texts: Syntax Question Python, a command with two variables

texts:
I have a question to python programming. I'm writing PieMenus for my Spacemouse. It's a Syntax Question. I want to use a comand with a action and a true command at the same time.

So I want to build a menu like shown in the picture

But the code for the Extend comand dosen't works. I get the same effect like in select parent.

# Pie Selection Edit Mode
class PieSelections_PM(Menu):
    bl_idname = "pie.selectionspm"
    bl_label = "Pie Selections Pose Mode"

    def draw(self, context):
        layout = self.layout
        pie = layout.menu_pie()
        # 4 - LEFT
        pie.operator("view3d.select_border", text="Border Select",
                    icon='BORDER_RECT')
        # 6 - RIGHT

        pie.operator("pose.select_constraint_target", text="Select Constraint Target", icon='FORCE_CURVE')
        # 2 - BOTTOM
        pie.operator("pose.select_all", text="Select None",
                    icon='RESTRICT_SELECT_ON').action = 'DESELECT'
        # 8 - TOP
        pie.operator("pose.select_all", text="Select All",
                    icon='RESTRICT_SELECT_OFF').action = 'SELECT'
        # 7 - TOP - LEFT

        pie.menu("pie.selection_Parent/Child_Extend_PM", text="Extend Parent Child", icon='LINKED')
        # 9 - TOP - RIGHT
        pie.operator("pose.select_all", text="Invert Selection",
                    icon='FULLSCREEN_EXIT').action = 'INVERT'
        # 1 - BOTTOM - LEFT
        pie.operator("view3d.select_circle", text="Circle Select",
                    icon='BORDER_LASSO')
        # 3 - BOTTOM - RIGHT
        #pie.menu("pie.selection_Parent/Child_PM", text="Parent Child", icon='GROUP_BONE')
        box = pie.split().column()
        box.operator("pose.select_hierarchy", text="Select Parent", icon='ZOOMIN').direction='PARENT'
        box.operator("pose.select_hierarchy", text="Select Child", icon='ZOOMOUT').direction='CHILD'
        box.operator("pose.select_hierarchy", text="Extend Parent", icon='DISCLOSURE_TRI_RIGHT').direction='PARENT'.extend=True
        box.operator("pose.select_hierarchy", text="Extend Child", icon='DISCLOSURE_TRI_DOWN').direction='CHILD'.extend=True

The code with I want to change is that one below. How I have to seperate  "direction='CHILD'" and "extend=True"?


texts: Blender DMX Exporting Issues: Japanese Text in Files

texts:
I'm very new to blender and I am trying my darndest to convert a MMD pmx file to dmx file for use in Source Filmmaker and GMod. I got the first part down and exported the pmx file to a blender file thanks to the mmd_tools add-on:

however now I’ve hit a brick wall when trying to use the blender source tools to export it to a dmx file as you can see from the messages to the bottom left here:

The end result is deformed and discolored

Is there a way to fix this? Or am I going about this in a fundamentally wrong way and missing steps?


texts: How can I use the compositor on the result of the sequencer?

texts:
I recently ran a renderfarm on a file with some compositing setup, but I forgot to set the composite output back to the Composite node instead of the Viewer I was temporarily using. Since the node setup didn't require anything besides the image data (i.e., no Z-buffer, object IDs, etc.) I figured that I could just run the compositor on each frame individually. However, this proved to be somewhwat difficult.

It seems that the sequencer is run after the compositor (despite their non-exclusivity in the Post Processing panel), so my idea to use an image strip in the sequencer for all the images that I already rendered didn't work—the render just copied the images into a new directory.

The Movie Clip node doesn't seem to accept an image strip as input, either, so that was not an option.

What I ended up doing was sequencing the animation to a movie file, then piping that into the Movie Clip node in the compositor. However, this required extra time, extra storage, and it rendered the default scene every frame before compositing, only to ignore the result.

Is there a way to use Blender's compositor either directly on an image sequence, or in conjunction with the video sequencer?


texts: How to get 3D point coordinate in world space via 2D image in Python?

texts:
I have a 2d image of a 3D model in the image editor, and I have the camera's intrinsic matrix and extrinsic matrix. Now I want to know the 3D model's position in the world space so that it can match the camera view to get the 2D image. With the 2D image, the intrinsic and extrinsic matrices, how can I do in Python script? Thanks.

I know these answers for reference.
3x4 camera matrix from blender camera

How to find image coordinates of the rendered vertex?

For more detail and below is just an example,

x = K[R|T]X: now I have K, R and T.

K = [[1513.0999755859375, 0, 955.6556998193264],
    [0, 1524.1999276039132, 575.7680010795593],
    [0, 0, 1]]

I have the 2D image in rendered view, so I can get the pixel coordinate of some points with the mouse pointing at. I want to find how to set the 3D model 's position in world space. Then through the camera view, I can get the same image as my 2D image. Thanks.

What I want to do is kinda like this:
Why does my rendered object appear too big compared to object taken with real camera?


texts: Rendering doesn't work after switching on the denoiser

texts:
Rendered the animation without denoising before and it was fine.
but i wanted to denoise it in the composite with nodes.
but when i rendered it it overrided the previous animation, plus nothing renders at all even image or animation.

Thank You.


texts: How to activate new mode in Blender 2.8 that displays viewport objects with different colors?

texts:
I've been watching tutorial videos of the new Blender 2.8 and see it has something that that lets you display each object in your viewport with a different color to make it easier to distinguish them.  I'm trying to figure out how to activate this, but all my searches just turn up tutorials for assigning materials.

Anyone know how to do this?


texts: When exporting to Unity, my model's mesh is messed up. I've tried normalizing, but that doesn't seem to work


texts: How do I find which materials are using a particular node group

texts:
I have a blend file that I am using as a materials library. I have discovered that there are node groups that were not named, so I have a collection of NodeGroup.xxx groups. I would like to find the users of these groups so that I can rename them with meaningful names.

Google searches have not turned anything up.

Is there such a tool, or am I reduced to visiting each material until I find the user?


texts:
I'm new here.
Anyone know how to make rattan ball like this?
https://www.google.com/search?q=takraw+ball+3d+model&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiR0NPE9sXgAhWMXSsKHbQ8C_0Q_AUIDigB&biw=1440&bih=757#imgrc=hJRjAIPy0H21GM:

UPDATE :
I have progress.

UPDATE :
Its kinda solved. I dont know how to make it the right way, but its done. Thank you.


texts: Adding an Armature to an already existing model

texts: I have downloaded a .stl file, but I want to change the pose. It has no bones or Armature I think. Trying to add them, but I don't know where to start or if I even can. Does it need to be another file type? Can I even add an armature and bones to a pre-existing model I imported? I just want to change the pose of a model I found.


texts: Is there really a way to make a true toon shader material in Cycles?

texts:
Is there a way to make a true toon shader material in Cycles?

Here's, in order of importance, what would be ideal to find in such a shader:

Must use Cycles
Must be an actual shader
Must not rely on lighting
Must be independent of camera position
Must react directly to lighting rather than manually having to change it to emulate it
Should be easily made into a node-group
Should have the following configurability:

Main color
Darkness color
Shadow depth (how far the shadow goes from the unlit side)

Below, I'll be listing some already-found methods and their flaws:

Cycles's Toon BDSF:

Source: Blender

Result:

Node setup:

Cons:

Not a clear-cut two-color shading
Reacts to diffusion of surrounding objects

Mask & Ramp:

Source: Blender StackExchange

Result:

Node setup (Compositor):

Cons:

Very grainy
Does not support colour textures
Not easy to change shadow depth in a nodegroup
Not a material, requires compositor
Requires use of object indexes

Shadeless Fresnel:

Source: NixArt

Result:

Node setup:

Cons:

Uses camera's direction
Ignores lighting
Not easy to change shadow depth in a nodegroup

Shadeless Normal:

Source: NixArt

Result:

Node setup:

Cons:

Ignores lighting
Direction of shadow is manually changed
Not easy to change shadow depth in a nodegroup

However, this one is easily the best one. It's pretty great, and would work still images very well.

That's all I've got. Does anyone else have any methods that fall under most of the criteria I listed above? Also note that OSL is totally fine, if it works.


texts: Im struggling to work the camera in a small space

texts:
This is a tutorial im following i want to make it so my camera shows the same amount of area as his does but i dont know how, i'm quite new to blender and any help would be much appreciated

Basically im trying to increase how much u can see, i want to be abe to see more of the room but if i go any further back i wll go through the wall.

This is a tutorial im following i want to make it so my camera shows the same amount of area as his does but i dont know how, i'm quite new to blender and any help would be much appreciated


texts:
When rendering my scene as an animation, on particular frames (in this instance, 17), I often get a delay in the outlining, like it's trying to outline the next/previous frame.

This doesn't happen when rendering the frame normally - as in not an animation.

It looks like this:
When animated

When rendered normally

It's like the actual render is delayed by a frame, but only when animated.
Is this a known bug?


texts: Composited Render is Different from the Viewer

texts: Wondering what's going wrong here, the image that the viewer shows is what I want, yet the render after compositing looks different and in a way that doesn't seem to make sense. What I want to do is have a transparent object that also visually blocks whatever's behind it, is there a different way to achieve this?


texts: Is there a way to 'drive' lamps, similar to how you can 'drive' and control a camera in first person?

texts:
In particular, I find the first person perspective and use of WASD very intuitive for when I'm positioning my camera in the scene.

I would like to know if there's a way to control lamps that same way in Blender?

I've used other software where you're able to control a light in the exact same way as you can the camera in blender and find it far easier and more intuitive to use then trying to move a light around in my scene by hand using the manipulators and rotation.


texts: Translucency for shell material using the Principled Shader

texts:
I am looking to replicate this hermit character from the Pixar short, Piper:

I am currently working on the shell material and am struggling to get the translucency correct in order to replicate how light passes through it. I am using the new principled shader.

It looks to me that the material is a translucent milky white-yellow material covered with a more opaque glossy orange surface with all the colour and surface detail on it. This layer becomes thinner at the top and still lets some light through to be scattered for the backlit scenes. I have played around a little with the subsurface scattering and transmission to get the following results for the lighter layer:

However it doesn't seem to behave correctly, in particular, the backlit effect of looking almost illuminated from within seems very hard to achieve. I wonder if anyone has any pointers on how they would go about recreating this material?

Many thanks,
Ben


texts: Legos falling into place and stacking up. Can someone point me in the right direction?

texts:
I am making an animation to be projected onto a wall at a theater. I need to make legos fall from the top of the screen and land stacking up to form a wall. After that I will have the Legos movie logo crash through the wall of legos at the end.

What would be the best way to go about doing this?I tried using the particle emitter to let a bunch of legos fall randomly into place, but I was thinking it would look much nicer if they fell on top of one another forming a wall rather than just a bunch of pieces.

I've been trying different things out with little success. If you were given this project how would you go about doing it? I am a bit stuck right now trying to figure this out.


texts: Artifacts on cube after modulo on coordinates

texts:
This happens with the following node configuration:

It is caused by the modulo (or Fract) operation. I stumbled upon this problem while trying to repeat coordinates on a cube. It works fine on a plane.

Any idea why is this happening? The effect is similiar to z-fighting and only happens in perspective view. In orthographic that side is black. Is the modulo operation for some reason unable to determine a value at that side of the cube ?


texts: How to make the trees on the grid not through the grid? (Speedtrees, origin problem)

texts:
The trees and the grid are joined somehow and I don't know how to undo this.
This is the tutorial I'm following Large Scale Forest Flyover in Blender 2.8 - Quick and Dirty
1:30 is what applies to me the trees appear halfway through the plane and I don't know how to fix this. I want the trees on the plane NOT halfway through.


texts: Removing dotted assist lines? Problem only occurs when Appending!

texts: When I open the file directly from my desktop, these assist lines don't seem to show. But when I Append it, these random dotted lines appear that seem to point to its parented object. Is there any possible way to hide these lines, because they can start to get really distracting when animating. Picture of my problem:


texts: Spiral unrolling/rolling animation in Animation Nodes?

texts:
I saw a topic on ordfoce.net on unrolling spirals and discrete paths as shown here:

How can I replicate this in Animation Nodes?


texts: why does the texture that says "mute" looks like that?

texts:
Why does the texture that says mute looks pink? its a text made with photoshop, exported as a png.
below the material where i am proyecting this texture, there is a cube with an emission shader on.
so how can i make the material look a little translucid, and that the texture does not changes the color?


texts: Blender edit mode will only let it move stuff at intervals

texts:
I am new to blender and using Blender in 2D. I was just in edit mode moving things around, and then it would only let me move things at certain intervals. To clarify, I could move things, but it would only let me move it by a certain amount, no more, no less

From here
To here


texts: mirrored mesh not showing up in edit mode

texts: Basically, I have added a mirror modifier to my mesh but it is only showing up in object mode and I was wondering how to make it show up in edit mode too


texts: How to find RGB values from texel contained in an area?

texts:
With the Blender Python API, I am trying to get the RBG Values of all the texels from the ground object(the color checker in the following example), that are contained in the orthogonal projection of the active object(the black rectangle):

In this example, this would return: (Blue(4),green(3),yellow(2),red(1),orange(8), grey(7),pink(6)). If there is no solution for the complete area, I would at least like to get the values for each vertex (here : green(3) and pink(6)).

The point is to have my my object to be build parametrically depending on the datas in the ground texture where it stands.

How can I achieve this with Blender?


texts:
I have been working on some awesome anaglyph render animations but running into ghosting issues when turning them into video. I render each frame (in stereo) to png at 1080p, then I use the video editor to turn them into video. The only encoding scheme that seems to preserve the anaglyph is Avi raw. Needless to say this file size is unmanageable, and must be compressed - which then destroys the 3D effect.
Anybody who is trying anaglyph renders must be having this problem too. The rendered images are fine, but once you turn them into video they are ruined. Maybe if there was a way to tinker under the hood of the anaglyph "alpha" that the technology relies so heavily on I could get this working.


texts:
This is Blender 2.9, inside the Shading tab.
I am trying to move the (yellow) Noise Texture but whenever I try to it creates a duplicate (green).
Ive tried to move (yellow) by pressing G as well but same thing happens.
If I select multiple nodes including (yellow) and move those, (yellow) still gets duplicated.
The duplicate only happens the first movement, after it gets duplicated once I can move around both without any further duplicates being made.
Yellow is a shift-D copy from (blue), it would be odd if it has something to do with it but I mention it anyway.
I can easily just delete and re-add (yellow) but this bugs very a lot and I take its valuable to learn now before I get complicated with nodes.


texts: How do I put my 3D view back to normal, how it is by default?

texts: How do I fix it back to when you first downloaded Blender?


texts: How do you add the Jiggly Armature code to Blender as an add-on?

texts: So pardon the ignorance of a newbie, however I stumbled across the add-on called Jiggly Armature and upon further investigation it is in raw code so my next thought was, where do I enter this code and what affect will it have on the function of Blender, aside from its stated function? Would it be better for a newbie to just use the collision method I read about to obtain the same jiggly effect? below are the links regarding this post , the link to the collision method is inappropriate for work or minors .


texts: So i just started trying out the grease pencil and it looks terrible. very low resolution and its jagged. the pencil dose not overlap it cuts through previous strokes, anyone have any tips on how to fix this? I'm using a Wacom tablet if that affects anything. EDIT: It seems to work fine when i'm not drawing on a surface


texts: How to draw circle or rectangle or arrow in blender video editor?

texts: I am creating a tutorial and i want to create for example a rectangle to attract the viewers attention


texts: Is it possible to apply different sowing force to different edges on one object?

texts: Say I want the edges along the top of the pant legs to be tighter than the edges at the ankle. Is there a way to do this?


texts: Getting this weird halo in my reflection

texts:
Im getting this weird halo in my reflection when rendering. Does anyone have any suggestions to help with the node setup I have going on here for reflections to help get rid of this.

It was recommended to me that I have my mix shader at 0.5, but if I do that this happens I imagine due to the environment lighting:

So I guess where I am at now is is there a way to get the reflection of only the object which I have on a separate render layer, and not get the reflection of the environment lighting.


texts: How do I mark a seam at an edge shared by 3 faces as a seam for only two of those faces?

texts:
I've got a house that needs a seam where the four outer walls meet the roof. If I place a seam where I need it, it separates the roof directly above the house from the overhang, which is unwanted.
Here's a picture. The highlighted edge is one of the problematic seams

So, how do I fix this?


texts: Version 2.8 or 2.79 to start learning Blender?

texts: I`ve been using Cinema 4D for many years and now I´m thinking in migrating to Blender. My question is, which version would be better to start learning? I mean, Blender changed a lot in version 2.8 but it´s still in beta.


texts: Combining Curve modifier with Follow Path constraint

texts:
Is there a way to deform a mesh along the curve but also move the object along the curve?

if I add a Follow Path constraint with Follow Curve option enabled, my object doesn't deform;
if I add a Curve modifier, it deforms but I can't offset it;
if I add both constraint and modifier I can't make them to behave the way I want;

Is it possible to achieve what I want without using Armature?

The only workaround I found so far is modifying my object pivot point + using Curve modifier, but this won't work for me: I want to have several linked objects along the curve.


texts: How do you reference a scene property by name?

texts:
Hey I have some string variables in a property group:

line_1 : bpy.props.StringProperty(name = "line_1", default = "1")
line_2 : bpy.props.StringProperty(name = "line_2", default = "2")

I need to reference them by name for a loop, but it is not callable:

for n in range(1, max_number):
    test = bpy.context.scene.test_vars["line_" + str(n)]

What am I doing wrong on this line?

    test = bpy.context.scene.test_vars["line_" + str(n)]


texts: Cannot open user preferences menu anymore

texts:
I'm getting some error and cannot open my User Preferences window anymore.

I was doing some Python addon development (nothing fancy, just iterating through objects), loading and unloading my addon and at some point I must have killed the User Preferences window.  Now when I try to open it by selecting File > User Preferences, a popup displays "Failed to open window!".  The console displays:

Win32 Error# (3221692624): <no system message>

I've tried restarting my computer, but that didn't help.  I've also tried deleting my script from C:\Users\&lt;user&gt;\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons.

What can I do to restore my User Preferences window?


texts:
This question has probably been asked before, but all of the answers I have found have been for vastly different versions, and it seems like the UI has changed a lot.
How can I set up a material to use so that it displays in the Materials viewport shading mode? I'm fairly new to Blender, and I've managed to accidentally enable "Nodes only" somehow in the Materials tab.
The texture is already set up and the object is UV unwrapped - I just need it to display now.
Here's what I'm looking at now:


texts:
I have a Point Cloud (with 20 Points). In this Point Cloud I connected two vertices (in Edit mode) with one edge. Now I would like to align/rotate that edge (and the Point Cloud with it) to one axis (e.g. y-axis). So this edge would need to be exactly on the y-axis (no rotation). I can zero out one vertice of this edge to the the origin. But I struggle to understand how I could bring the second vertice onto the y-axis. Any help would be great.

Update: I would need the edge to be parallel to the y-axis.

This looks promising:

http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Precise_Align


texts: Reducing in mesh stretch at bone junction

texts:
I'm new to Blender. I apologize in advance if the question is not clear, I will try to explain the problem as best as I can.

I have a mesh that represents a knocked-down box (think rigid, hard material) ans I'm trying to animate it into a folded box container. To do that I rigged my mesh as follow:

From a high-level overview, everything works fine. However, I notice that the stretch at the junction of the bone when folding 90 degree is too large.

This behavior causes undesirable hole in corner of the folded box because the stretching of the joint was too large.

How do I reduce this stretching.

File for reference:

https://drive.google.com/file/d/0B5PLUki5PE9sWHRuQUJQT1F4M2s/view?usp=sharing


texts:
Like something that hooks into the text editor, or maybe the node editor?

I'd like an addon that allows me to keep track of things I'd like to do (or have done) on a model.


texts: Boolean difference acts differently for different planes in the same object

texts:
I've got on object made with two walls and a floor for a virtual room, shaded as an Eeevee shadowcatcher, and have created some transparent cubes to act as window openings in the walls. So, the room has Boolean modifier running for two of the window "cutout" objects on one wall, and they work great. When I move the cutouts into the wall, holes appear! Whoo hoo!
But if I copy one of these cutout objects and move it to the adjacent wall, Boolean difference doesn't work. It looks more like union, with "exact" box checked. I've tried copying the Boolean difference modifier to make sure settings are exactly the same, and they are.
It's just that the difference modifier works on one wall and the floor, but not the adjacent wall!
Here's a pic - you can see cutouts 1 & 2 work great, cutout 3 does not.

Any ideas?
Check out the video, too.
Here's a video showing the normals of the cube. Sorry - don't know how to embed these videos!
You can see how the cube I'm trying to use as a "cutout" interacts with the various walls.

OK, solved! It was an issue of non-manifold geometry. I extruded the walls to give them some dimension, so now they have an official inside AND outside. Works now!


texts: Are mining systems suitable for use as a render farm?

texts:
I recently found a motherboard that accepts up to 8 graphics cards (and therefore GPUs) directly, without the need for riser cards etc.
It is marketed as a Mining computer for mining Bitcoin etc., but it struck me that if you could plug in say 8 GTX1080s (or whatever used Nvidia cards I found on eBay), then it could also be a pretty meaty renderfarm.

Does anyone know whether Blender would access and fully use all those GPUs if it was run on such a system?

The motherboard in question is marketed as "Biostar TB250-BTC D+ LGA1151 SODIMM DDR4 2400 8 GPU Support Mining Motherboard" and is not very expensive.  Other, similar motherboards are available.  The actual board isn't important, it's whether Blender would fully utilise the GPUs.

[Added 3 January 2020]
I have also seen motherboards with about 16 smaller PCie slots, and cables that convert these into the full-size PCie slots.  The idea being that more graphics cards can be connected into a rack using the cables.
Would it work if an NVidia card was connected via one of those?


texts: For VRChat specifically. I have the head from one model and the body from another. Character is floating in unity when scene is played

texts:
I used the body from one model and the head from another. I manually placed them together as well as I could and it looks fine. I kept the bones for the respective models, deleted the ones I didn't need and merged the armature and re-parented the bones. I had a feeling it would be more complicated than this, but I figured I could just merge the two armatures and it'd be fine, but in Unity when I play the scene out, the character while in the T-pose just slowly floats away. I think the important part is the T-pose, because no animations are playing when the idle animation should be.

Is this problem too complicated or is there a fix?


texts: Following a rigging Tutorial and got this error (bone heat weighting: failed to find solution for one or more bones)

texts:
I have been working on a model as a learning tool and by following a tutorial. It seems like I can't set automatic weights for my rig. I tried removing doubles, also removing and resetting my rig, but still nothing helped. Can someone point out what I missed?

I'm still trying to figure out how to upload my file for test cases.


texts: Is there an add-on that lets you build using meshes in Blender?

texts: I was wondering... if I were to create a set of blocks or pieces that fit together in Blender, would there be an add-on that would let me select one of those blocks and simply place them like in a level editor for a game? This would be much easier than copying, pasting, and dragging each individual block into place. Ty!


texts: When i render active scene with the mesh that converted from the hand writing picture there is nothing to be seen in the render window

texts: I am just the beginner and sorry about my question can be very obviously to answer. I use 2.79 version. I draw by "Grease Pencil" some simple picture and "Convert to Geometry" choosing "Path". Next I go to "Object Menu" select "Apply", choosing "Visual Geometry to Mesh". When i render it is no picture at all!


texts: Problems keyframing a simple cube, End keyframe cancels the starting keyframe

texts:
https://photos.app.goo.gl/YvCDueDAgrZonAcE7
Hopefully you guys are able to see that link above. However, let me try to explain the issue:
I am trying to animate a basic cube. However, I only want to animate one face of the cube and leave the rest intact with the same location and scale.
I am able to insert the first keyframe (frame 0) but when I try insert the second keyframe (frame 60) it seems to "cancel the first keyframe and makes them both look the same, which obviously results in no animation.
Any idea how to keep the first frame the way it is when add the second keyframe?
PS.: shape keys are not possible here because in the actual video I would have multiple movements, so I would need many shape keys.


texts: Issue with transferring shape keys after applying modifier

texts: I made my shape keys on a model with a Mirror modifier, since I can't apply the Mirror modifier while there are shape keys I had to make a duplicate, then remove all the shape keys from there, apply the mirror modifier, and then transfer the shape keys one by one through Join as Shapes. But when I press it I get this message "Selected meshes must have equal numbers of vertices". But they have the exact same amount of vertices, because it's an exact copy. It only happens after I apply the Mirror modifier. How can I fix this?


texts:
For a few months I'm researching and making little tests to better understing and optimize a LowRes Workflow, And this "error" continue to occurs on this particulary model that I'm working on, It was baked using tangent space, I tested in Substance Painter and Unity to see if It was a Blender Related Shader issue, and It was less predominant on the others aplication that a tested on.

But that was enough chit chat, here's a screen grab.

And thank you for reading! Have a nice day.


texts:
How would I make an object follow a line path, but not right away?

For example make a character do something while standing still for a while, then make him start walking on the line path, then stop, and continue doing something else?

Whenever I use “follow path” constraint, The object changes location even if the origins of the object and the line are in the same spot. So keyframing the influence bar will move the character.

Any ideas?


texts:
I am working on my own game engine for Android with OpenGL and C++, now if I don't want to create an editor to save time and effort, I use blender to create all models so can I use blender as levels editor where I can append models and put them all, make instances, adjust lights then export them as level file like xml or json where every item has its name and matrix?
for example:

<scene id="level1">
    <mesh name="tree" matrix=" 1 0 2.03 ....."/>
    <mesh name="rock" matrix=" 5.231 0 2.03 ....."/>
    <mesh name="grass" count="50" matrix=" 1 0 2.03 .. all instances matrices... 10.22"/>
    <light position="1,50,3" color="..." intensity="2.0"/>
</scene>

I am not a python programmer so I can't do it by myself so if there is an addon or a script which can do something like that ?


texts: I was wondering if anyone can help me. I pretty much need to know the amount of surface area there is on a plane lying tangent to a human skull. I would GREATLY appreciate any help with this. Thanks in advance.


texts: What node would allow me to edit the mapping coordinates individually?

texts:
I'm making a procedural texture, and I want to expose the following values so that they are controlled by a separate node.

I'm using the Cycles material node editor


texts: How to select identical UV island at one time?

texts: I have many similar uv island as in picture, I just want to select those hook-like ones, they have same vertice count, how?


texts: same mesh (edit mode) boolean intersection gives an error

texts:
I recently learned from another user (here https://blender.stackexchange.com/a/83002/919) about the "mesh > intersect (boolean)" command, maybe I forgot about it from some release log, but as I tried to use it (both on 2.78 and 2.78.5) it always gives me an error: "no intersection found".

I tried with a few very simple setups but every tim eit seems to fail for some reason.

See what happens, here on 2.78.5 - aka 2.79 testbuild1 - (only default addons):

Doing this the system console logs:

bpy.ops.object.editmode_toggle()
bpy.ops.mesh.duplicate_move(MESH_OT_duplicate={"mode":1}, TRANSFORM_OT_translate={"value":(0, 0, 1.01412), "constraint_axis":(False, False, True), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False})
bpy.ops.transform.resize(value=(0.574256, 0.574256, 0.574256), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)
bpy.ops.mesh.select_all(action='TOGGLE')
bpy.ops.mesh.select_all(action='TOGGLE')
bpy.ops.mesh.intersect_boolean()
bpy.data.window_managers["WinMan"].(null) = 'UNION'
bpy.ops.mesh.intersect_boolean(operation='UNION')
No intersections found
bpy.ops.mesh.intersect_boolean(operation='UNION', use_swap=True)
No intersections found
bpy.data.window_managers["WinMan"].(null) = True
bpy.data.window_managers["WinMan"].(null) = 0
bpy.ops.mesh.intersect_boolean(operation='UNION', use_swap=True, threshold=0)
No intersections found
bpy.ops.mesh.intersect_boolean(operation='UNION', use_swap=False, threshold=0)
No intersections found
bpy.data.window_managers["WinMan"].(null) = False
bpy.data.window_managers["WinMan"].(null) = 'INTERSECT'
bpy.ops.mesh.intersect_boolean(operation='INTERSECT', use_swap=False, threshold=0)
bpy.data.window_managers["WinMan"].(null) = 'DIFFERENCE'
bpy.ops.mesh.intersect_boolean(operation='DIFFERENCE', use_swap=False, threshold=0)

Am I doing something wrong? Is the setup wrong?
How can I make it work?


texts: How to tweak verts while in Anotate tool active?

texts: In this video retopology is done with addon b-surface using annotation to create mesh, https://youtu.be/FkWvgT75SbA?t=793 at 13:13 he moves vertices while having Annotate tool active. Bottom left corner says the key pressed is EVT_TWEAK_R but i don't know what it is. I am using the default keymap of blender and the tips on bottom show call menu for me instead of select and move like in the video.


texts:
Blender is not completely drawing images. The 3D viewport itself works fine, but many of the other features are not working.
I will begin by showing images of the issue. At the bottom I describe my settings and system.

For example, the splash screen only shows half the image.

This image has finished rendering (As visible from the saved image), but only a portion of it shows in the viewport. The second image is just the image itself, not a screenshot.

Finally, the node editor is missing images and even entire nodes.

I've attached my system settings if anyone has any ideas about what may help.

I am running Arch Linux under the Nouveau drivers. Everything is completely up to date. I've already looked at this thread, over on the arch linux forums, and the fix was to switch to the Nvidia proprietary drivers. Unfortunately, those drivers fail to run on my card properly (I've got a dual gpu card which is not correctly supported and so it only uses one GPU which immediately dies under the weight and shuts off the computer) so that isn't an option. Has anyone seen this and come up with a solution?

Thank you!


texts:
I've added an empty axis which I'm trying to use as the Object offset in the Array modifier to evenly position the handle details around the handle on this Darth Vader lightsaber hilt, however the array spirals off strangely.
I can't get them around the handle neatly. .


texts: Possible to connect an actuator to a Python controller in BGE?

texts:
Like you can connect a And, or Or controller between a sensor and an Actuator, but does it makes sense to connect a Python controller to an sctuator?
In that case, what would it take to trigger the actuator: a True value returned by the Python module? (if the controller is in module mode, I believe a script doesn't have a return value)

And by the way, is it possible to get a Sensor's value (eg. a property) in a Python controller it's connected to, or are sensors just triggers?


texts: bpy.ops.object.select_inverse() removed from Python API?

texts:
A script I wrote, which used to work (I think Blender 2.6), no longer seems to work. I think the select_inverse() operator has been removed?!

I made the mistake of removing the old version of Blender before installing 2.7, so I can't look back at old module.

Wow, go away for year and try to come back, everything is changed and old Blender forums are gone!


texts:
Every shadow is working well until I separate the objects, pictures:
My method when separating:

select faces on the mesh
inset faces a little bit
select the inner faces
separate it from the original mesh
make the edges sharp on the original mesh and on the separated mesh as well

What could be the problem? How could I solve it? I even recalculated normals, applied rotation&scale&transform.
Thank you in advance!


texts: How do I view Annotations (i.e. pencil strokes) in the Sculpting Workspace?

texts:
I am using the Annotate tool via D+LMB in the default Layout Workspace, and it works fine.

When I switch to the Sculpting Workspace, all the pencil strokes turn invisible! I can still draw, but they're just not there. How do I make them visible while in the sculpting workspace? Thanks.


texts: Creating a transparency mask using a texture and blending with shaders

texts:
I want to give my ship's wings a kind of glitched holographic effect using a texture. I'm struggling with making a mask with a texture and making it so that the texture only affects,

The blue part of the wings
Only affects the edges.

I've tried just creating a simple gradient transparency using a color ramp with mapping+coordinates, but I think since the blue and white stars are separate shaders connected to a mix node with a color ramp controlling the factor it's not giving me the results I want. I'm not sure how to go about this though?

Here's how the wings look now and a concept of what I have in mind.

And here are my nodes


texts: In Python how to tell which RenderSlots are used?

texts:
I am creating a script to render in the first empty RenderSlot. But how to tell which slots are empty?
So far I wasn't able to find a property that would be different for empty and non-empty slot. There is an old workaround using the save() method with an exception handling block (the save() crashes on an empty slot), but I don't want to save a bunch of files needlessly. Is there a better way?


texts: Cycles Render multiple layers of transparency problem

texts:
[SOLVED]
So I've learned how to use textures with transparency on Cycles render, and I'm trying to put many meshes with transparent textures in front of one another, so I could make a 3D scene with 2D images and textures, but i've discovered that rendering more than 5 or 6 transparent objects overlapping ends up making the a black ghost apear in between the layers... At first I thought that it was just light and I needed to separate the planes more, but that didn't work...

Here's a simple test I've done, it shows what is going on perfectly:

So, anyone has any ideas of how to fix this? I've tried a couple different things but they all end like this...

Thanks in advance.


texts: How do you make a loop cut a straight line (not follow the contours of the mesh)?

texts:
I was watching a tutorial video (Which you can find here) and at the 18:00 mark he creates a loop cut, then appears to press 'S' (scale) and mashes a few other keys that aren't displayed and the loop cut suddenly becomes completely horizontal and no longer follows the contours of the mesh.

What is happening here and how can I accomplish this, or something similar?


texts: How can I bend a mesh so that it curves around other object?

texts:
I have base of the machine and the button separate model. I want the button to be bend and shrink so that it fix on the top of the machine.

I tried shrinkwrap and bend option but its not working.

With bend option i got this result

With shrinkwrap option i got this result

I want to achieve this result


texts: Blender 2.8: How to use image sequence as a texture?

texts:
I wish to use an image sequence as an animated texture on an object (if possible).
For example: I have image01.png, image02.png and image03.png and I wish to apply those as a texture on an object, while they work as an animated image sequence prefereably looped, if possible.I use Blender 2.8.
So what I seek is an image sequence on an object (UV wrapped), which is not a plane.
Do you know if this is possible and how?
There is also alpha in the PNGs, but I guess that is not difficult to set up a transparency after the animated image sequence as texture works.


texts:
I'm playing around in sculpting mode, trying to learn how it works.
I've run into this problem a lot of times, probably because I use a lot of different brushes in the same areas, to see what looks best.

Now, the problem is, that I get this glitchy holes on the outside of my model, because I've somehow created bulb-like shapes on the inside, I no matter what I do, the problem seems to get worse, so I hope some of you can tell me how to fix this problem (how to flatten out the area) and perhaps even tell me what I did to cause this error so that I don't repeat it in the future.


texts: Why is hair not displaying in render viewport but displays in solid view (while in object mode)?

texts:
Solid view looks as such:

But rendered view is unable to produce hair:

You can see the hair displays on the simple sphere, making me think there is something wrong with the lower mesh, however I can not find any discrepancies between the two. Both have the same materials and normal's are fine.

Blend file here:
http://pasteall.org/blend/index.php?id=51690


texts: I can't see the textures I assigned to my material on my object in the 3d view port in texture mode. However I can see them in render mode. Why can't I see them in texture mode so I might be able to edit them better without the lag of trying to do it in render mode? I also think this is the same reason why I can't bake the textures that I've applied to the materials on the object to a separate texture for exporting and importing purposes. I've searched all over the internet and it's a common problem, however none of the solutions have worked for me. I've tried switching between cycles and blender render. In the shading options I've tried both multitexture and GLSL shading with all the different options. I've tried opening the image to the UV editor and manipulating the unwrapped projections to see if they show in texture mode. All of these thing's I've saw in render mode but I can't in texture mode. Also, it's not how I unwrap object either because I've done this with just a simple cube (easy unwrap). I've even gone as far as thinking there was a bug in the program, uninstalled in and reinstalled it and I still can't see textures in texture mode. I'm asking please, If anyone has some insight that may help me, please let me know. I've added a picture to help illustrate my problem. Thank you.


texts: For Auto Rig Pro is it better to have eyelids as separate object or as a mesh with eyeball object?

texts: I'm creating a cartoon style character with oval eyes and lattice.  I created two versions for eyelids.  One with the eyelid mesh included with the eyeball object, and another with the eyelid meshes as separate objects.  I like the look an simplicity of only one object, but which would be better suited for Auto Rig Pro 2.8 controls?


texts: Is there a way to copy/paste keyframes to a extrapolation cycle?

texts:
I want to make all the keyframes appear like this

instead of the blank cycle like this

Is there a way? I want this because sometimes I need to make change on the cycle and without keyframes, a single new keyframe will ruin the cycle. I really dont want to copy/paste all keyframes on the dopesheet because everything will be a mess and will take too much time!
thanks


texts: I just downloaded the software and don't know how to get to the video editor. All I see is a 3D maker or something.


texts: Blender - 3D view does not refresh with my python script

texts:
I have an Arduino connected in serial with my Mac, it works, I get my datas in blender but the visualisation of the 3D view does not work.

import bge
import serial
import io
import mathutils
import math

def main():

#get info about the Brick
cont = bge.logic.getCurrentController()
own = cont.owner

#Get sensor info, so we can run this script in loop
mainloop = cont.sensors["MainLoop"]

#initialization, run this only in the first loop
if not 'init' in own:
    own['init'] = 1 #create own['init'], so we know that we have done initialization and we do not run it again

    #initialize serial port
    own['serial_port'] = serial.Serial()
    own['serial_port'].baudrate = 9600
    own['serial_port'].port = '/dev/cu.usbmodem1431' #adjust to your port
    own['serial_port'].timeout=0.1 #you may want to play with this value, lower is, higher value e.g. 1 will slow down everything

    #needed for readline command (if you decide to use it)
    own['serial_io'] = io.TextIOWrapper(io.BufferedRWPair(own['serial_port'], own['serial_port']))

    #open the serial port
    own['serial_port'].close() #sometimes the port is stucked if not closed properly, force it to close
    own['serial_port'].open()
    print("Serial port Open = ",own['serial_port'].is_open)

    #start the loop
    mainloop.usePosPulseMode = True

#Main loop
answer = ""
quit = 0;
while quit<2:  #wait in this while until we have at least one full valid data
    if own['serial_port'].in_waiting > 0:
        byte_in = own['serial_io'].read(own['serial_port'].in_waiting)
        answer = answer + byte_in

        if answer.count('q')>1:
            q=q+1
            print ("QUIT DETECTED")
            answer.replace('q','')

        if answer.count('#')>1:
            answers = answer.split('#') # break the answer into pieces
            datas = answers[0].split(';')

            if len(datas)>2:

                ownOrient = own.worldOrientation.to_euler()
                ownPosition = own.worldPosition
                ownOrient[0] = math.radians(float(datas[0])) # I used -1 as the brick was rotating then
                ownPosition[1] = float(datas[1])*0.1 # I used -1 as the brick was rotating then
                ownOrient[2] = math.radians(float(datas[2])) # I used -1 as the brick was rotating then
                ownMatrix = ownOrient.to_matrix() #build our new matrix so it can be applied to the object#
                own.worldOrientation = ownMatrix #set the new orientation

                own.worldPosition = ownPosition #set the new orientation
                //HERE IT SHOULD REDRAW THE 3D VIEW BUT NOTHING HAPPENS

main()

If someone knows why nothing happens when running the program, I would appreciate the help.

I should obtain something like this:


texts: How can I fill the face just between the vertices and not the inner circle?

texts: So, as the title suggests, I want to fill JUST inbetween the inner and outer circles, but whenever I fill them in, it'll fill in that inner circle, something I don't want, I've tried different selections of vertices and edges, but it still fills everything in. Any help is appreciated


texts: Select Input Texture file name as parameter/node

texts:
I am trying to create a material node group for triplanar mapping, but I am not sure how I can parameterize the image texture name.

I have 3 image texture nodes, which all use the same file with the same settings, the only difference is the vector input.

Is there a way I can make it so that I only have to select the texture name once, possibly as a input for a group?


texts: Rookie question about ne Blender 2.75a rotating view

texts: I just upgraded from 2.72b to 2.75a and now I can't rotate my view with my mouse anymore. Even if i hold down the shift button, it wont change my view either. I have tried changing the free/trackball option in User Preferences, but it doesn't do anything. Any advise?


texts:
I am trying to render a house with cycles, and for some reason, it will not render the light. The .blend file is below.

I have a plane which I am using to emit light using the Emission feature of the surface property in materials. When I render the project, the image does not render the light which is supposed to emit from the plane

Thanks, everyone!


texts: I've created a shape object with mesh. It's a side of a POS stand. I need to create sheet cuts for printing purposes. How can i export mesh shape to svg or other vector file ?


texts:
The difference boolean does nothing on the model
i did check:

face orientations is correct, all blue
merged by distance for all meshes
objects are closed, no holes.

what im trying to do here is cut the 'magma' into this volcano.


texts: Display length of object to render, dynamically

texts:
I have an object that is a line that fallows the animation path of a bone. Is there a way to display the length of the arm in text (that can be rendered) that changes the numbers as the arm stretches?

edit.

I tired this:

import bpy

def distance(p1, p2):
    return sqrt((p1[0]-p2[0])**2 + (p1[1]-p2[1])**2+ (p1[2]-p2[2])**2)

def update_size(scene):
    point1 = scene.objects['Vert.000'].location
    point2 = scene.objects['Vert.001'].location
    point3 = scene.objects['Vert.002'].location
    len1 = distance(point1, point3)
    len2 = distance(point2, point3)
    scene.objects['Length1'].data.body = '{:.3f}'.format(len1)
    scene.objects['Length2'].data.body = '{:.3f}'.format(len2)
    scene.objects['LengthTotal'].data.body = '{:.3f}'.format(len1 + len2)

bpy.app.handlers.frame_change_pre.append(update_size)

But it does not seem to work when run from the text editor, and when copy pasted and run in console, only updates the first frame.


texts: So i created a basic low poly grass model. How can i apply it onto another mesh, possibly a ground plane. Is there a technique to scatter it randomly on the plane?


texts: Deleting an object part of a collection does not remove it from the collection

texts:
Video to the question: https://youtu.be/kgvwxt84Rkg

After deleting an object which is part of a collection it seems the collection still contains the deleted object (which i did not expect). Especially problematic for me is that I can't find a way to fix this. I discovered the problem way to late to undo the deletion and I don't know how to modify the collection directly.

Please help


texts:
I want to populate trees along a road with Particles using weight painting to control the density.
My problem is that the particle system needs to know the final particles count - logically, I proceed from start to finish so with every newly painted areas, the tree density will more and more decrease as this number spreads to bigger area. This means I have to adjust and estimate the count every while, which is frustrating.
So is there any option how to tell the particle system to produce maximum (based on a weight paint) of 5 instances on area of i.e. 10x10 meters so the number of instances / particles will grow progressively as I paint?


texts: Understanding Fluid dynamics - ridiculously large tmp folder

texts:
Recently, I've received access to a high-performance PC; I wanted to check on its capability with Blender's fluid dynamics. First, I set simple system of fluid domain, fluid inflow, etc., with Final Resolution: 200, time from 0.000 to 4.000, and 1000 frames of animation. Blender told me, that it will get 770 Mb of space. After this, I made a script to run by the CLI through SSH:

import bpy
bpy.ops.fluid.bake()
bpy.ops.render.render(animation=True)

Then I ran a command:

nohup ./blender -b ../u3.blend --python script.py &

After 48 hours of computing, I received this from my tmp folder:

179G    /tmp/blender_lFkZps/

Animation looked great, though - below I present single frame:

Now for the questions.

Why the /tmp/blender_*** took so much space?
Why, even if fluid simulation had only 4 seconds - which gives 4*24=96 frames - it lasts for all 1000 frames? Does it mean that if I would change setting to 2000 frames it would be 2x slower?


texts: How can I emit particles without them overlapping each other?

texts: How do I make a particle fit perfectly around a torus without absorbing or immersing each other in blender particle system. I made the torus the emitter, and use the sphere as the particle. I have tweak the particle number and some other things. Is there any other way I can achieve this?


texts: Create a Group of Objects That Hide or Unhide as One

texts: Is it possible to create something like a "visibility group" to toggle hiddenness on and off for many many many objects at once? Layers are great and all, but....


texts: How to get bone location on each frame and print it 2.8

texts: I wanted to know in each frame a specific bone location by name. The difficulty laid on getting the bone position from the pose array.


texts:
Do not understand why Only 1 part of my Emission Tube glow via Glare node in Compositing Tab.
Thanks in advance.


texts: Rendering smoke that turns into BIG images issue

texts:
I've a problem. I need to make out an explosion, but when rendering it, it shows enormous. And then this: if I render it again, it MAYBE shows it as I put it, MAYBE NOT! :-)
I'm using particles to generate the smoke.
Is that a scale problem? In the first quarter of the explosion, when smoke is growing - there is where the problem exists. At the end, when smoke is big enough, scale is normal. edit: Yes, there is some problem along the timeline. Second half is scale=1
Is that a BUG?
My system:
i7 2600k
rx 580
Cycles in OPEN CL (only CPU)
Thanks in advance.
JM

Here the file:

I hope you can help me out.
I've tried with two different computers ith same results: render with issues!
The first picture is frame 24, second frame 25.
Why?! :-)
...
EDIT: I've updted my drivers to AMD PRO drivers. It made my blender more stable but no sucess in render final pic.
JM


texts: Create number grid of text objects in Animation Nodes

texts:
I'm trying to find a way to use animation nodes to generate a grid of numbers that would look something like this ...

In pseudo code, I would imagine it working something like this:

Generate grid mesh
Get Nth mesh point
Generate new text object at Nth point with index value as text input

I've tried doing this in animation nodes with an object instancer. What ends up happening is that all the generated text objects end up with the same offset, and the same content (i.e. the last index value). For some reason it is only applying the values from the last iteration of the loop to all the text objects!

See here:

Are there any Animation Node masters out there who can tell me where I'm going wrong please?


texts: How to export a simple .fbx model from a multiple part assembly?

texts:
I have a scene collection consisting of multiple mesh components and textures.  I'd like to use the item as a single assembly in Unreal.  When I export via .fbx, I get 15 different components, all separate without any assembly controls. (e.g. 15 component parts dumped in a pile...)
The current hierarchy is:
Scene Collection
      Collection
           MyAssembly
                Component Mesh #1
                Component Mesh #2
                ...
                Component Mesh #15

I'd like to get one single "MyAssembly" for use when this arrives at Unreal.  Its not clear to me on what settings to use in the FBX export tool. When I import other FBX assets they arrive with an Assembly (and all the attachment texture maps and support files.)
I have to believe my use case pretty common.  What settings does one use for the Export as .FBX to make this work?


texts: too much brightness in some sides of an icosahedron

texts:
This is the first time I ask something in this site. Thanks for reading me.

What I want is to reduce the brightness of the surface of an icosahedron -some sides. Because what I want to do later is write in each side of this object and I suppose that if exist so much light in a written side therefore it wouldn't be readable.

It is possible that all the faces can have the same intensity or energy of light? And in this case, not with the brightness signalized with red in the image, but with the same level of light signalized with blue. This is the link of sketchfab: https://skfb.ly/6ArvI. And this is a screenshot of the object in Sketchfab.

Another problem it is that when I render the object what I see in Blender its not how I see it in Sketchfab, so I need to upload in that site a exported file to know how will show finally.

File to download: https://drive.google.com/file/d/1FdoxP63h0TlEnBUdfUCQlkOumzFQbuaV/view?usp=sharing

Sorry if I'm imprecise in this question. Thanks.


texts:
Can you render an animation in stages (I am not sure if that is the right word in english .. let's suppose we have an animation of 300 frames and I want to render the first 100 frames to PNG output at Day 1, the second 100 frames to PNG output at Day 2 and the third 100 frames to PNG output at Day 3) ?

Will this work ? Will I get the same animation when rendering the animation in one run ? And would this also be true when involving physics ? For instance fluid or fire/smoke simulation or particle systems ? Or force fields ?

At moment I use these settings for the smoke cache.


texts: Importing a .OBJ texture with texture paint only shows purple

texts:
Last night i was working on a plant 3d-model wich i texture painted on. When is exported it to .obj it saved an .mlt AND a .obj file. But when i load the .obj file in another project is only shows purple on the texture painted area. Pls help, i've searched for multiple answers and couldn't find an answer that was working for me. (ps. i did have the shader option on and still it only shows purple...
UPDATE
Okay, so i will post the solution here for the people who struggle with it to (i don't know if it will work for you but it atleast worked for me)
SOLUTION
If you go to the texture paint tab above and you should see a little tab to the left, you see what you have drawn or uv-edited. Then you see above the drawned area a little bar, press the 4th option (the second image will show where) and pick the second option there is. If you clicked that you will see under in the screen where it has been saved. If you copy and paste the object in your project or import it it will be shown with the texture painted area.
I hope this works for you :)


texts: Creating an Arbitrary Custom Transform Orientation in Python

texts:
Is there a way to create an arbitrary transform orientation in Python?

The API function bpy.ops.transform.create_orientation() only allows the orientation to be created from the current view or the selected object.  In my particular case, I want it along the line between two objects.

My initial thought is to create the transform orientation (call it 'mytransform') with bpy.ops.transform.create_orientation(), and then directly set bpy.context.scene.orientations['mytransform'].matrix.  But:

I don't know if this is kosher (I try to avoid mucking directly with the data structures when possible).
It has some disadvantages, mainly that I can't run it from the Python console for testing (create_orientation() only works in a 3DView context).


texts: How to make a particle slide across a mesh?

texts: I was trying to create a tear drop effect and I'm using particle system and dynamic paint for this and the face of my character is a sphere(for now ;) ) and I want the tear drop to generate and slide along a vertex group in the sphere and along with make a trail of tear.The trail thing did appear because of dynamic paint although it appears really weird for now.But my another concern is the particle(supposed tear drop) jumps from the mesh.This is even more vivid when looked from the side.So,what I want is the particle to slide along the vertex group.Can anyone please suggest me about how to achieve this? Thanks in advance.


texts: I'm a complete beginner with regard to Blender video editing.  I'm watching an instructional video.  To play the vid, he hits the play button.  Well, I haven't got a play button.  Now what?


texts: Do EEVEE samples have any effect when rendering?

texts:
Do EEVEE samples really matter when rendering?

Can't really see a difference except for render time


texts:
I am copying random objects from one Blender file to another Blender file explicitly by named layers to named layers to maintain a layer naming convention.
But occasionally and without apparent cause, objects previously copied are appearing again on the paste operation with the new copied item. I assume this is because the buffer is not being cleared after each copy / paste operation.
So question is;  Is there a way to clear the buffer after each copy / paste action. Thanks


texts:
Im trying to import some diamonds into my scene but cant edit them.
Is it possible to import it and edit it?

Here is the

Is it possible to get the diamonds and use them too?


texts:
Does anyone know how to fix this pose issue when rotating hand over the x axis?

Many Thanks
Liam


texts: Weird behavior of boolean difference when a carving a logo in solid body

texts:
Hi guys and thanks in advance.
I'm trying to carve a logo imported from .svg file(black) into a shape(highligthed).
Previous steps with logo are:

Convert to Mesh
Solidify

After applying a boolean difference modifier, everything looks fine except 2 pieces which don't doesn't seem to have a mesh, and look odd on a render, as if the main object is hollow in this area and you can see its internals.
Seems that .svg curves are somehow broken there, but i can hardly understand what's the issue.


texts: Scripted expressions editor gives unexpected results

texts:
Does anyone know why when I type in driver editor / scripted expression I get funny values?
This is my examle:
I drive spotlight angle with an cubes translate Z value witch is limited to value between 5 and 8(limit location constraint).
So when I leave "var" alone (which is 5 value) the result is 180° instead of 5?
Does anyone knwo why and how to remap the range from 5-8 to be 1-180?
Thanks in advance!


texts: Why can't cycles cast one ray per image pixel, instead of rendering progressively to infinity?

texts: I am wondering why Cycles renders progressively to infinity. Why is it not possible to do one ray per pixel in the image, letting you have a finished result with X * Y rays cast? I suppose this question could apply more generically to raycast rendering in general.


texts: Making an Invisible Material in the Cycles render engine

texts:
I'm a newcomer to Blender and have created a scene in which I want to animate the disappearance of an object. I don't know if this is the 'right' way to do this, but I managed to get the desired effect by having a big block move over the object to be disappeared, and I added a boolean Difference modifier to the object to be disappeared.

This gets me the effect that I want, but I haven't been able to get my big block 100% transparent. It's almost, but not quite, entirely unlike a solid object, but it still casts a shadow and appears to have other visual effects on the animation that I don't fully understand.

Can anyone hand-hold me through creating an absolutely invisible material for my big block, or teach me the 'correct' way to accomplish my goals?

Thanks!


texts:
I've created a humanoid model that I'm exporting as an FBX for use in Unity. The model is composed of many sub-meshes, because I want the model to "explode" in the game, and send the individual pieces flying. So, for example, I have individual "Hand", "LowerArm", "UpperArm", etc objects in my model. Currently each object has an unapplied Mirror modifier to keep the model symmetrical.

The issue is that when exporting this model as an FBX, the "Hands" object contains both the left and right hands as a single object, as opposed to being separate objects.

A very manual way to address this is to apply all of my Mirror modifiers, then manually separate the vertices on one half of the model to a new object. The obvious downside to that is that it's destructive, and I can't easily edit the model anymore after doing that.

I was hoping there might exist a "separation" modifier, which could intelligently separate a mesh into two pieces depending on whether the vertices are on one side of the model or another. That way, the modifier would be applied on export, but I wouldn't need to apply my Mirror modifiers in Blender.

So, in short: Is there a way to export an FBX of my model that separates my current "Hand" object into "LeftHand" and "RightHand", without having to manually apply the Mirror modifiers, and manually separate the vertices?

Thanks,

-Dan


texts:
I'm not sure why I just can't seem to make grid fill work for me.
I have an equal amount of vertices to fulfill the action of applying it yet it turns into this jumbled mess.
I really don't know how to fix this and I've redone this mesh at least 10 times now trying to figure out why but I've had zero luck. If someone could help me with this I'd appreciate it so much!


texts: How does blender calculate the solve error in camera tracking?

texts: Just curious, how or what algorithm does blender use to calculate the solve error in camera tracking. A quantitative explanation would be great.


texts:
I recently made a short game using python that basically ran like this

def loop():
    I = input()
    if I = "help":
         print("hello, you called for help?")
         loop()
    else:
         print("unknown")
         loop()

It ran by making functions then running using them as loops and jumping between them as levels.
I wanted to make something similar in blender and have made an input field of sorts: so when I type text goes in the bottom, but I can't find a way to make them link up in anyway...

How would I make it so it worked like a python shell? because even if I do find a way to link them up it would start at the top of the script and wouldn't have any progress


texts:
I am trying to make a brain coral.

Currently I'm using a displacement modifier with an actual brain texture, which looks quite good. However, I cannot figure out how to get the material to work right. My coral is based off of this image:

I want to make a gradient material that makes the deeper groves orange, and the extruded parts bright yellow, based on the distance from the center of the mesh. All of the online methods that I've tried so far have resulted in a gradient from one side of the mesh to the other.

Is there any way to do what I'm attempting?

I am currently using Blender 2.8 with EEVEE.


texts: How do I keep a PNG texture's alpha channel transparent after exporting as an .OBJ?

texts:
This is what my model looks like without shaders.

This is what it looks like with shaders.

The facial features are on the block that is covering the face, and shaders need to be added to make the PNG texture's alpha channel transparent.

When I export as an .OBJ to put into Element 3D (After Effects), the facial features block isn't transparent.

Am I able to render this model correctly as an .OBJ? I'm new to Blender so any help would be greatly appreciated.


texts:
When I parented my rig to my model with automatic weights. The model deforms when I try to pose it. The arm bone attaches to the leg and pulls with it.

EXAMPLE: http://i.imgur.com/mdQnlbH.png

(please note: Im rather new to rigging in BLENDER)


texts: How do I create a Multi-resolution mesh in Blender with Python?

texts:
I'm trying to load tiled Lidar terrain data from here:

http://environment.data.gov.uk/ds/survey/#/survey

and stitch the tiles together.  The problem is the tiles are 1000 by 1000
samples and each mesh comes out as 1M vertices which bogs down the viewport.

Is there any way I can build a mesh with a Multires modifier and construct
the Subdivision levels in a Python script?  The API will let you check
if a mesh has a Multires modifier on it but I can't find a way to build one.


texts: Change the effect of a light on a certain object?

texts:
I need a Rim / Backlight for my object, but the mesh is standing on a Glossy floor and when I put a spot lamp even which is pointing upward, it is still casting light on the floor, which is something I do not want.

Is there a way to make the Lamp not to be able to affect the Floor or make the floor to ignore the Lamp ?


texts: How to render camera view-invariant surface Normal maps in Blender?

texts:
I wonder how I can render camera-view invariant surface Normal maps in Blender (ideally, through Blender's Python API)? Maybe as the first step, can someone explain how one can obtain surface Normals? My goal is actually to get surface Normal maps that are not dependent on the camera angle. How can I do that?

I have tried two methods but cannot get the kind of results I expect: 1- I can only see the surface Normal maps by pressing N and then clicking on Matcap and selecting the Normal ball as shown below. But I cannot use this method to get renderings.

2- I followed what @Bruno's suggested in his response too. Although the rendering problem seems to be solved, but I still am not able to get camera view-invariant renderings of surface Normal maps as can be seen below:

And here you can find the corresponding .blend file.


texts: Wicked mesh deform: Misusing bones, meshes or both?

texts:
I have a sea turtle mesh and skins I have created in ZBrush and Blender, and I spent some time in Blender trying to make as nice a mesh as I know how... or at least as I think I know how.

For the head, neck and much of the rest of the critter I get good movement and deformation of the meshes and skins, except in the armpit... when the flippers meet the body. See the images I have attached.

Although that showing the tearing at maximum bone movement, it shows up with almost any movement.

Am I asking individual bones to do too much? Add more bones and reweight? Or should I have built more crenellation into the skin, so there are true folds that can move? And/or have a I missed something even more obvious? The tearing and stretching of the mesh is more than I have seen in other rigs we've done, and leads me to think I am missing something really fundamental about geometry and weightpainting...

Thanks!


texts:
After some searching on stack / google I decided to ask this here, this is the second time I'm facing this issue this time with blender 2.8, previously with 2.7 and without a clue to how I got here.

Some of my objects appear hidden(10/12), and I can't seem to find a way to unhide them.

Solutions to the most common rookie mistakes seems to be

In local-view solved by pressing numpad /
hidden by pressing H or Shift + H, unhiding with Alt + H

I'm not in local view, I can toggle visibility for 2/12 objects with Shift + H & Alt + H, but the rest stays gray in the collection.

Last time I solved this by exporting the whole model as STL and importing it back again, I then had to re-group all the pieces but there must be a more simple solution.

Here's the .blend if someone wants to have a go at it:
https://www.dropbox.com/s/qdrsg9u0p11b995/v5.blend?dl=0


texts: How to use the current file name as the the output name in the File Output Node and without the frame number at the end?

texts:
Two questions:

How to use the name of the currently opened blendfile automatically in the File Path field of the File Output Node without entering it manually?
How to remove the frame number which is automatically appended at the end of output file (especially for static images)?


texts: Is it possible to change the model for an armature with animations present?

texts:
So i have made some animation with a character i made, and there are like 5 animations. Now i have added some details to it and i would like to update the model and use the new one and keep all the animation. Is it possible?

Basicly the position it's all the same, the new model has only a tail added to it (It's humanoid like goblin).

Can i use automatic weight somehow or reatribute all the wieght manually. And how can i keep the animation?

EDIT

As you can see on the image the are identical, the white one is the new one and it's the one i want to swap.


texts: 2.8 Cycle Render Mode ignore Local view mode

texts:
When I try to preview an Object in Local View with Cycles, all my objects are rendered together. It seems that Cycles ignores Local View.
Is it a bug or is there another method/shortcut for it?


texts:
I need to make an animated man made out of water.

Water should be dynamic (so it must flow smoothly, keeping body shape). Drops of water should drain away from the human body and dripping on the floor. And this model should be animated (this person should move).

Something like this (but more photorealistic) https://youtu.be/WruTNnF6Ztg?t=40s

Any ideas? Maybe there are tutorials, using which it is possible to create something like this?

Thank you very much in advance!


texts: How can I render these edges more realistic?

texts:
I would like to have a realistic rendering with this hard surface. These edges appear too soft to look realistic, so I applied a 'Mark Sharp' but they appear with the same rendering as if I didn't apply any Mark Sharp. What am I doing wrong?

I tried many things. On the middle crease of 0.44 and on the right, a bevel with two edges. Is there a better way or if not what is the more realistic option?


texts: How to control cloth pressure to inflate complex objects

texts: I'm trying to make an object inflate and bounce around my scene, it is a vase with some complexities to it. When I try to inflate the object with the cloth physics and pressure turned up, it deforms in on itself - the handles and top half of the vase always fall into the base of the vase. I want the object to remain mostly in tact to its normal geometry, so you can still visualize that it is a vase. How do I adjust the pressure settings of the model so it will maintain its shape and still inflate? I am a beginner with blender physics so any insight on the different settings would be really helpful! (fluid density, pressure scale, etc.) If there is another way to do the same effect would like suggestions too. Thank you!


texts: I was doing some 3d modeling from a tutorial then when I added a circle I pressed f8 instead of f6 then after that z won't toggle wireframe. What did f8 do? Ctrl z works but didn't undo what ever f8 did.


texts:
Hi I'm new to blender so any help would be appreciated.Thanks in advance.
Thanks to this tutorial >> https://www.youtube.com/watch?v=35bbyAJodEQ&t=975s
I'm trying to put splash pngs on the ground but I can't find how to fix the position of PNGs
Horizontal black line is the ground and orange rectangles are the splash PNGs.
I want grab those rectangles to the upwards
I've been trying this by Particles>Hair>Collection>Instance Collection


texts: Simplify Blender GUI, FileWindow without info header

texts:
I want to use Blender for a specific task where the user (not me) is just presented with a limited set of tools and nothing else.

Using the usual possibilities configuring the GUI lead my quite close to my target.

Q: When using a FileWindow the info(window) bar ist still on top I would like to remove that too. It seems that Fileops (like load or import) are opening a maximized window (like with Shift-Spacebar). So is there a method to avoid this for all fileoperations? e.g. open the FileWindow just in the window it was called

Here an image:

For my users this in the info bar (marked it red) is not usefull in this moment... They should not be able to change the render engine or browse the menu etc. but just open a file...

Thanks,
Carsten


texts: How do I cut an unwanted remaining of an intersection?

texts:
I have intersected a cylinder with another. I have removed the faces the way I wanted and everything worked.
Now I am trying to remove the layer of the 135 ° cylinder that intersects with the other cylinder.
Below are the images:

and


texts: Can anyone tell me how to cut through the object like this?


texts: All drawings move together in Blender? Is there a way to turn this off?

texts: I've been trying to work on a new animation. I'm new to Blender so i'm still learning it. I was drawing my character but then I ran into a problem where when I click one object like the character's head. It selects literally every single drawing in the software so now I can't move anything separately for the animation to work. Does anyone know how to fix this problem? (Oh sorry I forgot and by the way this is for 2D Animation)


texts: WireFrame Mode is missing when hitting ctrl + tab

texts:
I was doing the holy donut tutorial and suddenly when I select an object and use the shortcut
ctrl + tab, I don't see an option for wireframe mode, but earlier I remember it used to be there.
I don't think it has anything to do with OS because I didn't update anything or rebooted.
this problem occurred opening blender after closing it.
I can still use wireframe mode through click those spheres but still i want to know if there's any fix.
I am Using Blender 2.83
Os :- Linux Mint 19.3
Thank you
Attaching an image-


texts: Move object relative to camera instead of moving camera relative to object

texts:
I have created a complex animation where the camera moves relative to a target object which does not move.
Now I would like to keep the same relative movement between camera and target object.
But the target object should move relative to the camera and the camera should not move.


texts: How to get the beginning position of each line of a text object (Pyhton)

texts: I'm trying (desperately) to get the beginning position in space of each line of a text object, but just couldn't... :( Any help would be wildly appreciated. The positions I'm trying to get to are marked with red crosses in the attachment picture.


texts:
being a complete noob in blender, I wisely chose a quite complex object as my first project ;-)
 - the objects should have precise dimensions (which I managed more or less)
 - the tubes should have a certain thicknes (solidify modifier?)
 - and above all, the merging should come out as "organically" as possible
the aim should be an "adapter" where poles might be connected crosswise.
I hope I made it adequately clear...and if you tell me "boy, forget it! too demanding for an absolute beginner.", then it´s also fine with me :-D
thanks for any hint


texts: I have followed tutorials, but I can't seem to make this sharp bend just right for a minecraft character.I changed the max and min amounts, but there is still a crooked line on the elbow.


texts:
I have an issue that happens sometimes. When rendering an image sequence animation, each frame is rendered twice. The second one above the first. It doubles the render time. I have cheked off the compositing and the sequencer. Tried turning off the combined pass and cheking "render single layer". By the way, I have tried every 2.8 versions and using cycles.
Can anybody tell me what I'm doing wrong?
Thank you!


texts: Rendering a stereoscopic image in Blender 2.77

texts:
In am interested in setting up cameras and rendering settings to create a stereoscopic image or animated scene.

I have found easily how to export one image where the red and blue channels are slightly off (which is good for stereoscopy that involves red/green glasses).

But what I am trying to achieve is stereoscopy that can be looked at without glasses, for a short period of time, by crossing one's eyes. Such as this image, in which the left and the right views are combined in one image (courtesy of Wikipedia):

I have found stereoscopy settings in the right-hand side menu of the viewport, as well as settings in the Scene properties panel, but my various attempts didn't result in two images side-by-side being produced, but always them overlapping.

The closest I have gotten to what I'm trying to obtain are these settings in the Camera panel:

I quickly run into the limits of the two fields and the resulting images are not rendered with their own colors. The angles of the cameras are also hard to figure out.

Ideally, the two left and right views would have all their colors, and be exported as one image side-by-side. This way, only one image would be exported for each frame in case I create an animation with this technique.


texts:
In every tutorial, bezier curve looks like that in edit mode:

When I try it looks like that(not arrowlike)
Any way to fix it?


texts: Blender 2.77 renders smoke\fire domain solid black on GPU (Cycles)

texts:
I have just updated to 2.77 version and was very exited about using GPU for rendering fire.

When I tried to render the test scene I got this:

Though it should look like this (rendered on CPU):

Blender is rendering domain solid black for some reason.
I got the following configuration:

AMD Radeon R280x (3Gb)

OpenCL Version
2.0.4.0


texts:
My problem is that I can't ring or loop-cut a set of polygons that are co-planar.

This is the sort of thing that's happening, as you can see I can only affect 2 faces at a time. I've cleaned up the mesh, welded all vert's and made sure there aren't any holes in the mesh in the area that I was to cut a ring/loop.


texts: Blender Internal Rendering half of the image

texts:
Ok, i am really noob with Blender internal and this never happened to me on Cycles so... help.
The problem is that Blender is only rendering the half of the Image that i want to render:

And yes, i have mist enabled, but it doesn't affect enabling/disabling it.


texts: Why do Meshes animate weird whenever I do a simple rotation?

texts:
https://imgur.com/a/VoxEQ

if you don't know what I'm talking about.


texts: Changing the currently open tab in graph editor with Python

texts: I'm developing an add-on, that sits in the graph editor. I've just upgraded to Blender 2.78 and saw that the panel is divided into different tabs (View, Modifiers, F-Curve, etc.). My add-on is placed in its own tab (mmvt). How can I change the currently open tab to be my tab (in code)?


texts: Character model gets distorted in rendered animation output

texts:
I'm making a short 3d animation of a person jumping down from a robot and walking away for a school project, and while rendering the animation, the progress bar immediately reaches 98%, and it doesn't render any frames until around frames 115-116, where the character model gets distorted.

I've rendered a different animation before, and that one didn't have the same problems as this, so I'm not sure what it is I am doing wrong.


texts: How to transfer only the vertex groups' names between two identical meshes?

texts: I have to identical meshes. They have the same vertex groups; different names, same order and the weights from one mesh are a bit deformed. I need to only transfer the vertex groups' names. Is there a method to do it? Or there is another method to easily extract all the vertex groups' names from one mesh to a program like excel or notepad?


texts: Is there a way to automatically fit an armature to a mesh?

texts: I created a mesh in MakeHuman. For Unity I need an armature, but it needs to be fit inside the mesh. My mesh is in a weird position (not the T-pose) and I just cannot get all the fingers and joints to line up. Is there a way to make an armature automatically fit inside a mesh?


texts: Adjust Manipulator/Gizmo Hotspot Blender 2.8

texts:
I was wondering if there was a way to adjust the Gizmo hot spots for the axis representers like in Blender 2.79?

This is the old setting:

This is the new setting:

Right now it seems like it only activates the axis when i'm directly on it.

Does anyone know how to edit this?


texts: animation difficulties with addon activating

texts:
I am working with animation from mixamo to blender 2.92. I want to use the addon NBA to add another face to my character rigs. I have been through the tutorial numerous times for any mistakes I might have made.
Blender 2.92 accepted the addon and in the addon preferences, saved the addon, restarted blender, but the addon NBA 2k20 still won't activate for the import of nba 2k20 file extension. Am I doing something wrong, will the addon work, because I have been using blender since 2.79and am well versed in the addon procedure?  Please help me, I need this addon to work for my business animations.


texts: How to generate spherical gradient volume

texts:
I have an object which represents an atom.
I want to show a spherical gradient where the cloud is intense in the centre. It fades away to the edge.

I tried emission but not getting the desired output.


texts:
Please see attached.

Making a spiral coil with straight/centered ends. To attach ends I used Bend but can't get a good fit to the spiral coil to make it look like one "filament". Another approach/idea?


texts:
I have an object that I cannot select nor manipulate. I can get into Edit Mode by using the Outliner however it is useless since I cannot Move it as an object. Seperating, duplicating etc the selection in edit mode doesn't do anything either.

See for yourself:


texts: How to make a menu like the Sculpt Brush/MatCap menu with Python?

texts: I'd like to make a menu with images like the sculpt brush menu and MatCap menu in Blender with Python. Can anybody walk me through it? Thanks.


texts: Fingers on hand rig deform until I try to move them

texts:
I've been trying for hours to solve this and I can't do it for the life of me. I'm just trying to rig a hand right and I can't do it. I'm using Blender.

I have this hand here with little box bones for controlling the fingers. When I animate the mesh, the keyframes are fine, but inbetween the keyframes the fingers move all weird. When I export the animaton or move along the frames in the blender editor, the fingers are pointing in random directions like the keyframes don't exist at al (as seen in the attached image)l. This is how the animation looks as an fbx too, but in the editor if I try to move them back into place, just even clicking on an axis instantly snaps all of the fingers to the right place.

So in the animation it's supposed to look like this:
But when I play it it looks like this:

It's just the fingers! I've tried moving the parents around a bunch for a lot of the bones, setting and removing constraints. I'm beat.

Edit: Here is a simplified blend file.


texts:
I have a skeleton rig and mesh configured in blender that I have imported from 3rd party application.  The rig and mesh are already working together correctly in blender.

I would like to adjust the position of some of the bones to align with animations from another 3rd party application.

Currently 1 or 2 bones cause the mesh to deform incorrectly due to differences in bone position between the animations and the armature for my skeletal mesh.

So the question, is it possible to move the position of the bone without the attached mesh being deformed during the move and maintain the existing weight painting for the new bone position?

So for example in my rig the neck bone is positioned more towards the back of the neck surface, but the neck bone in the animation is more centered, so when I apply the animation the head of my mesh is artificially leaning forward due to relocation of neck bone.

When I try to move any bone in my rig the attached mesh moves with it

Hopefully the makes some form of sense :oo

Thanks in advance


texts:
Somebody know what is the problem with the mesh or how to fix it? (check screenshot)
After 3ds max fbx model have few of these problem, but after dae export from blender they everywhere.
Problem appears only when transparency with alpha applied - I need it for my project.
I’ve tried to recalcalculate mesh from both sides and edge split - nothing. all verts velded, no problem with triangles or edges.


texts: How to render an object with both a base mesh wireframe and subdivision surface wireframe?

texts:
How can an object be to rendered using the cycles render engine so that it renders with normal maps, specular maps, etc, and shows wireframes of the mesh and the subdivision surface modifier? For example, -

This is done with a texture, but is there another way?


texts: Having issue with mesh when in smooth mode

texts: My issue is rather strange and not sure on a fix for it but when im in shade smooth mode the legs on my character are shaded a bit differently as i will show with an image if you guys have any ideas please let let me know if possible


texts: Objects show as outlines instead of solids

texts: I've recently installed blender and when I open the software the cube in the workspace is not in solid form. It is shown using lines and, also, when I add a new object it is not filled but it is shown in lines. Then i go to edit mode and do a small change then again the solid form appears. As you can see in the picture below, I tried to add an object and it comes in lines and not in solid form. Then i went to edit mode made a small change in the shape, then I can see a solid object in the object mode. your help will be most appreciated.


texts: Render image does not change despite changes in nodes

texts:
I´m doing an blenderguru tutorial to learn how to texture, and, despite I´m doing exactly what he says and using  the same textures, my renders keep on looking wrong. In the images I attach I show the nodes and you can see in a white square the map for metalic section (he uses that map also). But, as you see, the render keeps on showing the texture wrong (black part should be metalic gray and white stains should be rusty metal. No matter if I put that metalic map or invert it (mostly black),the render image always looks like that one. Any idea? (render mode is set in cycles).

Thanks a lot]1


texts: How do I make it so that candle wax drops stick to the original part for longer?


texts: How to install/use Blender 2.8 on CentOS 7.6?

texts:
I use Centos 7.6 and I am having issues to run Blender because there are problems with my libraries in my case "libmvec.so.1" is not found it seems that is due to the gclib version, I was looking for solutions and it seems that to solve it I would have to upgrade it which I also found that is not recommended because it is dangerous for the system.

So my question is, is there a way to use Blender in CentOS without compromising the system?


texts:
Whenever I try to bake a Ambient Occlusion map (no matter the scale), I get a noisy result (like that of a TV set with bad reception). Is there anyway to fix this??
This is a AO Bake of an object i'm working on, yet when I baked it at 2048x2048, the AO was very noisy/grainy.

Click image for full size.


texts: Horizontally rotate the Viewport in 180 degrees to see the back side?

texts:
Is there an easy way to rotate the view horizontally to see the backside, as from the first picture to the second picture?

I was following a phone modelling tutorial, and the guy jumped form the front side of the phone to the back side of the phone, but I couldn't find a way to do that. I have tried clicking combinations of the "X", "Y", "Z" circles on the top-right, but none of them resulted in the backside as the second picture. I can manually rotated the view using the middle mouse drag to end up as the second picture, but the axes are not perfectly aligned with the screen as the first picture, which was achieved by simply clicking the "Z" circle.


texts: Driver with random output between a range of values ( -1 to 1)

texts:
I'm looking to make a driver that outputs a random value between a specific range (in this case -1 to 1) as a way to randomly change the factor value of the Simple Deform modifier. So that I can duplicate an object, and the factor is a random value, giving unique shapes for each, but within a range of acceptable values.
I've taken a look at other questions/answers, but I haven't found anything that pertains to my situation, or that I don't understand how it's being done.
I'm not looking for other workflows or other ways to go about what I'm doing with the modifiers. I'm specifically looking for a way to make a random driver that outputs numbers within a range. Nothing more.
I'm not interested in animation nodes either, not at the moment anyway, so that's not an acceptable answer either.
I'm not wanting to sound rude or anything.
Please just answer the question as it is in the topic.
Thanks.


texts: Achieving a feathered transparent effect

texts:
I am wondering if a feathered transparent sphere is possible to make in the internal Blender Render.

Currently I have this:

Would it be possible to feather off the edges or make the sphere get more transparent as it gets to the edges? Thanks.


texts:
Apologies for being a newbee. I watched many tutorials but I cannot seem to find an answer on how to render even the default cube with crisp outer lines. I save the object as a .png with transparent background in order to import it into Adobe illustrator but the outer lines are aliased, not crisp. what am I missing?

Any input would be greatly appreciated.


texts: BVH Export/Import, Armature different when re-imported

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If I export an armature as bvh and then import it back, the imported armature doesn't look anything like the original.

Could anyone please have a look and advise?, blend file


texts: How to get fluid to behave like droplets on a hydrophobic surface

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I am trying to create an animation of the scene shown in the picture below. I want all the little fluid droplets to be attracted to the big one in the middle and be absorbed by it. I have tried using fluid simulations for this but I can't get the fluid to act in the way that I want.
I have considered using metaballs also, but I couldn't really get them to deform properly on the ground be absorbed.
Does anyone know of a way to achieve this? I am using Blender 2.93.0 Alpha.


texts:
I am trying to make the blue color on my model an emission so that it creates light and looks like it was just fired.
Here is the model:

Here is the node setup:


texts: Missing/misplaced particles after reopening the .blend file

texts: I got the grass essentials pack, everything works as it should but after closing and reopening the .blend file certaian grass types are behaving very strange (they are basically just dots without any object and floating like crazy). I have to append the grass group again to make it work properly. It's fine after that procedure but it's also very annoying to do it every time I save and exit -> open my project again.


texts: Blender 2.8 procedural texture defaulting to pink

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I am attempting to create a procedural texture to generate land masses, oceans, and clouds on a "planet." I used a series of voronoi and noise textures to generate this image.

When I attempt to add clouds to this texture with a darken and add node (Remove color from area where clouds will be, then add the clouds into the now black areas), the final image becomes pink (the missing texture default color).

When I remove the land texture, or the ocean texture, the clouds are correctly added, and the ocean and land textures work together, but when I use all three I run into the error. Here is the complete node setup (Causes error).

While these setups do not cause any errors.

Here is the link to the file:

https://www.dropbox.com/s/msvw8v99efdr8c9/Planet_2.blend?dl=0

Any help is appreciated. Thanks.


texts: Strange Nodes in imported .obj file from Alias .wire export

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I exported an .obj file from Alias, then import it to Blender. It was able to import, but all I see is broken surfaces/edges and lots of CVs/points.

I've also tried with .fbx format, the mesh will not be shown at all in Blender.

Anyone can help? Thanks.


texts: Blender Cycles camera renders at wrong position/ratio (not keyframes)

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So I made a mistake (object verts) in a recent animation I made and decided to go back and fix the problem, but when I tried to re-render it (using the animation tab) and the same camera I did as before it rendered the object in the wrong position. I checked my keyframes and markers for the camera; of which I have none, and as of me writing this I can't figure out the problem.

I've provided an image demonstrating the issue. The camera is clearly centered (relative to the object) and on the render preview, using that same camera it is also clearly centered. I honestly don't know why this is happening, thanks to anyone who is willing to help me out.


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Im trying to create a triangulated .obj file with 3D text.
Problem is, after creating the text I can't find a way to properly triangulate it.
Converting it to a mesh only triangualte parts of it.

Is there a simple way to do something like that?

P.S Im a complete newbie with Blender :S

Thanks


texts: How to Export Into Movie - Ragdoll Scene (Falling Maniquin)

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I'm trying to figure out how to export into a movie a scene wherein a manequin falls into the ground. I can preview the animation thru BLENDER GAME engine but I have no clue how to export the movie as a scene itself.

Thanks