texts: How to install Blender on a Mac so that multiple user accounts have access to it?

texts:
After I moving Blender to the 'Applications' directory it works fine. The trouble starts when another user with his/her own account on the Mac wants to run Blender too when logged-in to his/her account. Then it tells you that you don't have the right permissions to open the Application 'Blender'.

I am not new to Linux/Unix permissions and have tried to set the permissions, but even if I set it to world-readable/writable/executable, it still doesn't.

(Mac OS Sierra)


texts:
I have a sculpted piece. I would like to connect the loop in sculpting mode.

How to do it?

Of course, I know I should have made it before going into sculpting.

If I go into edit mode, the mesh is too dense to find correct edge to bridge them. I would like to do it in sculpting mode.


texts: volumetric shaders missing in blender 2.69

texts: I have installed blender 2.69 and it says that volumetric shaders will be supported but i cannot find them. Do i have to download then as an add on?


texts: How do I animate a smooth transition between all colours in the RGB spectrum?

texts:
I want to shade a lightbar. It should have a smooth RGB Transition like in this video at the beginning:

https://www.youtube.com/watch?v=bBNohDeo8XI

With a color ramp it would take to long to add like one million colors and with the RGB Circle you have white as a color with in, what I don't need.

Here is a example of a lamp but it also should moving like smoke or something like that, just a smooth transition don't know how to describe that


texts:
I'm making stairs with glass steps, which have a big amount of metal bolts. The problem is that when each bolt is separated into individual object, the Anisotropic shader looks alright, but when I merge them into one object, it looks bad. Is there a way to make it work properly without having 40 individual objects for each bolt?

This is an example of two separated objects:

And this is how it looks when I merge them:

And finally, this is how the stairs look like:


texts: Why won't the textures render even though they seem appear to be in the texture panel correctly?

texts:
Okay I am very new at this. I am trying to export some 3D models from a game, and when I load the model (the model and textures are in the same folder) the textures automatically load. In texture mode they show up properly, but when I use "Render Image" it is just a square blob and when the "OpenGL Image Render" is used it is just a white colored version of the model.

I am not sure if there is any other details that might be needed, since I am very new at this. I am not sure if there is any specific images or anything that might be wanted. Any help that can be provided is appreciated.

Update:
Here is a link to the file:

Also it seems that materials were automatically created when the file was imported. I did add some lamps, but the textures still didn't rendered.

Update again: I have changed the link and I think I did it right to pack the other files in the blend.

Update again: Here is a new blend file with the model extracted again.


texts: Make an object not cast a shadow in eevee

texts: Is there a way to make a single object not cast shadows in Eevee?


texts: How to view my HardOps operations in edit mode?

texts:
I am having trouble getting started with the HardOps add on. After I have applied some boolean operations and a bevel to my object I would like to go on edit mode and still see the progress I have made. But when I click edit mode it only shows my base primitive which was the default cube. On the HardOps demos, I see that when they click edit mode they can see the progress they have made and there is a blue wireframe along the bevels, cutouts, etc. How do I enable this?

Thank you!


texts: I cannot get correct scale on bevel for nurbs curve

texts:
Im trying to get a 2mm bezier circle to bevel onto a curve .The circle is not appearing in the correct scale on the curve.

How do I fix this?


texts: Baking floating geometry to a simple mask - Ray distance issues

texts:
Every time I bake floating geometry it renders on the opposite side of the object. Now I thought I understood baking floating geo, I've done this 3D before, but clearly I'm misunderstanding something fundamental. I came across another post where some explained it very well, but to be honest I'm still a little confused. No matter what I do I can't seem to adjust anything to make it bake and appear on the correct side of the object.
I attached the scene file if anyone wants to take a look at it :)
The shapes on one side, ready to be baked:

The result on the wrong side:

https://drive.google.com/file/d/1lJ-PBik54Tz1EAikfr96vov8lY3VzZzz/view?usp=sharing


texts: How can I edit keyframes for shader nodes easily?

texts:
I am still pretty new to blender and I would like to animate some shading factors over time with keyframes. I was able to do that, but I can not find a representation of the keyframes in a timeline in a single view.

I got a hint here:
How can I make a mesh glow over time with keyframes?

Somehow my search within the Graph Editor does not work:
I would like to edit the purple nodes:

With this graph it is impossible to
1. drag the selected keyframes alltogether
2. It is very annoying to have some many other keyframes

What I thought I could do:
Search in the search bar for tire to limit the view.

But somehow it does not find anything.

I would be super happy to hear your thoughts on how I could sucessfully edit the keyframes for one specific shader node. (Fac)
And also if it is possible to drag more than one keyframe after box selecting them.

Thank you in advance.


texts: Change particle system's physics with a keyframe (or other)

texts: I'm on the path to becoming a particle system expert, and right now I'm doing a silly logo particle system. It basically forms my username out of particles, but I want the particles to stay in place until a desired time. E.g., I want to add a keyframe to switch the particle physics from no physics to newtonian (or other) physics.


texts:
I am new in blender. Now I watch tutorials and try to make it. Have problem with making this tutorial (He create a glass and destroy it with the bullet). To complete it I have to use the "Bullet Constraints Tools" (I need to tie the meshes so that they look like one object), but I can't find this or any kind like for Blender ver. 2.8. Here what I find: Bullet Constraints Tools, Bullet Constraints Builder.

Can I complete this tutorial without this tool, or there is another tool I can use that support Blender 2.8.


texts:
The mountain landscape here was created in eevee with an 8k rock texture.  There seems to be warping, especially on the right side of the mountain.  How can I get rid of this warping?
I used object texture coordinates to provide the vector for the bump node.
I was trying to blend with a noise texture, but every time I use procedurally generated textures in my bump nodes for normal maps, my rendered view in eevee immediately starts to lag horribly (is there a way around this/setting I need to have to avoid this?  Do I need to specifically tell Blender to run on the gpu?).  I use a gaming pc with an NVIDIA gpu for my Blender projects so I'm not sure why it's lagging so much when I procedurally textures in my bump nodes for normal maps.


texts: I imported this geometry from Zbrush. As you can see the other edges around this area were smooth-able, but I could not get the edges connected to this cone shaped ridge to smooth. The first image is a screen grab of the geometry edges. The second image shows what the geometry looks like. I tried everything that normally works to get them to smooth. Clear Sharp. Shading Smooth. Recalculate Normals. But they are not smoothing. What could cause this?


texts: Repurposing vector (speed) render layer for optical flow

texts:
I'm trying to compute optic flow in my Blender scene using the "speed" render layer (appears as "vector" in the outliner window). This render layer is supposed to return the speed and direction of movement in the scene. Its primary purpose, according to the documentation, is to enable vector blur computation during rendering.

Since this layer is computing what is required for optical flow computation, I would like to output this information as images in HSV color space. In this color space, Hue should be direction of motion (defined in angles around a color circle), and Saturation should be the magnitude of the motion.

There are example of this done with blender, so I know this is possible:
https://www.youtube.com/watch?v=ZmiBI4tPk_o#t=75

However, the output the "speed" render layer is very poorly documented for purposes outside of vector blur.

My questions are:

How can I tease apart the direction and magnitude information in the
speed layer?
What are the ranges of these values and how can I remap
them (ie linearly or nonlinearly?) onto values that can make sense
for the output image formats

Here is a .blend file that contains my progress up to a certain point. Tips and ideas are appreciated


texts: Simple Triangle Face Messed Up - Attaching to Weird Places?

texts: I'm not sure how to ask this so it makes it hard to search, but what is going on with this face? It's a simple triangle. I'm trying to add a face to 3 vertices and it goes completely wonky and doesn't fit in the vertices at all. It's doing this throughout the entire model no matter where I put my faces. What's going on? It kind of looks like it's attaching assumed edges to the centers of my edges where there aren't even vertices.


texts:
Is it possible to install a Blender addon in headless mode? I need the ability to export gltfs from a Ubuntu server instance and the only instructions I can find for installing an addon in Blender is through the GUI.

Is there a command line argument? Or is it possible to unzip the addon somewhere that will work with Blender?


texts: Only one object showing up in blender while rendering

texts:
Guys im really panicking...
So im making a GFX and im using blender 2.79, but when i start rendering, only one object show up and the background is transparent.
When i press the render preview, it shows all of the objects.


texts: Is it possible to motion track a camera move that zooms mid way through the shot?


texts:
I made a low poly planet with mountains and water on it, and I am trying to achieve something like this :

(Of course without the rocks in the space and the nice background)

I tried several shader combinations (Refraction, glossy, glass, transparent, ...) but I can't get anywhere close to it :

I watched several tutorials and found only realistic water shaders that are using glass, and if I use glass or refraction shaders I get bad results in the middle of the planet. How can I achieve nice looking shaders like the first one, I would love to get some help or advices.

Here is my blend in case you want to see my materials :


texts: Select objects in scene by their object color

texts:
I would like to select all the objects in the scene that have the same object color Object.color as the active object.

import bpy
active = bpy.context.view_layer.objects.active
color=active.material_slots.data.color
for obj in bpy.data.objects.keys():
    colorSelect = obj.material_slots.data.color
    if colorSelect == color:
        #How do I select this object?


texts: Joined objects causes program to slow down in blender

texts:
So I was just using blender 3D modelling and I decided to take 6 objects and join them together using CTRL + J and suddenly the program just slowed down real hard.

What is the cause of this please and is there a way to fix this? Do I have to delete my object again?


texts:
I have rendered an object using hdri and lamp lights.
Using render layers i want to have object and shadows only.
I show you my nodes.
I need to know how to transform white pixels to alpha channel using nodes.


texts: Cannot find the knife tool (already in editing/ modeling mode)

texts:
I apologize for the rather silly question; I've been looking around to see why the knife tool (or the rest of the extended tool box) does not show, but I could not find any solutions online.

I've attached a picture that should help clarify the issue.

Please let me know if I need to provide anything else.


texts:
I have been following a tutorial and since this tutorial is really old (2009), the person used a tool called "combo" to extrude and rotate at the same time, without moving the rest of the body.

https://www.youtube.com/watch?v=sUifORl-faI

The part that I'm stuck is around 7:20.
Does this tool still exists in the 2.79 version? If not, what can I use to have a similar result?

Thanks!


texts: rotate object list (with different origins) around a single pivot Animation Nodes

texts:
i'm learning about Animation Nodes and i dont know a lot of things haha

I want to rotate some objects around a pivot point But i don't know how to do That!

Hmmm all is this: i've put a random text on the vertex points of a circle, so 've separated the text and started a loop with the circle as mesh input, i adjunct a picture with the nodes (if it can be made easier please tell me haha)...

The thing is: i can make those elements rotate on its own pivots but i cant make it with a vert on the mesh...

Ok, writting this question i've found the answer e.e (just rotate the circle that i've used as mesh) BUUUUUT now i'm curious, how can i rotate a object list around a 3rd pivot???

Thanks youu!!


texts: Cycles Render not utilizing the GPU as it should

texts:
The issue I'm having with Blender is as follows:

The Cycles Rendering doesn't seem to use the GPU to its maximum power, even though I've read it should to the point where Blender UI becomes unresponsive because of the GPU spending all its power on rendering.

I have the CUDA toolkit installed and tried it with different versions (Newest version and CUDA 4.1). I've even tried the latest Blender version 2.67a and 2.66. No difference there either.

As you can see in the picture blow CUDA is on and I the GPU is selected.

Here are my Render Properties. I've also tried with Feature Set as Experimental, but it showed no changes.
All the other settings have pretty much been exactly the same. Apart from the occasional Device switching from GPU to CPU and back again, to see differences. But I'll come back to that below.

Here is the information MSI Afterburner shows me, while I was running the render. Mind you that the scene itself is not complex at all. It's simply the default box, which I duplicated to 4 boxes and they're moving across the scene and go together to form 1 box.

The GPU Usage rarely exceeds 30%. The difference between CPU and GPU rendering is only 10-15 % units.

I'll be editing and adding stuff if I find additional information. It might take a bit of time since I'm trying to solve the problem at the same time.


texts: Texture transformations not applying on fbx export

texts:
TLDR: Textures moved/stretched in mapping node not exporting with said transformations.
For the model I am trying to export, I have two image textures I am using. When I export as an FBX and view with windows 3d viewer all the image textures are missing or black. When I try to export to Sketchfab, the textures appear, but they don't have any of the transformations made in the mapping node. (squished, see image)
All models are UV unwrapped. I have tried exporting with auto/copy/embedded textures but nothing has worked. I've tried exporting with sketchfab addon, and uploading manually.
New to Blender.
enter image description here


texts: How can I get my glass to look like this glass?

texts: I have tried to make it look like this but I cant get the reflections with it still being see through. Could someone please help figure out how I can get my glass material to look like this?


texts: I cannot figure out how to use/print globalDict

texts:
I am trying to see (printed in the terminal window) a list of all the objects in the game while game is running.

Posted game file on Github


texts: Is it possible to save certain parts of a screenshot

texts:
I'd like to reduce the time necessary to create screenshots. I want to skip reopening and cutting and saving. Instead I'd like to use a python script to determine the size of the part of the screen and crop the screenshot accordingly.

So, there's three (four) questions in one:

Is it possible to take a screenshot with python?
Can I edit the screenshot with python?
Can I determine the size of an element in the user interface to crop accordingly?
Is there already a solution out there?


texts:
This is my first time using Blender. I have made a CPLD device that can transmit ASCII binary when pressing push buttons. It has been tested to work well on Spyder IDLE using pyserial.

However, whenever I run this simple test to print input from COM4 in Blender (Text.py), it hangs when I press P to run the Blender game.

import serial, bge, bpy

ser = serial.Serial()
ser.baudrate = 115200
ser.port = "COM4"
ser.close()
ser.open()

def MoveCube():
    cont = bge.logic.getCurrentController()
    obj = cont.owner
    a = ser.read()
    if (a != b''):
        print (a.decode('utf-8'))
        obj.applyMovement([3,0,0], False) #just a random testing

def execute_after_game(scene):
    ser.close()

bpy.app.handlers.game_post.append(execute_after_game)

What is going on? Thanks in advance.


texts: Render, viewport "Rendered" preview, and material preview white

texts:
I've been working on a scene for a while now with no issues. Today, I found that when I rendered the scene, it came out as completely white. Furthermore, the material preview window is also showing completely white.

I've noticed that, until a few samples have been calculated, you can actually see some of the scene/material in the previews, but after just a few samples, the scene goes completely white. Here's a screenshot I managed to take of this phenomenon.

And a screenshot of the material preview, which behaves similarly.

I've checked everything I know to check (which honestly isn't very much) and can't seem to figure out what's up. I've uploaded a copy of my scene (with most of the models removed) to demonstrate the problem here: https://blend-exchange.giantcowfilms.com/b/4535/


texts: I want to make the wax material used in the intro to daredevil

texts:
so im looking to make a melting wax material, I figured out the wax part. but not the waves and the dark wax drips in it.
i would love to find out how to animate it as well. I tried the wave node but it was not satisfactory.
This has the texture i'm looking for in it https://youtu.be/KFYFh8w4758?t=11
Thank you :)


texts: Using Python to write to the Windows clipboard (BINARY data, not plaintext)

texts:
(skip this first paragraph to get straight to the question) I have been attempting to augment my workflow in a little-known game engine for a game called "Natural Selection 2", and my plan is to be able to Ctrl+C from the level editor, run a script in Blender to import the data, then be able to run another script to export the modified data to the clipboard, then simply Ctrl+V back in the editor.  This is MUCH faster than saving/loading a couple of files, and for the most part, I've got it working.

Anyways, I have code that works!  Except in Blender, that is... sometimes...  I'll explain below.

from ctypes import *
from binascii import *
from struct import *
from time import sleep

memcpy = cdll.msvcrt.memcpy
kernel32 = windll.kernel32
user32 = windll.user32

user32.OpenClipboard(None)
user32.EmptyClipboard()

CF_SPARK = user32.RegisterClipboardFormatW("application/spark editor")
GPTR = 0x0040

sampleString = b''
sampleString +=pack('L', 1)
sampleString +=pack('L', 268)
sampleString += b'sheetsmellssheetsmellsbythesheetstore'

hexlify(sampleString) ########### 1

length = len(sampleString)
memory_handle = kernel32.GlobalAlloc(GPTR,length)
error = kernel32.GetLastError()
print("error= ",error) ########## 2
data_point = kernel32.GlobalLock(memory_handle)
error = kernel32.GetLastError()
print("error= ",error) ########## 3

for i in range(0,length):
    value = int.from_bytes((sampleString[i:i+1]), byteorder='little')
    memset(data_point+i,value,1)

kernel32.GlobalUnlock(memory_handle)
error = kernel32.GetLastError()
print("error= ",error) ########## 4
user32.SetClipboardData(CF_SPARK,memory_handle)
error = kernel32.GetLastError()
print("error= ",error) ########## 5
user32.CloseClipboard()
print("finished")

See, this code runs perfectly fine from IDLE, even if I comment out all the lines with the ####### on them.  But here's the thing... when running the script from BLENDER... those lines are CRITICAL.  Why?  I don't have a darn clue.  They're just print statements, they should be completely inconsequential... right?  But if I comment them out and run the script, 1 of 2 things happens: 1) The clipboard is just empty when the script finishes, or 2) I get an "access violation" for the memory location of 0x0000000000000000... which is DEFINITELY not where it's supposed to be looking.  Does anybody know what could be causing this?  I mean... the script works, and I guess I could just learn to live with this... but it really bothers me that it mysteriously fails under those conditions.

P.S.
If anybody knows of a better way to do this, I'm all ears.  But, any alternative solution MUST: 1) Be able to write BINARY data to the clipboard (not plain text... BINARY) 2) Work for Windows (don't care about Mac or Linux here, as the game's tools are Win-only. 3) Work without relying on null-terminated strings, as the data I'm copying over is full of nulls.
Also, I would PREFER that the solution isn't difficult to install.  Here, I've chosen ctypes because it's part of the standard library -- no extra packages needed!  See, my hope is that I can release these scripts to the NS2 (natural selection 2) community and that would help people make better maps!  Since I'm not the only one using it, I'll have to provide installation instructions, and I'll be damned if I'm going to walk people through the bajillion steps it takes to get pywin32 working in Blender (I couldn't).

Cheers!  Thanks for reading!  -Beige


texts:
I'm new to blender and python I need to control armature in blender game engine via a serial data comes from arduino. I'm useing this code but it does not work.

import GameLogic

arm = GameLogic.getCurrentController().owner

print(arm.channels['Upperleg.L'].rotation_euler)

arm.channels['Upperleg.L'].rotation_euler = [5, 5, 5]
arm.update()

print(arm.channels['Upperleg.L'].rotation_euler)

I'm using blender 2.71 and used a always sensor with the python controller(script). I Can't find whats wrong in this code. Does any one know how to change the euler angles of the armature in blender game engine mode?


texts:
Here's a relatively simple model that I want to print (for bathtub drain). It is made by only creating cylinders and cubes and applying Array and Boolean modifiers.

When I import it as .stl and load it to Slic3r (for correct result, scaling by 100000% should be used since .stl doesn't contain the scale), it shows this in 3D:

which is ok, but there's warning which sais "Auto-repaired (18 errors)" and tooltip sais that "5 degenerate facets, 5 facets removed, 4 facets added, 4 facets reversed" and Preview shows this:

and Layers shows this for the first layer:

I wonder what I'm doing wrong and how to fix this. I haven't tried to print this yet, but the preview suggests that it will be no good. Here's the .blender file: .


texts: Does anyone have idea how i can remove this shading distortion?

texts:
I more or less fixed other distortions by either Loop Subdivide or knife tool, but whit this mesh i have way more problems, simply cause i cant use Loop Subdivide to fix it...

Has anyone have a idea how i can make it less visible?(only outsisde, inside dosent matter.)


texts:
Maxwell Render explanation of deep render and showcase of it

Was wondering, can Blender do "Deep" rendering to EXR, where an EXR file has 3D depth to it? If you go to 1:50 of the video you will see what deep rendering is in it's full awesomeness.


texts: How to render a video based on "material preview" viewport shading

texts:
I am trying to make a technical animation and i want to render a video based on the "material preview" shader type which looks like this:

I do not want a rendered view for my video, I tried adding a sun lamp and it looks really bad:

Is there a way to render a video based on material preview(top example) instead of rendered view? Thanks!


texts: Displace modifier RGB to XYZ Direction, how to invert on the x axis only

texts:
I have two high poly objects, both with a displace mod and their coordinates set to global, their  direction set to 'RGB to XYZ', the strength set to 1 and the midlevel set to 0 but they both use a slightly different texture map that's actually a movie. my goal here is to get some really jagged points based on the texture from some of the geometry and point them all towards a specific vector from where they're grabbed from. the thing is my first one is angled exactly how I want but the other one cant seem to 'mirror the first ones angle. what I thought I should do is go into the Material settings > Colors > Clamp and disable it and then make the Colors > RGB values negative numbers but this doesn't seem to work despite the tool tip in the Clamp bool implying as much. I've tried several things, including trying to use some nodes which I know nothing about and never even got close, and I'm still not sure how to reach my goal. My main questions are:

Dose the clamp work like I'm using it?

Is there a way to combine two displace mods that doesn't stretch the points along two axis being used for each direction?

Can I get any advice on how I could achieve my goal?

All help is greatly appreciated and ill give more info as its needed.


texts: How can I remove that line on a kind of spheric form?

texts:
I wanted to make a grape and the result is not bad but I have that line which kills everything. Does anyone know why it appears like that?

I used mix RGB with the option Color Dodge


texts:
I made a game but the problem was that I couldn't see any shadows. I researched online and found out that GLSL must be selected. I did this but then everything appeared completely white.

I did some more research and found out that I have to bake (even though I have no idea what baking is). I did so but my tank and my sky box still appeared white.

When I tried to bake them, Blender said "no object or image to bake to". Even the walls that are baked don't show any shadows and yes, I do have a sun.

GLSL mode

Multitexture mode


texts: How to make this object child of another object, and conform to a curve at once?

texts:
I have an Asteroid object. It's following a path with the Follow Path constraint. Now I have a Tail object. I need it to stick to the Asteroid object, and at once conform to a curve, the same path used for Follow Path constraint. It's supposed to be a comet.

I put a Child of constraint on the Tail object, and it now sticks to the Asteroid. But when I try to put a Curve modifier on it as well, it's jumps somewhere far away.

My question: how to properly achieve this effect. The Tail obviously has to follow the Asteroid. But it also has to follow the shape of the curve. Both at once.

I tried to achieve this effect through trial and error, testing this and that the best I can. But I can't get it to work.

See attached Blend file.


texts: How do you move a vertex a specific amount in one axis in 2.8?

texts:
How do you move a vertex a specific amount say 0.375 in the x direction. I know you do the G grab function but can you specify the distance you want to move a vertex?
Thanks


texts: Blender seems to extend invisible keyframes in the animation timeline

texts:
I'm trying to do a simple idle animation...I click on frame 1, insert location/rotation.  Everything seems fine.  I move to the next frame...say 10 frames ahead and move the hips down slightly.  Auto key frame is added...but when I scrub, I can see that the position I just set doesn't actually end up in that location until another 10 or so frames.
I have middle clicked down to scroll the frames down, I have clicked the home button while in the timeline but Blender won't end the animation on the current keyframe.  Instead it extends it beyond where there are any keyframes and I can't see them to re adjust them.
I've even tried multiple versions of Blender but it keeps doing the same thing.  I'm sure it's me doing something dumb but I can't figure it out


texts: Shadow-catcher stays noisy even with Denoising - also very dark

texts:
I am facing some issues with the shadow-catcher and denoiser in Blender 2.79.
Denoising doesn't seem to have any effect on shadow catcher shadow. If I turn off shadow catcher on ground plane the desnoising works well. But if it's turned on - the shadow stays noisy.

Also the shadow become much darker with shadow catcher turned on.

Am I doing something wrong?
How do I get noise free contact shadow and lighter shadow like the left render?

Here is the .blend file of the scene in case someone wants to inspect it:
http://pasteall.org/blend/index.php?id=48592

Will really appreciate any help.


texts:
I have some problems with my head topology. My lips and eyes topology is diffrent than topology in other places. Now, I can't paint my texture on the lips and around eye. The topology at these points is slightly shaded. This is my first time with this stuff. Now, I can't finish my work.
Below I added some screenshots which might help you understand me.


texts: What is the replacement for scene.update()?

texts:
It seems the following is no longer available in blender 2.8 api

bpy.context.scene.update()

How do we update objects in the scene that have been changed by the script now?


texts: How to use dual scroll wheel mouse in Blender?

texts:
I've seen some mice with an extra scroll wheel like the Logitech MX Revolution. Is it possible to use this in Blender? If so, what is a good use for it?

I currently have a MX518 mouse, which has these buttons

Left / Right / Middle-scroll
Resolution switch (pointless)
Menu button (could be usable)
Back / Forward button on thumb

I'm about to buy a new mouse now, and I'd like to know if it's any point with two scroll wheels.

Also, I'd like any tips on mice that are recommended to increase effeciency in Blender, for example using multiple buttons for common commands.

Or is it simply better to just have your hand on the keyboard (which I guess I do anyways) on S, G, R, etc?


texts:
I want to use python to move the UVs of the selected objects. I am having trouble with moving the UVs. When I run my script I moves the objects instead, not the UVs. All object have exactly 1 UV map.

My approach the problem:

for mesh in selection:

for UVs in mesh

select all UVs

move UVs

Here is my code.

import bpy

scene = bpy.context.scene
for count, ob in enumerate(bpy.context.selected_objects):
    if ob.type == 'MESH':
        scene.objects.active = ob
        bpy.ops.object.mode_set(mode='EDIT', toggle=False)

        bpy.ops.mesh.reveal()
        bpy.ops.mesh.select_all(action='SELECT')

        # execute any editmode tool
        move_x = count % 10
        move_y = count // 10
        bpy.ops.transform.translate(value=(move_x, move_y, 0), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=0.263331)

        bpy.ops.object.mode_set(mode='OBJECT', toggle=False)


texts:
Why my "Render" viewport shading just looks like Material preview??? even I add the Light point? everything don't like render preview?
I have made sure that Scene Lights and Scene World are checked, so that isn't the problem:


texts: Is it possible to render GLSL over video?

texts:
I've never worked with Blender, but was asking around about finding a way to render GLSL over video and a friend - who knew that the two could both be done in Blender, but not whether they could be done in concert - suggested that I give it a look. I'm sufficiently competent with GLSL to be dangerous, but have never worked with Blender. I'm sure I can work out the details of the video editor, but I want to take a huge collection of telemetry data that I collect while shooting video, and render misc visualizations over the video frames.
I can transpose the telemetry into any format that will work for Blender to be able to apply the correct data to each frame of video. I just need to know if it's possible, and possible have someone point in the direction of some examples.
Thanks.


texts: Mesh reverts back to the state before the script was run

texts:
I created a script (operator) that converts a selection of quads into a diamond pattern.

It works fine but when I try to Inset the newly created selection and change any of the options (like switching to individual face insets) the mesh seems to revert back to the original topology before my script was even run (see image below).

Video of what happens (I decided to select the faces manually but same result):
https://www.youtube.com/watch?v=UHUNfZG1Qnw&feature=youtu.be

Image Example:

I noticed that if I change the selection somehow after running my operator I stop having the Inset issue, so I'm assuming my script is missing some command to fully apply the changes it makes to the mesh or something.

After running the script I call the operator from the F3 menu.
Steps to reproduce:

1- Select grid of quad faces.

2- Use F3 to call the Operator after registering it.

3- Press I to inset and move the mouse to give the inset any amount.

4- Without leaving the tool, activate Individual on the inset options or viceversa (changing other options has the same effect).

5- Mesh reverts back.

Here's my operator:

import bpy
import bmesh

def main(context):

    #context = bpy.context
    ob = context.edit_object
    me = ob.data
    bm = bmesh.from_edit_mesh(me)

    # Store the faces, the edges and the edge border of our current selection.
    faces = set(f for f in bm.faces if f.select)
    originalEdges = set(e for e in bm.edges if e.select)
    borderEdges = set(e for e in originalEdges
        if (e.is_boundary or not all(f.select for f in e.link_faces)))

    # Poke the faces and select all of them minus the outer border of triangles.
    ret = bmesh.ops.poke(bm, faces=list(faces))
    for f in ret['faces']:
        f.select = not bool(set(f.edges).intersection(borderEdges))

    # Dissolve the original edges (minus the border) so we end up with a diamond pattern.
    deleteEdges = originalEdges.difference(borderEdges)
    diamondEdges = set(e for e in bm.edges if e.select).difference(deleteEdges)
    bmesh.ops.dissolve_edges(bm, edges=list(deleteEdges))

    bpy.ops.mesh.select_all(action='DESELECT')

    # Select the Edges that form the Diamond Pattern
    for e in diamondEdges:
        e.select = True

    # Easy way to convert our newly selected edges into faces
    bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE')
    bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE')

    bmesh.update_edit_mesh(me)

class VitalyPoke(bpy.types.Operator):

    """
    Description:
    Uses the Poke operator and some caveman code to convert a selection of quads into diamond-looking faces
    """

    bl_idname = "arc.vitaly_poke"
    bl_label = "Vitaly Poke (ARC)"

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

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

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

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

if __name__ == "__main__":
    register()


texts:
I can move keyframe for transform action but how to do it for other animation keyframes like curve bevel start or end ??
here's my code:
for o in bpy.context.selected_objects :
    action = o.animation_data.action
    for i in action.fcurves:
        for keyframe in i.keyframe_points:
            keyframe.co[0]=keyframe.co[0]+10
        i.update()


texts:
I'm triyng to animate an umbrella like a folding fan, i've hooked the cloth to the rods, it follows the rods and makes good folds after the solidify and subdivision modifiers, but the cloth is penetrated by the rods. I don't know how to solve this problem.. i've tried to change some physics value but the bake always went bad.
Images https://imgur.com/a/sBYO36q


texts: How do I remove weight paint from specific linked mesh?

texts:
I have a model made of entirely different objects joined together (none of them are linked) and made a rig for it. I put automatic weights when I parented the model to the rig, but when I checked the weight paint, there were a few bones that had influence over a mesh that I didn't really want.

I could always do it manually and just remove the weight paint myself but I have a fear of messing up everything instead after accidentally removing paint that wasn't supposed to be removed.

So is there a way to remove all weight paint from one specific linked mesh? Most of the automatic weights on the model have pretty much done what I wanted them to do.


texts: So I tried to use the array with an empty and rotate. I tried every possible formula. My shape would just go crooked and not keep its angle. I ended up doing a duplicate/rotate with 3D cursor as my rotation base. Any tips on how to make this work fast/easy would be greatly appreciated.


texts: Inconsistent preview and rendered image (rendered image is completely bright)

texts:
Preview

Rendered image

The light pipe is modeled with an emissive shader and the background is a yellowish low-res picture. The image is a screenshot when the final rendering is still running, so no composition/post-processing is applied. Everything seems to be right until I turn the light pipe on with the emissive shader. What might be the problem with this issue?


texts: Report: error Traceback (most recent calls last)

texts:
there seems to be no answers for the error "Traceback (most recent calls last)" in blender 2.8. Reinstalling blender doesnt fix the problem. this error occurs by just left clicking in the viewport or when importing images into textures and backgrounds. It ruins blender. I have no idea how this has happened.
this is the error:

I do not want to install a new version of blender at the moment so that is out of the option. Please help. This error is really annoying. This must have something to do with a file directory but i am not sure. Thanks in advance.


texts: Can I build Blender source code using CLion?

texts:
I'm pretty new in Blender coding. I'm only  did some small things using python scripting so far. I'm facing a problem where I wish to see more about the UI components of Blender (panels, icon viewers, etc) in C++ but I don't know how to build it. I would like to try CLion, but I can't find any tutorials.

Could anyone help me?


texts:
Selection seems to work in wierd ways. I have a 3D File with ~4.000.000 Tris and ~120.000 Objects. The file results from a CAD software and needs to be further processed.

My idea was splitting the File in smaller parts because opening it takes minutes and the viewport is very laggy. But the real problem is that simple things like selecting parts of something take ages (for larger areas minues) and give not the expected results. (100% one CPU-core the others idling - The machine isn't the problem)

Has someone tips for working with files like this?

Edit:
Selectable parts seem to be consitend till i moving the selectet parts to a different layer (takes minutes to finish). After that other parts become selectable.


texts:
My question here is not a technical issue with Blender, rather it is asking as to whether anyone is able to provide me with suggestions for a modelling technique/procedure.

I'm interested in learning to model low poly hair styles created as a single mesh. The type of hair style I am trying to model are those from RPG video games.

I have come across a fair few youtube tutorials on how to model hair using the 'curves and circles' method. The issue here is that each lock of hair is separated from one another rather than as a single mesh I'll give you an example.

The image above comes from a model which was not modelled by me as it came from a video game. But for educational purposes I will show it here,

What I want to highlight in this model is that it demonstrates a 3D model of hair that looks like it exists as a single continuous mesh. I know this because when I am in edit mode, I can select a vertex on the model and when I hit (ctrl+L); just about the entire model lights up which means all of the vertices were connected to each other in some way. In other words, the Author of this model was able to achieve low poly hair using a single mesh.

Now below is a hair mesh that I modelled which is not necessarily low poly.

As you can see I modelled each of the locks of hair separately. But they are not still a single 'mesh' if that makes any sense. Its not as simple as selecting all the meshes in Object mode and using CTRL+J since that only joins the objects together but does not make them a single continuous mesh when I enter edit mode.

I tried to model the same hair using the 'Curve and circle' method, and I still ran into this problem as I could only model one lock of hair per object at a time which means each lock of hair would have to be modelled as separate objects.

In addition I have tried the Boolean modifier to try and artificially 'unite' each of the locks of hair, but there were too many stray vertices and the resulting mesh did not provide the result that I was after.

I believe that fundamentally trying to model the hairstyle by modelling each of the locks of hair separately is not the way to go. Could the original author have probably made the model by extrusion?

I think this is mainly a question for persons who have experience with modelling low poly character models for video games. I'd be delighted if anyone can share with me their thoughts and suggestions.

Thanks.


texts: How to copy paste positions of multiple vertexes (UV Mapping)

texts: I have a mesh, and when I join it with another mesh with the same material, the first mesh loses its uv vertex mapping, so I have to make a copy of the first mesh then copy paste the vertex positions from the original uv map to the uv map of the joined mesh. Is there a way I can do this faster?


texts: Selecting other vertices connected to a selected vertex of a mesh object

texts:
As shown in the figure, I want to select the vertices that are connected to a selected vertice. In the left side of the figure, you can see a vertex of a cube is selected. My task is to select the circled vertices as shown in the right side of the figure.

I've tried "Ctrl+numpad+" (Grow selection), that gives me incorrect results as seen in the right figure, it selects some other vertices too (marked as question marks). Please advice me a way of doing the same and preferably in python script as I need to do this for a whole lot of objects.


texts: How to delete 'Mark Sharp' edge properties?

texts:
I have a model which I've given some sharp edges using the 'Mark Sharp' function.

Now I want to edit the model and remove all the properties of these edges.
I want to keep the edges. I only need the 'Mark Sharp' to be removed.
(note: I don't care about losing the UV-mapping data')


texts:
I'm trying to bake a procedurally generated texture. Everything seems to work except the colors seem to be off from what I expect. To narrow things down, I've removed everything from my shader except an emit shader with an rgb color (255, 0, 0) and intensity 1. If I just render the object using cycles, the colors shows up as a red (255,0,0). However, when I bake this into a texture and save it to a file, the red colour is now (206,0,0).
I'm a bit lost as to where the problem could be! Any pointers would be greatly appreciated.


texts: How to use Geometry Nodes on vertices with rotation?

texts: How would I distribute geometry following the rotation of the source mesh, but keep the distribution on the vertices (not random)?


texts:
I downloaded  a character and when I open it the bones work.
But after I append it to another project the pose seems not to go on.
The skeleton is in pose position.
Did I append in a wrong way or what could be the solution?

The first picture is from the original character that I found on the blendswap. The bones work there.
The second picture is when I appended it in my project but why can´t I move any bone there?


texts: Hi, how can I change transform pivot like this red arrows ?


texts: Is there a newer version for BlenRig add on?

texts: I use this plugin called BlenRig for rigging objects. It was developed for Blender version 2.8, I use the newest version, ,2.92.0 I couldn't find a newer version of this BlenRig pugin. If someone can help, it would be great.


texts: How to include files like images and others to be installed with an addon in its folder?

texts:
I already know how to load an icon for an addon operator. I know that I can manually put that icon in the addon location so it loads.
But how to package images and other files that will be used by the addon, so they install together when an user installs my addon?
Thank you very much! :)


texts: Is there a way to erase the masked part of a model (sculp mode) without select the parts in edit mode? (Blender 2.8)

texts:
It is easier select in sculpt mode. Thanks.

I add more information:

I need to erase the masked parts.


texts: Apply Texture only on parts of Object with nodes

texts:
I'm trying to model a beer bottle and I'm almost finished now. The only thing I still need to do is to apply the labels to the bottle. In Cycles I already mixed the Shaders for the glass and the label. My Problem is that the texture is applied to the whole bottle... It looks like this:

I want to apply the Texture only to the body and the neck, because only these parts are unwrapped. I want the areas where usually no label is applied (in the image, you can see many tiny labels in these areas) , not to be textured!
this my node setup:

Hope you guys can help me. Thanks in Advance!!


texts: I have lost functionality in the tool shelf. When I click on a selector or something in the bottom part of the tool self that you can hide and unhide, nothing happens. I can see the options but when I click it doesn't work. See screenshot where it says "Add Cylinder".


texts:
how is possible make a label design all with nodes with the shader editor in Blender (basic rectangles shapes and letter)?
I add the final result done with Illustrator.


texts: I cant think of projections that how it works own my own I don't know why projection needed in snapping I want to know how projection works in snapping.


texts:
I am trying to create a loop cut on the walls of a section of a house, however, it doesn't go all the way around. Ngons can't be the problem since I'm sure all faces are quads. However, it might be the orientation of the faces? Could it be the way I have a single-faced wall?

Blend file


texts: Animating active object in physics simulation

texts: I would like to pick an object from a conveyer belt.but I find difficulty in animating the active object(rigid body simulation) and assigning 'child of' constraint to the active object which in this case is the object that is to be locked,is there any possible solution to this problem.i tried to animate it by inserting key frames but the result was unrealistic. I also find  similar problems  while animating an object being kicked or thrown


texts: I am trying to make a Rubik's Cube, but when I change the color of one Cube's Face, all of the cube's colors change.


texts: assign specific material to the part booleaned out

texts: ok so i was using booleans and was cutting these vents out i was wondering it would be hard to texture them after i boolean them out and was wondering if i can apply a specific material to part i boolean out i provided a reference below i want a black material in those cuts


texts: Include images added to 3d model when exporting to glTF, OBJ, or DAE

texts: I have imported a 3D model into Blender, and then used Add Images to place a number of png files inside the model. When I export to glTF, I am not able to view the images within the model.


texts: How can I make both sides of this mesh bright in material mode?

texts:
I have recently been started to model a fairy in blender but when I got to the wings I realized I have a problem... you see I don't want to give any width to the wing, so wanted to solve it with a two sided polygon like this:

But the problem is, the back side of the poly is always dark, and it makes the teyture darker too in material view. I want this model to be a game character, and I don't know how Unreal Engine will handle the backside culling.

Any alternative ideas how I should  solve this?


texts: Blender 2.8 viewport shading - random color: how to assign different color

texts: When in the 3D viewport, you can set your mesh colors to "random". But can you change this randomly assigned color of one certain mesh to something different, in case you -like me - happen to have a much too similar color in another mesh, and unfortunately the two are overlapping?


texts: Particles per face are either too many or not enough

texts:
I've set up a particle system that needs to have exactly one particle emitted from each face on the emitter mesh. However, the "Particles/Face" setting is apparently not working. When it's set low there are many faces not emitting particles, yet when it's set high enough that no faces are without particles there are also many doubled-up particles overlapping.

The particles are bricks, so they are not animated, but I don't want holes in the wall or doubled-up geometry. Is there a problem with the "Particles/Face" setting, or am I misunderstanding what it does? How can I get just one particle per face?


texts: Questions about applying maps on ripped models

texts:
Even though I'm not new at 3d art, I'm a beginner at blender, so please excuse my lack of knowledge.
I recently got around ripping models from a game called Identity V, but the problem is: I don't know how to apply the normal maps and other maps I don't even know what they are.
This is how the model looks in game (detail to how the fabric seems kinda velvety, from the way it changes colors as he moves)

And this is how the model looks in Blender on the Material Preview, only with its textures.

Finally, here are all the textures and maps I could recognize as his. I still have the other images NinjaRipper extracted, if needed.

I know this is a really beginner question but I would appreciate a lot if someone could help me.
EDIT (? How do I even do this): This question helped me with applying the Normal and Roughness map (on the picture, body alpha smth.png) but didn't with the other maps, since there are no answers about how each map looks like.


texts: Fastest way to export files multiple passes into folders?

texts:
What is the fastest way to export the files of multiple passes into a folder for the appropriate pass in Cycles?

Is there any way to automate this process?

For example, if you wanted to render: Diffuse color, AO, Shadow, and Z
Then place them into a folder, let's call it 'Renders', with a subfolder with the pass (Renders would contain 'AO' folder (AO pass within it), etc.)


texts: How to use the array modifier multiple times in an optimised way?

texts:
I've been doing some visualisation exercises and I had this question. I want to recreate

.

I planned to do this by creating a 1x1 cube and then cloning it using the array modifier, but I am not sure how to correctly use this tool.

After this, if I try to add another array modifier, it overrides the previous parameters.

I did not apply the modifier yet.


texts:
Any idea of why my viewport preview of the simulation stops at 250 frames? (as you can see on the orange line on the timeline)

Am I maybe missing any kind of configuration?..

It's a rigid body simulation.. e.thing works fine but the preview freezes at 250 frames.... No keyframes on the simulation, only on the colliding object that has an infinite loop rotation.....

Is it maybe because of motion paths setting?
 It is set on 300......

Update:

Problem solved! I missed this tab of configurations!!


texts: blender 2.82 can't unfold collection collection collection

texts:
os10.13.6
Intel Iris Graphics 6100 1536 MB

When I clic on the collection , there is no unfold.
And same thing with a new collection, already unfold, it can't be fold…

please tell me I'm missing a new function :)


texts:
smoke simulation zooms in and crashes. Viewport is rendering this fine, but when I render the animation the first frame renders properly sometimes, and other times it renders like on the right.
Then blender will crash on the second or third frame.
And yet other times it will render and then save a blank image.
i am using the Version 2.83.1
gpu RTX2070S
render settings
samples 256
adaptive sampling
light paths =12
defuse=2
glossy=3
volume=2
volumes
step render rate 1
max steps 2048
performance
tile size 128x128
i attempted to lessen the quality of the bake settings and rendering it and had the same issues.


texts: How to duplicate a mesh within the Blender API

texts:
I'm wondering how to achieve this operation:
Assuming I have a mesh :

solid = bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1)

I need to duplicate it (I want to do some operations on the solid_duplicated.data.vertices)

But as my scene is already full of meshes, I want to select the "solid" mesh before duplicating it.

Thanks.


texts:
Hi I want to make pixel art from my 3D renders and I found that scaling render result in compositor and pixelating it with node gives better result than rendering with low resolution.

Problem is that I can't crop it in blender and it's still big image with small pixelart in center

So I want to get rid of this transparent area. Thanks.


texts: AO bake doesn't match viewport (black triangles/artefacts all over the place)

texts:
I've searched for a while now and found the "solution" to just explode the mesh to get rid of these issues. But I don't want to explode it, because I want to bake the AO from the meshes occluding each other like it's visible in the viewport. Why can't it just transfer what I see in the viewport into a texture?
To give some extra info: I'm baking here not from high to low, but bake from multiple materials and UV maps into a single one.


texts: How to call a function on change in Enum dropdown list?

texts:
I have created enum dropdown list to change masking of an object by changing vertex group assigned

# On Enum change i want to trigger this function
def maskIt (self, context):
    #Do some thing here like bellow
    #bpy.data.objects["Suzanne"].modifiers["Mask"].vertex_group = "Group 2"

Creating Enum dropdown list here

def initSceneProperties(scn):
    bpy.types.Scene.MyEnum = EnumProperty(
        items = [('Group 1', 'Group 1', 'Group 1',1),
                 ('Group 2', 'Group 2', 'Group 2',2),
                 ('Group 3', 'Group 3', 'Group 3',3)],
        name = "Mask the MESH")
    scn['MyEnum'] = 2

Calling the function

initSceneProperties(bpy.context.scene)


texts:
Learning Blender. Can anyone tell me is there a way how to offset this piece.

What I have here is path which is set on bevel extrusion with start and end values changed with circle curve as a sweep object. Now I would like to know how to offset this piece along the path. Analog to this would be probably After Effects Trim Path.


texts: How do you choose the "3D View Full" workspace?

texts: Seriously, it randomly appears on certain files but I have no idea how I made it happen and can't find the answer anywhere online.  I really like using it to explore my scenes and would be really appreciate it if I could find out how to bring it up.  Because it's not an option to add as a workspace for some reason, and it's driving me crazy.  Please help.


texts: Make the viewport color match the color for the shader automatically

texts: In cycles is there any way to change the viewport color and the material color at the same time. When I change the material color I have to go down in the viewport select the I dropper match the color. Is there way to change both colors at once.


texts: While revising an existing blender file, I realized it was getting way too big as it approached 1GB.  This didn't look right since the objects were relatively simple.  I copied/pasted all the objects to a new file which is under 300MB.  Why the difference?


texts: Add an image with DDS data from a variable in Python

texts:
I am trying to convert a script made for a tool called Noesis to Blender, the model files that I am trying to get this to work with, have their textures baked into the model file. I have gotten the DDS data out of the file, although now I need to assign this to an image. I have created the image with the correct metadata using: texture = bpy.data.images.new("tex%03i"%i+imgtype, imageMetas[i].width, imageMetas[i].width)
Thank you for any help that you can provide!


texts:
I have been sculpting a human head using dynamic topology. I've been primarily sculpting on the right side of the picture below. At some point, the mirror got messed up and shows the eye on the left side incorrectly.

How do I reapply the mirror from the right side of the picture above to the left side?


texts:
So I came across a little pickle whilst making a addon. I was making a "create object" type tool, which had a lofty number of custom properties, so I wanted both to organize it, and to figure out how to add a UI dropdown box that would allow to pick meshes from the scene, and re-use them as base meshes.

I did research as to how to make custom UI in my addons via the draw() function. I then implemented it, (The way I thought it worked.) and when I executed the custom addon, the custom tool WORKED but there were no bpy.props displayed. Here's my code at the time: (This isn't meant to have a toolbar hanging out in the 3d view all the time, but only show UI when the execute() function is called.)

#bl_info stuff here

import random
import bpy
from bpy.types import Operator, AddonPreferences

class makeamazingthing(Operator):
    bl_idname = "object.make_amazing_thing"
    bl_label = "Make Amazing Thing"
    bl_options = {'REGISTER','UNDO'}

    prop1 = bpy.props.BoolProperty(name="Cool Prop", default=True)

    def execute(self,context):
        bpy.ops.object.delete(use_global=False)
        return {'FINISHED'}

    @classmethod
    def poll(cls, context):     #  determine whether an object is active. (It's meant to replace base objects.)
        ob = context.active_object
        return ob is not None and ob.mode == 'OBJECT'

    def draw(self,context): #This is used to draw the layout.
        layout=self.layout
        box = layout.box()
        box.prop(self,'prop1')

def add_object_button(self,context):
    self.layout.operator(makeamazingthing.bl_idname, icon='PLUGIN')

def register():
    bpy.utils.register_class(makeamazingthing)
    bpy.types.INFO_MT_add.append(add_object_button)

def unregister():
    bpy.types.INFO_MT_add.remove(add_object_button)
    bpy.utils.unregister_class(makeamazingthing)

if __name__ == "__main__":
    register()

Ok, I'm sorry if that's too much information, but I put it all up there because I have no idea what the problem is!! I've been doing research all day, watching and reading tutorials, but I can't find an answer!

For one, I'm not sure what to put in box.prop(self,'something?') under the draw() func. All the tutorials seem to be referring to the actual names with underspaces, and that didn't work. Not sure if it should.

Also in the original classname I tried adding the Panel toolbox along with the Operator toolbox;

class makeamazingthing(bpy.types.Operator,bpy.types.Panel):

(I know I could've just used bpy.types, but I didn't want to redo everything in the script right away.)

Also when everything failed, I tried commenting out the whole draw() function, getting rid of bpy.types.Panel in the class declaration, and UI STILL isn't showing! I assumed I reverted it to it's original state, but I guess not, because it isn't working.

Again, this isn't supposed to hang out in the toolbar, the UI is only meant to appear beneath the 3d view toolbox whenever the tool is actually used.

So any help to get this working again, with or without the fancy UI would be much appreciated.
And... any help as to get that dropdown menu that would allow me to pick an object from the scene would be much appreciated as well, but that's a lesser priority right now.

Thanks in advance!!!!!!

EDIT: OK I figured out what's wrong, but I'm still a little stuck, and this can still be useful for others who come across the same issue!

so the problem was the poll function (after @classmethod) where it tests to see if an object is selected before allowing the execute() function to even be available.
At the end of the execute() function I was deleting the selected object.
Basically, I killed my own poll() function and caused it to collapse on itself.
So now... I need to figure out how to make a selected object contextually relevant in order to allow the tool to even be available for use in blender, and still manage to delete it near the end of execute()... without it flopping on itself.

I will continue digging, and my problem is virtually solved, but any help will still be much appreciated!


texts: Directional audio based on direction the camera is facing

texts: Is is possible to have two audio tracks playing but only being able to hear one based on just the rotation of the camera?


texts: how to repeat automatic: three selected one skip mesh edge?

texts: How to repeat automatic, or full: three selected one skip mesh edge?


texts: Why the character become strange after auto rig?

texts:
I made a model in blender, try to rig it with bone created by myself.
It became screwy in some places(Hip,Shoulder...), I have meet this problem many days.
My File is here.

I follow the tutorials on Youtube.
https://www.youtube.com/watch?v=pkuOs_VA_y4&t=296s
https://www.youtube.com/watch?v=SBYb1YmaOMY


texts: The window to set the textures is missing

texts: so I downloaded this gun online, and it has no textures. Usually their is a section on the right with many categories... one lets you add textures, but when I opened this blender file there was no option to add textures, here is a picture.


texts:
I am trying to run a custom script when Blender starts.

My script location is

  C:\Program Files (x86)\Blender Foundation\Blender\2.70\scripts\startup

My idea is to start a TCP server on Blender start up, but Blender is complaining:

  NameError: name 'register' is not defined

This is my script:

import bpy
import socketserver

class MyTCPHandler(socketserver.BaseRequestHandler):

def handle(self):
    # self.request is the TCP socket connected to the client
    self.data = self.request.recv(1024).strip()
    print("{} wrote:".format(self.client_address[0]))
    print(self.data)
    # just send back the same data, but upper-cased
    self.request.sendall("[MOVE]MessageReceived[END]")

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

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

if __name__ == "__main__":

    register()

    # Create the server, binding to localhost on port 9999
    server = socketserver.TCPServer(("localhost", 9999), MyTCPHandler)

    # Activate the server; this will keep running until you
    # interrupt the program with Ctrl-C
    server.serve_forever()


texts: How can I animate hair particles by hand?

texts:
Hey on the goosebery branch there was a possibility of animating hair through shape keys, I'm wondering when we will have this feature available ? In my project I need to make a cloth land on a grass field and need to have the grass react accordingly, this is impossible to do dynamically without hair penetrating the cloth. Any Idea on how I can achieve this without having to spend a huge amount of time using goosebery build and lacking 2,5 years of features ?

Thanks in advance


texts: Worse Megascans lighting compared to Unreal Engine

texts:
I'm starting to learn Concept Art, creating my own scenes and so on. Of first I started using Unreal due to the conection it has with Quixel Megascans, being those free when used with Unreal. But then I realized that Blender maybe would be more suittable for the work I want to do, because of the features it has in modeling, particles, Cycles, etc, and maybe if I liked the workflow and the added features of Blender I would consider using it and subscribing to the Megascans subscription.
When I exported the first 3d asset from Quixel Bridge to Blender (it was a rock) I did not notice anything strange. But then I went and tried some of the snow assets, and the lighting in the asset textures was strange.

The images above shows the asset in Unreal Engine with and without the directional light activated. The Dynamic Exposure is desactivated.

Area Light Blender Eevee

Area light blender Cycles

Light off Blender Eevee

Light off Blender Cycles

Sun light Blender Eevee (in Cycles was almost the same)

Quixel Bridge sample foto
As you can see the lighting in Blender is nowhere near the Sample foto or Unreal, and in Cycles it should be even better. If you could help me solve this i would appreciate it a lot! I'm really really new to all of this, so maybe I'm missing some settings in Blender or I need to do something in the Shader Editor?
Thanks in advance! :)


texts: Why do all objects bend upon joining them?

texts:
I made some meshes for a game I make in UE4 (two bended cubes that form a bended cross, and a ico sphere that has the cross on it). When I joined two cubes everything was displayed as I want it to be.

I then proceeded to copy that 3 times and put the crosses around the ico spehere, but when I now select all crosses and the ico sphere and join them with Ctrl + J the Ico sphere and the crosses bend to the top left corner of the screen.

Can someone tell me how to join objects without deforming them?

EDIT: I applied all the Simple Deform modifiers


texts: Exported UV map is blurry and doesn't line up with UV mapper(editor)

texts:
I'm just messing around with blender trying to learn how to use it. I'm on the texturing part of the model creation process, and I'm having issues I don't know how to deal with.

When I export the UV layout the lines are blurry. I assumed it was because of anti-aliasing.

Blurry Lines http://www.chrispcr.com/wp-content/uploads/2015/04/blurry1.png

Googling the issue doesn't bring up much results. Maybe I'm wording it wrong?
I did find this:
Exported Blender UV Map is blurry

and:
http://dluat.com/exported-blender-uv-map-is-blurry/

It's the same question and answer.

Increasing the dimensions to 4096x4096 gave the same issue but its effect on the image was a lot smaller.

going the svg route gave roughly the same thing:

svg blurry http://www.chrispcr.com/wp-content/uploads/2015/04/svg-blurry.png

That's fine, I just need to know what pixel the UV editor stops at, and keep that in mind while I paint.

I'll just throw in some markers to help:
blender uv editor http://www.chrispcr.com/wp-content/uploads/2015/04/blender-UV-Editor.png

Well, thats annoying, the editor doesn't even line up with image it created.

Am I doing something wrong? Is there a work around that the pros use?

I'm assuming it has something to do with moving the vertices, in the UV editor, to have them line up with the image, but wouldn't that mess with the bump, displace, reflection, etc... maps? (I guess not if they're all lined up.)

Any help would be appreciated, and thanks in advanced.


texts:
So in order to fix the wrist-twisting, I use bendy bone the twist the wrist erea (pic1). But this make the watch also twist too(pic2)

.

So is there a way to properly rig the watch or better way to rig the arm?


texts:
I'm selecting necessary bones, go to the Names > AutoName Left/Right, and when I press Symmetrize it turns out like illustrated in the picture.

file:


texts: Is it possible to give the procedural checkers more than 2 colors?

texts:
This is my first stack exchange post so my sincere apologies if i made a mistake.

I'm a really big fan of procedural textures and love to mess around with it and get different patterns. One of my favorites is the checkers texture. One thing that has always slightly bothered me is that i can only choose two colors, and that they're always in a checker pattern. I'd love to make some materials that give those old school pixel vibes.

Is it possible for me to make the procedural checker texture more randomized in hue, saturation and value? Thank you in advance.

Kind regards,

Dylan.


texts: Does 'Inverse Kinematics' override other bone constraints?

texts:
Rig is for a quadruped, I have IK applied at second bone, but I want to place a limit on the to the toes, so that they can't go below 0 on the Z axis. Selecting  the Limit Location bone constraint doesn't appear to be honored when striking a pose.

Any ideas?


texts:
I pressed the bake button, but forgot to change the range of the frames.
In blender 2.79 I could press the x button near the baking process.
How can I stop the baking in 2.8?
thanks


texts: How to inset faces with scale in to the center of the face?

texts:
Is there any way to inset a face with a scale property to avoid the mesh from distorting?

The top image is a figure representing the face I am trying to inset.
The bottom image is a figure representing the distorted mesh after inset.

As seen from the following images the inset causes distortion in the mesh. Is there any way to avoid this, possibly by using a proportional property or scale setting to avoid unnecessary overlapping of the mesh?


texts: Realistic Material viewport without rendering?

texts: I would like to see my materials & the actual lights in the material so it looks as render but with no rendering and in a viewport mode. Is there anyway I can do this? Are there any other options


texts:
In a scene I linked two groups (object and rig) and appended an action, now I'm experimenting what would be the best workflow to animate more characters in a scene.

I would like to have a set of reusable actions (preferably shared among the characters) which can be combined in the NLA-editor for different clips.

In this scene the two characters are supposed to stand opposite, the character on right was moved from the position of the yellow empty and changed the orientation because both use the same action.

Is there a way to mirror an action or add offsets for location and rotation, so that the characters will keep their orientation?


texts: 2.8 beta won't let me texture-paint on bump map slot interactively

texts:
I expect to be able to "texture paint" in the bump-map slot on 2.8 and have my changes visually reflected -- i.e. if I paint a bump on the cube in the right-hand view, it should look like a bump immediately without changing modes.  That expectation comes from this online tutorial, although it seems to be using an earlier version of 2.8 with different interface widgets.

But that's not what happens: when I paint a bump in "Single Image" mode:  ... then I always get the error message shown in the top picture:  "Missing Textures, detected!"  However, if I switch the mode to 'Material':  ... then the brush color is reflected on the cube, but it's shown as a color change, not a change to the normal height.  I can switch modes to see the change as a bump, but that's tedious and makes it difficult to paint any complexity for all the mode-switching.

I've ensured that there are image files for the diffuse and bump map, and they've been saved before the experiment is attempted.

This problem means that it really isn't possible to interactively 'paint' bumps in a visual  way, because I cannot see the effects of my brush without changing modes.  It seems clear that this is not the design intent of the software.

Am I doing something wrong, or am I seeing a bug of an unfinished product?


texts: How to illustrate ideal refraction using cycles?

texts:
How can a scene be setup to illustrate ideal refraction? The desired result is something like this (courtesy wikipedia):

In this cycles setup, a light projects nearly straight rays out (see Making a Laser in Cycles - Straight Beam of Light?). A plane is setup with a refraction shader. When the light passes through it, the outgoing rays are much more diffuse than the incoming rays.
Setup:

Plane refraction shader:

The result with the light rays::

How can the result be improved? Can the strength of the ray be increased after it hits the plane? Can the desired result be generated?
Sample Blend file -


texts: Why are text-objects text objects, and why can they not be calculated like mesh objects? Why is Blender not able to calculate text-objects like mesh objects? If there is a way to completely edit a text-object as a mesh, but keep it a text, or some add-on to do the same thing, could you please tell me?


texts: Problem with UV unwrap, collapsing vertices

texts: I am somewhat new to modeling but I have done uv's a few times before, but for some reason, I can't get it to work right this time. I have marked seams and set up a blank texture but when I unwrap (using the basic "unwrap") it comes out really strange, with most of the islands being a diamond shape.(Edit) I have deleted all seams and started from scratch and the same problem persists so it cant be from modifying the mesh after the uv is made. ]2


texts: Can multiple meshes and textures share one material?

texts: I am going to begin work on a game and was curious to know if I had 6 meshes (limbs) on one armature(think armors and equippables)? like each has an animation and own texture but the material shared by all of the other meshes(limbs). Thanks.


texts: Facial Animation for Fuse/Mixamo Character

texts:
Thank you in advance for any help.  I have created a character with Fuse and I was successful in exporting to mixamo to apply movements.  I can even import my Mixamo fbx into blender no problem.  I would like to add some blinking and some random facial movements to make the character look more alive and less "creepy".  Does anyone have any suggestions on easiest way to do this?
Thank you!


texts: How can I tell what a particular key combination will do in Blender 2.92

texts:
I'm very new to Blender and I've installed the latest version (2.92).  The learning process is extremely hard because all the tutorials I can find seem to have been created under a version that has a completely different keyboard mapping.  So trying to follow them produces lots of unexpected results under this version.
The problem raises 2 questions:

Is there any way I can tell exactly what a given keystroke actually does? For example in Emacs I can type C-x h [mystery chord] and help on whatever would be executed by the chord pops up. Or in Visual Studio I can go to the keyboard mapper and try to map the chord and it will tell me what function (if anything) is already using that chord.

Given a demo of someone hitting a given chord in a prior version, how can I discover what keys are required to do it in 2.92?

I did find 'Is key Free' under Preferences | Add-ons but it either doesn't work in 2.92 or I simply can't find where it presents itself in the 2.92 UI.


texts: Is there a Chamfer modifier like 3d max in blender?

texts: I am 3d max user and i am used to chamfer and turbosmooth workflow in 3dmax.  The chamfer modifier in max takes into account the smoothing groups and bevel edges accordingly. Then adding turbosmooth on top gives you sharp and smooth edges.Is there a workflow or tool to replicated the same in blender?


texts:
It's a quick question.
I want to put the texture in the circle, but I can't see the texture of the image. But when I put the image in the same way on the plane, it is successful. Why not in circle?
I want to finally build a circular road. I want to add the texture of the road.
That's what it looks like in edit mode.


texts: Is the File too Big or is Blender too Slow?

texts:
I am just now getting involved in photogrammetry and as we know the files are quite large. I am importing an .OBJ file from Meshroom and from the import to any other click there is lag.

Being new I am trying everything to speed it up, I thought deleting large parts of the file would help, but there is no clear way that I can delete from my import. I would like to speed this process up.

TWO QUESTIONS:

Please what is the easiest way to delete a large amount of data from the image? (E.g. a counter top around a coffee cup. Or maybe grass around a concrete pad that has a statue on it. Or part of a cloud that was mistakenly brought into the photogrammetry process?)
SPEED... baby SPEED. I am using the box select tool (B) to choose an area then X to delete the vertices, I rotate around to make sure to get as much as I can but with the lag there is 5-10 sec wait between clicks.

I saw a video once where someone used a plane to remove everything under it or to the left of it. I thought that might work best but I cannot seem to find that video again.


texts:
I would like to know if is possible to create a simple python script to rotate these dials. What I want is something like this:

The first ring from the left is rotated around the Y axis by 40 degrees and when it reaches 40 degrees, the second ring is also rotated by 40 degrees and so on.

It could possibly be done with a Copy Rotation constraint but what i'd also like is to create a sudden shift of the dial every 40 degrees or so.


texts: How to get Mirrored-Repeat texture extension / UV in 2.8

texts:
I've imported a model from a game. It has UVs stretching beyond the image texture included. The texture is designed where the UV maps to a mirrored-repeating texture, but Blender 2.8 only has a "Repeat" texture extension.
This has been solved in the past for an older version of Blender, but the solution given does not apply to Blender 2.8: How to repeat a texture mirrored?


texts: How To Have The Mirror Modifier Work Correctly?

texts:
When working on my character model, I wish to mirror half of the character. When I mirror the half of the character, the mirror does not go over symmetrically.

What are the settings to have the mesh mirror symmetrically?


texts: No render in Cycles but the object is rendered in Eevee,

texts:
Good render in the vp with Eevee, but it disappears in the vp in Cycles. What am I doing wrong? It's probably super easy but can't find solution to this. this are many meshes with hair particles

https://blend-exchange.giantcowfilms.com/b/dMKe10s0/


texts: index out of range for UIList causes panel crash

texts:
I am writing an addon that displays the mesh modifiers in a listbox, with the settings below the box.

The issue I have is with the active index for the listbox - I'm using a custom property because there is no internal 'active' property for modifiers. The problem I have is that when the last modifier is removed, the index reaches true zero (index size zero), and I get a panel crash plus a console message:

IndexError: bpy_prop_collection[index]:index 0 out of range, size 0

If I then re-add a modifier, the problem resolves and the panel(listbox) reappears.

How can I structure this so the listbox doesn't crash when the index reaches size 0?
Here's the backbone of the script:

import bpy

bpy.types.Object.modifier_active_index = bpy.props.IntProperty()

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

    global num
    global atype
    global aname
    global amod

    num = bpy.context.object.modifier_active_index

    ob = context.object
    obname = context.object.name
    amod = bpy.data.objects[obname].modifiers[num]
    amods = bpy.data.objects[obname].modifiers
    atype = bpy.data.objects[obname].modifiers[num].type
    aname = bpy.data.objects[obname].modifiers[num].name

    rows = 2

    row = layout.row()

    row.template_list("UI_UL_list", "", ob, "modifiers", ob, "modifier_active_index", rows=rows)

Edit:

class OBJECT_OT_modifier_move(bpy.types.Operator): #move active modifier down in stack
bl_idname = "object.modifier_action"
bl_label = "Modifier Action"

action = bpy.props.EnumProperty(
    items=(
        ('UP', "Up", ""),
        ('DOWN', "Down", ""),
        ('REMOVE', "Remove", ""),
        ('ADD', "Add","")
    )
)

def invoke(self, context, event):

    ob = context.object
    idx = ob.modifier_active_index

    if self.action == 'ADD':
          if bpy.ops.object.modifier_add(type = '') == {'FINISHED'}: #how do I call the menu with modifier.type enums
              ob.modifier_active_index = len(ob.modifiers) - 1
    try:
        mod = ob.modifiers[idx]
    except IndexError:
        pass
    else:
        if self.action == 'DOWN' and idx < len(ob.modifiers) - 1:
            if bpy.ops.object.modifier_move_down(modifier=mod.name) == {'FINISHED'}:
                ob.modifier_active_index += 1
        elif self.action == 'UP' and idx >= 1:
            if bpy.ops.object.modifier_move_up(modifier=mod.name) == {'FINISHED'}:
                ob.modifier_active_index -= 1
        elif self.action == 'REMOVE':
            bpy.ops.object.modifier_remove(modifier=mod.name)
            if idx >= 1:
                ob.modifier_active_index -= 1

    return {"FINISHED"}


texts: How can I change default file save locations?

texts:
I would like to know if there is a simple way to have Blender (ver. 2.76b)save .blend files to a specified location by default. After install, my .blend files always saved to my \documents folder but as of sometime last week, I noticed them also ending up in appdata\local\microsoftwindows\temporaryinternetfiles\

I'd like to change this so that I have a dedicated Blender location, docs, pics, and so on. This answer How do you change the default directory for saving/opening files? says it can't, but I'm hoping something may have changed in the builds since that question was answered.


texts: Pinching an edge in the middle of geometry without additional creasing

texts:
So, I'm modeling a car and I've encountered a rather unexpected problem. When I add subdivision modifier to my low poly starting model to smooth things out, I still want to keep sharp edges on some places. And some of those places are in the middle of other geometry. I've dealt with this before, always with adding additional creasing, but in this case, this ruins the shape of my model.

I ask for a way to sharpen edges in middle of other geometry, without adding additional creasing.

Oh, just for information, extruding edges inwards and then adding creases to newly created edges works only on right (look picture 4.).

Here are some pictures:

Edges I want to make sharp are those that already have creases on them.

Picture #1 in wireframe.

Original geometry.

Extruding edges inwards and then adding creases to newly created edges (works only on right).


texts: Distortion when using displacement modifier

texts:
So I'm modeling a ring for myself, and I'm using a moon surface texture as a displacement map using a UV unwrap of just the outside of the mesh.
But the displacement modifier seems to be afftecting parts of the mesh I don't want. You can see below that the internal diameter increases.

And I don't want this as obviously it will chance the ring size and it won't fit.
Also I'm wanting the displacement to only affext the surface and for it to stay flush with the top of the ring but it has these sides that I want to get rid of.

Any help or tips will be greatly appreciated!


texts: Can a procedural texture follow the x y z orientation of vertices or do I need to UV unwrap?

texts:
So lets say:
I want to avoid seams on my model.
I'm to lazy to UV unwrap.
I want to keep my mesh joined.
Would it be possible to create a procedural material that follows the xyz orientation of a vertex or a vertex group?
The first screenshot is what I have and the 2nd one is what I want to achieve in terms of, the material following the xyz orientation. It has seams now which ruins the procedural aspect of it.
I found this but its not really what I want need, but goes in a similair direction.

I hope this is clear.
Hope I didn't violate any rules.
First post, thanks in advance,
Paul


texts: Why can't I insert a keyframe into the prop from the operator panel?

texts:
In this code example, I try to call an operator popup, in which I put a "location" property of the active object, I'd like to right-click to insert or remove keyframes from these properties, but that doesn't seem to work. I wonder if it's a bug, or my problem, It would be really interesting to understand why, and possibly, how I can fix this?
import bpy

class MYPANEL_PT_Panel(bpy.types.Panel):

    bl_label = "Test"
    bl_idname = "MYPANEL_PT_Panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Test"

    def draw(self, context):

        layout = self.layout
        layout.operator("mypanelop.test", text = "Test")

class MYPANELOP_OT_Test(bpy.types.Operator):
    """ """
    bl_idname = "mypanelop.test"
    bl_label = "Test"
    bl_options = {'INTERNAL'}

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

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self,width=300)

    def draw(self, context):
        layout = self.layout
        ob = context.object
        if ob:
            layout.prop(ob,'location')

classes = (MYPANEL_PT_Panel, MYPANELOP_OT_Test)

def register():

    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():

    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()


texts: How to combine the bump maps of two texture maps?

texts:
I give a clay texture map (downloaded online) to the 3d model, it gives the colour of the model, then the roughness input and finally the normal input (non color data for the last two inputs).

I also want to imprint the grayscale template with cuneiform signs placed on the 3d model, I do this by giving the template as a normal input(for the last image texture I give the b/w template image). But as you can see, the rendered image with the signs dont have the small texture/bump variations of the clay texture map (looks flat).

How do I go about combining the height input for bump node of the clay texture and b/w template for the given node configuration?

I am using cycles render, also if possible want to do it using blender node editor rather than manually combining the normal maps of the two images using some other software.

I have tried the answers given in the following link How to Combine two Normal Maps? but it hasn't worked out.


texts: Smooth option in Blender 2.8 mesh context menu missing for edges and faces

texts:
In Blender 2.79, it was possible to apply "Smooth" from the mesh context menu in vertex, edge and face mode.

For Blender 2.79

Vertex mode:

Edge mode:

Face mode:

However, in the recently released Beta for 2.8, this option was removed for edges and faces.

For Blender 2.8:

Vertex mode:

Edge mode:

Face mode:

Sometimes I want to smooth not single vertices, but larger areas. The only workaround I can come up with at this point is to select faces in Face mode and then change to Vertex mode before smoothing.

The Smooth option in the context menu was extremely convenient in Blender 2.79 and I don't really know why the developers would remove this functionality when it worked perfectly. Has it maybe been relocated to another menu?


texts: Extruding imported svg does only translate curve

texts:
I created a svg in inkscape.

and imported it in blender.

Edit mode, with the display of handles turned off looks like

Selecting the curve by selecting one vertex and and pressing ctrl-L and pressing E to extrude it, restricting it by pressing Z does only result in translation.

I expected the mesh to become like a strip/band/wall.

The extrude curve menu that comes up shows some alternatives

...but changing to something else than translation here does not result in anything.

Why not?


texts: How do I create a radial metallic gear material procedurally?

texts:
I am trying to make a gear material where there are highlights that are like lines facing outward from the gear's center. This image shows what I am trying to accomplish. How can such an effect be done?

Thanks in advance!


texts:
I am trying to manually create a fragmented spherical object in Blender for use in a Unity game. When i create a separate object from the mesh the smoothing is no longer contiguous so it becomes obvious that the object is already fragmented.

Is there a way for the fragments to appear like the original whole and contiguous unbroken sphere with no gaps and consistent shading? Can I instruct Blender to smooth across all objects instead of smoothing individual fragments?

I am quite new to modeling and would appreciate any pointers.

Thanks!


texts: How to have rigid-bodies and charge fields interact?

texts:
Using the answer in "Why don't effectors effect effectors?", it is possible to have rigid body objects interact with each other using force fields. However, I would like to do something similar using charge fields.

If I try using this approach with the charge fields, there does not appear to be any forces applied.

Is it possible to use charge fields with rigid objects? If so, how is it done?

Example:

The animated result using force fields in Blender 2.76:

This is created using rigid body physics. The cage is a rigid body. Each sphere is a rigid body. An empty is parented to each sphere. Each empty has a force field assigned as shown below.

If the force field is changed to a charge field, the spheres end up on the bottom of the cage.


texts: Is it possible to continue baking Rigid Body Physics

texts: In Blender, I already baked Rigid Body Physics for about 200 frames. Is it possible to continue baking, or do I need to Free Bake or Free all Bakes and start all over again?


texts: Increase depth percept of upside-down cup

texts: I'm trying to obtain a top view of a upside-down cup, with the camera displaced at an angle from the centre of the cup. However, the depth percept looks weak. I'm not able to tell that the base of the cup is nearer to me than the rim. Any help would be much appreciated. Thanks in advance.


texts:
how to wide camera without zoom in or out?
what i want to do.

height wont increase  no matter what value i put, blue circle is max hight(i try both x and y)

when i Use Orthographic Scale it fit, but i dont want it to zoom out.
sorry for my broken english


texts:
I have modelled an oven.
The front has some details, but the back should be plain as nobody will see it.
To remove unnecessary geometry from the back, I select it, then choose "Dissolve Faces".

This looks good to me, but I am afraid that I might have created N-gons.
How could I check if I did that?
Thank you!


texts: reflections look pixelated in render-result:

texts:
I created a scene with a big reflective object in the front. unfortunately the refelctions seem to have much bigger pixels than the rest of the scene. As a work-around I thought about rendering the reflective area again in a higher resolution but I assume there is a better way of solving this. I am looking for a time-saving solution.

Which render-values do I have to change in order to get rid of this problem without increasing render-time too much?

I am using blender 2.78

Problem solved:


texts: Problem rigging with automatic weights and shape keys for Unity

texts:
Greetings nice community! I'm having problems rigging my character (a simple panda), probably because it's the first time I actually try to rig something.
Anyway I got to the point where I made the rig using Mixamo, did a separate rig for the eyes and set up shape keys for the mouth and the blink animation. I want to use the animations from mixamo in my Unity project and I was hoping I can keep the eyes rig separate so the animations would have no problem working with that mesh, but the eyes rig doesn't work in Unity for some reason.

I tried clearing the auto weights and joining the rigs together and then parenting the whole model to the combined rig,but got wicked mesh deforms.

My questions is what is the right path to follow from the point that I reached and what I'm doing wrong? Should I make bones for the shape keys first? Should I even join the separate rigs into one? And I also tried using preserve volume in the modifiers tab but the animations work perfect only in Blender - when I get them to unity I get slight but noticeable mesh deforms.

I'm uploading a cleaned version of my .blend file with the modifiers not applied and the rigs not parented hoping someone would show me the right way. Thanks in advance!


texts: How translate an object with a constraint vertex position without deformate the mesh

texts:
I will simplify my problem in this question. Let's say that I have two objects in my scene: a cube and a plane.
I would like to translate the cube such that the position of the two down vertices on the right of the cube become the position of the two left vertices of the plane without deforming the cube (and the plane of course). So these vertices will share the same coordinates at the end of the process. I found this code that partially answer to my question, but in that case the effect would be the following:

while I need to have something like this:

Anyone has any idea of how to achieve this in Python?

EDIT: the objects are not aligned, they may be, but I am interested in the most general case. The practical problem is that I have a mesh of a pair of glasses and a mesh of a face. Now I want that 3 points from the bridge of the glasses share the position of three points of the nose of the face. Then, the rest of the glasses would moved property, with no stretching or deformation, in such a way that they are putting on the face. Furthermore, I can obtain the data from these two objects with the bmesh with something like this:

mesh = ob.data
mesh.vertices[1].select = True

I can also activate the debug mode with bpy.app.debug = True in the Python Shell and I can discover which is the position of the vertices I want to move. So for example they are:

mesh.vertices[43].select = True
mesh.vertices[56].select = True
mesh.vertices[78].select = True

in the array of the data of the glasses. Also I know where the vertices of the face are into the array of the face. Let's say they are something like:

mesh2 = ob2.data
mesh2.vertices[1].select = True
mesh2.vertices[10].select = True
mesh2.vertices[20].select = True

So, the situation I have is something like this:

The dimensions of the two objects don't need to be changed. It's just the position of the glasses that need to change according to the vertices of the bridge that has to be in the position of certain established vertices of the nose.

Hope now is more clear.


texts: Export rigid body location without baking to keyframes

texts:
I'm making simulation in blender for rigid body. I need object location in the current frame. I use following command

bpy.context.scene.frame_set(250)
bpy.data.objects['Object'].location

but this command returns the location corresponding to the initial frame.
Neither changes object location in Location panel during simulation. I know I can bake rigid body transformations to keyframes but I need another way to get location of object because baking takes long time for multiple objects. Is there any other command which can print object location after transformation without baking?


texts:
This is the setup.

Blue Slider.
Green cube with array modifier.
Red cube.

The Blue slider drives the Green cube's array property count when moved up/down and works perfect.

The red box is set to move its location to the green box's location.x+dimension[0].
If I resize the green box or move it, the red cube is following the green box's end correctly (location.x+dimension[0]).

However, If I change the Green box's count property in the Array modifier (with or without Blue slider driver), the red box's location isn't updated at all.

To update it I have to set the cursor in the drivers Expression box and press Enter. It seems like the driver isn't triggered when the array count property changes the cube's dimension.

Any way to fix this?


texts: How can I automate this kind of Blender 2D animations?

texts:
I've started using blender VSE only for now, as my essential tooling for creating this kind of free educational resources for children:
My Video example

And I'm asking you about a way to automate this kind of Blender VSE projects, because I'm new to the animation world, and from my little experience, it is very time consuming.