texts: How can I restrict the rendering of a parented object without removing the parent-child relationship?

texts:
For Example: I have a cube and a sphere in my scene. The cube and the sphere have a parent-child relationship, such that the cube is a child of the sphere; as illustrated:

The Outliner only shows the properties of the sphere. How can I restrict the cube from the render without removing the parent-child relationship?


texts:
So I have made 4 box objects and after moving them to make a perfectly spaced grid I then combined them to make one object.

They all share the same edges (I think) or at least they are in the same places. O_o

How would I combine all of these boxes so that they maintain their individual faces but are connected at the edges?


texts:
I pinned the plane on four corners, that Vertex Group is the pin group in the cloth modifier.
Does anybody know how to move the corners individually and second how to unpin them individually?


texts: python - how to select a vertex in a circle

texts:
Any suggestions as to how to select (in python) one specific vertex of a septagon (seven vertex mesh circle)?  When I do it manually, it doesn't show up as a command or function in the python info window for me to copy into my python code.

So far I have this code which doesn't throw an error, but doesn't achieve the desired effect, either ... after running, all vertices are selected instead of just vertex 0.

import bpy
import bmesh
bpy.ops.mesh.primitive_circle_add(vertices=7, radius=1, enter_editmode=True, location=(0, 0, 0))

bpy.data.meshes['Circle'].vertices[0].select=True
bpy.data.meshes['Circle'].vertices[1].select=False
bpy.data.meshes['Circle'].vertices[2].select=False
bpy.data.meshes['Circle'].vertices[3].select=False
bpy.data.meshes['Circle'].vertices[4].select=False
bpy.data.meshes['Circle'].vertices[5].select=False
bpy.data.meshes['Circle'].vertices[6].select=False


texts: Blender objects not visible in viewport and render

texts: I am not able to see grease pencil objects in render and viewport in some frames. After the 20th frame I am able to see the objects clearly in render and viewport but before the 20th frame they are missing and when I switched to solid or material mode I was able to see only transparent purple objects like this. .


texts: Highlight objects with light in animation

texts: I'm making an animation of a surgery and I want to highlight specific steps of the surgery in this animation. Is there a way in blender 2.8 to highlight objects with light so that other structures are more on the background?


texts:
I just started Blender and for some reason whenever I manually enter in translation values they are half of what is actually intended. For example, normally when a translation of an edge on the Z-axis is moved .08 units (as in a video I was watching), my edges visually translate up half the distance compared to the other user.

When I double it and enter in .16, it translates up the same distance as in the video. Was wondering how I would be able to fix this or what is causing it.


texts:
I was doing some stuff and this window popped up

I don't know how to get rid of it and I want this window back:


texts: How to measure the closest distance between complex meshes

texts:
I'm trying to set a curved mesh a precise distance from a very complex mesh.

I want to measure the distance from the closest point on a complex mesh to it's closest point on a curved mesh, preferably as different objects but I can combine them if this can only be done in edit mode.

The pic shows the complex mesh in black and the top most orange curve (selected part) is the other mesh I want to know the closest distance between. This is very zoomed in, it's much bigger...

The only way (I think) I found was using Python code, and I'm just not ready for that yet :)

I've only been using Blender for about 1 month, so I'm still a noob, please be kind!


texts: How to set driver distance max and min influence?

texts:
I have drivers set up between two Empties as an experiment (before I move on to more complex endeavors), and I want the scale of one Empty to be controlled by the distance between it and the other Empty - in such a way that when the Empties are at their maximum closeness (0 distance) this is the max value (or 1), and when they are separated by a distance of x this is their min value (or 0). How can I set this up?

In the image above, the distance from "Empty 2" is controlling the X,Y,Z scale of "Empty 1". However, Empty 1 shrinks when Empty 2 is brought closer - which is perfectly logical, but I want the opposite effect. This would allow for more intuitive rigs to be created where an Empty can be brought closer to an Armature's Bone to create an effect.

There may be cases where I want the min value to be greater than zero, so that Empty 1 does not scale down to an infinitely small size and disappear when Empty 2 is moved away past x distance.

I'm sure there's a way to do this with an expression, but how exactly I do not know. Please pardon my weakness when it comes to math and coding.

I tried a few different expressions involving -var or var*-1, but haven't made much progress.


texts: Why is my own add-on not showing in the Preferences panel when installed?

texts:
I made a super-simple, one script add-on that duplicates objects and moves them to a hidden 'Backups' collection. It installs and works fine, but for reasons unknown to me does not show up in the Add-Ons panel in preferences. I have a bl_info object in my script:
bl_info = {
    "name": "Quick Backup",
    "blender": (2, 80, 0),
    "category": "Object",
    "location": "Tools (N key) > QuickBackup Tab"
    "description": "Create a duplicate of selected objects and move it a Backups collection. The button will make a Backups collection if one doesn't exist"
}

What am I missing?


texts: Painting vertex with 0.1 but it acts as if it has 1.0?

texts:
So, I am painting these vertexes, assigned only to 1 group.

I put the rig in pose mode and start painting, but they move too much, so I lower the strength by a lot and paint again. No effect.

Even if I paint with 0.001 it will deform as if it was 1.0.

Also, if I use 0.5 in one bone and 0.5 in the other one like:

0.5 thigh/ 0.5 leg

If I do this the mesh will shrink when I rotate the leg

This is really frustrating...


texts: How to pass a soft object through a narrow channel?

texts:
I found an excelent Q/A about Some examples of shape key sculpting vs lattice?. @moonboots suggests in his answer to use a Lattice in order to deform an cylinder object:

How does that work? How can I pass a soft object through a narrow channel like @moonboots does in his answer?


texts:
I'm some what new to Blender, especially to nodes, so I don't know if this is a beginner question.

I'm making a Brick Wall texture, from the Rob Tutyel course. The main problem with this wall is the Sandstone border. It's just bulging way too much.

I hope you can see that hard transition with the Sandstone.

Here is the hard line, it's really weird and un-realistic.
I've learned why this problem occurs. I'm using a mask maps to tell Blender where and where not do the Brick Wall displacement. For the part where it isn't supposed to do displacement, it just over does it. I don't know if there is some sort of "null" node. But sure as hell sounds useful right now.

Here is Sandstone mask map. I had to take a snippet of it, because the file size is way to large.
I am aware that the plaster is using the Brick Wall displacement. I was trying to solve one of them, because they are both basically the same thing.
Here is my project
Here is a screenshot of things related to the mask map.


texts:
So I want to remove square-like sections from this simple model. I want to remove sections like the ones shown in the pic. Kind of to make it seem like windows. The problem is, I don't know how to remove these sections symmetrically, and I want the sections to be spaced properly.

Which modifiers should I use to achieve something similar?


texts: Custom python scripts in installation only updates when restarting blender

texts:
I'm having a lot of fun creating my own python package for blender.
But I have to restart blender every time i edit the packages for it to force reload.

I have searched without luck on how to force update these files. I've tried with from importlib import reload but it doesn't work.

I think it doesn't work because my custom script is installed in the blender installation folder:

Blender Foundation\Blender 2.81\2.81\python\lib\site-packages\myPackage

What can I try instead?


texts: After applying a mirror and subsurf, there is a clear edge at mirror axis rather than a smooth overflow

texts: I've applied a mirror and then a subsurf to the model, however the mirror doesnt flow smoothly and instead there is a "seam" in the center as seen above. The modifier settings are shown in the image below:


texts: Blender 2.8 GPU Cycles Compatibility .. NVidia Quadro M1000M ... Windows 10

texts:
Recently Blender 2.8 ... Windows 10.

Cycles Rendering rejected a NVidia 670M Mobile Card in Laptop 01.  Probably based on NVidia Compute Capability.

Should I expect a NVidia Quadro M1000M to be Blender 2.8 compatible?. Laptop 02 which is not currently in my possession.

Two different laptops.

I have never owned a Quadro GPU.  Your general comments are welcome.  Does anyone have experience with this exact video card?


texts: How to easily place a piece of ornament on a curved surface?

texts:
I made a belt with separate parts and it's laid flat on one axis. I want to place this belt around an arm of a character, but how can I do it in a easy way if it has separates components to it?

Is there an easy way attaching things to other objects?


texts: How to improve refraction when object is in a liquid (object)?

texts:
To be as simple as possible, I made a martini glass with an olive, toothpick inside of it, and I added the liquid, which is an object with full transmission (Principled BSDF). Made other things and I decided to render. As you can see in the image, the olive and toothpick seem way too much distorted/skewed and it looks unrealistic of this scene. I tried changing IOR value, on both the glass and the liquid, tried changing the Volume setting on the liquid to Transparent, Translucent, Absorption. But that didn't help.

So my question is, how can I fix this, so that the olive and the toothpick aren't so enlarged and skewed?

I have followed Blender Guru's latest donut tutorial where he makes his cup and coffee, so I have clipped the object of the liquid between inner and outer edge of the glass. I use Blender 2.79b (since my computer doesn't have the specs for the latest version). On that note, I would also appreciate if someone can give me tips on how to reduce the noise? I have increased the samples number high, but the noise is still visible.
Here's the picture:

And here's the settings for the glass and the liquid.

Glass

https://imgur.com/a/98WtMXn

Thanks in advance!


texts: Hi I've been trying to make a desk for a game I'm making in unreal engine 4, but I've been having some problems. I made the drawer, and the cabinet separate objects, and wan't to animate them opening. I did that, and merged the object, but it started moving the desk, instead of just the drawer. How do I make the animation work?


texts: How can I rename selected objects instead of just the active object?

texts:
I am trying to take all the selected objects and rename them based on their active material. I can make it work with the active object, but I can't figure out a way to do it with the selected objects.
This is what I have for the active object, that works as expected.

import bpy

#takes active object and renames it to the active material
name = bpy.context.active_object.active_material.name
bpy.context.object.name = name

Thanks in advance!


texts:
Running Blender 2.79 on Kubuntu Linux 18.10 and I encounterred the following problem

spent half a day modelling a part for 3d printing

it's a single object in the scene with many others

when I try to export it , blender always creates a non usable basically empty file with just 84 bytes when I try to export STL.

I tried exporting to other formats and then opening them back up in Blender ... doesn't work ... exporting to .obj gives a 92 bytes "empty" file, for example

other objects in my scene export just fine

just this object that I edited won't export (yes, i have terrible geometry and I've used a couple of applied booleans when making it but surely it MUST export at least SOMETHING, right ? )

edit: tried creating new object ... doesn't even export primitives ... only objects that were already in the scene export sucesfully
edit: found a workaround : save a copy of entire scene, delete EVERYTHING except that object and then when I export, i uncheck the "Selection Only" and it works ... so apparently the "selection only" has something to do with it ... any ideas on what could be causing this ?


texts: Extend strip to current position (or marker) in VSE

texts:
What is the name of the action that allows you to extend a strip in the video sequence editor, that can be done by right clicking on the strip handle and dragging the mouse to the desired position?

Where would it be in a menu?

I am looking to create a keyboard shortcut that would allow me to extend a strip in the same way that Shift+S snaps the strip to the current position.


texts:
I'm new to Blender but not 3D modeling. I'm struggling to translate what I know to this interface, but I'm getting there thanks to all the tutorials and efforts this great Blender community has created.
Thank you! It's amazingly helpful.

I need some help with how I should approach this model (if you point in the name of the tool, I can go find the resources on it, I'm really looking for the term of what I'm trying to accomplish).

I have an SVG logo. I'd like to shape this logo to a sphere or other roundish shape and give it a look like it was "router cut" into the face of the shape.

I would like the logo to be about 2mm recessed on all sides.

I was thinking I could

Extrude the logo
Make an inner shape
Make an outer shape
Use the outer shape to "cut" the extruded logo to the face of the
rounded shape. (Boolean)
Use the inner shape to "cut" the extruded logo depth (boolean) to
give me a sliver the side I'd like to notch out of the rounded shape.
And then Boolean again on duplicates of the shapes to remove the
junction of these two.

Seems like there should be an easier way to do this.


texts: Filling box-like object with random objects

texts: I'm generating training data for a machine learning model using Blender. I want to train an RGB->RGB-D model on images of boxes that are filled with random objects. How would I automatically fill a cube-like area with random meshes?


texts: propagate a predefined python surface over time

texts:
I created in Python a script that models a circular wave on a plane

cf blend file with script python at the link:

https://drive.google.com/open?id=1CaVfRsN_fSqrb2ogYf-WeEMR1hy9S2EQ

What I have to do is to propagate this wave as a function of time (with the frame scrolling in the timeline) what I can not do in python although having introduced a variable frame
because after:

added at the beginning of the script the frame variable

and

seeing modified the line 29 in writing:

29>  return u,v,2*math.sin(math.pow(uu+vv,0.5)+function_affine(frame))

this script doesn't work !

So,my question:

What additional lines do I have to introduce in the script to play the animation or the propagation of the circular wave on this plane according to the frame of the timeline?

thanks


texts:
I have created a 3D Model in Cinema 4D and exported it to .obj (and a .mtl-file) with Riptide Pro.

When I import it in Blender (2.74) I cannot see the textures or materials. They are visible in the scene browser (Scrennshot) but not on the object. They also don't appear when I switch to other viewport shaders.

I want to export the model to a .JSON-Object for displaying it with webGL in a browser.

What can I do to make the textures and materials appear?


texts: Weird bone rotation in copyRotation Constraint

texts:
I'm having a problem with this bone setup I've made. The Thing is, the bones in Y axis rotate as it is supposed to, but when in the X axis, it inverts and I really don't know why. Some images to explain:

I want the X axis bones to make the same movement as the ones in the y axis


texts: How can I execute Blender from a script?

texts:
I am doing a big animation project and I need to use a python script to do it. As a first test to understand how it works. I am using this script found here
blender script

import Blender
from Blender import *
from Blender.Scene import Render

scn = Blender.Scene.Get("Scene")
context = scn.getRenderingContext()

context.extensions = True
context.renderPath = "c:\\temp"
context.sizePreset(Render.PAL)
context.imageType = Render.TARGA
context.fps = 25
context.sFrame = 1
context.eFrame = 100

context.renderAnim()

to execute this script, i used this command

blender --background --python runblender.py

I got this error:

Traceback (most recent call last):
File "/Users/xxx/Desktop/pythonscript/runblender.py", line 1, in <module>
    import Blender
ImportError: No module named 'Blender'

Blender quit


texts: Where is the Collad exporter window in Blender?

texts: I was reading the manual for Blender and I saw that there is a section just for Collada Exporting. I am trying to find this dropdown spinner/window in Blender. I looked under the addons tab under preferences and it was not there. Where can I find the COLLADA Export window, as shown in the blender manual? (Blender 2.90)


texts: I'm a bit confused as to how I'd connect these up. Basically, I parented the eyes to the H.eye, so where the targets are moved, the eyes follow. However, if the head is rotated too far, the eyes will bulge out due to their lattices staying in place. I've tried mixing and matching by parenting the lattice to the head, the eye, the target etc. in order to get both to follow the head and the eye target naturally.


texts: How can a Method from a startup Script be invoked?

texts:
This is a follow up of How could a single Python script run when Blender is started?.

Simply adding a method to a newly created file in Blender\scripts\startup didn't work:

Warning! 'C:\Program Files\Blender Foundation\Blender\2.68\scripts\startup\global.py' has no register function, this is now a requirement for registerable scripts.

I used snippets from:

Cannot-display-a-render-preview-of-a-scene-by-using-python-script-need-advices
Adding a custom shortcut for sculpt mode

The script current looks like (Uses Ctrl-R to toggle between rendered and textured mode in Cycles) and adds a dump method I really need):

import bpy

class U(bpy.types.Operator):
    bl_idname = "object.util"
    bl_label = "Toggle Render Mode"

    def execute(self, context):
        # bpy.ops.sculpt.sculptmode_toggle()
        for area in bpy.context.screen.areas:
            if area.type == 'VIEW_3D':
                if area.spaces[0].viewport_shade == 'RENDERED':
                    area.spaces[0].viewport_shade = 'TEXTURED'
                else:
                    area.spaces[0].viewport_shade = 'RENDERED'
        return {'FINISHED'}

    def dump( obj, ctx="", level=0):
        for attr in dir(obj):
            print( "%s.%s = %s" % (ctx, attr, getattr(obj, attr)))

def menu_func(self, context):
    self.layout.operator(U.bl_idname)

addon_kmaps = []

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

    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')
    kmi = km.keymap_items.new(U.bl_idname, 'R', 'PRESS', ctrl=True, shift=False)
    addon_kmaps.append(km)

def unregister():
    bpy.utils.unregister_class(U)
    bpy.types.VIEW3D_MT_object.remove(menu_func)

    wm = bpy.context.window_manager
    for km in addon_kmaps:
        wm.keyconfigs.addon.kmaps.remove(km)
    del addon_kmaps[:]

if __name__ == "__main__":
    register()

The toggle button works, but how can the dump() method be invoked from the python console?
I noobishly tried U.dump(obj) and bpy.U.dump(obj)

EDIT:

I finally modified the existing scripts/modules/console_python.py and added (starts add line 100):

# weak! - but highly convenient
namespace["C"] = bpy.context
namespace["D"] = bpy.data
namespace['dump'] = bpy.types.OBJECT_OT_util.dump # my one


texts:
How do I change the Boolean Solver (bmesh/carve) in blender 2.78?

Im using the difference boolean and the result is strange. i want to try the other solver, but I cannot figure out how to change it? Ive seen other people with the option to change it right next to the operation: box, but I dont have that.

What can I do to change the solver?


texts:
so I have read a few similar articles but I can't find a solution. Essentially I want to animate this iso shape to do several actions and then in a split second have it leave my keyframes and have gravity AND inertia take full affect and fall to the ground motionless.
So far I have set my iso to be a child of an empty and then animated that empty. I had also setup the physics prior to this and had defined active and passive properties. Lastly I keyframed the influence from 100% to 0% ...
The iso follows all the keyframed movements of the empty and when the influence gets turned off it goes back to its start position and just sticks there...
Does anyone have some advice?


texts: How to get rid of fireflies ?I had tried many solutions but it doesnt work. I tried to increase the sample count, but it still remain the same. Tried to increase the lighting but it doesnt get rid of the fireflies.


texts:
my goal:

This is my first compositing attempt in Blender, my goal is to create an animation shown in the render window, the animation is a simple shift from one colour to another within about 100 frames.

what I did and thought:

To achieve this, I put a composite node for displaying the rendering, I took two RGB-nodes, each with a different colour, and connected them into a mixer. In order to obtain a shift from one colour to the other I connected the time-node into the fac-input of the mixer. The time node is set to a frame range from 1 to 100 frames, I thought the time-node would automatically go from frame 1 to frame 100 once it is connected to the mixer, yet in reality the value from the time-node into the mixer did not change at all, the displayed colour stayed the same.

the main-question:

What do I have to change in order to make the time-node run from start-frame to end-frame ?


texts: Baking problem (selected to active- cycles)

texts: so I've modelled a high poly character and then i retopologized it using shrinkwrap. So then I followed Andrew Price tutorial on youtube how to bake normals from high poly mesh to low poly by selecting both of them and leaving the low poly mesh selected last (active). But from the whole character just one hand baked i dont understand why. Anyone have any sugestions?


texts: Right method to use for tiles of buildings in various phases of construction

texts:
We are working on a game with isometric tiles. We have decided to use blender to create models for objects we need (mostly buildings) and render to image to get our tiles.

Now we need different tiles showing progress of a building being built, say at 20% of construction progress, then 40, 60, 80 and 100%.

We initially used different layers to add the new brick layers added between two stages. The problem with this approach is that we do not get a single object and it is a collection of objects scattered on different layers which are tricky to correctly position.

Another method we thought of was saving the model at various stages of construction progress. This method also has the disadvantage of having multiple files for a single object.

Update:
Yet another method we just briefly checked is using shape keys. That too, seems to serve a different objective. So the main question still is:

Is there a better method to use?


texts: Can someone explain the benefit of the SSGI addon for Eevee?

texts: I understand that it tries to replicate GI like Cycles, but using it creates noise, which requires more samples, which increases render times, at which point you might as well just use Cycles, which can also take advantage of the pretty decent denoise compositing node. So why is everyone going crazy over this add-on? Is it just because it can create Cycles-like results in the viewport in real-time? I feel like I’m missing something obvious. Thanks.


texts:
So, I'm familiar with vertex groups for saving vertex selections / groups. But, is there any way of grouping faces? Vertex groups won't suffice for the obvious reason that they often select faces I didn't originally include:

I am familiar with how materials act as face groups to some extent, indicating it's very possible code-wise. But, is there a way to group faces without the need for a 'material'?

As this is for a plugin, a Blender API solution is acceptable, but it must still provide a UI for adding / removing faces from these 'face groups,' even if it means the plugin adds this interface.


texts: Create a gradient dependant of distance to an object

texts:
I have the following scenario in cycles:

I would like to know if it is possible to create a gradient on a plane like the one on the image above where the colours depend on the distance to an object (sphere in this case). In this case, the surface right below the ball would be the nearest one and hence would be of one colour. As we move away from the plane's center the colour should change accordingly to the distance to the sphere.
I would like to automatize the process so that blender takes the coordinates of the sphere and automatically draws a colour gradient on the plane's surface.
I have managed to create the gradient but I cannot make it dependant of the distance to an object.

Thanks in advance


texts: Add an image texture to a plane correctly

texts:
I have added some planes and i want to add image textures for them. But when I add textures it looks like this.

See textures are not applied correctly. Can some one please help me to get this done since I am new to blender.Sometimes it may be a small one but any help would be highly appreciated.


texts: Is it possible to select all of one type of node in the node editor?

texts: I have a project where I am pre-rendering frequently via File Output nodes, which are numerous and spread throughout the node tree. Is there some way to select all nodes of a certain type with a key command (same as selected)?


texts:
I get the error AUD_FileFactory: File couldn't be read. Other files from same path will work. Logic Brick works on the same file.

Using Blender 2.79 on Windows 7. Any ideas ?


texts: How can I get position and type of Handle in bezier curve?

texts:
I want to get a position and handle the type of specific spline

as you know there are some types

for example, I want to get point 1 type and position
position = Vector(2.0, 0.0, 0.0)
type = 'ALIGNED'


texts:
First, i know how to do dupli face. But the problem is, this doesn't involve the Make Dupli-Face tool at all. And even the manual for the Make Dupli Face tool describes a workflow that does not involve to click at the Dupli face tool. http://docs.blender.org/manual/ja/dev/editors/3dview/object/properties/duplication/duplifaces.html

It's basically two steps. Parenting, and then simply change for the child object from None to Faces in the Duplication panel in the Properties editor. And that's it. Nothing else. The Make Dupli-Face tool is not touched.

And so this tool riddles me. It does nothing. It is not involved in the process at all. What do i miss here? How is the TOOL called Make Dupli-Face meant to work? What should happen when i click at the menu item? Is this operator a disfunctional obsolete fragment from the past? Or does it have a use?


texts: Denoising missing from Cycles scene panel

texts: I can't find the denoising options on Blender 2.79, even though I'm using Cycles Render. Does anyone have any idea of why this occurs, and how to bring it back?


texts: I am trying to use Blender to create a dataset to recognize Dominos for machine learning. To do this I need to be able to take the object files I have and create ~100 random images of each of them (preferably with different backgrounds and lighting). Is this something that is even possible to do with Blender? Or for just rendering is there another, more easily scriptable option?


texts:
In the BGE, I'm trying to send a message from one scene to an overlay scene. The subject in the main scene's actuator matches the overlay scene's sensor. I've also made sure I'm sending the message to the right object (but also tried leaving it blank - sending to all objects - no luck).

The overlay scene doesn't seem to receive the the message at all. I genuinely do not have a clue of what's going on. I thought you could send messages between scenes. The overlay scene is inactive when sending this message btw. It's going to be an inventory screen that's only visible when player presses I (overlay scene).


texts: How can I animate a mesh moving in a spiral fashion?

texts:
I want to animate a paper as it's being tightly rolled. I've done some research and seen that using the spiral add on might be advantageous, but I haven't found anything relating specifically to my question.

How might I do this?


texts: Object went missing when I press space (play animation)

texts: There was little desk under those candles, and everytime I press play it dissapear. Same is with every object I copy, it just deletes. I tried unhidding everything but it doesn't appear. On the other hand, if I make new mesh, for example cube and play it doesn't delete. Also if I move something to other location and press play, it returns to the last location.


texts: How to determine whether my bm.select_history.active is a BMVert, BMFace or a BMEdge?

texts:
I am trying to write a conditional statement for my script. If the user has one Active Edge Selected, then the script will run. Otherwise it won't.

I know that if I have an active edge, then bm.select_history_active will print something like , index = ... etc). Otherwise it would print either BMFace or BMVert (correct me if I'm wrong).

So how can I check whether the bm.select_history_active is a BMEdge? Thanks!


texts:
Does anyone know how to make a precise curved polar slot in a cylinder?
All solutions I have tried in Blender do not have a constant width.

And should be theoretically possible to mill on a turn milling machine!
I do not want a cad but I would like it to be as realistic as possible, as I later want to animate a pin that is gliding through the slot.


texts: Using clone brush on a multiple PBR material maps at the same time

texts:
I need to remove eyebrows from PBR human face material. I've decided to use clone brush (in Blender 2.93 or Photoshop). It will be easy to remove eyebrows from base color texture, the problem is, I also need to remove them from corresponding bump, roughness and SSS maps. If I do it manually, resulting maps will not match perfectly.
Basically, I need to reproduce clone brush strokes exactly on all four maps. How do I do it in Blender texture painting mode? If Blender is not capable of this, are there other sowtfware that can do it?
I'm not willing to use paid software (besides Photoshop, which is already installed), so Substance apps are not available to me.
Alternative solutions to eyebrow removal problem are also welcomed.


texts:
While simulating

a freely falling, vertical, right cylindrical block of liquid water

I found that the particle system generated by Mantaflow only traces the outer surface of the cylinder mesh, even at higher resolution of fluid sim. Subdividing the cylinders bulk didn't help either.

This can lead to aphysical behaviour like this:

fig 1: upon hitting the floor, fluid volume has a hat like shape instead of a solid cylinder

How to generate fluid particles in geometry bulk?

Env:
Blender v2.82a


texts: Fluid sim effector not working correctly

texts:
I have a simple fluid simulation set up and, I have an "effector" object that is supposed to be making the fluid collide with it.
The problem here is, I've set the effector strength "Surface Thickness" to 0.3 which normally is quite enough. But here (as you see encircled in yellow,) the fluid is passing right through it. So I can turn the "Surface Thickness" up a little bit and it works then except, then the FLIP particles ride obviously on top of the plane ([picture 2] which obviously doesn't work.) I've even tried to set the "Sampling Substeps" up a bit but to no avail. Why is my fluid sim doing this?


texts: How to bake dynamic paint surfaces headlessly?

texts:
I have had a look at Baking smoke on a headless machine, however, I cannot figure out my way from there to bake dynamic paint on a headless machine. This is what I have come up with by now:

import bpy

for scene in bpy.data.scenes:
    for object in scene.objects:
        for modifier in object.modifiers:
            if modifier.type == 'DYNAMIC_PAINT':
                override = {'scene': scene, 'object': object}
                bpy.ops.dpaint.bake(override)
                break

However, I get:

PyContext 'window' not found
PyContext 'window' not found
PyContext 'window' not found
Error: Bake failed: invalid canvas
Error: Bake failed: invalid canvas

Traceback (most recent call last):
  File "/home/horazont/baker.py", line 8, in <module>
    bpy.ops.dpaint.bake(override)
  File "/usr/share/blender/2.69/scripts/modules/bpy/ops.py", line 186, in __call__
    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
RuntimeError: Error: Bake failed: invalid canvas

Blender quit

Which parameters do I have to pass to the operator?


texts: Can we translate 3d data into faked 2d data? It seems possible to fake 3d by using 2d images.changing size and shape

texts:
There is a some excitement about using an animation platform for web sites.  People say it is powerful and fast.  So, for employment purposes since I am a software engineer, I have taken the task of learning it.  The first thing I looked into is if it can do 3D.  It doesn't really, but it fakes it a number of ways by changing scale.

But then I found a youtube instruction of someone who found how to fake it by animation shape and scale of rectangles to simulate looking at a laptop cover opening and closing in a convincing way.

At this point, I should say that I are just starting out learning Blender.  I wonder if blender offers some way of translating 3d mesh representations into a 2d platform.  If you think of it, all 3d is converted in some way into 2d.  And, in reality, 3d is faked in a way in order for us to view it on a computer monitor.

UPDATE:

So that you can understand what I mean, here is the video I am talking about thst is showing the web designer fake a 3d object by using 2d objects: https://www.youtube.com/watch?v=3Tl81lwianI&t=721s

And I found this as well showing a 3d cube made by software. If you look at this carefully, you can see what I mean when I say that it is really just a manipulaiton nof 2d polygons -- in this case, quadralaterials (if you remember high school geometry): https://youtu.be/qZypA-syPco


texts: How to call vertex groups in Animation nodes [SOLVED]

texts:
I would orient some instances by vertex normals, but i'd like to control orientation by vertex groups, to give z negative values to some instances, like in the pictures.is it possible? i've tried with Vertex Group Input but it gives me unexpected results.

Solved by 3DSinghVFX, then i've added a Combine Vector to control also Guides parameter from Vertex Group Input.


texts:
I want to quickly minimize the size of a Blender file.

How do I delete any data that is not being used?


texts: Play sound from the file browser window before selecting the file?

texts: How can I listen to the sound, while on the file browser window, before selecting the file?


texts: Will blender 2.8 official realise be able to run on computer with graphics driver that is lower then OpenGL 3.3

texts:
I have seen videos on the upcoming blender vision 2.8 and I would also like to expand with blender like everyone. I hope the developers won't let my laptop limits to keep me from developing my skills.

Thank you


texts: Is there a way to bring back the add menu that pops up in the bottom in Blender 2.8 when adding primitive object to your scene to change vertices?


texts:
It's so dark that the eyes are invisible.

Blend file:


texts: Lowest triangle count object remotely resembling a sphere?

texts:
I want to create an object which will be aptly named 'glob of glue'.

Players are expected to use a plenty of them, so minimizing face count matters - in particular, triangle count, as that's what matters in the game engine; the neat 12 faces of a dodecahedron factually convert to 60 triangles which is no longer that nice.

I tried a hexahedron made of two tetrahedrons, but the edges are too sharp for my liking. After applying 'subdivision surface' I obtained something of 18 faces (acceptable) and quite satisfying 'by appearance' - but all the walls are quadrangles, doubling the triangle count. 36 triangles is over my budget.

What shape achievable with, say, 20 triangles would (remotely) resemble a sphere / shapeless blob? How to go about creating it in Blender?

(...and I realize probably foregoing a model altogether and using a particle instead would be best for the role, unfortunately the game engine is out of my control).


texts: Fastest way to keep the last frame of a clip persistent

texts: I have a video clip I would like that the last frame of this video clip last more seconds so the user can see it very well. Which is the fastest way to keep the last frame of a video persistent on the screen for a determinate amount of time without stretching all the video clip?


texts: Change pole angle without affecting mesh

texts:
I have rigged a zombie, and when I change the pole angle it affects the mesh's flow. I have tried applying the armature both before and after changing the poles, but nothing works. Examples:

Is it possible to change the pole angle without affecting the mesh?


texts: Is there any way to make edges corners become rounded?

texts:
i'm a new blender i'm trying to making edges corners become rounded but i couldn't find any way to makes it.I tried to use Insert faces (shortcut I)
and Bevel but it didn't work as i expected,i don't know if i have missed something please give me an advice.

1.As you can see at first picture the red circles where i want it to be rounded
2.I want my corners to be rounded as second picture at red circles


texts: When I change the material on one eye two others switch to the same materials, the two that switch are copies of the first one, How can I fix this?

texts: I have highlighted the eye I want to change blue and  the ones that should stay the same in yellow *


texts: Blender > Unity Animation Export (Missing Actions)

texts:
I'm trying to export my rigged character animations to Unity. But, there are always lots of missing actions that don't seem to make it to Unity. Here's a picture showing my settings and workflow.  I've tried every possible combination of settings I could think of, but to no avail:

AND, just in case it helps, here's a download link to the file in case anyone wants to test things for themselves: Link-HERE
Thank you so much for your time!


texts: How to nest sub panels and submenus on the TOOLS panel (T)?

texts:
Hi, I´m aiming to create panels with menus and submenus in the TOOLS area type just like in the picture to the LEFT.
Blender pops up a shortcut menu (with shift+a) and I see it´s got arrows pointing to a submenu populated with options.

I saw the py demos on the text editor, but none of those make a main panel nesting sub panels. I want to be able to contract/expand the panel and thus reveal or hide the subPanels. The 2nd level of menu branching will


texts: Recalculate image users after user_remap

texts:
Using python, I remapped some images using image.user_remap(new_image). The images are assigned correctly, but the user count is wrong.

How can I force to check if an Image really has users without restarting the file?

Currently it is somewhat random which Images are image.users==1 and which don't. Some which are actually used return 0 and other which don't return 1.

If I save the file like this and restart, actually being used images will be missing, leaving unassigned UV textures in my mesh. However, activating every Image will set image.users to 1, regardless of wether they really have users or not. This way image.users will be correct after saving and restarting, but I need to rely on this data without restarting Blender.

Please see the attached file. After running the script, user counts will be wrong. Wrong Images will be deleted after restarting.
https://www.dropbox.com/s/4jywkbwadnnqgl4/Test2.blend?dl=0

Here is a list that shows which images I wish to keep and remove.

Kept images
(old name                   new name)
CrackedSand2.tga.001        crackedsand2.tga
Desertrocku.tga             Desertrocku.tga
Desertrocku2.tga.001        desertrocku2.tga
G3_Desert_Rock.tga          G3_Desert_Rock.tga
G3_PlainSand_02.tga         g3_plainsand_02.tga
G3_PlainSand_Blut.tga       G3_PlainSand_Blut.tga
G3_PlainSand_Blut2.tga      G3_PlainSand_Blut2.tga
ROCK6.tga                   ROCK6.tga
ROCK6u.tga                  ROCK6u.tga
SandDunesBig.tga            SandDunesBig.tga

Removed images
G3_PlainSand_02.tga.001
G3_PlainSand_02.tga.002

Pattern: Remove ".001" etc. suffixes. Note that the case is supposed to be set to lower case for used images after line #20, but this fails to work correctly because the user count is wrong already.


texts: I have a model with a boolean modifier to make a hole, the hole has a different material inherited from the modifier. Is there a way to add particles to this material only? Since it's from a modifier it doesn't have a vertex group.


texts: Is there anyway to snap to vertices while using Edge Slide with Clamp Off?

texts: I am a precision modeler, which means I like to be exact instead of "eyeballing" things when I model. I am very happy to see the option to Edge Slide with Clamping Off in v2.75a, but I don't seem to be able to snap the edge slide destination to a vertex point elsewhere on the model. Is this possible and I am just missing something?


texts:
I want to make a fillet parametric in the corner with a s I know it has been done.
I have seen an example but cannot repreduce it.

Looking forward towards your reply,

Rik


texts: How to cut a hole through both sides of a cube?

texts:
I'm trying to make a hole through the face:

So it will come out just like this hole on the other side of the mesh:

If it doesn't make sense, i'm saying this: On the first picture, It clearly has no hole.

On the second picture, It is the other side of the CUBE , i have used "knife" tool to cut the hole but it didn't go through, so i'm trying to make that exact hole, on the first pictures face so i can make a window.


texts:
I cant manage to get the right render settings for this image.

if you look at the render closely you cant see the poor quality. The denoiser in blender makes the image look smudged.

Here's the project file. You can mess around with it and see the results you get. Let me know what you did so I can make my render better.

https://www.dropbox.com/s/bs1pcaw78af2rvo/forest2.blend?dl=0


texts: Convert armatures to empties while retaining animation data

texts:
I have a fully animated model that uses armatures. However, in order for it to be exported (using a DTS exporter in specific for Blender 2.78), I need to use armatures instead of empties.

Is there a way to turn the armatures into empties without having to reanimate everything? I've tried exporting this as a .bvh file and importing it as a .bvh with the target as "Object," but that just puts it far away and it just isn't in the right position.


texts: Rename folder/file in blender file browser?

texts: Is it possible to rename a folder in the blender file browser? How about a file?


texts: How to remove outlines surrounding the images when viewing files as thumbnails in the Blender file browser?

texts:
There are outlines surrounding the images when viewing files as thumbnail in the Blender Browser, how do I remove them?

And if possible, is there a way to remove the logo that shows the file type?
I want the appearance of each element (especially the images) to be the same as that in Figure 2:

Is there any solution to that, even if the solution requires Python programming?


texts: How to model a uncontinuously screw like in picture

texts:
This is not a continuously screw.

Thank you for your great help. Can someone tell me how to create this style of screw?


texts:
Is there a way to set the initial scene in Blender Game Engine so it always starts at the beginning, regardless of what scene you have selected in the editor?

I hate having to go up to the top, and use the drop-down to select the right scene, every time I run it.


texts: How to run blender video editor on a weak graphics card?

texts:
Preview area of blender video editor is always white (blank) no matter what the picture or the video is.

After a little research, I found out it's due to my old OpenGL:

I can't afford to buy a good graphics card and I really need this video editor. My graphics card was able to run many video editing software such as sony vegas...etc. It was also able to run 3D max and Cinema 4D. The only withdraw is that the rendering process is slow. So I feel like my card is able to run blender's video editor and it's just a bug but I don't know how to tweak or fix it.
I'd like answers with creative ideas. I wouldn't like the answer to be like You can't.


texts: How to dig an elliptical hole in blender (iphone)

texts:
I am a beginner,
My view builds a phone model, I don't know how to make the speaker part


texts: How can I get the music file to play in the final animated version?

texts: when I animate my video the music doesn't play in the final saved version, even though it plays ok in Blender before animating. How can I fix this please?


texts: How to turn medical scans into models in Blender?

texts:
This is not directly a Blender question, as it could be solved otherwise, but I'd like to see whether experienced users would do this inside blender and how.

Let's assume I had access to various kinds of 3D scans like CT, MRI, OCT, etc. The overall goal is to extract some part from this scan and turn it into a simple and good looking mesh. A very easy example would be to extract the skeleton from a CT scan. In this case I could

do a bone segmentation in the CT volume because this works reasonably well
use the binarized volume data to calculate the surface mesh of the skeleton
import and simplify the mesh in Blender

Other problems are harder to tackle because tissue or organs might not be easily separate-able from its surrounding with image processing. However, an expert could easily do the segmentation manually or semi-automatic layer by layer.

Question: For these two problems, is there a preferred way about what should be done inside Blender and what not? Are there good tutorials about it?

The second problem is especially interesting since one could trace the structure layer by layer inside Blender, extruding each layer afterwards. However, this could be more tedious than simply doing the segmentation in the images and calculating the mesh like in the first case with e.g. marching cubes/tetrahedrons.

Note: I have see the related questions here, here and here but unfortunately they are only related and don't discuss how to turn a scan into a simple mesh.


texts: Modify panel's row after panel has been created

texts:
I have an addon which creates a panel with properties on Blender startup:

class OBJECT_PT_runcamera(bpy.types.Panel):
    bl_label = "Some Name"
    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"
    bl_context = "render"

    def draw_header(self, context):
        layout = self.layout
        layout.label(text="", icon="MESH_GRID")

    def draw(self, context):
        layout = self.layout
        row1 = layout.row()
        row1.prop(context.scene, "myCustomPropertysName")

Now, after the panel has been created, I want to change the row's enabled value when user clicks some specific button -- ie, some properties (shown in rows) in the panel will be disabled/enabled by some function called from another property/button.

I've tried different ways to write the command but nothing worked.


texts:
I am trying to make leaves fall on the ground but the leaves are intersecting the ground.

This is the collision floor seen from under:

The object has collision enabled and Particle Damping to the max. I've played around with different settings but couldn't find one that worked.
I haven't been able to find a similar question here where the particles are falling onto the object...


texts: textures showing up in cycles but not in evee

texts:
I have an ocean texture on a plane in a scene in blender 2.81. When using the evee render engine the ocean texture does not show up when rendering but it does in view port. In cycles it does show up in rendering however I want to render it in evee since it a bazillion times faster and doesn't have as much noise. I will have linked an image of the nodes for the ocean shader/texture and the render in cycles and evee.
Nodes:

Cycles:

evee (rendered with 1 sample):


texts: Python: Find a point on a uneven plane where the distance from an object is exactly a given value!

texts:
I like to identify a point (Global Vector) on a plane where the air-line distance to an object is f.e. exactly 1.5 bu. The point should be exactly on a line between the object and a target object.

To demonstrate the problem i have attached a picture. The left Empty should be the origin Object and the right one the target Object. As i said the image is only for demonstration purposes. The problem should be solved only in python and the locations of both Empties are Vector-Variables and not existing Objects.

UPDATE:
I found an answer by myself

def pos_target():
    start = bpy.data.objects["Empty"].matrix_world.translation.copy()
    actualpos = start.copy()
    end = bpy.data.objects["Empty2"].matrix_world.translation.copy()
    vec = end - start
    distance = 0.0
    max_distance = 1.5
    target = bpy.data.objects['Plane']
    while distance < max_distance:
        actualpos = actualpos + (1/10 * vec)
        raystart = actualpos.copy()
        rayend = raystart.copy()
        raystart[2]= 10.0
        rayend[2] = -10.0
        location = target.ray_cast(start=raystart,end=rayend)[0]
        distance = (actualpos - start).length
    bpy.data.objects["point"].location = location

It's not the exact point i was looking for but for my problem it's good enough.
But is there a better Answer, maybe without a while-loop?


texts: How do I bake a texture correctly to a UV Map

texts:
I want to bake the materials of this chest
Into a single texture, now I know how to bake textures and stuff but I don't know how to map the texture
out because as seen here

I don't know how to make the texture aligned or mapped correctly with the UV Map, can someone walk me through how it's correctly done?


texts:
I want a camera that is following a path to "track to" aka point/look at a target object. The issue is when it's a logo and I want to look down squarely from above with these two tracking features enabled the camera flips and rotates wildly while trying to keep the head Y point up when it's aiming straight down up is floating randomly around the pole.

Really you should be able to apply a rotation in Z for camera-roll to keep the camera pointing the right way. So it seems they've falling short again here, no real solution found. I've also tried regular Animation Nodes with no luck either. So of course I tried to figure out a way with Sverchok as well, and have had no immediate luck and thought to ask here if there's away.

Basically I'm thinking if I could use the "Beta Node" "Matrix Track To" I could maybe combine a animated Z or camera roll rotation to keep the head pointing up even though Y up is technically flipping around when the path moves to a location exactly above the target in Z poition.

First I can't find how to set the cameras position or rotation from within Sverchok, (seems like model generation only). Also I'm unsure Sverchok applies changes after an objects constraints like path follow are applied, or how to approach this with Sverchok.

Then again maybe I should rotate the scene but at some point camera track to with Y up will flip wildly, unless I animate the entire scene to control which way is up for the camera "track to" constraint to not get disoriented.

I know at times one can rotate a vertex but this method makes no difference with the camera in track-to and follow-path mode. Pretty sure in Houdini this is really simple you just animate the roll manually without issue/conflict?


texts: Animate a character with walk cycle on a path

texts: I have a animal character which is having a walk cycle and going on a path. I need the character to stop in some points and like look around and then continue on the path again. How do I do that?


texts: Blender scripting: Circle Selectiong in the "3D View"

texts:
In Blender2.74, I want to circle-select the vertices in the "3D View", using this: circle_select(x = 300, y = 400, radius = 30).

I found this question. So I know how to get the xy positions in the camera coordinate system.

Now I don't know how to use the API "bpy.ops.view3d.select_circle()".
When I used the command in python console, the following error occured.

bpy.ops.view3d.select_circle(x=500, y=500, radius=10)
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
File "C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\bpy\ops.py",
line 189, in __call__
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.view3d.select_circle.poll() expected a view3d region

Can I use this API in the "Python Console?

And, I will probably have to convert the xy positions in the camera-cood to those in the "3D View". Please teach me this also.


texts: Type of lighting used in Mario & Sonic 2016 renders

texts:
Hello there! I was wondering if anyone could help
me figure out what type of lighting is being used
In these renders from M&S 2016 and If there's a way to set it up in Blender Cycles?

EDIT: Since I can't add comments because of a "50 reputation" rule, I'll explain what I'm trying to achieve: For those asking what I've tried so far, I've tried using 2 sun lamps along with a cube on top of a model to achieve that same rim light effect around the character in cycles. So basically, what I'm trying to achieve is a similiar rim light effect used around these renders.


texts: How to achieve region mask like xgen in blender ？

texts: Sometimes guides are in quite different directions so we have to separate our regions.We can use different particle systems for indivdual regions.However at times we want to adjust how much two regions relates to each other.In xgen we use different color in a mask to define different regions,how can I do this in blender?


texts:
Okay, so I started a manual unwrap on a model, did a lot of work marking seams, placing UV islands, scaling them, etc, etc. Blender crashed and I lost the work. I took a break, went  back to it, got up to the same point and instantly saved curse you blender and your naff session recovery.

Now that I've got my UV all set up and where I want it, I ended my manual unwrap, and it moved all the UV's as if they were fresh Unwraps, taking up the entire UV space for each object. Am I missing something?

For me it's: Select all the objects to unwrap, start manual unwrap, do the business and all that with UV space, come out of edit mode, end manual unwrap. Is that right? If so, what's going on with this unwrapping? Pictures to follow.


texts:
Blender 2.9 official
Ubuntu
Basic scene - default cube - no transforms, global orientation
Edit - face select
Select face normal to Y axis - press e to extrude - working as I would expect.
However, if I select the face, then press E, then Y to extrude along the y axis, it goes in Z direction.
Is anyone else seeing this?
Short video of the issue at the link below:
Extrude Issue in action


texts: Why is blender failing to export object textures?

texts:
I am very new to blender, and I am trying to export a mesh object with materials/textures as a DAE/Collada file.  When I try to re-import my object into Blender or open it with meshlab, there are no colors/textures/materials included and the entire object is grey.  There seem to be some related questions (example 1, example 2), but those approaches don't seem to help.

I am using blender 2.79a.  Since the Collada export GUI options seem to have changed recently, I've included a screenshot of the settings I've tried.

Here is a link to the blender file that I am trying to export:
https://www.turbosquid.com/3d-models/simple-rochet-schneider-1909-fbx-free/1101519

Thanks for your help!

Update 1: A poster suggested that this is a copy of .fbx export why there are no materials or textures?.  I don't believe this is the case, since the linked questionseems to be referring to full, complex, material definitions. Whereas in my use case, I'm trying to export a simple shading material.

Update 2: A poster commented that they didn't have access to the turbosquid link above.  To accommodate I've include a link to the blender file here: https://drive.google.com/file/d/1DNeYYSNaGzGhzb7gzv_8NRT-B-lsuiTt/view?usp=sharing


texts: Well, I'm doing a project and I keep trying to add in a sky but It never works and I don't know whats wrong.


texts: How do I apply a Blend4Web module similar to the plane flight preview?

texts:
I am trying to make a load screen to fit my scene.

This has a custom load screen to fit the scene:
https://www.blend4web.com/en/demo/island/

This is the API:
https://www.blend4web.com/api_doc/module-preloader.html

But I can't find how to apply or use the API. How do I apply a Blend4Web module?


texts: Blender 2.8 and 2.81 completely closes out when trying to render

texts: I don’t not if it’s my CPU or GPU but last week I rendered an animation out just fine. Pleas help!


texts: How to get the color of a vertex group with python?

texts:
Is it possible to get the color of a vertex group that is coloured with dynamic paint? I have a mesh of tree which was created from particle instance and then applied. Then I joined all of that to create a single mesh. Then dynamic paint was used to draw a color on that.
The complex part is that I need to get the color of the vertex group which was named leaf-1.
I proceeded with dynamic paint for coloring the mesh and that is a brilliant tool. Now I need to export the color values of that vertex. I thought the dynamic paint values are stored in the dp_paintmap vertex color. But that values are full of (1.0,1.0,1.0,1.0). I have been searching for this and found a similar question. blender.stackexchange.com/questions/123261/getting-color-values-produced-by-dynamic-paint
Please help me. Where is this data stored?


texts: How to make the glittery effect cleaner on cycles render?

texts:
I´m finishing this study but I think the gliterry party is a little off, kinda blurry. Does anyone have any tip on how to improve it this final render? Thanks a lot!

I mean this part (the upload here made the image low quality somehow):

Doesn´t look sharp like this glitter image:


texts: Looking for software to make an Interior 3d Rendering

texts: all!  I'm looking for a software program that can create a 3d rendering of an interior space.  I have the floor plan (if it can make it from a floor plan, all the better, but not necessary), I just need a rendering of the space to make it look kick ass for a presentation!  Is this the right software for me?  I have some graphic design background, but not a ton and I'm worried this product might have too much of a learning curve for what I want to do.  Thank you! :)


texts:
While navigating in viewport, how can I lock one of the axis and use MMB to turn my object around it (using Blender v 2.90)? I searched for axis locking, went through the docs, getting starter videos, but can't seem figure it out.
Here is an example:

When the Z-Axis looking straight up, dragging MMB left to right rotates the object around Z as expected.
I then drag MMB up->down to turn my object 90 degrees. Now the Z is sticking out of the screen, Y is looking straight up and X is looking  left to right
At this point dragging MMB left/right pans the scene (i.e. continues to rotate around Z) instead of turning around Y. I.e. the question is, how can I fix Y looking straight up and turn my object around it?


texts: How would I make a green screen that has absolutely 0% reflection, and does not cast or receive shadows? I tried making a plane and making a material and changing the background color, but every time there would be a reflection on the objects in the scene.


texts: How to render a normal map from a camera+mesh?

texts:
The best way to explain my question is actually this: https://youtu.be/B4j5tzAIflU?t=658

I am making grass the same way (on a plane) for a video game, but I don't know what the technique is called or how to use it in Blender (2.8).


texts: I need to model and render a scene from a reference image, which is an image of a corner of a room with some objects in it. I've modelled some of the objects and am now trying to model the room itself with walls, a ceiling and a floor. Is there a good method of lining up the walls, ceiling and floor relative to each other and setting the camera to the correct point according to the reference image or is eyeballing it the way I should be doing it?


texts: How to wait the finish of the bpy.ops.render.render('INVOKE_DEFAULT',animation=False, write_still=True)?

texts:
What interests me is basically to stop the execution of my code until the end of the render but at the same time view the progress of the render, considering that the possibility of the "ESC" key that cancels the render.
I am looking on the internet but the situation is unclear to me, I found this:

Is it possible to make a sequence of renders and give the user the option to cancel the process through the UI at any given time?

but it seems quite complicated, I was wondering if there was a simpler solution to my specific case, as my situation is slightly different, as I don't want to render multiple.

Practically:

    ## my code
    ## my code
    bpy.ops.render.render ('INVOKE_DEFAULT', animation = False, write_still = True)
    ## if render is done:
    ###### my code
    ###### my code


texts: Superimposing architectural models onto street photographs

texts:
I wanted to use 3D MAX to create architectural renders, but I have a Mac, so I am looking into Blender as an alternative solution.

The models look amazing and the rendering is fab, but I am struggling to find a tutorial to help me superimpose my model onto the photograph of a street or equivalent. I have to supply images of the model in situ, so I am really hoping there is a way. Please can someone help me?

Thank you


texts: How do you use an array / object in the layout draw function?

texts:
I have multiple rows which all share the same properties. I would like to put all the rows into an array, and then modify the properties per item in the layout. How is this possible?

row1Angle = bpy.props.FloatProperty(
    name = "Angle",
    min = 0,
    max=pi/2,
    subtype="ANGLE"
)

row2Angle = bpy.props.FloatProperty(
    name = "Angle",
    min = 0,
    max=pi/2,
    subtype="ANGLE"
)

def draw(self, context):
    row = layout.row()
    row.label(text="Row 1")
    row = layout.row()
    row.prop(self, "row1Angle")

    row = layout.row()
    row.label(text="Row 2")
    row = layout.row()
    row.prop(self, "row2Angle")

The above works, but is not really scaleable/maintainable and adds complications when actually processing these values. Desired behaviour would be something like this:

## Desired behaviour ########

def class Row():
    angle = bpy.props.FloatProperty(
        name = "Angle",
        min = 0,
        max=pi/2,
        subtype="ANGLE"
    )

rows = []

for i in range(0, 1):
    rows.append(Row())

def draw(self, context):

    for i in range(0, 1):
         row = layout.row()
         row.label(text=plot.savefig(f'Row {i}'))
         row = layout.row()
         row.prop(self.rows[i], "angle")

Unfortunately, this does not work cause of the following error "Function.data expected a AnyType type". Which is caused by using self.rows[i], instead of self.


texts: How to see a plane with an image through a cube?

texts:
I have set up an image as a plane so that I can use it for a guide to make my model but I can't see through the main cube.

How can I set only the model cube to wireframe but NOT the plane so I can see it? Or what can I do to see the image plane through the cube?


texts: where are the UV Angles Based to Conformal settings

texts:
I've seeked them here,
I've seeked them there,
My flipping UV's,
Don't come out square,
the conformal setting,
Is what I need,
However these,
Are nowhere to be seen,

The title is the question I have found an answer to this same question on here and it says the settings are at the bottom of the tool shelf when you unwrap but there are no options here. Could it be that these options have been removed from version 2.79

I am unwrapping a rectangle with an applied subsurface modifier but the sides are shorter than the top edges and the solutions I have found point to the UV's Angles Based or Conformal settings.

Thanks in advance


texts: How to pick an object before operator execution? (object picker/pointer ux?)

texts:
I have an operator that needs an object in order to work,
but here's the trick, it is required to use some sort of picker GUI in order to select the object first before execution() (instead of using the more traditional bpy.context.selection or active)
It is for creating a paint bucket tool or something similar
Note that blender does have such "pick before execute" behavior by default, for example you can use
def invoke(self, context, event):
    context.window_manager.fileselect_add(self)
    return {'RUNNING_MODAL'}

to select a filepath before execution, well I want to do exactly the same thing but with a bpy.props.PointerProperty(type=bpy.types.Object) instead of a filepath
unfortunately I didn't find any function similar to fileselect_add(), I was hoping for something like objectselect_add() sadfly it does not exists, does he?
so now I'm stuck as I don't have any picker method at my disposal
I suppose I need to go modal?
i don't have any modal experience, is there a similar project I can take a look at?


texts: Containing a hair's shape within a mesh, even with vertex groups: Is it possible?

texts: Is there any way to contain the shape of hair within a mesh? Would it need vertex groups for more than density? I want to put hair inside a mesh, make the mesh invisible while containing the hair, then have the hair follow along with the shape of the mesh.


texts: mapping using cylindrical map via script

texts:
I'm trying to create a default mapping mode for an object. I followed through understanding the python API for blender, and things are making more sense at this point, however I'm not able to create the UV map I wish on the object. Code below:

import bpy
from os import getcwd

file = getcwd()+'/data/naturalSat/models/2_Pallas_101.obj'
print("Testing")
imported_object = bpy.ops.import_scene.obj(filepath=file)
obj_object = bpy.context.selected_objects[0]
print("processing: "+obj_object.name)
#Extract the mesh and smooth all polygons
output = obj_object.data
for face in output.polygons:
    face.use_smooth = True

bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.unwrap()
bpy.ops.uv.cylinder_project(direction='VIEW_ON_EQUATOR', scale_to_bounds=True)

#export
filePath = getcwd()+'/'+obj_object.name+'.obj'
bpy.ops.export_scene.obj(filepath=filePath)

Am I doing this correctly? one of the concerns I have is that the cylindrical_project arguments is direction = 'VIEW'. I'm loading a python script using the command line, so headless mode.


texts:
I am working on making animations for molecular orbitals using Blender for Linux 2.83.0 (I render on a farm). I import two OpenVDB files, apply some volume nodes on them to give them the correct density and colour, and then I start rendering an animation using a camera turning around the volumes, following a path. I use Eevee for rendering. When rendered and put together via FFmpeg, the animation shows some frames with some kind of white, grey or black square on it, making it look like a 60s movie because it resembles some broken parts on the film. First I thought the problem would be in FFmpeg, but after looking at the individual frames, I learned that it was already present there:

Does anyone know where this is coming from and (even more important) how to fix this? I already tried cranking up the sampling size (from 64 to 128), but this did not work.
Thanks in advance!
ADDED AFTER 2 HOURS:
I tried recreating the error on my own (Windows) system (2.83.1), and the problem does not occur. So, the problem lies most likely in the Linux version.
ADDED AFTER 12 HOURS:
We updated the Linux version of Blender to 2.83.3, but this did not improve it.


texts:
I am trying to follow this awesome tutorial on making characters in Blender by Sebastian Lague, but I have a problem. After setting the armature as the parent of the model, only one side is morphed correctly. The other one looks weird. Its hard to describe so here's the screenshot:
Before:

After:

There are a few errors here. For one the head is in a totally different place, and secondly, left side of the body is deformed inward, while the right one is a bit stretched. I think that the problem may be with mirroring the bones (I used symmetrize).

Here is the file:


texts: What is Ambient Occlusion and what are some of it's uses? I see it is used in creating what might be called "shadow catchers" in the following node tree setup:


texts: Avoid distortions when creating projector effect

texts:
Im my scene, a point light is right above a table, and the light is textured to mimic a projector.

However, the projection is slightly distorted. Is there a way to solve this problem?

The script node is only for changing the colour of the texture, it does not affect how the texture is mapped.


texts: How to make bones visible through only one object

texts: when im working with a rigged object. I use the xray mode to make it easier to see the skeleton inside the object. But if i want the object (which in this case is a human) to hold something, like a weapon. Its kinda hard to see where im supposed to place the weapon in his hand, because the armature is in my way, because i can see the skeleton through the weapon. So how would i make the skeleton only see through for the human?


texts: Issue with compositing - Tiling problem?

texts:
So I'm trying to achieve a pixel art look for my render, and I've found a setup I'm pretty satisfied with.
But I'm not very experienced working with nodes in Blender and I've run into a problem that I can't wrap my head around.

My problem is the lines cutting trough the dither effect vertically and horizontally (as seen above), instead of being a perfect chequerboard pattern like I want, the lighter colour kind of creates a second, bigger chequered pattern.
I suspect this might be a tiling problem with the texture I use for the dither effect or the scale settings I have for the Texture node in my setup.
Node setup:

Dither texture:

Any help and insight is much appreciated, thanks!


texts: How to UV unwrap simple plane with very short one edge?

texts:
I have disorted square, that that fill ground lying in camera view.
It should be image that will have more details close to camera.
When i shorten edge close to camera UV starts to create triangles that are not visible in UV editor.
Cutting plane to tris does not help.
Best effect gives subdivision of plane (but there are still some small disortions)

Is there any smart way to do that?


texts:
I have one .blend project where I've imported objects via .dae files.
I've set up a scene and made animations etc...

Now there is a request to modify details of one or more object.

Question 1:
Is there a way that I can replace my existing model with a newer version where I keep the location, rotation, scale and animations?
Because now I need to delete the object, add it again and animate it again.

Question 2:
For future projects, how do you set up a blender project to overcome such problems?


texts: Is it possible to edit images programmatically with the Blender API?

texts:
I need to ascertain if it's possible to complete a project in Blender exclusively (my preference) or if I need to use an OpenGL API to write an external application for my needs.

If the project can be completed in Blender, then I need to be able to color pixels on a 2D image using Python within Blender.  If that can be done by pixel coordinate, then my project can be completed in Blender.

Because the Blender API documentation is laid out by structure of API itself rather than by task (a good thing!) I'm having trouble locating the part of it that I'm interested in.  Because usually Blender isn't used for this, I can't find any discussions that point me in the right direction.

edit: I see that bpy.ops.paint.sample_color() can be used to sample a color on an image; I'm just having trouble finding a way to directly manipulate pixels.

edit2: I should mention that I also found this in old documentation, but searches for something similar in the current documentation come up empty.

last edit: This thread from 2007 includes a script for pixel level access to images.  however, it is dependent upon classes that are not a part of the Blender API and do not appear to be part of the Python repository.  The colour class does not inherit as_tuple, which in turn only seems to be part of the decimal class.

So, I'm not listing it as an answer because there's no way to know with certainty just what the author meant when those classes are used.


texts: How to determine which scene is the new one upon duplication?

texts:
Let's say the user has multiple scenes, and some of them may be named Scene.001, etc.

If I do bpy.ops.scene.new(type='FULL_COPY'), how do I know which one is the new one?

Normally I'd expect the new scene to update the context and this to work:

bpy.ops.scene.new(type='FULL_COPY')
copy = bpy.context.scene

It does work if you type it into the console. However, that doesn't appear to be the case if I put this into an addon script (bpy.context.scene seems to update only after the operator is done, which is not useful).

Any ideas how I can determine which scene is the new one? Is this a bug?


texts: What is this line in the middle of my blender screen?

texts:
I am curious as to what the line in the middle of the screen could be.
When I move the dot on the bottom of this dashed line it moves my mesh, this line moves along with it.
Also in the middle of the screen there's another dot. It move my armature.
I'm trying to do an animation with this mesh but I can't figure what the correct way to do it with an animation and a mesh would be?
Here's an image:


texts: I was doing a follow path work and something weird happened.It works perfectly fine with a sphere but if I use an ico sphere instead of the sphere it a dotted line appears(you know the one which indicates constraints) from the end of the curve to the ico sphere and it goes some weird movement.Does anyone have any idea why is it happening?


texts:
I`m from Russia so sorry for my English.

I have to plan to start learn blender (sculpting and making short cartoons 5 min max)
Now I have 8700K + 32 RAM + RTX 2080

Do be better to change GPU to RTX Quadro 4000 or Blender more prefer gaming GPU for viewport, real time rotation and fast final render.

Maybe be better change CPU to AMD like 2600X?


texts:
I will be explaining this as best as I can, however I will be actively updating with more detail if necessary.

End Goal:
I want to have a circle roll in from the left of the screen (a logo will be on the circle so it will have to be actually "rolling" across the screen), stop shifting horizontally but continue the rolling motion about 1/4 from the left of the screen. I want to have text "slide" out of the circle as the stationary roll is occurring to look as if the roll is extending the text out of the circle.

Question:
How can I get text to extend in such a way? I know that this is harder because the text has to appear out of thin air as opposed to sliding from off-screen. What is the best way to do this?

Second Question:
If possible, can I import a pre-made circular 2D logo into Blender to use as the circle? I already know that making the roll motion is just a matter of repeatedly rotating it 90 degrees and using animation keys (may not be correct term, but I know how to do that part).

Thank you!


texts: Changing the shape of a Nurbs Path that's already animated

texts:
I don't think I asked my question to its fullest earlier.
I have a NurbsPath animation. The tube NurbsPath shape wraps around the cylinder.
Is there a way to alter the shape of this object (NurbsPath) to where it's not a tube shape, but instead a block shape? Without losing my rigged animation?
I have tried numerous options, some recommended on BSE, but nothing works. I could be doing it incorrectly.
A suggestion posted earlier was to do the following (that did not work):

Change the profile of the generated mesh by giving another Curve object as the Bevel object
Add a Bezier Circle and adjust the points to create the shape you want, then set the Bevel settings

The issue I see so far is that the NurbsPath has already been converted/created/and cannot be edited in its shape from anything I've tried.
UPDATE -- I figured it out, and it was quite easy - all I had to do was delete the Subdivision Surface Modifier.


texts: subdivision subsurface modifer acting weird

texts:
when adding a subdivision subsurface modifier this happens:

Before:

after:

another odd this is that it does the same in shade smooth but i heard it what only effects the lights, maybe i heard wrong


texts:
I am having a problem understanding displacement maps. I'm starting to think that I don't understand them at all.

Clarifying My Understanding

My understanding (which might be completely wrong), is that a displacement map is a gray-scale image whereby a value of 0.5 produces no displacement, >0.5 produces displacement in the positive direction, and <0.5 produces displacement in the negative direction. This, however, does not seem to match my actual observations in Blender.

I am using a displacement map within Cycles, plugging it into the Displacement socket on the Material Output node (I am also using the new experimental adaptive subdivision and micro-vertex displacement). I note that a value of 0.5 actually produces a displacement in the positive direction, causing the whole mesh to jump up slightly, as well as creating the peaks and valleys that you would expect for >0.5 and <0.5 values respectively.

This affects my entire understanding of displacement maps. Why is this happening? Why is a value of exactly 0.5 creating displacement? Further, how are you supposed to arrange and line up objects in your scene when, in rendered view, the displacement maps will push them out of position, even if those maps are only supposed to create displacement in specific areas.

The Problem in Practice

This is the problem I am having at the moment. I have a plane which is supposed to be a snowy field, and I am using a displacement map to give some depth to the snow. In rendered view, my plane jumps up significantly. This is what lead me to investigate my understanding of displacement maps, and to this question.

Additionally, what is the correct way to increase and decrease the strength of a displacement map? At the moment, I will run them through a Math node set to multiply, however, as you might imagine, this exaggerates the issue that I am complaining about above.

To be clear, however, I am not using a math node when experiencing the "jump up" for 0.5 values. This is not the source of my problem, but another aspect to it.


texts: How to make an rod to rotate with another rod both have pivoting point at the origin

texts:
Being new to Blender I can not figure out a simple animation using the Animation node. The video link is attached with this post for better expalnnation of the problem (https://drive.google.com/file/d/10aujAJhRNYWZe_4z3lPQtQsWOpRGgCPC/view?usp=sharing).
Here my objective is to rotate the red arrow (YZ_Vec) on the YZ plane while the green arrow (Main_Vec) is free to rotate in all directions. The red arrow will follow the rotation of the green arrow while being confined on the YZ plane.To make the red arrow confine on the YZ plane I have applied the limit rotation constraint.
With the help of animation node I have successfully achieved my objective partially, because the red arrow perfectly follows the green arrow during the X rotation but not during the Y rotation.
During the Y rotation the red arrow rotates in opposite of the green arrow. I am expecting the red arrow should moves on the YZ plane during the Y rotation of the green arrow, that would look like the red arrow goes up and down on the YZ plane with the Y rotation of the green arrow.


texts: Problems with import/export script with --background

texts:
I have a simple script

import bpy

bpy.ops.import_scene.autodesk_3ds(filepath="C:\\Temp\\Blender\\3DS\\5004.3ds")

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

bpy.ops.wm.addon_expand(module="threejs")

bpy.ops.export.three(filepath="C:\\Temp\\Blender\\JSON\\Output.js")

which I execute using

blender --background --python c:\temp\blender\Test.py

The script runs, the 3DS model is loaded, an output file is produced, but it only contains "CubeGeometry" and not the 3DS model I have loaded. I am presuming this is the cube that Blender loads by default. I tried after loading to invert the selection expecting that I would then get my imported model, but with no success.

Any ideas?


texts: How can I simulate cloth between one static object and one moving object?

texts:
I'm trying to replicate stretchy canvas between two ribs for an architecture project, and I need to animate the movement of one of the ribs - so the canvas would stretch as it moves. I've tried pinning vertex groups in the cloth sim but it either a) only moves the edge vertices, or b) moves the entire group.
I basically just want one rib moving, one rib static, and the cloth sim between them.
Here's the effect I want to achieve (from Rhino 6), but with cloth sim panels instead:

Here's the problems I'm running into in Blender:


texts: How to fix non-manifold geometry for 3D printing

texts:
I've searched a bunch and found numerous fixes for non-manifold geometry but none of them seem to be working with my design. Can anyone help? The plan is to 3D print this object.

Blender File Download

Thanks,
Ryan


texts: How can I twist part of my mesh into a Möbius strip shape?

texts:
I have this basic shape, made from two cylinders, and I want to know how I can twist the curved path, highlighted here:

Rather than curving the whole path, I only want one small 180° twist on the highlighted portion, similar to this Möbius strip:

Is there an add-on that I could use for this, or, if not, how would you go about it? Right now, I'm pretty stumped, I tried splitting it into two parts and using proportional editing, but it ended up being very messy, though I could have been doing something wrong.

Also, I should mention that, after this, I want to add a "Subdivision Surface" modifier, and maybe 3D print it, so it's important to have clean, efficient topology.


texts: Is it possible to make linked object local when it is invisible (Restrict viewport visibility is turned off)?

texts:
It seems if I have a linked object and it is invisible (Restrict viewport visibility is turned off in the original .blend file) there is no way to make it local, because make local (as other commands as well) only works if the object is visible.

So is there a workaround or python scirpt or something to solve this?


texts: Is there any way to make the surface look smoother without subdiv or smooth shading?

texts:
I need to smoothen the look of the back of this model as well as the rotating chamber, i know two ways to do so;

smooth shading, but it returns some really weird look at turns and curves.
subdiv modifier, but i dont want to have too many faces, this is supposed to be a low poly learning experiment.

Please explain in a way a complete amateur could understand, considering this is my first self learning model, as well as me having precisely zero professional education with regard to 3d modelling. Thank You!


texts:
I have a .blend file that is almost 100mb (hence why I can't upload the file to blend-exchange.giantcowfilms).  I've been trying to append other 3 other objects into a new file, and the file is just so huge and slow.  I tried resizing everything to a much smaller size but that didn't change the file size.  I tried decimating everything too but that just made everything look horrible.

I've uploaded the file to google drive:

https://drive.google.com/file/d/0BzCN0fElYa3HVklHME5rYTdhazg/view?usp=sharing

How can I get this down to a decent file size?

Thanks


texts: Why can only one texture display correctly on my model?

texts:
hope everybody's well and staying safe. Complete Blender rookie here. I was hoping for some help troubleshooting an error I encountered in Blender 2.83 while trying to assign image textures to a head model I extracted from a video game (Mass Effect 3).
So this head model has four materials: eyelashes, face, scalp, and eyes. For some reason, only one material's texture ever displays correctly -- the other three just display as a random solid color.
I've tried restarting from scratch a few times, and one thing I've noticed is that the texture always displays correctly for the first material I assign an image texture to. Any material I attempt to assign a image texture to after the first material displays as a random solid color.
Here's a screenshot of the issue, if helpful. In this instance, I assigned a texture to the face material before all the other materials, so it's the only one that displays correctly:

Also, here is the blend file as well (with all the textures packaged in), if anybody wants to investigate the issue directly: https://drive.google.com/file/d/1R_Yn7RfQlKksQDSbEfTezUdB4iAYeJkL/view
This is how the character is supposed to look normally: https://i.imgur.com/WypNgRa.png
Thanks in advance to anybody who's willing to help!


texts:
I messed up my workspace, here is how i want my workspace to look when i select uv mapping for example:

but this is how it looks like on my screen:


texts: I'm looking to take the 4 vertices circled in red and raise them along the Z axis to create a slope with the same X axis coordinates as the slope with the green line such that all 5 faces create one smooth plane. I've been messing around trying to figure it out myself and I've tried searching for a solution but I couldn't find anything, or at least nothing that I could understand


texts: Why are there thick edges in Voronoi 3D/4D?

texts:
I was playing with Voronoi and discovered that if I use 3D/4D, some of the edges are thicker than others. In my opinion, it looks unnatural and neither colorramp nor greater/less than can solve this problem. There's no such problem with 2D Voronoi but it also doesn't have W input so I can't properly animate the texture. And as you can see on the 1st screenshot even if I'm using a plane with Z coordinate equals to 0 or UV coordinates (I believe both give me 2D) this problem is still actual.
Could someone explain why does this happen and how do I get rid of these?


texts: How can I animate an interior scene from day to night?

texts:
I have a basic isometric interior room and I want to animate how this room looks when the sun goes down and it becomes dark, day to night.

Something like these videos, 01, 02

So I'm wondering how to animate skytexture and sun to look like that, or if there's another way.

Thanks


texts: How to make 3D volumetric textures in Blender?

texts:
So let's say I want to make some volumetric fog or something like that. I saw a demo of how to do that in Blender recently, but it relied on the built in 3D textures built into Blender. How do I make my own 3D textures?

I'm very new to volumetric stuff so maybe I'm not even using the right terminology. Any clues?


texts:
Is it possible to unwrap a series of connected faces and make them keep their proportions relative to each other for precise texture placement?

I have a wall structure that has rounded corners, and when I unwrap it, the faces do not keep their proportions relative to each other, resulting in distorted/stretched textures when applied.

There must be a way to make faces keep their relative size.

I attached an image that hopefully illustrates my problem:


texts: I'm trying to port a model from sfm to blender and after decompiling i found some textures i've never seen before. What are they for and how to apply such textures? Also every texture called "eye-cornea", so it seems they are related to eyes


texts: Camera background image not visible through transparent cloth

texts:
I have a simple cloth simulation that I want to export as a video.
A background image is setup from within the camera.
The problem is:
The flag is suppossed to be slighty translusent but the background image will not be visible through the translucent object the area will become more and more gray the higher the translucency.
I am useing Eevee and Alpha Blend, changing the blending mode does not work as Opaque causes artifacts witht he shadows and stay completely opaque until turning Fac up to 1.0.
Alpha Clip will keep the image completely opaque until Fac is at 0.5 then it will becom 100% translucent.
Alpha Hash does make the flag translucent and the background image visible but gives a very grainy low quality cloth.

Here is the problem with Fac at 1.0 to highlight the issue:


texts: When i try to move my object it teleports to the location it was originally placed. I am really new to blender

texts: I have no idea how to fix this. There is a yellow line that appears when i try to move the object. Don't know if that has something to do with it.


texts: Is there a way to copy the mesh of a cloth sim at a particular point in time as an individual mesh?

texts: Can I take a cloth simulation, animate it and at some point during the simulation pause and copy the mesh in that position as a static mesh? I want to be able to copy the object with its vertices in a certain frame's position and be able to edit that mesh as its own unique object.


texts: Blender python script - unhide collections from render

texts:
I simply need to know how to unhide a collection after hiding it using bpy. Many questions have been answered but none seem to work with Blender 2.83.
My product has many add-ons and I need to render each one individually, for argument's sake let's say it's an ice cream and I need to show a cone but with a ball of each type of ice cream in it. The cone and each ball of ice cream is in a separate collection.
I start with disabling all from the render (a form of reset of the scene if you will), re-enable the cone and subsequently re-enable each ball for rendering, rendering it then re-disabling it and re-enabling the next ball.
I can get all collections to disable for render, re-enabling is proving elusive.
My code:
import bpy
import mathutils

# Store the current scene inside a variable
scene = bpy.context.scene

# Exlude all Collections from view layer
coll = bpy.data.collections

for c in coll:
    c.hide_render=True

# ENABLING BY COLLECTION NAME GOES HERE
# ENABLING BY COLLECTION NAME GOES HERE
# ENABLING BY COLLECTION NAME GOES HERE
# ENABLING BY COLLECTION NAME GOES HERE
# ENABLING BY COLLECTION NAME GOES HERE

# Rendering

# set file image index
index = 0
# render settings
scene.render.image_settings.file_format = 'PNG'
bpy.data.scenes["CONFIGURATOR 800x600"].render.filepath = '/BlenderPythonTest/render_%d.png' % index
bpy.ops.render.render(write_still = 1)

I have tried bpy.data.scenes.layer_collection exclude, bpy.data.collections hide_render False and bpy.context.collection hide_render methods, but nothing works. By that I mean it renders a large black square (if I do not disable at the beginning, all renders fine).
Please help... failing that, enjoy the ice cream you're heading to the fridge for... ;-)


texts: My lowest panel is changing from the editor window to the rendered view

texts:
ORIGINAL:

Have made several videos successfully but suddenly my [render] button does nothing but change my lowest panel from the editor to the result view

http://i.imgur.com/dWC89iW.png

changes to

http://i.imgur.com/UJhUGJp.png

I also noticed it does pop up "Sequence Render" for a very fast moment in place of the blender version above preview. I've never had this happen before and when I try to find previous mentions for help I get bogged down in threads about 3d rendering. I've not changed my settings except to increase the Sequence/Clip Editor Cache. I've checked my properties to make sure those are the same as before. Dimensions, fps, start and end frames, output folder is correct, encoding is the h264 preset, ac3 audio.


texts: Is there a way to Move a VSE Strip without moving its Keyframes?

texts: In the VSE, is there a way to slide a Strip (audio file in this case) left-or-right on the time axis without moving the Keyframes I've made for it?


texts: I have an armature which has animation. To play my animation in BGE I added an Always Sensor  ANDed it to Action actuator and set it's value to the animation. It plays good. But what I'm trying to do is rotate some of the bones during the animation using the keyboard with Python which doesn't work only if the armature didn't have any animation. Any ideas?


texts:
Is it possible to assign a conditional property group to scene elements?

My intent is to not have the group exist until I manually create or assign it, then be capable of removing or deleting it.


texts: Applying an armature modifier causes the clothing item to stick the sleeves up, how can I correct

texts:
I modeled a shirt while in pose mode (a T pose) the armature rest pose was an A pose. I have changed the rest mode to the T pose and the shirt fits. I can transfer weights and it looks good, like this:
But after I apply the armature modifier, the sleeves inexplicably stick up in the air, like this:

The shirt is parented to the armature and I have run out of ideas for how to correct this. Any suggestions would be appreciated.


texts: What is a good solution to store a json data in the code?

texts:
I am carrying out a project that requires a json file, which is automatically downloaded when Blender starts.
This json file contains a list of internet sites, and I wish I could populate a series of buttons in the menu.
The fundamental problem is that I would only like to load the json file once I find it, but I don't know where to store it.
The script works like this (approx.):
File my_json.json:
 {
     "site_list":{"Stackexchange":"https://blender.stackexchange.com/",
                  "Google":"https://google.com/"}
 }

Code:
import bpy,json,os,webbrowser
from bpy.props import StringProperty

def open_json():
    json_file = "G:\\my_json.json"
    f = open(json_file)
    data = json.load(f)
    f.close()
    return data

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        layout = self.layout
        col=layout.column()

        data = open_json()
        for site , adress in data['site_list'].items():
            col.operator("object.simple_operator",text = site).options = adress #I pass a string to the operator (Web address)

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    options: StringProperty()

    def execute(self, context):

        webbrowser.open(self.options) #Open web adress in the default browser

        return {'FINISHED'}

def register():
    bpy.utils.register_class(SimpleOperator)
    bpy.utils.register_class(HelloWorldPanel)

def unregister():
    bpy.utils.unregister_class(SimpleOperator)
    bpy.utils.unregister_class(HelloWorldPanel)

if __name__ == "__main__":
    register()

Result:

This method works, but the problem is that it iterates over and over to the Json file, opens it, reads it, closes it, and returns the data contained in it in the function return.
I was wondering where I could store this data, one time only. Read the file once, not read it again, and store the data somewhere.


texts: Can you access the distance values from the numeric input?

texts:
in my Blender 2.92 scene file, you can find the numeric input in the top left corner of the viewport (important, the numeric input only shows when transforming an object). what i'm inquiring about, is the local information displayed by the numeric input. using the cube with a random orientation, i can transform the object a distance of 1 unit along the local y axis ...regardless of the objects orientation, the numeric input will then display a distance value of 1 (or -1 depending on the direction we moved the object) as well as the normalized distance value of 1. although the transform channels themselves update to reflect the objects new world position, i'm actually trying to save that distance value from the numeric input.
does anyone know if this information is stored somewhere? i'm specifically looking to create a custom property that stores the distance values, and it needs to update based on user input in real-time. i'm understanding this as something that could become quite complex to develop from scratch, but the numeric input already shares all of this information in real-time. any insight into this inquiry is much appreciated!