texts: How could you draw a box.menu visually like an box.operator?

texts:
How could you draw a box.menu visually like a box.operator.

The menu only shows up as text and works only with pie.menu but not with box.menu.

       #2 - BOTTOM
        box = pie.split().box().column()
        row = box.row()
        box.operator("view3d.snap_cursor_to_selected")
        #box.operator("wm.call_menu", text="Snap Menu").name="VIEW3D_MT_snap"
        box.menu("snap.more", text="Select Linked/Loop")
        box.separator()
        box.operator("transform.mirror")


texts: Merge Two Objects without Applying Subsurf modifier

texts:
The UV mapping is trash when I apply the subdivision surface modifier.
So I want to export my model without having to apply it. Yet, when I try to merge two models into one I don't want the model without the subdivision surface modifier to be affected by the modifier.


texts: How do I select specific vertices in blender using python script?

texts:
I have created a plane and have applied loop cut and slide twice horizontally and once vertically( using python script).

With this done, I intend to select the top two corner vertices using python script.

The image of the model can be viewed in the following link,

I browsed through net and found a code for selecting faces. So I figured, I would try the same with vertices. The code snippet is below,

bpy.ops.object.mode_set(mode = 'OBJECT')
obj = bpy.context.active_object
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_mode(type="VERT")
bpy.ops.mesh.select_all(action = 'DESELECT')
obj.data.vertices[0].select = True # I TRIED THIS WITH ALL VALUES LIKE 0,1..

But, the result though no error did not give me the expected output.All Vertices remain unselected.

Please help me with solving this.


texts: What is a keying set and how does it fit into the animation workflow?

texts:
I'm having trouble finding a good, newbie friendly description of what a keying set is exactly and how it fits into the animation workflow. I first discovered keying sets when trying to add a keyframe to an armature and getting the error "No active Keying Set".

This prompted me to search the wiki which only has a link pointing to the article Animating in 2.5, Getting to grips with Keying Sets, which I found overly complex for a non power user.

When and why do I have to use a keying set, and what is the purpose behind them?


texts: I applied several materials to my mesh, and when I tried texture baking by reorganizing pressing ctrl + p, the islands are well deployed but as those moves, the texture which is supposed to be shown on the mesh also moves. If I want to keep them still, I can't bake. What am I supposed to do?


texts: Converting hair particles to only one mesh to avoid Blender crashing

texts: I have a tree that is emitting 32,000 planes that are textured as leaves.  I need to get all of these to be one single object, however if I click 'convert' in the modifiers section, Blender becomes unusable by trying to create 32,000 different objects.  Is there another option or script I could use to convert a particle system to a single object?


texts: Replace Bones with existing bones from other models | 1 animation for 2 differnt models

texts:
i think there is a easy way to fix but i cant find it(Beginner).
So i have two different models; 1 Character and 1 weapon both of them have their own pose/bones but I can see that the bones/pose from the weapon are similar too the bones from the character. Now i want to use an  animation of both together but it will only apply to one of the models, not both. How can I fix it?


texts:
I selected a bunch of nodes that I wasn't using and that weren't connected and thought that I would see if I could group them.

Well, Blender let me group them alright, but now there is a green background over the rest of my nodes and I cannot select any of them anymore. I deleted the nodes in the group because I couldn't figure out how to "ungroup" them and undo would not undo the grouping operation.

Does anyone have any idea how I can get things back to normal or do I need to start all over again?


texts: is there a way to unify the direction of edges or assign them a direction?

texts:
basically I want to find out a way to set the same direction to a selection of edges having almost the same direction like in picture
(to select them all I select one, press shift + G and choose direction)

the result i want to reach
And is it possible with an object who isn't a plane


texts:
Currently, I'm trying to learn Blender and Unity together.  I have a very simple model with three animation actions for Idle, Walk and Run.  They are all using the fake user so that their data-blocks are saved.

This is my setup in Blender.  Run and Idle have the NLA and dopesheets setup similarly.

My issue is occurring when I attempt to import the animations into Unity.

If I save my .blend file with Walk as the currently selected action, and the end frame set to 24, the walk animation will be fine in Unity, but the Idle will stutter and the arms and legs of my character seem to be stuck in the first frame of my walk pose.

Alternatively, if I save my .blend file with Idle as the currently selected action and the end frame set to 35, the Idle animation will be fine but the Walk animation seems to only play half of its frames (results in an animation that resembles a playful skipping or hopping).

The Run animation is just as janky and unreliable.  I'm trying to work out just the transition between Idle and Walk before I add Run into the mix, so for now, let's just pretend it isn't there (even though it is).

Is there a way to fix this so that my workflow between Blender and Unity remains as fluid as possible?   Ideally, I would be able to save in Blender and immediately see the effects of my changes in Unity.  I don't know if that's possible, but if it is, please tell me how.  I would like to be able to make a lot of small tweaks and subtle changes to my animations as I learn this stuff.

Thanks for any help you can give.


texts: For whatever reason, the texture will display on Eevee Render but not Cycles Render? What is causing this and how do I fix this?


texts: EDIT: I may have buried the lead with this question. I do not want to use xray mode because that makes everything transparent. I've been away from Blender for a couple of months and just installed 2.81, having previously considered myself a 2.80 guru. Now I am feeling very embarrassed because I can't figure out how to make my meshes display semi-transparent in the viewport so I can see reference images through them. I don't want to make materials, I just want some meshes to appear transparent without putting everything in xray mode.


texts:
In blender 2.79, in the add-on Edit Mesh Tools from Meta-Androcto, there was an option Mesh Check (for tris and quads) that had a nice display toggle with custom color.

I see that in Blender 2.8x the add-on has been updated but I don't seem to find this option anymore. Does anyone know if it still exists somewhere or a replacement?
I am aware that I could use the Select All by Trait -> Faces by Sides but the nice thing about the add-on option was that you could toggle on/off the faces display without properly selecting anything and they would stay "selected" even if you selected something else.


texts:
I am attempting to port a character model to be used in another program. In order to do this, I need to scale the model proportionally to another.
When importing the second model however, the skeletons of that model and the model I'm porting seem to combine together automatically. How do I stop this from happening?


texts: Node setup for realistic transparent plastic

texts: I'm looking for a material node setup, which makes it possible to create plastic objects like this. I'm mainly interested in the shiny edges. The glass node is nearest but not perfect.


texts:
I'm beginner on Blender and I don't find how make points more linear like that red line (We can see points up and down the line) :

Goal is not to make a beautiful render, but a beautiful 3D print.
I know I can set them at the good place one by one but there is a function to help to do that?
I've try the "Smooth" tool (Cube 2x2x2 icon) but the result isn't very good
3D View :


texts: How can I get the smoke in the render to look like it does in the viewport?

texts:
I am new to blender, I have smoke rendering problem please help me.
In viewport the smoke looking very nice and realistic:

But when I render it looks completely unrealistic and looks noisy:

Please someone tell me how to fix this problem.


texts: Blender 2.82 - Object disappears and reappears when moving the cutter in boolean difference

texts:
I am having a house plan with build up walls. I want to create a animation in which the walls disappear from top to bottom. While still cleaning up the geometry I tried already to cut the geometry in boolean with a big cube down. It works well in the first 10% of the geometry, then the object disappears. After shifting the cube more down the cut object reappears again and everything looks as it should be.
Any idea, what could cause the problem and how to solve. As mentioned, I am still cleaning the model up.
Thanks in advance for your input
JK


texts: cut a hole with boolean modifer not working

texts:
I'm attempting to cut a hole in a plane. I added a cylinder object, added the Boolean modifier to the plane, selected "cylinder" and "Difference", but no hole is made. The lower half of the cylinder just highlights, moving/deleting the cylinder reveals a hole-less plane.

How can i cut a hole in the plane?


texts: How to access object history using the Blender Python API?

texts: Can I access any construct(s) such as the scenegraph in blender to determine a sequence of creation of objects? I'll be using it for models of low-complexity; not much animation/customization, just primitive objects with some modifications.


texts: Custom fonts not displayed correctly in Blender

texts:
I tried applying a custom font to a Text object in Blender. For reference it is this one:
http://www.fontspace.com/herofonts/quartzo-demo

I do get a representation of the font but some special cases do not display properly. For example in the above font having an "R" followed by "O" changes the shape of the "R" slightly. These changes do happen in other software but not in blender.

Is there anything I can do directly in blender? (I found a workaround by entering the text in inkscape. But a direct blender solution would be much better.)


texts:
I'm following a video tutorial by Blender Guru and everything has been all right except I can't select a vertex loop or select any other through the shortcut of pressing alt and clicking the vertex.
What does work is that when I choose the edge selection and click on the edge loop button, it works but only for the edge selection. It doesn't work for the face or vertex selection.

Is this because I don't have a mouse with my laptop?


texts:
I am  trying out blender Game and I am making an earth smash animation where there
is dust impact in circular  shape .. it works fine but in blender game mode nothing shows but a square block ...
BTW I am using bledner 2.78
thanx


texts:
I'm trying to create a lower thirds seamless vid, using waving cloth physics.  However, after saving/applying the .mdd file/adding Mesh Cache modifiers/tweaking Influence, etc, it will not animate between frames 125-240?

Do I have the settings wrong:


texts: How to do Trammel Of Archimedes Animation?

texts:
How does one make a Trammel Of Archimedes?

  Trammel of Archimedes

  A trammel of Archimedes is a mechanism that generates the shape of an
  ellipse. It consists of two shuttles which are confined ("trammelled")
  to perpendicular channels or rails and a rod which is attached to the
  shuttles by pivots at fixed positions along the rod.

  As the shuttles move back and forth, each along its channel, the end
  of the rod moves in an elliptical path. The semi-axes a and b of the
  ellipse have lengths equal to the distances from the end of the rod to
  each of the two pivots.

How does one do a looping animation like this?


texts:
I am new to blender and am trying to grab only a part of the mesh and move it with the sphere tool for the falloff. I read that you press g and scroll up and down to make the scope bigger/smaller so you don't move the entire mesh, but when I do that, a dotted yellow line and square appear instead and the whole mesh starts rapidly moving around.

I would really appreciate some help on this, it's driving me insane!


texts: I recently installed 2.92.0 and transferred the settings from 2.90.x, then updated a bunch Add-ons. Everything seems to be fine, but there is a bunch of fake_module: addon missing message in the console window after launch. What are they? How can I fix it? thanks.


texts: Blender 2.8 (python) - this line of code causes inexplicable fatal crash

texts:
This line of code worked fine until I dropped it into a function.  Now when it executes, blender shuts down without throwing an error:

bpy.ops.render.render(use_viewport = True, write_still=True)

The error likely has nothing to do with the code, but maybe has tapped into an internal corruption within Blender?

Has anyone ever encountered this before?  Possible solutions?


texts: I am facing weird pinching .Is there anything wrong with this topology?

texts: When I increase the geometry it reduces the pinching little bit but doesn't remove completely . Thanks in advance


texts: Weight gradients not mirrored in weight paint mode?

texts: I am currently weight painting my mesh and would like to take advantage of the x-mirror functionality to make things consistent. The mesh is symmetrical and the bones are correctly named with the proper L/R suffix. My problem is that while the x-mirror option works with normal brush strokes, it does not seem to work with weight gradient strokes (hold alt or ctrl+alt while making the stroke). Is this simply a problem with Blender or am I missing something that may be keeping it from working properly...?


texts: I am new. just started learning. I have added material and unwrapped UV. blender is painting only in black in texture painting mode. Please help.


texts:
Is there a way to make Motion Blur to have effect only on certain objects?

Like if I want the main scene to be still and don't have a blur while camera moving, but all the other object want to be blurred.


texts: Why does my blender file close a few seconds after opening it and how do I fix this?

texts: When I open a blender file, my project is visible for a few seconds while I can't make any changes to it, and then it closes. Does anyone know how to fix this? This doesn't happen to all of my blender files by the way. I can also start a new project.


texts: I want to add my own armature to armature menu

texts: It would be super useful if I could populate this menu with my own custom rigs.


texts: i've been using Blender for about a year now and I was following Andrew Price's anvil tutorial. After I baked the Normal Map of the high-poly model onto the low-poly model, I saw that there were loads of lines on the Map, these weird lines appeared. I've tried smooth shading both objects, changing the ray distance and the output margin, but nothing seems to fix it. Anyone have any ideas?


texts: How do I use/change Animation Extrapolation? (Can't find F-Curves / Animation Modifiers in 2.8(1))

texts:
I want to loop keyframes in Blenders Curve Editor. But I can't find a way to do this.

If I select the curve / keys I want to loop and right click and select the animated channel and select "extrapolation method" - they are greyed out and I can't change anything.

It seems like it tries to tell me to use "F-Modifiers" - but I can't find them in the interface ("shift-E" doesn't work as I am using industry standard keys).

A short search in the Blender documentation only reveals screenshots of an older interface version and I can't find the "F-Mod" / "Modifiers" Buttons in the 2.8(1) Version. (https://docs.blender.org/manual/en/latest/editors/graph_editor/fcurves/modifiers.html)

Do you know where I have to click or a tutorial that explains it?


texts: Blender 2.70 Fly Mode Camera: How Do I Change the Camera "Height" For Gravity?

texts:
In the new 2.70 fly mode, pressing TAB causes the camera to fall and hit any relatively flat surface (in Z axis).  However, when viewing scaled scenes at an arbitrary scaling, the camera falls really really far as though the "person" is incredibly tiny within the scene that you are walking through.

How do I change the camera/person's pov/player height so that I can fit in my scaled scene?


texts: How to get the same UV islands to occupy the same place on the texture?

texts:
I've created a simple box:

As you can see it has many similar islands that are supposed to use same place on my texture. But when I try to align similar UV islands to same positions (as Shift+S -> Selection to 3D Cursor) Blender removes all regions but one and as result I can see just a gray color on my object at their respective places.

How to fix that behavior? I need all similar UV islands to use the same space on the texture.


texts: How to attach a texture to the first object of an array?

texts:
I seem to have the opposite problem to others:

I created an object (cuboid).
Mapped an image (png) as texture (mapping=repeat, coord=generated, proj=cube).

Now I make multiple copies of my object (arrays), the problem is that the texture repeats as if the whole array was mapped by a repeated pattern of my image in world coordinates.

Instead, I would like the image to map each copy of the object in the arrays in its local coordinates, i.e. I want to see the same image on each copy of the object.

Any help appreciated.

Here are the viewport and render screenshots:


texts:
Is it possible to create a Boolean difference with a defined air gap (offset) between object A and object B (see picture below)?
This is particularly interesting for 3D printing operations, where one physical object needs to be set into another. So to achieve this, normally you give a tiny gap between both objects, so they can smoothly be joined.

If this is not possible the classical way, are there any automated workarounds to achieve this, without manually rescaling the (sometimes complicated) subtracted shape? Maybe even with another tool than blender?


texts:
I'm very new to blender, and I have this problem where I have unwanted indenting on my donut icing.
I don't know what caused this, and I don't know how to get rid of it either.
It looks like this:

Thanks in advance.


texts: Blender won't render on Dual / Single GTX 980

texts:
Recently, I've finished building my new Desktop. First thing I did was to install Blender and render a complex poly old project of mine. But Blender won't render on my Dual GTX 980, not even on single GTX 980. I've tried everything, but I can't get it to work.

Can somebody help me?

P.S : I've already tried the " Set it on Experimental " thing, but no luck.


texts: trying to animate highpoly mesh about 1 million polygons even slower when I try to apply physics like softbodies is there a way around this?seems like I really got to lower the polygons in order to run smooth.


texts:
In lightwave they have a capsule primitive object which I'm finding to use it more often than I thought.

I could export an .obj file or extrude half of a sphere then mirror it, but I thought it would be better to have it on your Shift+A shortcut with the rings and segments choices.
anyways, I thing it's going to need some scripting knowledge to achieve that.


texts: Visible Edge between N-Gons + Shade Smooth

texts:
n-gons + smooth shading produces visible Edges. What would be best practice to solve this while keeping the n-gons in Blender 2.82a. Cant remember having this problem in 2.79.

the vertices are all on the same hight.
with shade flat there isnt an edge visible.

Thank you for your help!


texts: How to map a pose to the restpose of another rig with same topology?

texts:
I have 2 rigs with the exact same bone topology, but with different rest poses, see left image below. The T-Pose Rig is displayed in green, the A-Pose rig is displayed in black. Now i want to align the pose bones of the T-pose rig to the edit bones of the A-Pose rig as shown in the right image below.:

I tried to do this by copying the edit_bone.matrix values of the A-Pose rig to the pose bone matrices of the T-Pose rig and on first sight this seems to work perfectly (if all bones are disconnected).

        #Assume the context.object is the t_rig
        for bone in t_rig.pose.bones:
            bone.matrix = a_rig.data.bones[bone.name].matrix_local
            #need to do this, not sure why:
            bpy.ops.object.mode_set(mode='OBJECT')
            bpy.ops.object.mode_set(mode='POSE')

But...

I have a problem with the Bone Roll. Here is what happens on the upper arm bone in my example:

For the T-Pose Rig the bone roll z-axis of the arm bones is aligned to the world z-axis, while for the A-Pose rig the bone roll is rotated by 45 degree:

So, when i simply copy the bone matrices, then the bone rolls gets rotated as well. But this has an undesired impact on the bound meshes: the mesh gets rotated with the bone roll:

What i really want to achieve is to copy the matrices without changing the longitudinal rotation of the bones so that the arms are not rotated:

One way to do this is by working through the T-pose rig from top to bottom and for each pose bone do:

move the pose bone head to the corresponding location on the A-Pose rig
Calculate the rotation difference between the pose bone on the t-pose rig and the edit_bone on the a-pose rig
Apply the rotation difference to the pose bone on the T-Pose rig.

However i wonder if there is a better way to align the pose bones of one rig to the edit bones of another rig and keeping the longitudinal bone rotation unchanged.


texts: I'm trying to rig a model to use in vr chat, but the eyes wont stay on when it starts moving. They don't move along with the head when the spine moves and just sort of float off. I've tried parenting the eyes to the body mesh, the bones, with both automatic and enveloped weights, and merging the eyes to the mesh, but it doesn't seem to make a difference.


texts: Why do objects in front and back view look reversed?

texts: Whenever I model objects that has different look at front and back. Viewing it from front perspective or orthographic the model displays back of the object.


texts: How is Cycles different from Blender Internal?

texts:
How does Cycles work and how is it different from Blender Internal?

Which is better?


texts:
I'm trying to change the prompt string to the left of the Python Console.

Setting bpy.context.space_data.prompt, either directly or via an operator, will change it only in the scrollback for that in which one did so, after which it reverts to the default ">>> ". Perhaps bpy.ops.console.execute() is resetting it.

Is there a way to make it stick?


texts: Why is this bone not keyfaming or animating when keyframed?

texts:
I've been animating a character and everything's been fine until I tried to move the "Belly" bone's location. At first, I wouldn't get any errors, and when keyframed, the belly wouldn't move. It would just stay in the last position I moved it in. Rotation's fine, and every other bone is fine, but this one's not.

Even in the properties, the rotation and scale values were yellow, showing a keyframe, but I couldn't keyframe the location values - they just stayed green.

Then I tried fixing it and I think I made it worse, not sure what I did. Now it won't let me keyframe it at all - location OR rotation.

I need to be able to animate at least the belly's rotation and location.

Here is my .blend file -


texts:
I'm trying to make rolling paper using bones. I'm using a curve, three bones and a plane. The bones are following the curve path but the plane which is subdivided does not make the right turn and it also not rolling. How should i achieve this?

Can somebody please help?

Regards Jerry.


texts: Not enough connectors in Render Layers node

texts:
I made models of series of glass chess pieces in Blender.  I want to use Compositing to add in a Denoise node, but the Render Layers node does not have a Noisy Image connector, it just has Image, Alpha, and Depth.
In Blender Guru's tutorial on Materials, his Render Layers node has all four of those connectors, plus a bunch of OTHERS as well.  How do I fix this?


texts: "Use Nodes" Button for Materials in Blender 2.8

texts:
I can't seem to find this button in Blender 2.8.:

This is what I have:


texts: Mantaflow bake fluid from command line, "NameError" : not defined

texts:
When trying to bake fluid from command line using:

import bpy
bpy.ops.fluid.bake_all()

I receive the following errors:

NameError: name 'fluid_adapt_time_step_2' is not defined
Traceback (most recent call last):
  File "<string>", line 1, in <module>
NameError: name 'bake_fluid_data_2' is not defined
Traceback (most recent call last):
  File "<string>", line 1, in <module>
NameError: name 'fluid_save_data_2' is not defined

...etc...

The names given can be found in:
https://github.com/blender/blender/blob/master/intern/mantaflow/intern/strings/fluid_script.h

I'm guessing baking can't find the settings to bake domain outside of the GUI. Is there code to import such information?

I'm aware of Brecht's answer: Bake Fluid Simulation via CLI or Python?,
which didn't work.

Moreover, recent Brecht's interaction concerning Mantaflow baking: https://devtalk.blender.org/t/feature-request-mantaflow-bake-command/11105

Update from https://github.com/ichlubna/blenderScripts/issues/1 : probably is a bug: https://developer.blender.org/T75889

terminate called after throwing an instance of 'Manta::Error'
  what():  can't clean grid cache, some grids are still in use
Error raised in /home/sources/buildbot-x86_64-slave/linux_glibc217_x86_64_cmake/blender.git/extern/mantaflow/preprocessed/fluidsolver.cpp:33


texts: I just installed Blender 2.79b, but I can't find Denoiser. What am I missing here?


texts: Can I use Weight Paint to Control Animation Properties?

texts:
I'm thinking weight paint but maybe I mean Dynamic Paint or even something else I'm unaware of.  I have cell fractured a long thin cylinder which I am dropping onto a plane using Blender 2.71 Render (not BGE).  It has been rotated a little so that its contact with the plane starts at the lowest shard and works its way to the top.  Of course, the whole thing simply falls apart on first contact.  So, I use rigid body constraints and this works fine keeping it together.  What I want, however, is a progressive shatter as the cylinder shards come into contact.  In other words, I want the shards which have not yet reached the plane to stay intact. Keyframing this one shard at a time is tedious, prone to error, and all but impossible when there are hundreds of shards.

Can I use weight paint or anything else to control the enable function (or any other property or function) associated with the constraints to switch from enabled to not enabled as a function of time (or frame number)(in other words, as a function of color)?


texts: Blender 2.82 - Unknown lines showing up on object

texts:
I am modeling in Blender 2.82 using the Mirror modifier.  Several lines on edges are showing up on the object and I can't get rid of them.  I can't select them nor the corresponding vertices.  The number of lines is increasing each time I make modifications onto the object in edit mode.
What are these and what did I do to cause them?


texts:
I'm making a program that imports stls of models I've sculpted and combines them as one stl. I have a panel with checkboxes for each file that can be imported. Then I have a separate function that checks which checkboxes are checked and imports the appropriate file(s). I also have an integer property that determines the number of each file that gets imported. Right now, I have to add manually add a new Bool property if I want to include another model that can be exported. Is there a way to dynamically create the checkboxes, maybe based on a list containing strings of the files that can be imported? Here is my code now:
class MySettings(PropertyGroup):

my_bool_rock : BoolProperty(
    name="Enable or Disable",
    description="Rocks",
    default = False
    )

my_bool_plant : BoolProperty(
    name="Enable or Disable",
    description="Plants",
    default = False
    )

my_bool_industrial : BoolProperty(
    name="Enable or Disable",
    description="Industrial",
    default = False
    )

my_bool_gem : BoolProperty(
    name="Enable or Disable",
    description="Gems",
    default = False
    )

my_bool_tombstone : BoolProperty(
    name="Enable or Disable",
    description="Tombstones",
    default = False
    )

my_int : IntProperty(
    name = "Set a value",
    description="Max Asset Number",
    default = 4,
    min = 1,
    max = 20
    )

I would like to have a list of importable files (ie. ["Stone", "Plant", "Tree", etc] which I could loop through and create a new boolean property specific to the list item. Is that possible? Thanks in advance!


texts: How do i make the camera rotate about the object using the mouse or keyboard in the game engine?

texts: please how do i get the camera to use the character as the pivot point while  rotating with the keyboard or mouse? I also want the camera's view still centered on the character like in a normal animation. I tried the pivot constraint,change of the universal pivot found beside the view-port shading and even tried changing the camera's origin point. The first two worked fine in the editor window but not while playing the game while the third one didn't work at all.


texts:
Some of my tracks don't show the video they should: I edited one track how I wanted, and some time later I found the whole video sequence had a starting offset that came from nowhere and ruined my editing. Since re-building proxies, deleting caches and restarting Blender didn't help, I fixed it by shifting the strip backwards with S.

Now I the audio is out of sync for no reason. But when I render it, audio and video are in sync again, but the video is shifted again. I really don't know why preview and render differ and why my tracks get shifted. It's incredibly annoying.

Edit

Just to try out, it imported the track as Clip into Blender (normally, I import them as movies directly into VSE) and copied the edits from the track. So I have two tracks with same position and clip showing the same video, but one added as Movie and the other as Clip. Of course, they are not in sync but one has several seconds in advance on the other. Contrarily to my expectations, the new track is not in sync with the audio either. Now I'm heavily confused.


texts:
The issue I am having is that at some point, randomly, the pixel data I generate and assign to an image disappears. This usually happens after several large images and pixel data have been created. The images remain, but they are black. If I restart the blend file after saving, they will also turn black. It is almost as if the data I create is freed, same as if I was to use this function:

my_image.buffers_free()

I generate a new image this way:

my_image = bpy.data.images.new(name="new_image", width=1024, height=1024, alpha=True, float_buffer=True)
my_image.pixels = new_pixels


texts: Render specific frames with opengl via python

texts:
When I run the following script, current_frame is set AFTER the render.opengl():

bpy.context.area.type = 'VIEW_3D'
bpy.context.scene.frame_current = 234
bpy.data.scenes['Scene'].frame_current = 234
bpy.ops.render.opengl(view_context=False)

If I run the script again, the correct frame is rendered.
How can I force the frame_current to be applied before the render?

(A solution without using an operator is also welcome, as I understand that ops are more for user interaction that for scripts and are therefor very dependent on the correct context.)

Thanks!


texts: How to make a Portal Bridge material in Cycles?

texts:
it's one of my 'How do I make a material in Cycles' questions again :D

I am still not that wise when it comes to transparent textures and fresnel and so on, so if someone could explain to me how to create an effect like the one shown in the image below, that would be great ^^.


texts: So I'm trying to make an effect similar to the inverse of those metal pin toys where you put your hand in and then it pops out on the other side. So I want to take a model and dynamically have it imprint this array of rectangles. I'm currently using a shrinkwrap modifier on it set to a negative project. But I'm running into some issues that I'm not sure how to solve. For instance, once my cutout model goes beyond half of it's height down, then the shrinkwrapped vertices decide they want to project on the top faces of the mesh, not the bottom. Also I want the faces remain horizontal. So right now if only 1-2 vertices are being projected, the remaining ones will sit where they are.


texts: Motion tracking a shot where no tracking point is in frame throughout the video

texts:
I’m trying to motion track a shot where the position it ends on is totally different from the starting position. In other words there are no tracking points that stay throughout the whole video.

How can I set up a tracking scene for the whole video instead of just part of it?


texts: How can I make a grip that is like the one on Count Dooku's lightsaber from Star Wars

texts:
I am attempting to model Count Dooku's lightsaber from Star Wars. However, I can't figure out how to make that triangular grip on the middle portion of the lightsaber on my model as shown in the ref image below. The triangular black portions are especially giving me trouble as well as the bumpy texturing on the grips. I would appreciate some help in solving this problem!

Reference image

My model so far

Edit: I think I forgot to clarify. I actually have two problems. The first is actually getting the triangular shape of the grip onto my model. The second is the black texturing portion. You guys seem to have solved the texturing portion of it - thanks for that! But, I'm still having trouble with modeling the grip section. I've tried using knife project but the base corners of the triangle don't stretch out to the sides if I attempt to project from a top view!


texts: Problem finding GPU in Blender 2.9 and 2.8

texts:
Since I started using blender 2.8, and after Blender 2.9, I noticed that it was having a bit of lag. Now I made a high-poly character, I can't reder it or even unwrap the uv map without crashing the app, so I decided to search for a solution when I discovered that eighter the 2.9 or the 2.8x version were not recognizing my GPU, but it was working nirmally in the 2.7x versions. There is a solution for this? I need to be upgraded with the versions even if it's not so old, pls.
PS: Sorry if my english is not that good, it's not my official language.


texts: I am sure this has something to do with my nodes... but I got the label to be transparent.. however.. it's making the actual object it's placed on transparent NOT the label itself.. I think. Please see picture.


texts: Drag & Drop custom mesh formats into viewport

texts:
I have an add-on for importing/exporting a particular mesh format. Is there a way I can have drag & drop of this file type from the file browser into blender viewport automatically trigger my import add-on on that file(s) ? (similar to the way the drag & drop image into the viewport works).

Currently other import/export formats do not seem to work by simply drag&drop into viewport (e.g. obj, stl, dae).

Note: sure, some of these import add-ons provide additional settings before import/export, and one could argue that drag&drop is not useful, but still in some cases it can still be useful when predefined import settings can be assumed.


texts: What is the number in corner of the 3D view?

texts: At the bottom-left corner of the 3D view there is some white text with the name of the selected object, preceded by a number in parentheses.  What does this number mean?


texts: Blender 2.78 - Bendy bones - Equal vertex deformation

texts:
In the image below, I applied an armature with bendy bones to a well subdivided tube mesh. When I deform the bendy bones, the mesh follows well, but vertices are bound to the number of bendy bones subdivisions. This leads to deformation gaps (orange in the image). I would like my mesh to be deformed equally (pink in the image).

Is there an easy way to achieve this result?


texts: understanding uv maps, materials and textures

texts:
I have made a very basic room. I am trying to make game assets for using in Unity.

In the past Ive made some uv maps but I remember struggling, and this is actually more of a complex shape that I had before.

For now I just want to assign a texture to the wall (I'm happy assigning the texture in Unity if thats easier, I dont need to render anything in Blender)

I've drawn a 'Seam' around one wall. Also, earlier than that I have selected every face on the wall and assigned a second material to it.

(Note: I already imported it to Unity and the two materials appear there, but when I assign a texture as the material it just comes out as a solid colour.)

Is it correct that I can mark a square seam as pictured, and then assign a texture to it? And if so how do I do this, is there any simple tutorials just showing this? Thanks


texts:
I'm trying to make an effect using the Blender Compositor, but I didn't know how to do it, and please I want the solution using the compositor not by adding more objects (Lens).

Here is a picture to explain what I want to do :


texts: Maximizing Render Field of View in Interior Scene

texts:
I'm new to Blender and love most things about it, but the camera is hard to work with, especially in tightly enclosed interior settings.

When I've positioned the camera where I want it and bring up the camera view (Ctrl + Alt + 0), it only captures a small portion (maybe 50 percent) of what's in the viewport. When I try resizing the window, it doesn't go all the way to the edges, so the only way to get everything in the shot is to zoom out... but that's often not an option with an interior scene, because I end up going through a wall. Changing the focal length distorts the image.

Are there any other options to solve this problem? In most other 3d apps I've used, you can simply resize the render window to fit what you're seeing, and even go beyond the field of view. Is there anything like this in Blender? Are there some camera constraints I can turn off for this?


texts: how can i make uneven distribution of lattice without changing the shape of object in the beginning

texts: I want my lattice to the shape as i showed in the beginning. the edge inside lattice is not not evenly distributed, becuz i want my plane to bend along those lines. How can i manipulate the lattice to that shape without changing the shape of my plane immediately?


texts: rotation not working after edge loop select?

texts:
Not sure if I am doing something wrong... but...

I have my user prefs configured to use the left mouse button (I prefer that) instead of right mouse button...

If I do an edge loop select (ctrl+shift+alt+ left mouse button) - I can select fine, but now I can't seem to get back into normal rotation mode... (i.e., just pressing shift+alt and dragging left or right, etc) without closing the blender file and re-opening it...

Is there some kind of hotkey I can use to get back into normal rotation/scaling/etc mode?

Thanks!


texts: Is it possible to have a shader effect a specific area of a texture?

texts:
I want to have it so the shader effects only a specific part of the texture.
like for example, a white surface never getting darker when in darkness.

And the white surfaces don't get covered by any cel shaded shaders. (Pictured here)

I'm really new to blender, so please bear with me


texts: How do I move an item on its axis when its rotated?

texts:
I'm not totally sure how to word this so I'll do my best.
Im trying to animate a gun, and when I want the stock to move while the character is shooting the gun, I wanna move the stock.
Basically, I wanna move the stock with the rotation instead of it just going on the regular axis.
I'm not good at explaining this, if I used the words in the wrong way then I'm sorry.

Basically, what I'm trying to explain is when I rotate something and then move it, its on the normal grid axis instead of what its facing when its rotated.

The green line from this brick isn't facing the same way as the brick.


texts: Invisible and black faces after switching from Cycles to Blender render engine

texts:
It seems that something about the way I have jumped between Cycles and Blender render has caused issues with a file. I am new to render engines and not that experienced in Blender in general, so I have been disorganized about things and have ended up having to jump around.

Right now I want to do up this model with a diagram feel, so I switched from Cycles back to Blender render, in order to do up some flat materials and make them shadeless and such. I switched off nodes on the materials, and when there seemed to be issues, I deleted all the materials thinking maybe redoing them would help. The new materials have been assigned to the individual faces that have them.

The model renders pretty well. (It has a few issues due to quickie geometry but I can live with them for now.) But in Materials, Texture, or Solid view there are a lot of faces that turn black or xray - they make the things behind them in the same object invisible, as well as themselves. Recalculating normals has helped in some spots, but not others. In the case of the mirrors, selecting the mirrored faces and flipping those normals had no effect, or made the face x-ray. I checked for non-manifold geometry, and that isn't the cause. I get the feeling it is a normals issue, maybe I'm wrong.

I do have a version of this file from before the Cycles materials were added, but I wanted to know if there is a way to correct this.

render view looks mostly right

material view makes the mirror face black, other faces on that object invisible, and faces at the top of the tube x-ray


texts:
Say I have a square and I want to make it into a trapezoid, I then scale down one of it's sides right?

Now what if instead of a square I have a very complex square-like object with lots of subdivisions? Is there any way to perform a similar operation? The one that will change the overall shape of the complex square-like object into a trapezoid-like object?

In Photoshop, when usint freeform transform tool this type of scaling is called "Perspective".


texts: How do I save a certain workspace as the default workspace (not default upon opening blender)

texts: I want to save the default compositing workspace a certain way so that when I open the compositor, it's the setup I like. I've figured out how to save the interface for opening blender however, I'm wondering: how do I save the default interface to only that interface (basically the compositor won't be the default opening blender scene)


texts:
I start with a plane, subdivide it into many small tiles, raise the vertices to create a terrain. I also have a vertical gradient texture: the bottom edge of the texture is blue (sea), the top edge is white (snow), the middle levels are shades of green and brown. The terrain is assigned the texture.

The question is how to do the UV programmatically? I want a Python script that can assign each vertices' v equal to its normalized z.

Ideally, I can shape the terrain (move mesh vertices) in 3D view, and run the script anytime. Then the terrain will have a height-dependent texture.

It seems all I need is to do is:

Run through all vertices in the mesh to find zMin and zMax
Run through all vertices and set u=0.5, v=(z-zMin)/(zMax-zMin)

But I don't know how to do it in Blender with Python, Can anyone please help?


texts: Lighting specific objects in cycles with volumetric atmosphere

texts:
I'm trying to set up a night scene, and having trouble getting the lighting right. Here's my first stab at it:

I like the lighting on the tree, but the cloak on the left is too dark.

I wondered about splitting the scene into two render layers, kind of like this:

I thought I could adjust the levels of the cloak in the compositor, but I can't figure out how to recombine the layers. Similarly, I tried adding extra lights to the cloak layer, but that interferes with the volumetric effect in an undesirable way.

Is there a good way to light the cloak, without affecting the rest of the scene?


texts:
Im trying to extrude this edges along normals over Z axis. Median point selected and Z is pointing correctly as shown in this picture.

But as soon as I press E to extrude and Z Z to use normals restriction, normals Z axis changes to this:

So extrusion is not what expected.

What am I missing? Thanks in advance.


texts: Hard Ops/ Box Cutter Add-On weird artifact on screen

texts: After installing HardOps, BoxCutter and MiraTools Addons to blender from this tutorial HardOps/BoxCutter Installation when i switch into edit mode i get strange artifacts on the object selected and if the camera moves any vertices inside the artifact make vertices and edges dissapear. Does anyone know how i can solve this? Is this a memory graphics problem or problem with the add-ons?


texts: Set existing animation start frame with script

texts:
I have an object, which has two keyframes to make a short animation.

I have a script which duplicates this object and its animation and changes the start frame of the animation. I currently have this code :

line = duplicateObject(bpy.data.scenes["Scene"], "Line", bpy.data.objects["Line"])
line.location[0] = value[0]
line.hide = False
line.animation_data_create()
line.animation_data.action = bpy.data.objects['Line'].animation_data.action.copy()
frame_range = line.animation_data.action.frame_range
line.animation_data.action.frame_range = mathutils.Vector([frame + frame_range[0], frame + frame_range[1]])

Which doesn't work because I can't assign the frame_range variable, it's read only.

Any suggestion?


texts:
I have read the Blender documentation wikis on both the light path node and on light paths.  But neither of them seems to clearly explain what a shadow ray is.

For instance, the light paths wiki says:

  Shadow: the ray is used for (transparent) shadows

It then shows a diagram with the ray labeled “shadow” going (backwards) from a surface to a light source.

This doesn't make much sense to me.  The text doesn't make sense because in cycles (as far as I know) a shadow is just an area with less light than the areas around it, which is not a technical value.

From the diagram, it looks like a shadow ray is a ray that is about to hit a light source (speaking from the actual backwards ray-tracing point of view).  But I don't understand how that works either, how can cycles know what a ray is about to hit?  Especially if that information could be used to change the direction of the ray.

So what is a shadow ray?


texts: Cycles is using Path-tracing-Tile instead of Sample

texts:
I know this question as been asked many times before, but the solution, that usually helped doesn´t work for me. So I would be very happy about some assistance!

I built a scene, and when I try to render it is always using Path Tracing Tile....instead of Samples.
I have NOT checked the Square Sample Box! But it is still rendering in Pathes...why could that be?


texts: I'm making a simulator and I have an image like a piece of chair and it's in 2d and I need to create a 3d model of that to be able to apply texture to it by three.js. So ,How can I convert a 2d image to a 3d model?


texts: How do I remove doubled faces? Merge by Distance isn't behaving properly

texts:
I keep running into this problem. I have tried to rebuild this mesh three times now... I'm building a flat mesh on the X + Y Axis only using extrusion Ctrl + E, Shift + Zetc. When I finish I keep getting doubled faces, indicated by the different shading on the affected faces. (I'll attach screengrabs). What is the best way to fix this?

I have tried Clean Up > Merge by Distance, but it removes loads of faces entirely, not just the doubles, and then bizarrely I can't add the face back by selecting the vertices and pressing F. If I select all the affected vertices and delete faces it deletes both faces.

Help in this matter would be greatly appreciated, thank you.


texts: Geometry-based material without UV or vertex paint

texts:
I'm trying to create a (Cycles) material that's based on geometry without doing any UV unwrapping or vertex painting:

I'd like to created a map based on depth into the brain folds to control the glowiness. Are there any nodes or workflows that could let me achieve this?
EDIT:


texts: How to keep triangles connected and the same shape, while modifying/transforming?

texts:
EDIT:
All green triangles should keep the same shape as the purple triangle. They may not deform in any other way than location and rotation. If I work with modifiers the triangles keep deforming.
I also don't want to move all triangles manually. The triangles/blender need(s) to know that the triangles form one structure, connected on the corners.

All help is appreciated.
If necessary I'm willing to learn Sverchok or Houdini or any other way to solve this...

old:
I want to do the following:

I model the shape like a i would normally do, the triangles will 'replace' it.
All of the structure is made of one base triangle, without the triangle being deformed.
(Only) the corners of the triangles are connected (snap to vertex)
I can change the scale of the base triangle for more or less detail
In the end I will replace the triangle for a more complicated object

All help is welcome


texts: How to mix shaders depending on the direction normals are facing?

texts:
How to make a gradual transition between two shaders, depending on the normal of the surface against the angle of the view.

The use case is I want to make bubbles of a white, somewhat opaque, liquid. When passing through the center (from the camera) it will pass through minimal liquid so it is most transparent there. When a ray passes near the rim it will pass through maximum liquid and be most opaque there.

I will just mix a transparent and opaque material. If the normal faces the camera, select the transparent material. If the normal is perpendicular to the camera, select the opaque material.

I have tried fresnel but it is meant for items refracting light.

I have tried the normal node but can't get it to work. I think that if I just use this correctly, this is the right way.

I have tried taking the normal of the object, normalize it and dot-product with the camera normal (normalized). It gives the result below. It is in the right ballpark, but not correct. Nevermind that it is black.

If I reverse the shaders I will get something like a puff of smoke, gradually becoming transparent at the edges.


texts: RegionView3D from Region object and vice versa

texts:
How do I get a RegionView3D object from a Region object?

I'm working on an operator in the quad view of the 3D view and I need to determine which region the user clicked in and the relative position to that specific region

I've tried event.mouse_region_x and y but those are relative to the original region that the operator was ran in
I've also tried using the ctx object provided to the operator's modal function as well as bpy.context but both seem to be frozen on the original place the operator was ran in?
Current solution is to check all areas in bpy.context.screen.areas, find the one clicked in and then find the region in that area. This means I now have a region but I can't get the RegionView3D from it. This is because RegionView3D is accessed from a Space object and that doesn't have any actual positional information on the screen.


texts: New vertices get created when moving vertices

texts: so I haven't used Blender for some weeks now, and I just noticed that whenever I try to move a vertex, edge or face, a new one gets created ( as if I was kind of extruding, it happens to every single one). Btw, I can do it as many times as i want to any vertex/face/edge. It's difficult to explain, so I'll just put up some images, I might have changed a setting sometime, but I couldn't find which one, and I would prefer not to reset the preferences as I have quite a few add ons installed. Does anyone have an idea? Thanks in advance.


texts:
How can I export B Format ambisonic audio in a render. Blender uses OpenAL, which does allow for First Order Ambisonic (4 mono channels, WXYZ) rendering. My goal is to create a stereoscopic, 360 degree video with spatial audio (audio field rotates with head).

Here are the documentation links regarding audio in Blender (many of them just say TODO):

https://docs.blender.org/manual/en/dev/render/audio/introduction.html

https://docs.blender.org/manual/en/dev/preferences/system.html#prefs-system-sound

https://docs.blender.org/manual/en/dev/data_system/scenes/properties.html#data-scenes-audio

I assume that the 4 Channels format found in the scene properties context has much to do with spatial audio. Can someone elaborate on these options?

Demo .blend file to play with (you'll need to supply your own audio):


texts: How to detect clicks on empty space via python?

texts: To elaborate - I want a setup where LMB clicking (in the LMB to select setup) on an empty space in the 3D View causes all of the mesh to be deselected when in Edit Mode, all objects when in Object mode, etc. I specifically would like to do it via an addon, but any help is appreciated.


texts: How to slowly increase rotation speed of actuator

texts:
So i'm making a game in bge and i've came across a problem. It's a driving game and i noticed for turning if i just put a certain number for rotation in the actuator the steering would be messed up. So i tried coding it and came across a problem. Idk how to make the rotation speed go up slowly. sorry.
Code:

import bge
cont = bge.logic.getCurrentController()
own = cont.owner
#Sensors
leftSensor = cont.sensors["Left"]
rightSensor = cont.sensors["Right"]
#Actuator
turningSensor = cont.actuators["Turning"]
turning = 0
if leftSensor.positive:
    turning = turning - .03
if rightSensor.positive:
    turning = turning + .03
own.applyRotation((0, 0, turning))

I have tried using a while loop instead of a if so it will loop(like i want it to) but a while command will completly crash bge. How do i do this


texts:
I'm not quite sure why this is happening.
Whenever I CtrlA and apply the location, it just resets.


texts: Changing the grease pencil brush from the API

texts:
How can the grease pencil brush be changed from the API?  The default is Pencil, but in my addon I would like to use the Pen.  I cannot find this anywhere in the documentation.
# Define grease pencil parameters
gp_mat = bpy.data.materials.new("my_mat")
bpy.data.materials.create_gpencil_data(gp_mat)
gp_mat.grease_pencil.color = [0,1,0,1]
bpy.context.scene.tool_settings.gpencil_stroke_placement_view3d = 'SURFACE'
bpy.data.brushes["Pen"].size = 5

# Add grease pencil to scene
bpy.ops.object.gpencil_add(type='EMPTY')
bpy.ops.object.mode_set(mode='PAINT_GPENCIL')
gp_obj = bpy.data.objects['GPencil']
gp_obj.data.materials.append(gp_mat)
gp_obj.active_material = gp_mat

# Change brush to pen
_________________________________________  # What goes here?


texts:
I've got a Macbook Pro Retina, Mid 2014, and I'm trying to get GPU rendering to work on it.

I've downloaded Cuda, the GPU shows up in user preferences, and I've selected GPU Compute under the render settings. I've ran the BMW benchmark on both my CPU and GPU.

It takes about 4 minutes 25 seconds using my CPU, and 7 minutes 39 seconds on my GPU. I've downlaoded iStat Menus, and check my CPU/GPU usage during the render. The GPU is being used, but the memory usage is a tiny fraction of it's total memory. I have a 750m graphics card, which should be substantially faster than the CPU.

Why isn't the GPU rendering faster than the CPU?

Screenshot of render:


texts:
I recently watched a gun modelling tutorial in 3ds max and the instructor often used a tool called "FFD modifier".

The way he used it was by selecting a few vertices/edges, click the ffd modifier and then he could transform only those vertices

Is there something similar in Blender?


texts: Selecting and removing particular objects

texts:
I have a script that takes in positional data and creates a cube based on their positions. Each time I run the script, I've noticed that the old cubes are still showing up in the User Perspective. It's a pain to go through each cube and manually delete them.

I've googled for a while to find a solution to no avail. I know that

for ob in bpy.data.objects:

Allows me to iterate through the objects in the scene. I get

Camera
Cube
Cube.001
Cube.002
...

but I don't know how to use the API to select only cubes to remove and I don't know how to remove them. Is unlinking the same thing as removing the cubes from the user perspective?


texts: Can't change Pose Position of Armatures to Rest with Alt-G,R,S combo

texts:
I just started using blender a few days ago and I've been tinkering around with simple armature models. In previous attempts, when I wanted the armature reset, I would do the Alt-G,R,S combo or 'Clear Transform' but now it doesn't seem to work. Is there an alternative option to explicitly replace the pose position with the rest position?

Ideally, I'd like to actually use the "Rest Position" Armatures for pose changes.
Earlier, I've tried to look for a method like this just to give an idea of what I'm trying to do:
1. Copy the Armature from the "Rest Position" tab
2. Proceed to the "Pose Position" tab, delete the Pose Position and...
3. Replace it with the "Rest Position" Armature so I can translate it since I'm in "Pose Position" mode.
That hasn't worked out for me and I'm stumped.

Edit: Nvm, just found out that the difference between resetting the "Pose Position" and "Rest Position" is that "Rest Position" doesn't take into consideration the effect of the IK constraints.


texts: How to make a soft body stay static and not vacillate at all?

texts:
I was trying to create a soft body effect.So,I added a cube and gave it a soft body and a sphere(gave it some collision) and animated it.However my cube seems to vacillate(even though the effect is very minimal),which isn't what I want at all.I want it to just stay static at a point.So,how do I do this.Thanks in advance.

EDIT:BTW Turning the Goal Strengths Default all the way to 1 does make the cube not move but then there will be no deformation of the soft body.

I also do not want the sphere to actually physically enter so much(as one might expect) into the cube.But I am thinking a fresh new question would be better for that.


texts:
What do I do if Blender won't import FBX animations?
I have a FBX file with a character that's animated. The mesh and rig imports correctly to Blender, however, the animation of the rig won't import. I can see that the file is, in fact, animated thanks to Autodesk's FBX Review-software. Keyframes are imported, however, the rig won't animate.
Any ideas?
Feel free to download and experiment yourself: https://we.tl/t-gIrSEGp0Jq


texts: Timing with animations in the node editor

texts: Could someone please tell me how to change the timing on composite animations? I'm making a mask from one video and putting it onto another video, but I want the mask to start partway through the second (background) video, but haven't been able to figure it out. Everything was successful except for the bit about timing. Thanks again.


texts: How to add reference images using a script?

texts:
I'm trying to write a Python script that adds all the images in a directory as reference images.
In a second step I would like to trace the images to Grease Pencil objects (new feature of Blender 2.91).
Therefore, I looked at the Info Editor to find out which commands are executed when a new reference image is added.
This resulted in the following script:
import bpy
import os

# add images
img_dir = bpy.path.abspath("/home/test/imgs")    # directory in which the images are located

for img_name in sorted(os.listdir(img_dir)):
    img_path = os.path.join(img_dir, img_name)

    bpy.ops.object.empty_add(type='IMAGE',
                             radius=1,
                             align='VIEW',
                             location=(0, 0, 0),
                             rotation=(1.5708, -0, -0),
                             scale=(3.013, 3.013, 3.013))

    bpy.ops.object.load_reference_image(filepath=img_path)

Unfortunately only an empty rectangle appears when I execute this script.
In addition to the problem that the reference images are not displayed correctly, Blender also seems to crash when adding large amounts of images.
AL lib: (EE) Received stream failure!
Bus access error                           # original message in german: "Bus-Zugriffsfehler"

I use Blender 2.91 on an ubuntu computer.


texts:
How do you convert text into a wire frame look?

I want to convert some text into a wire frame look in blender 2.8

Alt + c doesn't work in 2.8


texts:
I am trying to simulate the smoke/dust from a scene from the latest Star-Wars trailer ("the rise of skywalker"): see attached trailer segment.

I also included a gif that shows what I got so far. The set-up is rather easy: I have an smoke emitter that is animated within a large domain. In front of the emitter I parented a wind forcefield to emulate the effect seen in the teaser. See also attached .blend.
 What bothers me the most in my example is the returning pattern that forms the smoke and clearly tells the viewer this is CGI. I tried using a noise texture as instructed in this tutorial (from 1:05 - 2:08) but my pc(i7-2600k, Geforce GTX 1070) crashed when I tried to play the animation. In the video he states you need to tweak alot of settings (or have a good knowledge) of smoke to make it work which I don't have right now..

It's not my goal to copy the scene 1:1 from the trailer but make a believable smoke trail which can be done in blender (2.79 or 2.8).
Maybe someone can offer some suggestions in order to make the dust more believable and break up the smoke pattern?


texts: Python - syntax error in established code

texts:
So, I'm trying to get nifscripts to work with blender 2.49b on a Mac. I suspect there may be an issue with the installed versions of python, but for the life of me I can't suss it out.

So, when I start blender from the command line, I see:

Compiled with Python version 2.5.6.
Checking for installed Python... got it!

So far so good. Running a system report generates expected output:

Paths:

/Applications/blender.app/Contents/MacOS/System/Library/Frameworks/Python.framework/Versions/2.5/lib/python25.zip
/System/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5
/System/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/plat-darwin
/System/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/plat-mac
/System/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/plat-mac/lib-scriptpackages
/System/Library/Frameworks/Python.framework/Versions/2.5/Extras/lib/python
/System/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/lib-tk
/System/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/lib-dynload
/Library/Python/2.5/site-packages
/System/Library/Frameworks/Python.framework/Versions/2.5/Extras/lib/python/PyObjC
/Applications/blender.app/Contents/MacOS/.blender/scripts
/Applications/blender.app/Contents/MacOS/.blender/scripts/bpymodules

So, it seems to be using the same python it was built off of. However, when I try to run the nif_common.py script, I start getting syntax errors. The first one seemed to involve the with... as f keyword, which I resolved by using the more traditional f = syntax.

However, now I get the following:

Traceback (most recent call last):
  File "nif_common.py", line 91, in <module>
  File "/Applications/blender.app/Contents/MacOS/.blender/scripts/bpymodules/pyffi/formats/nif/__init__.py", line 3277
    return b''
             ^
SyntaxError: invalid syntax

I fail to see the invalid syntax; this scripts uses that form several times, and only the last does it throw an error.

Line 91 of nif_common.py reads:

from pyffi.formats.nif import NifFormat

And the __init__.py file contains at line 3277:

    def _get_string(self, offset):
        """A wrapper around string_palette.palette.get_string. Used by get_node_name
        etc. Returns the string at given offset."""
        if offset == -1:
            return b''

        if not self.string_palette:
            return b''</pre>

Now, my familiarity with python is minimal, so I'm not sure whether the offending '' does anything or not. But I can't see how invalid syntax would end up in established code like this...


texts: How can I have the bones of my armature find the most direct path when reseting their rotation?

texts:
My character does a backflip and therefore the hip and abdomen bones have been rotated "360" degrees. Considering that the idle pose hasn't made these transformations if the end of the backflip animation were to be meshed back into the idle pose; the abdomen and hip bones would need to revert themselves by taking the long way around (i.e. rotate -"360" degrees) to reach their original orientation.

I tacked on a keyframe from the beginning of the animation to the end as a sample of what I assume would happen:

Is there any way to have the bones ignore the specifics of their original rotation to make a direct transition without needing to include a jump between two frames where I flip all the rotations manually?
(I think that would disturb the physics if i did add a 1 frame jump to reset the rotations anyways)
Or am I going about this wrong and there happens to be an option for this issue when animation meshing?


texts: Use depth of field only for some objects and not for others

texts: I am using depth of field, that is connected from camera to object, but I want to not cause blur efect for 2 other objects, is it even possible?


texts: How do I Iterate through a combobox options without clicking on one?

texts: I see this done in a a lot of videos (here, for example) and was wondering what keyboard shortcut is used here?


texts: Using texture painting on an existing node material

texts:
blender newbie here. For a school project I'm trying to create sort of a promo image of a table with a pattern laser etched into it. My first plan was to create a wood material using nodes and then using texture painting overlay the pattern on parts of the model where I need it, but I'm struggling with this. Can texture painting and node materials even be combined? If not, what would the approach to doing something like this be? Also for the texture painting, is it possible to use an image with a transparent background as some sort of a stamp, or am I stuck retracing the pattern by hand?
Thanks a lot for all answers!
I'm using Blender 2.92, rendering through Cycles
--Edit--
Example of the effect I'm going for. Image or a pattern etched/engraved (not sure which to use, sorry, English is not my first language) into wood. I don't need to deform the mesh of the object, having the image just stuck to the surface would be more than enough.


texts: How can I give a single object multiple colors in cycles?

texts: I'm making a sun and I would like it to be a mix of colors - such that every face has a different color, like on a ColorRamp. So, I want the final thing instead of just being a flat orange color to also have some reds and yellows merging in with the orange so it's an array of different colors. How can I do this in Cycles, by using the node editor?


texts: Why does one of the faces show dotted in editmode?

texts:
I just started blender a few days ago and I noticed that when making faces, they sometimes have this dotted texture compared to the generic smooth texture. I have been having difficulties with this and was wondering why these dotted faces are different from the regular faces, how do I get rid of them and what are the advantages of using them?

This is my image:

Thank you!


texts:
I am modeling a laser light in Blender, but I am not sure how to get the results i wish to have. The result should look like the Picture:

http://www.marthagarzon.com/contemporary_art/wp-content/uploads/2010/02/mccall6.jpg


texts: How to create fog in one specific area of a scene rather than using volume scatter to effect whole scene

texts: Title is self explanatory. Indoor scene where you can see the outside. Fog to be illuminated by streetlights.


texts:
I am making a new theme and have clicked on the + button in the Theme tab in User Preferences and named it but when i go in "C:\Program Files\Blender Foundation\Blender\2.78\scripts\presets\interface_theme" i don't see my custom theme.

Where is my custom theme located in Windows?


texts:
I have an object (text) following a path in an animation, but when I move or size the path the object is resized too.

I would like to edit the path without affecting the object but cant see an "unfollow path" option.


texts: How do I link a group of 100 objects to same collision collection? I don't want to do it manually and ctrl+l link modifiers / collections doesn't work


texts: How can I increase the size of the handles/keys in the Graph Editor?

texts: I'm fairly sure I've seen tutorial videos where the handles and keys are larger and therefore more visible, but I'm not finding anything about changing the size of them in docs or on forums.


texts: Is it possible to simulate Brownian motion in Blender?

texts:
https://en.wikipedia.org/wiki/File:Translational_motion.gif

I want to simulate some molecular dynamics. For that I want some area to fill up with some lipids. All these lipids would be considered as a cylinder object standing vertical in a space. In the best case, all objects should be hanging in the defined area and are wobbling (inner dynamics: like atomic motion) and are colliding with other residues like in the link above.

Any hints or suggestions. Particle physics provide collision but they are not holding objects in the space.


texts:
I have a rigged and animated file made in blender that was exported as a .fbx file, but I can't open it with FBX Review or Unity. There is no error message that show up in either tool.
I have no idea what the problem is. I did a lot of searching and reading still have no clue on what is happening. I can't reproduce the problem. It happened on this file only.
Any help is appreciated.
The file:
https://drive.google.com/file/d/1INcxwUYd8i0rmObaHUsYJz9C4VmVQsHJ/view?usp=sharing


texts: after i saved my file it opend with wierd stuff happening to the colors

texts: so I'm making this cool sword in blender and I made the glowing runes appear in the groove of the sword and on the pommel, but after I saved it and reopened the file every surface on which I did the runes became neon green(i checked and it only responded when I changed the green value in the RGB). plus, when I go into solid mode and make it display materials every thing turns purple. how can I fix this?


texts: Ambient occlusion, getting dark hard edges on texture

texts:
When I am baking the Cycles AO from a high poly model to a low poly, I am getting dark areas with sharp edges where they are not suppose to be (as shown in the image below). Anyone geting the same problem or am i doing something wrong?

Update: I got it to work when i remodeled everything in a new scene, some setting that I can't fin must have messed up the old model. (it did not work when appending or copying the old model in a new scene.)


texts: Big issues with 6Gb 980 Ti and particles rendering. Help is appreciated. .blend file and image included

texts:
So I'm having some issues with GPU rendering particles. I'm new at this and have created a pretty big scene with a decent amount of particles and image textures. When it starts rendering it renders the cabin, but once it starts rendering the particles of the landscape my GPU usage goes crazy. About an hour into the render I get a CUDA error and the rendering stops. I looked it up and it's supposedly an error that the memory is all used up, but MSI Afterburner shows the VRAM as only about half used up. I updated Blender and my drivers today and haven't had a chance to see if I still get the error, but my GPU usage is still all wonky once the particles start to get rendered.

Here is an example I quickly put together. On the left is a pretty simple project rendered. The GPU usage fluctuates a bit, but no errors or anything. On the right is the big project. You can see at the beginning it is just rendering the cabin and it's obvious when the particles start to be rendered because of the crazy GPU fluctuation.

I had someone online render it with a Titan X and they said there was no issues and it took about 4 hours with 600 samples and 1080p. Here is the finished product that they saved the screenshot of. Still needs some work, but this is the full render that I haven't been able to see.

and here is the blend file. It's big!
https://drive.google.com/file/d/0B8smgBA_H8ClV01pMVpDSEkwYk0/view?usp=sharing

I appreciate any help. Thanks!


texts: Boolean Modifier in Blender 2.8 not working as I expect to

texts:
I am relatively new to the community and the internet couldn't help me this time.

I am creating an airplane model and want to cut out the windows and doors from the basic shape. But as soon as the boolean is not at the edge of one of the side the boolean does not work as I expect to work it.

I hope you can help me somehow to get it work. If you need it I can post the file.

Regards OupsyDoupsy

As Requested here the file:


texts: Seamlessly continue object edges into another object

texts:
I made a landscape, then saved in Blender.
I want to expand upon the landscape using another object, to finish what I had originally intended on adding in later.
For example, I have a river and a few mountains that are cut off at the edge of the grid I was editing previously, and I was wanting to add on to the grid, creating a more complete landscape.
A few problems I've been having with this is the fact that
1: I do not know exactly which vertices I selected when I originally created the river, and I also do not remember the proportional size or any of those other things that I used when originally modeling the river, and
2: due to the fact that I want to expand the landscape, I want to both snap the edges of the new grid to the old grid, keeping the proportional dropoff that I already had, as well as continue modeling hills and the river on the new grid.
Sorry if this question is a little confusing, but I can not think of another way to word it, so I have included a few pictures of what I am referring to.
Example of edges that I want to connect:

All the places I want to continue the object:


texts:
I'm trying to create an AO map for my object. This is the result

As you can see the image is like created from little dots. The color isn't homogeneous. I don't know how can i describe better . . . it seems scratched.
It's my fault or this is the best result i can achieve? How can i improve my AO map?

These are the stats used


texts:
I try to run the following script from the tutorial (https://youtu.be/bZUTiAJ1Tuc). While I try to execute a grid by clicking on a respective button panel I get the following error message

"...line 48
C/....Blender Foundation/...Modules/bpy.types.py line 721 return super().getattribute(attr).

MESH_OT_monkey_grid has not attribute count_x

I basically copied the script in the tutorial... and looked for some info about the getattribute function, didn't help much
Any input, tip on how to overcome this issue?
bl_info = {
    "name": "Monkeys Add-on",
    "author": "Yariv Friedman",
    "version": (1, 0),
    "blender": (2, 91, 0),
    "location": "Operator Search",
    "description": "Monkey Exemple Add-on",
    "warning": "",
    "doc_url": "",
    "category": "Mesh"
}

import bpy

class MESH_OT_monkey_grid(bpy.types.Operator):

    """Let's spread some joy"""
    bl_idname = "mesh.monkey_grid"
    bl_label = "Monkey Grid"
    bl_options = {'REGISTER', 'UNDO'}

    count_x: bpy.props.IntProperty(
        name="X",
        description="number of Monkeys in the X direction",
        default=3,
        min=1, soft_max=9,
    )
    count_y: bpy.props.IntProperty(
        name="Y",
        description="number of Monkeys in the Y direction",
        default=2,
        min=1, soft_max=10,
    )
    size: bpy.props.FloatProperty(
        name="Size",
        description="Size of each monkey",
        default=0.5,
        min=0, soft_max=1,
    )

    def execute(self, context):
        for idx in range(self.count_x * self.count_y):
            x = idx%self.count_X
            y = idx//self.count_y
            bpy.ops.mesh.primitive_monkey_add(
                size=self.size,
                location=(x, y, 1))

        return {'FINISHED'}

class VIEW3D_PT_monkey_grid(bpy.types.Panel):

    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Monkeys"
    bl_label = "Grid"

    def draw(self, context):
        self.layout.operator('mesh.monkey_grid',
            text='Default Grid',
            icon='MONKEY')
        props = self.layout.operator('mesh.monkey_grid',
            text='Big Grid',
            icon='MONKEY')
        props.count_x = 10
        props.count_y = 10
        props.size = 0.8

def register():

    bpy.utils.register_class(MESH_OT_monkey_grid)
    bpy.utils.register_class(VIEW3D_PT_monkey_grid)

def unregister():

    bpy.utils.unregister_class(MESH_OT_monkey_grid)
    bpy.utils.unregister_class(VIEW3D_PT_monkey_grid)

if __name__ == "__main__":
    register()


texts: Place Image in Front of a Grease Pencil Layer

texts:
Please refer the 2 images provided. In the image it can be seen that a white grease pencil layer is drawn on the default 3d cube Surface and an image of a  girl (using images as planes addon) is placed is placed in front of the cube.

However once seen in Camera view the GP layer is seen over the girl's image which is not the case in reality. Note that the GP layer is placed on the surface of the 3d cube which is placed behind the girl's image. Please let me know how to get the accurate object placement be seen in the camera view.


texts: How to join or articulate a group of bones?

texts:
I am rigging with bones and parenting with empty groups but when I want to join more that two bones as one unique articulation or when I move then in pose mode each vertices goes apart.

This is the mesh in rest position where you can see the bones joining together

And here when I try to move them

Does anybody knows what can I do?

Thanks in advance


texts: I am making a rubiks cube and cant figure out how to get the pieces to move correctly

texts: I can't get the Rubiks cube cubes to rotate and translate the right way without excessive animation and I'm wondering if there is some way to assign the cubes/pieces a certain path that they can follow but can't leave


texts: Cannot move Planar Track bounding box points

texts:
When setting up the Plane Tracker in the Movie Clip Editor to fit the replacement image into the background target, I cannot move the plane geometry vertex points to the location points on the bg image.  I can select the box outline, but I cannot select or move individual vertices.
I tried switching the mouse button select preferences from LMB to RMB but that did not work.  I can select and move 2d trackers or anything else in the interface, but not the plane track box.
I am using v2.79 on an 2006 MacPro running Lion 10.7.5.


texts: Is there a way to set up a Annotatable Xsheet?

texts:
Wondering if anyone knows a plug in that for blender that would do something like this or how hard it would be to make one, Basically I was thinking to myself I would love to be able to mark the dope sheet directly via grease pencil, for marking phonemes or notes for animation and see the notes while scrubbing through. Then I was thinking it would be nice to just have a side window act as a Xsheet and use that. But its a bit cumbersome to need to switch modes to get back to draw with GP each time. And using a image as in the video is limited in frames so I would think something that could generate the shapes of the Xsheet and frame numbers would be nice dynamically would be nice.
https://drive.google.com/file/d/17edj4CXi1RopHlsd2wQp3K4PQxgcpuLe/view?usp=sharing


texts:
Trying to make honey material. I think there is some manipulation with nodes I need to do to get results but I have not enough experienced in that.
Can you please help me simulate honey consistency and color?

To(kind of):


texts: I have made a gear in blender, but now I need to make a cutout for a pin in it. What’s the best way to do this?


texts: I added a material but it is a little bit distorted, why?

texts: I also tried to add a Mapping node but nothing changed


texts: Are there cases whereby auto weights won't work "no matter what"?

texts:
I have a 70,000 poly mesh of a winged creature that i've rigged up as best i can (intermediate artist here). I don't get it. I've triple checked everything - having made sure the mesh is 'closed' (no holes), removed all double verts, cleared the scale and rotation values to zero (mesh at perfect center facing the front), left and right sides are symmetrical, bones point in the correct axis direction (as far as i can tell anyway), naming syntax is all correct, etc, and my armature still won't bind to the mesh after applying automatic weights. I've tried Rigify, the Auto Rig Pro addon, and have manually created my own armature  and still no joy (haven't tried BlenRig, but why should it be any diff). So, my question is: Are there cases whereby automatic weights (ctrl+p) won't work no matter what you do, if for example, the poly count is say over 50 - 70k?  If the mesh is fairly complex (a non-typical biped with dragon wings), will the auto weight procedure fail even if everything is 'in order'? And if this is the case, what do you do when the bind fails? ..skin everything manually?? That would take forever, seeing that blender doesn't have mirroring when you weight paint. I think Maya has mirrored weight painting so that would no doubt save some time, but who wants to go there, right?!  Thanks for whatever info you can offer on this!! (i've attached a screen grab of the bones & front view and will upload the .blend file if needed, but it's info on 'what' i need to do (procedure) at this point more than on 'how' i need to do it. I'm using v2.79). Thanks again..

Tim
Here's the blend file link:


texts: unknown problem with my file, not possible to 3dprint in DXF or STL

texts:
So, i need to make a 3d print of my project in blender, but they're is some kind of problem in my file that i don't understand, i asked somebody in a 3d printing store in my city but even him could not help me.
i'm just beginning with the program so maybe i did something wrong creating the object, and i know nothing about 3d printing aha..
i've been told that i have holes in my mesh but i can not find any, or maybe doing it wrong
Can somebody have a check ?

EDIT

Thankyou Carlo, now i understand the significance of manifold and watertight.

Unfortunately, i did not manage to fix the problem... I try a lot of different ways to fix it but did not get lucky.
and i don't have the version 2.80 blender to use the new tool.
i have tried many tied; delete and reconstruct some part and reconnect in many ways..


texts:
I'm trying to write a blender plugin for a thirdparty renderer and just wondering how to add custom nodes into the "add new shader" menu.
Currently I make subclasses of bpy.types.ShaderNode and registered fine. But these nodes don't show up in the menu, can anyone help?
Thanks.


texts: I would like to obtain a realistic rendering with edges not too sharp and smooth surface. I tried adding a crease of 1, but edges are too sharp. Marking edges sharp is too soft. It seems there are some artifacts in the rounded corners...what can I do?


texts: I tried to do a test render and I cant save the final image. Does anyone know what causes this, and what ca i do?


texts: normals changed after separating object in 2 pieces

texts:
When having smooth shading on a sphere and separating the top into a separate object the shading is no longer smooth over the 2 parts, there is a discontinuity:

It turns out the separate action changes the normals:

I understand blender recalculates the normals based on the mesh it knows within the object, but is there any way to override this behavior, so that on separation, the original normals from before the separate are retained?


texts: How to change Alt + B Passpartout Bounding Box Color

texts:
We can hide the geometry of a mesh/object basically edit and object mode by clipping it with a bounding box using the Alt+B hotkey. Yet, I really find this clipped space a bit distracting when modelling:

I basically want this to be the same color as the viewport, not something a bit darker, is there a way/setting to change that?


texts: weird gradients appearing in the final render

texts:
I m trying to render an animation sequence using cycles, but soon as i import my images "tried Tiff,Png and OpenEXR"into after effects i keep getting these wierd lines "Gradients",i want to know what is the best color management settings for a "blender to After Effect workflow".
Settings are in the pictures below:


texts: Using python, how do I delete all text in a text block, without using cut?

texts: I need to delete(or replace) all text, but without using Cut, because it copies the text to the clipboard. How do I do this?


texts: objects that can be modeled using only object mode

texts: This is my first time on blender stack exchange but i do have experience using blender. Im actually teaching a class regarding how to use blender but am out of ideas on objects people can make using only object mode. I've made a student of mine make a chair,(pretty obvious) a table, an ice-cream and a simple pencil but he is still not very comfortable in object mode. Any ideas?


texts: Transparency on OBJ after export - Why and how to stop it

texts:
I have a OBJ Rose which when popped into blender looks great. I'm trying to export each individual petal as its own OBJ to manipulate separately elsewhere.

Every time I export each or even the whole thing as an OBJ the front facing petal is see through. See image:

As you can see in the last image, if I look at the petal from the other side (Bottom of image) it looks okay, but when viewed from the front its transparent, but in blender looks okay.

Any help would be most appreciated!

Thanks,
Chris


texts: I have a 2 node netrender setup that is fully functional with Blender render engine but not Cycles. When I do this it is rendering because it takes some time for it to return the blank images but it is not rendering the animation. If you need more information just ask nicely please :)


texts: How do I Reset Timings on a set of absolute shape keys from python?

texts:
I have written some python to create a set of absolute shape keys:

import bpy
import bmesh
import math

def vert1For(u, t):
    return [ 0, u, 0]

def vert2For(u, t, dTheta, z1):
    theta1 = dTheta * math.sin(t+u*0.4)
    return [ math.sin(theta1)*z1, u, math.cos(theta1)*z1]

def vert3For(u, t, dTheta, z2, thetaLag):
    theta2 = dTheta * math.sin(t+u*0.4-thetaLag)
    return [ math.sin(theta2)*z2, u, math.cos(theta2)*z2]

def makeMesh(name, nSegs, z1, z2, dTheta, thetaLag):
    mesh = bpy.data.meshes.new(name)
    verts = []
    faces = []
    for u in range(0,nSegs+1):
        v1=len(verts)
        verts.append( vert1For(u,0) )
        verts.append( vert2For(u,0,dTheta, z1) )
        verts.append( vert3For(u,0,dTheta, z2, thetaLag) )
        if (u>0):
            v2 = v1+1
            v3 = v1+2
            v4 = v1+3
            v5 = v1+4
            v6 = v1+5
            faces.append( [ v1, v4, v5, v2] )
            faces.append( [ v2, v5, v6, v3] )
    mesh.from_pydata(verts, [], faces)
    mesh.validate(True)
    mesh.show_normal_face = True

    return mesh

def addShapeKey(obj, i, nKeys, z1, z2, dTheta, thetaLag):
    kn = "phase %d"%i
    sk = obj.shape_key_add(kn)
#    sk.value = 0
#    sk.frame = i/nKeys
#    sk.frame = i*i/(nKeys*nKeys) # crazy version
    bm = bmesh.new()
    bm.from_mesh(obj.data)
    sl = bm.verts.layers.shape.get(kn)

    for u in range( math.floor(len(bm.verts) / 3)):
        t = math.pi*2*i/nKeys
        bm.verts[u*3][sl] = vert1For(u, t)
        bm.verts[u*3+1][sl] = vert2For(u, t, dTheta, z1)
        bm.verts[u*3+2][sl] = vert3For(u, t, dTheta, z2, thetaLag)

    bm.to_mesh(obj.data)

dTheta = 0.8
thetaLag = 0.2
z1 = 2
z2 = 3
mesh = makeMesh("fin", 40, z1, z2, dTheta, thetaLag)

obj = bpy.data.objects.new("fin", mesh)
bpy.context.scene.objects.link(obj)

sk0 = obj.shape_key_add("Basis")
print(sk0)
sk0 = obj.data.shape_keys
print(sk0)
sk0.use_relative = False
nKeys = 11;
for i in range(1,nKeys):
    addShapeKey(obj, i, nKeys, z1, z2, dTheta, thetaLag)

# This next bit does not actually work, and I'm not sure why.  That's why pretty much everything in bpy.ops should be avoided.
obj.select = True
bpy.context.scene.objects.active = obj
print("retime")
bpy.ops.object.shape_key_retime()

Unfortunately, absolute shape keys are incomplete when you create them, whether from python or the UI.  The only way to make them work is to give their secret .frame property a value, and since that secret property is read-only in python the only way I know to do that is to use the Reset Timing button to invoke bpy.ops.object.shape_key_retime().

Unfortunately, I do not know how to set the UI state such that a python call to bpy.ops.object.shape_key_retime() will work the same as clicking it from the UI. (and this is why I generally avoid bpy.ops like the plague)

What extra python calls are necessary to finalize the state of the object so that no extra user interaction is necessary?  When I run the above code, the shape keys panel is even missing important bits of its UI until I click one of the shape keys in the list.


texts: rigging - circular armature with rigid bones

texts:
I'm trying to create a circular armature with rigid (non-stretching) elements having freely pivoting joints between them.  I've adapted the "lip rigging" solution presented by @Crantisz in reply to the question by @kindoflike in page "How to create a circular armature?".  Seems like it will work well for me except that I want non-stretching bones, so I'm wondering which sort of constraint would be best suited other than "Stretch to".

I've tried some other listed constraints that seem like potential candidates, but they didn't work as I expected they might.  It's my first time even using armatures and still fairly new to Blender, so the answer may be in front of me but I don't see it.

Thanks!


texts:
I would like to know if there is a way to change normals faces orientation of a figure. I followed a tutorial for making leaves in a tree but it finishes with unity i think.
here is a figure:

he uses a lager shape to steal normals from it like this:
before:
after:
so he finally gets this result:
I tried with data transfert modifier, normal edit modifier and edit mode/mesh/normals but i only manage to change split normals so i dont get the same effect. Maybe there is a way with the nodes or with a better use of modifiers or even deeper with scripting. Im a beginner so maybe someone could help me.


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is there a set up where I can use my pen to drag a slider such as brush radius?

When I click on the slider I have to enter values and I would prefer to use the pen to slide the value. I know I can use f but would like to make use of the slider. thank you


texts: Particles (donut sprinkles) persistently too vertical at ~45 deg angle, will not lie flat on surface (of icing)

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I've started over with the sprinkles step like five times, staring at the tutorial video, and every time the same thing happens. As soon as I switch orientation axis to 'normal', my sprinkles are mostly standing on end rather than lying on the surface. I've moved my donut back around the origin and I've moved the sprinkle model to hovering above the center of the donut and tried again, in case that somehow affected it, but no dice. Setting the origin to the geometry or to any point selected with the 3d cursor on the sprinkle model or the donut itself, at best, just changes how deeply the sprinkles are buried or how high they're floating, and no amount of rotating the sprinkle model fixes the angle. Horizontal, vertical, it's always tilted the same way. I've done the heatmap, the sprinkles are only appearing on the top of the donut, they're just... wrong. Turning rotation randomness entirely off makes it extra clear that they're coming up at like a 45 degree angle from the inside of the icing object. I've been fiddling with settings and googling and searching here and reddit and I'm completely stumped. (Source is set to emit from faces.)

ETA: .blend file here:


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Is there any way to use code to revert back to an original mesh? I am currently manipulating and scaling measurements of a mesh through various iterations (representing different individual animals). The dataset is very large so I created loops so only one function is called to run through all of my data. However, after each individual iteration the mesh needs to be reset to the original before the next measurements are manipulated. Is there any way to do this.

I've pasted my code below (I am only using 8 whales in this sample set to see if the code works before entering my large dataset). I expect the "undo" statement would fit in beneath the print statement in line 32. Thank you in advance!

import bpy
import bmesh
import numpy as np

obj = bpy.context.active_object
totallength = [1.2,1.3,1.4,1.5,1.6,1.7,1.8,1.9] #scaling factors for the length of each whale
whale = [0,1,2,3,4,5,6,7] #creates a placeholder for each individual whale for the code below
vgrp = ['Reye','Reyepecmid', 'Rpecant', 'Rpecpost', 'Rdslfinant', 'Rdslfnmid', 'Rdslfnpost', 'Rmidkeel', 'Rkeel', 'Ranus', 'Rmidkeelanus', 'Rpostanus', 'Rend'] #names of vertex groups being manipulated
sfac = np.arange(1,11.4,.1) #list of all scaling factors for vertex group and whale (the first 13 numbers correspond to the 13 vertex groups of the first whale)
whalesDims = np.zeros((8,2)) #a temporary array of all the whale surface areas and volumes

def scale(vgrp,sfac): #scale vertex group of name vgrp based on scaling factor of name sfac
    bpy.ops.object.mode_set(mode='EDIT') #set program in edit mode
    bpy.ops.mesh.select_all(action='DESELECT') #deselect any previously selected vertex groups
    bpy.ops.object.vertex_group_set_active(group=vgrp) #set vertex group active based on name in vgrp
    bpy.ops.object.vertex_group_select() #select active vertex group
    bpy.ops.transform.resize(value=(sfac,sfac,sfac)) #resize vertex group by sfac
    bpy.ops.object.mode_set(mode='OBJECT') #set program in object mode

def scale_whale(a,whale,vgrp,sfac):
    bpy.ops.object.mode_set(mode='OBJECT') #set program in object mode
    for w in whale:
        bpy.ops.transform.resize(value=(1,totallength[w],1)) #resizes the length of the whale (only the y axis) based on an index in total length corresponding to the index in whale
        for v in vgrp:
            scale(v,sfac[vgrp.index(v)])
            if sfac[vgrp.index(v)] == 12:
                sfac = np.delete(sfac,[0,1,2,3,4,5,6,7,8,9,10,11,12]) #delete first 13 numbers in sfac so next iteration will move on to the next whale
        bm=bmesh.new() #needed to calculate volume and area
        bm.from_object(bpy.context.object,bpy.context.scene) #needed to calculate volume and area
        volume = bm.calc_volume() #volume of whale
        area = sum(f.calc_area() for f in bm.faces) #surface area of whale
        print ('whale',w,'surface area = ',area, 'volume = ',volume) #print surface area and volume with each whale
    whalesDims[w, :] = (area,volume) #add the area and volume to an array
    print(whalesDims) #print out the list of whale areas and volumes
    return(whalesDims) #return the list


texts: Material importing and exporting problems (wavefront .obj format)

texts: Very new to Blender, and I was wondering what I am doing wrong if the material shows up in renders (while in cycles), but when I export the .obj, and then import it again, the material is only applied to a fraction of the model.


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I am making a rim that should look like it is made of aluminum (CNC turned).
How can I rotate the texture in such a way that it looks like it was actually turned CNC?
In the direction of the red circle with the arrows.


texts: I'm trying to make trees in blender using the GitHub Modular Trees addon but whenever I try it always gives me an error message. I also can't find any tutorials on how to use it and the directories don't help at all. Thank you for your help!


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I'm running the Python template operator_modal_draw.py in Blender 2.80 and I am getting this error in the Console:

AttributeError: module 'bgl' has no attribute 'glColor4f'

Is this problem just for me running on Windows?  Is there anything I can do to fix this?  Thank you.


texts: How do I anti-alias an image with a transparent background without getting semi transparent pixels?

texts:
This question has already been asked and answered here:

how do I create a sprite with hard (aliased) edges, but still be antialiased inside?

But this does not work for me. I think something has been left out.

I would have simply commented on that question, but I need 50 reputation.


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I have created an object following a curve. That works fine. To messure the length
of the curve using the add-on measurelt I converted the curve to a mesh. Then I converted
the mesh back into a curve. Now the object does not follow the curve any more.
Removing the follow path constraint and add it again did not help.
Can you help me understanding what's happening here?


texts: Glossy shader not visible in renderer preview

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I have a problem with the glossy shader. I'd like for it to be visible in renderer preview the same way that it's visible in material preview. How do I do that?
Here is a picture of how it looks in material preview mode:

And here is how it looks in renderer preview mode:


texts: UV face vectors not showing up on uv/image editor textures

texts:
as you can see a grew ghost frame shows up in paint mode

but nothing shows up in mask mode

if i hit X on the texture then this shows up. how do i see this with its texture underneath.