face model from image by using facebuilder by keen tools but it can't be used in 2.79..

can be anybody help me alternative way to model human face by picture? or how to solve gl problem n then install 2.8 blender? please guys.. ..


texts: Bounding box like object stuck in viewport

texts:
I've used Blender for 4 years, off and on, yet I've never come across this before. I've attached two images to try and make it clear. It looks like a bounding box, it's not an object I've added and I cannot find anyway to get rid of it. Wasn't there last night.

Can anyone tell me the "Kick myself" short cut to get rid of it please? As I've not the foggiest.

Thank you!

[


texts: Cycles 2.71 Smoke Rendered On Wrong Frame(s)

texts:
I'm trying to make an explosion for the first time. To prepare, I made a sphere and used Quick Explode and Quick Smoke on it. After a lot of fiddling, I rendered my final animation. My problem is that, instead of exploding at frame 50, it would render the explosion (with physics as if it was already calculated) at frame 86. (Notably, I animated the Density option in the Physics->Smoke->Flow panel for the sphere) I looked over my animation panel and probably all of my settings to see whether there was anything related to this, but I couldn't find anything. Any help would be greatly appreciated!

EDIT: I forgot to mention that I have tested fire in another Blender file. This is specific to this setup somehow.


texts: Blender cycles baking causes problems mainly on character face

texts:
So I've been looking for a solution to get my character to look something similar to this tutorial: https://www.youtube.com/watch?v=wN7I24t8Oec

I've dealt with this problem for weeks now but I can't find a solution to it, whether that be to add a cage, changing the UV coordinates multiple times and packing it afterwards or to change the ray distance and margin, it's causing my face to look like it's leather or melting and it looks really terrifying:

Again I've checked through multiple stackexchange and blenderartists questions similar to this, asked for help on the blenderhelp reddit, got into a blender discord to try and solve this problem, but to no avail, just wanted to let you know also that after baking, I go into blender render and then turn on GLSL shading, add lights and switch to textured view to see this atrocious mess. Is there any way I can fix this? It's really bothering me since I also have another character that has the same exact problem.

If you need a file, I can't provide it due to reputation limits, so if you need I will be happy to show you the .blend file.

It will expire in 5 months though.


texts:
I've been modeling in blender for several years now, but only recently started doing some animation.

This thing I'm currently working on requires controlling hundreds of little lights turning off and on. If I was just doing a couple, I'd merely animate the emission materials as needed. But for something of this scale, having tons of individually animated materials seems rather impractical. They also need to be animated in patterns, which depending on the solution could make it harder or easier.

This is a rough example of what I'm going for in terms of shape and number

Thus far, my attempts at google have resulted in nothing, and so I turn to the ever helpful boards. If any more experienced animators had any tips or recommendations, that would be lovely.

I'm working in Cycles if that matters.

Thanks!


texts: Color codes in image do not match the material

texts:
I am rendering a scene with the intent to label objects using a "solid" color.

For this, objects have an emissive shader where I set the RGB colors by script.

In the render view, when I click on the pixels, the color codes are correct. Once I save the render and open it in an image processing program, the color codes change.
I tried different image formats and with the exception of OpenEXR this does occur with slightly different outcomes in all image formats. So I guess it probably has something to do with compression or color space conversion?
I expect it should still be possible to obtain a predictable color using PNG or JPEG.

What kind of settings am I missing?


texts: How to change the area type of a temporary window with python in blender?

texts:
I want to change the area type of a temporary window i.e (Blender File Browser) to VIEW_3D.
The following code pops up a file browser, but doesn't change the area type.
import bpy
from bpy.types import Operator
from bpy_extras.io_utils import ImportHelper

class Browser(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "wm.browser"
    bl_label = "Open Browser"

    def execute(self, context):
        bpy.ops.wm.proxyfilebrowser('INVOKE_DEFAULT')

        bpy.context.window_manager.windows[-1].screen.areas[0].type= "VIEW_3D"
        return {'FINISHED'}

class FileOperator(Operator, ImportHelper):
    bl_idname = "wm.proxyfilebrowser"
    bl_label = "File browser"
    bl_description = "......"

    def execute(self, context):
        display = "filepath= " + self.filepath
        return {"FINISHED"}

def register():
    bpy.utils.register_class(Browser)
    bpy.utils.register_class(FileOperator)

def unregister():
    bpy.utils.unregister_class(Browser)
    bpy.utils.unregister_class(FileOperator)

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.wm.browser()

When I execute the same code in console C.window_manager.windows[-1].screen.areas[0].type = "VIEW_3D", it changes the area of the file viewer to VIEW_3D.


texts: Hi I am new to Blender and I am trying to select a vertex that i can then drag down on a uv mesh sphere. However I keep getting a duplicate circle. I am so frustrated bc I do not understand why this is the case when I right click and click the vertex.


texts: No compatible GPUs found for the path tracking

texts: The error when open Blender as I am using the AWS instance G4x4large (GPU Tesla T4). As I read here this GPU support OpenCL here


texts: How to apply foam map got from ocean modifier to another object?

texts:
I have a scene which I made by following Dylan Neill's youtube channel. He made the large ocean by baking the exixting plane's ocean modifier and using generated displacement maps to other object as a vector displacement. I underestood that other object is simply copying the generated displacement maps from original object.As you can see ocean is already looking pretty nice. As it has displacements.

But, How do I Map foam maps with in same way?
Below is my current node setup.

There are basically two Objects which has the ocean modifier baked. After baking I got two saperate image sequences from each object. So, I used that baked Images to be mapped with another circle mesh's displacement. So, Image sequences from previous two objects are mapped with an empty and outputs are going to separate rgb node where y and z axis are swapped by swapping G and B values. I am not sure why it is necessary but, Without It I didn't get the expected result and It was mentioned in video too. After swapping G and B it is going to mix node which has a fac input of noise texture and colorramp. This is done with the intension of breaking down the tiling issue and create uneven displacement heights. Output of mix node is going to vectordisplacement , where scale is also controlled by noise texture in order to break tiling issue and create uneven scale of displacement. All combined result is going to material displacement. Now, I know How to use ocean modifier's displacements to another object. But, can't figureout how to add foam in the same way?
If you understood the whole process and if you have any slightest Idea just give it to me.


texts: I am using makhuman 1.1.0 and blender 2.77a . I also downloaded the makehuman blender tools and copied them to blender 'addons' folder. However in my blender user preferences UI only 'makewalk' addon is  visible. I cant see 'makeclothes' and 'maketarget' addons. Please suggest how to fix it ?


texts: Cycles hair particles disappear after I comb the hair?

texts:
I tried to comb hair particles in particle edit mode, but the hair didn't show up after rendering.

This is before I combed the hair and the render result I got.

And this was what I got after I combed in particle edit.

And here's my .blend file

Any help will be very appreciated.


texts: There are no tutorials anywhere on how to build Wall Borders, I have a picture here that I posted, I hope someone can help and guide me through the process on how to make this on Blender 2.8.


texts:
I'm trying to do a "melting object" effect using fluid simulation (in 2.77a), but I'm having trouble doing a smooth transition.  My brute-force approach is to use keyframes to turn the visibility of the original object & fluid off and on (respectively).  The trouble is, the first frame of the fluid has flowed more than it should have, compared to subsequent frames, so the transition from object to fluid is very abrupt.
I double-checked that the simulation start time is 0, and played around with the settings.  The only thing that helps is increasing the resolution, but I'm already up to what my computer can reasonably do.

Has anyone else seen this?  Any tricks for getting around it?  I checked various fluid tutorials, but I didn't see this problem covered.
Thanks.

[Updates]
Below are frames 23-25 (24 is the first frame of the simulation).  Note that 24 has already "melted" quite a bit, but there's almost no difference in 25.  The file is currently available at http://www.pasteall.org/blend/42419.


texts: Character animation visible in viewport but not in render

texts:
I've downloaded a animated character from mixamo but when I render the final animation he's locked.
I've baked all the actions, make visible during render, but the character is stuck only during render. The strange thing is that in my viewport I can see the animation. I'm using octane for blender.


texts: How can I export an object to multiple scales at once?

texts:
Let's say our objet is a ring.

I model it in size 1.
I need to generate 60 other rings sizes by scaling my first model it with predetermined ratios stored in a table.

Is there a way to automatise this ?

I did not find a plugin or script for it.

I still can't write a script by my own but I could modifiy a similar script that exist in order to adapt it to my needs.

Could you help on this topic ?

Regards


texts: Do I have access to velocity fields between frames in fluid simulation

texts:
I have never used Blender before, I'm here to see if it can actually be beneficial for my case, I need to make a fluid simulation, but beside the simulation I need the velocity fields between frames. Which is possible if I programmed the whole thing from scratch. Im not sure if Blender can give access to these information or it just focus on the simulation part ?

Thanks in advance


texts: Can't see textures outside of texture paint

texts:
So I'm trying to paint textures, and I can see them all just fine in the texture paint view, but in object mode in order to be able to see them
have to
1. Paint the object
2. Right click a different object (which puts me back in object mode)
but if I click back onto the painted object it turns plain white. Has anyone else had this problem? And do you have a solution?


texts: How can I use a shape key animation in conjunction with soft body?

texts:
I'm trying to inflate an object and then have it turn into a soft body. I have tried doing the 'inflation' with shape keys but when I add a soft body to the mesh it prevents the shape key animation from working.

Is it something to do with baking the animation first?
Is there a way I can have soft body 'turn on' at a specific frame?

I'm only just getting started with blender.
Thanks for any suggestions


texts: How to see through two cameras simultaneously?

texts:
In my scene I have two cameras (let's say camera1 and camera2), and in my GUI I have two panes both displaying the 3D-View.

In the first pane I'd now like to see through camera1. This can easily be done by activating camera1 by selecting it, pressing Crtl+NumPad 0 (or if it is already active, just pressing NumPad 0). The problem comes with the second camera: When I try to activate it, both panes automatically switch to the perspective of the second camera. Is there a way to avoid this, such that both panes show the corresponding perspectives?


texts: Help me with my problem. I cannot solve it myself therefore I am asking you for help. When I made my model, I made the UV after all this I decided to make textures in substance painter, but this message appears in the console.


texts: Why do we apply location, say after we moved an object

texts: Why do we apply that location. If I have multiple objects in blender, I can relatively see each coordinates, and add new one based on existing. If I reset all will be zeros, so nothing to compare.


texts: Blender 2.82a in Texture Paint mode Paint Mask doesn't show wireframe

texts:
Hi I am new to blender and really struggling to find answer on this.

I am not able to show wireframe while in Texture Paint mode, supposed to be shown in any tutorial. Turning on Paint Mask is not helping, However WHen I switch to Weight Paint mode toggling on Paint Mask  shows wireframe correctly.


texts: How to merge a loose edge into coplanar faces?

texts:
I created this edge by linking the two vertices directly (Make Edge / Face):

Now I would like to split the quad face below along this loose edge. What is the solution for the general case where the edge crosses multiple coplanar faces?


texts: Weird vertical lines when I color in the model

texts: -As the title says I get these weird vertical lines on my model when I put a texture on it/color it in, mostly when I use planes to make my models. Can someone help me?


texts: I want to make an animation of folding origami, so I want to know how to animate the rotation of a plane around an axis.


texts:
Blender version: 2.82rc, 2.83alpha.

I am trying to set up eevee to properly show reflections on my glass material.

The glass object is an uv sphere, which I cut in half and then applied solidify modifier, so that it became a hollow semisphere.

When i render in cycles i can see the proper reflection of the purple monkey head:

But when i render using eevee, there is no reflection of the monkey or the floor plane:

In eevee i have tried to add spherical reflection cubemap around my glass object, but it did not help:

The eevee screen space reflections settings i tried:

And indirect lighting settings:

My glass material uses simple transmissive principal bsdf shader:

Is there any way to make eevee reflections closer to the cycles result? Is it possible to see the other objects properly reflected? The blend file i used: https://drive.google.com/file/d/1rljUoxhp4Ajbm7JIjpGwjlmQCButQ3BR/view?usp=sharing


texts: Is it possible to create vector fields based on a math equation?

texts:
If creating a vector field based on an equation is not possible, how create an equation-free 3-D vector field in blender?

The arrows should have color based on the magnitude of force they exert on objects. It would be great if the Vector field, can actually exert forces.

I understand that it's not possible to list everything in a single answer, but if someone can guide me in the right direction, it would be highly helpful.

Something like this

EDIT:
Someone has actually done this, I precisely want to do something like this.
https://www.reddit.com/r/blender/comments/8aqyns/vector_field/?utm_source=share&utm_medium=web2x


texts: Hide backface with xray and object wire mode?

texts:
I'm doing retopology and find it convenient to turn on xray for the object I am building. However, I now see ngons facing away from me as well. It's hard to navigate.

I would also like to set the display type to wire (like in image below). This way the original mesh isn't hidden and I can easily create new geometry around eyes, nose and mouth without hiding them.

I guess a mirror modifier could help along the x-axis since I can eliminate that half of the mesh. But I would like it even better if I didn't see the back of the skull when working on the face.


texts: How to make a material with texture in Blender 2.8?

texts:
I'm trying to apply a blue texture to a material, but the texture is not displaying in the 3D view port.

I'm using blender-2.80-387c1f2e0d5d-linux-glibc224-x86_64

What should I do? What I'm missing? Bellow is the .blend file.

File


texts: Can visibility states of collections be saved on a view layer?

texts: Is it possible to save visibility states of collections in a view layer in such a way that they would be restored when re-activating the view layer, even if the visibility states have been manually changed while the view layer is active? If you control visibilities using the "Exclude from View Layer" check box, that change of setting is stored in the view layer. When working on a complicated scene, one may need to use the Exclude selection a lot when editing objects, and then revert to a previously saved setting of visibilities.


texts: How can I make face uv orientation clearer?

texts: I'm having trouble telling which direction each face is facing, is there any easy way of changing the default face colors to something else than light grey/slightly darker grey? or are there any other easy ways of telling when a face is pointing the wrong way?


texts: A question about the black magic called Apply Scale/Location/Rotation

texts:
While trying to recreate certain hard surface subjects, I ran into the problem that my mesh didn't accept the bevel modifier, no matter how much I tried to tweak the settings. Then I read here in one of many threads about the similar issue and found out about that magic operation "Apply Scale", which completely solved the problem. I've been blessed with this black magic countless times, but every single time it left me wonder about its the underlying principle.

So, what's the secret? My guess is the bevel modifier source code involves the usage of the scale parameter. But how? I can't see it clearly how it uses those values.

Also, I would like to get control over this black magic. What materials should I read to understand which modifiers involve which parameters (scale/rotation/location) and how they make use of them underneath? I'm willing to venture into the realm of computer graphics theory to defeat this black magic!


texts: Texture-less/colourless .obj file when opened

texts: I have an MMD model which i exported from PMD/PMX editor in .obj format, but when I import it into blender (ver. 2.75a), it's missing it's textures, same thing happens when I open it in Keyshot, anyway to fix this/re-colour textures?


texts: How to add detailed engravings onto a curved surface in Blender for 3D-printing?

texts:
In Blender I have a curved surface, only quads. Now I want to "engrave" the surface. See picture as example, but only with curved surface of object instead of flat.

Good example of how it should look printed

How to cut this out off the object?

What did not work:

boolean in various combinations. Tried making curves with triangle profile, putting them on a lattice for deforming them to shape and shrinkwrapping the lattice onto my object. Then booleaned curve with object and tried to delete all excessive faces.
Lots of ugly triangles.
Making only the outline of my desired engraving and knife projecting it. Then, having the outlines, extruding them into the object and tried scaling them. While this somehow seems to work a little better, I still have very ugly tris for subsurf and complex shapes do not really scale or offset well.
Trying to sculpt with Dyntopo enabled. Maybe there would be a way with a certain sculpt tool, but Dyntopo makes ugly geometry, too...

What do? Do I have to remodel the whole object and manually building all the complex engraving? Thanks for your time in advance.

Edit: I want to 3D-print this, so bumpmaps are not an option here.
Also please note that the engraving has to be CUT OUT of the object, not a curve put on. If by any means I could export my object into another freeware program or use another program altogether to more easily get the desired results, please let me know.


texts:
I've created mountains for a scene in the game I'm creating...
The problem is, when I go into camera, you can only see a little bit of the mountains when they're generally quite huge. Anything in general, and it's not mist so I don't know what's the problem and is this fixable.

Any suggestions...
Thank you :)


texts:
I found a few answers to a question I had (regarding normals) that reference this panel 'Shading / UVs':

I do not have this panel in either object or edit mode. I have Blender 2.8 and my interface looks like this (in edit mode). How do I show this panel in Blender 2.8?


texts: I made a Cycle Animation with F-Modifier, but how can i stop it in a exact frame?

texts: I made an animation with F-Modifier on the Graph Editor and it's working, starts from 0 to the infinite...but if i need to make it stops at for example frame 200, how can i do that?


texts:
The fluid tap isn't showing for some reason, while all the other physic taps will.
it still won't show even if I only select fluid.
I just click others to show that only fluid isn't showing.


texts: Transfer particle cache from one file to another

texts:
As the title states, is it possible to transfer the particle cache of one file to another? I apologize if this is a duplicate, but I don't think I've found a relevant answer

I thought to use the blendcache folders created when saving to disk and using the External option to read from a folder, but it gives "No valid data to read!".


texts: How to make a mesh follow the curvature of another deformed mesh?

texts:
I'm trying to find a fast way to snap one mesh to the curvature of another deformed plane. As of now, I'm drawing the path out by hand and manually adjusting the height of each vertice to follow my ground plane. Surely there must be an easier way through modifiers or something?

Here you can see what I'm doing. I'm adding banners around the track which need to follow the curvature of the ground.

Any help is greatly appreciated! Thanks.


texts: Rigging: Limiting motion on one axis to when the object is in a specific position on another

texts:
I have modeled a child's toy robot.  It has a wooden block body with some slits cut it it:

The head is connected to the body by an elastic string, not shown, but the head sits like this:

So the first problem I'd like to solve is to constrain the head to only moving along the X axis when it is positioned at (or near) 0 on the Y axis, but also allow it to move on the Y axis when it is positioned at (or near) 0 on the X axis.
I have no idea at all how to put together drivers and or constraints to support this.  Any suggestions would be appreciated.


texts: How can I parent a mesh to a vertex group?

texts:
I want my eyelashes to follow a strip on the lid but I can only parent it to 3 vertices of that polystrip. I tried the "child of constraint" and selected the vertex group that I want to constraint/parent it to but then the eyelashes are all of a sudden not in the place anymore where I wanted them ... what is a normal or working way to do that? Must be a pretty common issue I suppose.

Edit: I added a screenshot. I moved the lashes a bit away from the place that it should be to show it better. I basically just want to stick it to its place and have it move with the lid in sculpt and edit mode.


texts: Weird vertices after sculpting, what caused this and how to fix?

texts: After sculpting for some time I noticed those weird duplicated faces had appeared and I don't know when this happened so I can't go back, there is a way to fix it?


texts: How to make a curve behave like a squeezed tooth paste (to born from a moving object but to stay on ground)

texts:
I'm trying to make a curve to behave like in the image, without success :(
I tried to search for an answer but couldn't find. Particles are a bit of out of the question here since I need super-clean and smooth line.
What could be the answer?
Here's the .blend of that image:


texts:
I am an absolute beginner in Blender and was wondering if it is possible to model a wire winding like the one in the video:
https://www.youtube.com/watch?v=nEpt_ofrBZg
I have installed the Blender version 2.80, and it seems to me, the problem would not be so easy.
Could anybody give some idea?
Thanks in advance.


texts: Are there any viable ways of using the particle system with micro-displacement?

texts: I've watched a couple of videos dealing with micro-displacement. On one of them, the author had mentioned that it doesn't support the particle system as of now. I know this is an experimental feature and would possibly solved by the next major release of Blender. Are there any suggestions for substitutes or any other methods for adding a particle system to such a mesh?


texts: Edge slide, same as tangential translation?

texts:
I'm just starting out with Blender. Consider this model (mind the selected vertices):

The tutorial I'm following, suggest that we use the Edge->Edge Slide tool to move those vertices closer to the middle vertices.

I looked at the Blender documentation, and the Edge Slide is used to:

  Slide one or more edges across adjacent faces with a few restrictions involving the selection of edges (i.e. the selection must define a valid loop)

So far so good. But then I realised I can also do this by changing my Transformation orientation from "Global" to "Normal", where I'm allowed to move the vertices orthogonally to their normals, i.e.,

I'm new to Blender, so I don't know if there is any difference between one way or the other. I tried looking for an answer on Google, but couldn't find anything.

In case those two solutions are the same (Edge Slide vs Tangential Translation), why is there an Edge Slide tool?


texts: How to animate a spinning Coil Spring (mechnanic watch)

texts:
In a mechanic watch you will find such a coil spring.
The spring is fixed in two points (green crosses) and has a spinning attractor at the inside of the spiral which is moving first clockwise and than after clockwise.
The effect is a "breathing" coilspring. Its compressing and decrompressing from insideout.
I already tryed to solve the issue with the "AnimAll" plugin to animate the editpoints, but I'm not able to handle the move...
If someone want to try, I can send the hairspring
Balance Wheel Hairspring Video


texts: How to render over the previous frame to create trails

texts:
When you use code on a 2D canvas to draw in an updating loop you have to draw over the previous frame or wipe it or else you get these trails of moving objects. In blender you don't have to wipe the previous frame because each frame is rendered from scratch, so I was wondering if there was a way to achieve the same effect in blender because you would be able use it to paint by moving objects around in 3D space.
So imagine you rendered each new frame on top of the result of the previous render as your background, that's basically what I want to do.


texts: How to set armature default settings, so that X-Ray is checked when an armature is created?

texts: I always want X-Ray to be checked when I create armatures. Is there a way to set this as default?


texts: Strange distortion of the image after rendering

texts:
When I look at the scene in the "rendered" mode everything is OK,

but when I render image to png file, I get this strange distortion.

Why is this happening and how to fix it?


texts:
So I hope in the scene below it is very obvious what I am trying to do. I basically want to have cutout models always track to my empty BUT ONLY on the Z Axis.

I want 1 empty to control an entire scene full of cutouts ( keep in mind I want these cutouts in many different locations along the z axis ).

This way when I setup a shot I can just have my empty attached to my camera and all 200 cutouts just rotate on the Z axis no matter where they are along it.

Hope that makes sense, and thank you everyone!!!


texts: With make runtime, python modules doen't work

texts:
I think it is no big problem but, it is really important for me, to do that quickly because I need to have application finished to Friday. I will be really thankful when someone helps me.

My problem is:

I have application made in Blender, which is using python modules in bge.
I have Always actuators linked on controllers of python modules. In that controlers I writed modulename.main for calling function main() in module "modulename". In modules I have functionality of the program.

In blender, when I press "P" all works great.

But when I export application as Runtime. And I copy files like Textures to folder where I save it. It is runeable and scene shows good, but functionality of that game, doesn't work.

I assume, runtime can't find my python modules.

But I was trying many many things, and I don't know, how to fix that.

I saved my python modules in files with .py extension and copy they in folder with runtime. That doesn't help. I copy they to folder with python libraries, and all over runtime tree, but nothing of that doesn't help.

Second I try to "Pack all in .blend file" in File-External (or something like that). With that I doesn't have to copy Texture files into Runtime folder when I save application as Runtime, but python modules still doesn't work.

Highest problem is, I don't know how to debug that. Blender doesn't shows me any errors, and Runtime application doesn't shows me errors too.

I am using Blender 2.73a, and I was trying tu save application as runtime with that version, but when that doesn't work, I try use 2.72 and 2.74 versions. I was trying all that things on Ubuntu 14.10 and Windows 8.
Nothing of that helps me.

I read

Packaging external libraries in the game engine 'Create Runtime'

but that doesn't help me.


texts:
I have 0 experience with modeling or using Blender, but I am interested enough to start learning and to mess around with models to input into various games. Currently I am having trouble importing a model from Monster Hunter World (MOD3 file) and I am receiving this error message:

"missing 2 required positional arguments 'headerref' and 'vertexcount'"

I've been searching for a solution myself for hours but with no luck :(

Thanks--any help would be greatly appreciated :D

Image of the error message

edit: here is the MOD3 file's download link. Exact model is found in pl>f_equip>pl074_0000>body>mod as f_body074_0000.mod3 (752kb)

https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=5258&game_id=2531&source=ModPage


texts: So other than taking time and sculpting an entire object to make stitches, is there a quicker way to do it? Blender should make a stitch sculpt though if there is no quick way.


texts: How do I turn my PNG Image into a mesh object?

texts:
I am new to Blender. I have a PNG image of a logo and would like to know how to make this 2D image into a 3D image in Blender so that I can animate it like any ordinary mesh object that I can add into the 3D workspace. In addition, I would also like to know how to add color in Blender so that it will look exactly like it is in the image.

Thank you!

Here is the PNG image of the logo.


texts: i recently purchased the realistic nature asset pack and realistic tree pack from CG Geek, however when I append them and look at them in a rendered view they show with weird pinks, blues and purples instead of the normal textures. Can someone help me fix this or should I refund them.


texts: How can I animate the visibility of a face?

texts: I am making an animation where the character is shimming across a ledge, and the ledge starts to crumble.  I would have to delete faces of the ledge to make them crumble.  How can I do that?


texts: image loading, but not appearing in an Empty, latest release 2.77

texts:
Still a bit of a noob with Blender and definitely with this stack exchange, so please go gentle!

Anyone else having a problem getting images (.png, .tiff, .jpg) to show up in an empty in the 2.77 release? I realize I can use a background image, but would rather use an empty for the perspective view. Tried disabling the "import images as planes" add-on, thinking that script might've altered something, but no luck.

Hope this issue isn't something moronically obvious that I'm missing here; many thanks ahead!


texts: Array modifier to achieve a partial object (ie. non-integer objects)?

texts:
I often need a long string of objects followed by a variable size partial object at the end.  For example, a long line of brick objects.  There are times that I want an array 15.45 (for example) items long.  Any thoughts on how to do this without a second object that I just slice and append to the end?
Thanks for your help!
Erik


texts:
I made a lava texture and I'm trying to export it to a .png file, but when I do its all black. In the UV editor, it also shows the texture as black. Here is a picture edit: i did it but another glitch in adding other pic, explanation, when I bake it, it just gives me that random weird purple texture which looks nothing like the lava texture. A kind person fixed the problem but another has occurred. ![
]3


texts: Smoke domain wierd problem when rendering (whole gray scene or no smoke at all or invalid smoke)

texts:
I run into really weird bug or i made some mistake. I am doing a small VFX scene. I made smoke coming out of tires(I know it's simple and easy) but the problem appears in rendering. I was rendering whole animation and i only finished 100 frames. I realised something weird. Some frames are completly grey. Whole screen is basicily grey. Some frames have no smoke and some frames have a wrong smoke. Now I am at the point where i render each frame individualy. And this amaze me the most. I started to render broken frames. At first it was grey again. I didnt change literally anything, rendered again and there is no grey screen but there is no smoke. Again nothing changed and start render. Now it's rendering corectly. I have absolutely no idea what is going on. All cache is baked. I tried baking on and on. Tried tweaking the domain. Nothing helps.
Specs:
Ryzen 2700x
Rtx 2070 super
But i don't think specs matter cause i am using it a long time now.
Blend file: https://easyupload.io/x9nt61
Ver. 2.83(!)
Edit: problem doesn't exist on 2.82 ver.


texts: How to Create/Bake Maps for a Mesh that are Darker at the Bottom and Lighter at the Top

texts:
Anyone know of a way to bake a map for an object that is dark at the bottom and becomes gradually lighter to the top, which is perfectly white? This would differ from a displacement map in that it would work on objects that fold over themselves, such as a tree, or a cave, or a bridge.

Thanks partner.


texts: Apply Rotation on downloaded, appended eye model resets original rotation and it's driving me crazy

texts:
I’ve downloaded a very simple eyeball with a jpeg texture, and when appending to a file I am unable to apply the correction rotation. When I apply, the eyeball flips exactly 180 degrees. Thus I am unable to use it in any eye socket of a character. Interestingly, it flips 180 degrees on either the x or z axis to the exact same position (whereas the rotation is really only on the x axis). I can apply scale and location, but not rotation.
File is linked please help. I’m sure it’s so simple. thank you
single eye file


texts: See-Saw With Hinge - Rigid Body Physics Simulation Not Working Properly

texts:
I am making a rigid body physics simulation with Catapult supported by a Hinge. A Cube with a substantial mass drops on the catapult which also has substantial mass. I am expecting the catapult to rotate as the cube drops on it. But the catapult doesn't budge an inch! The Hinge does part of the job by holding itself & the catapult in place.

What am I doing wrong for the catapult to perform real physics ? Thank you for the help the Blender community stars may provide!

Problem areas identified with the above animation: The Constraint Axis & Hinge physics configuration needed correction. Also, no object in the simulation is to be set as animated if physics has to take effect.


texts: How to copy the specific location and rotation of a falling down object with cloth physics?

texts:
I intended to use cloth physics to make a bag like this:

the bag and the shpere has cloth and collsion physics modifier, the shpere with internal springs on, and it worked well in the testing file.
but
I found if I gave my cellphone model a cloth physic modifier, and turn "internal springs" on, it exploded
So, instead of giving the phone cloth physic directly, I try to add a cube, give the cube the cloth and collsion physic modifier, then, I add object constrait "Child Of" to the cell phone model, set the "Child Of" target to the cube...like this:

the vertex group, I select three point randomly.
but, it acts weird!!
Even use a normal cube mesh instead my cellphone model. It always rotates unexpectly...like this:

How this happened?
Edit:
the unexpected rotation cube file:

By the way
In fact, I'm trying to make a dancing person with a cellphone in a
small transprant bag tied to his arm... I found this is so difficult to me. Even this question is solved, there also many other issues. So despaired. T T
Edit:
The unexpected rotation smartphone model file:


texts:
So I came across this post about a new native method to render to SVG. That sounds great and all but how can it actually be done? Which buttons give me an SVG file at the end and where are they?

It seems pretty common for many blender/gimp plugins to simply not say how to use them. Even if the installation goes fine, there's no mechanism to find out what new buttons or menus exist.

Similar questions:

Can blender export 2D curves to svg?
Is there a line render engine for Blender?


texts: 3D manipulators unselectable while "Lock to Cursor" is turned on.

texts:
After updating to 2.79 my 3D manipulators started to behave weirdly. I'm not able to select them, because pivot appears in the clicked position. Only when I turn "Lock to Cursor" off, manipulators seem to work again.

When I start a new project (without even rotating the view), 3D manipulators with "Lock to Cursor" enabled are selectable, but they bevahe oddly, like rotating in wrong direction etc.

Before 2.79 I was able to operate manipulators with "Lock to Curosr" turned on without any trouble. Now I can't work fast because I must switch "Lock to Cursor" again and again just to move around my project.

Can somebody help me, please?


texts: How to use bevel node without joining objects?

texts: I have an object with modifiers, it is a bit complex, it is intersected by another object that is CAD modeled (it does not have a good topology), My idea was to use the bevel node to smooth the intersection however I think this only works if one of the two objects which I cannot do for the modifiers and boolean either (it generates errors due to the bad topology of the CAD object), is there any way to use the bevel node in two different objects?


texts:
Question is how to create additive shader.
If you need particles which just "add" light to a scene. Not render a surface but create emission.

If color changes from yellow to red for example, the red area of model does over-draw the yellow area (object behind) in case the emission does not understand to just add / increase color factor.

My project: Download Blend File (sorry, stackexchange responded with upload error)

How to math "add" color in cycles?

Like Halo in Blender Render.


texts: Is it possible to remain in Pie menu after clicking a check box?

texts:
Everytime you click a checkbox in a Pie menu or use a slider the Pie menu goes away and you have to call it again.

Is there a way remain in it?


texts:
I am designing a copper top of a flag post.

How do i make the surface texture reflective, so that it can reflect every object and light in the environment?


texts: I want to "query" grease pencil data from my python script. In some sense, I need to get the points of the sketch and their coordinates to do some curve fitting. Is there a way to do this via python? Also, is there a higher level API that can give me more information about the strokes drawn?


texts: Strange results with OSL, trace(), and vector displacement

texts:
I'm getting what seems to be buggy behaviour in an OSL shader, wondering if anyone has any insight.  In the shader below it seems to me that the lower plane should be displaced where the red rectangle is, but it isn't.

in the material, Settings/Surface/Displacement is set to Displacement only
the renderer is Cycles/CPU with the experimental feature set
there is a subdivision modifier on the lower plane set to adaptive, subdivision type is simple

Other weird thing: if I set disp=vector(0,0,1) in just the else clause, the entire place displaces upward, when it seems it should only displace where the plane is green.

Same behaviour in 2.82, 2.83 and 2.90.

Anyone seen similar?


texts: How to make the background of rendered depth image black?

texts:
So I am trying to render color and depth image at the same time. The color image for the scene is:

As you can see, the background of this image is purely black. I want to have black background as well for the depth image. However, I could only get this:

My node editor looks like:

Is there a way to do so?

Any suggestions are appreciated!


texts:
I have an NVidia 1080 ti and would like to add a second.  It looks like the only thing on the NVidia site is the Founder's Edition - and they're unavailable.  So my question is:

Would a 1080 ti made by, say, EVGA give the same results as my current card if they were used together on the same render?  I understand that they'll certainly work with Blender but my concern is for the quality of the render.

I've seen tons of SO questions regarding whether multiple cards will work but I'm curious to know if there are any significant differences under the hood which would yield a poorer render than going with two identical cards.

Using Blender 2.79 + Cycles

Regarding "Marked as duplicate" designation:  This question refers specifically to the results obtained from the use of different cards.  Other questions, such as the one linked in the duplicate notice, simply address the support of multiple cards.


texts: Can I model a transparent prism in Blender

texts: Prisms can split while light into coloured components. As Blender is not really a full simulation system for light, I’m guessing that effects of light splitting by prisms or such like can only be faked. Has anyone tried?


texts: Can you only export objects to Second Life with 2.79?

texts:
Next week I begin teaching Blender fundamentals to an international group of Second Life players who wish to create assets for the game. One of the members has pointed out that 2.79 has an Export To SL feature that isn’t available in the later 2.8x versions. She believes I should teach them 2.79 because the lack of this feature will, either directly or indirectly, prohibit assets from being exported into the game. Is this the case? I would much rather teach on the latest build. I’m not a Second Life player myself, so please pardon my lack of understanding in this area. So—you can export assets to SL with 2.8x, right?

Thank you for your time,

John


texts: I can't figure out how to generate particles on a plane geometry and constrain the random movement of the particles only in the x axis. Any suggestions? Couldn't find anything on youtube or google. Thanks.


texts: Can I dissable built-in Panels with another python script?

texts:
I created an addon that ads my own panel in 3dView Properties, it consist of selected settings from View, Display and Shading panels. Now I want to disable those panels.
I could comment them out or add poll check in space_view3d.py file but I don't want to modify interface files permanently.
Is there a way to disable panels from another python script?


texts: Overlaped/intruding meshes in ONE object，how to combine them into one mesh like boolean？

texts: Say I joined multiple objects together （instead of boolean）， the meshes are now overlaping each other. Instead of selecting the faces/verticies one by one， split them into objects and combine them back into one mesh with boolean modifier， is there a smarter way of achieving the same thing（delete concave/intersecring/overlaping faces inside）？


texts:
Since I just found out about eevee, which is great, I was thinking whether the VSE could be improved real-time as well.

I've noticed that other video editors take time to load projects, but their playback is responsive and smooth. In Blender VSE, however, I open up my project and, well, enjoy my 1-2 FPS playback for the VSE movie projects.

I'm guessing it's just the way Blender works, right? Everyone of you get low FPS in the VSE? If I render a video and then put it in Blender, then it's really smooth - 50 fps or so, but when dealing with raw non-encoded footage is when the fps drops.

Any tips, advice, thoughts?


texts: Exporting coordinates of vertices to CSV

texts:
I have a .3ds file which I import into Blender.

Now what I'm trying to do is to export the coordinates of vertices into a .ply file. When I export these vertices into a .ply file they are not correct. It seems that it only exports the coordinates of the single face which you can see in the picture. How can I export those vertices correctly?

EDIT
The .csv structure:

1;2;3\n

4;5;6\n

...
Each column is separated by a semicolon and each row by a new line.


texts: Blender interface not completely visible

texts:
As seen in the image everything above the transform section is not visible and some portion in bottom is also missing. In the upper part, the cursor is also not mapping correctly, for instance when I want to select translate in transform section I actually have to hover over the rotate option as I move below it seems to work properly.
I tried reinstalling different versions of blender (2.78, 2.78c, 2.77 64bit) but nothing changed.
OS : Windows 10
Processor : i3 6100
GPU : intel hd 530 (tried win64_154519.4678 and win64_154514.4590) 1080p


texts: Change start and end frame of rigid physics simulation with python

texts:
I'm having a lot of difficulty trying to change the start and end frame of a rigid body physics simulation with python. Changing the settings in the UI shows the following in info view:
bpy.context.scene.frame_end = 850

However, running this will change the end frame of the timeline, which is not what I want. I saw the following post which solves this for cloth simulation, however this doesn't work, because the rigid body physics are not employed as a "Modifier". (Change the start frame and end frame of a bake in Blender using script)
Perhaps I have to change the context and then running the above code? I would appreciate any help implementing this, or any other way to achieve this effect.


texts: Fastest 3D format for import of large files

texts:
I often need to import large/detailed scenes to Blender and luckily I can choose the 3D format for it. There are no animations or any other advanced features involved, just a lot of polygons and a few materials. I noticed that some 3D format importers are implemented via Python (like obj is currently rewritten to C++ at GSoC), but some should be already implemented in native C++ ... no idea which ones.
So I am wondering what is currently the fastest 3D format to import large geometry?
The answer to a related question Import large model file into Blender seems outdated and the cited Blender docs page does not exist anymore.


texts: How to UV Map using an Image as the texture source

texts:
I am busy with a project and have been struggling for a while with this and was hoping that someone knows the solution to my problem which is with the mapping/ uv mapping.

Attached is 3 images each respectively named Figure A, Figure B and Figure C

The model (which is not mine and is just being used as an example) has been created and is perfectly symmetrical.
Figure A show the left side of the model and Figure B the right side.

My problem has to do with Figure C and its reflection on the right side.

What needs to happen is that the the the texture on Figure C needs to be on the right hand side due to the fact that it is hidden. Is this possible?

Any help with this will be highly appreciated

If you need any clarification please do not hesitate to let me know.
I am anxious to get this project up and running but don’t fully understand UV mapping in blender that well yet.


texts: Blacks are somewhat grey in H.264 encoded quicktime

texts:
i'm currently using Quicktime, H.264 as my output. problem is the blacks are somewhat grey in the final output.

is there a better format for video quality?

thanks


texts: Boolean doesn't work after making several on one object

texts:
I am designing a first aid kit in blender, and I have a foam insert that has booleans/holes in it for items inside the kit so it fits snugly. I have made 6 out of  8 boolean operations successfully, but 2 of them, after applying boolean modifier, do not create a boolean of any kind. But when I go to edit mode it shows on the topology the outline of my boolean. This is pretty weird,has never happened to be before.

Before boolean:

After boolean in edit mode:

The knife tool does work, but it does not yield the result i want and is not as smooth.


texts:
I have a Mac Mini Mid 2010 running High Sierra 10.13.6. Blender comes up fine, but locks up if I try to do anything -- and by lock up, I mean the ENTIRE MACHINE locks up.
Is there a fix for this? Thanks.
Dan


texts: How do I copy the normal axis orientation from a mesh face to an Empty hooked to the face OR a bone parented to the face?

texts:
EDIT: Ok, my question/explanation doesn't seem to be clear enough, so I'll try to restate my goal.

The end result I'm trying to achieve is to hook an empty or bone to each separated face, BUT using the face normal orientation so that the faces can be animated by each hooked empty/bone and the rotation will occur with respect to each face's normal.

I'm trying to find a way to rotate faces of a mesh on their normals. Currently it seems one needs to separate the faces to individual objects in order to control rotation from an empty/modifier/constraint. However once the faces are separated, and Transform>Origin to Geometry is called, the orientation is not based on the original normals of the mesh face.

How does one copy the original normal orientation of the mesh face to the separated object data?

Is there another way to control rotation of mesh faces (assuming the faces have first been separated within the mesh object)?

I should also mention that I'm wondering about a non-scripted solution, as I could probably figure out a script to do it, but was looking for simpler solution first. Feel free to post script solutions though if you want.

Ideally, a solution that allows mesh face rotation on the individual normals based on an external input without separating faces to objects would be preferable.


texts: Mathematics behind creating shapes using math nodes

texts:
I have seen people are creating various shapes using math nodes in Blender. Not just simple shapes but very complex shapes for example like a batman logo. I have learned that they extract algebraic equation (for example y- mx + c =0) of the shape and then implement the equation using nodes in Blender.
Now my problem is I don't know how to extract equations from a shape. Forget about complex shapes, I even don't know for simple shapes. Can you please help me specifying what math topics I have to learn to achieve this. And how will I achieve these result?
Thanking you.


texts: Trying to Move 1 Selected Object in Blender Drags Other Faces It's Touching

texts:
If I create or duplicate an object that's touching other faces on objects in edit mode, it drags the faces it's touching with it. This just started happening in the middle of me making a haunted house model. Here's a video with the problem:

https://www.youtube.com/watch?v=YsuNEOsiB40&feature=youtu.be

Any help would be appreciated.


texts: How to Make Particle Hair Emission Dissipate and Regrow?

texts:
I'm trying to make each individual hair project from the center and dissolve once reaching a set length, all while others are replacing it, in order to keep the structure of the ball.

Tried a keyframing length of hairs but that would carry the entire clump.


texts: Single a single material across several objects with individual control

texts: Is it possible to share a single material across several objects but have control over some aspect of the material (e.g. factor on a fade node) on individual objects. Each object can be associated with an individual FCurve. I am currently building N identical materials for N objects, but its getting old. Thanks.


texts: Automatic weight painting does not deform the mesh of my character?

texts:
I found a situation that I don't understand. It seems that the automatic weight painting does not work with the girl that I have rigged using rigify. I don't understand the reasons of this behaviour,because :

1) I'm trying to deform the parts of the mesh that are attached with the DEF bones

2) I'm repeating the steps that I did previously with the boy and it worked

3) I split the mesh into several pieces and I have attached each piece to the rig called "rig.girl" under the armature modifier tab

Let's take as example the bone called "DEF-forearm.L.001". I would like that it deforms the "braccio_sx_girl" aka arm_left_girl. What I do to achieve this output ?

a) I select the bone "DEF_forearm.L.001" ;

b) I press SHIFT and then I select "braccio_sx_girl" ;

c) I change from object mode to weight paint mode ;

d) I do weights / assign automatic from bones ;

but the mesh is not deformed....

NB : I repeated again the steps from "a" to "d" with the boy and it worked.

This is the blender file.


texts:
I'm trying to do a simple manipulation that I'm doing every day at work as a professionnal animator. My experiance is with Motion Builder and 3dxMax, but I'm learning Blender on spare time.

I just want to align in Translation AND rotation my IK bone to my FK bone in Pose Mode. My ultimate goal is to continu my animation with a precise exchange between IK curve and FK curve when it's time to switch between IK and FK.

I can use the CTRL+S->Cursor To Selected  /AND/ CTRL+S->Selection To Cursor to align in position my IK bone, but what can I do for the rotation? I cant eyeball this, it will create so much trubble down the road...

Thanks for your answer!!


texts: Unable to deselect newly added object with Python (Change red selection to orange) - Blender 2.8

texts:
I am trying to add an object using from_pydata but am unable to deselect the added item - which is currently outlined in red and then select it so it is outlined in orange - and enter Edit mode.
`mycode
    import bpy, bmesh

    me = bpy.data.meshes.new("Vert" + "Mesh")
    ob = bpy.data.objects.new("Vert", me)

    me.from_pydata([(1, 2, 5),(0,-1,0),(2,-2,0)],[],[[0,1,2]])

    bpy.data.collections['Collection'].objects.link(ob)

    bpy.data.objects["Vert"].select_set(True)
    bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')

    bpy.context.active_object.select_set(False) # attempt 1

    bpy.data.objects["Vert"].select_set(False) # attempt 2

    bpy.ops.object.select_all(action='DESELECT') # attempt 3

    bpy.data.objects["Vert"].select_set(True)

    bpy.ops.object.mode_set( mode = 'EDIT' )     # Toggle edit mode
    bpy.ops.mesh.select_mode( type = 'FACE' )    # Change to face selection
    bpy.ops.mesh.select_all( action = 'SELECT' )`

The newly added object is circled in red as opposed to the usual orange. A simple click on anything other than the object "Vert" and select again will make the object orange, as required, but I seem unable to do this via code.
I have tried adding other objects, or selecting other objects in the scene but with no luck.


texts: How can I get section of my armature's bones to trail behind when moving?

texts: I've got a dragon armature and I'd like to have all the bones of his tail just flow behind him as he flies, without me having to position all the bones by hand along his flight path. Is there an easy way to do this?


texts: Rotating Camera moves the skeleton out of the armature (2.49b)

texts:
I decided to reinstall my Windows 7 because the install was showing it's age (2015). I reinstalled Blender 2.49b (for Fallout New Vegas meshes) and now have the problem that whenever I turn my camera by clicking the middle mouse button, the skeleton moves "out of the armature" like this:

It "snaps back" after I release the middle button and e.g. scroll around to zoom in and out. It is highly irritating and I have no idea whether it will also affect exports. I tried reinstalling video drivers but everything is up to date as far as I know. I even reinstalled Windows 7 again to no avail.
Did anyone else encounter this issue and possibly knows a fix?

EDIT: Sorry, I'm apparently too dumb to have the images show here and it also removes my greetings.


texts:
I want to round off one level of the mesh into the next. As you can see, I’ve tried loop cuts both ways but it always ends up looking off because of how distorted the last few faces are. Is it necessary that I add an absolutely ridiculous amount of loops here? There must be a better way.

This is the effect I’m trying to achieve.

John


texts: Created a StickMan with the skin modifier but his shoulder acts weird in pose mode

texts:
I was expecting his upper arm to stay straight but it seems to flex to try to satisfy the bend. How can I get it to straighten out?

Thanks!


texts: How to make photo scanned brushes if I have these?


texts: Blender 2.8 (Python) - resetting camera rotation to (0,0,0)

texts:
I am trying to set the camera rotation to 0,0,0.  It is not known in advance what the X,Y,Z rotation angles are before doing so.

My thought is to get the current rotation parameters using obj.rotation_euler and then doing a reverse rotation on each of the axes.

For some reason, the transform.rotate code below doesn't actually do anything.

Thanks in advance for your help!

obj=bpy.data.objects['Camera']
objrot=obj.rotation_euler
bpy.ops.transform.rotate(value=-objrot[0], orient_axis='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=True, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)
bpy.ops.transform.rotate(value=-objrot[1], orient_axis='Y', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=True, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)
bpy.ops.transform.rotate(value=-objrot[2], orient_axis='Z', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=True, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)


texts: How can I make Eevee renders more realistic?

texts:
I'm struggling with a scene that contains different kinds of materials (metallic, plastic, painted walls, cemented floor ...etc) it looks awesome in Cycles but when I switch to Eevee the scene looks dull and totally unrealistic (not even remotely looking like Cycles). Now I'm aware that there are certain parameters that need to be enabled first, but I think I enabled pretty much everything, i.e "Screen Space Reflections", "Ambient Occlusion", and "soft Shadows" I also cranked up the Samples and enabled "Screen Space Refraction" on each and every material in the scene (even though there is no see-through objects in the scene) but no real results so far.

Is there more to that to achieve that nice fake realism in Eevee?

EDIT: Ok attached are the renders and the settings I use for Eeevee

EDIT: Find below the blend file and the splash screen of the build.

http://www.mediafire.com/file/cqage42th8l9829/Reproducing_Error.blend/file


texts: How to add non animated text in blender video editing easily

texts: All I've found on the internet are animated ways to add text and a tutorial that is now outdated. Is there any other way then just creating it as a 2D object in the editor?


texts: How to get the segmentation mask of an internal object?

texts:
I am trying to render the internal cube on top of the external cube in a segmentation mask, similar to the drawing below (please excuse my bad drawing).

I've assigned pass indexes to my materials, but I can only get the exterior cube visible in the compositor.


texts: if i moved a separated object the whole object are moved..why?

texts: I was working on an animation in Blender, and for it I was essentially breaking apart a joined mesh... however when I went to move those joined bits (I separated them using P) it worked, at first, then when I moved the animation along the whole object jumped to where I had moved the broken part...


texts: How to maximize any of the views in quad view?

texts: I am new to blender. Pressing ⎈ Ctrl⎇ AltQ opens the quad view. How to maximize any one of the four views of the quad view?


texts: Need Help to recursively import RDCs from a Folder and store each element into a Collection

texts:
As written in the title and kindly need help, my script is almost ready but I have some troubles because it stores only the first element on the collection under its named from file.
I'm pretty new to python, however.
Using the MapsImporter Plugin for scraping Google Maps from RenderDOC into Blender.
Original Question: https://github.com/eliemichel/MapsModelsImporter/issues/128
import bpy
import os
import sys
import glob

directory_im = 'C:/LowPoly2/'
files = glob.glob(directory_im + ".rdc")
for f in files:
    head, tail = os.path.split(f)
    collection_name = tail.replace('.rdc', '')
    bpy.ops.import_rdc.google_maps(filepath=(f), filter_glob=".rdc", max_blocks=-1)
    myCol = bpy.data.collections.new(collection_name)
    bpy.context.scene.collection.children.link(myCol)
    for ob in bpy.context.selected_objects:
        myCol.objects.link(ob)


texts: Blender 3D object editor skipping frames

texts:
I started using Blender to learn 3D design. I'm using Blender 2.78. My problem is that when I'm in 3D editor, the editor skips frames. For example, if I want to extrude a finger out of the hand, it won't show me the extrusion until I've dragged it out quite far. Due to this I am unable to select various positions and sizes. This was not happening before. It started when my model got a little bit detailed.
My specs are:
GPU: Nvidia Geforce 940 MX.
RAM: 8 GB.
CPU: Intel Core i3 6100u 2.3GHz.

Can anyone please tell me how i can fix this? Thanks.


texts: Instance of my rocket and original model both displaying in render

texts:
I have a model of a ship and an instance of the ship i have disabled the original model from the view port

but when i render both models appear like in the image below

how do i only render the instance?


texts:
I'm trying to bake a clothing simulation for my character animation, but the shirt geometry continues to move infinitely. I've tried multiple setting combinations, but the mesh refuses to settle. I've even tried tweaking my collider object's settings and still no luck. It's creating this weird ripple effect.

Is it possible that the scale of my model has something to do with it? It's scale to real world size, 180 cm (5'11 ft).

I was wondering if anyone knows any possible solutions that could work for me. Thank You for help.


texts: How do I make every triangle to quad at once?

texts: Is there a way to make every triangle back to quads? It looks like i have press something wrong yesterday and now every quad is a triangle. Is there a quick solution? Or do I have to press f thousands of times now?


texts: How to select all keyframes from left or right having current frame as pivot?

texts:
I've been doing some animation with tons of keyframes and when I need to apply some change, I spend a lot of time selecting keyframes on dopesheet (pressing B, select all I want and perform change)

but this is very time consuming, I was hoping for some shortcut where I could select all keyframes from the left or right based on the current frame

script would work too,  I have to clue to start it by the way

any tips are welcome, thanks


texts: Masking body parts underneath clothes and armor?

texts:
I have game character with armor, and I need to avoid parts of the body clipping through the armor.
I tried using shape keys to shrink body parts under clothing, but it seems like it would be a lot easier to just hide the majority of the body that is underneath.
What would be the best way to go about this? I also need to be able to export the resulting mesh to Unity.


texts:
I want to add a plane as shown in this video.
In this video (please watch it at 0.25 speed), the author creates a plane.
His plane appears upright, and it is shown in the Hierarchy.
I do the same, but my plane lays flat on the floor and doesn't appear in the Hierarchy.
What am I doing differently than he does?
Thank you!


texts: How do I get out of a Blender 2.77a Windows 10 infinite loop after setting a .jar default app setting by mistake?

texts: After some trubosquid downloads, I kept getting a "make default app" for .jar files notice. I clicked okay just to get it to go away. Now when I open Blender 2.77 on my Windows 10 machine the command prompt goes into an "invalid syntax" loop and opens blender window after blender window. It does not do that when I use 2.69 or older versions, but I tried uninstalling and reinstalling 2.77a and the problem persisted. Will changing the default app for .jar files work and how do I do that? What alternative solutions are there?


texts: i have been trying something with no results and after searching the web i could not find a solution, i don´t even know if it´s possible to achieve what i am trying to accomplish. I have one material that i use in several objects and i have a second material png image result of a shadow bake(each object has a different shadow material but they all share the same background material). I would like to use the 2 materials in one object using the shadow on top of the background layer so i can export as a GLB. Can anyone please help me? I know u can assign a material to a specific face or faces of the mesh but it does not work with transparency.


texts:
This topic has already been raised but the solution doesn't seem to work for me. I need to find a way to make the lines in a uv map evenly spaced.

There was an addon for blender 2.61 that would distribute the vertices on the horizontal and vertical axis https://developer.blender.org/T29981 but I'm not sure if it would work for 2.74. I read that using the uv sculpt smooth tool should work but nothing happens for me when I use that tool.

Does anyone have advice about how to evenly distribute vertices on the x and y?


texts: Strange geometry appears after separating part of mesh

texts: I'm trying to copy part of my mesh by selecting, duplicating it, then separating it. Every time I separate it I get that gray thing you see in the image.


texts:
Completely new to this. I have a series of points in a 3D graph and I am trying to either replace all the points with points with Spheres or make the points visible during graphing (whichever is possible/easier). How would I go about making this happen?

Thank you in advance for your help.


texts: object deforms strangely when using the subsurf modifier

texts:
I am trying to make an axe and stomped upon this problem...having no idea how to resolve it.
1st photo is with subdivision.

second is without.


texts: After cutting the objects in edit mode, edges become uneven. How smooth?

texts:
i cut the backside of the ear and now i want to fill this space again. Because i wanted to have just an ear form. But the edges are uneven and i have no idea, how i could fill this gap again. Could anyone help me please?
Or maybe it would be also helpful to suggest me, how i could get rid of this backside of ear(little box?) with out edge problem.

 This is an original 3d model