texts:
I was trying to replicate the effect here in this video :https://www.youtube.com/watch?v=eoSRMxMDYsk
However, the problem is that if I try to animate it like in the video in real time, it just starts glitching out like crazy. But it doesn't in the video.
When I animate it once with just location is fine. But if I do another pass with rotation only, the cube will spasm out and not rotate correctly as the original location animation plays out
Can anyone tell me why this is happening?


texts:
Hello I have been using blender for some time now but have never encountered this before, for some reason my UV's are not baking to the full extent of my islands.

I could just start a fresh and re-import my model, re-do my UV's etc and I'm guessing that would probably fix it but I feel it may be unnecessary work, I feel like I may have accidentally clicked on an option somewhere and can't for the life of me figure out what it is.

Any help would be greatly appreciated.


texts:
I need to render a small (30s), text only scene, in a very fast way. The result needs then to be added on top of a multilayer exr frameset, to produce the final video.
I'm using blender-internal, and having already disabled raytrace, textures, AO, etc... the question is: what can be done (maybe at code level) to reduce the rendering time as much as possible?

Many thanks,
Regards GLoureiro


texts: Animation rendered from command line only shows the first frame

texts:
I am rendering an animation using blender -b file.blend -a. The blender file is set to save animations as an ".mp4". It runs OK and creates an output animation video. The problem is that the video is stuck in the first frame.
I also tried saving the animation as PNG images, but the output was the same. All of the saved pictures were the first frame.
Rendering the animation from the UI works fine.
What's the correct way of saving an animation from the command line?


texts: How do I reset the 3d view from this state?

texts:
I am new to Blender. I have some experience with 3DS Max though.

I was trying to use the little triangular widgets at the bottom left and top right of a tab, and eventually ended up with 18 of them before I learned how to get rid of SOME of them. I am left with the Blender window below, and cannot get rid of whatever this is, to show me the usual 3D window any more. If I close blender and restart and load the same .blend file, I get the same result.

Help would be much appreciated.


texts: Missing "Building Objects" addon in V2.79

texts: I installed Blender V2.79 just a few weeks ago.  I cannot find "Building Objects" in the Add-ons.  Is there a way to fix this, such as downloading it?


texts:
I would like to create a tube which has a square input section, a circular output section and a smooth transition between the two.
I would like the tube to follow a curve, so I figured I could create a Bezier Curve and then use the Bevel object feature. However this is gives me a uniform cross section.
How can I achieve what I want?


texts: Compositing heat distortion not rendering

texts: I'm trying to create a heat distortion effect by combining a particle layer over a background image. I can see the effect inside the compositor but when I render it only renders the particle layer. (seen bottom right) I check the Compositor option in "Post Processing" any help?


texts: Use one GPU pre rendering instead of 4 GPUs

texts:
I have a machine with four GPUs (1080ti) running on ubuntu and I want to assign only one of them for rendering because it seems that using only one GPU per process and running 4 processes is much faster than running all GPUs on one process. The process in continuously rendering scenes.

This is the way I tried to do it:

        cycles_preferences = preferences.addons['cycles'].preferences
        cuda_devices, opencl_devices = cycles_preferences.get_devices()

        cycles_preferences.compute_device_type = 'CUDA'
        bpy.data.scenes[0].cycles.device = 'GPU'
        gpus=[]
        for device in cuda_devices:
            if device.type == 'CUDA':
                gpus.append(device)
        if gpus:
            gpus[self.gpu_num].use = True
            gpus.pop(self.gpu_num)
            if gpus: # in case of one gpu
                for gpu in gpus:
                    gpu.use = False

        else: bpy.data.scenes[0].cycles.device = 'CPU'

But when I render I see all 4 GPUs take part in the rendering.

self.gpu_num - is FLAG passed form the command which holds for which of the four GPUs to use.

Update - This code works for me if you are trying to make better GPU utilization this is the way to do it.


texts: How to switch Camera Defocus on 1 object to another?

texts: Is there a way to Defocus on 2 objects vice versa without affecting transition? Camera is in motion, showing first as blurred second as focus object. I need to switch to first from second. First must be focus slowly while the other/second object is slowly blurring. Do I have to use 2 cameras for this? If so ho do i retain the same focus of the camera with the second camera? I'm using Cycles Render Blender 2.79...


texts:
I'm trying to do something simple and I know there are a few tutorials on how to do this but the steps set out don't seem to work for me.  What i want to achieve is a tile with an asphalt image texture on one side and a grass texture on the other.

The video shows the problem i'm having https://vimeo.com/239592554 although the resolution is not that great.

My workflow is:

select object and enter edit mode
select required face
type 'U' and unwrap face
create new material
select 'image texture'
find asphalt image and select
assign material
turn the object over and select opposite face
repeat steps 2 to 7 using the image of grass

The problem i have is that the grass then appears on both faces.  I can't see what i'm doing wrong but hopefully you can.  I'm using Cycles.

Many thanks in advance.

Stephen

Following helpful responses, I've tried with a fresh instance of Blender and a 'straight out of the box' mesh cube.  Then tried to add basic BSDF materials to separate faces but every time the material gets applied to the whole cube not just the selected face.

Could it be something to do with my Blender set up/user preferences?  I can't think what.  Anyway, gif of the new test included below:


texts:
Since this morning I can't make any bump map work properly, they always appear pixellized, in OpenEXR format or with 32 bit Float, either in 2.8 or 2.9, it doesn't seem to be the Terminator effect either, so I don't know what I'm missing here, can it be a graphic card problem (even though it used to work fine before)?.
Here is a screenshot of the result:

The file is here:


texts:
Blender 2.81a MacOS

I tried lifting the vertices and this is what I got.

I started modelling with a plane, got rid of the two vertices and formed this mesh, by extruding, subdividing and joining them.

I'd love to know where I got wrong so that I can model better in the future.


texts:
As a rigging noob, I am drawn to use the Pitchipoy skeleton from the Rigify addon, but I am struggling to make sense of the following error code that keeps the metarig from generating anything at all.

Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\rigify\ui.py", line 286, in execute
generate.generate_rig(context, context.object)
  File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\rigify\generate.py", line 293, in generate_rig
raise e
  File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\rigify\generate.py", line 281, in generate_rig
scripts = rig.generate()
  File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\rigify\rigs\pitchipoy\limbs\super_limb.py", line 499, in generate
bones['fk']     = self.create_fk(  bones['parent']        )
  File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\rigify\rigs\pitchipoy\limbs\super_limb.py", line 399, in create_fk
eb[ ctrls[2] ].parent      = eb[ mch      ]
IndexError: list index out of range

location: <unknown location>:-1

To me, the error message suggests that the problem mostly has to do with the Pitchipoy files, but to be on the safe side, these are the screenshots before and after my attempts to generate.

http://www.pasteall.org/blend/43095


texts: How to set camera horizontal and vertical FOV

texts: I get the settings of the camera I have to use in FOV angle unit(both horizontal and vertical). How to set it in Blender? In Blender you can only insert one FOV. I assume that is the horizontal FOV and how can you set the vertical one? Can anyone help me? Thanks in advance


texts: Why are some rigidbodies falling through passive objects and others are not?

texts:
I've been trying to simulate a chain falling onto a platform, but after I've applied active rigidbody modifiers to all links of the chain, and applying a passive rigidbody modifier to the mesh below, all of the links still fall through, with only one of the hands remaining on top of the mesh(even though the hand has the same modifiers as all the other objects).

Any solutions to this problem? I've tried increasing the the steps per second and resetting all the modifiers. Here are some photos of whats happening.


texts: How to cell fracture without internal volume, only on surface?

texts:
I'm trying to take a mesh like this:

And cell fracture it, but only to the surface of the mesh, so the pieces are planes instead of large fragments. My end goal is to produce an animation like this:

I managed to achieve this by splitting my mesh into separate planes. Then cell fracturing each plane individually. I'm wondering if there's a faster and less tedious way to do this. I got more complex models I want to apply this effect on and the way I'm doing this simply won't work on those models.

Anyone have any ideas? Thank you!


texts: Painting with polygons in BLender 2.8 - help needed

texts:
I've been intrigued with paining with polygons effect - info below:

http://www.isaacbotkin.com/siggraph/
https://www.youtube.com/watch?v=-I0hRymkhnQ&t=592s

I have tried to recreate this in Blender 2.8.
First I have created shader with displacement using texture offset:

After this I used linear interpolation and cycling over frame 0 and 1 with changing texture mapping rotation:

After that I tried rendering (In cycles) but it doesn't work. I am at loss what do next.

I have found one topic about this but it is from 2009 so not actual: https://blenderartists.org/t/painting-with-polygons/453991/7

I also found a guy who uploaded a working blend file, but it is for version 2.63 and I haven'T been able to recreate it. It can be found here:
http://rylanwright.blogspot.com/2012/09/sharing-fun.html

Finally, here is my blend file:
https://pasteall.org/blend/2706155074d9419da210ebd9950097e6

I would be very thankful if someone could help me to work this out, thanks in advance.


texts:
I'd like to know how I can mask (if possible) my whole image in texture paint mode, so at the end, I don't get unnecessary paint and colors in my diffuse texture.
I wanted to put the following image as a mask to my diffuse texture, but seems like I can't find the right place to do it


texts: Is there a way to use quick explode on a plane object and make it look good?

texts: I'd like to do something very simple, import an image as a plane and use the quick effect 'explode' but it doesn't really work well. I've tried extruding it and rotating it toward the camera to give the illusion of a plane, but the image is distorted. Is there a way to go about this either in BI or cycles? I've only tried in BI thus far. Subdividing also gives poor results. Thanks in advance.


texts: Proxy/Link –> Problem seeing colored Proxy rig over black Linked rig

texts:
Hi blender stackexchange community!
I'm trying to Link my rigged character into a blank animation scene for the first time, to be able to rework my source scene in the future and get updates in all my animation scenes.
The collection-linking process works, then I create a proxy of the rig selecting only the Armature (that works too). My problem is that when I'm in Pose mode with the Proxy only selected, The black linked-collection (and rig) overlaps over my colored Proxy-rig (the "Bone Groups" colors I initially chose in my source scene). I actually somehow see some of the colored controllers(bones), but not the others.
That's the original colored Armature:

And that's when I show the linked-collection:

Is there a way to hide all the rigging stuff in the black linked-collection and only keep the geometry shown, so that the colored Proxy-rig controllers are the only ones showing up?
I tried to make the Proxy "In front" of the Linked-collection, but it doesn't work. And If I hide the linked-collection, I'm missing the geometry.
Thank you very much for your feedback!
Carl


texts: Where is the Materials Options panel? Blender v2.78

texts:
I've been trying to work with vertex painting in Blender v2.78 cycles and I can't seem to find the Materials Options panel.

I am referencing the introduction provided on the Blender 2.78 manual here. I went to the Material Options hyperlink in the manual (just above the image), and that wasn't too helpful either.

Where is the "Materials Options panel"?

Thanks.


texts: Is it possible to change particle explosion element size in time?

texts:
I'm using particles, explode modifier and a texture to control particles emition timing.

I'm wondering is it possible to change the exploded element size in time from the particle emission start until the end of particle lifetime (or any other timing).


texts: Game Asset Vertex Count/ Importing in Unity

texts:
I am new to creating game assets; I read that the poly count needs to be somewhere around 64,000. I've created a skyscraper without any modifiers and as basically as I can in order to achieve the shape I want, and the vertex count is 168,000. I am unsure of what steps I need to take in order to reduce the vertex count/ make it usable in Unity. Perhaps I've taken the incorrect approach/ don't understand. I would be grateful for any information.

Thanks!!


texts: Offset Transform on top of Alembic Transform Cache

texts:
I have a Blender scene in which it has Alembic Transform Cache constraining the object. Somewhat the constraint is locking all transform and I wanted to be able to offset the transform like rotating, scaling or even reposition the object. Is there a way to do this?

Thanks beforehand.


texts: I have a model of a head. I didn't model the inside of a mouth or anything so it's just a hole in the mesh. When I render it, I can see the texture that I applied to the outside of the mesh on the inside. All I want is for the inside of the mesh to be solid, non-reflective black. How can I do this without screwing up the outside texture?


texts: Hard time getting my coiled thread like 'painting' to look right

texts:
I'm an industrial designer and I'm trying to make 3D recreations of my work in Blender, I mainly use a technique that consists in coiling threads over wood surfaces as you can see here:

For a closer look at the threads see here:

The thing is that I already got the 3D model basically done with very accurate dimensions, as you can see here:

However, I'm having a really hard time getting the threaded textures to look right, I already made a texture taken directly from a photo of my work

But the results I'm getting aren't the best.

What am I doing wrong? What's the best approach to simulate those materials in Blender? Should I stick to making (better) textures or there's a good way to make realistic procedural threads like the ones used in my work?
I'll share a photo of my Texture Nodes

and here are the rest of the nodes used for the material

(The nodes called Patterns and Fabric are from a tutorial that teaches how to make fabric-like materials).
I won't be using AutoCAD or any other industrial design software since I'm looking to do some cinematic animations/effects with the models that are more easily achievable with Blender (2.82 btw).


texts: Install packages in Blender 2.80 using pip

texts:
I'm trying to install numpy/scipy on Blender's internal python compiler.

On my computer, the python compiler is located at:

/Applications/blender 2.80/Blender.app/Contents/Resources/2.80/python

Running the commands:

cd /Applications/blender2.80/Blender.app/Contents/Resources/2.80/python
./bin/python3.7m -m ensurepip

I get:

Requirement already satisfied: setuptools in ./lib/python3.7/site-packages (39.0.1)
Requirement already satisfied: pip in ./lib/python3.7/site-packages (10.0.1)

This means that pip is already installed in Blender 2.80. However, from this point, I don't know how to proceed. Any help?


texts: Blender do not show strokes when importing SVG

texts:
It does not seem to be a common issue so I must be doing something wrong..

I am using Blender for converting drawings made in Illustrator into meshes in order to import them as .fbx into Unreal engine.

The operation runs smooth.

Though, I noticed something strange on the drawings, that the strokes (their outlines) disappear when I import the SVG into Blender.
Only filling colors stays.
SVGs seems to be properly exported and show up well if I open them in a browser.

Does anyone has a clue on what I might be doing wrong? O.O


texts: I want to extrude along a path over time so as to animate a path growing over time. How can I do that in Blender?


texts: Finding the object in an update handler on a bpy.types.PropertyGroup member

texts:
If you add an update handler to a property applied directly to bpy.types.Object it works great; in you're callback handler self is the object who's property was changed.
But if you put the update handler on a property, which is a member of a property group (on the object), self is the property group.  I can't find any legitimate way of finding the actual object who's properties was modified.
Lots of code seems to use context.active_object, which is clearly wrong - that's the active object not the one being updated. It might work ok if the property was changed via the UI but won't if it changed via python.
I've come up with one hack (see below) which involves searching all the objects to find the one with the matching property group instance - but there must be a better way
import bpy

def update(self, context):
    print('self', self)
    print('context.object', context.object)
    print('context.active_object', context.active_object)

    # horrible hack
    for obj in bpy.context.scene.objects:
        if getattr(obj, 'myprops').as_pointer() == self.as_pointer():
            # obj holds the instance which points to self
            print('actual object', obj)
            break

class MyProps(bpy.types.PropertyGroup):
    height: bpy.props.FloatProperty(update=update)

bpy.utils.register_class(MyProps)
bpy.types.Object.myprops = bpy.props.PointerProperty(type=MyProps)

bpy.context.view_layer.objects.active = bpy.data.objects['Camera']
bpy.data.objects['Cube'].myprops.height = 56
```


texts: Interface changes with stock model files

texts:
When I open a a Stock 3D model I downloaded, the entire interface changes. I see a "Default" layout option, but I don't see the stand "Layout" option at top of page. Is it possible that the model I have was created pre 2.8 & needs to be converted?

The model also does not have a Camera, & I can't see to find the "Add Camera" option that I see in basic tutorials.

I have attached screenshot of the UI as it appears with my stock model. Total Noob thanks you


texts: Creating a graph on the surface of an object

texts:
I am trying to achieve a robot in blender, but I am stuck at a part where I have to make a sort of graph. Here's what I mean

I've been trying to add cubes, shrink them, resize, and rotate them, but I never get a good outcome. I was wondering how I could make it close enough to the actual picture. I am not rendering it, I am going to 3d print it. Heres what I have so far.


texts: Blender Render toon freestyle liquid flowing in pipe loop

texts:
I'm making a series of explainer animations in Blender Render with freestyle and in one of the scenes I'd like to show a pipe going from one location to another and simulating a liquid flowing through it - toon style - perhaps something like this:

The red and blue would move along the pipe just to give the impression that there is movement rather than using real fluids.

I've looked at things like getting cylinders to follow the path but that gets extremely fiddly for longer animations where this is part of the background. Is there a quick fix in blender for this?


texts: I tried several render tutorials, even using profesional textures taken from texture webs, and doing what they say, and my renders never look ok, never reflect the material I see in the properties window. Does anybody have an idea of why? I have "render cycles" on, have connected all the nodes between them, have enough light.... I´ve never managed to get a render that works yet. Thanks for the help


texts: Only one Sculpt mode brush isn't working

texts:
With Blender 2.79 I'm trying to use the Smooth brush on the monkey head, nothing happens. Yet when I use the SculpDraw brush with Strength at 0 and use the Autosmooth it works as a smooth brush for now.

I'm wondering is there a setting I disabled by accident?
I already have Strength for the Smooth Brush at 1 and it does nothing. I know that in the past the brush disappeared and I had to make a new Smooth brush with Brush>Sculpt Tool>Smooth it worked once, now it doesn't do anything.

How can I get the brush to work reliably again?


texts: Deleting a piece of an object that goes through other object

texts:
I wonder how do I delete a piece of an object that goes through other object? There is an example:
Lower cylinder goes through that rotated one. I tried using boolean modifier, but it does not help in any way. I mean, I can try deleting pieces of that lower cylinder one by one until I get it right, but I do not know if it is correct.
Thanks for any advices.


texts: Subsurf doesn't use creases outside of edit mode

texts:
I couldn't find anything on google, but as soon as I tab out of edit mode, subsurf ignores the creases I set. I just use the standard settings, and I never had problems like that before. Is there maybe a project setting or something that controls how creases are used which I accidentially changed?
Thanks in advance


texts: I need to add a perspective grid in orthographic view for grease pencil layer

texts: I need to add a grid mesh on top of my grease pencil layer so it would be easier for me to draw things into perspective. What is a good way of doing this? Right now I am going to download a grid image so I can import into Blender as a background. Any other quicker way?


texts: Screen Space Reflections won't render at all unless i set my image resolutions to powers of two

texts:
So this is a weird, and hard problem to explain, but if i want to have screen space reflections at all i have to to set my render resolutions, both x, and y, to a power of two (2,4,8,16,32,64,ect).

That's not totally true i guess, having one or both of the axes set to a power of two plus one will render reflections, but they will be totally black. Here's an album that shows what im talking about. This is a really weird problem problem, and i've been unable to find anyone else who's even had the same problem let alone an answer.

I'm using some old amd rx 470, and an old intel core i5 if that helps. im also using the steam version of blender, noting that just in case there are any version differences that im not aware of.


texts: Blender: When resizing the body of the model, the eyes are not affected

texts:
Someone has any idea how to solve this?
In the 3D model i'm working on, I put a "constraint to" on the eyeballs, so they could be part of the body. But when i'm resizing it, the size of the eyes stays the same.
Any suggestions?


texts: Problem in final render image with CYCLES!

texts:
Hi I' ve got this some problem during my last project in blender. I am using Cycles to render that scene, and somehow, the final image' s showing me this kinda box that seems like the path tracing shape, i don' t know how to remove that. I' d try remove, switching off the denoise, changing sampling, light paths, and more stuff. I'm gonna link the final image
Someone of you could help me?
I will be so glad, cause i' ve a deadline, for this project.


texts: First Person/Fly mode camera is moving by itself

texts:
I tried searching but didn't find this problem.

I've been having problems with the Shift+F mode as of a few hours ago. Never had the problem before and I haven't installed anything new, so I'm convinced it's a key I pressed that might have messed something up.

When I enter first person/fly mode, sometimes, it doesn't respond to my mouse inputs and I have to right click out of it. Most other times, whenever I move the mouse to look around, the camera will continue to move to the right after I have stopped moving my mouse. I know there isn't any mouse input going on because when I exit out of fly mode, the mouse cursor stays perfectly still.

I exited out of all of my softwares that deal with mouse inputs (logitech software and stuff), I restarted blender, etc.

The weird part is, when I open a new file, I still have the problem, but it's harder to duplicate the issue.
Also, there's nothing showing up at the little console thingy at the top.

I have no idea what I might have done to cause this.


texts: Learning Rigid Body Constraints (Slider & Piston) - Active object keeps passing through passive?

texts:
So I'm trying to teach myself some basic rigid body physics with rigid body constraints. I have a 2.83.4 .blend file with several collections (one for each constraint I'm trying to understand) and I'm struggling with the Slider and Piston constraints. Basically, I make two cubes and connect them and assign the constraints accordingly. When I try to simulate it, it does work initially, but the active cube that is constrained just passes through the passive cube, thus ruining the simulation. However, when I make a new passive cube and put it next to the original passive cube (the one that got constrained to the active cube) the active cube doesn't pass through it. I haven't had any issue with the Fixed, Hinge, or Point constraints, just these two so far.
All my googling has found videos from much older version of Blender, or a recommendation to increase the number of steps. I've tried everything I've seen, but I can't figure this one out. Can someone take a look at my file?

Thanks!


texts: Creating a corner bevel joining 3 edge bevels

texts:
How can I get a correct bevel on a corner joining three existing bevels? Is there something to do before creating the edge bevels?

The whole object in an earlier state:

See also my previous question.


texts: How do I run a script on multiple .blend files from the command line?

texts:
Problem: I have a bunch of .blend files that I want to make the same changes to as quickly as possible.

Solution: Run a python script on each file from the command line?

Here's the python script I'm currently using:

import bpy

#show all layers
bpy.context.scene.layers = ((True,)*20)

#delete the camera, sun and ground
for obj in bpy.data.objects:
    obj.select = False
    if obj.name == "sun":
        obj.select = True
    elif obj.name == "ground":
        obj.select = True
    elif obj.name == "camera":
        obj.select = True
    bpy.ops.object.delete(use_global = False)

#adjust object locations
for ob in bpy.data.objects:
    ob.location[0] = ob.location[0] / 10
    ob.location[1] = ob.location[1] / 10
    ob.location[2] = ob.location[2] / 10

#save the file and quit
bpy.ops.wm.save_mainfile()

And here's the .bat file:

cd C:\Program Files\Blender Foundation\Blender

blender -b "C:\[path]\file_01.blend" --python "C:\[path]\adjust.py"
blender -b "C:\[path]\file_02.blend" --python "C:\[path]\adjust.py"

The python script works inside Blender, but when I run the .bat file (in admin mode) it just closes. What am I doing wrong?

Bonus: Is there a way to simplify the .bat script so that it just runs on every .blend file in the folder without them being typed out?


texts: I can't see the drop down menu of my add-on in Blender 2.8

texts:
I work recently on the passage of my add - ones in the version 2.80 (formerly 2.79), however, when I click on the furniture or equipments menu, the pop-up menu does not display, while with the version 2.79 the menu displayed. Do I need change something in my scripts?
#Here is the script
import bpy
import os.path
import os
from ..properties.properties import *
from ..operators.filepath import Pathname

def update_pathname(path):
    """
        This function updates the path of the images.

        :param path: New path of the file
        :return: None
        :rtype: None
    """
    for pcoll in preview_collections.values():
        bpy.utils.previews.remove(pcoll)
    preview_collections.clear()

    pcoll = bpy.utils.previews.new()
    pcoll.images_location = os.path.join(os.path.dirname(__file__), path)
    bpy.types.Scene.pathname = pcoll.images_location
    preview_collections["thumbnail_previews"] = pcoll

    bpy.types.Scene.my_thumbnails = EnumProperty(
        items=generate_previews(),
        )

class FurnitureMenu(bpy.types.Menu):
    bl_idname="Furniture_Menu"
    bl_label = "Objects Menu"
    """
        This class is a drop down menu which displays the furnitures of the objects' library.
    """
    def update_enum(self,path):
        items = []
        for root, dirs, files in os.walk(path):
            for file in files :
                items.append((file,file,""))

    def draw(self,context):
        """
            This function gets the name of all the subdirectories and displays them in a menu.
            :return: None
            :rtype: None
        """
        layout=self.layout
        getString = bpy.context.preferences.addons["addons_SIMPLE version 2-80"].preferences.librarypath
        for root, dirs, files in os.walk(getString+"Furniture"):
            for dirname in dirs :
                layout.operator("wm.filesname",text=dirname).filesname = "\\Furniture\\"+dirname

class EquipmentMenu(bpy.types.Menu):
    bl_idname="Equipment_Menu"
    bl_label = "Objects Menu"
    """
        This class is a drop down menu which displays the equipment of the objects' library.
    """
    def draw(self,context):
        """
            This function gets the name of all the subdirectories and displays them in a menu.
            :return: None
            :rtype: None
        """
        layout=self.layout
        getString = bpy.context.preferences.addons["addons_SIMPLE version 2-80"].preferences.librarypath
        for root, dirs, files in os.walk(getString+"\\Equipment"):
            for dirname in dirs :
                layout.operator("wm.filesname",text=dirname).filesname = "\\Equipment\\"+dirname


texts:
Is it possible to print message to the info view?

I used Mac OS,Blender2.6.7.
thank you.


texts: How do I fixe the "Shapely python module not found" error when enabling 'Archipack 2D to 3D'?

texts:
May I know how to use Archipack 2D to 3D add-on? Do I have to remove the old version and install the new version 1.3.3? I have disabled the old version and installed the new one and enabled it. After installing the add-on I'm getting this error:

  WARNING Shapely python module not found 2d to 3d tools are disabled
  see setup in documentation

Addon available here

What does it mean and do I have to install some add-on or how to get rid of that warning?

Video

In the document its mention to install some shapely python

shapely

How to install that? It's some other extension.

How can I use it as I cant see the tool in the Tools shelf.


texts: image texture node - Image sequence control by slider

texts: Is there a way, how to change images from image sequence by slider or driver?


texts:
hello i have this crystal, and is white rather transparent.Do you have any clues?

My final result,want to be like this:

now a changed my materials, i use two different materials,the first is the prism shader of eric adelo

and the second is a glossy material with texture:

here is the output


texts: Need help with exporting from Materialize

texts:
I created a bump map and a metallic map in a program called Materialize, but when I exported them to blender they looked 3d but actually are just flate planes. Also, the colors changed a bit. Can someone explain what I am doing wrong?

https://imgur.com/a/AFGauSC


texts: How do I get the length of a curve in blender?

texts: So I want to move an object along a curve exactly once.  In order to do that I am using the curve modifier along the x-axis and I am going to animate the object.   Is there any way to find the length of the curve(how much I need to move the object) so that the animation will be seamless?


texts: How to scale one face of a skewed cube in the same skewed axis

texts:
I am trying to follow a book on using blender (Blender 3d by Example), however I cannot seem to achieve the same result when following the steps exactly. What I want to end up with is the picture below. I have a skewed cube, with one face extruded and then scaled down but only parallel to the skewed side. The book however, uses the S + Z key combo for this. But this essentially moves the top and bottom edge up and down in a straight line.So I want the scaling to happen as in the example below. Please note that in the example image, I've tried to achieve the same by extruding first and then moving the edges into their skewed position. But this seems cumbersome. In real situations, the object I'm working on may have been skewed already.
Any help would be appreciated!


texts: How to repair the deformation made by armature

texts:
I am trying to rig the back legs of an animal, but the armature deforms it's knees and upper legs weirdly. This is the position in which it was modeled:

When I wanted to rotate the lower or upper leg, it turned out like this:

How can I fix it? (I have already tried reassigning, but maybe the wrong way)

Thanks for help.


texts: Two materials on one object - One metallic, One matte

texts:
First, I'm VERY new at this, so please bear with me.

What I'm trying to do is create a label on a bottle that has certain parts that are gold foil and the rest is somewhat matte. This is an actual bottle in real life that needs to be pretty exact. I will also need to make many multiple other bottles of different shapes/sizes, so the technique I use will need to be very efficient.

I started with the image of the label as one material UV unwrapped onto the object (label) and it looks pretty good, but the gold foil parts of the bottle need to look more metallic. And if I do that, it makes the rest of the label metallic looking. I've tried adding the gold foil parts as one image and the rest of the label as another image, but that doesn't work for two reasons: 1. the combined images aren't as sharp as using just one 2. I still can't make the gold foil and matte parts look like two materials.

I've tried every tutorial I can find, but none fit this exact example.


texts: Bone Heat Weighting: failed to find solution for one or more bones (automatic weight painting error)

texts:
I was attempting to make an animatable 'humanoid' rig with rigfy. However I have ran into a problem that I am unable to find any solutions to.
Bone Heat Weighting: failed to find solution for one or more bones
Without Rigfy:
Front:

Side:

With Rigfy:
Front:

Side:

This is a google drive folder that has the blender files.


texts: I chose my camera tracking point, I locked them but when I go to Solve Camera Motion, I received this messege in red "Failed to solve the motion: most likely there are no good keyframes". How I fix that?


texts: objects dissapear when in shading/render

texts:
am in blender 2.81, and in Shading tab > Rendered, initially the objects in the scene show up fine, i can pan etc, then all of sudden when I zoom in or pan a little more, all the objects disappear, including the world set up.
I've checked that the visibility of the objects are set to visible as well as am not using a camera view yet so stuck as to why this is happening


texts: How do I get rid of a pattern forming on my model?

texts: I'm trying to make a couch but this pattern keep forming on the one side of it, how do I get rid of it? Help. It appeared after I extruded a little bit.


texts: Cycles Renderer - Updating Shaders and Images Every Frame?

texts:
This question is more of a curiosity to the potential of increasing render times, however, after finding very little out about this anywhere else, I am thinking it may be an intentional feature.

I am rendering out a 60 second animation (1800 frames) and I have noticed that every frame that is rendered, it starts by updating the shaders and images prior to rendering the frame. My average render time per frame is approximately 4 minutes, about 1 minute of this time is spent on updating the shaders and images.

I am wondering why it does this, and whether it is intentional to the process or whether it can be avoided/rectified?

I am using Blender 2.8.


texts: How can I keep items of two CollectionProperties synchronised?

texts:
I try to explain the issu as clear as possible, but it will take a little while.

Background: Basically, what I try to do is to create two CollectionProperties in my scene and store custom PropertyGroup items in there. The two collections are not identical, there is members in one that the other one does not have, and the order and hierachy is different. With that said, I really would like to solve the problem behind in this way.

Problem: Some of the members should be part of both lists. That means, not only have the same values in there but really contain the same items, to be more clear, have the same result in the hash() function. Why? Only one of the collections will be used to display in a UI list, but both Collections shall respond to property updates.

Now, I already can create the Collections, fill them with items and assign the members to both, having the same hash() result. I can access the values and they are fine. So what's the point? The issue is, this only works as long as I am INSIDE the operators execute() function. When the operator finishes, one Collection still contains the data it should but the other one contains empty elements. The second collection is not empty, it has the right number of members, but the reference to the item in the other collection has been lost.

When I re-hookup the elements from the interactive Python console manually, everything works. simple code example here:

assume the collection prop has a name and zIndex prop. Then I do the following:

x = bpy.context.scene.col1.add()

x.name='col1'
x.zIndex=44

y = bpy.context.scene.col2.add()
y = x

print(y.zIndex)

this code above run from the interactive console will print 44, when run from inside the operator it will print 44 as well. However, when I just run the operator and then in the console get the value of bpy.context.scene.col2.zIndex it will print 0, while bpy.context.scene.col1.zIndex will still print 44.

Is there a way to get around this?


texts: How do you wrap a plane around an object?

texts:
I'm fairly new to Blender and I'm trying to make a teddy model and I want to wrap the arms around the body (Like how when you drop cloth on a ball, it forms to the shape of the ball where it lands)

This is what  I have at the moment:

However, the red arm is a flat plane so when i try to attach it onto the body some of the arm either goes into the body or is too far from it:

So I need it to be curved to the same curve of the body where it joins on.

I've tried using the shrink wrap modifier but that just makes the hand go deformed and when I get it in the right position it doesn't follow the curve of the body anyway.

I've tried making a curve and manually created points following the curve of the body and using the curve modifier on the arm and setting it to the curve.

I've tried using the simple deform modifier on the arm and selecting curve and curving it however, this just sort of twists it in a weird way.

I've also tried creating a uv sphere (thinking it might be the fact that the body is actually a cube would effect it) and trying the shrink wrap modifier for that but it still has the same effect.

In case it's not clear what i'm trying to do here how it is now from a top view:

... and here's what I want to achieve:

The body is a cube that I have used a subdivision modifier on and adjusted (It is not a sphere) and I made the arm by creating a curve, setting the spline type to poly and manually placing each point to form the shape, then converting it too a mesh and filled in the face.

It's probably something really stupid i'm missing but I would be very grateful if you could help.

Thanks,

Saul


texts: Mesh rigged to skeleton deformed in pose

texts:
I have a human body mesh and a skeleton which I got from modding kit for a computer game. I am trying to mod a backpack into the game.

I followed a tutorial and parented a plain cube (my backpack prototype) to the skeleton. When I go into pose mode and move any bone from the skeleton, the cube gets distorted.

To check what I'm doing wrong, I imported an existing backpack from the game and did the same steps. When I change pose here, the backpack keeps its normal form.

So what could be the difference between my cube and the imported backpack?

What I did so far:

Parent my cube to the skeleton, selecting "with empty groups".
Go to weight paint, transfer weights from the human body mesh to my
backpack. There I selected "create Data -> nearest vertex" and
changed "Source Layers selection" to  "By name". I left the rest to
defaults. After this step, my cube had a vertex selected, as shown by
the bright circle in the picture below. Before that, no vertex had
such a circle.

The vertex selected is exactly the same that gets selected when I do the same steps with the existing backpack. It's a skeleton bone in the human's foot, because that's where the origins of both the skeleton and the backpack meshes are. So I assume "nearest neighbor" will always select this bone.

Why do poses distort my cube?

Edit: By default, the cube is blue in weightpaint:

So I choose the toe bone and paint the cube red:

The result: the cube is no longer distorted, but its position is off.


texts: Blender displacement map as 3D-printed slices

texts:
I'm working on a project with a clay printed building. The rendering should show those typical clay sausages that are visible in the wall. I'd like to use a displacement map for that and render with a material overwrite that I later use as an overlay in Photoshop. The other materials already have their bumpmaps and look ok so far.

Here is a video how 3D printed clay looks like:
https://www.youtube.com/watch?v=vixPA7GGQpM

The problem:
How can I create a material with a displacement map that is independent from the location, orientation or hight of the object. It should be a white texture and a horizontal bump.

Any idea how I can realize that? I appreciate any help :)


texts:
I'm new to Blender (v2.77) and I'm working on an automobile door window.

I have a plane where I'd like to create a curve for the window connected to two edges.

Ideally, as seen in the photo, "A" & "B" edges would be removed and the black line would be the new curve.

I tried beveling the vertex at the intersection but naturally, it creates a diamond pattern rather than making a curve between the A+B edges.

Thank you for reading and I appreciate your help!


texts:
With add image as plane i have add an image and in the texture coordinates i have set to camera. I want my image to be set in camera. In the view port it look set but when preview render the image gets smaller. How to set a background image with the camera. Any other alternative or something going wrong with my nodes. I dont want to scale or rate with the texture coordinates. as in the 3d view i can see it. Any suggestion or help how it works

When i rotate the camera with the background set. It small and get bigger and disappear. But not in the camera view.
https://imgur.com/a/B0DBwxr


texts:
Is there a way to reduce the quality of a render in order to output it quicker? I'm currently using the Cycles Render in Blender 2.79 and find it quite slow on my old machine.

It would be good if I could render something quickly in a lower quality just to get a rough idea of how things will look, before I commit the time to rendering it properly.

The same goes for the real-time 'Rendered' view.

Is this possible at all?


texts: Paint fill with grease pencil without using textures to produce halftone affect

texts:
I would like to add halftone to fill in stroke areas without using texture.
I know it can be done for shading material, can it be done in grease pencil fill in tool?


texts:
Hi,
I am trying to create a mesh out of bezier curve extrude section...

Then going into edit mode and selecting 2 vertices as shown and cursor to selected.

In this view if I try to rotate then the rotation is about the view axis and is wrong.

If instead I first align the view manually to the plane of vertices

and then rotate the vertices by 90 deg then it is done correctly.

How can I make blender align the view to the plane of rotation?

Ctrl + Shift + NUMPAD 3 doesn't always align the view to the front view of the plane of selection.

I am ok to code this in python if anyone can throw me some pointers...

Many thanks,
Cody


texts:
I feel like I've fallen at the first hurdle, importing a DXF file.

By that I mean, I figured out how to enable the dxf import tool, and imported the file I had, but that's about it.

I'm struggling how to manage the workspace and actually view the file I've imported or do anything with it. Maybe I'm doing the import process wrong? Do I import it as a new scene, do I center geometry, etc, etc?

When I selected center geometry I could at least see something, but it looked like my imported file is maybe way to big for the workspace, as all I could see when I zoomed right out, was the first letter or so of some text from the imported file. (see screen shot).

Ok, I went the other way as you pointed out. Used 0.01, which brought a lot more into view, but still very large, so... used 0.001 which brought more into view, but it doesn't look anything like the plans I see in Autodesk?

To give you an idea of what it should be looking like, this is it in autocad. View from each side, floor plan for ground and 1st floor... two view of the entire building plot, one showing topography and a street view elevation.

Two more Blender screen grabs: this is imported at 0.0001. The first image is relatively close up to the workspace grid, and then second is zoomed out. The closer view looks like I'm getting close to the size I need. In the zoomed out view... I've no idea what is forming the large circular patterns as I can't see anything like that in the original drawings???

Would it help my progress if I removed some of the layers from the original file? I obviously don't need things like drains and internal wood framing, water mains, wiring, etc.

As you can see from the last screen grab... I've kinda got the plans into the work area, but I don't know what is affecting the view. What is causing this grey shading across the work area?

There was more of it, in ever increasing circles going out from the center, but I removed some by hiding certain layers, but can't seem to view just the plans without this shading?


texts: Blender isn't snapping to the grid, its shift 1 grid space away from the original

texts:
I'm trying to make a few modular assets. To support my quest, I'm using grid snapping. However I have noticed that when moving faces or vertices, it doesn't snap them to the grid, it just moves them 1 grid space (based on the grid space I have set 0.5 in this case).
Here is an example:
I want to move this face onto a grid.

When I move it this happens. It just passed the grid.

How do I turn on absolute grid snapping?


texts: How to view from the Lamp’s perspective?

texts: I would like to be able to view the scene from each light’s POV. Is this possible in a simple way, without having to parent a camera to each light and look through each camera?


texts: how to perform an inplane (tilt) rotation of the camera?

texts:
Is (how) it possible to perform an inplane (tilt) rotation of the camera for rendering?
With the "Rotation" Tab in the Transform section, I wasn´t able to get it work correctly. Can somebody help?


texts: strange colors/textures on render - looks fine in viewport

texts:
So I am not sure if I did something wrong here but, I am creating a sort of demonic creature and it looks like this in the layout window in Render view (Cycles):

and in Texture preview mode it looks like this (closer up shot)

However, in the Render tab, and when I go to actually render the image, it looks like this:


texts: Circular distribution of objects getting weird

texts:
I have this python script which perfectly distributes my cylinders on a circle.
def create_circular_array(number_of_objects, radius, name):

    # angle = radian / numbers_of_ob
    angle = 2 * math.pi / number_of_objects

    halfPi = math.pi / 2

    # loop number_of_ob
    for i in range(number_of_objects):

        new_Name = name + '_' + str(i)
        bpy.ops.mesh.primitive_cylinder_add(radius=1, depth=2, enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(0.1, 0.1, 1))
   #     bpy.context.active_object.name = new_Name

        bpy.ops.transform.rotate(value = halfPi, orient_axis='Y', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)
        bpy.ops.transform.rotate(value = math.pi * 2 - angle * i + math.pi / 2, orient_axis='Z', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)
        bpy.data.objects[i].location[0] = math.sin(angle*i)*radius       # x = sine(angle*i)*radius
        bpy.data.objects[i].location[1] = math.cos(angle*i)*radius       # y = cosine(angle*i)*radius
        bpy.data.objects[i].location[2] = 0

create_circular_array(16, 2, 'inner')

But...
If I uncomment this line
#     bpy.context.active_object.name = new_Name

Everything is messed up. The coordinates and angles are wrong.
What am I doing wrong here!?
and yes, i want to rename my newly created objects. So it is not a solution for me to delete or comment out that line.


texts: Export from Blender to Photoshop with same camera angle

texts: I want to export 3d model from Blender to Photoshop - with same angle and position of camera. I exported as collada and obj, but when I import them in Photoshop, camera is not in same position. How can I export it, to get exactly same scene in Photoshop, as in Blender? Thanks


texts: How can I join multiple objects automatically in groups determined by how far away they are from each other?

texts:
So I have a big level I made in blender intended for a game but I need to join models so that they become one. But there are 1057 objects in the scene and for me to join all of the objects together manually would take a while, and I don't want everything to be a single object. I basically need to join the stuff so that it becomes about 200 - 250 objects without me having to manually select equal amounts of objects to do that.

The reason I say "determined by how far away they are" is because it would really help if the things I joined were within a vicinity of each other, so the things joined are logical and in chunks instead of just "all the objects that share a material" or something.

Any addon or methods will help.


texts: After stabilizing a video and rendering it, I have more shake, why?

texts:
I am a Blender newbie, and know that I will have to supply additional info...Please be patient with me :-)

I followed this video by Oliver Villar, https://www.youtube.com/watch?v=nU8zqn091rM. I am using a 54 second video shot with a phone. The rendered AVI video the image jumps between zooms every second or so.

EDIT:
I used a single tracker, placed on the cross on the green parament, to do the 2D stabilization.
The original video is here: https://vimeo.com/229907878
The stabilized video is here: https://vimeo.com/229907728
Here is a screenshot of how my compositor is set up:

Let me know of anything else I can provide. And, thanks so much for the help!


texts:
i want to UVMap this object imported from an obj file

wich is basically a cylinder, so i have seams marked top and down round faces,
but for the vertical edge loop it's more difficult since there is no straight edge from the top to the bottom .

here a close look on a part of the model in edit mode that describe the problem

as you can see it's no possible to edge loop vertically, at least with the regular way .

another option i have tested is to use the knife tool to make a cut from the top to the bottom of the model , but it didn't work

here a close look of the knife tool operation

as you can see it don't create all the vertical edges ..

so yeah, any idea or help is welcome, thanks .

here the blend file if someone want to check this out
enter link description here


texts:
I've baked AO to vertex colors and would like to use the smooth modifier only on vertices that have a vertex color darker than 0.1 (for example).

How can I select vertices whose colors are below that threshold? I'd then create a vertex group from that and use it in the modifier.

I know you can access the vertex colors with bpy.context.object.data.vertex_colors.active.data[0].color.


texts: get/set moment of inertia of KX_GameObject

texts:
Is there a way to set and/or get the rotational moments of inertia used by a rigid-body KX_GameObject at runtime?

I am trying to predict the change in angular rotation that will be effected by applying a known torque.


texts: How to align all vertices so that they would be lying on one plane?

texts:
Sometime faces have vertices that not aligned in one plane.
For example if I have this (face should be flat here):

It rather should be like that:


texts: Leftover vertices after parenting to bone - mouth/eyeballs not rigged

texts:
I took a humanoid mesh off the internet to use as a character model. I also have a custom humanoid skeleton. I lined up the skeleton to the mesh, then I parented the mesh to the bones. The rig looks fine, except for some leftover vertices that are exactly from:

The character's eyeballs/eyelashes
The character's lips
Some buttons on the character's jacket

These vertices stay in place while the rest of the mesh poses perfectly fine.

As far as I know, the humanoid mesh is 1 Blender "object" - the same mesh. So I'm surprised that those specific vertices aren't weighing to any bone at all. Any ideas as to why these very specific pieces of the mesh aren't parenting? I tried cleaning the mesh up with Remove Doubles for vertices, but that didn't fix my problem.

Thanks in advance.


texts: P-Map and Velocity map as outputs in 2.8

texts:
I render an animation with EEVEE and every frame takes less than 10 seconds to be rendered (in 4K). I also output normals, AO, and other images in the same render (using a File Output node).
Unfortunately I also need a position map (P-map) and a velocity map of the same render. I would like to have it in the same render, but also having an additional (fast) render only for these it's fine.
For the position map, I found that I can have it by using a special emission material with a position information as input. As for the velocity map, it seems that EEVEE is not able to output velocity maps (?).

My first attempt was creating a new scene, linking all objects from the first (main) scene and using Cycles in this new rendering, with a material override for the P-Map and with a velocity pass that outputs the velocity I need. The only problem is that since I am using Cycles (although only to receive information, not for actually render), a single frame takes no less than 30 seconds.
Is there a smarter way to receive these data?


texts: Mantaflow smoke from Particles not working

texts:
I am trying to set up my scene so that the Mantaflow smoke simulation will be generated from the particles generated by an Icosphere object. However, when I set that up, the simulation bakes but no smoke appears in the domain. When I set the source to the Icosphere's geometry, it works fine. Anyone have any idea how to fix this? I've tried everything I can think of (changing particle emission radius, particle size, simulation domain resolution etc)

Here is a link to the .blend file (sorry if this is not the way i am supposed to link .blends) https://www.mediafire.com/file/wknttvjs6yk188o/Smoke_particles_problem.blend/file


texts:
I'm pretty new to blender and followed a few tutorials to learn the basics. Now i'm trying to create a beer bottle scene for one of my customers. The Neck and backside label were no problem since i could copy parts of the bottle. But the oval front label drives me crazy. I didnt get it to bend around the cylinder I've tried to follow to some bend-tutorials but im keep messing it up. I've tried the warp feature as well as the simple deform modifyer.
Does anyone know how i can achieve this:

Thanks!!!


texts:
I'm feeling crazy, why is it so hard to just rotate objects predictably in blender?
No matter what setting I use, I cant get things to rotate how I want to.
Watch these two webms. Imagine the front beveled face is the face of a human and I want him to look up = rotate his head back a bit.
It would stand to reason that blender has some kind of internal object rotation right? Well that setting doesnt work either. Nothing works for me.

Pathetic attempts to make it work but I cant:

http://webm.land/media/reS6.webm

http://webm.land/media/9cqn.webm


texts: What do these orange lines in Object mode mean?

texts:
What do those lines mean? And why they are inconsistent?
I think my vertices need to be merged?


texts: Rigid bodies not colliding when going fast

texts:
I have a scene with (what will be) a treasure map and am trying to animate some coins falling onto it. I started based on this tutorial https://www.youtube.com/watch?v=iYL9w6xsZ6g made a coin, animated its rotation for the first frame and then animated turning off animation. Everything works perfectly if the coin drops from 2 blender units or less, but if I move the start position higher then the coin passes straight through the map mesh.

On the map mesh I have rigid body passive, shape: Mesh, Source: final
On the coin mesh I have rigid body active, shape: convex hull, source: deform

I also encounter the problem if I start duplicating the coins at around 2 Blender units high, some will pass through and others will collide.

My coin is 0.237x0.237x0.047 and my map mesh is 0.02 units thick (though I've tried making it thicker and it didn't seem to help much) I'm using the Blender 2.78 release candidate


texts:
I am learning motion tracking. The CG object and my camera footage can be seen together. But when I render it, only the monkey shows up.
https://imgur.com/a/Dc0IUZv
Is there something wrong with my compositor?


texts: Is there a list for blender build-in attributes?

texts:
Is there anywhere that we could look up the list of build-in attributes on an mesh or object?
for example the object origin?
for use in geometry nodes.


texts: Particles rotate unwillingly on a surface along normals using Particles hair

texts:
here is my problem I am stuck now for some hours.
I want to create a sphere whose surface is filled with objects. However when I animate the sphere and rotate it, the particles rotate unwillingly along the normals of the sphere during rotation.
My goal is to get these particles stay put on the surface as if the grow out of it. They should simply move with the surface.

I use particles hair. What ever I do, like setting rotation along the normals i.e., the objects rotate on their own. However it seems like the objects that are on the X/Y-Axis behave correctly.

What am I missing here?

thank you.

Project file:


texts: How to UV Unwrap and Scale UVs with Python (while in object mode)?

texts:
I realize similar questions have been asked, but I'm having a lot of trouble and would like to understand.

How can I UV unwrap (smart project) the originally selected object and scale all UVs (scale double) while in Object Mode?

I have a script that adds some array modifiers. It also adds some empties to manipulate the arrays. When I attempt to unwrap it I can't get past the 'failed, context is incorrect'

I read a little about override, but I'm not sure how to use it.

I've included the code for setting up the empties and arrays. I gets input from the user as to how many are needed. I greatly appreciate any help!

    #define selected object
    obj = bpy.context.active_object

    #store current object to select again?
    object1 = obj

    # code so that I can move the origin of each empty
    # store the location of current 3d cursor
    #saved_location = bpy.context.scene.cursor_location.copy()

    # give 3dcursor new coordinates
    #bpy.context.scene.cursor_location = (1.0,0.0,0.0)

    # set the origin on the current object to the 3dcursor location
    #bpy.ops.object.origin_set(type='ORIGIN_CURSOR')

    #CREATE EMPTIES TO MANIPULATE ARRAYS
    #for i in range(int(context.scene.arry_amnt)):
    #    i_amnt = i
    #    e_mount = ("E" + str(i_amnt))
    #    bpy.ops.object.text_add()
    #    obt = bpy.context.object
    #    obt.name = e_mount
    #    obt.data.body = e_mount
    #    obt.data.offset_y = i_amnt
    #    obt.show_x_ray = True
    #    obt.show_texture_space = True
    #    obt.hide_render = True

    #    if context.scene.rnd_rotation == 1:
    #        obt.rotation_euler[2] = random.randint(0,2)

    #    if context.scene.rnd_location == 1:
    #        obt.location[2] = random.randint(0,2)

        #ADD ARRAYS
    #    p = obj.modifiers.new(name= "BLIX01", type='ARRAY')
    #    p.use_relative_offset=False
    #    p.use_object_offset=True
    #    p.offset_object = bpy.data.objects[e_mount]
    #    p.count = context.scene.arry_cnt

    #how can i select the original object and unwarp / scale uv
    bpy.ops.mesh.select_all(action='DESELECT')

    bpy.ops.object.select_all(action='TOGGLE')

    object1.select = True
    bpy.ops.object.editmode_toggle()

    bpy.ops.mesh.select_all(action='DESELECT')
    bpy.ops.mesh.select_mode(type='EDGE')
    bpy.ops.mesh.mark_seam(clear=False)
    bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.object.editmode_toggle()
    bpy.ops.uv.smart_project(angle_limit=30, island_margin=0.02, user_area_weight=0.03)


texts:
hope everyone is doing well.
I'm new to blender and I'm working with the octane version.
I want to know if there is a way that blender can use all of my memory when Rendering output?
I have a Dell 7510, 32GB ram, 4GB GPU, i7.
My current render time for a 1500 frame animation is a full day.
Any help will be appreciated


texts: Why is this procedural displacement texture not showing up on render?

texts:
This texture shows up fine on objects in material view. It is using a Geometry node set to position as the vector input for the texture nodes being used, so my understanding is the objects don't need to be unwrapped. I tried multiplying it in case under rendered lighting it was just too subtle. But it's still either not there or invisible. What's wrong?

Edit: After rebuilding some things and tweaking nodes, the problem is still there. So this time I'm posting the file. I'm also replacing the image with the latest version of the material. Only the displacement nodes are shown below, as I don't think the surface nodes could be the issue.


texts: How to deform a surface 3-dimensionally with two curves

texts:
I was trying now for a few hours, no chance. As seen on the screenshot, I want to deform that triangle 3-dimensionally so that it looks a bit like a tent. The red marked edge and vertex on the opposing side (the anchors) have to stay right in place because I apply other modifiers in the next steps. I too apply the Mirror Modifier which is active on that screenshot.
I want to deform it as follows: the orange edge has to be deformed on the "Z" and "Y" coordinates to get the shape a little bit like the yellow curve. Same with the turquoise edge to its corresponding curve on the "X" and "Y" axis. The rest of the vertices have to follow proportionally. Well... I tried it manually by proportional editing, but that would be very difficult to achieve what I want.

EDIT: I edited my question so it would be understandable without a picture.


texts:
I know I'm very novice and this may sound stupid but I went to paint on a model and the paint went all over the place instead of staying in the intended target zone , does the paint have to be applied just to the uv maps  to control
where it goes on the model? I was trying to apply it directly to the 3D model
https://drive.google.com/open?id=1x0dU_Zq0e7DUl4-bw_QxF-rxygQr5OyL


texts: bpy.ops.armature.duplicate_move() not creating a duplicate

texts:
I am trying to programmatically add new FK rig controls to a character which is already rigged with deformation bones. To do this, I duplicate a deformation bone for which I want to add a new control, rename it, give it a custom shape, turn off deformation and add a copy transform constraint on deformation bone targeting this new bone. My problem is that when I use the bpy.ops.armature.duplicate_move() operator to duplicate, nothing happens - except that the selected bone is deselected. Here is an example execution on the blender console (I was in armature edit mode when I ran these commands):

>>> len(D.armatures['skeleton_human_female'].edit_bones)
67

>>> C.active_object
bpy.data.objects['skeleton_human_female']

>>> C.active_bone.name
'upperarm_L'

>>> len(C.selected_bones)
1

>>> C.selected_bones[0].name
'upperarm_L'

>>> bpy.ops.armature.duplicate_move()
{'FINISHED'}

>>> len(D.armatures['skeleton_human_female'].edit_bones)
67

>>> len(C.selected_bones)
0

As you can see, the number of bones in the armature doesn't change. I am using blender 2.78c. What could be wrong?

Thanks in advance!

edit: I found that duplicating using duplicate_move() operator is not my favourite way to create new bones in the same position. Instead I just create a new bone, and assign head and tail elements appropriately, using a function like this:

def createNewBone(object, new_bone_name, parent_name, parent_connected, head, tail, roll):
    bpy.ops.object.mode_set(mode='EDIT', toggle=False)

    bpy.ops.armature.bone_primitive_add(name=new_bone_name)

    new_edit_bone = object.data.edit_bones[new_bone_name]
    new_edit_bone.use_connect = parent_connected
    new_edit_bone.parent = object.data.edit_bones[parent_name]
    new_edit_bone.use_inherit_rotation = True
    new_edit_bone.use_local_location = True
    new_edit_bone.use_inherit_scale = False

    new_edit_bone.head = head
    new_edit_bone.tail = tail
    new_edit_bone.roll = roll


texts: Is it possible to render the object 'selection outline', or mimic it in some way, for a particle system?

texts:
I am playing around with particle systems, and have been experimenting with this tutorial: https://www.youtube.com/watch?v=2bv973aqx-w
The system emitted particles from an icosphere, but the particle emitted is based on another object in the space. I'm basically trying to make it look nice. I think that when particles are next to each other, you cannot distinguish the shape, which I think doesn't look very good (Figure 1). When the particle system is selected, the objects all have outlines, which I think looks cool (Figure 2).
Is it possible to add an outline to a shape (i.e. every object in this particle system is based on an emission cube I have) which will then appear in the particle system. The main solution I've found online to getting object outlines is 'freestyle', which I don't think will work here as it is applied after, and therefore the cube generated in the particle system wouldn't pick it up.
Figure 1:

Figure 2:

Any solutions/workarounds welcome!


texts: How to subsurf this wing without adding vertices to its profile (only to the curvature)

texts:
I have this wing:

How can I subsurf it with only adding cuts between the ones selected, without adding vertices to its profile that already has more than 120?
I can Loop Cut, but then I'll have to manually move the new cuts and scale them, which will not result in a smooth curve.


texts: Eevee renders reflected lights with wrong z-buffer

texts:
I have noticed that Eevee reflected lights (in my case are visible areas) appear ahead other objects which are closer to the reflecting surface.

This is one example

is this a bug or there is something in the settings? Could it be a problem in the reflection plane?

Edit: I distanced the light from the reflecting surface and added a cube to see if this affected also other objects in the ray path. It seem that for big distanced the light start to disappear (blending) behind the other objects.


texts:
I'm using a template that has a curved mesh (I think), as a background. Like the following image:

My problem is that because of the curvature, objects that farther away are cut in half, and I don't want this to happen, shown in the next image:

View from below

I didn't do and do not know how to make that curved mesh, is there a a way that I could make the curvature less soft, or create a new mesh that won't cut the objects?

P.S: I'm a complete noob in blender so please don't get mad if it is supper easy to fix or another reason.


texts: Doing 3blue1brown style animations in Blender

texts: I wanted to know we can do complex mathematical 2D Animations in blender. I am trying to do something like the famous 3blue1brown youtube channel videos. Please take a look at Sample Video for example. Basically my purpose is not just to draw 2D objects but to control them alone a path governed by mathematical equations.


texts: How do I make the feathers on a bird wing bend with physics?

texts: I've seen videos of people doing it so I know it's possible, but I don't want to use bones on every single feather. I've searched around and experimented for hours now and I just can't figure it out. I've tried soft bodies and cloth physics but that doesn't seem to work with feathers. I want it to obey physics as well. If I animate the wing flapping down the feathers should curve back and vice versa, and of course the feather has to stay attached to the limb. I hope this makes sense.


texts: How can I control where smoke and fire are emitted from?

texts:
How can I control which part of the object the fire/smoke is emitted from so instead of it coming from the corners it is emitted from the top side like a normal log on fire.

Also I can't see the faces of the object even though I am out of edit and wire frame mode can someone please explain that as well.


texts:
first time here and also Blender noob haha.
I am trying to do multiple cloth planes falling on top of a phone and I am running into multiple issues.
I have done a test with just one cloth falling on my iphone X model, I subdivided my default plane four times. I also heard the simulation won’t work well if the models are too small so I scaled the phone to a giant size of 8m x 17m, and the cloth is 40m x 16m.
The cloth initially collides down fine on the phone, but when it reaches half way down the phone body it starts exploding on the part where the phone buttons are, as if there is a crazy wind blowing out of the buttons. Even after I cranked up the impulse clamping to 30 it still does it.
I then tested it with a regular subdivided cube the shape of the phone and it works fine, but as soon as I add another cube to mimmick the camera extrusion from my phone, the cloths start acting crazy again.
The final result I am trying to achieve is multiple planes falling onto my phone so it looks like the phone is draped with multiple layers of cloths. And when I tested letting multiple cloths colliding with my phone they all acted crazily.
Is it because cloth sims can only collide in one object? Is there some specific settings I need to be aware of? Thank you so much!


texts: Can I use OpenType stylistic sets in Blender?

texts:
I have purchased the Sagittarius font from Hoefler&Co which contains a bunch of very cool OpenType "stylistic sets", such as for example the image below, "MICR Delimeters",  but there are a lot more (see the link above).
Can these be activated in Blender without exporting SVGs from another application?


texts: Mirror Modifier does not work on where ther are no faces

texts: If I open up Blender v2.73 and select the cube and delete it. Then select front view ortho and add a circle mesh and check align to view. Then add a mirror modifier the mirrored part does not appear. However if I make a face (doesn't matter how, press f or extrude and edge) then the mirrored half appears. Is this a bug? I'm new to blender so don't feel confident about reporting this. This appears to work as expected in a tutorial video that I watched (Venoms Lab2 Modelling 1).


texts: Why do my objects still look blocky even after adding a subdiv modifier?

texts: I added a subdiv modifier, but some parts of my mesh still look bad; in the preview, however, it looks a lot better. Why is this?


texts: How can I soften my Volumetric Light borders?

texts: I made a volumetric light based on a sphere, the borders are too notorious, it even looks like a texture. Is there any way to soften the borders like adding a blur, but in the single object, without messing with anything on the render layers?


texts:
I created a scene, which was mostly a sky of blue with random clouds covering the world, and I want the clouds to look more solid. But rendering the clouds makes them one flat blob. Its just white with no corners to make it look 3D
I messed with the settings to see if I could figure it out, because I had gotten it once before, but nothing worked. As I said, I've figured it out before, but now its not working, no matter what I do.


texts: UV mapping, unexpected faces use the texture

texts:
I unwrapped a specific part of my item and made a texture image for it in Photoshop, but there is a couple of unexpected faces that catch that texture too in some were else in the item .

I thought maybe I selected them by mistake before and unwrapped them with that part, so I deleted all textures and materials and started unwrapping that part all over again, and I was pretty sure that I unwrapped that part exactly. Once I made a texture again for it, the same previous faces catch that texture too. I kept deleting textures and starting unwrapping all over again many times, but no change that random faces catch the other part texture. It drives me crazy I don't know what to do. How can I tell blender that I don't want those faces catch any texture?
I`m using blender 2.78


texts:
I'm trying to create something like 360 degrees protractor or analog clock bars, where every 5th bar is in a different length.

Using animation nodes I'm trying to rotate a plane instance around the world center point and scale it from the mesh bottom edge.

My problem is that both scaling and rotating happen around the object origin.

things I've tried:

rotating the object but scaling the mesh, it's still scales about the origin.
parenting to an empty, rotating the empty and scaling the object - would work but object instancer doesn't instance the child.


texts:
On a mesh imported into Blender from a specific format with a conversion plug-in, I get duplicated vertices in the same positions, and the different faces of the mesh aren't connected to each-others.

As far as I can tell, this would be solved by the "Remove double" function, however using it deforms the mesh.

What can I do to merge all the duplicated vertices in the mesh, but without deforming it ?

(This mesh was under PMX format, in order to be used with MikuMikuDance. I imported it in Blender to rig it.)

Faces aren't connected to each others :

Normal mesh :

Deformed mesh :


texts:
while making a character(but obviously with any mesh primitives as well), after the scale was applied, the origin of the character moves? why does blender does this? Is this just a bug or is there any logical explanation for this?
Here is the sample image showing the problem due to which rigging is taking a difficult step(my version of blender is 2.70):


texts: I've started a new file, and then made a simple scene (a few cubes). Then I started experimenting with light, display, free style etc. Is there a way to reset everything, except the stuff I've drawn, so I can start experimenting again from scratch?


texts: Shrinkwrap modifier onto displaced surface

texts:
I am trying to shrinkwrap an element onto a displaced plane. The displacement on the plane is created by inserting a texture into the Displacement input socket of the Material Output node for the material, and adding a Subsurf modifier with the Adaptive option turned on, as opposed to using the Displace modifier.

When I apply the shrinkwrap modifier in mode Project, the yellow element does project to the plane but it doesn't wrap around its curves. It just sits flat on the plane, as if it hadn't been displaced.

I have tried turning the yellow curve into a mesh and subdividing with the same result.

But if I displace the plane with a Displace modifier instead, the yellow line does wrap around correctly. But as I am doing this on a very large terrain, I have to subdivide it a lot, and it slows down everything.

My question is, is there no way to use adaptive displacement and the shrinkwrap modifier at the same time ? Is the geometry not trully displaced or am I doing something wrong?

Thanks !


texts:
I'm trying to import a full HumanIK skeleton with retargeting and all,
in how far does Blender support HumanIK?
Can I just import the basic rig with controls and no retargeting too if there's no HumanIK support?

I'm actually surprised that I can't find a similar question for that anyhwere.

Kind regards,
Andreas


texts: Blender to Unity, Animations are exporting 2x

texts: My animations are exporting under (armature | animation-name) and (animation-name). This goes for each animation I made so it takes double the space. Is there any way to export them from blender to unity only once?


texts:
I cant remove this face somehow. Its not even selectable with A-Hotkey.
How can i solve this problem ?


texts:
Hello!
I have copied 1 key frame, then pasted it at an empty space.
Now when I click the new key frame, it is automatically connected to the keyframe that I copied it from.
And when I clear the pose on this key frame and propagate it, it is automatically transferred to that other key frame, too.
I don't want that.
How do I resolve this connection?
Thank you.
Here is a video that shows how changing one keyframe affects the other.


texts: Why is rendered viewport faster than rendering individual frames?

texts:
When I'm using rendered viewport it initially takes a while before rendering starts, but once it does, I can freely move around and rendering a new view happens almost instantaneously. When on the other hand I'm rendering a movie, for each frame Blender takes a significant amount of time before rendering even starts, usually doing the following:

Synchronizing object,
Updating images,
Updating meshes,
Updating Scene BVH,
Packing BVH,

Why does it do this? And is it possible to disable this to increase movie rendering speed?


texts: How to create drivers but maintain the ability to modify the property?

texts:
I need to dynamically control some properties, of which i have the data_path, in every frame of the animation using a python script. The obvious solution is to create a driver on the property, but I would like to still be able to edit the property (to set a fixed offset, basically).

Also, I want this rig to work with all (or most of) the object's properties, so I can't use an empty to store the drivers, because the empty might not have that property (also, is there a way to set the value of a property only knowing its data_path? that would solve everything...).

EDIT

As an example, I would like to control, for every frame of the animation, the obj.location of my current object by using a python function pyFunction(self, target), that I declare in the script. To do that I need to create a driver with the pyFunction(self, target) function in the expression field. So far so good.
However here I got stuck:

1) If I create the driver directly on the object's location property, I can't then move the object with the "G" hotkey or with the arrows (I could create 3 custom properties and point to them in the driver, but it's not very user friendly to change the object position using 3 separate sliders, hidden in the Custom Properties).

2) If I create the driver on a custom property, then I don't know how to change the location property: the driver controls the value of the Custom Property it is applied to, but not the value of the property I want to change. The main problem is that I don't know which properties are being targeted: in my script I have the data_path of the properties I need to control (that I get from the object's fcurves), and I couldn't find anywhere a setValue(data_path) function or whatever that allows me to change the value of a property in python, only knowing its data_path.
For example, if I need to control the influence value on a modifier of that object, I don't know how to make its value change with the Custom Property value, without having to add another driver on the desired property , which is the (1) problem all over again (or how to directly change its value inside the pyFunction)

In the screenshot, to control the rotation.x i need to create the driver, but then I can't manually rotate the object on the x axis with the "R" key (to create an offset that could be used to manually introduce variations in the object placement), and from the custom property obj["prop"] I don't know how to change the rotation value (using obj.rotation.x or obj.rotation[0] in the pyFunction is not a good solution, because I only know the data_path of the property and with most of them obj.data_path doesn't work).

Also, don't worry about the error in the driver, pyFuntion is currently an empty function, mine works as expected, but it's very long and i didn't want to make things more complex than necessary...

Can you guys help me figure it out?


texts:
I made this simple model of a ring in blender then textured it in substance painter.
And I am having an issue when I use the normal map, making the seams very obvious.
Any way to fix this?

Here is the blender project with the texture if necessary


texts: Normal map - UV Island creates diffrent brightness

texts:
I've been just starting blender these days .

I got my normal map from texture map through baking process and when I use that normal map , there are some kinds of borders between uv islands (seems like it has different brightness ..)

I searched for this problem but still I'm not sure what is the main reason causing this problem

So this is the result which I've got

And this is a normal map

I just assume that process which I get normal map from texture map made some problems ..

If this is a duplicated quistion , sorry then .

and thanks in advance

Just let me know if .blend file is needed


texts: How to not make scaling snap to 3D Cursor?

texts:
Whenever I try to rescale the points in my cup, they always scale in the direction of the 3D cursor. How can I make it so that they are scaled independent of the position of the 3D cursor?

Sorry if this is a really easy thing to configure - I have spent almost an hour looking through stack exchange and the blender docs and could find nothing on this. Thanks in advance!


texts: Blender (2.91) modular tree addon, with particle system the leaves do not show up

texts:
I used the modular tree add-on to make trees for a forest scene.
I want to scatter all the trees that I made around my scene via a hair particle system, but whenever I make the particle system, it only scatters the tree part and it doesn't take the leaves with it. In other words, whenever I make the particle system for my trees, the leaves do not show up on the trees. (see image below)

As you can see from the image, the particle system does not render the leaves with the trees.  Also, whenever I try to do the "render as collection", nothing even shows up, so I don't know what to do here.
I think it is probably because the leaves are parented to my tree object, and blender's particle system is not programmed to scatter parented objects.  Normally that would be ok because I could just join the objects together, but because I used the modular tree addon, the leaves disappear whenever I join them.
The only other solution I have found so far is to convert each branch on the tree's particle system into their own individual meshes and then join them together, but that makes my computer incredibly laggy and I would really prefer not to do that, so if anyone has any creative solutions for this it would be much appreciated.


texts: Rigging issues- specifically errors when weight painting

texts:
this question is not a visual one
I have a character- machine designed, made of multiple meshes. I have manipulated the preset skeleton to the humanoid mesh's shape. however when I put the bones in pose mode and select the mesh part I want to weight, then going into weight paint mode with control+tab, the way it is shown in the tutorial I'm following (introduction to blender rigging- blender guru.com) is that the mesh turns to weight paint and the bones to pose so I can attach the bones to the relevant mesh sections.
this does not happen. I have tried making the mesh one piece, manually switching modes and various key combinations but regardless when the mesh is in weight mode, the armature remains in object mode
please advise

on a side note, i have used this tutorial before with another, simpler mesh and have had no issues so I don't know what has caused this apparently isolated error
UPDATE:through sheer luck I found that it works fine if you put bones into pose, select mesh and go into weights. Nothing else, no changes. The bones change to object mode when this happens but once parented they work fine


texts: How to apply a specific modifier on selected objects?

texts:
I'm trying to achieve this:

I select all objects with the same type of modifier (Armature) and want to "click" Apply on all of them. I searched different scripts on here and badly put together this one:

import bpy
sel = bpy.context.selected_objects

for ob in sel:
    for i, mod in enumerate(ob.modifiers):
        if mod.type == 'ARMATURE':
            bpy.context.scene.objects.active = ob
                for x in range(0, i):
                    bpy.ops.object.modifier_apply(modifier=mod.name)

It will work for some of the selected objects then Blender will say "Python Script fail". It's obvious I don't know what I'm doing, but why is it failing after working at first? Thanks

EDIT:
I found something that does exactly what I was trying to do. A user from Blender Artists named VincentG created an addon called "Massive Editor" from here. I selected all objects, typed Armature in the custom field and all objects that had that specific modifier applied. The script may be old, but it worked great. Thanks Vincent!

For the sake of learning though, I'd still want to know what went wrong...

UPDATE:
While searching around I found this answer here and tried it out to see if it would work for me:

import bpy

sel = bpy.context.selected_objects
act = bpy.context.active_object

for obj in sel:
    if obj != act:
        bpy.context.scene.objects.active = obj #sets the obj accessible to bpy.ops
        bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Mirror")

bpy.context.scene.objects.active = act

It almost does what I would like but every time it would only apply to all selected objects except the active one.


texts:
Please help me, I'm going crazy with this.
Something happened and now I'm unable to select anything anymore.
RMB now selects "white point"

after selection

as you can see it is not orange like usual, so you can work with this

if I try and grab this point this happens

like some kind of a weird extension on grab

please help me, much appreciate
p.s. (I tried to reset user preferences, it didn't help)


texts:
I'm stuck in a problem for last few days with my project. My AO bake isn't very smooth. When I increase the size of the UV island, the error gets smaller, but it does not go away. I tried increasing the island margin and bake margin, but neither works.

My uv map is 2048px and my project does not contain many faces.

Here are my settings:

AO Factor: 0.10 ADD
Environment Light: 1.0 (White)
Gather Raytrace,
Attenuation: 10.000,
Falloff: 1.000,
Constant QMC: 12 Samples (I have changed this value many times but got the same result)


texts: bge character stops moving when it jumps

texts:
My issue is this: I am making a simple game where a cube moves around in a big field.  The problem is, when the cube jumps, it stops moving forward.  Now I would like it to keep the forward velocity.  If there is no other way, I could make it so that force is applied to the cube while running in the air, but that would be unrealistic.
Here is the .blend


texts: How to start rendering (and save result) in terminal on Ubuntu?

texts:
I am getting ready, to try out cloud computing for Blender rendering,
that's why I'm curious if I can just drop the .blend file and render the scene from the terminal.

PS: Can Somebody tell me if I can save the result right to my disk without saving it on the virtual computer?


texts: Creating face on subdivided edge distorted in top orthographic mode

texts:
While modeling a gun in Blender 2.9, some parts of the faces are drawn weird in wireframe mode.
Example 1:
Example 2:
I then try to create a face using these edges (done automatically when I'm subdividing but I noticed it when troubleshooting the problem)
Before creating face:
After creating face:
It would be very helpful if someone could not only help me fix this issue, but give me some pointers on how to avoid having this issue in the future. Thanks :)


texts:
I'm following a tutorial: link, using Blender 2.79, but in my rig I don't have the ball of foot.

Since my purpose is to move the body delicately, I wonder if adding a bone for the ball of foot is necessary.

How can I add a ball of foot to my rig?


texts:
How can I rotate several objects around their own center point?

If I select all using A then rotate, it rotates them based off of the center point of all the selected objects, instead of all the objects rotating around their own center point.


texts: I wanted to know if there was a way to change the texture of an object using keyframes during an animation. Thank you.


texts: New objects (metaballs) not showing in editor except the outline

texts: when I create new metaballs that do not share the same name with the first family of metaballs that I created, they dissapear. For example, in the picture below I have a family of metaballs named "Mb". You can see the outline of each shape. However I added few new metaballs (while in object mode), and named them Mb1 - Mb5. When I changed the name, the metaballs dissapeared except the circle around them. I can still click on them and edit to object, but they are not visible in the editor. Is there a way to change this, and view multiple metaball families simultaneously?


texts:
I have been using blender for about a year now and so far I have the same problem with making a character. I can't seem to make a good face.
Here is what my faces look like.

i have been trying to make an anime model for a while but for some reason there is always a problem with the face.
is there any way i could make this look a little better?


texts:
I need an way to generate a text with some thickeness giving a correct mesh after convertion for boolean operations.
I tried two methods and both of them can lead to incorrect mesh:
Text extrude parameter:
This parameter allows to give some thickeness to a text object, but once converted to a mesh, each letter is in three parts, twice the letter and the rim, with duplicated vertices:

Solidify modifier:
With solidify modifier, the mesh is usualy better, but some character will sometimes be deformed, Especially the "T" , but also the "4" and the "t".

To reproduce this, Just add a text object with a solidify modifier (0.2 thick and offest to 0 in my case) and play with the size.
So my question is, is it a way to correct this? Sure there are workarounds, like
adding the solidify modifier after the convertion to mesh, or removing the double in the mesh after conversion in the first case, but i'd like to find a cleaner way to do that, keeping the ability to visualize the text with thickness before conversion.


texts: Assigning a parent to mesh causes mesh to change location

texts:
I have an Empty, not located at the origin. When I parent a mesh to the empty, the mesh changes location. I don't understand this functionality in Blender.
Is there an option to prevent this from happening? Right now I make sure to leave the Empty at the origin to prevent the mesh from relocating during parenting.


texts: How to calculate specific liquid volume?

texts:
I'm new to Blender and have a question regarding modeling of realistic scaled objects.
I'm modeling a complex shaped bottle and I would like to scale it (using metric values) to hold a specific volume of water.

More specifically:

I know the volume of water - 0.5 liters.
I have the bottle model.
I want to know the realistic dimensions in millimeters of the bottle model that would hold 0.5 liters(it's diameter along it's height etc).

Doing this with a simple shape (e.g. cube or cylinder) is easy to calculate but for a more complex object it's not.

Also, is it possible to simulate flow of a specific quantity of liquid? In that way I could fill the model and in a few iterations have the right proportions.


texts:
I have a mesh with good verts. I want to fit it to the curve. I have set all the parameters. I dont want to have array and adjust the curve. Whats missing why its not taking the turn and making copies.

Any suggestion or help. Thanks


texts:
OS: Manjaro KDE
GPU: Nvidia GTX 1650
I tried using blender from the official repos, for some reason certain features dint work.
I installed blender from Flatpak, everything works fine exept it does not detect my GPU,
But CUDA worked fine when I used it from official repos,
Does anyone have a fix for this?
I have tried reinstalling, It dint work!


texts:
Is there a way to tell the script to only apply the changes (moving keyframes in this case) to selected object(s)?

Here is the specific code I'm trying to modify:

for action in bpy.data.actions:
    for fcurve in action.fcurves:
        for point in fcurve.keyframe_points:
            point.co.x **=2


texts: Make parts of body mesh go through clothing mesh during simulation?

texts:
I have a walk cycle set up on my model but when her hands pass her body they also affect the skirt she's wearing which messes the skirt physics up in ways that would be better if I just had her hands and lower arms pass through the mesh.

Is there any way to do that without separating and creating new arm and hand objects? I'd like to keep my model all as one object.

What I've done: delete all vertex groups attached to her fingers, hands, lower, and upper arms. Although this did help, it seems the skirt mesh still responds to her hands.

Edit: Pics of my cloth physics settings:


texts:
It seems that Blender 2.82.7 can not use my sound sub-system, only in exclusive mode.
If browser is running, Blender cannot play sound in VSE. If I close the browser, re-run Blender (or choose same audio device in settings) sound is on.

But if I run browser again, it cannot play videos until I close Blender. Error message is:

  ALSA lib pcm_dmix.c:1089:(snd_pcm_dmix_open) unable to open slave AL lib: (EE) ALCplaybackAlsa_open: Could not open playback device 'default': Device or resource busy

Note: I tried all audio devices in Blender. Just downloaded Blender 2.79b - it works fine.

Upd1.

Added "options snd_hda_intel index=1" to /etc/modprobe.d/default.conf

Now I see:

  ALSA lib confmisc.c:767:(parse_card) cannot find card '0'
  ALSA lib conf.c:4693:(_snd_config_evaluate) function snd_func_card_driver returned error: No such file or directory
  ALSA lib confmisc.c:392:(snd_func_concat) error evaluating strings
  ALSA lib conf.c:4693:(_snd_config_evaluate) function snd_func_concat returned error: No such file or directory
  ALSA lib confmisc.c:1246:(snd_func_refer) error evaluating name
  ALSA lib conf.c:4693:(_snd_config_evaluate) function snd_func_refer returned error: No such file or directory
  ALSA lib conf.c:5181:(snd_config_expand) Evaluate error: No such file or directory
  ALSA lib pcm.c:2642:(snd_pcm_open_noupdate) Unknown PCM default
  AL lib: (EE) ALCplaybackAlsa_open: Could not open playback device 'default': No such file or directory

Upd2.

This is known bug of snap version.
Version downloaded from official site works.

Link to bug - https://developer.blender.org/T72920


texts: Imported zbrush mesh cannot be parented with automated weighted

texts: I did a mesh in Zbrush, sculpt it with level subdivision 5. Send the mesh to Blender with GoB, automatically GoB import in blender Level 1 mesh (not a problem at all), so want parenting the mesh to my Rigify generated rig, well, this was fine sometime before (I think until release 2.76), but now it took hours or cannot do at all, for parenting the mesh (composed by all quads). Why? Cannot understand what is the problem.


texts: Can I replace an object with another object and keep animation?

texts: Is it possible to use an element, in this case a ship, in a blender scene and progress through animation and then easily replace that ship with a different one? A replace command?


texts: Does Blender have a tool to automatically create & set up a control panel for a character's expressions?

texts: Can Blender automatically create a control driver panel for animating and controlling a character's facial expressions? The expressions are all shape key driven.