texts: How to make smooth curves and rough edges

texts:
I'm currently trying to make a plane, a Short SC.7 Skyvan.

And as you see here, on the tail, there is a smooth curved corner at the front and a sharp edge at the back. How could I do this?

]3

I've started with a cube but I've no idea how to make that shape. Any ideas?


texts:
https://drive.google.com/file/d/16cueTZkoW1YCj9--AD0HE6X1c-as07aE/view?usp=sharing
This is my second lost project. saved the project and now blender crashes when attempting to re open. tried opening with v2.9 no luck. tried opening with "Load UI" unchecked. no luck.
I feel at this point the project is just lost, but if anyone can open it, or tell me what's going on so that I can prevent this I'd really appreciate it
originally created with 2.82. moved through and saved in 2.83.x. most recent save 2.83.5
2019 iMac
6-core intel i5
32GB DDR4
Radeon pro 580X


texts: Pixelated light cone near source with Eevee

texts: In my renders with Eevee, I'm getting pixelation of the light cone near the light source. What settings do I need to adjust to fix this please?


texts:
I have a setup like this:

My task is to create three types of motions: rotate each piece individually, rotate the whole thing, and an explosion type of motion.

I've been unable to figure out how to do the last one, ie. all the pieces would move away from the center one (the one in the very middle, not the selected one). How can I do this?

In case what I'm asking is unclear, I've impemented this in opengl before here - press '1' on the keyboard once, and it will do what I'm trying to achieve in blender.


texts: Is there an easier way to create this shape?

texts:
I don't know how I can make these grooves/slots. Is there an easier way to cut the plane? I'm new to Blender, so I feel I must be missing something. This geometry is too complicated. There may be a way to clean up the mesh and avoid these distorted edges? Thanks.

Here the face I'm working on.


texts: Blender 2.8 dimension and transform numbers are not making sense

texts:
I have a model of a car (I'm a blender noob), it is set to Metric, and things look good, in the image below you will see the tire is 0.669m in the Y dimension, that is about right, I then select transform and drag it about one tire length along the Y-axis, and blender says it has moved 23.8meters, not approximately  0.66m as I would expect

Why don't these numbers make sense?

To add to this, the measure tool seems to make sense, so it seems the location information is wrong. If I click on the headlight it says it is 82m along the y axis. and the rear lights -87 meters, so the location data thinks the car is 170 meters long while the measure tool makes it about 5 meters long.

But to move a part of the car I can't type in a distance in meters and have it move that far.


texts: I was making a go kart game and I need an opponent. is it possible that I use a follow track but when I touch the car it will affect him?


texts:
I have exactly the same problem as it was described there:
Texture distorted on UV unwrapped face
The texture is distorted (kind of "skewed" or broken) on a trapeze-shaped face.
But the solution provided there does not satisfy me. I need Blender to better interpolate a texture stretched over a single trapeze-shaped face. I can achieve this by subdividing my object, using "simple" method, but I would prefer to avoid that. I want to keep my model low-poly.


texts: Ink on Porous Paper or Water Bleed Effect

texts:
I have seen some rather incredible results out there using smoke and dynamic paint, and as such, I am curious if anyone can come up with a clever simulation of ink onto paper, or, closely, ink into water.

Brief

Should create the look and effect of ink landing onto paper and dispersing via capillary action into the paper's texture.
It must be accomplished in 3D via Cycles, and be modifiable / controllable.
It should trace basic forms and result in an interpretable series of glyphs or shape.

Sample

The following video is very close to the goal, with the potential to not bind quite as tightly to the water's path:

https://www.youtube.com/watch?v=N_zbcVs419E#t=2m20s

Here is another sample of the fractal-like expansion as the ink spreads through the medium. Very similar to ink landing on very thin tissue paper:

https://youtu.be/Nox0EFM0xow

Here is another of ink onto parchment. Ideally the effect would be possible to get in closer for a macro shot to observe the actual dispersion through the paper:

http://www.gettyimages.ca/license/181844542

I figure one of the clever minds around here would be able to generate something close to a viable solution.


texts: I am a beginner with blender and I am trying to self teach with tutorials. I need help with a project I am working on that will have a text phrase that morphs into another text phrase like "hello world" then morphs into "goodbye". I am looking at tutorials on shape keys hope I am headed into the right direction.


texts:
I am using the FBX Exporter to export animations from Blender but I see strange animation artefacts when playing back the FBX with Autodesk's FBX Review

At first I thought it might be FBX Review, but then on importing the FBX back into Blender those artefacts are also clearly visible in Blender.

Below are gif versions of the Blender and FBX Review for a simple rig.

In the Blender version the feet do not move at all.  In the FBX version, the feet are continuously moving and you can see a jitter at the beginning, middle and end of the animation.

I am using Blender 2.78a with FBX Exporter that comes with it.

Has anyone seen this problem or could shed some light on a possible solution?

Thanks for any help.


texts: Wireframe mode doesn't select everything

texts: I had this feature until I must've clicked on something. But on wireframe mode, when i'm trying to select trough everything, it doesn't..react same way as if it was in solid mode.


texts: I would like to animate two intersecting objects, for example, a fixed sphere and a moving plane. How can I animate their motion so that when they intersect, their (changing) intersection appears as a separate object (so can be assigned a different color)?


texts:
To create the disc shown in the image, I added a circle with a triangle fan. Into edit mode, select the outer edges and extrude with cancel. Scale the new edges outside of the original edges. Then, select the original edge and slide it towards the center. And finally, I added several edge loops.

It seems a long way around. Is there an easier way?


texts: How to create slanted edges and rounded handles for a tray?

texts:
I'm trying to create this item:

I'm stuck on how to slant the edges up and to make handles. Can someone give me advice ?


texts: I move around in shader editor panel and become too far away from the nodes. I tried to go back to the nodes but can not find them. Any method or hot key to locate nodes in the shader editor “Black Sea”?


texts: Bump map is shoving only on one side of an object

texts: I've got some wooden planks, and the bump map is showing only on the side of the planks, but not on the whole plank. What do i Have to do to change that? Changing the direction of displace modifier to Z isn't helping.


texts: joining 2 parts without losing their textures

texts:
I am new to blender, still learning.  its a long process
I have 2 complex pieces created, each with a UV-map and texture.
- if I "join" them the new piece has a single messed-up texture, 1 UV map
How can i get a new UM-Map that has the previous faces still correct ?


texts: How to get rid of corners rounding on blender?

texts: I'm a beginner with blender and not sure why my corners are rounding off? I would like them to create a square face, I've added reference images below. Thanks in advance :)


texts: This feature was working then i tried rendering it and planes were blank. I tried adding another different image as plane and it doesn't show at all just a black plane. The video i am trying to add is in documents>blender projects>folder>videos, no idea whats happening or what I've done.


texts: Undefined normal vector by converting .blend file

texts:
I hope my first post here isn't that much off-topic.
Well, I had some times ago an project with Ogre3d.
My designer used Blender. When ever he made a model for me, it looked in the Blender window fine, as far he didn't entered the UV-map mode.
(I'm not quite sure anymore, but the mode had something to do with texture mapping)

If he did so, some surfaces were randomly CCW or CW rendered.
Even if he did

Mesh > Faces > Flip Normals

It didn't change anything.
But this wasn't the main problem at all, the main problem was, when we used the .blend to .mesh exporter this behaving kept and the mesh file I used in ogre also had randomly surfaces back and front culled. We weren't able to find any solution till now.

So now I ask here if maybe anyone could explain whats our problem and how we can solve it.

And I'm sorry for that lack of information but I'm not working together with my designer anymore.


texts: How to set Freestyle line set setting using python?

texts:
I want to make a blender script, to export wireframes.

Honestly I dont have much knowledge on the python thing so I only copied some code from the window over the gui and filled it in a text document.

But on this Code i have troubles:

bpy.context.scene.select_edge_mark = True

this one is for activating the Edge Mark checkbox from the Freestyle Addon.

bpy.context.space_data.context = 'RENDER_LAYER'

and this one should only change from window render to window render layer, but if the edge mark thing would work i wont need these code.

So, what i am doing wrong, or better, what is causing this, because honestly i think i am doing a lot wrong :D


texts: How to align (rotate) mesh by 2 verticles?

texts:
I have a complex mesh. I need rotate mesh along some axis (x,y,z never mind) to line-up 2 points of this mesh. I don't need align points (S,Z,0), i need align mesh. Of course i can move pivot to vertex 1 and visually rotate until vertex 2 will be on my desired axe. But i want to keep original pivot and precisely rotate mesh.
See the picture.


texts: Cintiq pen pressure not working in texture paint

texts:
I can't get the pen pressure option to work, best way to describe it is permanently stuck at full pressure. The worst part is I was able to use it normally maybe a month ago.

I'm pretty sure it's blender and not my drivers or the cintiq itself as the pen pressure works fine in other programs. I've already tried restarting/stop and starting the tablet driver, restarting my computer, opening blender with my cintiq pen, turning off strength and only having pen pressure selected, switching to blender render instead of cycles, and I've unplugged and re-plugged in my tablet.

The best I can figure is based on the only other case I could find that was similar, where blender was registering the tablet as a mouse behind the scenes. Problem is, that case was for yiynova tablet on a linux computer, and I have windows.

Any ideas on what process might be off would be off and how to fix it would be appreciated


texts: How to create a full shape from quarter mesh with adding extra mesh?

texts:
i have a quard mesh design image 1 below. And i want to make it full model all 4 side. For example if i add mirror on all axis it will be a complete model but i have 9 mesh mean time and when i add a new mesh (Its not a single mesh some have boolean and some have array some have solidify modifiers?) i have to add a mirror modifier to it always. Is there any way if i add a mesh it automatically update on all side.

Quarter Mesh

Is there anyway if i add a mesh it should add in all 3 side


texts: Python Text Content Not Updating in Animation

texts:
I'm trying to create a timeline that graphically shifts across the screen and a text box which displays the currently selected year as the timeline shifts.  To accomplish this, I've created a Python script - my first in Blender.  It uses the timeline's X-location to calculate what year should be displayed and then updates the text content.
Everything works great in the design space.  When I scrub the timeline and play the animation, the year updates as expected.  However, when I go to render the animation, the text content is set to whatever value is currently displayed in the timeline of the design space.  It doesn't update; it's like it doesn't take the script into account in the final rendered image - but only in the animation.  If I render the current frame to an image, it displays accordingly since the timeline accurately reflects the Python update.
Is there a Render setting or a change required in the Python to get this to update in the output FFMPEG animation?  Thanks.
import bpy

text = bpy.data.objects['YearAD']
lbl = bpy.data.objects['ADBC']
timeline = bpy.data.objects['timeline']

def update(self):
    loc = timeline.location.x

    yr = round((-970 - 2020) / (122.71 + 169.293) * (loc + 169.293) + 2020)
    text.data.body = str(abs(yr))
    if yr <= 0:
        lbl.data.body = 'BC'
    else:
        lbl.data.body = 'AD'

def register():
    bpy.app.handlers.frame_change_pre.append(update)

def unregister():
    bpy.app.handlers.frame_change_pre.remove(update)

register()


texts: UV Mapping Doesn't Display in UV/Image_Editor

texts: I've gone through tutorials and get the UV Mapping to work when testing on a simple block. However, when trying this on a bigger model, the UV Mapping won't display in the UV/Image_Editor. The Eiffel Tower model is all one mesh and I select Smart UV Project. Any suggestions.


texts: I'm working on a Roblox rig in Blender. Everytime I set the pivot point (origin) to the selected mesh of the bones, an axis seems to be following it and showing up anywhere I set the origin of the object. It also appears under the root bone. How do I get rid of this?


texts: I'm making something in Blender and porting it into Unity as an FBX. The armature is a series of connected bones for each segment/ball. The first segment will move side to side when I rotate on the Y axis (in Unity). The second segment will instead twist if rotated on the Y axis and requires me to use the Z axis to move side to side instead. What gives? It's the same bone structure, shouldn't they be on the same axes? I tried changing all the objects to "Quaternion (WXYZ)" instead of "XYZ Euler" but that doesn't seem to solve this particular problem. Ideas?? Thanks!


texts: unselectable edge showing only when smotted

texts:
Iseed to have unselecteable edged that I can see only when in "Z" mode or Object mode but not in edited mode:

Edited mode - no edges:

Edited mode with "Z" - Unselectable edges

Object mode, edges take shape

How can I solve this ?


texts: Object won't highlight in the 3d viewport

texts:
This was working fine until I exited blender without saving my file.  When I restarted blender 2.8 and opened my file when I click on an object it highlights in the Scene Collection but not in the 3d Viewport. I am able to manipulate them but I need to see what I have selected.

Jerry


texts: How can I run a add-on from a python script

texts: I know how to enable the add-on through the script but I was wondering how to run the add-on. Meaning how do i use it through a script.


texts: How to fix modeling geometry/topology error after applying all modifiers?

texts:
So I have been working on modeling a simple character, and used mirror modifier to mirror my object, but due to some problems happened while modeling, When I applied my modifiers, the part had the problem looks as if my character had a bad stomach surgery

The whole body was very regular and looking very good, but that part looked like really bad thing happend, so my question is how to re-regularize that part again? I don't care that shape of the stomach might differ, I could remodel it or sculpt it, but my goal is to regain those regular squares modeling that part again. I thought of removing all faces that are deformed and form a new big face making loop cuts, but things got very very missy.
Can anyone suggest how to solve such a problem?
I have added my blend file here, in case you would like to inspect the model much more


texts: How to duplicate an object with rig and animation?

texts:
How can I duplicate a geometry with rigging and animation?

I have an animated character with bones, but I need to duplicate it just like a mirror, without messing up or ruining the model.


texts: Missing texture in cycles, it renders Pink

texts: Pink texture like in render view (Cycles).   Im trying to render a wall in Cycles, using Displacement, Bumps and Reflection. Im using self-made pictures from colored image using CrazyBump 1.22. Theese are in order: DISP, OCC, SPEC. I have 2 pictures, one in Node Editor to see inside and second which shows how my render looks like.


texts: If I have multiple objects selected can I use scaling to make the objects closer together (without rescaling the objects)?


texts: Geometry Nodes - How to randomise rotation around just one axis

texts:
When using geometry nodes to distribute points across an object, and then instance those points with another object (i.e. the Point Distribute and Point Instance nodes specifically), how can you rotate the instanced object around just one axis?
To put it another way - each instanced object appears (to me) to inherit its initial rotation from the normal of the source object over which the points are scattered (so instanced objects are always pointing Z up from the surface of the source object). I want to keep the X and Y rotation that the instanced object inherits, and just randomise the Z rotation.
This is the first thing I tried. This randomises the Z rotation, but sets X and Y to 0. I want to retain the current values of X and Y, and just randomise Z, but I don't see how to do that:

Then I thought I was very clever coming up with this. The problem here is that the output of the Random Float node always seems to be the same number, so the Z rotation is always the same for every particle instance. I want a random Z value for each instance:

Is there a way to actually do what I want at the moment?


texts: Is it possible to edit your project while im rendering an image in blender 2.83 while but net affecting what im rendering


texts: Pixelated error on select faces during Render

texts:
I have a low poly model and I can't figure out what is doing this. It's not a reversed normal and I removed duplicate vertexes so....?  These faces were the most recent adds to the model buy adding vertexes and creating new faces. there are a little bit darker than the others when viewed as solid.

thanks


texts:
In 2.79 there is dupli_list_create and bunch of attributes to get from it:

https://docs.blender.org/api/2.79/bpy.types.DupliObject.html#bpy.types.DupliObject

According to the change log it was removed in recent version:

https://docs.blender.org/api/current/change_log.html?highlight=dupli_list

What is analog for 2.8?


texts: How to fix irregular cross section and shape-stretching while curving a mesh?

texts:
I am trying to create a finger ring made of connected hexagons. The steps I followed were:
1. Create a mesh of 7 connected hexagons lying side to side
2. Bend that mesh using simple deform around a central point
3. Convert that mesh into a curve
4. Use another bezier circle curve as the bevel object to create a cross section for the hexagon curve
5. Convert the hexagon curve into a mesh again

There are 2 issues I am facing here:
1. My hitherto, regular, equal length-sided hexagons have now got stretched after the simple deform modifier, so 4 sides are much longer than the 2 sides
2. The cross section of the mesh is not uniformly circular (and looks a bit twisted)
3. The mesh at the junctions is protruding

Is there a relatively easy way to fix this or should I consider a completely different approach? If the latter, would be great if you can explain the new approach. I have lost a fair amount of hair in trying to figure this out so would greatly appreciate your help.

Thanks in advance!

Ayan


texts:
Imagine the following to make a landscape. I have created a plane. Then I add, to the plane, bezier curves, either closed or open. Then I want to "lift" the bezier curves to raise part of the plane to form plateau's or ridge's with nice smooth slopes following the Bezier curves. The important part here is, by using Bezier curves and the known form of slope, I will be able calculate the slope grade anywhere on the slopes. I need to do this calculation when the plane/landscape is used in games.
So, how can I sculpt with Bezier curves/forms?


texts: Simple question.  I have done it before but don't remember how how to change the Sculpt Tool layout between one and two columns.


texts: Why do volumetrics render noisier when using GPU then when using CPU in Cycles?

texts: Alrighty.  I've searched all over the place and even put in a couple of requests from every deity I could think of, but nothing on my issue.  So, I'm messing around with making up volumetric light cones for spotlights in Cycles for a project.  I've got all of the parts set up and in scene.  I start rendering and I get some odd results.  With GPU Compute and GPU+CPU I get wicked amounts of noise inside the cones.  As if the density of the scatter isn't high enough.  Then I try CPU only, it comes out smooth as butter.  Now I'm running a 9900k 32GB RAM and an RTX 2080 on the current stable release of 2.80.  I just can't figure it out.  I mean, I can handle just using my CPU and eating the much longer render times, but I'd much rather use the full power of my rig and get the same if not better results.  I'll put up some pics for examples of what I've got going on.


texts:
I'm new to Blender
I've been trying to make this form but some things keep getting in the way.
Some weird faces keep creating themselves when I try to fill some parts of the mesh (the "white grey" parts )
So why do those are created ? How can I erase them while keeping the main face I wanna have?


texts:
I am trying to create laser scanning light in EEVEE for fast animation rendering.

An example laser screening gate from Borderlands 2

This post show the possibility to create an accurate effect in Cycles using node. However, there is no node setting for EEVEE for now. And I also need the light not shaded by the object but surrounding with it, like a 360° scanning rim.

Is it possible within EEVEE even with particle effect on it?


texts:
I want to fill a glass with water and smash it.

Fracture ADD-On unavailable. Need Alternative or a way to add it in 2.8

I just started in 2.8 but looks like the fracture add-on is unavailable. Is there any way I can install it into 2.8?

It's a python file is there any code tweaking that can solve this? I already tried to install add-on from file button but that's not working.
Check out the attached screenshot

What are some alternatives with using it?
Any helpful links to tutorials and other similar threads are much needed and appreciated.

Extra Info:
I'm new to blender with an optimal experience in 3D modeling and rendering.
I'm more interested in the dynamics and physics part of Blender 2.8.
The model is still crude and it's a beer MUG that explodes once it filled with strong beer. Well, that's the whole idea behind it. So a whole lotta fluid simulation and rigid body particle animation.


texts: How to Map Procedural Bricks on a Pyramid

texts:
I've created this pyramid from a default cube by deleting the top face and then merging the vertices at center. How do I get the bricks node to be horizontal on all faces?

Thanks!


texts: I can't move, rotate or scale in blender 2.8 object mode

texts:
I am very new to Blender 2.8.
I know that hotkey like G, R and S are essential and very useful but I can't do any of them in object mode. I can only move the origin (the orange thing that for the object) freely.

I have a MacBook and use a mouse.
I tried looking at transformation locks too but that wasn't the problem.

Did I click on a weird setting?

Any help much appreciated!


texts: Blender 2.78 VSE : How to display keyframes presence?

texts:
I'm using the VSE and adding keyframes for opacity, it's working.

The only place I can see if there is keyframes on my timeline is by moving the cursor on the timeline and looking in the Edit Strip menu for Opacity bar to change color.

How can I display visual indications of the presence of keyframes on my video strips? Or where can I find a panel where I can find all my keyframes?

Thanks


texts: How to export multiple animations for a game character? (specifically, Unity)

texts: Title says it all. I use Unity, so I really need a solution that works for that, and so do many others. Although, people also want to know how it's done for UE4, source, cry-engine etc, so answers that take them into account as well, would be better.


texts: Grease Pencil - 2D Animation - Curve Editing control not available / visible

texts: I'm using Blender 2.91.2. The Curve Editing control is not displayed in 2D Animation view in Edit Mode. What do I have to do for the control to appear?


texts:
In one viewport, I have a camera. However, the camera "rectangle" is displayed with a dashed red line which I see for the first time.

In the past, whenever I was looking at the camera view, scrolling zoomed the view - brought the camera view closer, without actually moving the camera. This is what I want. However, in this file, I must have accidentally turned something on because whenever I scroll to zoom, the camera actually moves forward, it changes its position. This also applies to newly created cameras.

How can I disable this?


texts: Button or menu entry to clear the sculpting mask?

texts:
A mask has been created:

The shortcut Alt+M will clear it.
Is there a button in the user interface? Or a menu entry?


texts: Why do I get a 'Failed to set value' error when trying to add a 'Copy Location' constraint to my rig?

texts:
I'm trying add a Copy Location constraint but it doesn't work. I am making a metarig like in the video but if I press enter its cast nothing happens.
I tried picker thing I get this error:

Blend file link: https://dosya.co/9qudtsa52r77/1.blend.html


texts: How can i make two objects move together?

texts: how can i make 2 objects move together? i am creating a Minecraft animation, and need the sword to move with my hand. I have tried Ctrl+G, yet it still doesnt move together


texts: How can I set my origin point in the center of my cube so it can be the same in both edit mode and object mode?

texts:
I tried to set the origin point of my cube to be in its center by pressing CTrl+Alt+Shift+C and choosing "Geometry to Origin" but it changed the origin point only in Object mode... in Edit mode the origin point is still not set in the center of the cube. I want to set in the center so I can mirror the other half of my cube correctly with a mirror modifier.
How the origin point is set in object mode:

How the origin point is set in Edit Mode:


texts: Strange sudden camera distortion during turntable animation render

texts:
Viewport of camera is normal but render output is distorted exactly at a frame till the rest (after frame 201) which is also distorted. Camera has no keyframes but the focal length does. I did change the focal length as a test but still had the same distortion.
Does anyone know why this is happening and how to fix this?


texts:
I'am trying to make a rug with all the simple particle rug settings. I want to comb the hair with particle edit but whenever i enter particle edit mode, my hair settings all distort up.
This is what it looks like in object Mode

Right when I enter edit particle mode, this happens

Getting out of particle edit doesnt fix this and i have to undo everything. I only need to comb the hair. Please help.


texts: Weird deformities when remeshing and using the grab brush

texts: Using grab brush but instead of moving as one smooth mesh, it is chunky and drastically raised in some parts despite just doing a minor adjustment. I used the voxel remesher at .02 and have a mirror modifier and have the setting use deform only on to run a bit faster. Not sure what is relevant. How do I get rid of these weird deformities? Smooth them out doesn't fix it. I tried remeshing again but it didn't help.


texts: gltf2.0 export ignores "Inherit Rotation" property changes

texts:
This potentially affects other bone properties, but this is the only one I'm comfortable with messing with. Is this simply not something that's supported by gltf2.0 or is there a setting I'm missing during export?
Edit: Looks like this is an issue with an a solution currently being tested.


texts: Cycles sky : Sun disc appears only in reflections

texts:
Here is a render example of my problem.
A plane with a glossy material will reflect the sun disc, but the sun itself doesn't appears in the sky.

Any idea ?
(i've used the "Sun Position" addon to help for positioning the sun, but even if i don't use it, the sun didn't shows itself)

I'm currently using Blender 2.7 on PC, i've try on a Mac, the problem is the same.

Regards,
Arno


texts: It's a pretty simple question. I was wondering if it was able to cut/copy and paste images in Image Editor in Blender? Almost like box select in 3D view, maybe?


texts: How can I render in blender via GPU on my 64 bit PC that has Intel HD graphics 620 as well as radeon 27 m445 display adapters?

texts: I read a tutorial on this site about rendering in windows 7. I have installed windows 10 pro, which is similar to 7. You told me to download drivers according to my display adapters but they are not present in NVIDIA site. I am using DELL 5567 model laptop. I want to render via GPU in blender. You can see more details in my question. Please help me.


texts: Project not exporting to unity as rest pose

texts:
I have a project for a FPS character. I set its rest pose to a standard, hands at sides pose. I selected everything and exported the project as an FBX. I clicked limit to "selected objects", unchecked leaf bones, and unchecked the 2nd and 3rd box under bake animation. All other settings are the default settings.
When I open the file in unity, the mesh is not posed as the rest pose. The animations are also a messed up.
The problem doesn't seem to be a unity/blender problem, as I exported the file as an FBX and re imported it into the original blender project, and the problem is still there.
For can I fix this, and if anyone can provide an explanation as to why this is happening, it would be very much appreciated.


texts:
I'm modelling a minigolf hole but when i create the hole with boolean modifier i see a little drop around it.
This cause the ball in the game not rolling straight as it should.
How can i solve this problem?


texts: Preview/rendering of the animation stops at a certain point

texts: I have the start frame set to 1, and end 400, but for some reason the yellow strip at the animation timeline stops at 250.


texts: Blender 2.77 Mac Installation-Python 3.5 files could not be opened

texts:
When unzipping the Blender 2.77 download file (blender-2.77-OSX_10.6-x86_64.zip) I get an error message "Could not extract the file 'blender.app/Contents/Resources/2.77/python/lib/python3.5/pycache/future.cpython-35.pyc': The file could not be opened".

If I click 'continue' I get a series of 'could not be opened' errors for what I assume is every file in the python 3.5 library.

I've not been able to find any information on this and don't see anywhere to ask about this at blender.org. I've not had this problem with previous installations of Blender.

I'm using a 2008 iMac running OSX Yosemite (10.10.5). Any thoughts?


texts: Texture Mask paints mesh with a grid instead of random

texts: So I changed the Mask Mapping from Tiled to Random, added a bit of Jitter, and when I click to paint on my mesh, after a while it starts to look like it's following a grid. Is there a way to make it look like there is no grid at all, and it follows a random order?


texts: Character modeling: character's front view appear at side view port in Blender

texts: I am new to Blender. I think i accidently click something and my model become like this. The character's front view appear at side view port and character's side view appear at front view port. What should i do in order to change everything back to normal? i mean turn character's front view back to front view port.


texts: Cloth sim; Cloth Pin and Self Collision making very bad/weird behavior?

texts:
I'm trying to make pants, but these two settings I'm trying to use are causing issues with my model.

Here is a gif of my character's pants withOUT self collision:

As you can see, the cloth simulates alright, but it doesn't self collide (as it shouldnt). The issue here however,  is the cloth pinning (the top ring of vertices at the top of the pants are pinned and parented to the character). If you look at the top area of the pants, near the crotch and waist, the pinning creates some sort of very odd pinching and rippling affect. How can I fix this?

Also, the issue with self collision:

The clothing doesn't behave properly at all, and either pinches tightly like the gif or explodes.

Here are my settings.


texts: High-poly normal map wrapping unevenly onto low-poly mesh

texts: I am having a problem wrapping my high-poly normal map onto my low-poly mesh. It seems that the coordinates of my normal map are not correct or distorted. I baked them exactly on top of each other, set UV as my mapping coordinates, and did all the necessary procedures for baking a high to low-poly normal map. On the left is my high-poly mesh and on the right is my low-poly mesh. What is causing this problem?


texts: The render view does not show background image after i set up the tracking scene. What settings should i make?

texts: Ive made a 3d tracking scene using a planar tracker. After tracking and setting up the scene, while rendering the background image does not shows up in the rendered output. How can i render the background image that i imported as image sequence with the 3d tracked object?


texts:
I'm trying to render a scene where a large amount of the scene is visible, but blender has a performance feature where it culls objects when they start to get a certain distance from the camera, whether it be the actual render camera or user camera. Is there any way to remove this? I'm including a picture of the rendered scene.

EDIT> I found out right after posting this how to fix the problem.


texts:
I have two objects [A] and [B].

[A] is a simple geometric form and [B] is same as [A] but mirored.

Both Meshes are made in Sketchup.

What I want is to create UV map for [A] and then transfer it to [B]. However the result is that the uv map for [B] is messed up.

What is interesting is that if in Blender I delete [B] then copy [A] and mirror it then I can transfer the UV map without a problem.

That might be a somewhat of a solution but I would like to see if anyone knows some decent way of transferring UV`s in this situation.


texts: How do I make animations a steady speed?

texts: When I make an animation, it always starts out slow, then speeds up, then slows down at the end.  I cannot figure out how to fix this.


texts: Make the IK bone only rotate on the x-axis

texts:
Not sure what I messed up on here, but both the IK and the center bones have the Limit Rotation constraint, with the same values. Now, I want the mesh to only rotate on the x-axis. But right now, it's more like free-for-all. Before I've made a minecraft rig and it works all right. What do I need to fix this?

EDIT: I figured out, that it may be because the shoulder is frozen in on eposition and won't rotate when you use the IK. Not sure what's up. I tried following this tutorial: Blender tutorial


texts:
I have a particle system with 1 million particles.
The particles all spawn on frame 1, have a lifetime of 80 frames and random lifetime set to 1.

The particles despawn nicely over time until frame 79. There are still too many particles alive so about 200000 particles (not an exact number) despawn between frame 79 and 80.

Is there a way to apply a curve to the random lifetime value (or a similar approach) to achieve a nicer desintegration of the system?


texts: When parenting an object to a bone the location of the object changes. Why?

texts:
I have a problem parenting objects to bones. I've been struggling with this for sometime today now. The issue is that the moment I try to parent an object it's location and rotation are altered. So far I've been unable to find a solution online. Images and project file below.
I did apply transformations for all objects.

File:
https://www.dropbox.com/s/2c2156f94ykvakm/Lamp.blend?dl=0

Process:
Select object in Object mode
Shift select armature
Select bone in pose mode
CTRL+P -> Bone

Before and after pictures for first two objects + bones:


texts: Accessing another script in the same directory using python

texts: Is there a way I can have a main script that can access other scripts in the same directory to run them at the correct time?


texts: How can I add multiple points on a circle without changing its shape?

texts:
I have created a circular curve and I'd like to add two points to it.

I know I can select two points and then hit subdivide to get a new point in between these two points, but that is not a very efficient way to create extra points as it will change the shape of the circle. I then have to move them to position, which requires quite a bit of work of adjusting all the handles and move the point itself.
Is there a way to create the desired point by clicking on the circle so it won't change the shape of the circle?

I have tried installing the Curve Tools add-on as suggested, but I still can't find a way to make it work for this purpose.


texts: I'm importing two OBJs from Poser.  One is the body and the other is a jacket.  I apply the cloth modifier to the jacket and collision to the body.  When I animate it the jacket tears apart.  Any guesses as to what is going on?


texts: Blender Physics - Keep plane from falling over?

texts: So In blender, I have a plane with rigid body physics applied to it. I also have a wind force to lift up the plane, and its force strength is animated so the plane gets lifted up, and then falls back down onto the floor. But because the plane is on its edge, it starts to fall over slightly, then it gets lifted up by the wind force, and when it comes down, it topples over. I need it to stay on its side, and friction isn't helping at all. Is there a way to keep the plane on its side, maybe through the collisions settings?


texts: FLIP fluids isn't generating fluid at all

texts: I've been trying to put a fluid geometry into a well, but the domain won't bake any particles at all (The blue spheres. Not sure what to call those, since they're not the actual particle effects). That means the domain won't fit the mesh accordingly and just sits there even after pushing bake.


texts: How to optimize a mesh by merging objects and/or reducing faces

texts:
I've got a highly-detailed mesh of curtains, similar to what you'd find on a stage. The mesh currently has eight objects/materials (1 material per object), but in reality it only needs two - the large middle curtain and the gathered curtains on each side. The two side curtains use the same texture, and the four objects comprising the middle curtain all use the same texture.

What I'd like to do is merge the two side curtains into a single object (each side is currently 2 separate objects), then merge the middle curtain objects into a single object. After several google searches, I've found how to join objects but they're still appearing as separate objects.

Is there a way to combine multiple objects into a single one?

Also, is there a way to reduce the overall number of vertices and/or faces? The entire mesh currently has around 700k faces, and so far decimate can only get it down to around 350k before the mesh starts deforming.

BTW: Losing UVs isn't a big deal for me. Since we're only talking eight materials here, I can easily remap everything if I have to. My primary concern is that the exported mesh is as simple/optimized as possible while still looking good.

EDIT: If it will help, here's a link to the 3DS file I started with: Curtain Mesh

LINK: Here's a link to my blend file.


texts: Using spline-IK for bones but keeping control over individual bones

texts:
My goal is to rig the Ears of my quadruped character, which has huge and soft ears (rabbit-like).

I've set up a Spline-IK constraint for the ear's bones chain, and added soft body physics to the curve that control this constraint. Everything is working fine at this point.

Now, I want to give control to the animator over each individual bones of this chain, so that he can animate it the same way a basic FK chain would do, but keeping the soft body effect while playing back the animation.

Unfortunately, hooking the curve with empties will override the soft-body simulation for the vertices of the curve which are hooked (which seems quite normal). In addition, there is a dependency cycle because :

 Curve depends on Armature through Bone Parent.
 Armature depends on Curve through Spline IK constraint.

I've tried several workaround (adding empties, separate the ear bones in another object...) but it always results in a dependency cycle, just with more steps :

 Armature_body depends on Armature_ears through Copy Rotation.
 Empty depends on Armature_body through Bone Parent.
 Curve depends on Empty through Parent.
 Armature_ears depends on Curve through Spline IK.

So, my question is: Is there a way to add soft body effect to a bones chain, but keeping FK control over it?

Here is a .blend file at the state of my progress: Crastor Rig B.SE blend file


texts: save avi files in blender using python script

texts:
I have created an animation using Blender. Does anybody know how I can save .avi file of the rendered animation using a python script?

My second question is that I want to run the animation with different parameters and save the video. Basically, I want to reset the animation and run it again with a new force and save a separate video file. I want to do these automatically instead of manually. Is it possible to do that with scripting?


texts:
I am working on large project (256x256 meters) and I use metric scale.
Suddently, in Edit mode ( either in Solid or textured)  all my mesh are transparent . By running a search about the issue I found it can be related at this one

1: Shadows along edges of mesh in 3D View and this one

I tried to change the clip Start at 1mm End at 10M but nothing changes. I tried to change these values in many ways but nothing change.

I am sorry to post it as a new question , but my "reputation" does not allows me to post comments.

TYVM in advance

Note : It is NOT the "Limit selection to visible" button ;-)


texts: Use armature from newer project in older project

texts:
I have a project with a 3D model which has armature with pose attached to it. I progressively did changes to the model and i made a couple of project backups of it at each "step" i made, but now i need to go back to a previous version of the project to modify some irreversible changes.

But i don't want to lose the pose i made to the model since i spent a lot of time doing it.

Is there any way to export the armature/pose of the latest project backup to use it in the old project backup?


texts:
So I've been following Blender Guru's 2.8 tutorial and I was working on the UV unwrapping. I accidentally placed a seem where I didn't want one and if I press
'clear seam' nothing happens. Any ideas?


texts: GPU Rendering with LuxRender - Where is SLG Path OpenCL option?

texts:
Where is the option for SLG Path OpenCL?

I'm finding the online reference for Luxrender/Blender to be a little cryptic and disorganized.

To ensure I am using GPU, I found directions that included this graphic:

Yet having set up luxrender, I don't get the SLG Path OpenCL option, but rather these:

I'm guessing the problem is me, since this is my first attempt with luxrender. How do I know if I am using GPU? Is it now dictated strictly in my blender settings?

Side note: All this trouble - perhaps I should just use cycles?


texts: What happens if I leave the Normal / Bump connected to the Principled BSDF without any input?

texts:
As in the image, I wondered, what if I keep these 2 nodes (Normal and Bump) connected without any inputs?

Are there any performance issues?

Are there any shader problems?

It seems to me there are no differences, but I wanted to be sure of this


texts: How can I fill the texture of a leaf like this?

texts:
So, I want to make my own leaf textures for trees, but if I just make a PNG with transparent background it gets a weird white edge. So I found that usually they use this effect with an alpha mask to get rid of that issue.
I remember watching a tutorial on how could I do it time ago, but i don't remember the technique, the name of it neither the tutorial name.

Any ideas?

(Actually, I found other ways to fix the issue, but I want to be able to use this)

Edit: First of all, thanks for your answers, very useful, but doing some more investigation I found the name of the technique and many ways to do it. Actually, the technique is called "Edge Padding" or even "Edge dilate".


texts: Unwrapping planar rectangle doesnt result in same rectangle in uv editor

texts:
I have a planar mesh, but when i unwrap it, it gets distorted. So i gave up and marked every single edge as seam. But even unwrapping one single planar face doesnt result in the same object in the uv editor. In the image i marked the corresponding vertices in 3D View (top) and UV Editor (bottom).

There are many faces within my mesh with this problem, so correcting this manually is no option.
Thanks in advance.


texts: Can unofficial Blender addons be included in a project as a text block and automatically register on load?

texts:
I am a keen user of Bassam's typewriter.py addon. It's not part of the official distribution, so I thought I could make my .blend projects more portable by including it as a text block.

I always need to run the block even though I checked the register checkbox.
Are there any more requirements to having the .py extension that I need to do before the script will run on load?

http://www.blendernation.com/2013/01/25/typewriter-blender-addon/


texts: How to create an arch with bridge edge loops consistently

texts:
I am trying to create an arch.  I followed the instructions from 2:49 time at How to use Array to build an arch - Blender 2.8 Tutorial and got it to work, but then after that, it failed to work again producing an S shape rather than a curve.

It is quite frustrating.  I've been doing it over and over and am unable to figure out how I am mucking it up. The answer provided on this site for how-to-use-bridge-edge-loop-to-create-arch did not seem to apply to my issue.

The most aggravating thing is that I can make it work once in a while but not consistently, so it's got to be something simple.

Thanks in advance!


texts:
To start off I'd like to learn how to model a wooden rectangle.

I know how to manipulate the object and get the shape I want but I really don't know how to get the texture of wood. The look I'm hoping to achieve is a wood that has a glossy finish over it. Maybe I'm taking the complete incorrect approach to this, but as of now I have a simple rectangle and am very open to suggestions!

(The following is an explanation on what I'm doing if you're curious)
I was given the opportunity to make an animation for a school, and am starting to just now get into animation and graphic design and need some help starting this.

I've been using the Blender to make things like HD animations by making a 'cartoony' looking fire affect rolling off of letters. I now would like to have a wooden background and have a fire carve the kids names into the wood.


texts: I'm trying to use blender with cycles to render various synthetic block scenes, but I'd like to get for each pixel in the output image the object that is at that pixel. Ultimately this would give me an object segmentation of my scene. Is this possible with cycles?


texts: All tutorials I find are for 20 sided balls, based on an Ico spehere. Is there an easy solution to get a 12 sided ball? Thank you!


texts: Why won't Difference subtract the geometry of this mesh?

texts:
I am trying to subtract the big ring (highlighted in light orange) from the smaller ring (highlighted in dark orange) so that there is a slot down the middle of the smaller ring.

I have tried every combination of Boolean modifiers, and they do not work. In the past, Difference sometimes worked to subtract geometry, but not always.

This is what happens when I apply a Difference modifier to the smaller ring and target the larger ring:

As you can see, almost all of the ring is removed, except for a few tiny bits on the sides. I have no idea why this happens.

This is not the first time Difference has failed me, for seemingly-indecipherable reasons. Is there a way to force Difference to work logically, or, failing that, to subtract geometry another way?


texts: Microdisplacement "on" in the middle of a large project

texts: What would be the effects of enabling microdisplacement in a large project that is already exists - and using it for new mesh items that are added/adjusted/replaced?


texts:
I have problems with complex mesh on CAD models, I found out that mesh chace displays different mesh in object mode, how can I apply it so I could see it in edit mode also?

Green picture is what I wont.
I dont wont to make animations, just simplefied object with texture ready for export but complex suface mesh gives me headache with UV maps and everything...
Any ideas?


texts: How can I export hair particles to SparkAr and make the 3D model lighter?

texts:
I just finished my 3D mascot and when I exported to SparkAr I found out that not only the file is too big, but also that hair particles don't export to Spark Ar. Can someone help with this one? What can I do to make this 3D mascot ready to export to Spark? Thanks a lot!
enter image description here


texts:
In forest pack for 3dsmax, they use vray to cut out part of the scattered assets going out of the emitter mesh boundaries.

It's completely possible to do the same thing with cycles transparency but only with a texture projected on a global space.

I found no way to make such boundary filter work with a procedural method, that would for example, analyse the emitter geometry.
Any thoughts on this?
Is this truly impossible to find a non destructive method that don't rely on projected uv-images?


texts: How do you convert a rotation to use as a value between 0 and 1?

texts:
Basically I have a bone that rotates, and I want to use it's rotation to drive an Influence of another bone that ranges between 0 and 1...
For example:
If the bone rotates 0 degrees, the value is 0.0
If the bone rotates 45 degrees, the value is 0.5
If the bone rotates 90+ degrees, the value is 1.0
How can I achieve this with drivers / constraints?
Thanks for any help!


texts: When trying to learn how to animate characters today I wanted to accomplish learning Inverse Kinematics. Watched a couple tutorials on youtube, seems pretty straight forward. When I apply the target bone in the IK Constraints my character and armature rotates forward slightly like hes drunk and about to fall over. On all the videos I watched none of the characters or armature move unless the armature itself is moved. Literally the second I add the target bone it rotates forward. So what I did was duplicate the foot / shin, made the shin the pole and the foot the target. Cleared the parents and made sure the bones aren't set to deform. My guess is I either accidentally did something to the armature or it has an existing problem. What could be causing this?


texts: visual_transform_apply doesn't affect object in Python script

texts:
I'm trying to run a rigid body physics simulation and record the results via a script, but I cannot get the post-simulation state of an object, even when I use bpy.ops.object.visual_transform_apply(). The strange part is that if I then use the Python console in the GUI to call bpy.ops.object.visual_transform_apply(), it works (it also works if I use the GUI's button to apply the visual transform: CTRL-A, Visual Transform). I've tried calling scene.update() everywhere, making sure the object is selected, etc., all to no avail.

Here is a minimal case of the problem (tested on Blender 2.71):

import bpy
scene = bpy.context.screen.scene
cube = scene.objects['Cube']
bpy.ops.rigidbody.objects_add(type='ACTIVE')
print('pre-simulation: ', cube.location)
bpy.ops.ptcache.bake_all(bake=True)
scene.frame_current = scene.frame_end
bpy.ops.object.visual_transform_apply()
print('post-simulation: ', cube.location)

Save the above code to a .py script and run it with:

blender -nosplash -P <script-name>.py

The script adds the cube as an active rigid body physical object, bakes the physics, applies the visual transform, and then reads the object's location. The output I get is:

pre-simulation:  <Vector (0.0000, 0.0000, 0.0000)>
post-simulation:  <Vector (0.0000, 0.0000, 0.0000)>

But the "Post-simulation:" line should show a large negative Z-coordinate, instead of 0.0000, because the object has fallen under gravity.

Does anyone have any ideas what might be wrong? Is it a bug, or am I missing something? My only guess is that I'm not in the correct context...


texts: How can I get rid of this weird barrier?

texts: I appended the Utopia kit from Kitbash, and with it came this weird fog-like barrier. If I zoom out at all, I can no longer see the plane or any objects, even if I undo or hide everything. Why is this happening, and how do I fix it? It is EXTREMELY obstructive.


texts:
A Blender beginner here.
So I recently modeled a low poly plane and applied some vertex paint to it, but after I baked the vertex paint to an id colour map the vertex paint started flickering like so

And here is my id map. I think there no issue with it.

Thanks in advance


texts: Reset Normals directions to object rotation after applyed scale

texts:
I hope im not missing something easy,but i have this problem.

Was moving with gizmo by normals this object and was all right.Had to Apply Rotation and Scale,and after that the normal gizmo just reset and i can only move it like if its on "global"(Transformation Orientation bar on the top centre),wich is crazy bad in this case

How to set them back to the right value ?

I saw an answer saying to duplicate before applying,then use Data Transfer mod to set that back..Now i dont know it sounds like a workaround(maybe im wrong,it just sounds that way to me))is there any other method maybe just some option or shortcut or something like that ?

Thanks in advance,and sorry for bad english


texts:
I am a using Blender version 2.82 on Windows 10. I'm following this tutorial on
YouTube https://www.youtube.com/watch?v=zHv4VDoCwYc at 28:00 where he merges 2 vertices. However when I try it, it turns out like this:


texts: Why is the "Randomize" option missing from my Array modifier (in 2.91)?

texts:
According to the Blender 2.91 Manual, the Array modifier has a "Randomize" option:
Array Modifier: Randomize
Mine, however, does not.  Is there something I'm missing?
I am so used to being able to do this easily in C4D and I'm killing myself trying to figure it out in Blender.  Little help!?


texts: Fluid Simulation, make the fluid to be absorbed

texts:
I have a fluid falling on top of a plane.

I want the fluid (water) to be absorbed by the plane, like a cloth would do.

How can i do that?

Thank you


texts: Why OBJ export writes face normals instead of vertex normals

texts:
I am confused by the content of OBJ Blender exports. When I export a (default) cube object (8 vertices, 6 faces) to OBJ and then inspect the OBJ file, the "vn" entries obviously correspond to face normals and not to vertex normals. That is clear from the values and the fact that there are only 6 "vn" entries. Every "f" entry then points to the very same normal for each vertex in that line. Should not there be exactly 8 "vn" entries (since for the cube model there will be exactly 8 distinct vertex normals) which represent vertex (not face) normals as specified by Wavefront OBJ format? Furthermore, should not each "f" entry point to a different normal for each vertex?

I used Blender versions 2.79 and 2.80, both act the same. While exporting the OBJ file, only "Write Normals" option is checked. Here is the content of the generated OBJ:

# Blender v2.80 (sub 37) OBJ File: ''
# www.blender.org
v 1.000000 1.000000 -1.000000
v 1.000000 -1.000000 -1.000000
v 1.000000 1.000000 1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 1.000000 -1.000000
v -1.000000 -1.000000 -1.000000
v -1.000000 1.000000 1.000000
v -1.000000 -1.000000 1.000000
vn 0.0000 1.0000 0.0000
vn 0.0000 0.0000 1.0000
vn -1.0000 0.0000 0.0000
vn 0.0000 -1.0000 0.0000
vn 1.0000 0.0000 0.0000
vn 0.0000 0.0000 -1.0000
f 1//1 5//1 7//1 3//1
f 4//2 3//2 7//2 8//2
f 8//3 7//3 5//3 6//3
f 6//4 2//4 4//4 8//4
f 2//5 1//5 3//5 4//5
f 6//6 5//6 1//6 2//6


texts: How do I launch software to edit a texture image used in a node?

texts:
I wanted to edit a texture used in a node but could not find where to launch it to Photoshop from Blender. I had to open and navigate folders from Windows.

With 2.8x I can't find such a thing. Where is it located?


texts:
So, I am writing an exporter to another scenegraph format. Trouble is I suspect it has a different order of rotation (not 'XYZ').

So how do I change a Blender Matrix 3x3 or 4x4 into one that has same scaling (also if its negative), but the rotation has been applied in different order (say 'XZY')

This is my code so far, but it fails to preserve the scaling:

blenderMatrix = obj.matrix_basis * obj.matrix_parent_inverse
rotation = blenderMatrix.to_euler('XYZ') # Blenders Euler order
rotation.order = 'XZY'                   # export Euler order
exportMatrix = rotation.to_matrix().to_3x3()
# how do I here put the scale back into the exportMatrix?


texts:
Best regards.
When importing fbx with default settings in Blender - spins the bone of the character, Max and C4D import that fbx correctly
An intermediate solution has been found - re-export via C4D (through Max it is also possible)
But when I import the animation, it’s still spinning, wrongly animated.
Since the characters differents, and the animations for everyone are also in fbx, this solution is not suitable.
Please help solve.


texts: How do I set the origin of a mesh to the center of its axes-aligned bounding box?

texts:
Do not flag this as a duplicate. The answers that are out there on similar questions contain shortcuts which do nothing in my version of blender (2.80.0-git.3dc9da3a74ee-windows64). Furthermore, they do not consider axes-aligned bounding boxes.

That out of the way, here is my problem:

I need to generate an axes-aligned bounding box of an object
I need to set the cursor to the middle of that box
I need to set the origin of the object to my cursor

The object consists of a single mesh.

Sounds easy enough, but I have no idea how to complete step 1. How do I go about this?


texts:
I am wondering if there is an easy way to inset mesh that is generated from text/curves? When I convert text to mesh it generates a bunch of uneven triangles that don't inset properly. My only solution is slow and tedious and requires manually removing all but the outline edges and refilling with quads.
More specifically I am trying to create an engraving of text into a mesh, and rather than a straight bool cut I need the engraved text to inset a bit. The result needs to mesh (not through a shader). Any ideas appreciated.


texts: How to plot 1/x^x in Blender using Z function surface

texts:
I am looking to plot math functions in Blender using the Z function surface Add-On.

It works great for functions such as:

1/x**2

But fails for functions like:

1/x**X

which gives error:

Error evaluating expression: 1/( x**x ) (Check the console for more info)

The console shows:

TypeError: can't convert complex to float

...despite Google and Wolfram Alpha being able to plot these easily:


texts:
I am working on level design in Google SketchUp. I use Blender to create and edit the UV map of the final mesh that I use in the game engine. I am sure I will still add details to the level after I have UV mapped it, but that would mean UV mapping it all over again face by face, and link faces to materials again because the new level would have to be imported again. So TL;DR:

I'm exporting the Google SketchUp model as COLLADA
Importing it into Blender and UV mapping it

--- WHAT I WANT --

Changing the model in SketchUp and re-importing it without having to UV map the whole thing again.

I am also considering continuing the level design in Blender, but SketchUp is way faster, so I would like to stick to it. I hope I was clear enough about what my problem is.
Thank you for your time :)


texts: How to make a 3gpp file usable for the movie clip editor ?

texts:
I have a movie file in the 3gpp format (shot with android smart phone, using Linux).
I switched into the movie clip editor and clicked on the open-button to import it as footage. Yet this file is not displayed in blenders file browser.
How do I continue from here?

Should I convert this file into another one, and if yes with what program into what format ?

Should I use an addon for blender if possible ?


texts:
As became apparent after my attempt to  answer to a recent BSE Question..

It seems that Dupliframes are not rendered in Cycles Preview or Final? (They are rendered by Blender Internal)

This is true of two recent builds of 2.79. Windows 10, Nvidia 840m

Is this just a missing setting, expected behaviour, or a bug?

If it is  a bug, is bug reporting still accepted for Blender 2.79, or has everything moved on to 2.8?


texts:
I´m quite sure this is a error on my side but I just cant figure it out.
I´ve been playing around with the Object Pass Index and used it to create images where every object has a different shade of grey.
Now I ran the same script with the same .blend file and all objects are just plain white against a black background.
After some "debugging" I noticed that the Pass Index is set to different values for each object (in this case 1 and 2) but the IndexOB pass view in the RenderLayer just does not reflect that:

I´m a bit at a loss now so I thought maybe you could help me :D


texts: How to get an evenly distributed noise on compositor?

texts:
I want to generate a random value for each pixel in the compositor, I tried the noise texture but it gets lower values in average instead of 0.5. 50% of the pixels are completely black.
Far to be enough to build random vectors.

How can I get TRUE randomness on compositor?


texts: How many induvidual keys are used as hotkey shortcuts?

texts:
kind of a weird question, so here's some context.

I'm left handed, and use the mouse (and tablet stylus) with my left hand (like a heathen, I know), and it forces to to be hunched over in kind of a weird position, leaning to the left, using the left side of the keyboard with my right hand, which results in a lot of weird finger stretching

I've been looking into getting a mini re programmable keyboard ( something like this ) to save my posture while blender-ing, sculpting (and using other programs), and avoid rebinding Blender's metric ton of shortcuts to something more ergonomically sensible. (I'd have no idea where to even start with that, lol.)

So, would anyone happen to know how many keys (out of the standard ~104) Blender actually uses, so that I know how few keys, and how small a keyboard I can reasonably get away with? (I realize I could try switching to a traditionally accepted righthanded mouse style, but switching my mouse hand at this point seems like more trouble than this sort of thing.)


texts:
In order to make procedural scratches texture, I wanted to make some random lines scrabbles like on picture (scratches might be more accurate name but it reminds me of just random scrabbles).

Is that possible, if yes, how?


texts: Compositing results in a black screen, even if output is hooked up

texts: I've got a render which displays as intended when I turn compositing off, but shows a black screen when compositing is turned on in my render settings. I've attached a screenshot of the graph. I think everything is set up right, as the image I'm viewing is the same image being passed into the compositor. I could be wrong. Any help is appreciated :)


texts: Is it possible to use four corners of a single marker for a plane track?

texts:
When tracking smooth and round objects, it can be quite difficult or even impossible to place markers to any specific features. On the other hand, it is often quite easy to track the object as a whole with one marker set to Affine or Perspective motion.

Unfortunately, even if such a large marker succeeds to perfectly track the whole object, it cannot be used to create a Plane Track. Plane tracking always needs four markers. Is there a way how to get around this limitation?

Edit: The inspiration here was a videoclip where people have sunglasses filled with funky textures:

Placing several trackers on each of the sunglasses, perhaps on their edges, would be quite unreliable. However, it is easy to track glasses with a single marker like this (movie screenshot):

I am looking for a way how to use the precise orientation of an object tracked this way.


texts: materials not showing in viewport (blender 2.8 on macbook pro)

texts:
I have an issue with blender 2.8 BETA. In viewport I can see materials I made in 2.79 and switch among them but I can't see any changes I make in 2.8. I can't create any new materials using nodes to be seen in viewport. All the changes CAN BE SEEN in rendered picture. I can see changes in material when I turn off "USE NODES"

I have Mcbook Pro 13-inch, 2016, 2,9 GHz Intel Core i5,Intel Iris Graphics 550

blender-2.80.0-git20190215.faa255c0a4e4-x86_64

I have tested it on PC and it worked perfectly,
Thank you


texts: Beginner sculpting. I pressed Control + Shift + LMB

texts: When sculpting, I pressed Ctrl+Shift+LMB and part of the mesh is now blackened, I can't work on it, and there is also a dotted rectangle. How can I continue sculpting?


texts: How to totally save a self-contained Blender object to ensure no data is lost?

texts:
From reading questions like this, it seems that saving a .blend file does not actually save everything in it.

What settings do I need to apply so that Blender always totally saves the file every time I hit CtrlS, so that no data will be lost?

I want to be sure that any changes to textures, UV maps, etc are preserved.


texts:
I'm using blender v2.76 in cycles render.
I'm trying to texture paint on my model(21k verticels). But blender lags, on small brush, big bush, etc.

My texture is 2048x2048 in resolution. I have nVidia 960M,8 GB RAM, i7 4720HQ processor so that should not be a problem. I try to disable use nodes. I have no active modifiers on model.

I tried to active region overlap option in system preferences, and window draw method to Triple Buffering.

Image texture is generated from blender and is 16 bit(not 32). Occlude, Cull, Normal options disabled or enabled. Still no change and disabled smooth option for brush.

I thought my last pc was no so good, so I buy new one for blender and get same issues. (That drives me mad) .

Can somebody help me ?
Thanks


texts: Particle system renders particles without object physics

texts:
I've created a plane with cloth physics to simulate a sheet of paper falling.
I wanna do a rain of pappers.

So, in another plane I put a particle system. In that system, section Render, I selected as Object the sheet of paper.

Now the problem:

The thousands papers created by the particle system don't behave as the cloth.
The system only render the object, without the physics!

Is there a way to create thousands of objects (with any kind of physics) dynamically during the animation and without programming?


texts: Whilst on the topic, how could I make this model more game-ready overall? I'm doing this to just practice.


texts: Get separate explicit render passes without rendering the entire image

texts:
Today I noticed that I need to render some paths separate from the combined path. (Z and AO). I checked the marks, put combined to off and also made the locations clear in the node editor for blender where to save the 2 files.
However when I start rendering blender still starts to render the whole image.
I had hoped it wouldn't so that it won't take that much time to just render the AO and Z depth.

What do I have to do in addition to get the combined render off.


texts: Array Modifier - Fit to curve doesn't bring enough objects

texts: Whenever I use the fit curve option in array modifier, not enough objects are being incorporated into the curve.


texts: How to prevent the objects from going through the floor?

texts:
I have a cube and a plane in an inactive layer. I copy them to another layer by using addObject and change their vertices by setXYZ. The plane is static and the cube is a rigidObject. When I start the simulation the cube goes through the plane, while it should not happen since the cube is shown right on top of the plane. Could someone let me know what I am doing wrong? Below is part of the code that I wrote. I wrote it in a way that it runs just once and it doesn't add a cube and plane at every cycle of bge (I removed those parts below):

tmpobj = scene.addObject("Cube", "Empty", 0)
tmpobj.worldPosition = box_world # box_world is a variable that specifies where the cube should move to in the active layer.
mesh = tmpobj.meshes[0]
nvert = mesh.getVertexArrayLength(0)

cc = 0
for j in range(nvert):
    vert = mesh.getVertex(0, j)
    vert.setXYZ(box[cc:cc+3]) # box is a 1x72 array that contains the new coordinates of the box
    cc = cc + 3

tmpobj2 = scene.addObject("Plane", "Empty", 0)
tmpobj2.worldPosition = floor_world # floor_world is a variable that contains the world position of the plane in the active layer

mesh = tmpobj2.meshes[0]
nvert = mesh.getVertexArrayLength(0)
for j in range(nvert):
   vert = mesh.getVertex(0, j)
   vert.setXYZ(floorcorners) # floorcorner is a variable that contains the coordinates of the floor plane


texts: Blender 2.81 - Moving the origin of multiple selected objects to the median point of their base

texts:
There has been a similar question back in 2015 which was answered here:
Set origin to bottom center of multiple objects

However time has passed and those scripts no longer seem to be working.

Here's what I'm trying to achieve. I have a scene in Blender with a large amount of tree objects. I want to introduce a few more types of trees into the mix by selecting some of the existing trees and replacing them with Ctrl+L > Link object data. However, because of the irregularity of the terrain they sit on and the difference in scale of these trees, the only reliable way to make sure I dont get floating or sunk trees after replacing is to have the very base of each tree as its origin. Scale after replacement is irrelevant, I can randomize it and it looks good enough.

I'm asking for either a script that can do the above or new ideas on how I could go about replacing these objects. Thank you in advance.


texts: Cycles not rendering image or movie clip used as background in the viewport

texts:
First time I've used cycles rendering engine.  I'm using a movie clip as the background in short animation. Selected RBGA under Property Tab, and Transparent under Film Tab.  It looks good and individual frames in OpenGL active viewport render, and looks fine.

When I try to get it to spit out PNG files of the finished animation the objects render out fine, except no movie clip background as Blender Render engine did when using Paper Sky setting.  Operator error, or am I trying to do something Cycles won't do?  Haven't found an answer in my searches so far.  Can anyone point me in the right direction please.

Addition:  I think I found my problem after a couple more hours of research.  Post should read "operator ignorance" instead of operator error.  Too tired to try the solution tonight, everything looks better in the morning. Thanks anyway.

Sorry, I just saw your posts.  Really tired.  Much appreciation.


texts:
It is standard to create shadeless materials by using the emission shader, often with a Lightpath Is Camera Ray to prevent it from casting light on other objects. This creates a flat color regardless of lighting. It does not get any shadows cast on it, and doesn't have any shading on it.

I want to create a material that will not allow any shading on it (so no shadow terminator, same flat color) but WILL allow for shadows to be cast upon it, and most importantly, somehow responds to the overall light level in the scene. In other words, it can change in brightness when in well lit areas, but remains flat.

The purpose of this is to allow for flat shading, but also allow for low light and high key scenes. Currently, the emission based shadeless material will give the same color in a dark room as on a sunny day.

For a full example, consider this material on a character's face:
1)If the light was striking it directly, the whole face would be the same color, which should be the brightness you would have in the brightest area if using a regular diffuse shader.

2) If the character's face wasn't in direct light, it should all be the brightness of the darkest area if it was a regular diffuse shader.

3) If the character's face was strongly lit on one side but not the other (hatchet lighting), it should be fully bright on the bright area, and fully dark in the dark area, which could probably be achieved with some sort of color ramp or have it based on normal.

4) If another object casts a shadow on the object, it should only darken in the area the shadow is cast on, like a regular diffuse. The cast shadow shouldn't be factored into it's shading.

Ideally this would be solved within the material, but compositor options could also work.


texts:
I have several circle curves that will have different text objects wrapped onto them. Each text object is a string of 64 random characters. The text should exactly fill the size of the circle without any overlap or gap. But different letters are different sizes. Depending on what is randomly put into them, I'll end up with them being too short or long for the circle.

I need a way to keep the text to a consistent length, but the font size needs to stay the same. How can I do this? I suppose if there's a font with all the letters being the same width that would work. But it seems what I really need is for it to adjust the distance between the letters to make sure they fit.

Is there a way to do this? Something like the Fit to Curve option on the Array modifier, but for text?


texts: How to create textures that visibility is tied to objects orientation to camera

texts:
I am wanting to create a shader that is very comic book like. I am leaning more towards western style comic book, and just ink look.
 This would enable certain features to be highlighted with a ink like texture that would be hand drawn and controlled via a mask. But I would like to have certain of these stylized strokes controlled dynamically via the objects orientation to the camera. So if the surface is straight on to the camera it’s not visible but once it hits a 45 degree angle it slowly becomes visible.  I have been trying to do this on my own, but I am realizing my understanding of shaders is not as complete as I thought. I can do it manually by using a mix shader and a mask and just keyframing it through the shot. But I want it to be dynamic.
How would someone go about doing this? I don’t think cycles would be needed, and a faster render with EVEE would be ideal.


texts: I use the Edit Mode > Spin feature to get rotated shapes from the basic shapes I create. Sadly, when I Spin manually, it goes beyond 360 degrees. There is no way to confirm that the Spin is 360 degree when doing it manually. I wanted to ask whether it is possible to set an angle for Spin so that the Spin is perfectly 360 degrees or the set value. Thanks.


texts:
I made a dinosaur and I want to put a reptile skin on it. I tried it with sculpting and image texture brushes but then it looks blurry. I can't increase the resolution because I have already 4 steps multi resolution. I also tried it with texture painting but then I only have a texture without the 3d. anyone can help please?

https://i.imgur.com/a/n6u9L.jpg


texts: Blender 2.8 does not render current camera view

texts:
Why doesn't blender 2.8 render the view from the currently selected camera; this view:

produces:

How can I render an image viewed from a specific camera?


texts: Why does my normal map appear to have holes in it?

texts:
I'm working on creating a normal map for a simplified mesh based on a sculpt. I switched to cycles, checked "selected to active", made the simplified mesh active, selected the sculpt, and baked the normal map.
Unfortunately, after applying the normal map to the simplified mesh, the mesh appears to have holes in it. I've also noted that the normal map appears to be mostly green.

I originally thought it was due to the messy topology of the sculpt, so I duplicated the sculpt, remeshed it, and tried again, with the same results.
Why does my normal map make my mesh appear to have holes in it?


texts: Precision modeling - how to achieve this simple shape?

texts:
I know this is a basic question. I know how to model the shape below but I don't understand how, if I want to do it with precise measurements.

I started with a cube and set the dimensions but then how to do the diagonal face?

Can someone guide me on how to do this?

Thanks.


texts: How to make animated armature move in opposite direction

texts:
I added a path curve which I extended as a straight line. Then I clicked on the armature in object mode and then shift-right clicked on the path. Then I hit control p and selected follow path (path constraint option didn't work). When I hit the play button the armature walks but it goes in the wrong direction. How do I make it go in the opposite direction?

As you can see to the bottom right I tried to add a constraint to -Y but the pink area shows that something is missing. The extraneous parts that you see around the armature shows that the import created a messed up rig. But the walk cycle works just fine.


texts: Rendering through blender looks fine, but not through SheepIt

texts:
I'm using SheepIt! to render a 501-frame-long 1280x720 scene I'm working on. Right now I'm the only one rendering and, and I noticed something weird. Rendering through SheepIt! produces a weird purple and pink image...

Rendering that exact frame (on the exact same file) produces this;

which is exactly what i need. Anyone know whats going on?


texts:
I am trying to render refractions in EVEE, and I'm having problems.  I can see the effect beautifully rendered in the viewport, but it won't render when I try to render out to an image or an animation (F12).  The scene just renders without the effect working at all.

I've tried using a glass shader, a refraction shader, and a principled shader.  None have worked.   Hopefully the below screenshots will clarify all the settings I'm using.

Please note, I am using a beta of Blender 2.8 and I'm working on a project where I need EVEE as the actual renderer (not just for previewing).  The time frame of the project turnaround I'm working on precludes me from using cycles.  Any thoughts on this would be VERY HELPFUL!! Thank you!

material settings

additional material settings

render settings

Here is what the rendering looks like in the viewport; it's a red object inside of a block of rough glass

Render out looks like this


texts:
I used everything to solve the issue, deleting the nodes, installing 8.2 version, Shift+CRL+left click but no avail!
I attached a picture of the problem below
(https://i.stack.imgur.com/ct0Hp.jpg)


texts: I have noise as an F-modifier in the graph editor on a bone animation. However, I want it to be more sudden and make the curve more like a square-wave than sinusoidal. When I look at the options though, I only see a smoothing key, not a sharpening key.


texts:
I'm trying to use this script but it appears that it doesn't work on my machine.

I'm running Blender Version 2.81a (2019-12-04), on MacOS 10.14.6 (Mojave).

I have started a blank project, with just a cube in the middle, and a script :

import bpy
import cv2
import numpy as np

class ModalTimerOperator(bpy.types.Operator):
    """Operator which runs its self from a timer"""
    bl_idname = "wm.modal_timer_operator"
    bl_label = "Modal Timer Operator"

    _timer = None
    _cap = None
    _img = None
    _size = None

    def modal(self, context, event):
        if event.type in {'RIGHTMOUSE', 'ESC'}:
            self.cancel(context)
            return {'CANCELLED'}

#        if event.type == 'TIMER':
#            ret, frame = self._cap.read()
#            resized = cv2.resize(frame, self._size, interpolation = cv2.INTER_AREA)
#            rgb = np.flip(resized, axis=[0, 2])

#            rgba = np.ones((self._size[1], self._size[0], 4), dtype=np.float32)
#            rgba[:,:,:-1] = np.float32(rgb) / 255
#            self._img.pixels = rgba.flatten()

        return {'PASS_THROUGH'}

    def execute(self, context):
        wm = context.window_manager
        self._timer = wm.event_timer_add(0.5, window=context.window)
#uncommenting next line crashes Blender
        #self._cap = cv2.VideoCapture(0)
#        self._img = bpy.data.images['image']
#        self._size = tuple(self._img.size)

        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)
        self._cap.release()

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

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

if __name__ == "__main__":
    register()

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

Specifically :
self._cap = cv2.VideoCapture(0) crashes blender.
It seems like it's a python <=> Blender issue where python is asking to use the camera without permissions, so the app quits - i think -.

I have successfully used other script without crashing blender, such as the Templates in the Scripting tab -> Templates -> Python.

Might be some noob issue too, as I'm not very versed in blender....

Any pointer would be appreciated.

Best,

P


texts: Why does my freestyle cycles render appear all black?

texts:
Alright so I've been trying to play with compositing and adding a freestyle layer on top.
I realized the render came out all black and it turns out rendering freestyle in cycles gives me an all black render.
I've tried to do the render in eevee, that works, but I desperately need cycles for this one and I can't figure the problem out.
If anyone has the slightest idea I'd be very thankful.
Thank you


texts: hair not rendering in blender and it is not showing up in object mode either

texts:
I have been having problems with the hair particle, for some reason the hair particles is now showing up as dots instead of hairs. I have no idea why it did this.

Can someone please help? I even tried to convert it to mesh which didn't work. I added the file as well so if anyone can show me what went wrong. File is too big to be uploaded through Blender Exchange.


texts: Can you convert PNG Sequence around 200 Frame as plane on Blender ? The cases is, i wanna cast the shadow of of my png sequence using one light to curtain 3d model , the image i attach is the closest reference i can get. Thanks before


texts: Objects not showing in viewport on Solid view

texts:
Greetings fellow blenders.

I got tired of looking around for a fix and writing here is my last resource. I updated Blender from 2.80 to 2.81, and surprise: All objects in the viewport are displaying transparent in both eevee or Cycles. I am able to select them, and the outline of them shows up (see images for reference). Here is the strange thing, even the start up document (the general default with the cube) opens messed up.

That is in object mode. Whenever I change to edit mode, the object appears and shows correctly (see image)...

I was thinking maybe it was related to the fact Blender 2.81 might no longer support my video card, but how come it shows using edit mode?

Am I missing something here?

Images for reference:


texts: Rendering applies weird squares over my model

texts:
When I do the final render its all good until 99% and when it reaches 100% then it shows out of nowhere this random square.

How can i fix this? this square doen't exist in my collection. also i have tried CPU and GPU and same problem with booth of them.
UPDATE; i moved my camera away and this happened![
]1


texts:
A couple weeks ago I got into animations and I find it really interesting. One thing I have not been able to figure out is how to make only specific parts of a block glow. Specifically, I am unable to make the ores in an ore block glow.
When I add an emission to the block or add a point light to the block and turn off shadows, the entire block lights up. The image below is pulled from the internet and it's what I am trying to go for.
As you can see, only the diamond ore is glowing/illuminated, the stone part of the diamond ore bock is the same as the stone around it. Any help would be appreciated.
I am using Blender 2.9.


texts:
When I have selected the group and click on the part that I want to move and snap with another stand alone object in object mode, I just get one of the objects in the group, the rest is left behind. Is there another way to move and snap a group?

The snap setting is vertex and closet, despite that, it will not snap completely, it's a distance that looks like 1 cm. Any idea what could cause this?


texts: How to model a ribbed pattern along a body

texts:
In Blender, I am trying to replicate the clothing (in the picture) on my high-poly model. Specifically, I am looking for help in how I can replicate the texture along her belly and inside-breasts.

My successes and failures so far:

I did a decent job with the seams by using a bezier path which I drew on my model and then extruded. This gave a similar appearance - but would love to hear other ways.

The belly pattern I have tried doing the same way. Drawing individual bezier paths with mirror modifiers. However, as the path was extruded into a flatter shape and had to be rotated to try to fit to the model - it just wasn't working out so I abandoned it.

Next I made a cube into a cross section of the design which I applied an array modifier to and a curve modifier to anchor it to the bezier paths. This I've met with a little success with, but it's far from perfect and would take lots of proportional editting to get onto the body and then wouldn't look anywhere as clean as in the picture below.

Thanks in advance for any help and suggestions.


texts:
I have a 2D Vector Drawing that I imported to and extruded in Blender, like this one:

What I want is the top to be closed and the cylinder would be a hole. Is there a way to import into Blender or export the dxf from the vector software correctly so that the areas are closed.

If I do this manually it takes long and If I connect all the vertices on the top layer the holes won't show. It is one connected area like so:

And finally if I do it by hand and connect some vertices in steps, I can't dissolve the result to one area (which I need).

I hope I explained myself. I lost quite some time to find a solution for this and if anybody knows how to connect this quickly I would be very glad to know.

Thanks in advance.

Here my options:

Here is how my dxf file looks like. I want the yellow araes to be connected:

Bezier:

Dxf can't be uploaded:


texts: Is it possible to blur an Input value in the Cycles material node editor?

texts:
I saw this question on how to blur an image texture, but how can I blur a defined input like a Fresnel input? When you set the Fresnel node to a value less than 1, it becomes sharp. However the color distribution is ideal for what I want. I just can't figure out how to adjust or even add a blur to that output.

I also could see this being very useful for other inputs, like the Wireframe node. You can get the wireframe lines very easily, however the transition has no way to be controlled currently.


texts: How to bake in EEVEE? Cycles baked texture is atrocious!

texts:
BTW: I am a complete noob in Blender, sorry if this is a silly question!

From what I've found, it seems you can only bake in Cycles. Does anyone know of a way to bake materials in Eevee? When I baked in cycles, the output texture was very low quality, and had a lot of noise and blurriness. It also had strange edge glitches :C (See last image)

CYCLES

EEVEE

Comparison between Eevee render & Cycles Baked Texture


texts:
The animation of the arm needs to be rotated slightly

Hello I have a motion capture animation applied to a base mesh as in the clip, however the animation needs to somehow be rotated on the arm - so hes not burning his ear...

is it possible to rotate the arm somehow without affecting the rest of the animation?

Side info...
I'm not an animator, so the graph editor is a bit of a mystery to me.

Animations are imported on the FBX and thus lack animation controls...

With thanks
Natalie


texts: Is lighting needed for a 3D model in blender if you are going to import it into unity?

texts: I'm making a 3D character in blender who has a hood over his head and I positioned the light in blender so you wouldn't be able to see his face because of the shadow of the hoodie, if I import this model into unity will the light effect that I used in blender be removed off the model.


texts: How to remove aliasing from two images displayed on top of each other in the video sequence editor?

texts:
I have two images that are displayed one on top of the other in the video sequence editor:

Each image has an accompanying transform to apply scale and rotation:

On closer inspection of the rendered output of the first frame, I discovered a lot of aliasing where the two images overlap:

The Blend property of the top two strips is set to Alpha over and the other two strips have the value set to Replace.

How do I remove the aliasing so that there isn't such a visible seam when the images are blended together?


texts: how to display some text in blender 3Dviewport?

texts:
How to display some text in blender 3Dviewport?
like screencast addon display pressed keys?


texts: Video Editing - Send a strip to another scene same project file

texts:
I am trying to do some video editing and I want to send a metastrip or strip from one scene to another scene. But copy and paste doesn't work because it do not copy the curve animations, just the strips and all the fade in and out are gone. Is there another way to send a video strip from one scene to another scene?
Attached image: from the scene in red "logo" to the scene in blue "Scene_01".


texts: How objects move in rendered image when camera position changes

texts:
Imagine we render a scene which contains some objects. Now we move camera 1 unit down (no changes in objects) and render a new image. It's obvious that objects would look a little upward in second image (specially objects which are closer to the camera).

My problem is to calculate that how much each object relocates in rendered image based on amount of camera motion and the z-index (depth) of each object. For example camera has moved 1 unit and object A with z-index=4 has moved 15 pixels upward and object B with z-index=10 moved 5 pixels.

So we have depth of each object and amount of camera motion so mathematically it can be calculated, but my main problem is the relation between the measurement system in blender and pixels in rendered image.

So if anyone can give me any idea about this problem I'm dealing with, I would be thankful.


texts:
the sculpt grab tool is pulling the mesh's vertices in one axis it wont let me pull in free mode it only gets me to pull in one axis

as how i move the mouse cursor and then doesn't let me move it in free mode
is there any thing i can do to fix the problem?

it is a very annoying problem because am working on a character's expressions and its hard to do it without sculpt because it has many vertices


texts: Rotate with the z-x'-z'' Euler sequence with Animation Nodes

texts:
I want to rotate an object using the z-x'-z'' convention of Euler using Animation Nodes.

What I've thought that I need to do is to rotate along the local axis of the object, first around the z, then around the x and then around the z again. If I create a rotation matrix, select the transformation orientation to local and then rotate first on the z, then on the x and then on the z I get the result that I want for the first two rotations, the last is done in the the original z, not in the modified local axis, so I can't use that:

Is there a way to do the three rotations in local axis in the specific order using only animation nodes? I have other objects in my node tree that I don't want to transform along their local axis, so I rather prefer to avoid to select the local transformation orientation and do it purely in animation nodes:

Thanks! I hope that I explain myself


texts: How to access mesh data of an object in a script?

texts:
I have always had a unique mesh for every MESH type object in blender, to easily access them together in a python script (Iterate through objects and do something with an object and a mesh with the same name).

Now I want to have a mesh for several objects. I want to export the meshes and the objects separately but for every object, export the mesh it is connected to (its name, index or some identifier) to later connect them in an external program. I already found mesh.users which shows how many objects are using this mesh, but I want to reference all of those objects.
I am exporting to a text file.
So how could I do this in Blender?


texts: Texture appears in render but not in game engine

texts:
It renders like this, but when I play the game it has no texture. Why doesn't the texture show up in the game engine?

Here is the file:
http://filedropper.com/textured


texts: Backface culling with semi-transparent material (Cycles)

texts:
I'm trying to replicate the material I had in EEVEE.

In cycles I get this.

Any backface culling option I use doesn't change anything. I have tried to add into the shader by using the backfacing/geometry node data to make backfaces fully transparent but it doesn't work.

The only way I can get what I want is to manually delete the backface.

I have tried volume but it is much too soft.
How can I get that EEVEE look? I'm confident I've tried all ways of deleting the backface but its something to do with the semitransparency.


texts: How can I select unconnected vertices, edges, or faces that are nearby my current selection?

texts: I have a mesh which is a clump of grass comprised of stems and blades sticking from the stems. The blades are touching or nearly touching some faces of the stems but are not connected to them. They are all in one mesh together. I want to select some of those stems and then select only the blades that are sticking from them. I can select some faces of some stems and then "select more" to increase the selection to include all of the faces of only the stems I have selected. Then I want to be able to select any vertices that are in close proximity, though unconnected, to my current selection of faces. This will allow me to get some verts of the blades and then "select more" to get the whole blades. The entire grass clump is quite dense so it would be time consuming to manually search through it to only select those things I want. So how can I tell Blender to select any items that are nearby (short distance) any items of my current selection though are not connected? Thanks!


texts: I want to edit a texture that I already made using Blender's texture painting, but I can't figure out how I do that.


texts: Make closed curve not closed. Blender 2.8

texts: I have a closed curve. I want to open the closed curve to make it not a closed curve anymore. I made the curve closed by using Alt+C in Edit mode.


texts:
I have created a model in blender in which I wish to use in my openGL application.  Before exporting I expected the obj file to look something similar to this.

However when I exported the file I got something like this

I started to ponder on whether I had exported it wrong or not, as this is the first time I have used blender.  I am currently using blender version 2.70.

Thanks


texts: Instance Objects on a Line Mesh or Spline

texts: I want to create an antennae for a wasp that I could move around easily for animation. I want to use cone objects that are instanced on a line and are oriented to the next point. I thought about using geometry nodes, but I don't know how to get the objects to rotate toward the next point on the line. Is there something I'm missing or is there a better way to do this?


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does anyone know how I can fix this ? I'm using blender 2.8 and every time I put it in material mode, the texture is visible and transparent at the same time this model is ported from blender 2.79 i reused its materials maybe this is the problem i would have to make new materials from scratch this happens when i export to some format for example fbx and import the same in the program
maybe some problem with python?


texts: Blender stopped recording the rotation keyframes

texts:
I'm using Blender 2.92 and I've made an animation in around 110 frames using the Auto Key option. But suddenly Blender stopped adding keyframes upon rotating the controllers. It allows me to animate the movement only. I can't even animate the scale for the controllers that have the scale functionality either. I am using the Vincent model rigged in Blenrig. I checked the channels, they're not locked, restarted my computer, but no joy.
Moreover, I can animate the rotation by using the Rotation channels in the N panel.
File attached for your kind support.
https://www.mediafire.com/file/gxf397m7lq4eh02/Vincent_Animation.zip/file


texts: Mesh disappears when using boolean modifier

texts: Mesh disappears when trying to boolean it with a text, some text font work but this one doesn't i really like this one. Text here is already converted into mesh.