texts:
I'm having a heck of a time compositing numerous layers using the Alpha Over nodes in the compositor. I have done this many times before without a problem.

All the objects on each layer are ending up with alpha halos around them. The saved image (Targa, TIFF, PNG,etc.) all have semi-transparent halos around each layer's contents.

I've tried checking Convert Premul at each stage along the node tree trying to get the alphas to work correctly together but the checkbox seems to be having no effect at all.

Can anyone tell me what's up with this?

(Unfortunately, I can't post a .blend because it contains purchased models)

Thanks.

I've uploaded a very simple .blend showing the same problem as well as a screen shot. The blend is here.

I understand what's happening (I think) in that each layer's edges are being anti-aliased against the black background, resulting in gray edges. But there must be a way to do what I'm trying to do here. I know I've done it before where the alphas are blended such that the gray halos aren't there.

Anyone know how I should be doing this?


texts: "Context is incorrect" python error, while script moves modifier up in modifier list during rendering

texts:
I would like to run a python script, which adds every frame a new Mask-modifier to an object (and deleting the old). While following script works if the code runs in interactive blender window, during rendering it leads to an error message when it calls modifier_move_up().

import bpy

object_name = "Cube"

bpy.app.handlers.frame_change_post.clear()

def my_handler(scene):

    print("Frame Change", bpy.context.scene.frame_current )

    obj = bpy.data.objects[object_name]

    # delete mask-modifier and add new to last but one position
    if obj.modifiers.find("Mask")+1:
        obj.modifiers.remove(obj.modifiers.get("Mask"))

    obj.modifiers.new("Mask", type="MASK")
    #################################################
    bpy.ops.object.modifier_move_up(modifier="Mask")
    #################################################

bpy.app.handlers.frame_change_post.append(my_handler)

Error message:

  RuntimeError: Operator bpy.ops.object.modifier_move_up.poll() failed,
  context is incorrect

As far as I understand, I should override the context, but I don't know how exactly and with which parameters.

According to this question (How do I override context for bpy.ops.mesh.loopcut?) I added an override, but with no effect.

import bpy

object_name = "Cube"

bpy.app.handlers.frame_change_post.clear()

win      = bpy.context.window
scr      = win.screen
areas3d  = [area for area in scr.areas if area.type == 'VIEW_3D']
region   = [region for region in areas3d[0].regions if region.type == 'WINDOW']

override = {'window':win,
            'screen':scr,
            'area'  :areas3d[0],
            'region':region[0],
            'scene' :bpy.context.scene,
            }

def my_handler(scene):

    print("Frame Change", bpy.context.scene.frame_current )

    obj = bpy.data.objects[object_name]

    # delete mask-modifier and add new to last but one position
    if obj.modifiers.find("Mask")+1:
        obj.modifiers.remove(obj.modifiers.get("Mask"))

    obj.modifiers.new("Mask", type="MASK")
    #################################################
    bpy.ops.object.modifier_move_up(override, modifier="Mask")
    #################################################

bpy.app.handlers.frame_change_post.append(my_handler)

While running this code in blender I get after frame change following messages (the code itself works):

  PyContext 'modifier' not found
  PyContext 'object' not found
  PyContext 'modifier' not found
  PyContext 'object' not found
  PyContext 'object' not found

While I'm try to render this part of the messages changes to...

  PyContext 'modifier' not found
  PyContext 'object' not found
  PyContext 'active_object' not found

... followed by the mentioned "context is incorrect" error message.

What am I doing wrong?


texts: How to add bezier curves (start and end) to a 'follow path' animation?

texts: I added an object to a curve as a follow path animation but the animation seems too linear, I can only change the parameters of the curve as I see, how can I give it a proper start and end? (like a soft bezier curve)?


texts:
I am using this script for playing videos on planes, cubes etc. It is working fine for me, but when I send my runtime to my friends (videos included in the folder), the videos wont show up (only missing texture magenta color).

So I hope somebody can help me that I can play videos in the .exe when my friends start it.

SCRIPT:

#import GameLogic
import GameLogic

# get current scene
scene = GameLogic.getCurrentScene()

# get the current controller
controller = GameLogic.getCurrentController()

# get object script is attached to
obj = controller.owner

# check to see video has been added
if "Video" in obj:

    # get video
    video = obj["Video"]

    # update the video
    video.refresh(True)

# if video hasn't been added
else:

    # import VideoTexture module
    import VideoTexture

    # get matID for the movie screen
    matID = VideoTexture.materialID(obj, "MA" + obj['material'])

    # get the texture
    video = VideoTexture.Texture(obj, matID)

    movieName = obj['movie']

    # get movie path
    movie = GameLogic.expandPath('//' + movieName)

    # get movie
    video.source = VideoTexture.VideoFFmpeg(movie)

    # set scaling
    video.source.scale = True

    # save mirror as an object variable
    obj["Video"] = video

    # check for optional loop property
    if "loop" in obj:

        # loop it forever
        if obj['loop'] == True:
            video.source.repeat = -1

        # no looping
        else:
            video.source.repeat = 0

    # start the video
    video.source.play()


texts:
I am not able to use an animated texture (image in sequence) for objects in Eevee (Blender 2.80)

Has someone managed to use this successfully?

If so, what am I doing wrong?


texts:
I'm rendering a cartoon figure, it's working fine in Render preview, but missing the feet in final render. This always happen when the cartoon is far from the camera. I have set the camera Clip End to 2000 but still the same. Could anyone help to identify the problem? Thanks a lot!

The Render preview:

The final render:


texts:
So I know how to weight-paint from a TECHNICAL perspective, but not an ARTISTIC perspective. That is, I know how to access weight-paint mode, I know about the brushes, how to select bones, etc. The problem is that I don't know which areas should be less or more heavily weighted for which bones, in order to make the end result look good.

Google doesn't seem to help, as searching simple queries like "blender weight painting tutorial" only seem to cover the TECHNICAL perspective, which I already understand. Granted, this seems to be the case for not just weight-painting, but rigging, animation, character modeling, and other things. Because of all this, I have a hard time as-is trying to find information on the subject.


texts: Force view_draw call for custom Render Engine

texts:
I am creating a custom Render Engine which uses OpenGL. For this to work the engine needs an access to some OpenGL context. In blender version <2.9 there seems to be the only way to do so - when viewport rendering is activated. In blender version >=2.9 there is a specific option for Render Engine to give access to OpenGL context during F12 render. Though for me it would be much preferred if this renderer could work in blender 2.8.
So now here's what I do when rendering in blender 2.8. I start a modal operator which switches shading mode to rendered when executed and start a timer. At first timer event I revert shading type to solid. But this seems quite clunky.
The problem is that if you change shading mode back and forth in a usual script (not using a modal operator) the blender actually doesn't call view_draw() method of the Render Engine. And none of methods to update scene during the script seem to help. I've tried bpy.context.scene.update_tag(), context.view_layer.update(),  bpy.context.evaluated_depsgraph_get().update().
So my question is: is there any way to force blender to call view_draw() method of the Render Engine during the script execution?


texts:
I am watching from a tutorial but I am not following it exactly so I can do it myself but I ran into the bevel modifier issue which did not yield the same result as shown in the tutorial.
this is the tutorial's result

as you can see the guard of the sword has bent edges mine however do not

here is a link the tutorial
https://www.youtube.com/watch?v=saxpjudV_88&t=1091s
he did the bevel modifier at around 36:03
I am uploading the link of my project in the comments


texts: Having issues baking normal maps for this small pot, how can I fix it?

texts:
I'm trying to bake a normal map for this small pot mesh I plan on texturing later, but the resulting normal maps present lots of issues around the edges.

I've tried baking from a higher poly model to this lower poly version and with only the lower version, as well as changing the ray distances from 0 to 0.01,0.1,1 and 10, without sucess. I also tried a lot of different edges and bevels along with other ways of UV unwrapping but can't get it work.

Here are some pictures of the low poly mesh with and without the Subdivision:

The UV for the body.

The higher poly is the same with more subdivisions.

I understand that the indentation near the base can cause issues since it's very small (the whole pot is scaled realistically, and around 17 cm in diameter), but the remaining edges are also having issues and I don't understand why.

I can post the Blend file, if more information is required.


texts: How do I "link from library" to a heirarchy of objects?

texts:
I'm building a series of rooms, and I've broken the individual 3d models down into a set of smaller files to make them easier to work with:

Floors

This .blend contains the basic primitives for walls, floors, etc:

Rooms

This .blend file contains a set of empties that combine the primitives from 'floors.blend' into individual rooms:

Notice each item in this .blend is linked from the .floors file so there is no instance mesh duplication.

Level

Now building the level...

How do I import the entire hierarchy of objects I've created in 'rooms.blend' (for example Room.Door.1), into my level?

When I tried 'Link from Library' and select the root node, it only links to the root, to doesn't include any child objects.

It looks like this:

What am I doing wrong?


texts: Cycles. How to prevent shadows when using backface culling

texts:
I was given this example to enable backface culling with Cycles Render but I wish to eliminate the shadow from the backface culling without eliminating the shadow on the other.

How do I prevent shadows to emit form a specific material in cycles render while that material is using backface culling render nodes?


texts: Is there any existing Universal Importing method

texts:
Currently, when importing you have to decide OBJ, DAE, FBX or maybe another format. Is there any reason it can't just search a folder for all the file-types you & your addons support? Is there an existing way I can already do this? I think it would save me some time when guessing what model format someone has saved in.

Being able to double click model files (or drag & drop for importing) other than .blend would also be pretty handy but I don't think this was working last time I checked either.


texts: is there a way to make hair particles an object?

texts: i need to export my human 3d model to another 3d program, and that program isn't compatible with blender's hair particles, is there a way to make these hair particles an actual like object? so i could make it into an object and join it to the human mesh so i can export it properly ? if there is a way please enlighten me


texts:
Here is what I am trying to do:

import bpy
bpy.ops.view3d.snap_cursor_to_selected()
bpy.ops.object.editmode_toggle()
bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
bpy.ops.view3d.snap_cursor_to_center()
bpy.ops.view3d.snap_selected_to_cursor(use_offset=False)
bpy.ops.object.editmode_toggle()

But this gave error on line 1 that something is wrong with using view3d.
After reading some previous solutions I modified this code to make it work like this

import bpy
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D':
    ctx = bpy.context.copy()
    ctx['area'] = area
    ctx['region'] = area.regions[-1]
    bpy.ops.view3d.snap_cursor_to_selected(ctx)
bpy.ops.object.editmode_toggle()
bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
bpy.ops.view3d.snap_cursor_to_center(ctx)
bpy.ops.view3d.snap_selected_to_cursor(use_offset=False)==>ERROR LINE
bpy.ops.object.editmode_toggle()

Now I don't know what to do with that error line. Blender closes and I cannot read any error report. I am not a programmer. Hope anyone helps. Thank you.


texts: Is there a way to add a new element to a mesh in the action editor?

texts: I'm making a few animations for a character in a racing game, run, walk, die and also a win animation in the win animation I want to add a medal around the characters neck, is there a way to do this in the action editor without making a new mesh with the medal in it?


texts: Blender 2.81 Smoke Domain resolution and size

texts:
I am working in a scene, where I need a small smoke simulation, flow emitter is around 4cm. When I put Quick Smoke on the emitter, the simulation is lack of density compare to normal size.

Here is a picture of test Ive made
Left Ico Sphere radius at 1 (default)
Middle Ico Sphere radius at 0.25
Right Ico Sphere radius at 0.04

Then I apply for each Quick Smoke (so I have 3 Domain) with default value. I just resize the domain according to the Ico Sphere size.

We can see that Smoke is barely visible on Right Ico Sphere.

How can I have the same density as the left one ?

Thank you


texts: meshmixer project importing to blender 2.8

texts:
I am  a dentist I designed a dental articulator in meshmixer. it contains active object like pivots to rotate the jaws and slide them. how i can import this to the blender.
is there away to import directly or it should be saved in another extension


texts: When Rendered In Cycles Lamps Seem To Disappear

texts:
When I render there seems to be no lighting in the scene.

Here's a link to download the files

https://drive.google.com/open?id=0B4y9dqUn871TdnhGVzg3czFGY2s


texts: How to level the bumps on the surface of the object?

texts: I have created a human head, on that there are many bumps, which makes my mesh a mess, so what is easy way to level these bumps?


texts: How do I append an object so it is still correctly connected to its armature?

texts:
What are the tips for appending so that it works well? I tried to append but when the object comes in to the scene it's fractured e.g. bones don't fit the object, there seems to be multiple meshes etc.

Should I append in some specific order so that things come in the right place? First object, then bones, then material, etc.? I have the relative path set to ON if that helps.

The object is 'Sintel' from blender swap.


texts: Making a button active when clicking another button with Python?

texts:
Let's say that I have a panel with two buttons. One o them is inactive/gray out. By pressing the second button I want to make the gray one clickable.
Can I do this from the Main Panel?


texts: 2.9.1 no Rock or Modular Tree Generator / Installed but no menu pick

texts: In 2.9.1.0 I've installed the Rock Generator and the Modular Tree add-ons but there are no menu picks for them under Add.  The do warn that I need to 'upgrade' to 2.8 to use them.  Does anyone have them working in 2.9.1 and/or know of a good free solution for 2.9.1 for generating rocks and trees?


texts: Where shading "smooth" and "flat" are located inside Blender 2.80?

texts: I would like to know where the realtime rendering options for faces "smooth" and "Flat" are located inside Blender 2.80.


texts: Why are my particles getting cut off the top and bottom of my render?

texts:
I'm completely new to Blender, so probably all my wording is wrong :-) I started exploring it to be able to create a Youtube intro for my son, who wants to be a millionaire Minecraft Youtuber. So bear with me :)

I found an intro template for blender, you can take it off my Google Drive. This is actually where it gets synchronized whenever I save it locally:

https://drive.google.com/file/d/0B9par3l2T-UJQ1paY0tZRXlpN0E/view?usp=sharing

I'm rendering into PNG. The problem is that the particle cloud seems to fully extend to the right and left borders, but it ends abruptly towards the top and bottom:

Can you advise how I can have the particle cloud fully extend to all four borders?


texts: Foreign text in Blender isn't processed correctly

texts:
Blender has issues when dealing with non-English characters.

I can't enter Russian text in 3D objects.
Blender displays folder and file names incorrectly if they are in Russian.

Is there a solution to these text-encoding problems?

UPDATE

Demonstration of impossibility of entering letters

Demonstration of only Bfont available:


texts: NURBS surface to mesh logic in blender source

texts:
I'm trying to dig into the logic of "Convert to mesh from Curve/Surf" functionality in Blender but unable to pinpoint the exact source file where this logic is taking place.
In my walk through the source code, I have so far encountered function BKE_nurb_makeFaces()  (L1397 in curve.c) which I think is relevant. But I'm not sure if the 'faces' it is referring to are the mesh faces, wireframe faces, or those formed by the grid of NURBS UV points.
Second place I found to be relevant was BKE_mesh_from_nurbs_displist() (L600-652 in mesh_convert.c). Mesh conversion is probably happening somewhere in those lines, but all function calls there seem to end in just allocations.
I'm looking for the logic where the actual mesh verts (i.e. its x, y and z coords) and faces of a NURBS curve are computed for mesh conversion. I.e. the tessellation logic.
Background: I have text files of NURBS parameters exported from CAD and would like to compute quad mesh verts/faces outside of Blender. I could import Blender-supported NURBS into Blender and create nice quad meshes for them. But my CAD exports contain shapes with Knot distributions not supported by Blender (e.g. pointy NURBS with knot multiplicities in the middle), in which case my only option is computing the verts/faces myself and importing the meshes into Blender.
Question:
Could someone knowledgeable about Blender source point me to the logic where x, y, z coordinates of NURBS-converted mesh are computed? Thanks.


texts: Add marker to 2D tracking list via clip.stabilize_2d_add() or other means

texts:
My goal is to call blender form the command line with a set of arguments to use the built in 2D video stabilization tools.

I have been able to (via the bpy API):

Get parameters from command line call
load a new clip
add a marker (to track)
position the marker
'select' the marker/track (not sure if needed)

This is all possible without relying on bpy.ops

Unfortunately now I need to access the following functionality programmatically:

My main question: I can't find a way to get to that (bpy.ops.clip.stabilize_2d_add()). I have no idea what context I would need to switch to to make this a valid python call.

At this point I also notice the transition from doing everything in code to having to hunt through the UI workflow for ways to replicate UI functionality. I am wondering if I shouldn't need to call bpy.ops.clip.stabilize_2d_add() at all and should instead find the underlying functionality?

The part that comes right after this, which is making the stabilized track is completely lost to me as well. Am I going in the wrong direction?

Any help would be greatly appreciated.


texts: How can I adapt my topology around beveled corners?

texts:
I'm trying to model an arcade cabinet but my topology is horrible and I feel like there must be a better way of doing this.

How can I improve my topology on this cabinet?

I don't know what I'm doing wrong,however, I've attached some images that show the Arcade cabinet and its awful topology.

:


texts: I am using blender 2.66.1 and I have a gtx 580 installed. I am using Zorin OS 7, which is based on Ubuntu 13.04. I am in the blender preferences and for 'Compute Device' I only have the CPU. Whats wrong here?


texts:
I was wondering if someone could tell me where the texture painting settings -the ones that were in the tool bar were moved to?
I'm trying to start texture painting, I don't know where to go to find paint slot settings and such.


texts:
Does deleting the cache files in the USER directory hurt anything?
The user directory where the cache in question is:

{username}\AppData\Roaming\Blender Foundation\Blender\2.70\cache

Also is cycles what is generating this cache?


texts: one side of image as plane is normal, the other is white

texts: I believe this has something to do with the translucent shader but I'm not sure.


texts:
I am trying to select a loop from an edge using loop_multi_select.

def loop_from_edge(edge, mesh):

    bpy.ops.mesh.select_all(action='DESELECT')
    edge.select = True
    bpy.ops.mesh.loop_multi_select(ring = False)
    selected_verts = [v for v in mesh.vertices if v.select]
    return selected_verts

I have also tried mode toggling based on someone's suggestion.

def loop_from_edge(edge, mesh):

    bpy.ops.mesh.select_all(action='DESELECT')
    bpy.ops.object.mode_set(mode='OBJECT')
    edge.select = True
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.loop_multi_select(ring = False)
    selected_verts = [v for v in mesh.vertices if v.select]
    return selected_verts

The selected_verts array remains empty. I know that edge is valid and contains vertices. I am concluding that loop_multi_select isn't selecting anything, or I somehow cannot access the selected verts. How do I make loop_multi_select work?


texts: Black spots... Blender Guru Tutorial - Anvil

texts:
I did the tutorial of BLender Guru about the anvil but I am close to getting crazy due to some black spots I can not get rid of...

Render Preview:

Final Render:

I hope this is an obvious one... Thanks for looking into it.

Nodes:

Normalmap:

Goodle Drive Blender File


texts: Jump to immediate selection mode Vertex, Edge, Face addon for 2.8

texts:
I use this addon to jump straight to cycle select between vertex, edges and faces on 2.79, instead of selecting the object, tab, edit mode, selection filter and (vertex).
But what do I need to change to upgrade it for 2.8?
Please help.
Thanks.

bl_info = {
'name': 'Direct Jump Selection',
'author': '-',
'version': (0, 0, 2),
'blender': (2, 80, 0),
'location': 'Blender'
'description': 'Enter edit mode and cycle selection type to face/vertex/edge',
'wiki_url': '',
'tracker_url': '',
'category': 'Object'}

import bpy

class EditSelectOperator(bpy.types.Operator):
    bl_idname = 'object.edit_face_select'
    bl_label = 'Enter edit mode and set face selection.'

    def execute(self, context):
        if context.object.mode != 'EDIT':
            # if we aren't in edit mode goto edit and set face select
            bpy.ops.object.mode_set(mode='EDIT', toggle=True)
            bpy.ops.mesh.select_mode(type='VERT')
            bpy.ops.mesh.select_all(action='DESELECT')
        else:
            # if we are editing cycle through selection modes
            sel_mode = context.tool_settings.mesh_select_mode
            if sel_mode[0]: # vertex
                bpy.ops.mesh.select_mode(type='EDGE')
            elif sel_mode[1]: # edge
                bpy.ops.mesh.select_mode(type='FACE')
            else: # face
                bpy.ops.mesh.select_mode(type='VERT')
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()


texts: I have problem with a simple cube. When i zoom at max in there is that issue, and i dont know what is the problem and even what title to set to this question.


texts: Can you export a blender curve into a vector image? Is there perhaps an addon that can do that?


texts: How to move multiple objects in relation to central point

texts:
What I mean precisely is how to move multiple objects away from central point without scaling them.

This is what I'm working with:

I'm searching for a way to create little space between the triangles. All triangles are separate objects.

Or if you can do this with scaling that's ok too ofcourse.


texts: How to create a cylinder with a given circumference?

texts:
I have a face on a mesh and I want to create a cylinder where the faces around would perfectly fit on this given face, not taking in account the height of the cylinder.

I know the number of "vertices" (8).
I have the size of the face I want to stick the cylinder on (0.399833).

How can I do that?

EDIT : Here's an image. I need to merge the two faces.


texts: How do i make a inset with rounded shape?

texts:
i was thinking about trying to make a model of the bottle in the picture i attach. I have right now just added a block and used the knife tool to select the area in question.
I think i can handle to form the shape of the bottle, but the selected area is kind of a inset but rounded into the shape of the bottle. So my question is how to do this. I tried with the knife tool but the result was not very good, i allso had a idea of using the boolean tool, but i guess its not more easy to create that shape as a stand alone object.

I would be very glad if some one knows a good way to fix it.


texts:
While I was modelling this model in blender, once I got to the arms I noticed that in render the shading on the arms and lower body was cubic. I'm not sure if this is a lighting issue or a polygon issue, and I don't know how to fix it.

The Suns are set to raytrace. The issue doesn't occur with 1000 x 1000 renders, and can't upload an image due to it being over 2MB.

This one doesn't have any problems.

This one does.


texts:
I want to have the bevel more wider than it could be, but the geometry limits the bevel to a limit, when exceeding the limit the faces intersects with each,like follow

The red arrow points to its limits, when I want to bevel more, faces got intersected

How can I make the points meet each other at a far position so the bevel can can be wider?


texts: Trim mesh/planes with another mesh. Bisect? Knife Project?

texts: I've been looking at different methods but nothing has worked. I need to trim the lattice of planes using the cylinder, so that the interior of the cylinder is empty. How do I do it?


texts: Rotate object relative to parent coordinate system

texts:
I have a lamp that you can pan and tilt, that is mounted onto a parent object. Think of it as a turret mounted onto something, that then has a lamp that can tilt. Now I am about to rotate this is in UPBGE using the Python API. I know this is UPBGE but this probably would be something similar in Blender as well.
Given my coordinate system definitions, I first should rotate the turret around the parent Z-axis and then around the lamps local Y-axis. The latter is easy, UPGE has an API functionality for rotating around a local axis:
https://upbge-docs.readthedocs.io/en/latest/api/bge.types.KX_GameObject.html#KX_GameObject.applyRotation
The Z-axis is a bit harder. I know I can get retrieve the Z-axis as the last column of the parents rotation matrix, so I did this
lamp = (bge.logic.getCurrentController()).owner
z_axis = lamp.parent.orientation.col[2]
lamp.applyRotation(z_axis*z_increment,False)

For a library reference see: https://upbge-docs.readthedocs.io/en/latest/api/bge.types.KX_GameObject.html#KX_GameObject.orientation
This seems to work. However, it feels a bit awkward? Blender is designed to solve these problems for us, isn't it? How would you solve this? Maybe defining an empty coordinate system/body for the turret, and rotate it around its local z-axis. Then have the lamp as a child to this?
EDIT: After playing around a bit, it seems that having the turret and lamp as separate bodies is the way to go here.


texts: How to update root translation using python script in bge?

texts:
I am trying to change root translation of armature (loaded by using bvh) using python script in bge but not able to update values.
I tried following

bpy.context.scene.frame_set(3)
bpy.data.objects['walk_turn_180'].pose.bones[0].location = [0, -10, 0]

Its not working for me. When I change frame the values are reset to original values.

Another try..

scene = bge.logic.getCurrentScene()
source = scene.objects
main_arm = source.get('walk_turn_180')
bpy.context.scene.frame_set(3)
main_arm.channels[0].location = [0, -10, 0 ]
main_arm.update()

but still no luck.

Is there any best way to do it or am I doing something wrong?
Also, instead of bpy.context.scene.frame_set(3) is there any method to change keframe using bge?


texts:
Some of my text will not render in the banner I am making. I do not know how to fix this.

This is my compositing, as you can see the just rendered image is now showing in the render (this happens on all of my texts except "EXELLPVP")


texts: Collection for New Object? (Version 2.8)

texts:
This is driving me batty!  When I create a new object, it appears in some collection, sometimes one that is hidden, so I have to go hunting for it, expanding each in turn until I find something that does not belong.

How do I control which Collection will be used for new objects?


texts: Is it possible to report an error without self?

texts:
I would like to be able to show a popup window where you can select a scene from the current directory (the current scene has to be saved). The only thing I don't manage to do is the list on the popup, I need a self.report to be sure you are in a saved blend and to inform the user what's the problem but when I make my EnumProperty, self is not defined... How could I do?

Here is my script :

import bpy
import os

print("\n"*5)

def check(self):
        '''Check if our scene is saved'''
        currentScene = bpy.data.filepath.replace('\\', '/')
        if not currentScene:
            self.report({'ERROR_INVALID_INPUT'}, "You're not on a saved blend, save before you continue")
            return False
        return True

def available_scenes(self):
    '''Return the list to show on the popup'''
    if check(self):
        output_dir = bpy.path.abspath("//")
        scenes = [file for file in os.listdir(output_dir) if len(file.split('.blend')) == 2]
        #print('OUTPUT DIR -> ', output_dir, ' \nSCENES -----> ', scenes)
        return scenes
    else: return False

class MATERIALS_Export(bpy.types.Operator):
    '''Set an operator'''
    bl_idname = "scene.select"
    bl_label = "Select a scene from list"

    #available_scenes_enum = bpy.props.EnumProperty(items = [('one', 'eins', 'un'), ('two', 'zwei', 'deux'), ('three', 'drei', 'trois')], name= "Scenes") #This works fine
    available_scenes_enum = bpy.props.EnumProperty(items = available_scenes(self) , name="Enum") #This doesn't work

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

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

class MATERIALS_ExportPanel(bpy.types.Panel):
    bl_label = "Materials"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Open_Scene"

    def draw(self, context):
        self.layout.operator("scene.select", text = "Select a scene from list")

def register():
    bpy.utils.register_module(__name__)

if __name__ == "__main__":
    register()


texts:
In Blender I looked for ways to extract the layout of all objects at once but I could not. The best I could do was to put together all the objects and extract a single layout.

Suggestions?


texts: Why is my texture rendering in a different position than it shows up when in texture view?

texts: I made a UV map and an eye texture based on the map and attached the texture to the eyeball.  I decided to just put the image on the object without using a UV map node because I heard that blender will now unwrap the images correctly if you have a UV map for the object.  I then went into material mode and low and behold the image was placed correctly on the object.  Then I decided to do a test render and the image shrunk around the object and I am curious as to why it renders differently than it appears in material mode, and what I can do to fix it?  Do I just need to use the UV map node?  BTW, I'm using cycles render engine.


texts:
I can't figure out how to flip a Mirror Modifier along the Y axis, after it is mirrored.
Would love some advice on how to achieve this, per the below images:


texts: How can I programatically evaluate each pixel before final composition?

texts:
I'm using a complex compositor node setup, which in the end reduces the image to just a few solid colors. I would like to remove any pixels from the image which have no pixels of the same color in the 8 surrounding pixels (and replace them with whatever color is most common in those 8 pixels). I don't want to affect any of the other pixels.
Is there any method within the compositor I could use to do this?


texts: Cycles bake makes everything light colored

texts: I am trying to bake a gradient texture and the baked version is very light colored. I am using diffuse with only color selected. How do I make the baked image look like the original.


texts: I can't seem to sync the audio and video!

texts: Even when I put AV sync in the option, it seems to go out of sync at any time. Also, even when I put a full video in Blender it cuts it off. How can I fix this?


texts:
I've been playing with an online service paperspace.io they do cloud computers. I was hoping to render on their computers when I only have access to my laptop.

They use Nvidia Grid cards and I can't see the Cuda option in the blender settings. I've installed the Cuda drivers etc.

Just wondered if it's even possible to render on Nvidia Grid cards?

Thanks


texts: Is there any way to fix outline object from others game?

texts:
I took an asset from game Roblox and in game, an outline hat look like this
But in Blender, it look like this
I don't know how to fix it


texts: How to join booleaned objects without leaving seams?

texts:
I have a simple object I'm trying to merge into a single mesh constructed from 2 cylinders and a semi-sphere. I "merged" them using 2 Boolean modifiers.

This is close but I want it to be a single object so that I can copy and paste it and have multiples. So I select the 3 individual objects and press ControlJ to join them into a single object. By doing so the objects are merged but the boolean modifier is lost causing there to be seams in between the objects.

Is it possible to have a boolean of multiple objects, merge it down into a single mesh, and preserve the union between the objects from the original boolean? (I don't care about it being dynamic, I want the final mesh.) Or can this only be done by deleting and connecting the proper vertices manually and then creating the faces?


texts: Flipping rectangle grid (or flipping tiles) with animation nodes

texts:
Dear Blender and Animation Nodes Users

I'd like to create a flipping rectangle grid animation with a controller object. I need a tutorial on this, but I am not able to find any, which I deem good or up to date.

A similar effect, and tutorial can be found here: https://www.youtube.com/watch?v=0qYNoXmbHZo

but this one uses python code inside AN, I think Animation Nodes knows the necessary things without writing any code.

Thank you in advance, Michael


texts:
I am doing this Blender Guru Tutorial  How To make a Beer. At about 18:30 minutes Blender Guru is making a duplicate of a selection (that has to become the beer in the glass).

I am trying to do the same but somehow I cannot make the duplicate.
Here is my blend file. Can someone help me?


texts: Change number of frames allowed for each animation?

texts: I have a shoot animation which contains 15 Keyframes, and a reload that contains 70 keyframes. When I set the keyframe amount to 70 and go to the shoot animation, then change the number of keyframes to 15, only 15 keyframes show up when I go back into the reload animation.


texts: Lock X axis in Graph Editor, to edit keyframe timing, exclude changes to keyframe values

texts: I want to use the graph editor in Blender 2.83 (Windows 10) to move several keyframes backwards in time (X axis), without accidentally changing the values (Y axis). How can I accomplish this?


texts: Can the 'top' view be rotated by 180° around the Z-axis by default?

texts:
Is it somehow possible to have the top view (Numpad 7) rotated by 180 degrees by default?

I can get the view I'm after using the key combination Numpad 7 then 12 x Numpad 6 (or 12 x Numpad 4).

I was hoping that there is some option or setting to rotate this default top-view orientation by 180° around the Z-axis?


texts: Is it possible to bake vector displacement maps from a sculpted object?

texts:
I'd like to achieve the same thing as this video tutorial shows with Mudbox + Maya + Redshift, baking a high poly sculpt onto a plane. I'm not looking for regular displacement as it only moves geometry along normals.

Would this be possible in Blender ? If so, could you explain how to make this ?

I found a few videos about vector displacement in Blender, but it's mostly demos and none gave insight about how one could make this.


texts: Text effects in Blender VSE Video Sequence and Image perspective transform

texts:
We do have text effects for Blender 3D view link here -https://blenderartists.org/t/list-of-addons-that-work-with-2-8/1132912/523?u=peetie  how can same text effect work on blender vse
Also how can I change the perspective angle of an image in blender vse or 3d view camera in blender vse  I want image to be in perspective angle
Please do advice


texts: When using multiple actions, the animation length property seems to be shared by all actions. How do I fix this?

texts: I am working with multiple actions for my model's animations.  One of my actions is a basic "standing still" action that just gives the character slight movements while at rest.. this action only needs to be about 10 frames long.  My jump animation is 36 frames.   If I set the "final frame" to 36 for the jump animation, it also gets set for the standing still animation.  How do I fix this so that the animation length is tied to each action?


texts:
I would like to achieve such a result in Blender cycles
My goal is to reach a glass texture with slight touches of irridescence. I figured out how to make something purely irridescent or purely glass but I didnt manage to give the impression of a slight irridescent touch. As if the irridescence was only on some little parts of my texture.
So please, if you got any hints it would be of great help. Many thanks, stay safe.


texts: Why is my fluid simulation mesh wireframe in solid view?

texts:
I haven't used blender in a few years, and I've gone back to it to try fluid simulation, so I'm a bit of a noob...
I'm using 2.9, I've done my fluid simulation, but it's just showing as a mesh in the solid view.  Is this what it's supposed to look like in version 2.9? All the tutorials and on older versions I used the fluids was grey in solid view once the mesh was baked. Also why does it stick to itself like some kind of ooze instead of water?
https://drive.google.com/file/d/1sseUag-XJOKUFLwkbFl2hNw4v-gIzf6V/view?usp=sharing
Thanks


texts:
I'm trying to use an f-curve noise modifier, but it was a bit too harsh for me. I was going to turn it down a bit, but the noise modifier was not showing up in the compositing modifier menu panel. (Sorry if I don't know the actual names of anything.) Barring that, could you at least tell me how to make the noise modifier less extreme?

.blend file: http://www.mediafire.com/file/00okkubgycxi0ip/window.blend/file


texts: I'm attempting to model this weapon from Apex Legends. Some parts of it I have successfully modelled, such as the magazine, however, I'm pretty stumped on with the main body. I've tried subsruf modelling it but the edge loops always mess up the curved surfaces. Any help on how to approach this is greatly appreciated.


texts: Is it possible to have particles update at half the framerate?

texts: I'm trying to make an animated fire that plays at a 12fps but still have the camera move at 24fps. For the fire itself, i used the stepped interpolation modifier and that worked fine, but now I'm trying to do the same with the particles emitting from the fire. I've been searching for hours but haven't found anything.


texts: I'm having a problem using the add-on 'rigify', I line up the rig to my model then generate the rig but it creates a strange group of empty circles around the vertices of the rig rather than the rig.


texts: Exporting only one animation to gltf from multiple objects each with an action

texts:
I want to do an animated gltf file that shows how a set of molecules move.  Using python, I created an object for each atom, 1558 atoms in total and then I added keyframes  for updating the locations each frame.  Then I exported to gltf and I can see the molecules moving alright in the online viewer.  The problem is that there is an animation per each atom and I want only one animation in the file that includes all the atoms.

I tried putting all the actions in a single NLA strip but when I export the file I don't even see the strip in the viewer, not sure why (I do select the option for exporting NLA strips) and I still see the 1558 different animations.
Any help would be appreciated.
Update
If I create a few spheres and add keyframes manually, then everything is exported to a single animation as I want.  When I compare this to the file generated with python, I see that the F curves created for the objects actions are grouped into an ActionGroup called 'object tranfroms' but that group is not generated when I insert the keyframes by scripting.  I don't know if that grouping makes the GLTF have a single animation as I want.
How can I insert a keyframe programmatically  that exactly replicates what happens when you manually press I over the object to insert it?  I already tried adding an ActionGroup to the object but it is a read-only type and I think you can't add a F Curve to it.


texts: Cycles takes an abnormally long time to render

texts:
I'm rendering an image in my animation using cycles to test out how long it will take to render a frame but it's been five minutes and blender hasn't even started on the first pixel. I know that this could just be that my computer is bad but I have a GTX 1070 and whenever I preview on cycles in the viewport it works just fine.

The rendering viewport has stayed this way for five minutes.
To add more detail, when I exit out of the rendering view to try again, blender doesn't respond and forces me to exit the program. Now that I realize it, that sentence sounds like I'm trying to make blender seem bad but I don't want to display that tone sorry lol.
One last thing is that I have a large texture file and a smoke simulation which could be the reason that it's taking so long to render(or not rendering at all) but then why would my viewport render work so well?

This is an image of my render in the viewport at 32 samples. It took Blender about 30 seconds to make this image. I have set my image render to 64 samples so it should not take more than a minute to render.
Here is the image of the toolbar to make things more clear.

Anyway here's the blender file. I appreciate the help


texts: Possible to combine wipe transition with Transform zoom effect strip?

texts: Wondering if it's possible to combine a wipe transition where one clip is normal zoom and the other clip is zoomed in with a transform effect strip. How do i do this / is it possible?


texts:
I can't describe it with words, so I recorded video.

video

And I can't even cut them separately.

Can anyone help with it?


texts:
I have a scene containing a few hundred objects (meshes). I can decimate one object at a time by selecting it in the scene and add modifier->decimate. Doing this for all objects separately would of course take forever.

How can I decimate all objects at once?


texts:
I have got a legacy Python with blender code:
import bpy
import bmesh

....

def debug(is_debug):
    if is_debug:
        bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
        time.sleep(2)

...

bpy.context.scene.objects.active = SG
bpy.ops.object.mode_set(mode='TILE')

... and so on ...
I saw few example of how to embed Python code into a VC++ app, but they are only few simple Python calls:
Py_Initialize();
...
obj = PyRun_String(expr, Py_eval_input, main_dict, NULL);
...
Py_Finalize();

Is there any chance to use python blender code embedded into a VC++ app, with python window embed into a VC++ window ? Or is impossible ?


texts: animating a body and having it effect cloth

texts: I have a body I've created and put clothes on him.  I gave them a cloth modifier and him a collision modifier.  When I simulate the cloth it falls on the body and reacts like cloth, however if I animate the body, it goes through the cloth is there something that I need to do to make the cloth keep reacting to the body as it is animated?


texts: Is there a way to make it so that keyframes snap to an interval (for example, every 5 frames), and cannot be placed between them?


texts:
A really beginner here. I’m trying to figure out how to distort a background image with a model in front with a shading like water or even glass. I read a similar answer here before but when I tried to apply it, didn’t worked.
I have a background image in the camera and it’s locked to view. Attached: Compositing, Shading and Rendered image.

Any ideas?


texts: My object is coming out as gray despite its assigned color being white. Other objects don't have this issue. What am I missing?

texts:
I'll preface this with a few things. This project is being run in Cycles Render. I am a beginner when it comes to using Blender, so please forgive me for obvious errors.

I cannot make my rendered object (a triangle) fully white no matter what I do. Instead, it is gray. I'm not sure what I have enabled that is preventing it from appearing as white instead of gray. Other objects remain white, so I know it isn't so much a scene or lighting issue. I can shift the color as well, but it keeps its gray hue it seems.

Pictures:

Note: Both Viewport Color and Viewport Specular hex values are FFFFFF (whitest, brightest white).

This picture shows the triangle selected. Note that the color on the left indicates it is fully white (in the node as well).

The second image here has one of the white bars selected. It has identical an color swatch as the triangle. Why are these bars white yet not the triangle?

Each of those bars is its own object, though I understand how it may be misleading.

Does anyone know what I am missing?


texts:
I'm trying to follow the scripts from the book The Blender Python API by Chris Conlan, and I've been unable to import modules in Python from Blender (2.81) on osx 10.15.2. What file structure / linking is needed to import modules in Blender 2.8?

The closest question I've seen here is Error: No module named ' .... ', which seems to be close, but the single answer there doesn't work for me. (I don't currently have enough reputation to comment over on that question.)

Specifically, I'm trying to run this example from the code given in the book. The problem is that I don't know how the file ut.py should be handled. Where should it be placed? Does it need to be linked into the blender file somehow?

I've so far been unable to set up a minimal example to get anything to import from another module source file, either using the code from the book or with a minimal example like this. The source code from the book needs minimal refactoring to work with 2.8, but otherwise seems functional.


texts: How do I get other angles in orthographic view?

texts: I want to see an angle in between front and side view that's exacly like front and side view - orthographic with the grid. However when I change the angle the grid disappears and it changes to perspective.


texts: I am trying to create a robotic hand, for the fingers I add an armature then parent the finger to the bones. Then when I go to pose mode instead of modifying the mesh it pivots the finger on that joint. I have done about 7 tutorials on armature and have all gotten me nowhere unlike other characteristics of  blender like editing, painting, using nodes, etc... seem to be more developed and easier to use unlike the armature option. I have been using blender for 2 years now and have never seen a feature more vague and underdeveloped than armature. Maybe it's just that I'm bad at it, but watching 4 hours worth of tutorials on it and getting nowhere really frustrates me.


texts:
You can sample the pixels of an image in a line with the Sample Line option in UV/Image editor > Properties Region > Sample Line, then dragging a line across an image.

However, I can't figure out how to remove the line afterwards. (I can zoom out and sample a new line far away from the image so it is less distracting, but this can't be the right way to do it)

How to remove or hide the sample line?


texts: Mirrored model and UV/Texture - can I export that to Unity?

texts: Can I model and texture, maybe also animate, a mirrored (via modifiers) object in blender and then export it so that Unity can read is correctly? Or do I have to apply the modyfier first, then texture/map it and then export it?


texts: trace part of an image, extrude into 3d object?

texts:
I have a logo it's an image of earth and around it are arrows, I would like to trace a plane along those arrows please

if there's any special instructions to extruding it please let me know


texts: Is there a hot-key to jump between markers in the timeline?

texts: I want to be able to cycle through the frames I set markers on (I have cameras bound to each marker so these are usually the first frame in a shot). Is there a hot-key for this?


texts: Paint on UV'ed model with external editor

texts:
The thing is that the guide I'm following uses 3Dcoat to have the texture projected from the one side to the other side. I figured that Blender would be able to do this also, but I'm not quite sure how it works. I've tried to search the internet and there's probably guide, but I do really not know what to search for to find what I'm looking for.

Guide that I'm following: https://www.youtube.com/watch?v=FiNASmArkxA

EDIT

Thanks for the help, I found what I was looking for. https://www.youtube.com/watch?v=hb-OZTNFatw


texts:
Been working with Blender for about 2+ weeks.

I know this sort of question has been asked a lot but I've been struggling for a week now, trying different things to the point where I don't know what I'm doing anymore.

What I want to do is make the skirt collide with the body. Collide and move around the body like how a flag would ripple in the wind if that makes sense to you. A natural movement basically.

I have an armature for the body. A "cage" for the skirt + mesh deform modifier for the skirt. It sways naturally, but that's it. The skirt has automatic weights, by the way. That's why it stretches like so when the foot is lifted (see the screen at the bottom).

I've been trying to follow some tutorial series - Complete Character Rigging Guide (w/ Hair Physics) - Blender Tutorial (by Daniel Kreuter) but it gets too complicated with duplicate armatures and stuff...

I also saw this video:

blender Quick Tips - Cloth Simulation for Animations

I can do the first and last method but I don't understand the second. Not even sure if it would allow me to get that natural flow I'm after.

So, what would be a good approach?

I plan on using all this for a game eventually, I hope.

Quick note:
I can make swinging polygons with armature and empties. Now I have to figure out how to bind this to a mesh. It has to do something with vertex groups.

EDIT:

I don't think the armature and empties will help with achieving natural skirt flow. So I did something else. I moved the armature modifiers on top. Cloth simulation - last. It's a bit better but still not good enough. Have a look:

I've added some polygons on the legs (visible on the right leg), attached them to the corresponding bones and added collision (with default settings). Why? For faster and easier collision detection. The body has a lot of vertices and lags when testing.

The skirt-deformer is a low-poly mesh which is parented to the armature. The skirt is outside the rig with mesh deform bind to the skirt-deformer.
skirt-deformer has cloth simulation so that when it moves, the skirt inside it moves. But something gets messed up. And there's still clipping.

Here's the blend file:

And here's a quick test following  SVAFnemesis' advice:

Result:

The animation is wonky, still getting the hang of it. But still. All this works and is easy. Something with the other file is messed up. Perhaps it's that this skirt has a top cover while the other skirt has a cut out top? My guess is that there's something wrong with the mesh. I'll have to check.

EDIT 2:

I removed the mesh deformer, tweaked cloth simulation values, did some testing and the final result is rather pleasing. I realized I had to run the simulation first, so that when the cloth starts to "sit in" I can move the legs and the collision occurs. I was expecting all this without the simulation running. Just in Pose or Object mode.


texts:
I'm trying to make Wheat

How to bend this object without affecting target size?

When I add this Object in Curve modifier with NurbsPath in object section
my object changes sizes and moves, looking broken.

Screenshot broken object
http://drive.google.com/file/d/0B4GtSJ-MipyWVWRyZkNncTRFWWs/view?usp=sharing

Broken Wheat
http://drive.google.com/file/d/0B4GtSJ-MipyWTDZ3V0l0OHNnTFE/view?usp=sharing

I tried select nurbs, Ctrl+A and choose Scale and Rotation, and object still resizes and looks broken

Here is my project file


texts:
Following image is my first attempt on rendering using cycles. Unfortunately I get some artifacts and I have no clue why. It doesn't show up like this in the viewport, only when rendered.

Q: How to get rid of this 'blocky/tiled artifacts' in my render?


texts: how can I make the material on the surface different color than the sprinkles on this cube?

texts:
EDIT
I have played around with colors in Blender and I have yet a problem:
how can I make the background in different color than the sprinkles
on the cube ? Say, I want to make the background in red and sprinkles
in random green as they presently are. What shall I touch ? Please see the first snippet. I've almost succeeded with shader but the background is still green.

I have a wonder what to touch so that the cube in the snippet below becomes blue.
I'm new to blender.


texts: How would I go about creating a spiralled dome?

texts: Is there some elegant way I could go about creating the "twisted spiral" surfaced dome as you see in the iconic "St. Basil's Cathedral" in Red-Square in Moscow?


texts:
Using 123D catch (creates 3d models from picures) I created two mesh obj of an hand in dorsal perspective (palm down), and another in the palmar perspective (palm up). I'm trying to come up with procedure to merge them together and create a whole hand model.

I had a look at stiching UVs but it seems that I need the same number of vertices in both hands meshes. Bolean operations seem a reasonable option but the result requires some further modelling I don't have much experience.

Any insights to this project would be much appreciated. E.g. Which prodecure is best bolean vs. stiching, how to change vertices at boundary loop to the same number in both meshes. Or any other aspect for this. Scripting advice for these would also bee nice. I.e. what kind treatment do I need to give meshes to create a script for this.

Kind Regards,
Miguel

edit:picture of the hands added if more clarification needed let me know. This is a rough model based on a old picture I have of my own hands


texts:
I am on the very beginning of creating a game. As a GE BGE was chosen. At the moment a problem popped out: I want to use real-time shadows and when I set Shading to GLSL in the Render options I get just absolutely white objects. No changes to materials take effect, no shadows are visible. What am I doing wrong?

EDIT: I found out that it works properly in the standalone player. Can I make it work in embedded player as well?


texts: How to change separator character between name and number?

texts:
For now when I make a copy of some object - Blender numerate this object by pasting dot as a separator between name and number.

I want it to numerate with " _ " as separator before number.

Anyone know how to change this?


texts: Armature deform on same placed verticies of different objects creates weird gaps

texts:
I am using different objects that got verticies with shared location. However, it seems like there are gaps in between the objects though I made sure they are all from the same location. Is there a way to make those behave the same and the rest of the objects keep their specific deformation? (-> so they behave as if they were in the same object and the doubles got removed)
Thanks for helping.
Picture:


texts: I have two versions of the same object, with one morphed in a different shape. Is there a way to import the base obj in Blender, and the other one as a shape key?


texts: Still not sure how do this, as I am new to blender. I want to make a 3d model of a gun for a project I am working on. How exactly would I scale / transform an object like at 3:46 of this video: https://youtu.be/qM7LhN7N7o8?t=226


texts:
In the documentation for Rigid Body physics we are told "There are many useful presets available from the menu..." However, I find many of them are not so useful or are completely redundant. It's also very annoying that the custom value is at the bottom of an overly long list of these presets.
Is there an easy way to edit this list? (where easy means I don't have to recompile Blender)


texts: Remove Object and part of object its overlapping

texts: How would I remove the selected object and the part of the other object taken up by it?


texts: Materials wont show up in material view or in eevee render

texts: both look like this. and solid view is a transparent grey. it started doing this yesterday i downloaded blender again i didn't changed any settings its doing the same thing. renders red in cycles just fine.


texts:
problem

Hi.

I added the side of inside sink later and sub surf causes problem. even if I put loop cuts to align the lines(vertical side) it doesn't help.

https://blend-exchange.giantcowfilms.com/ doesn't work for me so I leave the file in google drive address. https://drive.google.com/open?id=1hqZDeiltItw2UUwfPcbUuI6SbGw_IiKi

Thank you


texts: Rigid Body 'Start Deactivated' not working?

texts:
so I made this animation where a circle is expanding and should hit the rocks floating around it. The circle has a torus around it which is parented to the rest so it follows. I made the rock pieces a rigid body with start deactivated selected. But it doesn't seem to be working quite right. Also since this is supposed to take place in space i deactivated the gravity.
Also what would be the best way to add more of these rocks. This one is broken up with the cell fracture add on and I don't think copying it like 50 times is the best way, or is it? Maybe a particle system? But how would I add that in space where the rocks are not really attached to something. Anyways, here is the blend file:
https://we.tl/t-uVF1BruN5p


texts:
I'm scripting this file that generates an environment containing objects of different masses, shapes, sizes and physics types. I'm having trouble setting the mass, though...

e.g.

bpy.ops.mesh.primitive_plane_add(location=(0,0,-20))
plane = bpy.data.objects["Plane"]
plane.scale=((200,200,200))
plane.game.physics_type = 'STATIC'
plane.static.mass = 20

^^^plane.static.mass doesn't work and neither does plane.mass. How do I do this/get it to also work for rigid body and soft body objects?


texts: Can't see objects properly in Material Preview

texts:
For business reasons I found myself having to install Blender on my office computer to view 3D files.
Now it is no longer necessary but this program and its potential intrigued me a lot, so I proceeded to install it on my home computer.
Once installed I started to see some tutorials on the web and when I got to coloring objects (or assigning materials) I ran into a problem.
Basically once I create the material to assign to the object and its "Base Color" if I go to the "Preview Mode" window I get a completely dark object.
At first I thought I had something wrong with my custom object but I also tested the startup cube and I get the same result.

Rendering the final image with Eevee I get the following image.

Instead if I try to render with Cycles I get the right image, but I have read that Cycles doesn't work well with AMD graphic cards, and it is also slow.

My hardware is as follows:
Motherboard: MSI B450 Gaming Plus Max
CPU: Ryzen 5 3600X
GPU: XFX AMD RX580
RAM: Corsair Vengeance 2x8GB 3200MHz C16
AMD drivers are the latest recommended, so 20.11.2
The version of blender I installed is 2.91.0
Please tell me if I was exhaustive with the explanation of the problem or you need more details.
Thank you very much!


texts: How to get the location of head bone relative to parent's head bone

texts:
In my python script I want to get the location of the head of the bone, in the parent's local matrix. This means that the equation:

b.head_local = b.parent_n.local_matrix * .... * b.parent.local_matrix * searched

I know bone.head but it seems this is sometimes relative to the tail of the parent. I say sometimes because I can't figure out when this is the case.

Can someone help me out with this? An alternative way to get the searched coordinates would help out as well.

EDIT: I don't understand the variables that blender offers on bones at all. None of them except bone.head_local and bone.tail_local. If someone could explain them that would be honorable.


texts: How can I make a hexa grid follow a curvy shape without it being deformed?

texts:
I'm getting stuck at making the grid of the radio below.:

I can make a hexa grid using Array modifiers, but I don't know how to deform it like in the picture.

Here's what my base mesh looks like:

I find it hard to make the grid follow the curvy shape circled in Red. My best attempt is this:

You can see that that part is heavily deformed. This attemp I use two curve modifiers to follow two curves, one horizontal and one vertical. I think that with this sorts of situations, the best way is to use Shrinkwrap to wrap the grid around the curvy shape, but that method results in heavy deformation. Circles don't look like circles any more. What is the best solution for this?

Here's my Blend file if necessary: retroRadio.blend


texts: Blender cycles smoke shader, lighting and shadows

texts:
I was trying to produce a result as shown below using Cycles (youtube clip can be found here ...edit: cant post youtube link as it need more reputation...can search for "Smoke Compilation Blender 2.69 {Experiments & Ideas}" at the 1:39 mark by BeauDG if you are interested).  I recommend watching the clip as one image doesn't really do it justice:

My attempt is, and as you can see mine looks less natural and more crappy:

I can only post 2 links so can't show my node setup.  I used one from another tutorial.  My smoke domain settings are (things which I have changed from default):
divisions = 200,
time scale = 0.4,
vorticity = 4,
dissolve time = 100,
high resolution smoke divisions = 2,
noise method = FFT with a strength = 2

My questions are:

What settings/node setup do I need to change to get the smoke looking more smooth and realistic as shown in the first image?
How do I light it so that I get the defined shadows?  I tried using a Sun lamp, point lamp and area lamp none of which seem to cut the mustard.  At the moment I am back to using a point lamp which I've animated to move through the smoke but it doesn't generate the right shadows.  Interestingly the viewport seems to do it reasonably well but the render turns out quite different.


texts: Custom anisotropic material not quite working as expected

texts:
Working in Blender 2.82a, I have noted that the Anisotropic does not work in eevee, so I try to create my own. I managed to make it half work, but I may have misunderstood a node value.

If you follow the pink "scar" you will see that it shifts as I move the view, but when I move the light the "scar" does not shift. The Shader setup is as follows.

I am guessing Incoming is not the node I should use if I want the "scar" to react to the lights. What should I use instead?


texts: Is it possible to create a mesh between two different objects that has single edge via Animation Nodes?

texts:
I'm not really that good at animation nodes, but want to know if it is possible to create a mesh or fill a plane between two edges. I was planning to make a trail using animation nodes, so I have this: https://gyazo.com/cffff87116688f8d92d0e946324243ba
Nodes:
https://gyazo.com/e9ddf6ee903c6d7abb62986ac1f4eace
But I have fill the gaps. So I decided to fill those gaps even though they were separate objects, and the other objects are just created in AN loops. I've tried my best in explaining, tha


texts:
I decided to practice normal mapping and followed through some tutorials. But something went wrong...

So, I have a scene with 3 cubes on 3 different layers. The one on the first layer is high-poly, second is low poly and third layer contains the cage. The low-poly one is unwrapped. I already baked the normal map, time to apply it to the object. And here's the problem:

I select the low-poly cube which I want to assign texture to, go to the texture tab and import the image... And for some reason the selected cube is black, but the one on the first layer has the material I just created! How is that possible? Why is texture assigned to the wrong object? No metter what I do, the cube that I need to apply the texture to stays black.

EDIT - SOLVED

I moved the cube from the second layer to the first one and now the material assigns correctly. So, for some reason the materials I create apply only to the first layer. Well, I think the problem is solved and I probably should read some more tutorials regarding layers.

EDIT2

The reason why the cube on layer 2 showed in black - there's no lighting source on that layer! Yes, that simple

My .blend file can be found here:


texts: Turning on OSL breaks node material with Normal node

texts:
The following works with Open Shading Language unchecked in the Render panel

but as soon as I check the Open Shading Language box, the material goes completely black. Adding an OSL script node in the same file work correctly so I have OSL set up correctly.

The problem appears to be with the Normal node, as feeding the Normal output of the Geometry node directly into the Emission node works whether OSL is on or off.

Blender 2.79


texts: Trackers in re-linked footage don't match the features on video

texts:
I've managed to get my footage re-linked to my project again after reformatting my PC, but I've noticed that all of my trackers keep moving around. Is there any way to fix this, or have I got to delete them all and start again? :-\ I'd rather not re-do them; tracking is not my favourite aspect of Blender.

Thanks

Save file:

Footage:

https://www.dropbox.com/s/09bq3u1tqzbkmic/Real_Footage.mov?dl=0


texts:
I've been trying to combine these two textures so there is black background with white elements from both of them. I tried different mix rgb node variants but nothing seems to work. Changing the factor in mix RGB shows one texture or the other, but not both at the same time.
Please help
Texture 1:

Texture 2:

Node set up:

Result:


texts: Why does this happen when I put two materials on the same object?

texts:
I have this object

select the area for another material and click on assign

when i click on assign, and switch to object mode it happens, and when i go back to edit mode it looks like this too

But in the viewport shading and when I press F12 it looks like this, normal

how to take out this big bizarre stretch bug?


texts: How to fix distortion in LWJGL using .obj

texts:
I am a blender novice and was looking for some help. I have a UV Sphere that I unwrapped and applied a texture to. In blender it looks very good but when I export it as a .obj file and render it in LWJGL it distorts. How can I prevent this distortion?

As you can see in LWJGL it has pretty bad distortion. My setting when exporting are: Include Edges, Write Normals, Include UVs, Triangulate Faces, and Objects as OBJ Objects. Any help on how to fix would be appreciated!


texts: Is there a way to create an executable of a game not version specific?

texts:
It's quite inconvenient that Yo Frankie! makes you start the game from inside Blender (and there appears to be no other way to boot it)

Beyond that, it also requires a specific version of Blender, 2.49, which may confuse people who try to run it with the latest version and see the game crash (why is that anyway?)

1.) Is there perhaps a way to create an executable packed with Blender so you can start the game as you would any other without having to start it through Blender?

2.) Why is Yo Frankie! Not compatible with the latest version of blender?


texts:
My problem is that when I import an image in blender the colors are weird. They don't look the same compared to the original image. If anyone has a solution please tell me.
Original Image

Blender Image


texts: opengl text display of custom properties?

texts:
I have a bunch of simple objects with custom properties, e.g. description, comments, etc. I would like to be able to be able to view this information somehow in the viewport attached per each object and toggable on and off.

I've looked into information about bgl and blf but I cannot find an example that works and shows this type of functionality.


texts: Terminology for a certain mesh phenomenon

texts: What is the terminology for this abomination, where the face folds in on itself and requires triangulation to function? I'm assuming it has to do with something relating to normals, but I'm not sure specifically. Additionally, what is the terminology for its inverse, where a face has a level of flatness to it?


texts: No BAKE button... any thoughts? (I'm new at this)

texts: I am fairly new to blender (and 3D software in general). I had blender 2.8, and then uninstalled it to install blender 2.83, but now I can't find the "BAKE" button for simulations. I have a cube as the fluid domain, and a UV sphere inside as the fluid flow.... but when I click on the cube (domain) to bake, there is not BAKE button...  Can you help a newbie out? Any thoughts on what I am doing wrong, or forgetting to do?


texts:
In sculpt mode you get this menu with a right click:

The UI elements in this menu are visually the same you would get by drawing a UI using bpy.types.UILayout functions.
Yet, the only answers I found for drawing custom floating UI elements referred to bgl and blf, like in these two Blender StackExchange questions:

How to draw shapes in the node editor with python bgl
Floating UI window in 3D view

However, ideally I would use standard Blender UI elements to create something like that.
Is there a way to draw standard Blender UI elements in floating windows like those in the screenshot using Python?


texts: I'm trying to rig a digitigrade model (which is already a challenge in itself), but I've hit an impasse where I try to generate Automatic Weights and it just fails, saying "Bone Heat Weighting: Failed to find a solution for one or more bones". How would I go about fixing this? I'll attach my Blender file.


texts:
I'm new to Blender and Cycles Render and I was setting up a basic test to produce a smooth polished bronze surface.

My understanding is that the Rendered 3D View from the Camera should match the Single Image output however I simply cannot get any objects, lights or planes to render - merely a flat world colour.

The Viewport:

Rendered Result:

I've tried various suggestions from other similar queeries (Ensuring I'm in Global View, ensure all objects are Visible to Render, Assign Each Object to a layer) and I can't quite get my head around what's not happening. Apologies if this is an obvious or stupid question as I am new to both Blender and 3D Modelling as a whole.

The Blender File:


texts: bpy.data.meshes.new gets slower and slower

texts:
I'm writing an importer add-on. It works, but it's slow. The first sub-file takes 15 seconds to import; out of it, 10 seconds are spent in bpy.data.meshes.new().

I timed it, and of course, it's fast at first, and it keeps getting slower.

While I can understand that (the scene is growing larger), is there anything I can do about it ? Like accessing the RNA directly or whatever, like this answer suggested ?

Here's the timings for my first sub-file : the first call to bpy.data.meshes.new() take 1ms, the 3000th takes 7ms.


texts:
I am using Blender to edit some video captures from OBS, and I am hoping to make some letsplay videos. Currently, I am making a "splash screen" of sorts where I have game music playing over a intro image. I imported a clip of gameplay that contained the music into Blender, and deleted the video strip and was left with just the audio strip. I then imported my titlecard image, set the frame count, added intro and outro fades, all good. Playing the video back in the editor, it all looks and sounds just like I want it to.

However, when I render the video using Render > Render Animation, my computer runs through the render and outputs the video file in the correct folder. When I play the video file with VLC, it has no audio. I have made sure volume controls are up to their highest setting and my speakers are turned all the way up.

I have looked through a few similar questions, and made sure I had the right settings but I am still getting no audio in my final render. Attached is a screenshot of my settings. Can someone please help me figure out what I am doing wrong?

Thanks


texts:
How would I import my model from blender to unity to look exactly alike?
I've tried importing the model and setting the material naming to the models material. I then drag and drop the texture into the albedo for both materials.
As you can see by the pictures, the crystal isn't refracting light like it should and the empty face is showing through the transparency. The top image is from blender and the bottom is from unity.


texts: Rendering progress bar doesn't show me the total percentage

texts:
Hi I have some questions regarding status bar when doing the render.

when rendering animation, i can see the progress bar, but it only showing the progress of current frame rendering. Is there any setting i can show the total progress so far ? How many percentage of frames has been rendered ?
Also there's no information about total frame number and how many frames at current render job in the status bar. I only can see the current frame being process. I have to check timeline and render tab to see this information. Any other tips ?

Thanks.


texts: Sequencer's OpenGL render crashes with Grease Pencil

texts:
I am trying to render a sequence in the sequencer.

I want to add a scene strip and render an openGL animation (with the grease pencil), hence I have grease pencil strokes in the 3D view.

Pressing the sequencer openGL render button crashes Blender. (This doesn't happen when I remove all grease pencil items.)

Tested in 2.78c and 2.77.

(How) can I use the sequencer's openGL render with grease pencil animation?

(Bug or Feature-ish?)

I have found this bugtracker post, it mentions a similiar (?) bug was already resolved.


texts:
I'm troubleshooting a large particle system and for that I'd like to get the total number of particles. Is there a Python command that I can use to retrieve it?

I expect this number to be the same as the number of vertices used to generate the particle system (and to be no larger than the number of particles specified in the Particles Properties tab), but I need to confirm to rule out one possible source of error in the model.

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


texts: Some faces not showing in modelling, but visible in sculpting mode

texts:
I'm pretty new to blender. I was working on a model, and after some accidental key typing, I can only see some faces of my model in modelling mode, however, in layout and any mode that won't clearly show vertices, I have no problem seeing the faces. here are some pictures to illustrate
Hope you can help me and thank you.


texts: Automatic weight paint of solid mesh (with some thickness)

texts:
How can I properly weight paint a mesh that has a thickness to it?
I created a jacket and then added and applied a solidify modifier to give it some thickness. When I parent the jacket to my rig with automatic weights, the mesh's two sides have varying amounts of weight paint.
Ideally, both sides of the jacket should be equivalent.
In the example screenshot, you can see how the inside of the sleeve is light blue whereas the outside faces are red.
When I pose the model in certain positions, the inner faces poke out of the out faces.
Is there an automatic way of correcting this? The only manual method that I know of is manually repainting the weights with "front faces only" disabled.

Here, the dark orange texture on the side is actually the inner faces poking through. The entire jacket should be yellow on the outside (except for the blue accents on the sleeves).


texts: Is there any way to save Cursor movements to history?

texts: Oftenly i do change cursor's position by mistake and i cant undo it. Are there any ways to add the cursor movements to history ?


texts: How can I set the camera parameters for 3d motion tracking footage?

texts:
I am trying to 3d motion track a scene from my Sony HDR-HC7e Camcorder.
I know that he has a 1/2.9" ClearVid CMOS sensor in it but how do I get the horizontal sensor Size? and should I youse the 1440 * 1080 footage that comes from the camcorder to track and resize it after the rack and render or should I directly resize it?
It was filmed with a 5.4 mm focal length. I know that for sure.
The footage also appears to have a pixel aspect ratio of 1.33 what do I have to do with this?
I have transformed the Interlaced footage with a small AVSynth plus script.  I had the idea to get all the parameters from the camera through a grid shot and some software analysis but the Meshroom Camera Calibration node doesn't detect the gird and Matlab's camera calibration software is too expensive.
The shot that I am trying to track as well as some calibration shots, can be found here.
I also want to compute the K1 and K2 distortion parameters and Optical center with Nuke. Do I have to use the 14401080 footage or a 19201080 resized version for that?
The grid in the calib_raw shot has a cell size of 2020mm and the nuke_calib_raw shot has a cell size of 18.518.5mm
All info about the Sony HDR-HC7e comes from this manual.
I was also wondering what the sensor size for stills captured in 3 by 4 is because I was doing some photogrammetry In just used the 1/2.9 inch converted to mm. And for the K distortion coefficients and optical center I would just take grid image taken in the same mode an send it rough nuke. Or? Software use there is Meshroom.


texts:
I have a problem to compose two pictures: one is a background picture, the other one is a picture made out of a RenderLayer in which I disabled the "sky" parameter to get an alpha channel. The idea is that I'd like to put the second picture on top of the first picture, like I'd do in Gimp. I tried to use several kind of nodes to do that (Alpha over, Mix, Alpha Convert...), but none of them do exactly what I want.

Steps to reproduce the problem

First, on the default view with the cube, just do space/quick smoke
Then, in the cube Physics tab, change the color of the smoke to red, and press Alt+A twice to produce some smoke
In the RenderLayer tab, disable the "sky" option
Go in the Compositing layout, and add as input this picture:

Combine this picture with the render layer by using an "alpha over" node :

Problem: If you carefully look at the RenderLayer part, you will see that the top corner of the cube is hidden by the smoke. However after the compositing, the corner becomes visible, like if the alpha chosen by Blender was not the "good" alpha...

What I'd like: produce the same render as the one generated by Gimp for example when I save the output of the RenderLayer:

NB: For people that want it, here is the picture I get when I save the RenderLayer:

Thank you!

NB: I cannot just do manual post processing because I want to do it for a whole movie.


texts: Inverse Kinematics to rig a Truck with a Trailer

texts:
I'm trying to animate a truck with a trailer on it can follow a path realistically. I know I should be rigging the model using inverse kinematics but I can't get it to work.

I found a previous post on this topic but I can't replicate the answer that u/DrJamgo gave. Would someone be able to walk me through this or just share a .blend file where they got it to work? I don't mean to seem lazy I've just had no luck on this after working on it for hours.

Does anyone know how to rig a truck/trailer so that the trailer follows the truck in a realistic way?


texts:
I'm trying to animate a paragraph of text where each word is a separate frame. Looping through the full text can come later, right now I'm just trying to figure out switching the text from one frame to another. I don't want or need to animate typing and deleting text, I just want every frame to have a different text body. Here's what I have:

import bpy

text = bpy.data.objects['Text']
text.data.body = 'Here is my text'
text.keyframe_insert(data_path="data.body", frame=1)

text.data.body = 'Now it should change'
text.keyframe_insert(data_path="data.body", frame=2)

The error I get on the first keyframe_insert line is ValueError: bpy_struct.keyframe_insert() path spans ID blocks. Is it even possible to keyframe the body? I don't actually know what data_path I should be aiming for, data.body was just a guess. I haven't found a ton of resources on animating object properties, or even what object properties are legal to animate, so any answers or resources in that direction would be much appreciated.


texts: How can I select a clip/slip/strip under the cursor(=timeline-indicator) via the keyboard?

texts:
I want to be able to do the simplest of editing (scroll through timeline, make cut, select clip, remove clip, go on) while not needing to grab the mouse, therefore only using the keyboard as input.

So far I have:
Alt+A play forwards
Alt+Shift+A play backwards (very slow for me)
←/→ move, 1 frame at a time
Shift+↑/↓ move, 10 frames at a time (configurable)
K split clip in two at the current location
??? select clip at the current location
X delete selected clip(s)

One can select a clip with RMB, which is bound to the "clip.select" function the shortcut editor. Adding a new keyboard-shortcut for "clip.select" did not work for me.
I found multiple candidates for what I want to do, but unfortunately none of them worked out:

"Strips to the right / left" seems to select all clips in the same row, and its not clear how it works (to the left/right of what? For some reason, not the timeline-indicator)
"Select more/less" (Ctrl++/-) seems to always start at the right, therefore I cannot select a clip which is between two other clips.

PS: It is possible to (re-)bind any item available in menus to a keyboard-shortcut by RMB on the respective item, but I have not found a matching one.

Info:
Blender 2.79b
Windows


texts: How to display background images in perspective?

texts:
I am trying to find out how to approach a relief type project.
I have a background image and a flat plane mesh to sculpt on, but I actually don´t see any changes looking straight on top. When I tilt the perspective a bit the image disappears.

Is there a way to make the image appear at all perspectives?


texts:
i am quite new to blender.
i have a person which should sit down to a "chair".
The Person is rigged (has bones and so on) but if i go into animate and move the bones (and the person object) and insert frames, it doesen't move at all. It always shows the last pose.


texts: Make unique proxy for many instances in linked file

texts:
Have one file with "window" which frame shape can be changed using bevel object.
Frame has attached hook for scaling without affecting frame shape.
Also have a "glass" mesh. Glass and frame are grouped.

Second file gets linked group from the first one. I use proxy for location and scaling the group in second file.

Question: I'd like to have few instances of frames in second file with various sizes and locations. I can make duplicate of a frame by Ctrl+D, but I can't make individual proxy for duplicate, because every proxy just affects all copies, but not the individual one.

First
Second

OR

and


texts: Which is more efficient? duplifaces, particles, or group instances?

texts:
Particles give more controls for doing things like randomizing rotation of instances, but duplifaces and group instances allow for rotation and scale of individual instances.

For something like creating a forest with a lot of trees, is it more efficient to use a particle system? Or a dupliface object?

What is the most efficient way to instantiate a large number of objects?

By "efficient" I mean in terms of rendertime/memory usage.


texts:
I have to objects (Face and a nose) I need to join together.

Now I guess I could simply Ctrl+J it and the result would be following
But I notice that none of the vertexes are actually joined. Is this a bad practice? The model is going to be imported to Unity, could I run into some troubles? If so, is there a preferred method for combining two objects?
I tried using the Boolean Union, but that would mess up the "face". I was wondering if it would be better to somehow (don't know how) increase the quad density of the close proximity of the "nose" and try boolean again.
Note: The model in the picture will have some animation.


texts: Dynamically rotate this cube by passing serial data?

texts:
I aim at making an external controller for my blender application. I wish I could rotate dynamically a cube, using post-treated serial data.

This code returns correctly the 2 euler angles computed from serial data sent by an Arduino. The cube won't turn at all.

This is actually my main problem, I will do the cleaning myself in finding why on earth the code won't stop at all, so funny to kill Blender everytime. No talking about these very surprising and funny COM port.

I did probably a great mess in the variables definitions. I do not master nor Class, nor Operator properties. I guess there is something about this.

global arduinoSerialData
global heel
global pitch
global cube

class PrimzahlThread(threading.Thread):

    stop = False

    def __init__(self):
        threading.Thread.__init__(self)
        print("Thread started")

    def run(self):
        while not PrimzahlThread.stop:
                    analoop()
        print("Stopping thread")

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

    limits = bpy.props.IntProperty(default=0)
    _timer = None

    def modal(self, context, event):
        if event.type in {'RIGHTMOUSE','ESC'}:
            self.limits = 0
            self.cancel(context)
            return {'FINISHED'}

        if event.type == 'TIMER':
            action()
            self.limits += 1

        return {'PASS_THROUGH'}

    def execute(self, context):
        thread = PrimzahlThread()
        thread.start()
        wm = context.window_manager
        self._timer = wm.event_timer_add(time_step=1/12, window=context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

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

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

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

heel = 0
pitch = 0

def action():
    bpy.context.active_object.rotation_mode = 'XYZ'
    bpy.context.active_object.rotation_euler = (heel, pitch, 0)

def analoop():

    arduinoSerialData = serial.Serial('COM4',9600) #Create Serial port object called arduinoSerialDatax
    arduinoSerialData.setDTR(1)
    print('Access to COM3 granted')

    while True:

        if (arduinoSerialData.inWaiting()>0):
            myData = arduinoSerialData.readline()
            time.sleep(1/12)
            #print(myData.decode("utf-8").rstrip()) #Raw data acquisition. Uncomment for use
            myNewData = myData.decode("utf-8").split()
            #print(myNewData)
            x = float(myNewData[0])
            y = float(myNewData[1])
            z = float(myNewData[2])
            heel= math.atan(y/(z+1e-8))*180/3.14*numpy.sign(y)
            pitch = math.asin(-1*x)*180/3.14*numpy.sign(z)
            print("Pitch= {:.0f}".format(pitch)," | Heel = {:.0f}".format(heel))

        else:
            print("No reading...Waiting for available data....")

if __name__ == "__main__":
    register()

    # Add a cube at the origin.
    bpy.ops.mesh.primitive_cube_add()
    # test call
    bpy.ops.wm.modal_timer_operator()


texts:
Thanks to everyone who helped me figure out how to make the smoke effect in my last question. I animated it pretty much flawlessly but I've encountered a problem, after letting it render for 7 hours, It got through 10 frames. I don't have the time to let it render forever. That was at 480p 30fps with no motion blur. I even turned the quality of the smoke down and it takes forever! Any ideas on how to shorten render times? P.S. I've already tried rendering as a series of images.

Smoke simulation. I have a domain object and 5 objects on flow to create smoke. I also have 4 objects that collide with smoke.


texts: Creating bmesh from an object: why is scale ignored?

texts:
I notice that when you create a bmesh from an object using

bm = bmesh.new()
bm.from_mesh(obj.data)

the scale of the object is ignored, in the sense that you get the same bmesh regardless of whether you do

obj.scale = (100, 100, 100)

or not.

Is this a bug or a feature?

I feel this is a bug since if you are doing ray casting, you should build the BVH tree with the scaled object for correct behaviors, but right now, if you just create your BVH tree from the mesh data, you are ignoring the object scale.


texts: How to Export obj from opentoonz mesh or PNG file?

texts: I want to use mesh obj of opentoonz in blender for my 2d animation. I don't want to import image as plane rather I want to import complete mesh of images


texts: What's the meaning of 0 to 1 space in UV?

texts:
I would like to know why many instructor talk about 0 to 1 space in UV mapping or related areas of UV unwrapping.

Are 0 to 1 values part of a Boolean, or some programming stuff?


texts: how to animate a gradient moving over an object

texts: Improving on this tutorial, is there a way to animate the gradient so the colours move across the object?


texts: Move multiple vertex groups 1+ positions at once?

texts:
This question is presented in the context of MMD as that is what I am familiar with, but it may apply to any program that organizes bones and their corresponding weight vertex groups differently than Blender.
Blender and MikuMikuDance organize bones/weight VGs very differently; this difference becomes very important, as exporting the model back to MMD will display bones in the same order as the weight VGs and sometimes the original bone order is intentional (i.e. some bones will throw errors or outright break if MMD order is not preserved). Typical MMD display format is as in the image: Master, center, groove, foot IKs x6, waist, lower body, upper body 1, upper body 2, neck, head, eyes x3 appear before all others, with all remaining children listed thereafter. However, parenting order for the displayed bones is usually master -> center, foot IKs -> groove to center -> waist, lower body, upper body 1 -> legs to lower body, upper body 2 to upper body 1 -> neck to upper body 2 -> head -> eyes.

Blender tends to organize bones with all children of a given bone appearing immediately below that bone, above that bone's siblings. Here, you can see that immediately below the lower body are listed the R hip, thigh, shin, ankle, and toes bones, which alongside all other lower body bone children separate the lower body and the upper body 1 bones. The foot IKs in the above image, as siblings to the center bone and immediate children of the master bone, appear at the very bottom of the list (bones originally made in Blender will also appear here). This gets very annoying if the model has, say, 50+ skirt bones all separating the lower from the upper body bone.

Usually, MMD-imported models do preserve the MMD bone/weight VG organization (and if this fails, there is a "nonintuitive" workaround), but if the order becomes severely messed up, e.g. the user made too many new bones in Blender, or parented any object to the armature "with empty groups" (giving it the Blender order), is it possible to reorder multiple vertex groups one or more positions at once? I know it's possible to reorder single vertex groups this way. MMD can do a "batch reorder" by Shift (consecutive) or Ctrl (disconnected) clicking several bones -> Ctrl + arrow, but it would be bothersome to export something just to recover the bone order.


texts: Can I just rig my high poly model instead of having to retopologize it?

texts:
I'm creating a project for a class I am taking; it's a character model. It's pretty stylized, and I spent over a week working on it, and it's due soon. Currently it's at 180,000 Verts, 350,000 Faces, 370,000 Tris. How many hurdles would I run into trying to rig this model for animation?
I just started "Retopologizing" the model, and I can tell it's going to be very time-consuming. I'd rather just attempt to rig the model as it currently is. I don't really understand why it's so difficult. If I'm careful, is it really that big of a deal? Tips and advice much appreciated.


texts: How to rotate multiple faces in the same direction

texts:
I'd like to know how to select multiple faces and rotate them along the z-axis (or along any other axis) in the same direction? I know this may be a pretty simple question and has been answered somewhere, but I just don't know what to google.

Of course you could rotate every single face individually, but that would be really time consuming. The effect I'm looking for is something like in this picture:


texts: Why can't I move my transform widget in Blender

texts:
I am new here and I was following an online blender tutorial. After I followed every step, I cann't move the transform widget to the direction I want. I am stuck here and I don't want to jump to another video until I understand everything.
Please help me.

Thank you in advance


texts: Blender 2.8 - where is "right click" align horizontal/vertical?

texts:
I just want to change my panels to display horizontally
where is that functionality in blender 2.8 ?
thanks


texts:
I have what I consider to be an above average computer. Specs Gforce GTX 780ti. 16GB Memory Intel i7 - 4790k 4.00GHz. However although it would appear to be fast when rendering the blenchmark test render, turning in a respectable 1 min 12 secs. When it came to rendering my first ever tutorial off the Blender Guru site. (The one with the Doughnuts..you may have seen it). With samples set to around 128 blender reports it would take over 4 hours to render out. Surely this can't be right. So it's out of desperation that I'm turning to anyone out there who can help me out as I haven't got a clue why this should be the case. Would therefor appreciate any help on the matter please.

Thanks
Foxtrot


texts: Bloom in Cycles for animation or ring transparency in Evee?

texts: I am making a space scene and I am having a problem with not being able to solve either one of these problems. Cycles renders the rings around my planet properly by making the space between the ring transparent. In Evee it displays the black between the rings and doesn't recognize it as transparent. For making a shadow on the planet it also shows the full ring that the texture is on and not the pattern the texture is making. In cycles I can not find a way to to do the bloom I can get in Evee and have it to where it is over the whole animation; but the rings and shadows from the rings onto the planet render correctly. If anyone knows a solution to either problem it would be greatly appreciated.


texts: Why is their weird noise in my render lighing and why does my lighitng still look off?

texts:
I followed the tutorial here by Ducky3D, and it turned out I needed to scale down my scene a lot as light keeps flickering every time I move around my scene and the final result still doesn't look that good.
Also when I rendered the image, there was weird noise around my scene because of my lighting.


texts:
I have a problem with Blender 2.76 running on Ubuntu 15.10 (and probably other systems, too.)
When I move an object in Object Mode or a vertex in Edit Mode using the Grab key G and enter a distance (e.g. 50cm on Z), the object or vertex will almost always move by a distance slightly different. Attached is a screenshot with GZ 50cm and the resulting distance of 49.9998cm.

Why does this happen and how is it possible to move an object or vertex exactly 50cm, 1 Blender unit, 1µm etc.? Entering 50.00000 or other values does not seem to work either.
Edit: While, as brasshat said, the error is insignificant, a value of for example 49.9998cm is aesthetically unpleasing and makes reading and editing of such values very hard.
When more complex values like 32.275 become 32.27487  (this really happens), this interferes with the workflow, especially when tight tolerances are required (CAD, 3D printing, etc.).