texts: How can I make boundaries for a numerical value in the node editor?

texts:
I am trying to make a node setup where:

If the input is 0 or anything less it outputs 0
If the input is 5 or anything greater it outputs 5
If the input is between 0 and 5 it outputs the input

I can't figure out how to do this because 'greater than or equal to' and 'less than or equal to' are not options for the math node and the minimum and maximum nodes are only boolean and don't allow me to output the original number (if it is allowed).


texts:
I'm using a scrip Subprogram of Animation nodes to merge that will merge a list of objects using Bmesh (Because it holds the UVs)

But now i'm stuck at merging two Bmesh as the picture below explains.


texts:
I'm trying setting some bones in a particular way. One of my friends told me to set the bone on -180 0 0 PYR on Blender. However, to do that, I need to have the bones on a particular angle (0 0 0 I would say), but the armature comes with the bones already like this

What I want to achieve is making the bones have this particular angle

The issue here is I can't really ask him how to do it since he uses 3DSMax.
So, my question is, since that's already the neutral position, is there a way to rotate that bone in that angle? (-180 0 0 PYR)

Thank you in advance, I hope you can help me with this!


texts: How do you create the bone/armature structure for a 4-bar linkage?

texts:
I have a four-bar linkage system in Blender and I need to animate it with bones and armatures. The meshes are in the initial position to start, I just need to create the constraints to keep all 4 linkages together. Normal bone structures are serial or tree linkages, with each child bone only having 1 parent bone. As I understand it, I need a way to make 4 bones all connect together. I do not know if there is a way to have multiple parents, or if there is a way of mimicking the parallel behavior with a serial manipulator. How do you create the bone setup and vertex groups for a parallel linkage? Does this make sense?
This is the wiki page for a four-bar linkage system, in case that helps.
Edit:
I see something similar here, but I don't quite get how they got to the answer. (Like a math question with an answer provided, but no work to show, as I understand it.)


texts: Texturing the sides of a cube (without UV mapping) only appearing correctly in Rendered View?

texts:
I'm working on a Minecraft themed map, and have a ton cubes. Some cubes require 3 materials (a top texture, bottom texture, and sides texture). When I apply the top and bottom materials, it applies it correctly. However, when I apply the side material, it looks distorted and smeared, and only appears correctly when viewing it from the Renderer Viewport (rather than the Material Viewport).

Material View:

Rendered View:

Is there a way to fix it, without resorting to UV mapping?


texts: How to delete channels with nothing on them

texts:
I've heard solutions are pressing "O" or using the clean channels button.
Pressing O turns on proportional editing and Clean Channels doesn't get rid of scale for some reason

Any known solutions?


texts: I have an object made from several sticks (boxes) I want to shrink the section of the sticks without changing the size of the whole thing, just thinner wood pieces. Is there a clever way to resize it in the proper way? If possible without redoing it, obviously xD


texts: My glass(diamond) is reflecting nature, not transparent

texts:
I am new to Blender 2.8.

I try to make a diamond, so I used glass BSDF.
But it shows me nature on the surface like metal, not showing the other side or some shiny refraction.
Its metallic is 0.

What should I change to look like a diamond?


texts: Python, How to get pose bone to rotate with another pose bone from a different armature? Finding Rotational difference

texts:
I have two Armatures with different bone structure.
The goal is to get the rotational difference of one bone from a one Armature and translate it to the bone of the other Armature.

Code **For a General approach:
import bpy

context = bpy.context
scene = context.scene

Rig_1 = bpy.context.scene.objects['__Rig']
Rig_2 = bpy.context.scene.objects['__Rig2']

Rig_1_RightArm = Rig_1.pose.bones["r_uparm"]
Rig_2_RightArm = Rig_2.pose.bones["r_uparm"]

scene.frame_set(1)
WorldSpace_RightArm_1-1 = Rig1.matrix_world @ Rig_1_RightArm.matrix

bpy.context.view_layer.update()

scene.frame_set(2)
WorldSpace_RightArm_1-2 = Rig1.matrix_world @ Rig_1_RightArm.matrix
WorldSpace_RightArm_2-2 = Rig2.matrix_world @ Rig_2_RightArm.matrix

bpy.context.view_layer.update()

I've tried multiple methods and would like to know what to do beyond here, like using rotation_difference to between WorldSpace_RightArm_1-1 from frame 1 and WorldSpace_RightArm_1-2 from frame 2.


texts:
So I'm modelling a castle tower and am putting archways in it. I'm trying to make this one mesh (so I don't want to make the archway separate and make a hole in the mesh, I want to extrude the outline) but modelling with correct topology is proving to be a challenge.

I can't find another way to make the topology look cleaner without ngons (the bottom rectangles seem to be best left as ngons since the vertices are all parallel on a straight line).

This creates a few lighting artifacts as shown here ^.

But in the material preview mode ^ I don't see anything wrong. So the question is, is the current topology sufficient? Do I need to change anything if I don't see anything wrong in the render, especially if I add textures? Or is there some way I can improve this.


texts: How do I add clothing/armor to a rigged character

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I have an armor and the base mesh, an unreal engine mannequin. How do I combine those two that it is "wearing" the armor. Most tutorials are either 5 years old or show how to model new clothing. I just want to add existing to my character though.
I followed this tutorial that parents the character mesh to the clothing, but it did not work: https://www.youtube.com/watch?v=U7lKIFfHffY
Please help me out, I am a programmer and have very limited blender knowledge


texts: How to merge top with bottom of a real 3d object with different lighting conditions?

texts:
I made two 3d models of a pot. One of the top part, one of a bottom part. I have simplified the mesh of both and baked the textures from high-poly. Now I want to merge them to be one uniform object.
The problem is, that both models were made with different lighting conditions. When I merge top with a bottom I get something like the attached picture. How can I make the texture look uniform? Will appreciate Your help, thanks.


texts: I would like to add a brown to blonde vertical gradient to my model's back facing hair. How can I do this in Blender Render?


texts: Why won't my sculpted details bake into a normal map in cycles?

texts:
I have made a low-poly mesh in cycles, then duplicated it and sculpted more details onto it, and followed a tutorial that I had used before to try to bake the details, but all I got was a blank blue texture. i don't understand what I'm doing wrong. I added the normal map in the objects node editor, the two models are in the same place, and selected to active is checked. Please help!
Here is the blend file:


texts: Can I add new vertices to an object on a per-keyframe basis?

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I would like to have a mesh 'grow', so to speak. For that, I need to be able to add vertices at certain keyframes.

I understand interpolation between keyframes would be difficult so for now, a frame by frame setup would suffice. So I would add new vertices to the object per frame.

Can this be done in Blender? Eventually, if at all possible, this will be done programmatically, but a UI based way to do it would be a great start!

EDIT: So, most likely this is not possible. That is great to know because it will save me a lot of searching and experimenting. I will look for different ways to achieve what I have in mind.


texts:
I have a blender scene with several overlapping identical objects. Is there a simple way to determine and export visible faces given a specific viewpoint.
That is, i want to use Blender for hidden surface removal.

If there is a better way to do this, with some other tool, please share as well.


texts: Why are boolean operations so slow? If I try to cut into an object that has subdivisions or I array the cutter, Blender will freeze for up to 10 seconds, even though I have a 12 core CPU and a powerful GPU. Also, after adding the boolean to the modifier stack, the viewport will stall whenever I switch between Object and Edit Mode or toggle between some other settings.


texts:
Not sure why this simple code does not work. I tried several things... but it only works if the values are statics . In this example I put one dinamic value (does not work) and another that works but is burned.
Code:
import bpy

#create prop_group
props = {
    "name" : [],
    "type" : [],
}

#add props
props["name"].append( "fl_prop" )
props["type"].append( "float" )

print("---" )
class CustomPropGr(bpy.types.PropertyGroup):

    global props

    for name in props[ "name"] :
        for type in props[ "type" ] :

            if type == "float" :
                print("debug:: name : ", name, " type: " ,type )
                name : bpy.props.FloatProperty( name = name )
            # end if

        # end for
    # end for

    no_dinamic_prop : bpy.props.FloatProperty( name = "test" )

# end CustomPropGr
bpy.utils.register_class( CustomPropGr )

#make it enable and discovery for all objects
bpy.types.Object.custom_prop_gr = bpy.props.PointerProperty(type=CustomPropGr)

so = bpy.context.active_object

so.custom_prop_gr.no_dinamic_prop = 5.90
so.custom_prop_gr.fl_prop         = 90.5
print( "no_dinamic_prop    : ", so.custom_prop_gr.no_dinamic_prop )
#comment the below line to see the outputs
print( "dina prop (fl_prop): ", so.custom_prop_gr.fl_prop )
print("---" )


texts: How to bake to vertex colors in blender cycles?

texts:
The long way I do this is:

have cycles render selected
setup the materials of a mesh
create it's UV coordinates
create a new image and assign it to the mesh
bake
change from cycles to blender render
if in cycles you were using nodes for materials setup, disable it
setup the material as shadeless
go to the textures of the object and set the baked texture
go to object data->vertex colors and add a new one if there wasn't
go to bake options change bake mode to texture and bake to vertex color and finally bake it

This takes a lot of time to do and the final vertex colors bake will always have some vertex that are colored incorrectly because the UV projection was not perfect. Is there any way to bake in cycles directly to vertex colors?


texts: I use Blender for Minecraft animations. I make my maps in Minecraft and export them with Mineways in OBJ format. I use quite big maps(around 3 GB). Blender can't open big files or takes a long time. Should I convert OBJ to Alembic (ABC) to improve this and how?


texts: How do I use collision models on my exported meshes?

texts:
I have a project that I'm working on using the Hammer Engine (a remake of a map which requires specific external models). For this project I have exported many psk meshes from a specific game's files to blender and textured them there. I now need to add a collision model/s to each of them to give them collision that mimics the shape of the mesh. I've done some research into this and on the face of it, it seems quite easy. However, some problems have arisen.
First off I know that you need to name the Collision Model after the name of the model/mesh that you want it to be connected to. Before this though there's a tag. I know that for Unreal Engine and Unity Engine the tag is UXC. So for example if My mesh was named Shack_Wall and I have one collision model, it would need to be named UXC_Shack_Wall. If there was multiple models then say the second would have a number attached, UXC_Shack_Wall_002.

I've however, no idea if this is the same tag for the hammer engine though, if anyone knows if it is or how to find out please let me know.
Another Potential problem of mine, which is probably because of my lack of experience, is the collision model itself and it being visible even in rendered mode. Take this shack wall for instance:

*This was before I cut an opening for the doorway.
The first two are in material preview but the model is still almost as visible in rendered mode. Should it be visible? Will this grey cuboid carry over looking as it is to the game engine when I finally get round to compiling? I know the idea is to make it so your character (First Person) cannot clip through the model so it makes it look as real as possible. But is what I've done either covered too much or too little? Does it matter?
Finally is there anything else I've missed or I should know about Collision modelling before I begin. My little experience with blender may mean I've missed something that would before seem obvious.
Thank you for taking the time to read this, I hope it makes some sense to all you out there.


texts:
I wanted to make a simple animation of the camera approaching the head, the head losing its pupils, then the eyes glowing. When I looked at the project in rendered view in the layout tab, it worked exactly how I wanted it to. So, I went to the render tab, set the resolution to hdtv 1080p, and chose to export as ffmpeg video,  choosing h264 in mp4 as my encoding preset. FYI, I am using cycles rendering engine here, and have tried it with eevee and gotten the same problem. Once I hit render, it stayed on the first frame for about 30 minutes(remember, this is a very simple animation, the surfaces aren't smoothed out very well, there isn't a lot going on), then blender crashed. This happened several more times after I restarted blender and my computer. While CPU usage increased, the render window didn't show any data, and just showed a blank checkerboard background, with no tiles rendering or anything. Seeing other questions on this site with similar problems, I turned off sequencer in the post-processing settings. That changed nothing about the render window. What's wrong? Let me know if you need more info, here's the blend file

Thanks!


texts: How do I reduce the poly count of an existing 3D model?

texts:
I have a question about 3d modeling.

I have ZERO experience in 3d imaging, modeling....none!

However, what I'd like to know (if possible) is how difficult is it to take a pre-existing 3d model and reduce the poly count?

I'm using a little Steam game called Table Top Simulator and it can allow only certain size of OBJ files. Most 3d models I see online are quite large and I'd like to reduce those images for personal use.

http://steamcommunity.com/sharedfiles/filedetails/?id=692037907&tscn=1464716182

Hopefully the link here shows exactly what I'm trying to accomplish. This person has themselves found online 3d models from various sites and reduced the poly count using 3D Studio Max.

I've heard Blender is more user friendly?

Anyways, if someone can push me in the right direction on how to reduced existing 3d models I would greatly appreciate it. I know this isn't a simple "follow this one tutorial and you're done", but I'd like to know what I'm getting myself into before I jump in (this is for personal game use only and nothing something I'm devoting a lot of time to....but, I do find the urge to learn much!)

Thanks to anyone that can help.


texts:
I have a problem with shadows when I use the alpha channel textures. I've noticed this issue is on my 2 PC with AMD and Radeon video cards. On 3 PC with Intel and GeForce I don't have this kind of issues.
In Cycle all works like it should, I have issue only when using the eevee.
Does anyone know why there is such a problem with Radion video cards and if there is a solution to it?
I have the latest drivers on my PCs

screenshots
Cycle

Eevee


texts: How to add an Image Reference to for Side/Front/Top

texts:
I'm new to Blender's menu and all and I see a-lot of users use an image reference to make their 3D model.
How do you add image to the side/front/top ?


texts: How do I rotate my viewport around the position of my cursor?

texts:
I have googled a lot and didn't find the answer.

I think in older Blender versions, if you for example middle mouse click on a model and drag, it rotates around the point you hovered your mouse cursor over, for example the surface of the model.

But since I updated to Blender 2.8 it always rotates around a fixed point somewhere in the distance, so I have to use the walk navigation to rotate around the model. For example I wanna rotate around the model but it rotates around a point far behind the model


texts: How to establish the best texture resolution?

texts:
What are the benefits of a 4k texture compared to a 2k? Sometimes I use very large textures, weighing down the work, but without perceiving the benefit.
How can i choose which resolution fits my job best?

Thanks


texts:
I got this project where one object is not being rendered. I already cleared all restrict render, made sure that it is enabled in the render and moved everything from my second collection to my first.

.blend file here:


texts: Why Does The Background Image Not Show in Orthographic View?

texts: I have added a background image to the world settings. However, it has disappeared from my 3D view and only shows when I view the scene from the camera. Does anyone know if there is something I can do to make it reappear?


texts: I'm new to blender and I don't even seem to be able to extrude my faces straight down. I'm creating the base mesh for a shirt, but I keep extruding faces at different angles. Some help would be appreciated!


texts:
I'm completely new to blender (v 2.72b). I'm reading the official tutorial but I'm stuck because the list of textures isn't displayed inside texture context of properties menu.

This is the tutorial and in particular I can't see the texture list in this picture.

This is what I see in my project:

What am I missing?


texts:
I created spider web using curves. Then I joined all curves using CTRL + j.
Then I wanted to apply "skin modifier" to create mash.
Skin was added only to one line as shown in the picture. How to fix this?


texts: proper link left/right assets for rigging (2.8)

texts:
Can you help me understand the error of my ways?

In 2.8

have a standard character with nicely detailed & mirrored left/right sides.
The character is rigged with vertex groups.
Arm.L and Arm.R are WERE linked duplicates - but I broke the link to assign left/right vertex groups.
If I now want to modify an arm, I have to relink the objects (ctrl-L), modify them, unlink them and reset the vertex groups (manually?).

So, point 4 obviously can't be the right way to go about this. In fact it's only manageable since the model+armature is quite simple.

Q) How do you keep assets separated (say a rigid armour piece) while using it in an armature modifier or "child-of"-bone constraint.

Thanks for your time.

Marc


texts: Array and curve modifiers without deformation

texts:
I watched some youtube videos, they making some educational basic animations for kids. I want to make some similar videos for my channel. But I didnt find a solution for curve array modifier. My objects always deformed. I got some solution with dupliframe path animation but. I try to make just like this video :

https://www.youtube.com/watch?v=8pTcxkvXo8A

It doesnt look like a path animation(dupliframe) I think. It seems array and curve modifier. as if he making offset change. Any advice ? Thank you. (Sorry for bad english )

https://imgur.com/CwqxD7e


texts:
I have seen many people do it but I'm stuck with is this.

I want to know, how do I go from the regular default interface whenever you start a new blender project, to having two 3d views, and properties at the bottom? here's an example of what I mean.


texts:
I’m trying to create this eye in Eevee Mode with procedural texture, but I get this strange effect on the iris.
Below I attach the shading nodes panel and the link of the tutorial I was following
https://youtu.be/1Nkx2CuaREc


texts: Hair all goes weird once I change the mesh

texts:
I have made this character, and I want to seperate the helmate from the body.
But soon as I delate, seperate, modify the helmate, the hair just all goes wild.
(Half of them would move to different place)

I used the body to make hair directly.

Someone save me please.


texts: Rendering: Excluding a layer while keeping it's influence (Masking?)

texts:
I am making this Christmas Tree but the problem is that I can't render the whole scene in one go because of too many particles. So I have rendered my tree and now I want to render only tinsels wrapped around the tree but I want it as png with alpha so that I can add them together as layers.
So how can I do this?
Thanks.

Tree

Tinsel


texts: Smoke is not appearing in cycles, neither is the CPU option

texts: I have v2.75 and I keep seeing that I need to change the render to CPU, but I don't even see the option... How do I fix this so that I can see the smoke when I render it?


texts: When you add the skin texture?Before or after retopology?

texts: Noob question...I am new to sculpting and I was wondering when you add the wrinkles and skin texture, before or after retopology?


texts: How do I make my background image in VSE visible?

texts: I imported my background image. It shows in default view but won't show in VSE, how do I make it visible?


texts: Adjust "texture density" during UV mapping?

texts:
I have a wood texture such as this one.

If I UV map it to a plane of the same aspect ratio, the spacing between the wood seams will be well preserved, and I can see the same patterns.

However, when I UV map it to a twisted, arbitrary surface, the vertical seams become so dense that no other texture (such as the circular ones) is visible.

How do I have a little control over the UV mapping such that the original pattern is still visible across my surface?


texts: Advice on what shaders to use for stylised reptile skin?

texts:
So I'm practicing using shaders on animals and I thought I would start with reptile skin. Now I'm not ready to work with image textures yet, but I found a good example of what I'm going for in a pokemon from Pokken charizard.

Click to enlarge.

That character they got in the shaders they use are beautiful. But I'm wondering what shaders I would need to use to get that effect. One is obviously the glossy, but after that I have no idea, does anyone else?


texts: Using an opacity map with the Principled BDSF?

texts:
I have baked a set of maps in Substance (making trim sheets) and would like to plug them back in in Blender, incl roughness, metal, normals etc. I would like to have those, my base colour map as well as an opacity map. Base colour map and opacity maps are below.

I have seen some solutions (link to other thread) for having a node setup that does not include BDSF, but the outcome is missing all detail from the other maps, see below two image examples.

I am wanting to achieve the opacity whilst not compromising on the other maps, below is the node set up atm. I have blend mode set to Alpha Blend.

Any help or guidance would be greatly appreciated. Thanks, Ali


texts: Smooth shading faceted when using bump/normal

texts:
I noticed smooth round surfaces get faceted when I apply normal/bump map onto them, without normal/bump they are smooth. Does any one have a solution for this besides increasing subdivision?
 1. Smooth shading no normal/bump map
 2. Flat shading
 3. Smooth shading with normal/bump map with flat look
 4. material setup


texts: Place objects on the center of the ground plane and maintain structure via python script

texts:
I am trying to do what more or less is described in this thread How to place objects on the center of the ground plane via python? the accepted solution seems to work fine if you have only one object in the scene. However, in my case my scene is structured from individual objects thus this leads to the result all the objects to be scrambled together in the center of the plane as you can see below:

Initially my scene is like this:

By using the GUI I was able to center all the objects and maintaining the mesh structure by following these https://blender.stackexchange.com/a/26452 instructions.

Thus, I would like to know how I can achieve that in a python script.
Thanks.


texts: Working with larger .stl wireframe files

texts:
I'm trying to use an .stl file that imports as a tightly bound wire mesh that it difficult to work with.

My computer lags or the file seems too big for color/texture/etc. Is there a way to reduce the file or to change a setting to be able to work with larger files like this or am I doomed?

Trying to use a 3d scan of a mouth/teeth for numerous videos. Having something realistic and proportional will serve me well.

So, that is why I am trying to work with these larger files scans.


texts: Adaptive subdivision surface UV reflection problem

texts:
I need a help. I tried to make a wire mesh rope with UV and subsurf but there was something wrong with the reflection.

As you can see, after rendering, it looks like the reflection is changed in the middle of UV map:

This is the UV map and nodes:

Here is the modifier:

Anyone who knows why this happens? How can I have the right reflection on the surface?


texts:
I'm sorry if the headline isn't totally perfect but since English isn't my first language it's rather difficult to explain what I try to do right now, so please bear with me. xD
In the pic to be seen is a mesh and inside a sphere. I want the mesh be "circular" around z-axis so it completely surrounds the sphere.
I hope I could make my plan clear. :)
Thanks for the attention.


texts: Object shows up pink even when selecting and adding material?

texts:
Im very new to blender and was following this tutorial.

I downloaded the guy's start file to start editing; I had to download the .blend file and textures separately. I don't necessarily want/need to apply the texture, however, without it, no matter what I do, my object shows up pink:

I have tried selecting all faces in Edit Mode or even just 1 face, creating a simple green material and assigning it as in this tutorial, but the material is not applied.

How can I make the object not pink anymore? How can I assign a material or texture?


texts:
I have a complex skeleton and a mesh bound together via weight painting.

I see a deformation on a vertex I don't want, but I am unable to find from which bone the deformation is.

Is there a way to find the bone (this the vertex group) involved in the deformation?
I thought I could use normalization to remove all assignation but I am not very familiar with it in Blender, could it do the trick? I there a better way?

Thanks a lot


texts: Object appears Black while rendering ? while other objects look normal

texts:
When I try to render, one of objects on scene remains almost black like it doesnt recive any light, while other objects are normal. Why would the object (on photo its giraffe)not react to light, and what would be the solution ?
Will be thankful for any tips :)


texts: I imported a psd format image (with transparency) file into blender. I want to now be able to manipulate the text colour to become red. Currently the surrounding outline colour of text only gets changed but the text colour itself remains white. Here is a screenshot of the shading node setup:


texts: Boolean not working for 2 objects, not sure why. Tried many things as suggested on tutorial sites

texts:
I hope to get some help here.
I am having some fun designing a House, but for some reason I cannot get two boolean objects to cut properly.
I hope to get some help to figure out why the Windows and Pantry Door work, but the Bed4 and Side Window wont cut the hole.
I have tried the normals settings and nothing seems to work.
the only way I have got a result is to actually apply a boolean then edit the mesh that object was around to create the opening. but it's not a great way as I would like to keep it UN-Applied to move objects around to get a better feel for the placements etc.
none the less I have tried for hours and I am over it! heeheehee
I hope with some input from others I may understand what i've done wrong.
I really want to figure it out more then anything haha
Blender File


texts: I have huge scene with multiple assets and characters, I have eye material which is glowing in time - is there possibility to render only this material(like rest is holdout or black) that I can use it as a emitter mask in after effects?


texts: I've recently purchased an NVIDIA RTX 2070 Super GPU as an upgrade to my AMD Radeon GPU(Yes, pity me.). But I was slightly heartbroken when I realized you can't use an RTX card with Blender 2.79b. Yes, I know you can use it in Blender 2.83, but that version ruined the UI, and my character rigs won't work. Anyone have an addon, fix, patch, or even a link to a sketchy website that'll give me the version of Blender I want if I give my credit card number into return? I mainly use the cycles render engine. I know it would be easy to update Blender and just get a new character rig, but I'd really like to stay with Blender 2.79.


texts: Assigning vertex groups to bones precisely

texts:
I've looked at several answers to this question and none of the responses are giving me what I need.

Vertex groups are selected in the armature options, the vertex group names  correspond to the bones I want them to be attached to, and I parented the armature to the mesh with the 'armature deform' option (I tried automatic weights and the result was even worse).

I would have thought that the vertex groups would be influenced 100% by the bones sharing the same name as the vertex group, and 0% by the bones that do not have the same name.

This is not what is happening, as can be seen here:

The 'base' bone influences the 'base' vertex group fine, but also influences the 'lid' vertex group -which I don't want. Furthermore, the lid vertex group looks like it is only 50% influenced by the lid bone, as shown here:

I know there is an obvious remedy to this, but it's one I don't like using. Weight painting is not precise and very fiddly.


texts: Exporting trouble. Bone tail and head positions change quaternion rotation

texts:
I managed to program a cute script to export animated models for Play Station Portable.

If all the bones are aligned with Y pointing up, It works perfect, But animating the models that way is a bit strange:

So I want to export models with bones not aligned like this:

But the bones rotated in edit mode, like the ones for the arms, are now rotating along their rotated Y axis, the exported quaternions are wrong when loaded in PSP and they rotate in flipped axis.

So... Is there a way to export the quaternions without the rotation added by the head-tail axis?. Like, multiply the quaternion by the head-tail vector... or something like that?

Thanks a lot!


texts: Change the "OK" button name in dialog-boxes?

texts:
My question is really simple, by default the button of blender dialog boxes is the "OK" string
what if I want to display something else? like "Execute" or "Play"? Something a bit more explanatory than "OK"...
Related : How to call a confirmation dialog box?

example of dialog box (nothing out of the usual)
import bpy

class SimplePropConfirmOperator(bpy.types.Operator):
    """Really?"""
    bl_idname = "my_category.custom_confirm_dialog"
    bl_label = "Do you really want to do that?"
    bl_options = {'REGISTER', 'INTERNAL'}

    prop1: bpy.props.BoolProperty()
    prop2: bpy.props.BoolProperty()

    @classmethod
    def poll(cls, context):
        return True

    def execute(self, context):
        self.report({'INFO'}, "YES!")
        return {'FINISHED'}

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

    def draw(self, context):
        row = self.layout
        row.prop(self, "prop1", text="Property A")
        row.prop(self, "prop2", text="Property B")

class OBJECT_PT_CustomPanel(bpy.types.Panel):
    bl_label = "My Panel"
    bl_idname = "OBJECT_PT_custom_panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Tools"
    bl_context = "objectmode"

    def draw(self, context):
        layout = self.layout
        layout.operator(SimplePropConfirmOperator.bl_idname)

def register():
    bpy.utils.register_class(OBJECT_PT_CustomPanel)
    bpy.utils.register_class(SimplePropConfirmOperator)

def unregister():
    bpy.utils.unregister_class(SimplePropConfirmOperator)
    bpy.utils.unregister_class(OBJECT_PT_CustomPanel)

if __name__ == "__main__":
    register()


texts: I can't manage the shrinkwrap modifier to work even on a default subdivided default cube. What could possibly go wrong?

texts:
I was trying the shrinkwrap modifier after watching a cloth reveal tutorial.
And I couldn't make it work on my object. Nothing happens when i apply the modifier and choose target object. After many failures i decided to wrap a default cube with no success.
I have no clues left.
After subdividing the plane i had some results but it's not shrinkwrap i guess.


texts: Blood splatter (fluid simulation) on cloth (that gets stained and absorbs the blood a bit)

texts: As the title says, I need to make an animation where a soldier on white robes gets blood splattered all over himself. The blood needs to be as realistic as possible and the robes need to get stained and even (if possible) absorb a bit of the blood (like when a drop of water falls on some fabric and the wet area expands a little bit). I am pretty new to Blender, so all I know is that it will involve cloth and fluid simulation; I have no idea on how to make the stains and the absorption part. The blood (fluid) itself needs to stick to the robes a bit as well. I can tweak the internal friction and the viscosity, but the cloth itself can't be slippery either (or else the blood hits the cloth and falls/bounces back like mercury).


texts:
How can an Android photosphere be used as a scene background?

Should I map it onto a sphere? Is there a feature of background images I can use from scene?


texts: Combining two manifold objects creates a non-manifold with issues

texts:
I'm trying to combine these objects to be non-manifold for 3D printing but I'm not sure why it keeps saying the edge loop has issues.
Both objects are non-manifold and were joined to make one object.

I used the Bridge Edge loops command to join them

When I join them they become Non-manifold
How can I make this manifold?  Or how should I join the objects together so they become Non-manifold?

When I try to delete the internal face / zero face of the Bolt as recommend that just makes the M8 Bolt Non-manifold

PS:
I'm making a 3D printed adapter that has a M8 bolt on the end of it (the M8 bolt head was created using the Bolt factory Blender addon.
I've also attached the blend file.


texts: How do I host my Blender-Made game so others can play online?

texts: My question is: When we are finished creating the game in Blender, how do we let others play it? Is there a game host service through Blender? or do we need to purchase a server from a 3rd party provider?


texts: Texture not updating in cycles render, works fine otherwise

texts:
I’ve been editing my UVs and noticed that the changes won’t apply when I render the scene. I tried restarting Blender to no avail.
As you can see, in the first image the textures are correctly updated on the circled building, and in the next the texture reverts to when I first started editing my UVs. Any idea what would cause this bug?
I've seen some people talking about additional UV maps in the scene being the issue, but it looks like I only have the one, right?


texts: Different animation lengths for each animation? (For FBX Export)

texts:
So I have a few animations I'm working on for a game I'm doing. The Idle animation is about 915 frames so it can be a nice long loop, and the walk animation is about 30 frames so as to be concise. However, when I am previewing and tweaking my Idle animation, and I want to switch to my walk animation, it sets the preview length as 915 frames. This of course leaves me with 885 frames of my character sitting in the air before the walk loop completes.

Example

As I'm exporting to an FBX for UE4, I'd really like to ensure each animation has a set length for proper looping in-game. Any ideas on what I missed to get this to happen? Thanks in advance!


texts: I've looked everywhere looked through every menu, and for the life of me I can't find the spirals menu in blender 2.8. I can't add turns or steps to my spiral curve, can anyone tell me how to bring up the menu? otherwise it's no different than adding a circle curve.


texts: Does anyone know why my fbx mesh has holes?

texts: I have made an animated object using Blender, however, when I export it as an fbx and transfer it to Spark AR, the mesh has large holes in it. Does anyone know what the problem is?


texts: Is there a Cycles equivalent to Eevee's Bloom Option?

texts: Is there any equivalent option or process to get results equal, similar or better than Eevee's Bloom? If yes, how could I do it? I have an object with Emission Surface on Material in that case it is representing a sun, and the results I need are exactly or a little better than what Eevee's bloom is giving, but, Eevee's mesh render doesn't look as good as Cycles so I was wondering if there was such a thing. Thanks!


texts: Weight Painted Values For Bones Not Working

texts:
So I am encountering an issue with painting weights for a rig I have made.
At first I started out using Automatic Weights when parenting the rig before going in to edit the weights, but the changes I would make to the vertex groups would not show up at all once I went to pose the bone.
After this I decided to parent the rig with empty weights to manually paint them on, but now there is an entirely new problem; the bones only act as 100% weight or 0% weight, despite other values being used.

Any idea what is going on and how to fix it?


texts: Possible to hide mesh/texture at a perpendicular viewing angle?

texts:
Is it possible to create a mesh that becomes invisible at certain viewing angles? Id like the mesh or texture to become invisible as it approaches a perpendicular viewing angle.

Current mesh.

How it looks from certain angle.


texts:
I made box mapping to model. 50% of UVs became mirrored. I need to find mirrored parts of UV and scale them to -1. How i can find them?

And second question as part of my problem.
How i can fast show texture grid in viewport. I already have a lot materials with maps. I can't every time switch diffuse map to my custom UV grid texture for checking mapping.


texts:
Despite several answers to this same question, I have been unable to successfully remove a material from the materials list in my projects. Following answers in other questions, I have gone to the Properties section and opened the materials tab, then selected the material I want to remove, then clicked the X button next to the list to unlink. I've also tried this with a shift click to set the users to zero. After a save and reload, the material is still in the list.

Since I believe I've followed the instructions in multiple answers to the letter, I am forced to conclude that there is something different about my project. The material is a direct linked library datablock. Perhaps this is the cause? If so, I'm guessing I need to remove the link between the external file and this project.

Another answer suggested to click the make local button next to the list, but this seems to create a local copy of the material, while the original remains linked. The local copy can be removed following the standard methods, however.


texts:
I'm new to 3D modeling and I have an issue when trying to apply modifier Curve to Mesh when it is scaled.
As you can see in the below gif, I create a new BezierCircle and a Cube. If I apply modifier Curve to cube using as object the BezierCircle it works.
But if i scale up BezierCircle and Cube (applying the scale using ctrl+A) and reapply Curve modifier the mesh Cube become deforms and streched.
Why does this happen?


texts: How to select the entire object on edit mode

texts:
I need to have further explanations about how to select everything while I'm on edit mode as in this tutorial.

I would like to know how I can select the entire object in edit mode because when I'm on object mode I can select only one part of the object and when I switch to edit mode I can again edit only the part that I have previously selected on object mode. I've tried to do CTRL+G but at the minute 28.11 I saw that it's not the right answer,because she can select each individual piece of the character,but I can't. So,what's the solution ? thanks.


texts: Set range of keyframes for motion tracking

texts:
I'm trying to make a scene with camera tracking and I need my camera to move from left to right. As a result, some of my trackers get "lost" when they are near the edge of the scene. I want to ask if there is a way to set a range of keyframes for each tracker to use and then stop working.

When a tracker gets too close to the edge of the screen instead of stop tracking, it starts to move in weird ways, as if it is still trying to track the given point in the video.

The image bellow shows that weird movement of the tracker:


texts:
My name is Ella, and I'm learning how to use blender. Recently, i've been having issues when trying to render my images. I use the Cycles engine, and when I render it says "Building BVH: 100%" at the top,  then it just freezes/crashes. It happens when I use the hair particle. Are the particles overloading the render? Please help!! In the image below it shows Blender crashing.

This is where the models with hair particles are, unfortunately, it won't let me upload pictures over 2 MiB.


texts:
Backstory
I have a Radeon RX 570 and decided to try out Blender and 3D modelling in general. But after about 2 months I started getting some strange graphical bugs. I did manage to fix a couple of them but apparently blender doesn't like AMD Users. Then I got the wireframe issue.
Problem
Wireframe viewpoint comes up with this now  and I have yet to fix it. Also for Cycles, It can't even render on the viewpoint and if I dare to render it as an image, my whole PC freezes up.

What I've tried
For the wireframe viewpoint strangely breaking I've tried...

Reinstalling Blender to an older version
Reinstalling Blender and install a portable install
Going through each setting
Updated any possible driver and software

For Cycles I've tried...

Changing Cycles rendering device to each possible selection
Reinstalling Blender again

Each solution I've tried hasn't fixed anything


texts: Any way to avoid fcurves in scripting animations?

texts: I am trying to use blender to animate spheres I am controlling with a python script. I already have the position data I want for each sphere at each frame of the animation. I don't need keyframes with their interpolation curves and all that overhead. Is there any way to just update the position of objects at each frame without a keyframe and fcurve between every frame?


texts: camera view of Viewport render image is different from rendered image

texts:
I want to set camera at various locations in a scene and render images.  In one scene that I am working on now, the camera view as seen from viewport is different from the camera view that is in the rendered image.
Ive googled extensively and tried the following solutions:

checking the " lock to camera view' option
unchecking 'sequencer' in postprocessing
delete all key frames and re do.  I also additionally deleted the existing camera and added a new one, set its properties again.  But of no avail

There are no hidden cameras in the scene also.  How can I rectify this?


texts: Mesh has invisible parts after exporting

texts:
This is my mesh in Blender:

And this my mesh when placed in UDK:

As you can see it doesn't have the human head/chest part, parts of the hood are invisible, and it has some white lines. Why?


texts: Set active collection by selected object Blender 2.83

texts:
I cant find this simple function in blender:

Press button  - set active collection by select object

Like in 3ds max: set active layer by object


texts: where is the displacment and bump option in 2.83

texts: I cannot find the displacment and bump option in the new blender2.83


texts: How to model this stand? I've tried to use curve, but it doesn't look right.


texts: Center a mesh from a ply file in the origin

texts:
Is there a quick way to move the baricenter of a given mesh to the origin in blender?

Like a shortcut?


texts:
I'm having problems with this face. It is darker than all other faces with fine normals and flat shading. How should I fix this?

here the highlited areas seem to be wrong, especially the whole plate on top


texts: Is there any way I can make a curve and/or a mesh from a wavefile?

texts: So I want to make a mesh surface based on a wave file. I have been trying to convert sound to curves so I could extrude it to a mesh plane, but I am relatively new to Blender so I am not sure how to do this. Do anyone have any suggestions for a solution?


texts: Remove pointlight in reflection (Cycles selective lighting)

texts:
My scene contains:

1 sphere, 1 ground plane, and 1 point light.
The scene is lit with an HDR.

I'm searching for a way to disable the reflection of the point light on the ground plane. But I want to keep it on the reflecting object.

Is there a way to achieve this?

I want to get rid of this light in the reflection:

But keep this light in the reflection:

All in all - an exact reflecting copy of what's over the reflecting plane.


texts:
I'm using the default blender renderer and am trying to animate a scene with a bunch of different meshes (18 of them), all hooked up to the same armature, using the same bones and vertex groups (the vertex groups being connected to the bones). The meshes are different versions of fundamentally the same object. The problem is when I play the animation (of which there is none currently) I get about 5 fps, with all of the objects enabled.

That would seem totally acceptable, as there are 18 meshes, all of pretty good complexity (with normal maps). However, even when I disable all of the meshes except for the 2 that I want, the FPS value is still the same. I even tried putting them all on different layers, but the viewport still clung to around 5 fps.

I've also tried switching from material render mode to solid render mode, and that improved my FPS from around 5 to fluctuating from 12-14. This is still very sub-optimal, as I animate at 60fps.

I looked around a bit for the answer to the question in my title, and couldn't find anything. It's very possible that this isn't a current feature of Blender, as I know for a fact from previous experience that Cinema 4D (with non-PBR materials) renders the viewport with a single thread, and I would be willing to accept that's the case with blender too, so please let me know. If you have any further optimizations, though, please let me know, because I would be very appreciative.

After that, I took a look at the task manager and found I was using around 85% of my CPU, and only around 5% of my GPU (which probably wasn't being used much for blender). So, I was wondering if it was possible to render the viewport with CUDA, as I have an NVIDIA GeForce GTX 1080, which should be pretty effective if what I'm talking about does in fact exist.

If you need me to clarify anything, just let me know. Thanks in advance.


texts:
I have this bird model with hair particles.

All the hair is looking okay except this bit on the left.
The hair particles are going outwards but the linked children seem to go inwards or something.

The normals are correct. Im using mirror modifier with use modifier stack enabled.

any guesses?


texts: how to move various f-curves with modifier in the timline?

texts:
I have pack of animated objets, each one animated with a built in fonction modifier.
If I want to change the location of the animation for one objet in the timeline I have to change the phase offset value in the modifier.
I try to find how to do it for all my animated objects in the same time.
Not to put the same offset value to all the modifier but to add a value to all their values(that are not the same values for each one)
Thank you.


texts: Why can't I unhide objects in 2.8 that were hidden in 2.79 blend files?

texts: Whenever I open a blend file that's from 2.79 in 2.8, all of the hidden objects from the blend file are grayed out but I can't unhide them. But other times layers from 2.79 that become collections are having the same problem of being grayed out even though they're not hidden in 2.79. Is this just a bug? I cant find an answer for it anywhere online. They do appear in the render, just not in the viewport window


texts:
I seem to be getting this very annoying black line around my brush strokes when I use a lot of the different blend modes (Linear light in my image, on the beard), whilst texture painting. It make the blend modes virtually useless. Anyone have any idea why it's doing this? (2.79)

Much appreciated!


texts:
PLEASE READ THE QUESTION, DO NOT MARK AS DUPLICATE

I have looked at this Render not showing UV texture

and this:
Texture view works, but render is without texture

But I cannot find what is wrong

The textures show up in texture view just fine:

But not in render view:

It's just black

I've followed tutorials, created a material and then a texture, assigned an image and set coordinates to UV, selected map. Still not working.

Here is the blend:
http://pasteall.org/blend/35260


texts: each frame rendering several times, extending render job

texts:
I have a file (attached) that renders each frame several times.  In Eevee it is about thrice, and in Cycles about five times per frame as you can see in this

youtube video capture.  The blend file is a reduced  file with fast and low quality renders to demonstrate the problem.  This appears to be slowing my complete rendering (with a walkthrough camera) to a near screeching halt.
I can even see the rendering repeating in a console output from a render cmd like:

blender -b "renderProblem.blend" -s 1 -e 1 -a

I have never experienced a render that seems to redraw from the start as it completes a frame.  Explanations are willkommen!


texts: (procedural) Edgewear for (procedural) real Microdisplacement? for Cycles

texts:
I would like to make a procedural shader for glazed, worn ceramics.
Right now I am using real micro displacement to create the prodruted parts and I am using the geometry node, bevel and a math node set to dot product to detect edges. Got it from here.
I also found this edge detect node setup from Wayward Art Company, but It doesnt work for me and is far to complex for me to understand what is happening inside.
This is what I got so far.
I am wondering if this is the right approach.
Thanks,
Paul


texts:
I followed this tutorial awhile back and successfully ended up with this image rendered in cycles.

Here's what my node setup looks like.

Recently, I came back to the scene to render it at a higher resolution. I rendered it and got this image out:

Why did the rock and sand textures turn pink?


texts: How to batch rename bones and their corresponding vertex groups?

texts:
If we have modeled a character or device or something that has many identical moving parts (arms, tentacles, etc.), and rigged one instance of such a part, how do we get all of the bones with the same names joined as a single armature, and also get all of the meshes joined with the vertex groups that correspond to those bones?

In the example above, the character has only six legs (the wrong number for an octopus, just to add to the poor guy's problems), but what about something with even more appendages, like a centipede? What about a spider robot with very complex leg rigs? In cases like these nobody wants to go renaming each bone by hand, and then renaming each vertex group by hand.

So, we need an add-on or a Python script for batch renaming. The only add-on I've found for batch renaming is too simplistic - just for renaming at the object level. And although I found and tried a script for renaming bones, I got an error when I ran it. I also found a script for renaming vertex groups, but I haven't found any scripts that handle the mesh and armature data together.

What is the most efficient way to accomplish this?


texts:
I'm using v2.69 and I get this error in my terminal:

  AttributeError: 'SCA_PythonController' object has no attribute 'getOwner'

I'm using Linux.

The error in the line 21. Is the problem in my code or the version?

from GameLogic import *
import GameLogic as GameLogic
#START THIS SETUP ONE TIME AS A SERVER AND ONE TIME AS A CLIENT

#BEVORE YOU START THIS SETUP AS A CLIENT REPLACE THE * IN THE
#LINE BELOW WITH THE SERVER IP
#(FOR EXAMPLE: GameLogic.IP = "192.123.100.1")

GameLogic.IP = "192.168.1.1"

#THE CODE BELOW SETS UP IF YOU PLAY THE CLIENT OR THE SERVER
#TO START THE SERVER PRESS F1 TO START THE CLIENT F2

cont = GameLogic.getCurrentController()
obj = cont.getOwner()
scene = getCurrentScene()
Server = cont.getSensor("F1")
Client = cont.getSensor("F2")

if Server.isPositive():
    Server = scene.getObjectList()["OBServer"]
    Server.Activ = 1
if Client.isPositive():
    Client = scene.getObjectList()["OBClient"]
    Client.Activ = 1


texts: How to make a good glow effect around a sun?

texts:
I am trying to figure out how to make the space around the sun glow and than fade away into darkness.

The sun was made in blender using cycles render and several noise textures. The glow I have around my sun was made using Blenders Gurus tutorial for earth, atmosphere effect, to create a red glow. The sun will be animated so using composition is not going to work for me (sadly);

I realized one of the reasons why the method is not working is I am using surface rather than a volume shader, but As I tried to do it using volume shaders, I could not figure out what direction to take.


texts: Center viewport key in Blender breaks the viewport

texts:
I set the key layout to Maya's to work faster, everything goes great.

But when using F key (i don't remember which one is in blender, but the center viewport position and rotation to selected object).

Then everything goes wrong. I'm not able to get near the object. The position where the camera gets centered is another , far from the object. Their pivot point is where i want to look, but the vew goes away, and moving is a nightmare.

Moreover, when trying to approach the object i wanted to center on, the camera gets slower and slower (as in Maya) but I'm not able to get there...

Is there a bug or something? What do you suggest me todo, instead? but not turning to blender layout, please. :-)


texts: How do I convert a 3D model into a bas relief using mist?

texts: I’ve finished working on the model of my girlfriend’s face (thanks for the help with that, actually) and now I’m going to move on to phase three. The plan is to make a coin with one side as a relief of her face. I’ve been searching around for ages, trying to figure out how to make a roman coin-esque relief out of it, but I don’t really get most of it. I found one, however, that might work, an that was on how it can be done with mist. I’m still not clear on it, though, so could I get some more information?


texts:
I have a road with a plane locked to it through a curve and a constraint. I also have a camera that's locked to the plane with a Copy Rotation and a Copy Location constraint. However, when I enter the camera view, the camera goes inside the road, meaning I need to move it up. However, when I move it up (Z axis) and the camera approaches a bank turn, the camera goes way off the screen. So what I need to do is move it on the local Z axis. I've tried using the Limit Location constraint, but even when I set it to Local Space, I still have difficulties trying to get it to move on the local Z axis. Is there a way I can offset the camera so that it doesn't have this problem? Here's a picture representation:

Thanks in advance if you can help!
Here's the .blend file:


texts: Place emitter type particles on the surface evenly

texts:
I'm trying to recreate this effect:

I've managed to deform a cylinder to get the wave effect like so:

However, I'm not able to evenly add the particle objects since my emitter does not have even faces. A noob-friendly guide to adding the particles on the surface evenly would be extremely apprectiated! Thanks!


texts: The top two tabs won't close. I've tried and can't seem to find out how to get rid of them on my own.


texts: How can I move a UV Island to simulate the Movement of an Eye

texts:
SO I have a Plane instead of a Sphere for the Eye, I want to be able to move the UV Island instead of moving parts of the plane or using a Sphere.

The eyes are Oval Shaped so I have to use a plane for the eyes. So I would like to be able to Slide, Scale, and Rotate the UV Island (Not move any of the Geometry) instead of the traditional methods. I know AnimAll is a choice but AnimAll causes the Program to Freeze then Crash for me. So is there a way I can move the UV Island using a Bone that I move around kinda like in this image below.


texts: How do I close a object with the curve modifier applied to it?

texts:
I was wondering if there was a way to connect the two end points of this strap I made on blender.

I can't seem to get an even fit.


texts: Install pip and packages from within Blender OS independently

texts:
This question relates to installing pip from within Blender without the need to open a terminal outside Blender. This allows for more user friendliness and pip calls from within an add-on (as opposed a terminal outside Blender: How to install Pip for Blender's bundled Python? or https://blenderartists.org/t/how-to-install-python-packages-with-pip-blender-2-8/1142721/4).

External terminal: enable pip in Blender

Navigate a terminal to the folder containing python (e.g. 2.80\python\bin\python.exe)
In terminal: python.exe -m ensurepip

Pip install from within Python

One way to install pip and pip packages in Blender with a terminal / IDE is:

import subprocess
import sys
# enable pip
subprocess.call([sys.executable, "-m", "ensurepip"])
# upgrade pip to latest version
subprocess.call([sys.executable, "-m", "pip", "install", "--upgrade", "pip"])
# install any package
subprocess.call([sys.executable, "-m", "pip", "install", "your package"])

Blender problem

However, when executed in the Blender terminal, we get the error:

found bundled python: D:\*blender path*\blender-2.80.0-git.b46245470f79-windows64\2.80\python
unknown argument, loading as file: -m
Error: Cannot read file 'D:\*blender path*\blender-2.80.0-git.b46245470f79-windows64\-m': No such file or directory
Error: argument has no '.blend' file extension, not using as new file, exiting!
D:\*blender path*\blender-2.80.0-git.b46245470f79-windows64\-m
Saved session recovery to 'C:\Users\*name*\AppData\Local\Temp\quit.blend'

Blender quit

If we execute in the Blender terminal sys.executable, we see why: D:\\*blender-path*\\blender-2.80.0-git.ee0d8426ab6d-windows64\\blender.exe

Normally sys.executable points to a python.exe (on Windows, not tested on Linux yet).

Question

How to install pip and pip packages in Blender, from within Blender in an OS independent way?

System tested

OS: Windows 7 64-bit / Ubuntu 16.04 64-bit
Blender 2.8: ee0d8426ab6d-windows64 (2019-05-03 21:09) / 480a09a92f7f (2019-04-30 23:13)


texts: Hi I was watching this tutotrial https://www.youtube.com/watch?v=SzbuZTlMGPE&t=339s and wanted to make something simiallr. However this only works for parctiles that are emitted and not the hair settings. Is there anyway to get the same effect without changing settings? Essencially I'm making animation where a skull rolls accross a field and kills the grass at it touches it. Here's a picture for better understanding as to why I can't change to emitter.


texts: Use filemanager to select directory instead of file?

texts:
I want my export operator to open the normal file selector but instead of asking for a specific file I want it to ask for a directory. The reason for this is that both my model and the textures should be stored in a directory tree and I want to user to select the root. For example the model file "somemodel.ext" links to the textures "tex1.png" and "tex2.png" the resulting file structure should look like this:

RootFolder
+--textures
   +--somemodel
      + tex1.png
      + tex2.png
+--models
   + somemodel.ext

and I want to user to select the RootFolder in the export fileselect.


texts: How can I get some of the metallic (gold) colors on a piece of paper?

texts: I want to receive such an effect as on angel wings.


texts:
The texture does not show in UV editing mode, default mode or render. I have mapped the UVs and the viewport shading is set to textured mode as shown.

I tried adding a material (it was green) and the the render shows up as green.

In a different file the texture was showing and I didn't even add a material.
How can I get the texture to show?

This is the UV editing screen

And the Default screen (I removed the material from all objects)


texts: Can I change the view(pan/rotate) while performing an action?

texts:
As an ex-C4D user I often need the function to zoom in and out, pan or rotate during or while I'm editing a vertex. When I use the vertex snap over an DWG drawing, I had to snap an intermediate point, pan my view to the point I want to snap to, because it's out of the display view, and then make a second final grab action to snap onto the point I wanted.

Is there any function (with its respective shortcut) to do this in Blender?


texts:
I have a problem with a rig of six 1080ti.

If I render my scene with a server 1x 1080ti it takes 1h15min to complete the frame.

If I render the same scene with the rig (6x 1080ti) it takes 25min to complete the frame.

25min multiplied by the number of GPU = 25 x 6 = 150mins

1 GPU on server = 1h15min
1 GPU on rig = 2h30min

How do I have to set up the rig? I just need the same render speed(in %) between server and rig.


texts:
Is it possible to isolate an object in a video, and save it on a green or transparent background in Blender VSE?

For example, if I wanted to isolate a person walking in a video without any of the backgorund (with the aim to superimpose on top of another video) could this be done?


texts: Animating water surface from .csv temporal xyz data

texts:
I am looking for a tool to create nice animations from the output of my numerical model. So far I have gridded xyz data points for both the surface elevation and the elevation of white-water above the surface. So two x,y,z .csv files for each time step. Each file would have around 600,000 points and depending on the frequency of outputs, up to 10,000 time-steps to animate.

I'm looking for a way to import these into blender, generate a surface and create a nice animation. In the end I'm aiming for realistic looking water. Is there a way to accomplish this in blender, or should I look for another application? Thanks!


texts:
In maya there a way to move vertices or whatever in symmetry without using a modifier. That is usefull in making changes after a model with its uvs for example are already made and you want to tweek things a bit. But using the mirror modifier to do such thing will destroy the uvs of half the model.
Its also pretty fast and handy.

Is there a way to do that in blender?


texts: Problem with procedural eyes in blender 2.8

texts:
Ok so i'm having a little bit of a problem with procedural eyes

here you can see them normally

but notice that one eye has more red than the other eye

so i tried do fix by separating the meshes

and i got this

so then i wanted to fix the other that has more red but when i separated the eyes into a single object

now they have the same red

so i was a little confused so i joined the eyes again but they reverted back to the one eye that has more red than the other

How can i fix this ?

All answers are welcome

Umm this is the video i watched for the eyes if anyone want to know

https://www.youtube.com/watch?v=E0JyyWeptSA

oh i'm using eevee for rendering almost forgot


texts: How can I replace Bfont with another font upon startup

texts:
Blender is being used by Openshot and by default Blender uses Bfont to create text objects.

Currently Bfont that my system has from the 2.79 lacks russian characters. So the only way to render russian text is to load a different font, which I can't do as Openshot uses Bfont in most of Blender interactions without my intervention uses blender -b.

So question is:
 how can I make sure that when blender is started it uses (as Bfont, default font to render text objects another font of my choice) and this is loaded upon startup.

I know how to do it by modifying source files and recompiling blender and openshot from scratch.
I can put another font for blender as bfont and recompile.
I can also edit python scripts on openshot side and try to use/load another font, prior to calling blender.

However, I wanted to achieve the same with vanilla blender (those that I download from blender website)

So any way to call as Bfont some other fine via  config option (User prefs) or placing a file in some ~/.blender/... directory?


texts: Blender 2.9 How to use an Xbox joystick controller as an input to control an armature? (NOT GAME ENGINE)

texts:
I’m trying to figure out how to use a joystick controller as an input device to control an armature. The idea is to assign the joystick (perhaps as a driver?) to a joint or bone and create a kind of puppeteering system where the keyframes get recorded in real time.
I'm using Blender 2.9 and so therefore NOT the old game engine.
So imagine the left joystick x direction maps to the x rotation of the bone, and the y direction controls the x rotation.
I found a python library called Inputs https://pypi.org/project/inputs/
but when I run it in Blender 2.9 it will show the results in the console, but it basically freezes Blender… and i don’t know how to grab the values and map them to my joint rotation position.
here is the code:
"""Simple example showing how to get gamepad events."""
#https://pypi.org/project/inputs/

from __future__ import print_function

from inputs import get_gamepad
myVal = 0

def main():
    """Just print out some event infomation when the gamepad is used."""
    while 1:
        events = get_gamepad()
        for event in events:
            if event.code == 'ABS_X':
                print('X position RAW: ')
                print(event.state)

                #need to add sume kind of conversion factor to map absolute values to degrees of rotation
                #need a way to store the values in a variable that Blender can access
            if event.code == 'ABS_Y':
                print('Y position RAW: ')
                print(event.state)

        #for event in events:
        #    print(event.ev_type, event.code, event.state)

if __name__ == "__main__":
    main()


texts: How to make a clothing mesh follow an arm mesh?

texts:
I'm trying to model, rig and animate simple FPS hands (hands only, no body). I have the guns all set up and animated and I just have to do these hands.

I've rigged it and edited the weights a bit, but when I move the bones in the arm, the arm itself moves perfectly fine but the "clothing" I've put on them doesn't follow the arm right, it rotates slower than the arm and falls behind, and also scales smaller as the arm moves.

How do I solve this? Thanks

Blend file included https://drive.google.com/open?id=0B3g6-EZ98ikrS2c0am42VTNwYjg


texts: make a object see through to reference image behind

texts: I was working on a subway from a tutorial and when I try to go into wireframe mode the image disappears anyway for me to fix this?


texts: Error: import Point3D of Geometry Module of sympy0.7.5 in Blender2.71

texts:
I want to use  Geometry Module of sympy0.7.5 in Blender 2.71 (64 Bit).
  But I got some error when I try to do "from sympy import Point3D":
        ImportError: cannot import name 'Point3D'.

Here is what I have done:

Clone the latest sympy0.7.5:

git clone https://github.com/sympy/sympy

Install it in python3.4.0 [MSC v.1600 64 bit (AMD64)] (same python version in blender 2.71 except MSC v.1800 64 bit (AMD64)). The sympy's location is in c:\Python34\Lib\site-packages\.
Test from sympy import Point3D"- in python3.4, everything is fine.
Copy sympy folder in
c:\Python34\Lib\site-packages\ to
c:\Program Files\Blender Foundation\Blender\2.71\python\lib\
In python console of the blender, it works for

   from sympy import *
   from sympy import Point
   ...
  but failed for
   from sympy import Point3D


texts: Extrude multiple faces, stopping at intersection

texts:
I have a model that consists of horizontal faces only, they all have the same normal direction and there are many of them. I am wondering if its possible to extrude all these faces, but just to the face directly under each one. (Grey vertical lines in the image added for reference)
Essentially 'filling' the vertical space between all faces.
They don't have to intersect and split the faces below, but if that is possible then that would be helpful as well.
I've tried a number of tests, but most end up in the same zone as: Merge overlapping, differently sized faces in large model

Another angle:

This is the orthographic side view:


texts:
In Blender 2.69 I can't figure out why hair particles are unaffected by mist.
I'm using tangent shading if that makes a difference.

Does anyone know how to fix this? (see image)
Thanks!

UPDATE: Ok, I think I figured it out somewhat. And yes, I am using blender render, not cycles, sorry about that.

If I turn off 'Strand render' in the particle settings it works!

But the hairs, or needles in this case, don't render quite as well as with strand render on...

If someone knows a way around this, that would be great to know. But I'm content with the way it looks either way. Thanks again!


texts:
Out of pure curiosity, after seeing a few really awesome perpetual motion machine ideas on youtube, I decided to try it out in blender as an exercise.
In addition, I thought, that would be cool to have a rigid body system driven by one of the perpetual motion ideas, instead of existing "motor" constraint or animated object.

Of course, I understand that perpetual motion is impossible in real world, but, I believe, it can be achieved in computer simulation, by (cheating) tweaking some properties, friction or gravity for example.

So, I am trying to recreate the examples from here https://youtu.be/jsxroTt9IhY?t=91,
 and from here https://youtu.be/1hYYdmjuDac?t=146

However, both simulation does'n work as expected and it seems, the system balances itself even, no matter how hard I'd try.

Here are my test blends:

Ball & Levelers

Rolling Ball Wheel

Is that possible to achieve that in blender simulation at all ?

Edit: just found this example https://www.youtube.com/watch?v=1KeQc-vH46U

Thanks,
Michael


texts: How to extrude plane and subdivide at once

texts: Halo.. im new in blender.. and i found sclupting tutorial video,there he made a plane, mirror it, scale, rotate. But then he made an object from a plane very quickly, and i don't get it how he do that. He extrude the plane and subdivide it at once can you explain please?..


texts: Selected Face color not updating in user interface

texts:
I’m trying to set the selected face color but it is not updating.

Here are my user interface colors and the viewport results:

The active face is set properly. So are the selected face dots. But the selected face color is not appearing.
I changed all the 3d view colors to bright (in the second image) to see if any affected it, but none of them do.

I know it’s possible because the tutorial I’m following has all selected faces highlighted:

Any ideas?

Update:

So I tried editing another object in the same scene and it looks fine (selected face color correct). When I edit the original object it looks incorrect. In the same viewport even.

It seems that something specific the model itself is overriding the view property?


texts: Is it possible to pause and later resume a fluid sim bake?

texts:
I have a pretty heavy fluid sim bake going on... by pretty heavy I mean I estimate it will take two weeks to complete! It is likely that during that time I will sometimes want to use Blender for something else, then resume the fluid bake. I understand mesh data for each frame is stored in bobj.gz files, but can Blender use the file from the last frame to pick up where it left off baking?

Thanks


texts: How to change a primitive's properties after creating it?

texts:
I want to model a pistol like this for my FPS:

You can see how the cylinder for the front of the barrel is very low poly. How do I make a cylinder less low poly? Or even a sphere, anything?


texts: Shrinkwraps Not Following Head - Pupil Shrinkwrap Not Staying On Eyes When Rotated

texts:
This past week I've learned (sort of) how to set up an eye rig for non-spherical eyes using this incredible advice: pupil constrained to a surface

Basically, I have the Eye object.
I have an empty object located inside the eye.
I have the pupil geometry parented to the empty object.

The Pupil has a Shrinkwrap Modifier applied, with the Eye as the target, giving the result in #1 in the picture.

The Empty object inside the eye has been given a Shrinkwrap Constraint, so it moves along the surface of the Eye. The Pupil object is parented to the Empty object with Keep Offset applied as the parent type, so the pupil doesn't deform as the pupil rotates around the eye.

The Empty object has a Track To Constraint applied to it, with a bone as the Target, see #2 in the picture.

When I rotate the head back, it looks like #3 and #4 in the picture.

I've tried parenting the pupil mesh to keep offset with the eye, parenting the empty to keep offset with the eye, and other random stuff that I can't exactly remember (because I wake up at 4:00AM to do this stuff before I go to work...).

What are your ideas and solutions?

If I'm going about it all wrong (this will eventually be going into Unity, so Lattice deformers are out of question, as Unity doesn't support Lattice deformation) then I'm willing to try a new approach. But right now, I can't turn or move the head from the default position without the eyes screwing up. If it stayed in this pose, it would work fine...

and here is the texture file


texts: Entered weird mode, tab switch between "Edit" and "Edit Strokes"

texts:
I did something I am not sure, but now Tab key switch between "Edit" and "Edit Strokes" mode without going out to the object mode. When I click the mode it says "Object Mode" but that's actually an edit mode. Also, all the armatures displayed in X-Ray are all gone. And edit mode does not show editable vertexes like it should be.

In this Edit Mode I can only try to right click around the area that I remembered there is an armature, the yellow name at bottom left would change accordingly without any other visual indication. I can press G to grab the invisible armature and move them. (I know this because it is showing Dx Dy Dz text)

One way I found to exit from this state is to load other workspace preset. But if I come back to this preset it still stuck in this state. What exactly is this?


texts: How to subdivide and smooth top surface of wing but keep hard edges

texts:
I am trying to create a smooth top surface on a wing profile.  As it is it is currently too faceted.
I want to produce a mesh for export to print and as it is the section has 'ribs' rather that being smooth.  I wish to retain the straight leading edges and trailing edges as well as the flat ends.
Can you assist?


texts:
So here is a picture:

Here i have 3 verts. I want to align them in diagonal, centering on middle vertex.

There is a solution tho - creating an edge and setting it as a custom transform orientation, but it seems to be overcomplicated. What if i need to do this on multiple vertex groups?

May be there is another way to straighten verts in a line, that is not aligned with axes?

UPD: actually above situation can be solved by scaling along normal Z axis.

But what if i have this:

Here i want verts to be aligned in a line between first and last verts. But transforming by normal orientation does not help here.

UPD: tried making an edge between these two verts, but its orientation appeared unsuitable for scaling (like on image).

UPD: used lower face as transform orientation, but result was not as expected. And what if i have no suitable faces, oriented appropriately?

Please advice, what am i doing wrong here?


texts: How can I modify the frame rate without changing overall animation speed?

texts: How can I change the animation fps when I already have finished making an animation? I already did an animation and I don't want spend some time recalculating the time by hand, is there a easy way to change the frame rate without making the animation speed up or slow down?


texts: Faced with such a problem - there is a system of particles in settings exposed saving cache to disk next to the file. Also, 400 frame animation of the object. The problem is that baking stops at 100 frames in the Task Manager, the entire memory packed to capacity. Please, help.


texts:
I have added a HDR environment image. In the 3d View it's visible, but not in World Properties Preview.

With my small scene i added another hdri. I turn off the ray visibility -> camera off. The scene turn black.

I created a glass cabine. I cant see the glass edge. Here i have a top area light. And same no hdri preview seen. Just complete black.

Any suggestion how the hdri can be visible and why the glass edge not visible. Thanks


texts: Weird black lines come up over final render

texts:
In the final render these weird black outlines show up. This happens in eevee and cycles, and I have no clue why.
This only popped up on this specific render.
For example, The black outlines on the snowman and the wall edges are not supposed to be there

Using blender 2.83


texts: The hair displacements differs in object mode from those in particle mode

texts:
the upper image is in particle mode and the lower image is in object mode.
the displacements of the hair vastly differs. How do I fix it and let those hairs in object mode lie exactly on where the hairs in particles mode is?


texts: I'm trying to rotate my cloud group like in the tutorial I'm following but I can't figure out how to select just the cloud group. I go into the other layer like he does, hit A to select all but I'm lot from there. Here is the tutorial and I'm at http://youtu.be/TJ_OcBh7F5I 33 minutes in


texts: I am making an animation where a person sits down on sofa. I need to make it such that when the person sits on the sofa or presses it with his hand, it deforms. However in my case, when he presses on the sofa, his hands goes trough the sofa. How can I fix this problem?


texts:
I'm not savy with browsing Blenders source code. For another purpose I'm interested in the source code of the color ramp node.

Not the UI stuff of it, just the "math" behind it, the "take in everything, from a single number up to a complete bitmap, and remap those values according to the sliders count, color and position".

Anyone that's into Blenders source code can help me out and post the code of the color ramp node? Or maybe directions so I can find it myself?

Thanks.


texts: How do I place the "follow active quads" results against the UV Grid?

texts: Below is a view of my dinner plate.  The green faces traveling around the blue center of the plate, display as a circular image the UV image, and do not texture correctly.  So I thought I would try to use "follow active quads" just for those green faces.  At first it appeared to work, as it gave me the flat non-circular grid you see on the UV grid.  But I see no way to rotate it so it will lie flat against the UV grid.  I made one face active, then using circle select, I selected all the other green faces.  The I pressed U for unwrap, and chose "follow active quads" and ok.  Can someone tell me if I am doing something wrong, or have not gone far enough?  I would appreciate any advise.


texts: Render is working locally, but not on the server

texts:
I'm looking for some advice. I currently am using AWS GPU instances for my rendering. It has worked well until now.

I have a scene that is a particle system inside a smoke domain to behave as a sort of smoke. My laptop will render the particles fine, but the server just refuses to render them.

Any reason that might be? Anything I should know about particles/point density textures that might cause them to render badly on the server?


texts: Why is there still a white background even though a transparent png image is used?

texts:
I have a very simple node set up as below for a leaf texture which is a transparent backgrounded png file. When I use the transparent shader with alpha node, I still get the white backround appearing as below, I can't figure out what's the problem here, please help.

Render view

nodes

PNG file

Blender file

thanks a lot

Ps. I went through questions already asked here for this subject, they didn't solve my problem, even though it's a very simple node set-up - sorry if it's a duplicate which I haven't seen yet


texts: Mirror an object via modifiers on a point(instead of a plane)

texts:
I would like to use modifiers to mirror and rotate an object.
Or simply, mirror on a point, not a plane.

Left on the image is the simple mirror modifier using the x-axis.
I want to have the situation on the right, where the object is mirrored and
rotated.

Red points correspond to each other.
It would be easier than copying and rotating the object, because I
want to model some kind of matching, point-wise symmetric chain links.


texts: How export Blender files to 3DsMax with collection (keep layers)

texts:
I have a big scene in blender, with a lots of object, and i want export this to 3DsMax with the collections layers.

When i use FBX, and import in 3DsMax my file, in this last i don't recovery collections layers and it's a mess.

If someone have a idea for keep collections in fbx files, or other export files or maybe script ?
Keep hierarchy is important !
Thanks all.

PS : i use blender 2.81 or more and Max 2019


texts: How to make "Himalayan" rock salt chunks in Blender

texts:
Dear experienced Blender users,

please help me finding a solution for the following task:

The material I am looking for respectively that I would love to know about how to create it in Blender is:

Rock salt.

Nice, pink-ish to orange colored chunks of "Himalayan" rock salt.
You may know pictures like these:

If someone of you could enable me to get hold of a Blender material like this - it would help me so much to design items with or out of this material!
As you can see, it is somehow transparent and allows light to go through, it is rough and some areas are "white" where the chunks collided with each other. Some chunks also do have darker "inclusions" as you might recon on the tealight. So, it's quite a challenge and would for sure cost me the next two years to find out alone...
Your kind help and support would be highly appreciated and I want to thank whomever very, very much in advance already.
Thank you and please have a nice day!

Spotty110

Edit01: Btw, (and Thanks to Duarte Farrajota Ramos' comment!), I am still struggeling to learn how to model some decent chunks - I'm worlds away from even opening the node editor for a material... Forgive me!)


texts: How to connect mesh vertex groups with bones?

texts:
I can't understand, how to connect mesh vertex groups to bones and I'm beginner in blender. In first step I've created a new one file (download) with Cylinder and added two connected bones. After that, I've added Armature object as Modifier to the Cylinder mesh.

After that I've created vertex group named g1 in Cylinder mesh.

And painted in Weight mode:

But I can't understand, how to assign connect this 'g1' vertex group to the bone named 'Bone.001'. After that manipulations, when I'am trying to rotate bone 'Bone.001' in Pose Mode, no mesh deformation applied.

How can I "glue" end of the 'Bone.001' to the 'g1' vertex group?

Thank you.


texts: How can I create an Empty in Blender 3D 2.73?

texts:
In "Mirror changes to side of cube across all six sides", it is advised to add an Empty. However, I cannot find that option in Blender 2.73. How can I add an Empty in Blender 2.73?

When I do a Shift+A on the 3D View the context menu displays:

[Mesh||Plane|Cube|Circle|UV Sphere|Ico Sphere|Cylinder|Cone|Torus||Grid|Monkey]


texts: Why my ground faces looked like it's broken while i render it?

texts:
But if I pull up the faces much more higher, then it seems like it's okay

I pulled up one face much more higher to show it.


texts: 2.78 - switching between current shading mode and rendered one not work

texts: Switching between current shading mode and rendered one in new blender 2,78 not work for me after I imported my custom keyconfiguration. After resetting to factory settings it works. Can I manually turn this feature somewhere or it is bug?


texts:
I'm new to blender and I am looking for an easy way to connect two screws. Currently I have this double helix structure that I made by constructing two screws from circles:
I am looking to connect one of the sides of the double helix like this:

I've tried making a tube using a bezier circle/path but can't find a way to attach it to the ends of the screw easy and seamlessly.


texts: BPY how to detect what mode is the current mode in 3D View

texts: I'm writing a script, trying to save the current mode that the active object is in, Object Mode or Edit Mode, in order to reset the object to that mode after running the script. The issue I'm facing is that it's a toggle, so is there a way to detect this mode and save it to a variable?


texts: save screenshots into local file system in blender game engine in python

texts:
In blender render, it is ok to render a scene and save the scene image into the local file system with the code shown below

bpy.data.scenes['Scene'].render.filepath = '/home/user/Documents/image.jpg'
bpy.ops.render.render( write_still=True )

Now instead of working on the blender render, I am using the blender game engine to create a game, the blender game engine is working for me. but I I don't know how can to script to save the game screenshot into the local file system?


texts: trying to create a scene with mountains,trees ect the more objects I place in the scene that when it starts to slow down I'm trying not to use objects that have a lot of polys is there a way around this?


texts:
I was wondering how I can bake my hemi lamps into a texture included in the shadow (Full Render mode). I'm satisfied with my lighting (a few hemis and 1 sun) and I don't want to use any lights when exporting it outside Blender.

I would appreciate any help, guide or workaround. Thanks.


texts: Snap an empty to a bone's coordinate, quickest way?

texts:
I'm doing a ragdoll system with lots of rigidbody constraints. I use empties as constraints, which will be snapped to the location of a bone.

The problem is that my armature has too many bones and I have a lot of empties to snap to. So is there a quick way to snap a empty to a bone's location?

The possible way I find is to transform snap an empty to a bone's vertex, but somehow the bone's vertex won't be recognized by the snap tool?


texts: I am trying to work on a well tutorial created by Grant Abbitt, and I am stuck on making some support beams for the "roof" of the well. I am trying to merge two faces on separate parts of the model, but I don't know what to do. Any help? Here's a picture below...


texts:
I am attempting to animate a ball that would roll on a plane.
The ball has soft body and I want it to follow a path.

Though after setting up this scene, I have my ball reacting in a bizarre way when starting the animation.
It violently moves back and forth and wobbles, definitely not rolling along the path as I expected.

'goal' is enabled and if I tweak the 'strenghts' to default '1', it would behave properly but the physics of the soft body won't show.
I suspect it is something along this line, but I cannot quite put my finger on it.

Does anyone experienced a similar problem or would have a recommendation?

I have been scratching my head for the whole day and fear for my capilarity...


texts: How to make a edge of an object curved (I don't think I'm saying that right but please help!)

texts:
I am very new to blender and am trying to make a model for a game called gmod. I am wondering how do I make an edge curved (I don't think I'm saying that right) as seen below.

Oh and if I add a subdivision surface modifier it does this:


texts:
I want to create a wrecking ball in Blender. As a first try I created a sphere, UV unwrapped that sphere with Sphere Projection and then tried to texture that sphere with a tiled texture. This is the material setup:

This is the texture I downloaded from textures.com

And this is the rendered image:

I tried scaling this image texture but this did not work I think. How can you texture a sphere with a tiled texture ? Perhaps this is easy with procedural textures but that is a skill I don't have at this moment. How to do it with an image texture or is it just not possible ?

P.S If I am taking the complete wrong direction by trying to texture this sphere with a tiled texture, please tell me. In the end I just want to texture this sphere in a way that it looks like a rusty wrecking ball

P.S I thought I had a tileable texture. But this not being the case this is not a good question. Sorry


texts: bpy.ops.render.render does not find camera

texts:
I'm trying to run the following smallscript. The preview with 12 does render, but the last line of the script fails with this error:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "D:\Programme\Blender\2.78\scripts\modules\bpy\ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Cannot render, no camera

But there is a camera

import bpy

def reset_scene():
    for item in bpy.data.objects:
        item.select = True

    bpy.ops.object.delete()

    for material in bpy.data.materials:
        if not material.users:
            bpy.data.materials.remove(material)

    for texture in bpy.data.textures:
        if not texture.users:
            bpy.data.textures.remove(texture)

reset_scene()

bpy.ops.mesh.primitive_cube_add(location=(0,1,0))

bpy.ops.mesh.primitive_cube_add(location=(0,-0.05,0))

bpy.context.object.scale[1] = 0.1
bpy.context.object.scale[0] = 10
bpy.context.object.scale[2] = 10

bpy.ops.object.camera_add(location=(0, 4, 4), rotation=(-0.7853, 0, 0))
bpy.ops.object.lamp_add(type='SUN', location=(0, 5, 0))

bpy.data.scenes["Scene"].render.filepath = 'c:\test.jpg'
bpy.ops.render.render( write_still=True )

When I set the camera explicitly with this script:

bpy.context.scene.camera = bpy.data.objects['Camera']

it seems to work.

Why can't it find the camera automatically like when you press F12?


texts: How to get video renders (FFmpeg) to be exact the same colour as still renders (e.g., png)?

texts:
My question is based on this question.
I've gone through it all, but really don't know if I can be bothered to do this for every render! Have you found any shortcuts lately?


texts: How to draw custom, complicated ui element

texts:
Is it possible to add custom drawn elements to UI? e.g. access OpenGL and draw shapes from code, create some "canvas" in UI and draw on it.

e.g. I'd like to create a complicated interface, something that cannot be done with standard blender ui elements, like:

or

Or some kind of a preview for math functions, particular list items, there  are many possible use cases.
Maya/Max UI is made in Qt, so they are very flexible, but I understand what problems does this cause and I am not criticizing a way that Blender UI works. I'm just looking for some flexibility.

I do know about one solution:
Creating UI as an element of the scene, made from "real" objects
I know that this is a popular solution for rigs, you've got some controls created with e.g. splines. And it works for rigs well, but what if you've got many objects in the scene and would like to have a single place for controlling them all? What if you'd like to create UI for browsing a database, disk files, or you'd like to create some lists with elements, with scrolling, or combo box? So this is not a solution for me. Also, that's a little bit hacky

Can bgl module be used for this or does it only affect a viewport area? Dos anyone have some example of it?

Regards


texts:
My script runs through a for loop, each time rendering a frame. How can I abort the script?

Normally, I'd use CTL+C in the terminal Blender was launched from, but this doesn't work.  It just waits until the current frame is done and then raises a KeyboardInterrupt exception in some file called .../2.69/scripts/addons/cycles/engine.py, but continues on to the next frame.

Here is a simplified version of my script:

import bpy

framesToRender = (1, 3, 4, 6, 7)

for frame in framesToRender:
    bpy.context.scene.frame_set(frame)
    bpy.context.scene.render.filepath = "/home/garrett/Desktop/" + str(frame).zfill(4)
    bpy.ops.render.render(write_still=True)

EDIT:

The only way I've figured out to stop it is by killing Blender from the System Monitor (for Ubuntu), or close the terminal Blender was launched from. Using xkill on Blender kills the user interface, but doesn't stop the script.


texts: Animations become messed up after rotating whole object. Is there an absolute (non-relative) posing mode or something?

texts:
(Beginner)
I manually create keyframes with an option to include whole bone system of posed character. I wish to render animations of this character from 8 different angles, so I tried rotating it in object mode, but animations become messed when character rotation is different from original. I understand, that when I was posing bones, they must have calculated absolute viewports transform values.
Is there a way to pose armature relative to itself, so I could apply global transform to whole character and not mess up animation ? Or do I have to manipulate only camera to take all angles ?


texts: Separating, tweaking and recombining ambient occlusion and shadow passes?

texts:
Probably a huge noob question, but I've been searching for a while and can't figure this out.
I'm getting to grips with the compositor in Blender, but I can't figure out the workflow for the shadow and AO passes.
I understand the below image of combining direct and indirect etc, but what if I'm not happy with my shadows or AO and want to tweak them? What order am I support to recombine the nodes?
For example I might want to take my shadow pass, adjust the contrast or colour, then put it back into my final composite?


texts: How can one add a new blank scene to the blender game engine

texts:
I am attempting to add a new scene to the blender game engine while the engine is running.

I am not attempting to add an existing scene that is in the file or an imported library, as with bge.logic.addScene() but rather create a new empty scene.

How can this be implemented?


texts: Extention to save the 2D bounding box of an object in rendered image to a text file

texts:
I am stuck with the following code which is already explained here. camera_view_bounds_2d
Considering I have 3 objects in my scene. I did the following

Deselect all objects
Select 1 of 3
Apply function camera_view_bounds_2d

I always get the same coordinate. However If I manually select object in view port and change alternatively it produces the correct result.
Here is the further code to existing as mentioned in the link
k = ["Test","Cylinder_T"]
for i in k:
    bpy.ops.object.select_all(action='DESELECT')
    bpy.data.objects[i].select_set(True)
    print(camera_view_bounds_2d(bpy.context.scene, bpy.context.scene.camera, bpy.context.object))


texts: Blender UV Mapping Cylinder Splitting Map

texts:
Okay, I've been at this for days. I've created a cylinder that I'm trying to map an image onto its inside. I've boolean out a second cylinder as well as boolean out one side so that one can see into its interior (think curved projection screen).

Everything goes great until I start the UV Mapping process. The second I UNWRAP it, my UV editor takes the cylinder and splits the UV map in two. The two UV face groups are actually inverted LEFT to RIGHT. Meaning, if I align them together and painstakingly join their edges, the image is reversed down the center.

How can one get this to not happen? My model is vertex perfect. No flaws. The boolean appears to do a great job. However, the UV mapping (seemingly) arbitrarily splits the cylinder in half and reverses its sides.

Is there an easier way of doing this?

I've watched all the coke cans I can take. No one seems to have a tutorial that starts from a cut cylinder.

Thanks for any help.


texts: How can export textures and materials, particle system in fbx

texts: I have tried a lot options but in UE I cannot import with materials. Is there any solution for export? I used particle system for my example.


texts: Why are resolution, pixel aspect ratio, and sensor size not linked in Blender?

texts:
Background
So I wrote this lil' python script to obtain the camera matrix (intrinsics times extrinsics) from my scene and its active camera. It's been working great, under the following settings.

Render resolution: x = 1000; y = 1000
Sensor size: width = 50; height = 50
Pixel aspect ratio (PAR): x / y = 1

Today, I used my script under a new setting,

Render resolution: x = 1920; y = 1080
Sensor size: width = 50; height = 18
PAR: x / y = 1

and my camera matrix projects a point (which appears inside the camera as per the viewport, i.e., the "numpad0 view") to a negative y pixel value -- outside the frame!
I thought about it, and it makes sense. The (imaginary) physical sensor is shorter in height (18) than in width (50), and I am (unreasonably) demanding unproportional resolutions and a PAR of 1. Inevitably, some of the 1080 pixels in the y direction fall outside of the physical sensor!
Questions

Is my analysis above correct?
If so, why does Blender still show me the complete rendering (instead of the partial photo truncated in the y direction), even if I'm being unreasonable?
An even higher-level question: why aren't these three quantities---resolution, pixel aspect ratio, and sensor size---coupled in Blender? If a ridiculous user like myself is demanding

Render resolution: x = 1920; y = 1080
PAR: x / y = 1

shouldn't the sensor size be constrained to a fixed, computable value already?