texts: Adding blender cloths to a make human model

texts:
I have added cloths in blender to a model imported from Make Human.
I linked it with the rig on the make human model using automatic weighting.

Normally it is alright:

But in some cases the model shows though the cloths:

Is there any way to prevent this from happening?


texts: Multiple objects sharing the same name in Blender

texts:
I need to have multiple objects sharing the same name in Blender.

But Blender is adding a series of number in the name of my duplicates ( object.001 ).

Is there a way to delete those numbers at export, or to force Blender to share the same name on multiple objects ?

Thanks :)

( I'm using the 2.79 build )


texts: How to create a mesh with two shapekeys using extrude and bevel modifier?

texts:
I tried all sorts of ways to make this work in the weekend but I didn't succeed. The problem is shapekeys and modifiers don't play together nicely. If I apply the bevel modifier after the shapekeys are created, then only one of the shapekeys are modified. If I apply the modifier before the two shapekeys are created, then I face the hard 3D problem of transforming the beveled shape to the other desired beveled shape.
So basically I would like to have a smooth animation of a mesh object that transforms from this shape:

to this shape:

while the shape is being extruded and beveled.


texts:
I am looking for the best way to make a model comprising of many thin layers.. each with their own unique shape and editability...such as this:

Would it be best to model the object first then divide down into layers? Or to avoid having thousands of seperate objects and risk crashing.. could something be achieved with modifiers such as the array tool? Thanks


texts: How make hand touch without going through?

texts: I want to make two hand touch each other without than going through one another.


texts:
I am new to Blender and learning by making a donut with sprinkles on icing. Sprinkles are generated on icing with Particle, and colors are random thank to ColorRamp node.
Then I try to merge all sprinkles with incing. I Convert the Particle Modifier, then press Ctrl+J to join all selected parts.
Problem is that I loose all random colors after it.
How to join all this parts to one object, by keeping textures that have been randomly generated ?


texts:
Given a model that was symmetrical but who now no longer is. Is there a way to delete half the model and remirror or to straighten the symmetry out.

You can see in orthographic mode that the top (and front) of the model now no longer aligns with the z axis but the middle does.

There is a multi res modifier on it at the moment in case that makes any difference.


texts: Cycles texture mapping, generated coordinates with world orientation?

texts:
Basically I want to map a texture in cycles with the generated coordinates, but have it ignore the orientation of the object.

The effect I want to achieve is a material that has a gradient, spread top to bottom of the individual objects dimensions, but always orientated top to bottom of the world no-matter how the object is rotated.

Any way to achieve this? thanks


texts: Can't select vertices of different meshes in edit mode

texts: why can't i select two objects in edit mode?     I am trying to make a face from two different meshes but can't perform the action


texts: Headless render: can't find compute_device in 2.78b

texts:
On Ubuntu 16.04 (used as a headless renderer with dual GTX 970 STRIX GPUs) after upgrading to blender 2.78b I'm now seeing:

$ blender -b Lightsaber.blend -o //Lightsaber-tst-1_ -E CYCLES -F PNG -x 1 -P cuda0.py -f 1
AL lib: (WW) alc_initconfig: Failed to initialize backend "pulse"
ALSA lib pcm_dmix.c:1029:(snd_pcm_dmix_open) unable to open slave
AL lib: (EE) ALCplaybackAlsa_open: Could not open playback device 'default': No such file or directory
read blend: /home/shady/usermaatre/School/Lightsaber.blend
Traceback (most recent call last):
  File "/home/shady/usermaatre/School/cuda0.py", line 4, in <module>
    bpy.context.user_preferences.system.compute_device_type = 'CUDA'

The cuda0.py script is simple (it comes from BlenderArtists):

$ cat cuda0.py
import bpy, _cycles

bpy.context.scene.cycles.device = 'GPU'
bpy.context.user_preferences.system.compute_device_type = 'CUDA'

# this is different in each cuda[x].py file, CUDA_0, CUDA_1, CUDA_2, CUDA_3
bpy.context.user_preferences.system.compute_device = 'CUDA_0'

I had been running NVIDIA-Linux-x86_64-367.44.run and cuda_7.5.18_linux.run so we tried upgrading to the latest NVIDIA-Linux-x86_64-375.39.run and cuda_8.0.61_375.26_linux.run but that did not help.

I figured maybe the CUDA card has been renamed, so I tried running the script at  How do I get Cycles to use GPU on a linux server? and I get a similar result:

$ blender -b -P compute_device_type.py
AL lib: (WW) alc_initconfig: Failed to initialize backend "pulse"
ALSA lib pcm_dmix.c:1029:(snd_pcm_dmix_open) unable to open slave
AL lib: (EE) ALCplaybackAlsa_open: Could not open playback device 'default': No such file or directory
Traceback (most recent call last):
  File "/home/steven/usermaatre/School/compute_device_type.py", line 7, in <module>
    devt = sysp.compute_device_type
AttributeError: 'UserPreferencesSystem' object has no attribute 'compute_device_type'

Blender quit

I'm thinking that something has changed in the naming of the card? Is there a simple way to determine the card attributes? And should the 8.0 drivers work on a headless system or should I go back to 7.5? I'd really rather not have to drop back to 2.78a which had worked...


texts: Can Vertex Groups be preserved in the result of a Boolean modifier?

texts:
The answer here (which I believe is outdated, anyway), covers preserving vertex groups on a modified object A after it has been combined with a target object B, by using a Boolean on A's modifier stack.
But I am interested in any way that B's vertex weights can be used to influence modifiers further down  A's stack. I've tried all sorts of ways of shuffling weights around within A with Vertex Weight Edit and Vertex Weight Mix, and transferring between  B and A using Data Transfer, with no luck, yet.
A use-case might be to smooth the junction in  a Boolean Union of A and B.
A and B could both have Vertex Weight Proximity modifiers, targeted on one another. Then after the Boolean, the combined weights could be used to control a Smooth modifier in the now-combined A, biasing it to the points where the meshes meet.
(It would be very nice if, when meshes were combined by a Boolean, their weights came along for the ride, and were added to A's list of vertex-groups)


texts: Is it possible to bake normal map from high poly object without the existence of a low poly object?


texts: Materializing a Boolean modifier in an animation

texts:
I'm trying to reproduce David's answer here, and make variations.

When I assign a material other than transparent to the Boolean Difference cutting Cube, as in the attached blend file, the cutting shape stops being invisible.

I would like to have a way to materialize the precise area which is being cut through and keep the Cube invisible: either by representing a "fill" material as in the previous question, or by making the inside edge of the Sphere a different material.

Desired result 1

Desired result 2

Can the "cut" area be materialized with a different material, either the "fill" of the shape receiving the cut or the line along which it is cut?


texts:
Hello guys, I'm having trouble animating in real time, 24fps. I have had this problem before and could never find the answer to why the playback is always so slow.
My specs are:
amd ryzen 5 3600X
Nividia RTX2060 6gb
32gb RAM
Can someone help?


texts: how to check if a vertex group is empty or not with python

texts:
I am figuring out a way to check if vertex group is empty or not. if it contains at least 1 vertex or totally empty.

I am trying to make if condition to check for empty vertex group and delete the vertex group if it's empty

can I do this with vertex group data or should i use functions from bmesh


texts: Shadows on alpha channel PNG's and eevee

texts:
I am playing with the eevee render, and I am struggling on how to render projected shadows from objects textured with alpha channel.

Here is a reference render on cycles on what I want to achieve.

And here is my result on Eevee

My texture is pretty simple.

And I have turned on the shadow checkboxes on both the light panel

And my render panel

I am using the 2.80 A build from 2018-11-23

Can this type of shadows be rendered at all?


texts:
I have an IK chain, and there are some axes that I don't want some bones to rotate around. So I go to the bone tab, scroll down to Inverse Kinematics, and lock the axes I don't want the bone to rotate on. All well and good.

Now I have created three of these IK chains and arranged them in a triangle (separated by 120 degrees). One works great because it was aligned with the axes, but the other two are not, and therefore, rotate incorrectly due to the locking appearing to be in the world space.

Just to double check, I have tried adding bone constraints to lock specific axes, but due to the IK, these have no effect.

How can I lock the IK rotation of a bone on specific axes in the bone's local space?


texts:
I wonder what the term Ragdoll in BRIK - Blender Ragdoll Implementation Kit means.

Wikipedia defines: "The Ragdoll is a cat breed with blue eyes and a distinct colorpoint coat."


texts: I have a problem with lighting that i can't fix, I have a mesh in the form of a light bulb with an emission material set to the strength of 5000 and no matter what i up the strength to the bulb object has practically no effect on my scene, I will also mention that there is some glossy material in the scene aswell, Sorry if this question is noobish but i am still learning the arm of blender any help would be greatly appreciated


texts: View Layer setting do not show up in certain files

texts: *I have no View Layer settings. But in other files I have all these settings. This is in the Cycles Render engine. In the render setting I can't choose my Gpu or Cpu but if I switch to a different file I have all these setting available. I have no way of lowering or raising my samples or using the denoiser. But if I switch to Evee all of these setting work and come up. *


texts: Unwrapping a circle into a line of segments?

texts:
How can I UV unwrap a circle (which is divided into segments) into a straight line of segments (triangles) - I can only get segments placed randomly.

I.E. a row of triangular segments with the circumference flattened into a straight line, giving a saw-tooth a pattern like /\/\/\/\/\


texts: I'm not very tech savy, but I want to get into modeling. So I watched some tutorials, and finally decided to get some addons. I downloaded one, but couldn't find it until I extracted it (which I should not have done). Now I can't find the file, the only program for files I have is file explorer (any recommendations?) so what I could do was limited. Now the addon won't show. Images below show my file explorer page (what  should i do next?), and what I get when I extract it.


texts: It should be possible to have multiple UV maps for one mesh, but I cannot figure out how. I cannot rename the default UVMap either. The given answer does not really seem to apply. For example, he sets the name manually but I cannot figure out how I should do that.


texts: My reference image not showing up in blender

texts:
this is my .blend file

i have seen another post on this topic but i cudnt find the solution. i am following youtube tutorials and added the image the same way he did but the image never shows up. But when i switch the tab to texture paint mode i can see the picture but any other mode i can see only the yellow border of the image.
Moreover when i started a fresh project tried adding the image it is working fine.
Is any of my option disabled in my original project. Please help as im stuck and cant go further without solving this issue.
I have made sure my image is jpg.


texts:
I have several circles, extruded from one another, so they form multiple, (parallelly dissected) cylinders, with the top and bottom of all the cylinders parallel, but not on the same axis. I want those circles to stay the size they are, but all parallel, and the center of the circles to be on the same axis, i don't really care which axis or where, but the size of the circles must remain the same.

Images show what im struggling with, without distractions of the rest of the model.


texts: Cloth Simulation not touching the surface

texts:
I'm having a problem with cloth simulation.

The surfaces (the bowl and table top) is with Collision for Physics.

And the cloth is with Cloth Simulation.

The problem is that the cloth is not touching any of the surfaces and I've already set the collision distance to 0.1cm (which is the minimal allowed).

Why is this "void" around my bowl and surface?

Thanks!


texts: Simple Python script not moving objects away from center

texts:
Warning: I am a complete noob at Python Scripting :P

What I want to achieve is that all of the selected objects are moved away from the center randomly, so I have created a simple script that (should) do just that.

Problem: It is not moving moving parts around the scene.

import bpy
from random import randint

for obj in bpy.context.selected_objects:
    rand = (randint(0, 20) / 20) + 1
    obj.location.x = obj.location.x * rand
    obj.location.y = obj.location.y * rand
    obj.location.z = obj.location.z * rand

EDIT: Because the parts were centered at (0, 0, 0), they would not move at all; a.k.a. anything times 0 is 0!


texts: Is there a fast way to convert around 100k curves that represent hair into blenders particle system? I have tried Hairnet and hair guides addons but I think the amount of curves is too much for them.


texts:
I am following one of Quill18's tutorials for Blender and Unity 3D. I have a very simple model with one object so far and need to add a second object.

The first model has multiple modifiers, the Mirror modifier being one of them. Now, I also need to apply the Mirror modifier to the new object.

Unfortunately, I don't see the option in the interface. When the first object is selected the relevant tab (spanner) exists and contains the correct modifiers and an "Add Modifier" button.

When the new object is selected, the tab also exists, but it is empty (doesn't contain any buttons whatsoever).

How can I add a modifier to the second object?

The .blend file: https://www.dropbox.com/s/6iyitaqp68cofen/Level1_2_objects.blend?dl=0

Screenshots:

I use Windows 7 Home Premium on a 64-bit laptop.


texts: Objects are scaling along global axes instead of local (even after setting Transformation Orientation to “Local”)

texts:
Problem: objects are scaling along global axes instead of local, even though I set Transformation Orientation to “Local”.

The Transformation Orientation option seems to apply only to the graphic manipulator handles but not to keyboard scaling (key S). When using keyboard scaling, the object (such as cube), gets skewed because of this.

How to enable local orientation for keyboard scaling (key S)?


texts:
My 1st question regarding sculpting. Im learning on sculpt modelling need information and help. We paint on 2d surface and make the bump and its on the 3d mesh. If it is simple like lines we or circle we can draw easily. If the design is complicated and repeating way then how it is used. This is the reference image below.

I want to know like we design in illustrator or coreldraw or gimp and make use svg file and import and use the complicated design. I want to know with svg file can we do sculpting. How it works here in sculpt mode. Any suggestion or help. Thanks


texts: I'd want to export this mesh to an OBJ and open it in Spark Ar but in Spark it only opens the faceMesh layer


texts: Can I subdivide a vertex group into two groups?

texts:
I have a complex hair mesh that has a "root" vertex group (where weights increase toward the hair's root) and one group per "chunk" (where weights increase toward the tips of a group of strands), as pictured:

I want to animate the hair using an armature, but having only one bone per chunk doesn't allow for smooth enough animation.
What I want to do is automatically split each "strand" group into multiple groups, something like this, so that there are more groups to match to bones:

Is there any way to do this?


texts:
I want to merge the pipe and the bottom part together so it looks like the pipe is welded to it. I tried merging using ALT + M but the result is not good. How can I do this?

Reference:


texts: Please help me understand how tiles work in Cycles

texts:
I would appreceiate some help in understanding how tiles work in Cycles.
What I know so far:
I figured out that they are managed by the class “TileManager” in /render/tile.h and that the session in /render/session.h owns the TileManager.
I also understand that tiles are generated in the method “gen_tiles” in /render/tile.cpp and how that logic works.
What I cant seem to wrap my head around is how the render logic interacts with the tiles. When I step through the code in debug mode, the render logic and tile generation seem to be in different, indipendent call stacks. How does the rendering logic access the generated tiles? Does every thread get one tile that it then renders? If so, where in the code does that happen?
What I want to do is manipulate the logic in a way so that I can determine only certain tiles to be rendered.
I managed to achieve that by changing the code in the “gen_tiles” method, but I lack the information I need to determine which tiles I want to render there. So I need to understand how the render logic accesses the tiles.
I would greatly appreciate some pointers in the right direction. Classes, Lines in the code or something similar.


texts:
I would like to turn two regular spaced grids (so same amount of vertices, spaced at regular intervals) into a volume in which the top plane becomes the top of the volume and the bottom plane the bottom of the volume.

I've succesfully done this duplicating the two planes (save for later), then join the original two planes and then in edit-mode -> "Bridge faces". This would remove both planes and leave me with he outer band of the volume (see image)

I then placed the outer band between the previously duplicated planes. Job done.

But this is a bit of a pain in the neck because i would like to do this for a lot of sets of planes. And also do this with irregular spaced planes and regular spaced planes with a different extend.

Is there a method or workaround to do this more easily?


texts: How do I create bones that can properly control a robot leg?

texts: Been trying to figure out how to properly rig this leg of a mesh. I have problem with the bones connecting to the foot, as there are two bones connected to foot they don't follow movement of leg properly. For example when I move the foot I want both of the two two parts connected to the foot to move with it. As can be seen in the bottom picture the parts doesn't quite stay connected with the foot.


texts: I know this may be a rookie issue, but I'm new to blender and haven't really got a clue what I'm doing. I've been working on a knight piece model and have encountered a issue when shading smooth. I've tried recalculating normals, as well as turning auto smooth on, but neither seem to do much. The shading just looks weird in the render. Does anyone know any way to fix this?


texts:
What is the best option for creating Blender properties that are only needed at run-time? My scene elements contain binary data that is temporarily converted into Blender properties when a window opens (to draw them and allow the user to manipulate them).

I currently have these properties defined as part of the operator that generates the window, which is working. But the window itself needs to contain buttons (secondary operators). These secondary operators will need to manipulate the properties as well, and I don't believe there is a safe way to communicate between operators like this. So its looking like I need to place them somewhere accessible to all of the operators.

Is there a good place to attach these types of properties? The data does not need to be saved with the Blend file or user preferences - it is only used while this window is active. I'm currently planning to define them into a sub-group of the user preferences, but I'm hoping there is a better alternative.


texts: Weird sharp vertices with subdivision modifier

texts:
I have a simple skull model, to which I applied the subdivision modifier. For the most part everything works as expected, except I keep getting these weird sharp vertices and I can't seem to figure out how to flatten them.

I'm using Blender 2.8. Is this some kind of feature I can disable/enable for particular vertices? The distance between the sharp vertices and the gray outline differ.

Any suggestions please? Thank you!

EDIT: I also tried selecting as both - vertexes and edges and then applied Edge->Clear Sharp, but nothing changed.


texts: So I wanted to render a my model in a video scene, and after setting up the tracking scene I can see that in render view, both the model and the floor are visible (along with the shadow casted). What I wanna do is that I wanna make the floor invisible ( i.e., blend in with the actual scene ), but then the shadow disappears too. Is there any way of casting the shadow without the floor?


texts: Low lying fog bounding object rendering as solid

texts:
I'm trying to make a low lying fog, and the box I used as a boundary on the smoke rendered as a solid object, blocking everything inside it.
How can I fix this?


texts: Blender won't correctly load the texture file (png image) in my custom startup file. Why?

texts:
In my project I have an "Images as Planes" object. I click on the "Save Startup File" option to ensure my project and its layout loads upon starting Blender. It seems to work as expected except the displayed image is pink instead. I've read that pink means texture files are missing but it seems to remember what files to read and I have not moved the image file. Here is what my startup should look like:

This is what my startup looks like:

If I load it from my saved .blend file it works as I intended.
Unfortunately I'm not finding much helpful information through search engines about textures not loading at startup, nor do I wish to spend a couple hours changing random things to see if the result changes (as I do sometimes). I figured it's time to ask here. How do I make it so the texture loads correctly at startup?


texts: Can someone explain why my Color Space options are different from any tutorial or documentation I've seen?

texts: I'm wondering if anyone can explain what I'm seeing when I use the "Color Space" drop down on a Image_Texture node? No tutorial or documentation seems to have any info on this. I'm just trying to set it to Non-Color since I'm baking a Normal Map. Hopefully I'm just dumb and missed something obvious, but this has really got me stumped.


texts: How to get black outlines in Blender 2.8 Workbench Render? Currently all my outline lines are white!

texts:
I am trying to render out a cartoon version of the model shown in the image, but as you can see, I am getting white outlines when rendering using blender 2.8 workbench engine. I have set the outline color to black on both the workbench engine settings and Eevee engine settings so not sure what's going on here?

Also is there a way that I can make the line weight taper off at the end of the line so it looks more like a pen stroke and not a line?

Thank you!


texts: Accessing render layer properties in Python: Increasing "vector" output sensitivity

texts:
This is somewhat a follow-up to my earlier question asking how can I get optical flow out of a Blender scene

I have successfully achieved that goal by enabling vector output in the render layers, and saving the output as OpenEXR files.

However, I see that blender takes the liberty of thresholding the motion values so as to make "stationary" pixels 0. The problem is that blender's threshold is too high, and it also zeroes pixels with little motion.

The graph is the motion along a rotating plane turning in one direction.As the graph shoes, anything that's below 0.10 are assigned to 0, whereas in reality the values should form a continuous line starting from 0 (i.e. rotation axis), going to higher motion values (i.e. the edge of the plane). That means blender simply ignores smaller motion.

I understand the computational necessity behind this. But is there a way to adjust this threshold (preferably using python interface)? I'm just losing too much information and I'm just not happy cropping everything below an arbitrary number that blender imposes.


texts: How to detect drag and move left mouse down in a modal operator?

texts:
I would like to be able drag and move mouse to adjust some parameter inside a modal operator. I can detect mouse clicks, or a release but I have not been able to find a way to do mouse press down and drag  to increase or decrease values.

Basically I would like to be able to press a key and drag  mouse to change some values. For instance I press down f and start dragging mouse to change a value.

Any recommendations?

thanks


texts: Quickly resize a picture in Video Sequence Editor

texts:
I am having lot's of troubles to do a very simple thing. I just would like to (fully) display a picture whose size is bigger than the initial canvas. Indeed, when you add a new picture, it is resized so that it fits the whole canvas, even if it breaks the scale. Then if I want to recover the scale, I can try do two things :

Add a transform layer on top of the current layer, and apply some rescale on the y axis only. Actually, it works, but it nothing but practical ! Most of the time I need to open a calculatrice, find the size of the image, the size of the canvas, and manually compute the needed y ratio... Crazy !
The second option (which is fact does not work) is to check the box "Image Offset" in order to recover the original scale, and then to scale down directly in the "scale" menu on the right without applying any transform layer... But the problem is that the picture is cut (crop): anything that was originally outside of the canvas just disappear, so only a part of the picture is visible...

When is the good way to insert a picture whose size is bigger than the canvas ?

Thank you.


texts:
Blender seems to be running smoothly, but I am experiencing lag when I attempt to adjust the sliders of my rigged human mesh.

https://www.screencast.com/t/ZkR7tL44NlG

As you can see when i click/drag.. it freezes for a moment and then snaps to the correct size. But this makes it extremely difficult to test the mesh in all different sizes.

I also experience lag when the face count is too high but I figured that was normal?

I have a GeForce GTX 1060 6GB graphics card


texts: Dual brush function in texture painting?

texts:
I am wanting to mimic the 'dual brush' function from brush settings in Photoshop, with texture painting in Blender. Essentially, what I am after is the ability to have either two brush textures that I can blend between  in a single stroke, based on pen pressure. Or two whole brushes i can blend between based on pen pressure. Does anyone know if something like this exists?

Fyi, I am trying to recreate Dave Grecko's DG_Main brush from this link: https://youtu.be/-oPp6NE4WL8?t=50

Thanks for any help!

EDIT: Answer is below, thanks! There is a function I can work with to get close enough to what I am after :)


texts: I'm using the nice rig from BornCG tutorial, and when I move the hand IK targets, the arms do not stretch, however, the legs do, and I can't figure out how to prevent them from doing that.


texts: My shadows using "blender render" are noisy?

texts:
Whenever I make a render in Blender, all my shadows are messed up. They aren't just black, they're black but have a lot of noise. I don't know how to explain it better, so I'll post a render where you can see it.
I added a few red boxes at the parts where it's really annoying, but I also want the other parts to be fixed.
Thank you so much to the person who can fix this for me! I'm a complete beginner, so I  have no idea how to fix it. Thanks! :)

Regards and thanks in advance,
Jonas


texts:
I know the normal + glossy effect but I want the yellow to red color effect by light.

thanks

this is what I got so far. It kinda looks like the picture but the sss is not emitting the yellow light.

Any thoughts?


texts: Snapping two objects together via vertex selection

texts:
I'm a game developer and I'm using the Christmas break as an excuse to finally learn blender. The 2.8 update is fantastic and I'm enjoying it so far.

However I have a question and I want to know if there is an easier way to do snap two objects together.

In the image above, I want to know if there is an easier way to snap these objects, aligning by the vertices I have highlighted. I was able to use the vertex snap by closest to achieve this, I'm concerned that repeating this process with a more complicated model will be more difficult. (See image below)

The best way I could find of doing this is going into edit mode, selecting all verts, then deselecting and reselecting the vert I want to use to snap and then changing the vert snapping parameters to 'active'. This does do what I want (see image below), but it's a lot of steps.

I'm most familiar with 3DS Max as a modelling tool, and it's fairly simple to mouse over a vert, allowing it to become the 'active' and then dragging to snap to another vert. Is there a similar methodology to this in blender or am I coming at this problem from the wrong angle?


texts: Weird behaviour: A simple material renders fine on one mesh but not the other

texts:
I have a weird issue with Cycles in Blender 2.92:
This comes from a larger project but I was able to reduce it down to this small example.
The triangle is copied from the project I had issues with and the plane is new, both use the same material, however they render differently:
Rendering result in Eevee

Rendering result in Cycles

As you can see at least in Eevee it produces a usable result but in Cycles the triangle is just black, the plane demonstrates that the material is not broken as it works fine there in both rendering engines, so the issue must be with the triangle mesh for some reason but everything I've checked (normals and such) seemed fine.
Here is the example file I made which displays this behaviour:

Any idea what I'm doing wrong?


texts:
I downloaded Animations from mixamo to import into my scene. In the mixamo webapp the animation plays back at 100fps. In Blender 2.8, its 7fps.

Solid mode, no modifiers, no materials. No other objects in the scene but a plane. Purely the imported FBX from mixamo.

What could be causing the framerate issues? Is there a way to remedy it so that the animation playsback at 24+ fps?

Currently running a Dell Insperon g5 with a gtx1060m and an Intel i5-7300hq 2.5ghz and 8gb of ram


texts: How do I implement the color I have on vertex paint onto my faces?

texts:
I have painted my object with vertex-color on vertex-paint. How can I make the color visible in object-mode or edit-mode.

Meaning, how do I implement the vertex-color onto my faces so that I can see them on object-mode or edit-mode?


texts: How to run an update function only at the end of tweaking a slider

texts:
Properties have a nifty little update=function parameter which is run every time the property changes.

This is very useful, but when used on a slider in the UI, the update is run for every pixel (or something) the mouse is moved when dragging the slider.

Is it possible to only run the update once right at the end when the user releases their mouse button?


texts:
I've tried looking almost everywhere , but no one seems to actually ask this question . I've created a 2D character in blender and rigged it .

My question is , why can't I scale non-root bones to negative values ?

Since im doing 2D , it's common to flip some body parts and stuff , but I've tried to flip non root bones (the head) with the child (hair and face) with   <-1> , but it snap back to positive scaling , the flipping works with the root bone but it seems it didn't work with individual child ? Then what workaround I could do to this problem ?


texts: How to merge different coloured materials into single material?

texts:
I have imported a .wrl model into 2.8 (via 2.79) that is made up of lots of individual objects, each with an assigned coloured material.

All objects that are the same colour share a single material. If I join all these separate objects into one, the materials all transfer and I retain the correct colours, however I now want to modify these materials in order to add different normal/roughness etc. maps.

I cannot add these maps individually to each coloured material as there are potentially hundreds of different materials. So I need a method of merging all the colour data into one material which I can then change the other aspects of without the individual vertices losing their colour information.

The model was originally exported from UCSF Chimera. I can use either Blender 2.79 or 2.8. I would prefer to have the whole model as one object but would be ok with it remaining as separate objects. Colours must remain exactly the same and in the exact same place (very important, no manual recolouring).


texts: How can I "extend" this Mohawk to reach both sides of part of a helmet?

texts: It's kind of hard to describe... How can I "extend" this Mowhawk look with the hair particles, mainly without affecting the geometry?


texts: Render Regions renders part of region only

texts:
I rendered an image using the Render Regions add-on, and it turned out like this:

Here are my render settings:

Here are my Camera settings:

The first image was rendered using the Render Regions addon, with one row and column.

With Render Regions set to four rows, here is what the top fourth of the image looks like when rendered at %100:

Here's what it looks like when rendered at 60 something percent:

As you can see in the picture below, the region margin is as wide as the whole render dimension. Only the top region is selected. I used the Render Regions add-on to render four fourths of the image and the top fourth was rendered last. That picture is there to show you that Render Regions was rendering images as wide as the width of the render dimension.

Because there is a background image being used as the sky, Alpha, under Shading needs to be set to Transparent. I'm using Blender Internal Render.

A little bit of computer info: 128 MB graphics, 3.00 GB RAM; 1 Intel Core 2 Duo processor T2500 2.5 GHz (processor is just a lucky guess).

Link to .blend file


texts:
I've just begun experimenting with the Grease pencil function. I find it a bit inconvenient that if there are default hotkeys defined, I can't find them. I'd like to be able to press a key or two, and be able to draw, press a different key combination, and be able to erase what I've drawn, and still a different key combinations, and be able to draw in polyline mode.  Does anyone have any key assignments for the grease pencil that they'd care to share with the me and the community?

I'd also like to be able to redefine the cursor for the Grease pencil's erase mode. As it is now, the erase cursor looks almost exactly like the circle select tool cursor: a white circle with a black dot. If we nominated a different color for the erase cursor in grease pencil, what color should we propose?


texts: Crashing during particle bake (not from memory)

texts:
I am baking particles, 10000 of them, following a simple curve guide over 1600 frames. They are halos for the moment, as the shape / object doesn't affect anything.
When I hit bake, it begins to bake some frames, sometimes gets halfway, and then crashes. I am baking with Disk Usage on. I know I am not running out of memory, as I have 16gb, have literally everything else except Blender shut down, and watching both Blender's usage, and on Task Manager, it doesn't exceed a gigabyte.
I do have a fairly intense scene, maybe 1 million tris, but that has not caused issues in any way.
I have tried setting compression on the bake, both Lite and Heavy, but to no avail.
I am not out of Disk Space either, although I do have another bake from the same file in the folder it's baking to.
Any and all help is appreciated!
UPDATE: Here's the link to the file, let me know if it doesn't work.


texts: How to resolve "no animation data in buffer to paste" error?

texts:
I'm trying to copy animation between two files but I'm getting this error when I do. Any advice on how to resolve it? Thanks.
EDIT: I didn't exactly resolve the error but I found a way around it by appending the action from the file I needed and that worked perfectly. However, I think there is still an underlying problem as to why the simple copy/paste function didn't work that should be addressed. I would still appreciate any answers.


texts: Extruding diagonal rectangle from interior corner

texts:
I am trying to model a small wooden crate like in this image.

I am having trouble creating the diagonally extruded boards as I am trying to avoid adding new primitives and combining them later. I have gotten this far in the process.

Can someone explain how to extrude the circled red corner and merge the extruded end to the other corner.

Thanks :)


texts: Copying a rigged object and having it use the same armature

texts: Is it possible to copy a fully rigged object and connect it to the same armature with the same rig weights?,  i have been having issues with this


texts:
How do I target a specific scene to render?

I note from the nodes button that the path is as follows:

bpy.ops.render.render(layer="RenderLayer", scene="Van")

Can anyone tell me how I would apply this to a button?


texts: Can you use a character for animation and 3d printing?

texts: Can you create a character for animation, rig the character, and then use the various poses for animation and 3d printing or do you have to create two separate characters one rigged for animation and one static one for 3d printing?


texts: Working with large images and transform in the VSE

texts:
I'm trying to work with an image in the VSE that is larger than the rendered screen and the VSE always cuts them off. So either they are stretched to fit the screen or (when using "image offset") they are cut and cropped. in the specific example I want to use a map over which I want to pan and zoom in, but not use the default camera-setup because I don't do anything in it anyway, just use VSE and strip modifiers.
So how do I get blender to use the WHOLE image instead of just a cropped 1920x1080 selection of blank ocean?


texts: How do I make a square when the existing edge is not alined to any of the axes?

texts:
If I have two arbitrary points (not aligned with any particular axis), is there a way to make a square using them?

For example, if I have two points along the X axis, I can select the edge between them, E to extrude it, Y to constrain, and type in the length to make a square.

Can anyone help me do this if the points are not alined on the X or Y axis?


texts: How to select closely spaced objects in Blender 2.8?

texts: In Blender 2.8 when two or more objects is close to each other you can click near some of it couple times and selection will be toggle between those objects. How can I do the same to select closely spaced objects in Blender 2.8? Gif file attached


texts: been struggling with this issue where when I render my object with hair, my object becomes see through or clear as shown in the image [![enter image description here][1]][1]


texts: Blender facial / mouth rig by seperate bones, not shapes?

texts:
Thanks for stopping by.

So I'm trying to rig my characters mouth now, and I'm aiming for more emoji style mouth expressions, so I would like to use bones, and not different shapes. The mouth is a flattened sphere. I've weight painted it appropriately, with the left, right, top and bottom each having a share on disconnected bones.

I'm not sure whats wrong, but whenever I move the four bones that are weighted nothing happens. the mouth does move when I rotate the head, but in a kind of deformed messed up way. I think something isn't parented right?

If anyone has any input I would appreciate it! I'll try to attach a picture to show what I mean...

Thank you!


texts: I have built a bookcase and added a cornice in Edit mode before toggling to Object mode. Now, when I toggle back to Edit mode, everything disappears apart from the added cornice.  I tried copying the object but the copy has the same behavior.  Is this a bug, a feature or a silly mistake?


texts: Mesh in object mode shows up with 0 vertices, help?

texts:
I got some weird issue, in object mode my selected mesh has 0 vertices etc

but in edit mode it shows the correct number of vertices(gewijzigd)

when I export the mesh it shows up empty as if there isn't anything
Anyone got an idea what's causing this ?


texts: my texture turn to solid color when rendering. Looks ok in material mode. All other textures on the model look good just one surface

texts: I have unwrapped it several times. replace the nodes and textures. I was trying to do a bake of the outside walls when this started to happen.


texts: how do i import a texture/uv map for my model?

texts:
I make morph targets for PoserPro, and  for a while one of the heads I was sculpting was allowing me to turn it on 'texture shaded' and let me see skin texture instead of just a white figure. But now when I do it, it just turns blue. I don't know why. Is it because the figure is now using a PSD file for textures?

So can someone tell me how I can get this working again? Is it because of the PSD file? I have it saved as a PSD in case I need to edit it again.

Forgive me if I'm not using the right terminology but I'm not great at the names of things used in 3D models


texts: Grey Spots Cover Visibility of Vertices, Edges, Faces

texts: Pictured below is a super annoying thing I can't tolerate anymore. How can anyone model when the edges and vertices are hidden under this gray film? This is just one object so there are no intersecting surfaces. Anyone know how I can fix this? I'd really appreciate it!


texts:
So I created a space scene and I have a glass windows on one of the shuttles.
I want this window to be extremely reflective and glossy. Kind of like it just got waxed, polished, then polished again. When using a glossy shader, I almost achieve this:

Notice how the reflection is just as bright as the image itself

The problem here is that the glass isn't transparent. This is what happens when I use the glass shader:

How do i make it more reflective but still transparent?


texts: Can I use UV project modifier for a specific face?

texts: I just need the top face to use the UV Project modifier. How can I do it?


texts: How to animate text over a twisted mesh (or text flowing along an infinity loop)

texts:
Do you know I can do something like this?

How to animate text over a twisted mesh, or Text flowing along an infinity loop

I get that there is a shape (cube / rectangle / cylinder being extruded, made into the shoe, but, how am I best doing a texture, and then make it loop etc.


texts:
I am trying to make cartoonish outline with steady constant thickness.
When I turn on Freestyle to do so and render, There are some disconnected lines :

Youtube doesnt seem to have answer to this
How can i connect those lines?
Thank you in advance


texts: How to make characters hand/pass each other objects

texts: I've been animating a scene and currently have a character holding an object using the child of constraint. Is there anyway I can make the character pass the object to another character (they use the same rig.) I don't see any tutorials online so coming here seemed like a good idea. Thanks!


texts: How can I create multiple variables in a PropertyGroup?

texts:
I want to create a number of StringProperty's to a property group using a loop.
e.g:

class Test(bpy.types.PropertyGroup):

    for n in range(1, 20):
        line_[n] : bpy.props.StringProperty(name = "line_%d" % (n))

I tried enumerating a list but it registers the list too.


texts: How to remove actions and armatures using python

texts:
I have an automation script that imports an FBX and then it exports the FBX
I have a set of animations that I want to import and export but what I see is that each animation exported has the previous animations inside it as well.
The simple script is this one:
animation_directory = "a"
export_animation_directory = "b"
animations = os.listdir(animation_directory)
for i,anim in enumerate(animations[:2]):

bpy.ops.import_scene.fbx( filepath = os.path.join(animation_directory,anim))
bpy.ops.export_scene.fbx(filepath= os.path.join(export_animation_directory,anim))
objs = bpy.data.objects
for obj in objs:
    objs.remove(obj, do_unlink=True)

But I don't see a way to remove those residual items after import
is there a way to remove them or "reset the project" in some way?

I saw here: https://docs.blender.org/api/current/bpy.types.BlendDataArmatures.html
that there should be a remove option but I don't see one

and I'm on version 2.92


texts:
I'm new to Blender, and I'm learning how to model characters. The thing is that I want to fill the gap between these edges, but this happens when I try to bridge these vertices:

It selects some vertices and edges that I didn't select. Do you know why this happens?

Thanks!


texts: Choppy video even with 'Lossless' settings?

texts:
I'm using Blender 2.82's Video Editing pane to create a video from a series of images (also generated in Blender).
No matter what settings I use, I am unable to create a consistently fluid video. Although some sections are smooth, there will always be bits that are choppy (seemingly at random times).
Image sequence:

5000 images
PNG format, generated by Blender
Dimensions: 1920 x 1080
Size: ~3.68 MB each
Bit depth 25
Compression: 15%

Output settings:

Frame Rate: 24 fps
File Format: FFmpeg video
Container: Matroska
Video Codec: H.264
Output quality: Perceptually lossless
Encoding Speed: Slowest

What's more, despite the choppiness, the output file is huge (2 GB for a 3:22 minute video).
Any advice on generating a smooth video? What would be an expected file size? Thanks.


texts: My model on website (three js) looks so dark

texts: I tried to put this model into the website(three js) but it turns out model is so dark. What should I do ?


texts: Object Instancer Animation Node - How do I duplicate the scaled object not its native size?

texts:
Newbie question, but it's properly frustrating me!

I add a cube and adjust its Z scale to say 0.5 to make it rectangular

I add an Object Instancer node and select the cube object

If I click none of the options - the object selection disappears.

If I select "copy from source" - I get new instances but they are at 100% scale

If I also click "full copy" - I get instances that are at the 0.5 Z scale (Good!)

but in either case the instances can not be treated as individual objects for things like materials.
How do I create instances that I can make the right sizes and change materials as discrete objects rather than a group?
Sorry if this is such a stupid question.


texts: Why does changing the values of a shape key affect the whole model?

texts:
I am working with Manuel Bastioni humanoids. They use shape keys for facial expressions. The shape keys of the girl in the middle have gone completely out of wack, that is, when changing the values, the whole body deforms. I cannot find the solution. Can anybody help please?

Thank you!

https://www.dropbox.com/s/r9p4lgii00swiju/COMPLEETconcept04.mov?dl=0


texts: I have several hundreds of objects in a scene. I want to distinguish between them using colors contour. The color is interpolated according to the size of the object. Is there any possible way to make this happen from Python?


texts: How do I close the gap in a mask inside UV/Image Editor?

texts:
This is my very first time of using masks and I am testing masks. I want to know how to mask areas of a video. FYI, I am new to mask nodes.
For any assistance, thanks in advance.


texts: View input vector values of Image Texture node?

texts:
I'm troubleshooting a model in which I have an Image Texture node with a generated image 119,617 pixels in width. As the node accepts the pixel coordinates in normalized form only (from 0 to 1), I have to divide the pixel indices (0,1,2...119616) by their total number (119,617).

I'm getting unexpected results, in which the colors of the image texture are offset by a certain number of pixels (in some cases upward, in other cases downward), which led me to suspect this was a numerical error, maybe a rounding error due to limited precision of the Math node.

In other words, maybe the number of decimal places kept in the division result (e.g., of 1/119617) was too small to precisely capture the pixel positions (and therefore to correctly locate them in the image texture).

As answered here, this does not seem to be the problem (though not knowing the cause just yet I can't be 100% sure).

To better troubleshoot this issue, I'd like to look at the vector input values of the Image Texture node. These are the normalized pixel positions. I know that the Data-Blocks field of the Outliner panel has a lot of data, but the Input section for the Image Texture node doesn't show the vector values themselves.

Knowing that things that can't be done interactively in Blender often can be done with Python code, I'm wondering: is there a way to access those input vector values with some Python commands?

Many thanks in advance if you know the answer and care to share!


texts: Glossy Shader not working to create realistic texture as I wanted it too

texts:
I'm trying to use the glossy shader to create that realistic effect on real world objects, but it seems as though if the glossy shader is not working as I please.
This is what it looks like:
I'm trying to give it a white reflection over the orange, but I'm not sure if i have to put something into the glossy shader, but I don't know.
Thanks if you know what i should do.


texts: Why isn't the menu for choosing the number of subdivision cuts appearing in the bottom left corner?

texts:
When I click Subdivide, the popup menu on the bottom left corner to choose number of cuts and smoothness doesn't appear.
How can I show this menu?


texts:
I imported a model via FBX and I want to delete all the prefixes added including the materials color names and bone names.

Is there a Find/Replace for names so I can delete all prefixes?
eg: Copy_HairColor => HairColor
eg: Character1_Hip   => Hip


texts:
I am using Blender to modify some .svg icons for a UI, and I need them to be a certain plain color, with no shading. How could I go about achieving this? I am using Cycles, and if I use a Diffuse material the lighting changes the color, and if I use an Emission material it comes out much brighter. I need it to be the exact RGB values in the material.
Thanks!


texts: Reflection catcher material using light path node in cycles

texts:
I was wondering if it was possible making a reflection catcher material using the Light Path node. The idea is to use it as a mix factor between transparent and glossy nodes.

Is there a way to get (out of Light Path node) a value representing reflections of the objects adjacent to the glossy surface and ignoring the environment texture and light reflections?

Note: I'm aware that reflection catchers can be made using compositing, I'm after a different approach here (the results in compositing approach are not very clean).


texts: Is there a way to modify python scripts without constantly restarting Blender?

texts:
I am currently modifying an existing addons. My workflow is to change something in the python code then restart Blender to see the effect.

Is there a way to update the script without restarting Blender to check result? That would make my development process faster.

Thanks!


texts: Bone rotation does not match Model rotation

texts:
can someone tell me how to fix my bone rotations being all skrewed up?
preferably with pictures?

as you can see here his model hip is all desynced with the bone hip


texts: How can I export my model along with its shaders?

texts:
I created an eye with a lot of nodes in eevee but the problem is, there is no way to export the nodes with the model (I didn't import any texture I created them with nodes). What should I do? As you can see the materials are all gone and there is no node neither and it created another material using the same name.

Q: How I can export my model along with procedurally created shaders?


texts: I've been having trouble with jagged vertices happening in more detailed parts of my sculpture. I've tried just selecting those jagged areas and subdivided so I could just using the smoothing tool, but they don't divide, the other areas around will though. I've also tried just smoothing the area then trying again, but because its all one area, it comes up together and is all jagged again. The only other option I see at this point is to subdivide the whole sculpture, but I'm afraid if I do that once or twice again I feel like that will create to many vertices and crash the program forever, this is what happen to my last version of this project. If you have any solutions, please let me know


texts: Prevent texture deformation when mesh deforms

texts:
I have a plane, which has a texture UV mapped to it.  Let's say this plane is square and the texture is square.

I am trying to make a mouth (basically an opening in the plane which will have teeth, tongue, etc. that goes "down into" the plane) in this plane, but not deform the image on the plane.  Now this mouth will change shape, particularly when speaking (which I will do using shapekeys), and I don't know how to prevent the texture from getting deformed when the mouth is getting deformed due to speaking.

Now, I have found a modifier called UV Project, however, that does not work in Cycles, which is what I'm using.

So the main question is: How can I prevent a texture from deforming due to the mesh moving?

Edit  Added a .blend file, it should have the texture packed into it (a 1000x1000 pixel png).  I have made some vertex groups on the "Face" object, with the teeth.  Shapekeys and inside mouth color not finalized yet, so they are not in this .blend.


texts:
Is it possible to control the shading via a node in the compositor? I would like to generate two output images, one which has material shading and one without any shading - just the colors from the texture.

So far I only found how to control this option with the UI (of course) and with Python, but with these methods I have to render the image twice, which is somehow an overhead.


texts:
so the intro I'm trying to render looks like this: https://youtu.be/PHIZfv_XcFI?t=373

My issue is that whenever I render animation, it turns out like this: https://imgur.com/a/QdUI6bx
I turned off "transparent" in the "film" area and it made it look like this: https://imgur.com/a/93iPVs0
What am I doing wrong? Why is it only rendering the text with a transparent background?
I've done multiple templates and they all do this, and there doesn't seem to be a single other person with this problem lol.
Is it something in my output settings? I've tried multiple different ones including quicktime and h.264
I just got blender today.
Please help.


texts: Seperate objects by loose parts automatically in python

texts:
A have some objects that undergo several boolean. This leaves parts as unconnected. I know that I can:

Enter edit mode
Enter face select
Select a face
"Ctrl+L" for select linked all (done in picture below)
"p" separate by loose parts

I can see the corresponding python command and could just write it in a script. EXCEPT step 3) above. I can select a face, sure, but do I then have to loop over all faces and try to select linked? I suppose that I could count the number of selected faces and check it is equal to all faces, hence no unconnected part. But this seems very clumcy.
It there an elegant way to separate unconnected part into individual objects??


texts:
How can I smooth out motion between keyframes, but without messing up other parts of the animation? I'd use bezier and I've tired messing with the handles and lerping types, but, as in the second image, it smooths out more than I want.

Just trying to get the one keyframe smoothed so the change in motion isn't instant/jagged, but not so much as to drastically change the rest of the animation.

For context it's a camera. It moves a bit, then changes direction to follow the motion of a character walking. Without smoothing, there's a jolt as the direction changes, but with the smoothing I've managed to do so far, it changes the motion after too much and the camera flies away off course.


texts: How do you change the 'efficiency' of a mirror-like reflection on glass?

texts: I'm looking to create the glass top on a coffee table. My reference in real life is basically a piece of glass. I can see through it easily but not perfectly, so my Transmission is set to .87 to make up for light loss through the glass. The glass is also reflective, so the Roughness is set to 0 for the most part. However, this causes my Blender glass to become mirrorlike. While the reflections should be 'mirror' accurate, they should also be much darker. What setting on the principled BSDF would I use to effect this sort of stat?


texts: Colors of a smoke flow object reflect on another smoke flow object

texts:
I am more or less a beginner with blender and I modelled and animated a logo which is consisting of smoke and will be blown away by wind.
The question: Why does the white and green color show up on the black frame around the two objects?
All three (white, green, and black) are defined as smoke flow objects inside a smoke domain.
Best regards, Wolfgang


texts: Is it possible to join all objects into one and their animations into one?

texts:
SITUATION: I want to create an animated "3D experiment" which will be imported to Unity for Vuforia AR. The animated 3D model will include lots of small 3D objects(10 chemical equipments,...).

I'VE DONE: At first, I had them animated in Blender by changing each "equipment's" state, one by one at each keyframe (140 keyframes in total). Then I exported the file to .fbx and put it in Unity.

I EXPECT:: The "experiment" had all of its equipment animated, which means there would be only one big model - The "experiment" and its one Animation.

TURNED OUT:  each object has their own animation, 10 "equipments" - 10 animations, each lasts 140 keyframes. The inspector only let one animation run at a time.
(I haven't tried but I guess: to make all of them animate in parallel in Unity we have to assign each "chemical equipment" to its according animation, somehow...)

MY QUESTION is that: Is It Possible to make all 10 "chemical equipment" as only one big object and all the animations into one animation, so that when animating each "equipment" is just like animating a part of an object and when exporting the file, we will have only: ONE big model and ONE animation for that model.


texts: Get day and time in python and assign that value to BGE property

texts:
I am trying to make a realistic day/night/season simulator for a BGE project. the lighting and sky will be animated based on the time of day, and the ground will have 365 frames - animated between green grass, leaves, and snow, as the seasons progress. I know how to make everything run perfectly, except for one part.

I have an object, called Time of Day Control Empty. (the name could easily be changed if it is too long, or the spaces are a problem)

I need a script to, upon running, find how many days it is into the year, and assign that value to the property "Day"

Then, I want the script to constantly update the property "Minutes" with the value of how many minutes into the day it currently is based on the current time.

The property "Day" should only range between 0-365, and the property "Minutes" should range between 0.00-1440.99 - It would be nice if the seconds were represented in .00 - .99 based on how far it was into each minute, at the end of the float property "Minutes," but that isn't really necessary.

Supposing that the current time was 2:27:27 PM on December 25th, the properties should look just like this:

I'm sure this is possible, but I have no idea where to start. How can I go about making this script?


texts: How To Animate A Superhero Zap Into His Super Suit In Blender

texts:
I'm trying to animate a superhero zap into his super suit. I have two separate characters, the identity, and the superhero.

I want the costume of the superhero to crawl up the legs of the identity but I cant figure out a good way to do this in blender.

If you can find anything on the internet that may help me with something like this, please show me because I cannot find anything related to this.

I need it to look a little like Iron Man mixed with Miraculous Ladybug.

Concept art related to what I'm looking for...

My Characters I'm Using


texts: Python: How to parent an object to a bone without transformation?

texts:
I'm trying to parent an object to a specific bone. I need to assign 100% bone weights to all vertices, to be able to read this as a skeletal mesh in Unreal Engine. I'm using this code:

ob= bpy.data.objects['Cube']
arma = bpy.data.objects['Armature']

ob.parent = arma
ob.parent_bone = "Bone"
ob.parent_type = 'BONE'

... It works, but the object changes its transform. How can I parent it without changing transform of the object? Here is my simple test blend file:
http://pasteall.org/blend/index.php?id=46227

Please click the 'Run Script' button to see the issue.

I would be grateful for some hints. I've tried the matrix multiplication (matrix_world.inverted()), but it doesn't work for bones.

For example, Ctrl + P in editor does it properly - it parents an object to a bone without moving it.
Thanks!

Update: I've also thought about assigning all the object's vertices to a bone with 100% weight - but I can't find any info on this one, I'm afraid that it's not possible? :(


texts: How to to split an element to make a rotation point to animate a follow path

texts:
I am trying to animate a double bus, like this one:

Do I need to split the bus in the middle so that both bus parts can rotate individually over a path using the Follow Path constraint? I don't have enough experience in animating to know how to achieve this. Any suggestions? This is my bus so far:


texts: How to set weights for a mesh to bend smoothly?

texts: I'm trying to make this bend smooth but I'm not sure how If i'm weight painting correctly help would be greatly appreciated : )


texts:
I'm splitting an object with a plane using a boolean modifier as described in Split a mesh with a plane. Roughly:

Duplicate the object.
Add a plane.
Apply an intersection Boolean modifier to the original object.
Apply a difference Boolean modifier to the duplicated object.

I did this twice to pull a thin slice out of my object, and the resulting mesh is much more complicated than it could be. I'm slicing with unmodified planes so the big main faces are actually flat, big end up broken up into many crazy smaller faces.

I'm imagining the cleanest slice would be a topological cylinder. Is there some way to get a cleaner slice than this (python manipulation is fine) - either a method to make a nice slice directly, or a way to clean up the slice I've already got?

Here is what I imagine as an ideal mesh:


texts:
I'm trying to composite a shockwave effect with the blender render engine.
My scene is currently set up with two render layers:

Layer one: Text, two lamps and a camera.
Layer two: shockwave.

I have two issues currently, however I think the first issue may be beyond the scope of this question, I'm not entirely sure if it's something to do with the layer comp.

Issue One: The shockwave colouring seems not to be working from certain frames. Even though nothing is keyframed, everything seems to desaturate from frame 40 to about frame 100.

Issue Two: The final render is rendering the shockwave layer in front of the text when the object is behind the text. If I switch the alpha mix over node's inputs none of the actual shockwave renders, only the text layer.

Download the Blend


texts: After i textured my object in node editor(using image textures-PBR-Diffuse,Nromal and Roughness) how can i export those textures to use them Unity/Unreal to texture the model ?(I know that this involoves a long workflow and if is too hard to explain you can reccomend me some tutorials )


texts: What's the fastest / most fun way to create a fork in Blender?

texts:
Related challenge: What's the fastest and / or craziest way to
model an arrow in Blender?

I tried to make a fork in Blender, but it was so boring I fell asleep.
Is there a faster / more fun way to make a fork?
I'm open to everything: Modifiers, shaders, curves, booleans, displacement nodes...
I always get only this far, and then - - - chrrrrrrr - - -


texts: Constant interpolation with Noise Modifier

texts:
I am trying to create a curve in the graph editor with my interpolation set to constant and a noise modifier added.

The noise modifier seems to only generate curved lines. I need them to be constant. I want 0 interpolation between the points, is this possible?

I am trying to generate a random transform over a period of time for an object. But i need it to be constant, no interpolation between the transforms. Maybe there is an easier way to do this.


texts:
When I turn the view into "render preview", I get this weird red/green border

Even after opening a new project and loading factory settings I can't get rid of it.

Thanks,


texts: Find the frame when passing a certain point on the path with the path animation

texts:
Thanks for help.
I have a question about Animation Nodes.
I'm trying to make an animation like this:
Set some points on the spline and duplicate the object with Object instancer at those points.
When the empty that sets the Follow path passes that point, the duplicated object starts the action.
However, the start timing of the action does not go well, and it starts from the middle frame.
For example, I set the action from 0 to 30 frames, but it starts from 15 frames.
I think it would work if I could set the delay at the moment of passing the point to Delay of DelayTime, but I can't find that frame.
Is it possible to get the frame when passing a point on the path with the Follow path constraint animation?
I will attach a .blend file, so I would appreciate it if you could check it.
（Edited）
I would like to supplement the .Blend file.
See the Float List part of the annotation.
The object at the first point starts at 1 in 1 frame and ends at 45 frames.
As expected, the action is taking 45 frames.
But the object at the second point starts at 16 at 21 frames and ends at 49 frames.
I want it to end with 65 frames, but 16 frames are not enough.
Similarly, the second and subsequent objects are shortened by a few frames.
I want to fix this gap.
To start the action from the moment the empty passes each point, I thought I could use DelayTime to subtract the frame at that moment from Time info.
But that also seems to be a mistake.
So what I want to do is start the action the moment I pass each point on the path.
object1

object2

gif


texts: How to do weight paint on one side, even with mirror modifier

texts:
I would like to rig a mesh (for example Susanne, the monkey) manually, using 3 bones, and this object uses a mirror modifier and a subsurf modifier. The left bone has 0 vertices assigned yet and the right bone has a few vertices assigned. Because of the mirror modifier, when I weight paint the right side, the left side will also be painted, which means that both sides are controlled by the right bone. How can I solve that only the right side is weight painted with mirror modifier, without applying the mirror modifier?

But when I first select the monkey, then the armature, press CtrlP, automatic weights, then only one side is weight painted, even with mirror modifier

How can I solve that only the right side is weight painted with mirror modifier, without applying the mirror modifier? I know this is a duplicated question of Unmirror Weight Paint, but I don't want to apply the mirror modifier, because I may want to edit the mesh later and the mirror modifier is then convenient. Thanks :)


texts: How to make smooth transition lower and higher to flat

texts:
How to make this kind of transition?

From lower and higher to flat surface smooth without creasing or pinching? I triedy to merge the end but I get deformations.


texts: Problem with AMD Prorender install on MAC Catalina Blender 2.81

texts:
When I install AMD Prorender I get this message:

Installation error: Could not find the python3.7m executable at /Users/administrator/Library/Application Support/Blender/2.81/blender.app/Contents/Resources/2.*/python/bin/python3.7m

Prorender always ends with saying the addon was installed, but it is not listed in Blender.


texts: Cycles render appears not to render on GPU

texts:
Lately I bought a Radeon GPU to speed up my rendering proces, but I didn't notice a significand decrease in rendering time. I checken my processes and my GPU only used about 2% of its capacity, while my Intel used about 75%. Which is strange because i turned off the use of my Intel in my preferences. I tried rendering a different scene; same results. I all the latest drivers and stuff; still no change.
I already set my tiling to 256 x 256, so that can't be it.
The equipment i use:

Blender 2.90
Radeon (TM) RX 480 Graphics
Intel(R) Core(TM) i5-6400 CPU @ 2.70GHz

So my question is, is blender using my GPU at all? And if so, is there any way i can make blender use more of my GPU?
My GPU stats while rendering a heavy scene.

My CPU stats while rendering a heavy scene.


texts: Novice needs help with slicing section off a tapered cue

texts: I'm trying to design a snooker cue & I'm finding it tricky to slice a section from the butt of the cue to give a flat edge about 6" length. I've marked where I want the slice on the picture with a yellow line. Thanks.


texts: Principled BSDF image texture isn't appearing

texts: I try to add a pbr map right now and I need to add a image texture for that. I plugged the color imput of the image texture into the base Color of the Principled BSDF note. I also unwrapped the plane. As you can see in the picture no texture get shown up in the render. On the 3D view you also can see the material. But why does it not get rendered?


texts: I want to make "god rays" in my nature scene

texts:
I am now busy with my first nature scene ever in cycles but I can't seem to get the hang of god rays for my scene, in a very simple scene with just a window I got it to work but it doesn't work out for this scene, I watched every tutorial I could find but still then it doesn't work, so you guys are sort of my last resort :), see the images for my settings and scene

And my goal is to get god rays through the trees.
Thanks in advance!


texts: How can I remove shadows from sides of the objects?

texts: On the sides of certain objects, it would show these ugly shadows on the side. I have tried to disable the shadow option from certain properties but they did nothing. If there is any advice or solutions of this issue, any help will be appreciated.


texts: How can I move inside the scene with a midle mouse without limits?

texts: I need to record a camera movement by using the mouse (scrolling or ctrl + Middle Mouse) but the problem is it just stops very quickly and doesn`t let me passing through the whole scene, is there a way to expand it somehow?


texts: I want to move a polygone using its 4 vertices. I get the MeshProxy of that vertex then I change its XYZ positions. The problem is that it separates the whole polygone from the object. I want to obtain a smooth deformation (proportional edit as in edit mode). How can I do that in BGE?


texts: Script to get the type (hold, breakdown, extreme) of active key

texts: I need a python script to check if the current keyframe in the timeline is of the 'Extreme' type. How do I go about this?


texts: how can i make black and white alpha video effect

texts:
I mean using a real footage (not 3d)just like the "Renaissance (2006)movie"
https://www.youtube.com/watch?v=GM5KCoWNXF4


texts: normal baking, low poly to high poly. Sub surface corners not correct

texts:
I have a simple cube that I duplicated. I unwrapped the low poly. Applied sub surf modifier to high poly. Added some edge loops to get the edges smooth.

However when I bake from high to low poly the corners of the low poly seem to be poking through the high poly normals.

Here's my blender file:


texts: How do I make dynamic 3D-printable hair?

texts:
I am trying to make dynamic hair that can be 3D-printed. It needs to be physics-enabled (so some kind of particle system, maybe?) and, through some kind of transformation, needs to end up as a single "blob" mesh with no gaps or interior faces, so it can be 3D-printed.

I've so far considered / tried:

Manually sculpting the hair - but then it's not dynamic!
Soft bodies - but they don't have the same dynamics as hair!
Metaballs x Hair particle systems - but I haven't found any way to combine the two!

What do you people think? Any help would be much appreciated!


texts: why boolean not work on solidfy modifier

texts:
I have a normal plane and a cube. I have given little thickness to the plane. and i want just cut a hole in that plane. I have to model in the file.
to my right hand what i want to achieve. The problem is that with the normal boolean tool its not working. I have install the booltron addon and go the result. to the left hand is the sample to experiment. I have acheive what i want to from booltron but the problem is that the solidfy modifier apply automatically with that. Is there any option or other way i can cut the hole in that plane without apply the solidify modifier.   blend file here https://drive.google.com/open?id=0BwiTD4qoMzsZT1FxOTdoX0drQVk

boolean did not work with the steps


texts: grease pencil strokes to mesh is not available in 2.8 release

texts: what just happened it was there in 2.79 beta and 2.8  alpha versions grease pencil strokes which can convert to mesh shortcut key is alt+C just disappeared in the official release or is there any way to convert grease pencil strokes to geometry in new release


texts:
I just downloaded blender 2.75a. I'm halfway through my first character creation and decided to try out the F Brush tool. I've seen quite a lot of folks using the tool. I do not have this tool.
I've looked for the addon...with no results.

Where can I find a download for it? I would really appreciate it as I am still learning. I don't want to settle with sculptdraw.


texts: I tried to use free camera with Shift+F but I it didn't work. After that circle appeared around my cursor (and I can scale it with mouse wheel) and I could change objects. But all tabs became inactive (I cant even choose file to save my project) and I can't do anything except closing blender. I can easily remake project but for the future please help is it a bug or feature?I tried deselecting all with A+A and deselecting Circle Selection with C but it didn't do anything


texts: How can I fix this SubSurf Modifier issue?

texts:
I'm trying in vain to reproduce the following image. I tried all I know to maintain the straightness of the edges by applying a crease of 1 and by adding edges but as I apply a SubSurf it's a 'disaster' . Idealy I would like to have the edges not too sharp as we can see on the image.
Thanks for you help.


texts: moving the armature along with the model

texts: The armature doesn't move along with the model when I move it around but still poses.


texts: How to Make Smooth Bevel Curve Without Extra Crease?

texts:
I want to make something like a curve-shape pipe,
so I use curve (I make an edge and convert it to curve because I need it like that in original work) and bevel it with bevel>object> beziercircle and it looks like that:

After that I convert it to mesh, and do bevel of the angle edge loop in the middle

But it look like that:

So how can I make it even and smooth without these crease that indicated by red arrows?
I add subdivision modifier and auto-smooth but it still the same.


texts: UV mapping with strange distorted texture

texts:
The following image hopefully illustrates my problem better than a textual description:

A part of the mesh which is selected in the UV/Image Editor on the left is bent (the rim of a wooden wheel).
I would generally expect textured faces to contain the part of the albedo-texture that is also displayed in the corresponding faces of the UV/Image Editor.

Consequently, from the way the texture is displayed in the UV/Image Editor, I expect the texture to have the wood grain aligned with the curve.
On the top-right Rendered Preview however, you see that the grain is radially aligned towards some vertex at the bottom of the rim.

Here is a Link to the Model:

What am I missing or misunderstanding here?


texts: Coordinates of resolution points of a Bezier Curve

texts: How can I print the coordinates of resolution points of a Bezier Curve?


texts:
When I try creating a new face at a certain place, it seems to be back to front or something for some reason. When I bevel the edge the vertices are also in the wrong places.
Here's a few images to show what I mean:
Before I add the new face:

When I add the face:

When I add another face adjacent:

When I try to bevel:


texts: Can I display scene strips in wireframe, solid, and lookdev mode in vse?

texts:
I did some testing and found that SceneStrip can be used for vse, but only displays the renderview for each engine.

Version 2.79 of the vse has a scene preview / render tab that allows you to use different shading modes on the scene strip. (Even vse preview screen shows selected object and active object.)

Has this feature been removed in version 2.8? Or is there a change in the UI?

Thank you in advance.


texts: Is it possible to play a channel solo in the VSE, through a shortcut or python? I mean like ex. hide/mute all unselected  channels?


texts: How to make a material for a candy cane?

texts:
So far, I've got a red and white Wave Texture, wich is mixed (Fac: 0.200) with a Glossy BSDF (Roughness: 0.020).
I also added an Image Texture (Scratches) for Displacement connected with Multiply (Value: 0.050).
However, I'm not completely satisfied with the material. Could someone give me any advice?

This is, how my material looks like:

And this is how I would like it to look:

Sorry for my (probably) bad English, I'm Austrian.

Thanks


texts: How can I keep hard edges with this shape?

texts:
I'm unsuccesfully tryning to keep the edges blunt, not too sharp for a more natural render by applying a Subsurf modifier. That's why I don't use the crease of 1. I tried to add an edge loop (CTRL+R) but can't on the top face. Thanks for your help.

Both answers work perfectly except for the following shape. I would like to soften the hard edges of the mesh. Thanks.


texts: How to show the edge color from imported '.ply' file?

texts:
I have a ply file new.ply.
ply
format ascii 1.0
element vertex 8
property float x
property float y
property float z
element face 7
property list uchar int vertex_index
element edge 5
property int vertex1
property int vertex2
property uchar red
property uchar green
property uchar blue
end_header
0 0 0
0 0 1
0 1 1
0 1 0
1 0 0
1 0 1
1 1 1
1 1 0
3 0 1 2
3 0 2 3
4 7 6 5 4
4 0 4 5 1
4 1 5 6 2
4 2 6 7 3
4 3 7 4 0
0 1 255 0 255
1 2 255 255 0
2 3 0 255 255
3 0 255 255 255
2 0 0 0 0

Can I show the edge color in Blender?


texts: "Selection to Cursor" Why it's not working nomally

texts:
I made two UV Spheres like this

make Constraint-ChildOf

insert rotation keyframe of target

after few frame, I rotate target sphere and insert keyframe

And then, when I try to "Selection to Cursor"

The result is this....

as you can see. the sphere is not matched at cursor

What's wrong with it and How can I fix it?


texts:
I'm having trouble applying vertex colors through Python to a mesh. The mesh is imported from a file which has vertex info, face info (vertex indices), and a list of colors that corresponds to each vertex.

Creating the Bmesh mesh is fine:

bm = bmesh.new()
[bm.verts.new(v) for v in verts]
bm.verts.ensure_lookup_table()
[bm.faces.new([bm.verts[f[0]], bm.verts[f[1]], bm.verts[f[2]]]) for f in faces]
bm.faces.ensure_lookup_table()

However, I can't seem to find a way to apply colors to each vertex. Doing

color_layer = bm.loops.layers.color.new("color")
...
bm.faces[i].loops['color'].vert

just yields a Bmesh vertex with an index of -1...

Is there anyway to get back the correct vertex indices in this way?


texts: I am rendering a documentary project and the sampling size is really high for each image. All the images rendered don't look fuzzy but when I combine them together for a film for some reason they look fuzzy when the camera moves. What do I do to make it so it doesn't look fuzzy when the camera move?


texts: My cloth is not clipping when I animate my character

texts: Clipping is turned on for my trousers but when I move the leg, the trousers split from the bottom:


texts:
In blender 2.82 I want to decimate all the f-curves in active action, how can I override the context to make the script work with Animation Nodes Script Node?

import bpy
if decimate:
    bpy.context.area.type = 'GRAPH_EDITOR'
    bpy.ops.graph.decimate(mode='RATIO', remove_ratio=0.92)


texts: Is there any way to swap editors between tabs / customize tabs in the 3d view tool shelf (the "T" bar)?

texts: For example, if I could move all editors/panels such as the highlighted (Bevel Curve Tools) into one "Addon" tab, or just move the editors/panels around in general that would be great. There's a whole bunch of tabs in there that I would really like to consolidate; I'd rather not have to turn my addons on and off just to declutter the workspace.


texts: (hair particles) Is there a way to make a baked simulation the new default position for hair particles?

texts:
Title might be unclear so I'll try to explain this better :
I made a simulation of hair particles then I baked it, now what I would want to do is applying the last frame of the simulation as the new default state for my particle system so I can redo a simulation later and also access edit particle panel.
I can't figure out how to do it, even after looking for hours on the net. Any help would be greatly appriciated.


texts: In version 2.77 how do I view textures in different interpolation modes from viewport?

texts:
Recently I updated my blender to 2.77a and annoyingly I noticed that the interpolation mode selection from the image texture node no longer takes effect in the texture mode at viewport.

Is this function simply removed or now I have to have it activated somewhere?


texts: Why is my render is a completely different perspective than what I am seeing through the camera view?

texts: Unfortunately I cannot share the file but here is what's up. I am rendering a car model I made. I positioned the camera to render a front 3/4 shot and it worked just fine. Next, I rotated the model 180 degrees to get a rear 3/4 shot. Once I spin the model and hit render, it just starts rendering the front 3/4 view again. I tried moving the camera around and render again, but it just applied the same camera movements but in the front 3/4 view. It's like I am working in 2 different blender files in 1 or something and it is super super confusing! Ideas?? Thank you!


texts: Why can't I make item of clothing in the MakeHuman model?

texts:
I export a model from MakeHuman to Blender. I have tried to make an item of clothing but when I click in the body

and I change to Edit Mode

Why?

Thanks


texts: So I have looked around the internet and blender forums and have had no luck finding the answer to this. So a group of friends and I are building a game in Unreal Engine and I have been using the OBJ format for 3d models. However Unreal Engine does not support .mtl files so baking won't work. So I want to know either if there is a different type of file I can use for it to work in Unreal Engine, or if there is a way to save PNG or JPG/JPEG etc. files. This is because I have added nodes and textured my obj with them which Unreal Engine does not work well with this. Thank you in advance for any help.


texts: Grease Pencil lags with retina display only

texts:
So I got interested in the grease pencil and tried to follow some tutorials on how to use it. Unfortunately is was laggy for me the whole time and would draw the line after I finished it or it would simplify my line when I lifted my pencil. I am using sidecar and a 2020 iPad Pro.
I found the issue to be related to the retina resolution of my MacBook Pro (16 inch, 2019). I have an app called RDM that allows me to choose different screen resolutions, as well as non "retina" versions of the screen resolutions. When I switch the resolution to a non retina version, the lag is completely gone and the grease pencil works great. It is blurry in non retina resolution though.
Any suggestions on how to get around this issue?
Thanks.


texts:
I need a light beam, something like this:
https://cloud.blender.org/p/caminandes-3/56c6da5cc379cf0079716873
I tried it, but the emmision shader dosen't work that way now - when I make make a simple emmision material and aply it to a cube, what I get is this:
. How could I do something like that with blender 2,77?
I need a light beam for a lighthouse, it should rotate and when facing the camera, the core should be much lighter than the rest.
I tried adding a sphere with an emmision shader in a cone with an emmision:transparency 1:20 material and adding boolean intersection modifier, so that as the cone rotates, the sphere disapears, but it's visible through side of the cone.


texts: How can I copy frames from one action to another action?

texts:
I have 3D model with an "Idle" action with a gun animation action. I click on the + button new action in the Action Editor and then rename it to "Walk" action. I create keyframes, but when I check the "Idle" action the keyframes are gone or deleted.

How can I make copy frames with security from one action to another action for not need make all work for new actions?


texts:
I'm using 'ApplyRotation' but the object does not stop spinning.

import bge
from bge import logic

cont = logic.getCurrentController()
owner = cont.owner

for i in ranger(0, 100)
    owner.applyRotation([0,.02, 0], 1)


texts: Blender 2.8: How to select multiple object with the same diffuse color in principled shader?

texts:
I have to import various fbx file scenes , bringing in a large amount (>10.000 Objects) into the scene with each single import. Each import scene stands on its own. Imported fbx files will not be combined.
Each object has its own material assigned, and each single material is a material with a principled BSDF. But there are only a few different colors (for example, 10.000 Objects have 10.000 unique materials, but 3333 green ones, 3333 red ones, 3334 blue ones). All of them have the sample principled shader material, they only differ in the diffuse color setting.

The materials in the imported scene are named as follows:

the first digits are always the RGB value channels of the diffuse color of the principled bsdf. The suffix after the "." is the number of copies of the material.

the overal number of materials will differ from scene to scene, as this is just an example for one scene. Other scenes that will be imported will differ in number of objects, as well as in number of materials.

Is there a way to merge all shaders with the same settings, so that in the end there are only three materials instead of 10.000? In simple words: Merge aller materials with the same diffuse color.
means 3333 object share one green shader, 3333 objects share one red shader, and 3334 objects share one blue shader? (The numbers are just examples, not the actual amount).
In the end, the number of materials will be drastically lower.

I found a similiar topic here, but this one works only for Blender internal and causes an error in Blender 2.8.

Thanks for help!


texts: "Copy to selected" dose not work with curves ? or Nurbs?

texts:
I want to set "preview U resolution" of all the selected curves to 48.

I select all the curves and shift select one curve change its
"preview U resolution" to 48.
Set "preview U resolution" to 48.
Then right-click to "Copy to selected"

Copy selected is grayed out! Why ? does it not work on curve objects? or Nurbs ?

Note: it works fine on mesh objects


texts: Cylinders display with octagon ends, should be round

texts: I have some models provided by my client. They are OBJ files from Creo. The problem is that the ends of all of the tubes render as octagons. They are suppose to be circular. The sides of the tubes render as round with smooth shading on, but the ends don't. I can help some of them by selecting the faces and using loop tools, but there are still gaps- and some models have dozens of these tubes. I'm new to blender and I'm thinking there's a better way to round these tubes. Any help will be greatly appreciated.


texts: Importing Shape Key Animation using Evaluation Time into Unity

texts:
I have been trying to get an animation imported into Unity that is using shape keys. Specifically I am using an Evaluation Time animation, so absolute shape keys. If I am using Relative animation I can follow this guys, https://www.youtube.com/watch?v=wvjwTnS6vhA, steps and they work perfectly. If I follow the same steps but just uncheck that Relative box to go to Absolute Shape Keys I am unable to get the animation exported to unity. Things I am noticing are that the shape keys don't show up in the dope editor in absolute mode the way they do in relative. I am also not able to see or click the F key, similar to this guys issue, "F" Button in Shape Key Editor Not Showing Up - Why Not?, even after clicking the plus symbol. If I click the plus symbol to make new shape key data, I see the F key for a second, but right when I move my mouse, it disappears! Seems like a bug to me?

So, has anyone gotten absolute (evaluation time) shape key animations into Unity?


texts:
In Blender my Gizmo looks like this:

But everyone else's seems to be like this:

I don't know what I messed up. I went over Preferences > Themes but only found settings fo Gizmo colors. How can I make my Gizmo big and easy to read like the image shown?


texts: How to insert keyframe only "Available" in blender 2.78?

texts:
There used to be a feature in insert keyframes pop up menu (press i).

Where is it now or how to achieve that in new blender 2.78?

This image is from internet i dont know which version of blender is this screen shot from. But this clears what i am looking for


texts:
I want to create multiple primitives such as spheres via python, but my current approach is too slow:

import bpy
import time

t0 = time.time()
for i in range(400):
    bpy.ops.mesh.primitive_ico_sphere_add(radius=0.5, location=[i * 10, 0, 0])

t1 = time.time()
dt = t1 - t0
print(dt)

This code takes about 5 seconds, which is just too slow (why?). Is there a way to make it run faster? I suspect creating the mesh every single iteration might be too slow and there is probably a better way to create multiples copies with the same shared mesh, but only different positions, which might be faster.


texts: how to make hotkeys for custom buttons in blender?

texts:
I use this button button a lot when I am in cycles(basically because my pc has less power):

but the tooltip does not give a shortcut popup. Is there a way to create a shortcut key for item as such?


texts: Anyone know how to make 2D riggs in blender?

texts:
I know its possible and ive seen it done but I can't for the life of me find a guide on how to do it.

Im currently using the 2.8 beta I just need a way to switch between body parts like an open hand and closed hand or head turn arounds and how to rig bones to a grease pencil drawing


texts: Key/shortcut to change weight value when weight painting?

texts:
I found an old question that says the W key can be used to change the weight value, but that doesn't seem to work in v2.79 anymore. The F key and Shift + F still work in changing the radius and strength, but the W key only brings up the specials menu.

Weight factor - control via keyboard Here is the question/answer that I mentioned


texts: how to? pivot editor camera around object

texts: How do you rotate around an object with the editor camera instead of orbiting around the center of the scene (middle mouse button).


texts: Why is my character transparent in the render?

texts: when i render my character is transparent? Why? I have tried changing the setting under the block tab. I started having the problem after hid them for a separate render but when i unhid it it came back like this


texts: Car model does not render after using motion tracking, but its visible in viewport

texts: I am fairly new to Blender.(I am an experienced Maya 3D artist) I'm using version 2.83 on an iMac. I have rendered simple 3D models before using blender and the Eevee engine. But I need to test motion tracking and photo realistic 3D car rendering for work. I have followed a good motion tracking and rendering tutorial on youtube, but since I have the motion tracking figured out and scaled correctly with my car model, it will not render. If I add a sphere to the scene it will not render. The only thing that shows up in my renders is the image sequence background that I used for the motion tracking. I have checked my render layers, the car is render enabled. The Cycles render engine is selected. I can see the car in the viewports, but it never renders! Can someone please help? I am attaching a screenshot.


texts: console warning: "Too many lights in the scene !!!"

texts:
Every time I switch back to my Layout workspace I get a flood of messages saying:

Too many lights in the scene !!!

Everything seems to be rendering fine.   I do have some simulated "LED light arrays" in my scene.  Is this a serious problem or should I ignore this?   How many lights are too many?


texts: Enum Property callback forces scene update

texts:
I have an enum property and a callback function defined like so:

def asset_callback(scene, context):

    # Function that return properly formatted list of items
    items = get_assets()

    return items

class PipelineProperties(bpy.types.PropertyGroup):

    asset_categories = bpy.props.EnumProperty(
        name="Asset Categories",
        description="Categories for Project Specific Assets",
        items=asset_callback
    )

Setting up my Enum Property with a function meant to generate a dynamic list and populate the enum with this list, forces scene update continuously. I only want this function to run once, and then I plan on using a persistent handler bpy.app.handlers.load_post, only execute the callback after the file is loaded.

Is there a way around the forced scene update trigger on the callback function for an EnumProperty?


texts:
I have a scene I want to render where a small object moves across the camera's field of view. The rest of the scene is just a black void containing absolutely nothing (see image below). I need to render this as an image sequence.

This object is basically a mirror reflecting a somewhat complex scene, so I want to render it with a very high resolution (14mpx or more). And enough samples to get a good quality on the reflections.

The problem is that if i rise the number of samples, and because of the high resolution, it takes ages for each frame to render, while most of the time is just spent rendering a black region. The camera must stay static during the whole sequence.

Is it possible to configure blender to use a high number of samples around the object, and a very low value on the empty region? (I want to make the whole process faster)

Edit

I used the option border in the render menu, as described in this answer


texts:
How can I investigate if an object appears through a camera in BGE?

Ray sensor does not suit me cause it is one line, while I am searching for the whole screen.


texts: CUDA error: Out of memory in cuMemAlloc(&device_pointer, size) line568

texts: I am trying to render a scene, but I constantly get the same error message: 'CUDA error: Out of memory in cuMemAlloc'. The scene is 3480 by 5304px. I'm rendering with my GPU on a 64 bit operating system with 16GB RAM. I have an NVIDIA Geforce GTX 1060 videocard and there should be plenty of storage space left, as I've only recently bought my computer. I've tried decreasing the samples from 20 000 all the way down to 250, but without avail. If anyone were to know how to solve the issue, please share your knowledge here :)


texts:
i want to connect bone 1 and 2 together however i am not able parent any to the other

notice that bone 1 is not in the same group as of bone 2
, basically group "2" is a duplicate of group "1" with a rotation of 180 degrees about the z-axis

thanks in advance.


texts: How do you rig a character made out of linked parts?

texts:
I've modeled a character that I want to rig. Various parts of the character are mirrored (e.g. left and right arms), so I want to at least partially link them to make iterating on the model easier (that is, to make sure that modifying one modifies the other: vertex data, modifiers, materials, etc).

If I try using instancing to do the linking (that is, grouping one arm together, and making the other arm an instance of that group), any pose change applies to both arms.

If I try sharing the mesh datablock only, the problem remains the same, as the vertex groups (which define which bones have influence on the mesh) are shared.

Is there no way to avoid duplicating the two similar objects?