texts:
I've been working with a model with some poses. After I was done posing, I decided to jump into doing some texture work with it.

Since Blender can't help me with the textures, I use 3D-Coat. So I decided to use 3D-Coat and exported the model as OBJ, however, when I loaded it, it had some vertices moved around, so I went back to Blender to check and I exported it still posed.

I then cleared all Rotation, Location and Scale to put the armature how it was and it worked. So I exported again to OBJ, and once again it exported it as it was posed.

I removed every single Shape Key and tried to use the cleared armature as the Rest Pose, but it didn't work and it comes back to the last pose.

How can I fix this issue? Thanks in advance


texts: Colour cannot be applied in material mode

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Whenever I change the object from solid mode to material mode to apply colour I am facing issues:

The outline of the object I created vanishes completely. It shows an orange outline only.
[

When I go to apply colour, it does not respond to the command.


texts: (noob here) odd discoloration on my model, what does it mean?

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(model is not nearly complete btw)

whenever go into the mode that makes the faces solid (idk what it's called), some parts of my model are discolored (sort of steel-blue looking). i was curious as to why that was happening and if that is going to be carried out into a final render. thanks for any help that yall can offer :))

bonus question: what's the best/easiest way to add more detail/make a model less blocky? besides adding a load of loop cuts obviously lol. thanks


texts:
I don't know how to make tied knots, for example when I want to make shoe lace.
Someone can help me, please?
Thank you (:


texts:
First image is where the default stroke appears in grease pencil

Second image is where the stroke appears now.

I really need help to reset this position. All new objects are appearing in the new position and it is very irritating. So please help me reset it to all 0.


texts: Does rotation by exact angle become low-precise in blender?

texts:
I faced a strange behavior of Blender while trying to make something like this:

in one of the projections. It's clear that angle B (see picture below) should be 60 degrees for trivial trigonometrical reasons: just assume that the side of the square has the length 1 and calculate sin(A). Also note that D-D1 is divided into two equal parts by the inclined segment.

I try to reproduce that in Blender in orthographic projection of 3d view. Steps:

Create a new file
Delete cube
Press numpad 1 to view XZ plane
Press numpad 5 to switch to orthographic projection
Shift+s -> Cursor to center to ensure that cursor is centered
Shift+a -> Mesh -> Plane, so in selected projection we see the new plane as a segment.
Press N and enter "-60" to "Rotation: Y:" in the panel appeared.
Enter "-0.5" to "Location: X:" in the same panel.
Scale to ensure that we didn't get the required picture.

After this steps I get the following (open image in new tab or window):

If we fulfill this image to squares like above (see fulfilled image below) and count smaller squares, then we get 10 squares in horizontal line and less than 18 squares in vertical line, so sine of A on the picture from blender is not equal to 1/2 (it's greater) => angle A itself is greater than 30 degrees, but angle B is equal to 60 degrees by our definition! So the sum of degree measures in triangles drawn in blender gets greater than 180 degrees.

Looks like a weird logic in blender. Or are there any mistakes in my argumentation and I don't understand something about Blender?

Note 1.

It's not a computational precision issue. We use plane of the default size and there is no bouncing if we zoom the scene either in or out.

Note 2.

Scaling the plane (i.e. lengthening it's projection) will homogeneously scale all construction and will not affect angles and trigonometric functions of them.

Explanation of the "paradox":

I confused lengths of what I have on the "paint" picture with what I want to get in blender. Of course, half-length of the inclined segment is not equal to 1 => sin(a) != 1/2.


texts: Having added a Custom Property in Editor, how do we assign an Update function?

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When creating a custom property via e.g. bpy.props.FloatProperty(), we can specify a user-defined function to be invoked every time the value of said property changes.

Once the property exists, e.g. added via the Properties Editor, how do we assign or re-assign the update function?

The Properties Editor (Blender 2.74) does not offer that, and, in Python, I don't know how to access the property itself, as opposed to merely its value.


texts:
hi I wrote a simple script to take screenshots, but the frames are not updating in the screenshots i.e all screenshots are the same image (a single frame). I introduced a time delay in case blender having problem updating but the problem is still there
import bpy
import pyautogui
import time
c=1
while c<=50:
    bpy.context.scene.frame_current =c
    time.sleep(2)
    path='D:\\Blender\\script_screenshot\\'+str(c)+'.png'
    pyautogui.screenshot(path)
    c=c+5


texts: I have an AMD Radeon RX580 graphics card with an i7-7700K CPU. When I render an image - regardless of tile size - both the graphics card and the CPU render it quite slowly, but the GPU much slower. This is a surprise to me because I would have thought that my GPU, which I definitely have selected in settings, would be rendering much faster. I know it's not the fastest GPU but surely it can render a bloody donut in less than 2 minutes. Does anyone have any suggestions on how I might be able to fix this? I'm pretty new to Blender, so I might have overlooked an apparently obvious solution. Thanks.


texts: Can an OSL shader render text? So for example, if you input a string, is there a way to render that string with a certain font as a shader?


texts: How do you make a seamless IK > FK > IK switch using drivers?

texts:
Is there a way to have a seamless IK, to FK, to IK, to FK, etc... kind of slider? I have seen it to be done in riggify but it uses a python script that only works with that armature and doesnt look very clean. is there a method to do this without the need of scripting and by solely using drivers?

I have tried to do this by having 2 arms, one with IK and the other one with FK. the FK one was supposed to copy the IK one's pose when you switched them, it worked, and vise versa for the IK to copy the FK pose. but I have only been able to achieve FK > IK, and not FK > IK > FK. is it possible with only drivers?


texts:
I've got an object, and want to work on mirror modifyer with it, but I have first to change it's origin point. So I put my 3D cursor where i want to set the new origin point.
But when i do:
Object/Origin/Set Origin to 3D cursor
the origin point doesn't move.

Is there a way to unlock this?

Edit: and I found that in the same scene I've got 2 objects, one I can move in object mode, and this particular one I cannot move it neither can I select it (in object mode)


texts: Possible to bake a shrinkwrap onto the base mesh texture?

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So I have a base mesh that has several other flat meshes shrinkwrapped to the surface, like decals.  This works great within Blender or when exporting a still model, however exporting any character animation results in the shrinkwrapped meshes falling off of the meshes they are supposed to be on the surface of.  With some careful work on bone assignment I can actually make it look more-or-less okay, but there's still unpredictable z-tearing due to having almost overlapping meshes (likely exacerbated by 32-bit floating point arithmetic).

What I'd really like to do, and what would simplify life greatly, would be if I could bake the color data from the base mesh and all the associated shrinkwrapped meshes onto a single texture suitable for application to the main mesh, and then delete the shrinkwrapped meshes which are no longer needed.  It would also save some geometry.

Is there a mechanism in Blender to quickly bake all of these shrinkwraps onto a texture, or will I be stuck having to edit the texture by hand to add in the contributions of the "decals"?


texts:
Im making duplication along the path. I have a mesh and a curve path. Selecting the mesh and curve i press Ctrl+P and selected follow path. In Duplication i turn off speed. The mesh is not following the path in circular shape. Its twisted. I applied scale and rotation to both curve and mesh yet the result is twisted. Any suggestion or help.

dupli error file


texts:
As you can see the head of the sculpture is high poly. But the lower part is low poly. I tried smoothing it out but it stays like this.
Does anyone know what I can do about it?


texts: Quick smoke in blender 2.8 goes the wrong direction

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I tried looking for it everywhere, but I can't seem to find a fix for it.
Maybe I'm making just some really du b mistake but I can't seem to figure out what that would be. I looked everywhere and made node setups for the fire and smoke but they all had the same problem: the smoke and fire are going to the left instead of going up. Please help it has been very frustrating.


texts: Blender renders in color, but I can't see the color when I edit

texts:
This is what I'm viewing:

When I render the image I get this:

I can't see the lighting. All I did was close blender and reopen it and the color wasn't there/ I'm new to blender please help.


texts: Should I change a curve to mesh when modeling?

texts:
I created an object as below:

Front view

1. Should I convert this curve to a mesh for export? My final goal is to export this object to an .obj/fbx file and use it in javascript, ARKit, games, or any universal format for 3D objects. I have multiple mesh objects in this scene (file). What would be the most clean and conventional/agreed way to create a final model?

2. Should I convert it to mesh only if I want to get rendered scenes (jpgs)?
If I don't need an .obj file but want to only render several scenes, can I leave them as vector curves?


texts:
I'm surprised that I can not find an answer to this one. Is there any way to restore a specific add-on's preference states to the defaults?

I would prefer not to uninstall the add-on if possible.


texts: Is there any option to change the contrast on Blender Render?

texts: If I'm using Blender Render, and i want to render an Animation, before anything on the settings, can i set the contrast?


texts:
I'm trying to use grease pencil to do some animated screencasting-sort-of videos. I've used it before to do quick animations and noticed that even with a dozen or so vertices the performance drops. At the time I assumed it was due to me using some beta version of Blender. However now I've reset all blender settings, erased all the caches and configs and installed the stable version (Arch Linux official repos, Blender 2.91.0) and even tried the zip files from the blender website and I can't figure out the problem.
I have more than enough RAM (16 GB) and blender uses barely 5% when working on the screenshotted file. The CPU isn't loaded either (8% from blender and at about 15% total). I have a Ryzen 3600x with an RX480 GPU with 8GB VRAM). Not a supercomputer but it shouldn't have trouble working with a bit of grease pencil.
Now, to describe the problem: as time goes on, blender gets slower and slower even with small grease pencil files. With the file I'm trying to work with it's downright unusable right from the start. It works fine as long as the GPencil object is not selected but once it is... the viewport performance drops to 1.2 fps and it becomes unusable. Am I missing something stupid simple? Also it would seem that in edit mode there is no problem.

As you can see, the file isn't big, barely a couple hundred vertices (I actually don't know how to check the number, if anyone has a suggestion I would love to be able to do that.
Apologies for the rant-like post. If you need any information such as logs or whatnot, I am at your disposal.
Best regards
EDIT: My 5-year old laptop has no issues with Grease Pencil. But the fact that I cleansed everything blender and reinstalled it many times including using archived files from the official website and building it myself... makes me think it's not really a problem with my PC, especially since it only happens in object mode with Grease Pencil selected.
EDIT_2: Quick video demo


texts: How would I make a pluggin to toggle subd surfaces on and off and add the sub modifier to the stack?

texts:
I was wondering how I would be able to script a plugin that would toggle subd surfaces preview if it has a sudb modifier on. It would also be helpful that if the selected object doesn't have a subd modifier in the stack already, it would add one and then toggle the subd view.

Maya allows you to toggle between subd view through the 1 and 3 key and thought this would be really neat to have in Blender but also the addition to add the modifier if it doesn't already have one on. I just don't know how to script and was wondering if anyone has already done this or not.


texts: OSL shader issue, could not find include file: node_texture.h"

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I am trying to (re)create an OSL shader in Blender, but I receive an error "error: could not find include file: node_texture.h" when compiling.

I've Googled it up, but can find nothing. Where can I find this file, or change the search path?


texts:
I made a simple character , rigged it . But the problem is that when i move the head in object mode . Eyebrow moves along with it . But when i do the same when using pose mode ( using bone to move head ) everything part of head moves EXCEPT eyebrows . Can anyone plz help me with it ??

https://www.dropbox.com/s/j8vkahgn2lrco0v/error%20mouth.blend?dl=0

( link to the .blend file )


texts: Blender not using full hardware capacity!

texts:
I just completed my new computer setup to work extra fast!
Anyhow, while animating a simple cloth simulation with blender, it simulates quite slowly and my task manager is showing me that my gpu is working at the highest capacity, compared to the other hardware components, at only 20% !!
I am wondering why it is so unnecessarily slow and if anyone has an idea how to find the bottleneck?
heres some info:
cpu AMD Ryzen 9 3900X
gpu Nvidia RTX 3080
64GB RAM
Cheers,
Pradamarfa


texts: I'm simulating a cloth. How can I bake the cloth simulation into keyframed vertices or shape keyed vertices?


texts:
I am working on an old pool table set and I came across a problem when I tried to add a displacement map to my cue ball.

This is it without the displacement map.

But to add more realism (and to show it had been used a lot) I wanted to add small dents and scratches to the ball as well.

The problem is as soon as I added the displacement map this happened.

As you can see the glossiness is made very glossy in the bottom, the scratches are dotted and not indented, and the bumps do not like bumps.

Obviously I have made a mistake somewhere and I would really appreciate any help in fixing the problem.

You can download the files used from this dropbox folder


texts: How to disable checkered alpha pattern in Viewport?

texts:
There are of course times when we want our renders to have transparent backgrounds. And there's a setting for that.

In 2.79 and earlier, this didn't affect the appearance of the Viewport. But now it does, in a way that is making it difficult for me to make out the grid.

Is there a way to disable this pattern in the Viewport while leaving background transparency enabled?


texts: Failed import of FBX file - need help converting FBX to Alembic

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I'm new to rigging and animations of 3D characters and so I've been using Akeytsu for it's intuitiveness.I want to use Blender to turn my .FBX file from Akeytsu into an Alembic file (don't have the budget for 3dsmax or Maya :/).
When I import my .FBX it comes up with an error message

I was hoping someone could help me figure this out, I've got everything I need except for the Alembic file conversion which I'd rather not pay 1K+ for. Thanks!


texts: How to render flat shading just like LookDev in Blender?

texts:
I'm making graphics for a tile based game that has 2.5D look. I am making most assets in blender, and everything works out great, except for the walls, that have to have seamless tiling.
I am using a 4x4 wall layout as pictured below to do the tiling, but I can't figure out how to achieve a flat look, where object's geometry does not affect lights.
LookDev shows exactly what I need, but when I render it out with shadows and AO disabled, nearby geometry still affects the shading, and I get darker spots where I want them to be purely flat. Basically I want lighting to show up only according to how face normals are positioned.
Here is the illustration of what I want (left is done in vector graphics software), and what I get (right is Blender). Red marks show problematic spots.
I suspect I need to play around with shading to get this done. Any rendering engine will do, but I would prefer a solution with Cycles, and I must be able to have Freestyle outline.
Workbench does achieve a similar look, but in there the outline is white, and shading looks a little weird and unnatural.


texts:
I am starting a search for software that can support mechanical design.  The CAD programs I have looked at tend to have arcane command language interfaces that make the job of design as much a programming exercise as a creativity tool.

My question is: "Will Blender support design and dimensioning machine drawings?"

If so, where do I go to learn more?


texts: Cutting a solid surface to make a overlapping junction

texts:
This one is a bit tricky.

I'm building a RC submarine in Blender so that I can have it 3d printed. I want to have a removable "cap" so that I can have access to the electronics inside, however, to make it water tight, I want to put in a piece of rubber inside an overlapping junction. I know I can use the knife tool to cut out the cap and I solidified my sub to give it a "wall", however is there an easy way to cut an overlapping junction?
I also found that when I solidify, I can't seem to select the vertices on the expanded solid. Is this by design? Is there a way to enable it?
Normal Cut
XXXXXOOOOO
XXXXXOOOOO
XXXXXOOOOO

Side A
XXXXXXXXXX
XXXXX

Side B
     OOOOO
OOOOOOOOOO

Together
XXXXXXXXXX
XXXXXOOOOO
OOOOOOOOOO

Thanks,
mj


texts:
I'm trying to write a script that creates a Pie menu, and I want the menu item on the [1] position (which calls another submenu) to be disabled whenever the current scene isn't "Some Scene".

I've tried doing

pie.menu("SOME_MT_Submenu", text='Some Submenu")
if context.scene.name != 'Some Scene':
    pie.enabled = False
pie.menu("MENU_MT_Item", text = 'Menu item #2')
pie.menu("MENU_MT_Item", text = 'Menu item #3')
pie.menu("MENU_MT_Item", text = 'Menu item #4')
#and so on

...but it just disables the entire pie menu. I've also tried adding a @classmethod poll function on the Submenu, like;

class SOME_MT_Submenu(bpy.types.Menu)
    bl_label = "Some Submenu"

    @classmethod
    def poll(cls, context):
        return context.scene.name == 'Some Scene'
    def draw(self, context):
        layout = self.layout
        layout.operator("some.operator", text = "Some Operator")
        layout.operator("some.operator", text = "Some Operator")
        layout.operator("some.operator", text = "Some Operator")

but whenever I run the script the menu item still calls out the submenu. And I've also tried adding the poll function to the 'Some Operator' class itself, and it still doesn't work.

I want that menu item to be grayed out and not call out the submenu when I hover over it. Is there a way to do that?


texts: Blender 2.9 changes the position of object to path after I parent

texts:
I have an animated fish that wiggles its tail and cycles - it was created awhile ago and gone through various path layouts.
Then I laid a path around rocks and other obstacles. Then I chose the fish and the path and parented them with the first bone essentially at the end of the path. When I click 'play', the fish goes to another position and the follows the path, at the wrong angle and direction.
My guess is that there is some dependency that changes the fish's position i the scene that I am overlooking that is overriding the current parent.
Where can I look to ensure that the start position and position relative to the path will be stuck to?
-t-


texts:
I'm working on making 3d Pacman in unity, and I'm trying to create Pacman himself in blender. I've never used blender before, so this is proving to be seriously challenging. Can anyone help a girl out?

EDIT: I should also mention, I'm not just trying to model him, but make his mouth animation


texts: When animating in Blender 2.8 grease pencil, is there a way to control camera's y rotation while in draw mode. then I can rotate canvas. Thanks


texts: Are there shortcuts for the manipulators (move/scale/rotate) for Blender 2.79

texts:
It seems to me that by now this question would have been asked... many times.

I have searched and found many questions/answers that are close, however, they don't seem to answer this specific question... at least not that I can find.

Are there shortcuts that bring up the move/scale/rotate manipulators? Instead of having to go to the bottom of the screen. I know about G, S, R, but that's not what I'm talking about.

I apologies if I am beating a dead horse, but I can't find an answer.

Thank you,

Jim


texts: Rotating Specific Degrees On The Timeline

texts:
I have this object that I would like to rotate it about 570 degrees, but every time I make two key-frames and type 'r' > 570 > it doesn't make a full rotation. Rotates what looks to be about 140 degrees instead. How do you recommend I get the full circle spinning rotation that's more than 360?
Thank you for your time!


texts: Out of sync when I render whole the frames but it's OK when I render sub of it

texts: I have two video in blender with 30 frame/second for both of them. When I play the video in blender, everything is fine. When I use animation button for whole the frames, in the middle of video, audio and video are not sync, but when I do the same thing for just sub-frames (for example 200 frames), the output is Ok. I am totally confused and don't know what's the problem.


texts:
Hello, I am having a hard time creating belts and chains around a pullies and gears. I usually use a Nurb curve or the the Array modifier, but they usually end up not coming straight.

*** is there an easier way to create a belt/ chain around these gears?

Thank you for your time :)


texts: How to make scopes that actually magnify using materials like glass?

texts:
I have been trying to create a scope (sniper scope) that actually uses glass shaped like a lens to magnify into objects (I know this is not conventional and not how they do it in normal fps games but I wanted to try this out). It wasn't entirely successful as when I tried to magnify it more, more I increased the IOR the more distorted it got. I've probably got something wrong, and is it even possible to do this, is there a way to fix this?
Basically do any of you have any idea on how to approach this as I think im on the wrong track.


texts: Is there a way I can get object's position relative to the origin point(0.0.0)?

texts:
If I reset a object's origin (in order to mirror it), is there a way I can somehow get the object's current position relative to origin point(0.0.0) before I reset the object's origin?

EDIT: Basically i want to move car rear panel(the one where car rear lights go) to 0.0.0 to create better tail lights for it) and when the tail lights are created, i want to put that car part(the rear panel) to where it were before i moved it to 0.0.0 whit "set origin" command!


texts:
Since bump mapping cannot modify the actual shape of an object and hence the flat shadow, I want to know is there is any way to generate an isosurface material
like this in blender?


texts:
I am making a video using chroma key effect. The foreground would be a movie file and the background would be a vector image created with "pdflatex" (initially the image is a pdf), so it is a pdf file.

In the compositing context of blender, I add a node "image" so that I could import my pdf background. However I can't import such file.

A pdf file contains both raster and vector elements so I tried to raster the file with inkscape as mentionned here or here  but it doesn't work and I find this method a bit messy (I have a lot of pdf files).

I try to change the compilation of my latex document to a format compatible with blender.... on-going

Thanks for your help


texts:
I'm trying to complete a basic walk cycle, but I'm having issues using Blender's copy pose/flip pose across the X axis with an armature. The flipped pasted pose is copied (horizontally), but the rotations are screwed up.

I've copied the pose, pasted it and checked flipped X axis, but the rotations come out weird. What is wrong here? I can't find any other easy way to simply mirror a pose. (i.e. for a walk cycle)


texts: How to make an edge copy the shape of other edge?

texts:
I have a plane that I use as canvas with dynamic paint and a sphere that I use a brush with dynamic paint too, so they both produce a wave:

My question: how can I make the edge (red) copy the edge (blue)?


texts: How to make hair particles (grass) bend on z axis

texts:
I created a grass animation with hair particles, but I cannot get the grass to bend (on the z axis) it just sways from side to side on the x axis.
  screenshots, more screenshots, link to video.

I have created an empty and assigned a texture to it, then linked the particles through the texture and I can control the animation of the grass through the empty but when I move the empty on the Z axis it just pushes the grass to the side without any bending.

Any help on this would be appreciated. cheers. If you need any more info let me know.


texts: How to seperate clothing from the rest of the model

texts: Im very new to blender and am wondering whether there are any methods to seperate clothing (hair(particles), boots, gloves) from the rest of the model  as I am going to be animating my character and having him wearing a ghillie suit will make animating difficult.


texts: How to generate a fake hand painted texture (Blizzard like), Borderlands effect or Pixel Art effect

texts:
I want to generate a texture that looks like it has been hand painted to use with a game asset by baking the details of the high poly on the low poly, then composite the textures to get an hand painted texture effect without having to paint.

What texture do I need, how should i compose them and is there a technique to generate good colors?


texts:
In my model, I have 4 objects that share 2 different materials.
However, when exporting to Unity, the first object has the correct 2 materials, the second object has 3 materials, third object has 4 materials etc.

However, only 2 materials show up in Blender. It managed to have it working before, so there must be something I did that causes the hidden materials to show up.

Any ideas how to fix this?


texts: Blender Rigging: Mesh's arm won't bend despite changing weight

texts:
I made a fairly low-poly humanoid model, and I've succeeded in rigging one side of the model, but when I tried to rig the opposite side, the mesh wouldn't move with the armature's bones (at least not that much).
I've attached the blender file, and also attached an image displaying the problem. Does anyone know how I could fix this?

.blend file: https://www.dropbox.com/s/uc5km8amd5p2201/thingyrigged2backup.blend?dl=0


texts: Is it possible to simultaneously adjust the cache settings for multiple objects?

texts:
For example, changing the start and end of a simulation for multiple objects with soft-body physics applied.

Changing this:

Would change the cache settings for SoftBody.1, SoftBody.2, SoftBody.3 (which could all have different soft-body settings).


texts:
I have been doing some weight painting and animation using rigify, after some use the 3D view right panel controls started duplicating.
Does anyone knows how to get rid of these panels?


texts: How could I add the FLIP Fluids obstacle component to multiple objects at once?

texts: I'm creating a simulation involving a cell-fractured object. There are 600+ objects in my scene that have to be FLIP Fluid obstacles, is it possible to add the component to each object automatically? There's a similar feature to this for copying Rigidbody settings.


texts: Quad view with linked viewport transforms but separate shading

texts:
I'd like to reproduce Modo's quad view:

3 quadrants are orthogonal and wireframe, the 4th is perspective and shaded.
The ortho views share center and zoom level while the perspective view is independent.

The inbuilt quad view shares shading between quadrants, splitting a single 3d viewport into 4 allows diff shading modes but the center and zoom levels are not shared...
EDIT: Added screenshot:
Note how the zoom level and viewport center is shared by the ortho views. Shading modes (and other visibility settings) are set per quadrant.


texts:
So I'm a beginner at blender, and I'm having a hell of a time trying to create the flat head portion. I have one created, but it's a broken mesh. I can't insert loop cuts and all that business when trying to flesh out the details. Anyone have any tips or methods to do this correctly?

Thank you!


texts: I pressed something and now many edges do not appear in edit mode

texts: in blender 2.8 I pressed a button unintentionally, and as a consequence the mesh specifically only for this object had this change in which many edges do not appear even when I select the face that is still there for some reason does not appear


texts: Hi i'm trying to project a image onto a plane, i lined up the UV's with the correct perspective but my image distorts on the plane, subdividing the mesh a few times solves the issue but i would like to know if there's a better fix?


texts: I don't know what button my clumsy fingers hit, but when I'm in global mode and I tried to move an edge by manually typing the coordinates the control panel in edit mode, it doesn't move. And when I tried to do the same with a single vertex, it immediately went to X:0, Y:0, Z:0. But when I put it in Local mode and do the same thing, it behaves normally. What button did I hit and how do I fix it?


texts: How can you align two vertices relative to a global coordinate when you want to preserve the orientation of the edges that contain them?

texts:
I want to move a vertex A along an edge A1 in such a way so that the vertex has the same Z global coordinate as another vertex B which is in another edge B1. B1 and A1 are not parallel.

I tried using the Normal coordinate system to move A along A1, but snapping to B only considers the current (Normal in this case) coordinate system so it didn't work as desired.

Then I tried snapping the 3D cursor to an endpoint of A1 and scaling A (with the 3D cursor as pivot), but snapping to B did not work as expected (I'm not sure why).

The only solution I was able to come up with was to duplicate the edge and snap A to B in the global coordinate system, then while moving on the XY plane snapping to the duplicated edge. Far from being practical.

Here is a picture of what I'm trying to achieve:

I want the selected vertex to move only along the green axis but I want to snap to the vertex in the red circle relative to the global Z.

Is there a better way to achieve this?


texts: Terrain Generation: Free Creation of Peaks, Canyons and Mountain Terrain

texts:
I'm going to eventually make a game and an animation. The first few scenes are going to be set in a mountainous area with a small canyon, a river running downhill to a lake, and one big mountain, which a small tunnel will be carved into. On this map, the dark blue is the tall mountain, the dark grey is the second level of elevation, the brown is the small tunnels, the light grey is the first level of elevation, and the blue is the water.

I'm curious as how to actually do this, and I know there are a lot of tutorials on the subject. Thus, I came here to see what tips and ideas you guys have, as a community. I personally think that if I come to the nonprofessionals and freelancers, I can learn more about the assorted functions.

In essence, I want to know if I should start with one big object and use that, or if I should make tons of small objects and link them together. This is not a question of finding images, this is a question of creating a landscape.


texts: why does baked procedural texture look pixelated

texts:
basically I have a procedural texture that is supposed to look like rust and I want to convert the procedural texture into an image based texture but my problem is the baked texture looks very blurry and not nearly as sharp here is a comparison

I also have normal maps that I want to bake but I'm not sure how to do it. I'm not sure why the texture comes out blurry because I did bake the texture to 4096X4096. for baking I used the emission shader and I baked the image coming off the mix shader which goes into principled.
here is the blend file


texts: How to append and swap materials with the same name?

texts:
Is there a way to swap material with the same name after appending the material from a different file?

As default, when you have a material named 'Blue' and you append material from another file called also 'Blue', it gets automatically renamed to '0 Blue.001'. Is there a way the new 'Blue' gets simply swapped with the old 'Blue'?

In most cases, the default renaming is obviously desirable, but when you work on several files and you want to change something in one material in all files, you need to go through arduous process of changing that material in every file by appedning and picking it from the list of materials. Any way to automate it?


texts:
I'm really sorry if it's something dumb I'm doing, but for whatever reason, I have no other presets to select from than those in the pic below, and I swear there were others when I was checking 2.8 when the beta first released

Has something changed since then? Or did I perhaps delete a file by mistake? or is there an option I need to check or something?
I know there's something wrong here because I just checked a YouTube video and this guy had a bunch of presets (just as I remember)

I've googled but couldn't find anything (besides user shared themes) Again, I'm terribly sorry if it's something dumb from my part! It's been a couple of months since I gave 2.8 a visit.


texts: How do I stop tool properties from saving when I change it?

texts:
Example:

When I add a UV sphere and change it's segments or rings in the properties. Let's say I changed the Segments to 64 and Rings to 32. Next time I create the sphere I get the same amount of Segments and Rings.

How do I stop the properties from saving these values every time? I just want to use Blender default values and change it myself every single time.


texts: Export Model With Material Colors to MeshLab

texts:
I would like to export a model from Blender with the colors and open/import it in Meshlab. Here my model:

I read about it a bit already and did not find any conclusive answer. I know that the info should be stored in e.g. the .mtl file while using the .obj format. But neither did .obj, nor any other format worked. So therefore I might miss some necassery step. Like applying (?) the colors to the vertices ? I am just guessing here. Also the add material in export window did not help. I am guessing this is pure basics.

A second question regarding the same piece is how I can get rid of all the internals of my model (here with a boolean modifier using union). So e.g. in this wireframe model I want to get rid of the black part of the Letter R:

So my final model would be yellow letter R, black cube and "hollow" inside without anything inside.

How can I achieve this ? Thanks.


texts: When I snap a curve's vertex to the 3D cursor the handles disappear

texts:
I found out my handles disappear when I snap to cursor. How to add handles back to the curve vertex?

I've hooked the end of my curve to an existing empty, it moves with the empty but when I rotate or scale the empty it has no effect on the curve.
Is there an easy way to fix it that doesn't involve replacing that empty?


texts: Spawned Enemy Ships Fire Stationary Bullets in the BGE?

texts:
I'm making a prototype game of a scrolling shooter game, but I'm having issues with the bullets that the enemy ships will fire. I've set everything up correctly as far as I know, with objects duplicated and edited from the player ship bullets, to work with the enemy ships.

The game functions as expected, the only thing that does not work, is that the enemy bullets are stationary upon being fired, when they should rather move down the screen.

The empty that fires the bullets is a no collision type (obviously), and the bullets are set to dynamic and ghost, although I've tried setting them to stationary and rigid body as well.

I've also tried tweeking the motion, toggling local values and what not. I'm probably missing something really stupid, but I just can't see it...

The bullets and enemy ships are added with an Edit Object actuator, so they are in another layer like they should.

Enemy Bullet Logic

Enemy Ship Fire Logic (Empty object parented to the enemy ship)

The property sensors detect a random number from the random actuator, so the ships will fire in a semi-random fashion. Again, the bullets DO spawn as I want them to, but they simply does not move.

Here you can see the bullets move like they should. The player bullet (Upper) and the enemy bullet (lower). This is the spawn layer where I store the bullets.

As you can see here, in-game, the enemy bullets are spawned, but they do not move downwards.

I've tried playing both the main game layer as well as the layer the enemy ships are in. They freeze in both. It's only when I play the layer the bullets are in, that they move like they should.


texts:
I´m quite new to the modeling section, for I worked with tutorials only by now, and thought that it would be a nice training to model a building by myself.

I know that quads should be used as much as possbile, and that I should avoid tris and NGons.
I usually use smooth shading and subdiv modifier, combined with autosmooth set to 89°, and then manually select the edges that shall remain hard and mark them sharp/give them a crease of one.

Now there are sections where I have more vertices on one side than I could connect properly to quads. Like in this example I set up:

I doubt connecting the left vertices to the right ones, for this would create waaaaaay to much connections to one vertex (I read that 6 is the number you should stop connecting more vertices), and I can´t add more edge loops to the right section for this would destroy the smooting created by the subdiv (more vertices = less smooth surface interpolation), and I really want to keep that smoothing. So shall I stick to an NGon here? Or is there any other solution (like telling the suvdiv to ignore some of the "extra" vertices)?

If somebody could please explain me what to do here would be really great!


texts: Copying animation (action) to different object doesn't animate bones

texts:
I'm trying to play back an animation on a different object that has an identical rig to the original object (same bone structure, same names and everything - the relative positions of the bones are a bit different, but not too much either).

The original object is an imported .bvh motion capture file and shows its action (141_13) in the action editor, which plays back fine:

https://i.imgur.com/8K628mI.png

I add the second object, a MakeHuman model with an identical rig, and assign the action of the imported .bvh object, and it looks like this (a lot more going on than in the original screenshot):

https://imgur.com/MYpg0bE

But the action doesn't animate the new object's bones. The location of the entire object seems to shift around in sync with the original .bvh animation somewhat, but as you can see to a totally different locations, and the actual bones don't move at all, it stays in that T-pose looking stance all the way through.

I was under the impression that if two objects have the same armature, you should be able to just assign actions from one object to the other. Am I missing something?

I've uploaded a small project containing the above on google drive: https://drive.google.com/drive/folders/180BfTwDi8emW5mhIPt8Ve_0d7pvyU4qx?usp=sharing


texts:
I am very new to modeling, and I have been modeling most of the time with subdivison surfaces, which have been working very well. But then when I tried to model a low-poly model, it tended to look very unclean and had a lot of artifacts.

I saw a video where someone was modeling something similar, and his model looks very clean compared to mine, and I am not sure why.

Are there things to look out for when doing low-poly quad modeling?

link to .blend file


texts: I don't know if this will effect anything, but there are strange boxes on the object I am trying to sculpt. I don't know what they are, but is there a way to disable them?


texts: How to Close Orthographic Scene Collection. It split into 4 windows and I can only use the User Scene window. How do you close it?


texts: Blender no longer opens my blend file, it loads the Export FBX screen and is stuck there

texts:
It's completely bizarre, I tried opening the blend file on my other computer, I tried deleting to blend1 file, I tried factory settings, somehow my blend file got corrupted?

Basically I was exporting to FBX, and then it got stuck on that screen, when I exited and reloaded it, it loaded straight to the Export FBX screen, I can't get back to my scene no matter what.


texts: Texture Paint Diffuse and Normal Map Over Existing Diffuse and Normal Map

texts:
I am texture painting a model. This model already has a texture and a normal map assigned, but I would like to paint another texture and normal map over this existing texture and normal map.

Here is a screenshot of what I am trying to do:

Is there a way to paint both the diffuse and normal map of the new texture together over the existing maps, or do I have to do both maps individually, like I am currently doing? A problem with doing each map individually, is that it is difficult to make sure both maps are painted identically.


texts: Where is "volume" in world in blender 2.78?

texts:
I have Belender 2.78 and am trying to create fog in the world. Plenty of tuts on YouTube saying to go to World, then Volume, then add Volume Scatter. Only one problem. There isn't a "Volume" in World. In Blener Render or Cycles Render (and I'm using cycles).

Here is what's available under World, in this order:

*Custom Properties
*Preview
*Surface
*Ambient Occlusion
*Ray Visibility
*Settings

2.78 manual shows Volume in the list for World. Do I have a glitch copy?


texts: I didn't press Alt to smooth when creating edge loops is this fixable?

texts: so I was watching a tutorial for making a hard surface airplane, only after a long time did I notice the presenter was selecting the edge loop, pressing alt then dragging it, which apparently is different than just dragging it.  so now my model is more jaggy. Can I reapply that effect to a loop?


texts: How to combine objects without losing specific properties

texts:
I want to create a bunch of Marbles, each has three colored blades inside. The blades are connected to a Color Ramp and Random Node, the orb has its own node setup.

How can I combine these objects without losing the effects I get from the nodes? Joining gives the blades just one color, parenting does not copy the blades when creating instances.


texts: Switching between Image Sequence and Movie Clip for Compositing

texts:
So I used an image sequence as a video and edited it using masks. However, I want to insead use a movie clip because I will be able to do more things with it.
However, when I replaced the image node with the movie clip node, the scale of the video was changed and all of my masks were misplaced. I don't want to go back frame by frame and change each mask, but I also don't want to render the current video (with the image sequence) because I want to be able to edit the masks if I wanted down the road.

With Image Sequence:

With Movie Clip:

the video seems larger, however I can't zoom out for some reason.
Also, the masks seem to be in the right place, but they do not render as such. I didn't move them or anything, they were automatically there when I put in the movie clip.

Any ideas?


texts: How do you keep a single object from casting a shadow?

texts:
Is there a way to prevent a single object from casting shadows?
If I shut down "Cast Shadows" on the light source then all shadows will be lost. That is not what I want. I want to be able to prevent a single object from casting shadows.

A use case may be a laser. If I were to use a cylinder to model my laser, and that laser was positioned between a wall and a light source it will cast a shadow on the wall, but it should not cast a shadow.


texts: Is there a way to create a copy of the default keymap configuration?

texts:
I'm trying to programmatically create a Key Configuration that is a copy of the Default configuration except all "S" and "O" mappings are swapped.
eg.

Ctrl+O -> Ctrl+S

Alt+S -> Alt+O

I was able to swap the Key Mappings of the Default Key Configuration with the following code:

wm = bpy.context.window_manager
default = wm.keyconfigs['Blender'] # Default Key Configuration
for keymap in default.keymaps:
    for keymap_item in keymap.keymap_items:
        if keymap_item.type == 'O':
            keymap_item.type = 'S'
        elif keymap_item.type == 'S':
            keymap_item.type = 'O'

However, I cannot find a way to create a copy of the Default configuration, since making a new configuration (wm.keyconfigs.new()) doesn't actually copy the Defaults instead it just creates an empty Key Configuration where you cannot iterate over the keymaps (since they don't exist).

So, is there a way to create a copy of the default configuration?


texts: How would I go about making a tileable or modular object

texts:
Edit: I was not aware the array tool could do this
https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/array.html
I would like to make one object that I can extrude and have it continue its design instead of stretching can this be done in blender?
It would also be nice if while doing that it can reduce the poly count
I would like to make the modular parts less bloxy and look more natural, I saw a video that I cant find now where someone was able to resize a building they made and add Floors or extend the length, all simply by changing its size. Was made in blender. It looked like instead of stretching it automatically filled in the space by copying and pasting what was already there. (Copying the first floor and making it a second floor or copying a section and extending the length)
Similar to what I want to create
https://www.pinterest.com/pin/407294360025253499/
(https://i.stack.imgur.com/IZMTZ.png)!(https://i.stack.imgur.com/VnFx3.png)


texts: Why are all the correct axis's are blocked on my follow path?

texts: why the only time my character is in right position it is on a blocked axis? I have tried changing the offset. I have tried every combination of forward and up. I have tried unfollowing the curve and following it. My goal here is to make him walk across the path. I haven't made the walking animation yet but I figured I would do this first. Is that the right way to go about it? Because I just wanted to make a walk loop and didn't want to have to animate across the whole road.


texts: understanding the simple deform modifier (TAPER - FACTOR)

texts:
I'm trying to use the simple deform modifier to reproduce what the SHEAR operator does, in order to do so I'm using it in TAPER mode and locking one of the axis deformation, like that the object will deform correctly. My problem comes when I try to relate the angle deformation with the TAPER factor, with the SHEAR operator a value of 1 means the shear will be 45 degrees deformation but with the TAPER modifier I can't find the relation between angle and factor, somehow I think other variables are been considered as scale or object dimensions. Also the axis origin has an important role on how this modifier works.

So, can anyone offer a clear explanation on how this modifiers works?

Thanks


texts: Randomly coloring with script doesn't work correctly

texts:
Consider:

I'm having trouble with making each of these circles to have a random color
and the problem is that the color is random, but that color applies to all of them.
import bpy
import random as r
import math as m
n=25

for i in range(1,n+1):

    material_i= bpy.data.materials.new(f'm{i}')
    material_i.diffuse_color=(r.uniform(0,1),r.uniform(0,1),r.uniform(0,1),1)
    bpy.context.object.data.materials.append(material_i)
    angle = ((i-1)*4*(m.pi))/n
    bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0, 0, 0), "orient_type":'GLOBAL', "orient_matrix":((0, 0, 0), (0, 0, 0), (0, 0, 0)), "orient_matrix_type":'GLOBAL', "constraint_axis":(False, False, False), "mirror":False, "use_proportional_edit":False, "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "use_proportional_connected":False, "use_proportional_projected":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "cursor_transform":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False, "use_automerge_and_split":False})
    bpy.context.object.rotation_euler[2] = angle


texts:
I have an image texture with black color. After i unwrap the object with smart UV, I have painted the entire object with colors. While i render, there are some part that have black stripes, and i assume it should be the color of the image texture. But if i have painted the entire object, how come there are still some part that is not being painted so it shows the color of the image texture?

Totally beginner here and Thank You so much.

This is the blend file i am using.


texts: V.2.61 - AVI file getting grayscale renderings instead of color

texts:
This is a father's desperate call for help.
My son is very much into YouTube, and is now at the beginning of his quest with two more friends to start their channel.

Apparently the first step is to have an "Intro". He has done his research, decided that Blender is the best alternative for a 3d intro (free and very capable), installed Blender, downloaded a Blender intro template (after having gone through hundreds of them), lightly edited the template to match his needs, played, rendered the animation to an AVI file - only to find out that on his Windows 10 PC he is experiencing the infamous "Blender output file not visible in explorer" problem.

I looked into it too, and it seems the only solution is a repair reinstall of Windows, which he does not want to do because of the possibility of messing other things up.

We checked all previous versions of Blender one by one, and found that 2.61 does not inhibit this problem (actually maybe even 2.63 is OK, I am mixing up version numbers now).

We loaded the template into Blender 2.61, made similar selections matching those we did in 2.78, but when we render the movie, all we get is a grayscale version with almost nothing discernible on the display.

Can you please give us some pointers to what to look into? I will appreciate any help very much, and please bear in mind that we know very little or almost nothing about the technology and terminology involved.

Many thanks in advance, Arifi Koseoglu

NEW NOTES:
Today we have continued looking into the problem. It seems that the problem can be traced back to the .blend file having been created with a new version of Blender, and so not properly behaving on the older version we opted for. We concluded this by opening the same file in v.2.76 and v.2.61 with same/corresponding settings on the configuration area. The output of 2.76 was what we expected to see. Can this be the case?
As a band-aid solution (the workweek has started) currently I am in process of rendering the whole project on my PC (which does not inhibit the "file invisible in windows explorer problem") with v.2.76, and they will use this time until we find a solution for their PC.
But, if blender project files are always backward-compatible - then we are at square 1.
I am also attaching a screenshot of the Blender window processing the file.
Best regards and many thanks again.
Arifi Koseoglu

Screenshot:


texts: How do I create diagonal checher like shape

texts:
I want to create a diagonal checker grid like this

but all I could do with arrray modifire and some tinkering is this:

I need as clean topology as possible, how can model it in blender?


texts: Random motion that doesn't stray too far from point of origin (BGE)?

texts:
Imagine you have a large room with 100 balloons that are floating in the middle of it. I'm working in BGE and need to figure out how to give each balloon random motion (up, down, left, right, forward back), but I need to keep the balloons from wandering off. They need to stay relatively put in their plane/position.

I've added a constraint to a balloon to keep it within -.1 and .1 in all directions. I've done the same with rotation.

When I add random movement in the game logic, however, it seems to just override my constraints I've set. :( Any ideas?


texts: ensure_lookup_table creates indices in random order?

texts:
I have a python script that creates a sphere, then randomly selects a face and extrudes it.

This creates new geometry and deletes the old geometry, so I need to call bm.faces.ensure_lookup_table.

When I set the random.seed to a fixed number, I expect the same mesh to be created every time. However, the resulting new indexing does not seem to be consistent, so the first few extrusions are the same every time, but later extrusions happen at different faces every run.

Note that if the number of extrusions is low enough (20, for example), the mesh is always the same. I believe this is because in this case it always finds original faces where the indices are consistent.

MWE:

import bpy
import random
import bmesh

random.seed(3)

scene = bpy.context.scene

# Create an empty mesh and the object.
mesh = bpy.data.meshes.new('RandomMesh')
object = bpy.data.objects.new("RandomMesh", mesh)

# Add the object into the scene.
scene.objects.link(object)
scene.objects.active = object
object.select = True

# Construct the bmesh sphere and assign it to the blender mesh.
bm = bmesh.new()
diameter=random.uniform(0.05,0.15)
print("diameter", diameter)
bmesh.ops.create_icosphere(bm, subdivisions=2, diameter=diameter)
bm.to_mesh(mesh)

# Extrude the mesh a certain number of times:
extrusions = 40
print("extrusions",extrusions)
bm.faces.ensure_lookup_table()
bpy.ops.object.mode_set(mode='EDIT')
for i in range( 0, extrusions ):

    # Deselect everything
    for v in bm.verts:
        v.select = False
    bm.select_flush(False)

    # Choose a random face
    id = random.randint(0, len(bm.faces)-1)
    print("id",id)
    face = bm.faces[id]
    face.select_set(True)

    # Extrude the selection
    selection = [f for f in bm.faces if f.select]
    extruded = bmesh.ops.extrude_face_region(bm, geom=selection)
    vec = -selection[0].normal*0.05
    # Delete previous faces
    bmesh.ops.delete(bm, geom=selection, context=5)
    # Move the new faces outpaaaawards:
    verts = [v for v in extruded['geom'] if isinstance(v, bmesh.types.BMVert)]
    bmesh.ops.translate(bm, vec=vec, verts=verts)

    bm.faces.ensure_lookup_table()

bpy.ops.object.mode_set(mode='OBJECT')
bm.to_mesh(object.data)
bm.free()

I'm using Blender 2.79.


texts: Making sun lamp brighter doesn't affect lighting

texts:
Even pushing the sun strength up to 600 doesn't change how bright objects in the scene are. However I notice that when I made a test file to post with this question, the sun was as bright as expected.

All I did when making that file was delete all objects except for the sun, and one other big enough to indicate how the light was behaving. I created a new camera to look at it, so I thought maybe somehow the camera is the problem, but in the original file, a new camera made no difference.

Here is a screenshot showing all controls I know of that might be involved, and everything seems okay. Besides, the other file, which shows up on the right in another window, has all the same settings. It would seem this has to do with other objects, however I can't figure it out.

How can I get this scene to respond to the sun?


texts:
New to Blender. I want to create a textured look on a 3D model using an image. Unsure of the process.

As an example, I would like to apply the first image to part of a 3D head model as highlighted. The rest of the 3D model would be painted. Would like to create a textured look with image on model instead of the image just being wrapped around 3D model.

Not sure what type of mapping I need to look at. Displacement mapping?

Also looked into normal mapping but looks like normal maps are created using another 3D model that already has texture. Can normal maps be created from 2D image?


texts:
After playing with nodes it is sometimes easier to start from scratch...

Is there a shortcut to return the values of a node to their default values?

EDIT

Right clicking and choosing Reset Values works in some cases, but not in all nodes. For example in the mapping node it resets values to 0 and 1 for scale (indeed the default values). But on a noise texture node  the default values are not 0 but Scale=5 and detail=2, if you use reset value both of them get zeroed out... It would be great to be able to reset curves, gradients and color correction nodes...

The only solution I've found is creating a new node and plugging it back in place of the old...


texts:
I’ve been trying to use the “Side Swept ROse Hair” for G8 into Blender but when I try to make hair, it just crashes (definitely a RAM issue).
I’m not even able to separate the hair from the skull since there is no skull parts in the mesh. There is nothing I can do with it and it keeps crashing, what should I do?
Image of model with hair (mild nudity)
Hair mesh:

Also, selecting strands by size didn’t help at all:

EDIT:
I've tried simplifying and decimating the mesh down to 10k but it didn't do much. From what I could get on the Diffeomorphic bitbucket, it seems to be an issue with UVs being both horizontal and vertical... And the addon doesn't have a way to deal with it. Also, even after separating horizontal and vertical UVs into multiple meshes and trying again, the tool requires way too much RAM and just crashes, this have been reported on the bitbucket as well.


texts: How can i use an imported collada file, as a soft body

texts:
I'm currently trying to make a photo scans of a guy get hit by a car in blender, but I can't get the car or the guy to work as soft bodies. This is what blender shows me under the physics tab:

Both the car and the guy are imported models.
This image above is shon for both the guy and car.
The man is also rigged.


texts: When spawning an object in blender its invisible

texts:
When i spawn in an object in 2.82.7 with a plugin/script or while clicking the button the object is invisible here is an example of a spawned in sphere while its selected

There is no need for lights because im in "solid mode"
When unselected the object is completely invisible (there is no outline)

Now the only way i found to fix this is i switch from "object mode" into "edit mode" and the moment i do that this happens

This also works if i press this button

If i switch back to "object mode" or disable the icon above it returns back to being invisible and the only way i found to make it visible is if im in "edit mode" (or the icon from above is activated) and then i deselect the object (by left clicking on empty space) and after that going in "object mode"
Here are all the steps in picture form
Deselect

object mode after deselecting

and now the object is visible and the "icon" from above is not active now
here is an example

if i select something that isnt an object or camera and go to "edit mode" and do all of the steps it doesnt work
also if i go back to "edit mode" and select a face and go to "object mode" without unselecting it it turns invisible
example

btw if i go up to a higher version of blender for example 2.9 then blender doesnt start for me but crashes on the "start screen" the like "command window" with all of the "words" before it would launch
I have an AMD processor and an AMD graphics card


texts:
In a forum somebody showed how the normal orientation looks for him:

However for me it looks like this:

I don't have this yellow dot at the end (or is it the start???) of the normal, so I think I can not say whether the normal direction is correct, or can I?

Thank you.


texts:
I'm trying to add the Mirror modifier to a cube. I'm in Object Mode, I click add Modifier. When I click apply, the modifier disappears.

In Edit mode I can't add the modifier at all.

Am I doing something wrong?


texts:
I'm dealing with large topographic globe model (basicaly displacement map applied to ultra fine UV sphere). Now I want to split it into over 400 facetes (similar to lower resolution UV sphere) for 3D printing.

My question is how to streamline the process?

For two first I did boolean operation and then export result to stl but it's ridiculous for over 400 elements.

Any ideas?


texts:
When any object is dropped onto the material like sand in real life it changes it's surface like it's shown in the photo.

How can I do it in Blender having the object and a subdivided plane that are shown below using physics?

Thanks for help !


texts: Rigid body simulation requires mass input every time

texts: I created a rigid body simulation using hinge. But it only simulates when I enter the mass of the rigid body. Otherwise it never shows simulation. why it happens?


texts: Blender 2.79 Camera ortho doesn't show some roofs. But top ortho view does

texts:
Camera ortho doesn't show some roofs, although each building has a roof.
Tried to flip normals, doesn't work.
All the roofs are displayed in top ortho perspective
Tried Clipping, doesn't work


texts:
When I select multiple faces in edit mode and use Ctrl+F > Shade Smooth it smoothes the normals with all surrounding faces, regardless of whether they are smooth shaded or not.

Using a cylinder for an example, if I want to smooth shade only the lateral faces:

It smoothes the normals not only with each other but with the cap as well which creates this hideous result:

I would like it to look like this:

This makes this tool fairly useless since if I wanted everything smooth shaded I would just turn it on for the whole model.

The last example was created using the edge split modifier.  Most of the time edge split works fine, but since it actually rips the edges it doesn't play nicely with other modifiers like bevel or subsurf.

So is there any way to smooth shade faces only with other smooth shaded faces without using the edge split modifier?


texts: Why does python need you to define a properties's existence?

texts:
I have the following for my code (working):

import bge
from bge import logic

def property(cont):
    own = cont.owner

    if 'Speed' in own and 'Recoil_Level' in own and 'Proportion_Size' in own:

        speed = own['Speed']
        level = own['Recoil_Level']
        size = own['Proportion_Size']

    else:
        print('No properties found in Weapon_Recoil_Level_Determiner')
        return

    own['Recoil_Level']= speed / size
    print("recoil level: ", own['Recoil_Level'])

cont = logic.getCurrentController()
property(cont)

Also, I have the following:

import bge
from bge import logic

def property(cont):
    own = cont.owner

        speed = own['Speed']
        level = own['Recoil_Level']
        size = own['Proportion_Size']

    else:
        print('No properties found in Weapon_Recoil_Level_Determiner')
        return

    own['Recoil_Level']= speed / size
    print("recoil level: ", own['Recoil_Level'])

cont = logic.getCurrentController()
property(cont)

Why won't the second one work? I am asking this because when I write scripts that include many properties, I do not want to have a really long, ugly paragraph saying "if x in own and if y in own and..." and so on. How can I make the second script work?


texts: Is it possible to unparent an object on a specific keyframe?

texts: I have tried to make an animation to test my skills so far (have only used blender in about 3 months). But I got a problem when the "robot arm" should take the letter and put it on the wall and then the arm would disappear from the camera(it will be a lot easier to understand if you look at the  .blend file ;). I am using parenting to make the animation easier to make but when the letter is on the wall I want it to stick there and not follow the arm but I don't know how to do it. Is it any way you can unparent an object on a specific keyframe? Or is it any other solution? Would appreciate an answer :).


texts:
I'm trying to import a model I made on Blender onto a project on Godot, but the gun is always way off position wise.

This is how it's supposed to be:

This is how it's turning out:

I have other gun models in the file connected to the same armature, but those turn out absolutely fine.

What do I do?


texts:
I messing around with a scene where smoke blasts into a room from a tube in the wall.

The scene works out fine. I have set the domain to adaptive domain.

The only problem i have now is that the adaptive domain casts shadow on the room.

I have added a screenshot of the scene and a screenshot of the node setup for the domain.

Any clues on how to avoid that ?

blend file

]


texts: Workflow Question: Texture Painting (after Dynatopo)

texts:
I have come across a few tutorials about texture painting. I have a question about the workflow though. This answer doesn't really answer my question.

After sculpting a character with Dynatopo, I then want to texture paint it. I understand that retopo is the best way to go for this and then texture paint it.

However I do NOT want to retopo (wont be animated), I have come across a few professional tutorials that mention there is a quicker way to texture paint WITHOUT retopo, but they dont say how to do it.

So my question is what is the quicker way (workflow)? Its very cumbersome to try and texture paint with the horrible UV's after dynatopo.

I would appreciate any tips you have.

What is he doing here? I really don't want to spend $70 just for this quick tip.


texts: 2.91.2 Smoke simulation just cuts off [Cycles]

texts:
I've been experimenting a bit with smoke simulations and now I have a simulation that I'm relatively happy with but after some frames the simulation just cuts off and disappears immediately. I've set the cache to 100 frames and the smoke should stop emitting after frame 50 (I keyed the density to be 1 at frame 49, 0 at frame 50) but after frame 61 the smoke just disappears without fading away.
Anyone know how to fix this?
I'll include a screenshot of the settings I use below.
edit: I'm using the cycles rendering engine if that even matters.
Frame 55

Frame 61

Frame 62

Smoke domain settings

Smoke flow settings


texts: How can you append a material with nodes?

texts:
I made the lightsaber model below using nodes and I want to append it to another .blend file for an animation.

However, when I append it, the nodes aren't included and it ends up looking something like this when rendered:

My question is, how do you append it so that the material nodes are also included?


texts: Arm Polygons attached to Clothes Polygons?

texts:
Hi Blender Community,

so i tried to set a rig for this Character and everything seems to be fine except for one thing:

When i move the Hand Bone around the Polygons of the Pants follow (the whole Mesh is one Object the Clothes are not seperate)

Since the Character wasn't build by me, i can not change the Mesh and as seen in the picture (right side)  the original Pose isn't T. Also the Forearm and upper Arm are attached to the polygons aswell. -.-

The first thing that came to my mind was, well maybe it's because of the weight painting but i checked and its doesn't look like that's the problem because there is no weight of the other Bones on the Pants.

Maybe there is trouble with the vertex Groups ? Could it be that ? I personally don't really now how to define which vertices are part of each group because i'm still learning Blender. Does someone know a Solution for my case ?

Best regards

Debbie


texts:
So I have been using this addon, however there is an issue where after creating and applying it once; i can't seem to create a new lattice using this again unless i create a brand new clean scene. It's stuck on ezlattice > apply
https://blender-addons.org/ezlattice-addon/
You would have to try the addon out to see what I mean. Really frustrating using blender for a simple fit lattice like the ffd in 3dsmax.


texts:
I need help understanding what this means "Make sure the mask layer you are using is enabled to render" the person who is helping in an another problem said this.
What does this mean?

The link to the the other blender problem I have.End result does not have a mask.


texts: Adding a camera shows only yellow rectangle

texts:
I originally removed the default camera, but now when I wanted to add a new camera, it won't show up. There's only this weird yellow rectangle.

I suppose this rectangle somehow represents the camera, but it's difficult to move it, because if I grab or rotate it, it disappears completely.
If I open a new Blender project, then it opens with the normal default cube and camera all working as they should.
So, what's going on and how do I fix the camera in this current project? Thanks for assistance!


texts:
I am currently working on an integration for a length socket in the Hair Info node and got it working in cycles allready, but am currently struggling to find out where in the code the shader values get passed to Eevee.
Could someone take a look at the diff and help me out? :D
https://developer.blender.org/D10481
And the devtalk thread: https://devtalk.blender.org/t/hair-info-node-length/17661
Any help would be greatly appreciated!


texts: I would like to recreate the object in the pictures (don't ask) attached below in Blender and haven't found a satisfactory method yet. How would you guys go about this? Do you have any spontaneous ideas? The goal should be an almost 1:1 reconstruction, at least in terms of proportions/dimensions.


texts: I’ve just started to teach myself about camera tracking in blender. I’ve watched tutorials and everything shows an animated 3D object in the middle of an open space. Can you do and get the same effect with something passing in front of the animated object during the scene? if so, how? Thanks


texts: How to draw line with 2d thickness using Animation Nodes?

texts:
I trying to make something like this (callout title. like in image) with animation nodes. And i need to draw line with thickness and animate it. If i use curve with Bevel Object (second curve) it give ugly result near twist (image1).
I know how to draw curve or line mesh using animation nodes but they havent thickness.
Does anyone know how to add thickness?


texts: We purchased a rigged human anatomy model. It has several layers, materials and textures and appears to be very complex. The scene came set up. I can see everything in rendered shading however when I actually go to render it out, the output is completely black. I'm using cycles, composite node is connected correctly, I have a camera and 2 lights. I've searched all over the web and have tried everything that is suggested and nothing seems to solve this problem. Is this a settings issue or could this be a graphics card issue? I'm working on an iMac 3.4 GHz Intel Core i7, 32GB memory with an NVIDIA GeForce GTX 680MX 2048MB graphics card. I am completely lost so any advise would be greatly appreciated.


texts: Is real multithreading possible with Blender scripting api (Windows)?

texts: I'm trying to use multiprocessing module on Windows to run work in parallel. Problem is that on windows, each thread spawns new instance of Blender. Is there a workaround to this? I'm not looking into having co-currency but real multithreading utilizing cpu cores to run tasks.


texts: How can I thicken the walls of my model for a more sturdy 3D printing?

texts:
Good afternoon,
I have been trying to print a 3D tile on my XYZ da Vinci 1.0 Pro 3-in-1, with Simplify 3D, but every time I try it seems that the lightness of the walls + the complexity of the inner layers affects the process and end up with this:

Instead of this

This is a photo of the 3D model

How can I make a blender model for this print?


texts: Model disappears above and below origin of armature when I run gltf made in blender on three.js

texts: I am currently experiencing an issue of having my blender model disappear in three.js. What happens is that the model will load and it will be visible until I go above or below the origin I had set for the armature inside Blender. I have tried recreating the model and what I have found is that bones that were disconnected but maintained the same parent as connected bones were the ones that would disappear in three.js if the parent bone was not in the same camera view. This is what it looks like in three.js.


texts:
I tried modeling this with modifiers:

Ideally I want to create only the part on one side and have the other two added by modifiers.

How would you do this? I mirrored it 90 degrees once and then copied the original to the top. Can I apply two separate mirror modifiers on one object, so they don't apply on top of each other? That way I could mirror the original 90 degrees in Z and 90 degrees in Y direction without ending up with four objects.


texts:
I'm trying to add a noise texture to one of my objects, to give it some realism.

In IMG 01 there's a green shape with some noise texture which has been added within  Photoshop.

In IMG 02 I added the noise texture, but my colour goes missing. I tried adding different nodes but to no avail.

What node do I need to add in order for the noise texture and colour to be visible?


texts: Importing C++ functions created with pybind11

texts:
I am currently trying to create a C++ library with pybind11. My .cpp-file is a simple test and looks like this:
#include <pybind11/pybind11.h>

namespace py = pybind11;

std::string test()
{
    return "Test successful!";
}

PYBIND11_MODULE(TreeGenModule, m)
{
    m.def("test", &test);
}

Opening a Python interactive console I can import my compiled module and use the test-function.
However when importing the module from within a Blender-addon I'm trying to write, I can import the module itself but the interpreter cannot find any of the defined functions.
Any ideas why this error occurs?

EDIT:
Here's what happens if I navigate to the folder of my module and import the module using an interactive python session:
Python 3.7.9 (default, Nov 20 2020, 02:21:39)
[GCC 10.2.0] on linux
Type "help", "copyright", "credits" or "license" for more information.
>>> import TreeGenModule
>>> TreeGenModule.test()
'Test successful!'

However, if I try the same import from within my module and invoke TreeGenModule.test():
AttributeError: module 'TBO_Tree_Gen.cpp_bin.TreeGenModule' has no attribute 'test'


texts: bone heat weighting failed to find solution for one or more bones

texts:
I am guessing you guys get this a lot, but I've tried everything to fix the Bone Heat Weighting Failed error. I have no idea what to do, so if you guys can somehow fix this, then you're amazing.

.blend file below:


texts: Why does render resolution affect output quality?

texts:
The two images below are sections of the same image rendered at different resolutions.

The blurry one to the left is rendered at 600x350 and then cropped to the section shown here. So there is no scaling or other processing of this image except cropping for the sake of clarity.
The sharp one to the right is rendered at exactly the same settings except for the higher resolution of 1200x700 then down-scaled and cropped to the same size as the first one.

I'm fairly new to blender and 3D-rendering in general so do not understand why the first one is so blurry when the scaled one sharp. Can this be fixed and in that case how? I thought that the imgages would be rendered as sharp as possible for the given resolution. But in this case that is obviously not the case.

Is there some switch or slider or property that should be adjusted to get it right? Or is this behaviour to be expected?

I'm running blender 2.80.42.


texts: Cycles replacement node for the BI "Lamp Data" node

texts:
I need to convert a node system made in blender internal render to cycles but I can't find a node that would replace the "Lamp Data" node.

Blender internal node setup.


texts:
I just downloaded 2.76 and successfully rendered a project yesterday. But today with a different project the Render fails to work correctly. The old (yesterday) project reappears and begins to render.

Wonder if it is a bug?

Thanks!


texts: How to apply Cycles modifier in Graph Editor?

texts:
Let's say That I need to repeat current keyframes 20 times (it is not a "static" loop, as You can see: there is an offset! (NLA won't work in that case)) and in 20'th copy of the keyframes I would like to change something. So I need to apply the modifier.

It is important becouse I want to export the animation to external programs, so I can not leave this with active modifier: I need real keyframes.

Second thing: I know that there is a "Bake Action" option, but I don't want to generate different keyframes that the only ones that I really need.

So is there any way to apply the "Cycles" modifier in Graph Editor ??? Or do I really need to copy and place keyframes by myself?


texts: Why is the dribbling icing inside of Donut instead of being on the top?

texts:
I'm following the Blender Guru tutorial and I've done everything as described in the tutorial, but as I pressed E to add the dribbles for the icing two issues happened:

1) It seems way more sharp than it did for the guru

2) (Important) The dribbles are always inside the donut instead of on top


texts: How to access character (physics type) via python to update it's jump force in real time?

texts:
I would like to know if it's possible to access the jump speed via python to set different values for it. (.game.jump_speed / GameObjectSettings.jump_speed).

Is there a python script sample somewhere?

Here is a practical example to illustrate this question:

Let's say you have two types of platforms: Red and Blue.
When one collides with the red platform this event triggers a jump force of 10.00 (ten).
When one collides with the blue platform this event triggers a jump force of 20.00 (twenty).

There is a .blend for prototyping here (google drive, saved in Blender version 2.78c):
https://drive.google.com/file/d/0Byr4NYScNOlRMkkwWGx5VG5ETEk/view?usp=sharing
(Controls: WASD to move the character).

Physics pannel:


texts: Tapered 8-sided cylinder with smooth shading is not very smooth

texts:
I have an 8-sided cylinder that gradually tapers in, as a cone would. I'm using it as a funnel. The issue is that the cone part is kind of choppy despite smooth shading being enabled. The funny thing is that the cylinder extruding from the cone itself is pretty smooth.
In the 8-sided cone, the faces are easily distinguishable from each other which is what I'm trying to avoid.

TIA for the help!


texts: How can i Unfold UV in one axis (horizontal) like Maya Unfold

texts: Can i unfold UV directly in one axis? Not scale.


texts:
I want to have the same direction of the normals. I can not do it manually because I have 900 segments and it impossible for me to selected one by one the segments that have the same direction before reversing! there is a way to do this quickly?

Blender File


texts: I'm trying to move one of the objects, but instead of just one moving, they all move.


texts: Render layers added back in order after applying glow in compositor

texts:
I've just had my first attempt at applying glow in the compositor using different render layers.

When I try and apply the layers back together however there is a drastic effect happening that I have no idea how to correct.

As you can see, the eyes are now popping out from behind the eye sockets.

I have been following Andrew Price's Introduction to Blender's Compositor tutorial but cannot seem to get the eyes to sit inside the sockets where they are supposed to be.


texts: i was making my first gun model , and i came along this problem , the vertices are unevenly placed , this happened when i was moving the inset-ed faces outwards , any way how should i fix this , i cant undo anything i closed it accidentally.


texts:
How to find faces pointing inward with a python script which uses Blender sdk?

AN example:

Normally I trigger "backface culling" and select points/face by visual inspection:

Then I delete the selected geometry, which leaves a hole:

And finally I do a F-fill:

In short, I'm asking if there's a way to select backfaces without a visual check, using python. There's an answer here by Zeffii, but it is related to a camera view, while I'm looking for something topology-related...
Thank you.

EDIT: how I did it.

get the blend

Open the blend, and select the partial sphere:

Now enter select edges, the Select non manifold (ctlr-alt-shift-M), then F or Alt-F for filling it. The result is:

How to heal that?


texts: Shrinkwrap modifier doesn't show hole when applied onto the mesh

texts: I'm following a tutorial and got confused by the instructor what he's showing. He's shrinkwrapping the bad topology which has a hole into the good topology. Im also doing the same, but when I apply the shrinkwrap modifier it seems better topology but the hole is not cut out.


texts: Blender 2.79: Apply location snaps origin to the object's original location

texts: Hi, I am encountering an issue in Blender 2.79 when I try to apply the location of an object. Every time I apply the location, the origin is reset to this random point off to the side. I'm guessing that I somehow stored data for the origin somewhere, but I don't know where. As you can hopefully see, using the Set Origin function works until I apply the location again. I don't have this problem with any other object, and I'm just not sure what to do. Any ideas?


texts: The Final Output is Different (In terms of world background) than the 3D EEVEE viewport blender 2.92.0

texts:
I Setup the following scene in blender in the 3D EEVEE real time viewport

The following output comes when I hit f12 or render the image (BOTH in CYCLES and EEVEE) then a weird grey background comes. What is the reason ?


texts:
Is it possible to change the grid floor?

It is hard to time root bone animations with the current one.

I would like to change it to something like this, or better:

Is this possible?


texts: How can I distribute various objects based on their size?

texts:
Are there any techniques or tools in Blender to help make an image like this?

There are a few things in this image that I'm specifically interested in:

size: big objects at the top, small objects at the bottom
density: distribution is less dense near the middle-bottom
packing: there are small stones packed amongst the big stones at the top
collision: there doesn't appear to be any stone/stone overlaps


texts: Animating multiple Iterations of a single Oject along a Path?

texts:
I've got a two part question.

So here's an image of what I'm working with right now.

First, I want to take the single small object I've already got following the path and create identical copies of it along the same path, to make a looping conveyor belt animation. Creating a bunch of distinct objects and parenting each one to the path doesn't work (not to mention the unnecessary strain that would put on my computer). What can I do?

Second, once I have that animation working, I then want to take everything you see in this image and make a bunch of copies of it to fill up a huge warehouse. How can I create multiple copies while maintaining the animation, and how could I do that in the smartest way possible? (meaning, the way that's least likely to make my computer catch fire). I'm currently using Cycles.

Thanks in advance!


texts: Subdivision while keeping Volume for Level of Detail

texts:
Is there a way to use the Subdivision Surface modifier on my mesh while keeping the silhouette more or less intact? The Catmull-Clark algorithm reduces the volume and the form of the mesh a lot. I want to create Level of Detail versions that should blend into each other based on procimity/the space they take up in the camera view in my game engine. The following picture hopefully clarificates what I am going for.

The black Wireframe is the original unmodified model.
The displayed mesh is the outcome of subdividing with Catmull-Clark algorithm.
The red outline I painted in is kind of what I need. The silhouette shouldn't "change", just get a little more smooth/detailed with each level of subdivision.

I tried to Shrinkwrap the subdivised mesh back to a lowpoly copy of itself, "Apply Base" in the Multiresolution Modifier but nothing helps, the volume and silhouette is always compromised.
Maybe there is a way to achieve this with some clever combination of modifiers?


texts:
Is it possible to bake the simulations by parts. To start one day, and then continue another day.
Like evry day doing 100 frames or so?
I saw a tutorial about continuing particle baking, but it doesn't work with smoke baking.
When I press Bake All Dynamics to continue the simulation, it starts from begining.


texts: I want Glass to be transparent where nothing exists

texts:
So I am making something for a video overlay. It should be semi-transparent to allow some of the video to be seen through it.

This was not a problem at first. The item was a glass ellipsoid with text (opaque) and other objects (opaque) in front of it which casts shadows and reflections. Using glossy surface and playing with roughness and also adding a transparent shader (mixed shader) did the trick.

Now the project includes putting something opaque behind the glass which should be diffracted through it.

Transparent shader does not diffract what is behind it. The glass shader does but once it is introduced, I lose all transparency in the glass.

Adding a mixed-shader with transparency gives a diffracted and non-diffracted view of behind. Adding a mixed-shader with holdout makes the ellipsoid and its diffractions semi-transparent, even so the opaque object is now semi-transparent (though the glass). Also tried refraction shader. Same issue as glass.

What I am trying to do is make anywhere where no light hits the glass (environment transmissions/reflections, refractions) are all transparent but opaque objects in front and behind the glass are still opaque.

Blender 2.73a, Cycles. Nodes.


texts: Model and materials turn black after I reopen the project

texts:
When I reopen my saved project file, my model and materials turn black.
This happens all the time when I open the project. All the texture paintings were saved and displayed as painted.
Could you please help me?
P.S. I have the newest version of blender, so all the actions were done in one particular version.


texts: Texture painting. Why not mark all seams and unwrap later?

texts: This is a rather general question. I started figuring out how Texture Painting works, the second time now to be honest. I don´t understand why to bother and mark certain seams, when you can just mark all edges at once  and unwrap them afterwards. It worked last time, when I was just using an existing texture without trying to paint. So what would be wrong about marking all edges as seams?


texts: Is there a way to switch UV checker on and off fast while working with UV editor?

texts: So as it said in the title, is there any way to turn on and off the checker fast, without going to the material editor and replacing the texture each time I am fixing or simply checking the UVs of the objects?


texts: Object inner is black with clipping camera for cutaway view - add inner lighting?

texts:
I am using cutaway view with camera clipping, and managed to show the cut area by geometry node, looks soo good, but see the image there is a cube with room inside,
it is black because no light can pass through...

you agree - it looks awful ;)

If I uncheck "Ray Visibility" of the object with Shadow or Diffuse it also doesn't look so good because shadows of the objects are missing in general.

Is there a node trick to bring light into the darkness...?

As a solution I also could add a pointlight into the geometry...
but is there anyting better ?


texts: Ruler doesn't start from mouse & scale on object & pose mode is different

texts:
The ruler's start point appears at certain distance from the mouse

As for the issue on scale, I've set my scene to metric. I'm using armature to drive keyshapes so on object mode the armature's location is 1cm = 1cm while I was in pose mode, moving the bones, 1cm = 10cm.

Anyone knows what's wrong? This is the 3rd time I'm using this method and it worked fine in other previous projects

I've tried resetting the user preference but it didn't work.

Let me know if there's anything else I need to show or clarify.


texts: Look through 2 different cameras in 2 different viewport?

texts:
I want one viewport viewing through one camera and another viewport viewing my scene through another camera. How can I do that?

Right now Blender will switch both viewports to active cameras.

I need to do it this way since I'm tweaking my lighting and I want to make sure my object will look good from different angles as I'm rendering it through both cameras.


texts: Modify Node Group Input order with Python

texts:
I just want to re order nod group inputs like set entry "bob mix" to entry number 4.
I can't find the way to select node group inputs or output by ID? index?input?
Just spend hours looking for it and can't find any example or doc solution :/
for i in bpy.data.node_groups:
        if i.name== "bob mix":
           i.index == 4 ?
           i.input == 4 ?
           i.ID == 4 ?
           i.socket == 4 ?

please help


texts:
I created a tower with ballista on top and I want to animate it firing and reloading etc. My idea for the animation is to create a cylinder as the ballista bow string as in this image

I found several tutorial about adding keyframes to record the movement of an object as a whole. But in this case I need to record the movement of the middle part of the string only, drag it backward to stimulate the movement of a bow, like this

Maybe my idea here is dump af since I just started Blender for a few month, so any recommendation is much appreciated :D
Thank you in advance!


texts: I get a weird visual glitch when using the shading tab on Blender. How can I solve this?

texts:
The Shading preview stoped showing what it should. Instead it shows a weird reflexion of the background as you can see in the following pictures:
The first one shows the model using the solid preview

The second one shows what it looks like when I try to see the material preview

The third one shows what i see when I move the camera a little (pressing the middle mouse button and dragging)

This issue is not exclusive to this project, but happens on every other project too. This also happens if I open a new project that only contains a cube. I have let a friend of mine run the foosball model and it worked on his computer, so it has to be a problem with my PC or any blender files on my PC. It used to work on it perfectly, but after some time, it didn't anymore.
I've tried the following:
Uninstalled Blender.
Cleaned temporary and registry files with CCleaner
Updated my graphics card's software to the newest version (AMD Radeon R9 380X, version 20.12.1)
Restarted my PC
Reinstalled Blender.
It didn't solve the problem. Can anyone help me out?
Thank you in advance.


texts: I like how rendering works in viewport - displaying the whole image all the time, and making it sharper every second. Is it possible to disable tiles for F12 too?


texts: Blender 2.9 - how to delete animation action?

texts:
I got animation action I want to get rid of, how to do it?
Tried to do simple thing as clicking "X" in action editor but it doesn't work.

I tried do it through Outliner window, I found an action, right-click on it, "Delete" and whole rig got deleted.

I am obviously not following Blender UX mindset, I got like couple of dozens cloned actions already, littering whole scene (was experimenting...) I can't sleep knowing they are sitting there.


texts: Triggerring left click events via python on 3D view screen

texts:
I want to be able to emulate a user clicking on a point on the 3D view screen with the left mouse button from a particular angle.

The goal here is to snap the 3D cursor to the volume of an object from that projected point (something that blender does very nicely when used via the UI, but would probably be more than a bit tricky to do in other ways).

Is this possible? If not, which approach can get the same result?


texts: Patches of particles (hair) on a plane following noise

texts:
I'm trying to make underwater reeds for a scene in Blender cycles.

I have my reeds textured and ready, I'm using a particle system as a hair type and I've set it up so the "grass" covers my floor plane.

My problem is the grass is spread evenly across the plane. I want them to be in patches, clumped together and have the floor visible where they're absent.

A solution in my head would be for the particles to follow a noise node, tightened up using a colour ramp but I cant seem to figure this out, if it's at all possible?

Thanks for your help


texts: Texture as emission map? (Cycles, Smoke)

texts:
I want to use a texture as an emission map for a smoke simulation to use as a (hopefully) 3D animatable cloud map (using the other force effectors to move the cloud bands).

Apparently, it is possible to use a texture in either but not the node texture, at least that I am aware. Is there a work around to this?


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How do I delete the four diagonal edges (the 1414mm ones) so I can have one continuous face rather than four?

I pressed X  and tried Dissolve Edge and Edge Collapse but none works without messing up the model.

I tried Limited Dissolve but it only allows me to delete up to two edges not all four.


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I am having problems with the bevel tool where blender creates unexpected geometry. I have two examples where I don't understand why things are going wrong:
Number 1:
I tried to create a revolver cylinder - following this tutorial: https://www.youtube.com/watch?v=RnftMW0Yhzk until about minute 6:32 - and I connected the holes on each side with the bridge edge loop tool. However, when I then tried to bevel the resulting edge around that hole, blender produced uneven and strange geometry.

Now, when I got rid of the faces inside of the loop and extruded faces from the edge loop, the bevel tool worked fine. I checked for unconnected vertices or double vertices on the same spot; and I also made sure all the transformations are applied. But no change, so I am confused as to what the problem is.
Problem 2:
I tried to create a sword with a fairly simple geometry. But when trying to bevel one side blender just seems to connect the different vertices in the wrong way, which messes up the geometry.
It looks like this:
Just as before, I removed vertices by distance and doublechecked that all vertices and edges are connected. All the transformations are also applied. This model has some ngons but around the side where I want to bevel all the faces are quads; not even sure if that matters. But again, I have no idea what the problem is and would really appreciate if someone could explain what I am doing wrong.


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I'm currently modeling an aircraft and still learning a lot about modeling best practice and the general approach how to create a clean model mesh. As you can see from the image, there are two faces on the wing upper (also same on the lower) side that do not look right, even though the normal seem to be consistent. My guess is the problem may be caused by the intersection of the wing root at the fuselage, even though I do not know why this is creating a problem as the vertices are all connected cleanly.

.blend of the model


texts: How to Scale an object and Apply Transforms without selecting it or making it active?

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What's the easiest way to scale an object and apply transformations without selecting the object or making it active, or alternatively, how to scale the mesh data directly? Whatever option is easier for a noob like me to understand would be preferable.

I am currently controlling the scale in a modal operator using something like this:

val = (mouse_start - mouse_pos) * multiplier
ref_obj.scale = val, val, val

But my specific needs require the scale to always be at (1, 1, 1), so that means applying transforms somehow (similar to Ctrl+A) or scaling the mesh data instead. Either of these options would happen in the modal so it would update constantly with mouse movement.

Is there a reasonably simple solution to this or should I just bite the bullet and select the object?


texts: BGE: How to apply colour to a certain face with python?

texts: Lets say i have a xy plane that is subdivided 10 by 10.  Now, how can I apply a colour to a, for instance, 5x6 set of faces on the plane using python in the game engine?


texts: Copy fluid settings from one object to another?

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I'm making a smoke simulation and have edited the settings of the smoke "flow" mesh, but now I would like to replace this mesh for a different one, but without losing the flow settings.
Is there an easy way to copy these settings from one object to another?


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I'd like to have inner outline (or inset with offset) shader for any shape as it's shown in figure. I plan to use it for displacement (and mask) so line with gradient in cross section would be best.

Only solution I came with is subtract two different bevels but it doesn't work with displacement I'd like to use with. So I am looking for some other ideas how to achieve that.


texts: Please let me know how to enlarge outliner font, Icon display. + and - bottom does NOT work on outliner.