texts:
This seems to be a fairly well known issue however I still cannot understand if there is a real solution or a workaround from what I've seen in my hunt for answers.
I've made half a rig, mirrored it to the other side, zeroed out the bone rolls, all looks well except for the fact that the bone rotations are not how it should be. I want the bones to actually be truly mirrored in across the X-axis.

I have rigged in 3ds max and the same issue can be quite easily fixed with a few button toggles or you can resort to manually fixing the rotation on each bone yourself.
Here's how it looks as of now:

No good. Only the local X rotation (first pic) is working as I want it to. The other two axis are flipped and is the main issue I want to fix.

Here's how i want it to look:

From what I've gathered, apparently it's technically working as intended. okay cool, so how do I make it so that its the way I want it?

This post has the same problem I am experiencing but there was no clear answer as OP was helped through private messages rather than the discussion being visible to public. The summary OP gave at the end is not very helpful in understanding the issue.
-Heres the blend file-


texts: I came across this 3d printed item on shapeways, I was wondering how to model this wired design on Blender 2.69. I am fairly new in modelling on blender. Kindly give me one or two pointers.


texts:
Cube - Soft Body;
Plane- Rigid Body + Collision
I tried to animate the cube from the 55th frame till which the simulation is baked. But when i tried to move the cube its not moving instead the origin (the orange dot as in the screens shared) of the cube is moving. Any solution to animate the cube?
Thank You
Arun


texts:
Sorry but I don't know how to explain my problem. I am start working with blender.

I separate faces from cube.001 (black arrow) and set origin to center of mass of this new object(blue arrow). Than I try to get new transform location and rotation of this object. Unfortunately rotation is always 0 degrees. Can I somehow get world space values of rotation? Maybe some vector with euler angles between normals of this face and global axis?


texts:
How do I make a globe into a hollow sphere made out of a spiral?
In other words, how do I make a spherical spiral, or a spiral follow a spherical shape?


texts: How to create UV Maps for each material?

texts:
I want to create an UV Map for each of my materials and it's somehow not working. Currently I'm working on a shopping mall for Cities: Skylines. I've assigned all faces with materials, and with those materials, I want to UV Map them separately, because it would be too much work to UV Map everything into one single map.

As you can see, the materials are set and ready to be uv-mapped.

Now when I create a new UV-Map, the old one is still showing up as you can see in the picture right above. Is there a way to create a new UV-Map, without the old uv-map showing up? Any other advice to texturing or uv-mapping this shopping mall also will be helpful for me. I just don't want to spend thousands of hours trying to unwrap this project. Thanks


texts: Is it possible to set the pivot point origin of an object in BGE with python

texts: So what I am asking is WHILE, the game engine is running, is it possible to change the current pivot point origin of an object to a new location of the object, I'm making a car game and i want to set the pivot point on the left when I'm turning left, and to the right when I'm turning right. Is this possible while the game engine is still running?


texts:
I was working on this project, and out of the blue, when I right click, Blender crashes. It only happens in this project, and I'll attach the project.I'm fairly new to Blender. This started occurring after a test render

https://www.dropbox.com/s/w6lmq3k2ywhylg5/blender%20project.blend?dl=0


texts: how to export particles into xml ,l want to use standalone cycles render particles but l do not know how to do ,l think standalone cycles can render particles but the xml api interface can`t read particles data.what can l do ?


texts: Set parenting with automatic weight causes my mesh to deform in the abdominal and pelvic area

texts:
I am trying to set a mesh parenting with automatic weight to a skeleton I created. When I do so, I go from this:

to this:

How can I fix this?


texts: Make two objects out of two pieces separated by boolean difference modifier

texts:
I applied a boolean difference modifier to a rectangular object that removed a middle portion of it and I ended um with two parts. But now I want to select just one of the parts but both parts are selected, as they are still the same object. How can I separate them apart?
Thanks in advance,
Pedro


texts: Compartmentalized Building using Scripts

texts:
I'm considering learning blender as my first foray into animation. Before I commit to learning it, however, I would like to know if the Blender workflow will lend itself to efficiently complete the tasks I have in mind.
To illustrate what functionality I'm looking for, say you created a TV Series that revolves around a girl. Say that in episode 70, I decide I want her father to die for some reason. Perhaps she remembers then that her father was always saying she should read a particular book, but she never did. And now she wants to.
When creating episode 1, I didn't know that I would have episode 70 play out in this way. Now, I'd like to go back and change the girl's bookshelf to include a book that stands out so as to foreshadow that it may be important in the future.
If I was doing all this in blender, would I have to go back through all of the episodes separately and change the bookshelf manually? My hope would be that the construction of the girl's room could be written into a separate script, so that each episode sources it and builds the room. Therefore, I could change that one source script, and every episode gets updated at once.
Does Blender have this sort of functionality? Or is there some other software that is more suitable? I imagine that animated TV shows have addressed this sort of issue already, how have they done it?


texts: Is there anyway to change the rotation mode of multiple bones at once?

texts: I am tired of manually switching from Quaternion rotation mode to XYZ euler mode for every bone. Is there anyway to accelerate this process? Any help would be appreciated!


texts: How can I uniformly modify a pipe with coding?

texts:
I have a plain pipe with a center-line. I need to gradually decrease its diameter towards the end (to create a taper). I've been told that I should use some codes to scale the bones automatically. I would be grateful if anyone could kindly help me with this question.

This is actually a practice. The main task is to modify a 3D model of a vessel (which is more complex) using blender.

Thank you very much.

Mohammadreza


texts:
I am trying to see an image through the camera as foreground of the render (i.e., the 3D model is visible through transparent parts), but I only find ways to insert an image as background (i.e., the 3D model is OVER it).
Is there a way to do this? I mean in the viewport, not in the final render (in that case, I can easily composite the image with an alpha over).


texts:
I'm trying to run the remove_doubles edit command on multiple selected objects. This is kinda what I got so far...

import bpy

class remDoubles(bpy.types.Operator):
    """Remove Doubles on multiple objects"""
    bl_label = "Remove Multiple Doubles"
    bl_idname = "object.remove_doubles_multi"
    bl_options = {'REGISTER', 'UNDO'}

    @classmethod
    def poll(cls, context):
        return len(context.selected_objects) > 0

    def execute(self, context):

        scene = bpy.context.scene
        sel = context.selected_objects

        for obj in sel:
            scene.objects.active = obj

            #do something here
            print(obj.name)
            bpy.ops.mesh.remove_doubles()

        return {"FINISHED"}

myobject = remDoubles()

myobject.execute()

My knowledge about classes isn't too great, please help.

My code needs some work, it just errors out giving a  'TypeError: bpy_struct.new(type): expected a single argument'

But what i intend doing is run through each object applying the remove doubles command for each.


texts: Weird erratic mesh color(Normals aren't the problem)

texts:
Things I've done:
I've looked for extra vertices.
I've messed with Normals.
I've even tried deleting a section and re-making it.
I deleted half the mesh, mirrored it, and what's weird, is that the weird color isn't mirrored perfectly.

enter image description here

The topology isn't weird, no n-gons, no overlapping vertices
Normals are fine.


texts: I'm trying to get a vertex of one object to snape to the angled edge of a different object, and even though I have the snap feature turned on, and the snap feature set to edge, the vertex just passes by the edge.  I've tried both including the second object in edit mode (as seen in the gif) and not including it while in edit mode, but it doesn't seem to make a difference.  It's important that the Z location not change, so I'm moving the vertex strictly on the X or Y axis.  Since the edge is angled, there no easy way to know the precise coordinates of where I need the vertex to end up, otherwise I'd just type it in. Same reason I can't set my 3D cursor there.  Lacks the precision I desire, and right now I'm just eyeballing it which is sending my OCD into overdrive.  Please help!


texts: Does Blender have a way to reduce texture size?

texts:
I have several objects, each with 1024x1024 textures on them. I want to reduce that to just 64x64 per object, for performance reasons (I'm planning on having a lot of these objects).

I'm not worried about losing quality, since the textures are simple and I'm going for a low-poly, pixelated look.

Does Blender have a way to automatically reduce texture size, or do I need to edit the texture in GIMP, then reapply it to the object?


texts: Pass collectionProperty through operators (Blender 2.8)

texts:
I want to pass some created objects by an operator to another operator for modifications.
I tested with CollectionProperty, but can't pass the collection from the first operator to the second one:
TypeError: Converting py args to operator properties:  OBJECT_OT_called_op.selItems expected a each sequence member to be a dict for an RNA collection, not SceneSettingItem

What is the problem here ? (Maybe, there is a better method to pass a list of objects).

import bpy

# Assign a collection
class SceneSettingItem(bpy.types.PropertyGroup):
    name = bpy.props.StringProperty(name="Test Prop", default="Unknown")

class CallerOperator(bpy.types.Operator):
    """caller"""
    bl_idname = "object.caller_operator"
    bl_label = "Simple caller Operator"

    def execute(self, context):
        #Assume we have some selected objects :
        selected = bpy.context.selected_objects

        # Create Collection :
        bpy.types.Scene.my_settings = bpy.props.CollectionProperty(type=SceneSettingItem)
        # clear collection:
        bpy.context.scene.my_settings.clear()
        # add in collection:
        for obj in selected:
            my_item = bpy.context.scene.my_settings.add()
            my_item.name = obj.name

        # pass collection:
        bpy.ops.object.called_op(selItems = bpy.context.scene.my_settings)
        return {'FINISHED'}

class CalledOp(bpy.types.Operator):
    """called"""
    bl_idname = "object.called_op"
    bl_label = "Called Operator"
    selItems : bpy.props.CollectionProperty(type=SceneSettingItem)

    def execute(self, context):
        #read collection
        print ("collection = ",self.selItems)
        for obj in self.selItems:
            print(obj.name)

        return {'FINISHED'}

def register():
    bpy.utils.register_class(CallerOperator)
    bpy.utils.register_class(SceneSettingItem)
    bpy.utils.register_class(CalledOp)

def unregister():
    bpy.utils.unregister_class(CallerOperator)
    bpy.utils.unregister_class(SceneSettingItem)
    bpy.utils.unregister_class(CalledOp)

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.object.caller_operator()


texts: How to Generate Background Color of Baked Texture from Island Margins?

texts:
I have a high poly model and I want to bake its diffuse texture to a low poly model.
So here is what I have:

Download the Blender file here:

The result of baking from selected to active looks like this:

However my goal is to replace the transparent background with meaningful color data. Specifically I want the color of the margins to expand into the transparent areas.
Let me show you...
the desired result should look something like this:

I don't want to do it manually.
The goal is to do it automatically with the help of the Blender Python API.
Currently I use something similar to the following code to bake with the Python API:
bake_image = bpy.data.images.new('bake_image',width=2048, height=2048)
bake_node.image = bake_image
bpy.ops.object.bake(type='DIFFUSE')
self.bake_image.filepath_raw = 'bake_image.tif'
self.bake_image.save()


texts: How to round sharp edges of iregular mesh

texts:
I have an irregular mesh created with Boolean modifier of a 3D scan and two icospheres. The mesh has two sharp edges which I would like to round out:

I can smooth out the top edge using Smooth Vertex to something I could accept but the bottom edge does not get smoothed out enough to be called rounding.

My clumsy attempt to show what my aim could be is this - the red arrow points to what is only a part of what I'd like to get (it should be similar but all around the sharp edge):

I have tried using Bevel, Multiresolution, Subdivision Surface modifiers but cannot get enough of beveling (when I get any).
I also used Bevel in Edit mode but it creates ugly artifacts because the mesh is irregular.

I cannot do this by sculpting because this is only a part of a workflow aimed to process many of similar shapes.

I've read about 15 other question with similar subject but none of them offered a solution I could use.

The question is this: Is there a way to bevel the sharp edges that is not manual?

Info: I have cleaned up the mesh with Triangulate, Remove Doubles and have removed zero faces with Edge Collapse. The mesh passes the "Check all" test in 3D Printing addon with all tests 0 (except the Overhang Face, of course).

The file with the above sample is here:


texts: Why is cycles rendering blurry Boolean detail

texts:
Would really appreciate some help figuring why the detail in this render is all blurry?The mesh was an imported svg, converted to mesh, cleaned up and the difference and mirror modifier applied.Thanks
blend file here


texts:
im creating a scene where i have a cloth simulation and a smoke simulation at at the same time

it is for a still image (with scope to animate it in the future).
my problem is this, with both simulations  start from a neutral position in the when the time line is at at frame #0

in the cloth simulation its a neck tie but But completely flat before the wind dynamics start to toss it around

and in the fire (smoke) simulation the flames are yet to be spawned from the emission object

if I liked a particular frame because of way the tie was flapping in the wind
and in a seperate instance how the fire looked (for example further along the timeline when the flames have finnished bursting up and out and have 'settled')

is there a way if isolating the 'pose' both the tie (cloth sim) and fire (smoke sim) like with a key frame to alow the two posess to exist in the same image at the same time

this might also be helpfull when I come to animate the scene for the tie(cloth sim) to already be blowing in the wind and fire(smoke sim) to already be roaring and potentialy be on a short loop (not too worried about seamlessness) of a few frames just enough to give both things a bit of life while not requiring lots frames of processing heavy simulation (especialy the smoke sim i've noticed)

cheers,

Billy


texts: 3ds max user want to find Refine and Connect tool in blender

texts:
Hi I'm a fellow user of spline modeling and I cant find the "refine and connect" from 3ds max in blender
this option just create a line/segment between two points/vertices of a curve/spline
so their is an option like that in blender  ? or even an add on ?
edit example of 3ds max refine and connect
edit to @gorgious i add two  screenshot


texts:
I am learning Anvil tutorial by Blender Guru (here) and whenever I try to mirror the anvil after using boolean I am able to do it but for some reason, I am having the base of the anvil as it is and there is no face where boolean is used. here is the blend file.
P.S this object is in a collection named "2nd try" and my blender version is 2.92


texts: Pressed 'P' and something else now it crashed my blender

texts: As described in the title, I wanted to separate a mesh with P but this happened instead. Now all I can do is close without saving and open from when I saved last time, which is hours ago.


texts: Is there a way to search and replace in Blender?

texts:
In this illustration,

the red line in the upper part of the image is one pair of a large number of pairs of vertices, each pair connected by an edge in Blender. For each pair, I want to replace the edge in red with the vertices and edges in green in the lower picture. If the red edge between one set of vertices is a different length from the red edge between another set of vertices, I want the green replacement to be scaled proportionally, along (in this case) the axis of the existing edge. I know I can do it like Johnny Cash's Caddy, but I'd like to be able to do it more than "one piece at a time". Is it possible, perhaps with an add-on?
.


texts: Error rendering on ec2 : Specified pix_fmt is not supported

texts:
Here is the context, i have a amazon ec2 micro instance with ubuntu 14.04 and with blender 2.78 installed, i have a custom blend file with in output : file_format is H.264, color_mode is RGBA, in Encoding format is AVI and Codec is PNG. The problem is that when i launch rendering by the command line, the render fails and in the log i get this message :

Error: Specified pix_fmt is not supported

It may be a ffmpeg problem which i installed prior to blender following this :
http://www.faqforge.com/linux/how-to-install-ffmpeg-on-ubuntu-14-04/

When i render it locally (Ubuntu 16.04, ffmpeg, blender 2.78) it works just fine.

Has anyone any idea how to resolve this?

Thanx.


texts:
I made a weapon model in blender, I can't remember exactly when or how I ended up with these edges because I made the model a few days ago, however I came back to the model to use it as something to learn how to UV map with. That's when I noticed these edges on this face, the face is not meant to be separated like this, on the other side it appears normal but on the side with the bolt two edges appear, when I try to dissolve them nothing happens, if I completely delete them the whole face disappears.

In wire frame view in case it helps:

If I fully delete one edge it makes the faces invisible but the other edge stays, as shown here:

Alright so, started messing around with the model trying to figure out what went wrong, it appears that the un-dissolvable lines appear after putting a hole in the model using the Boolean difference modifier, no idea why or how to avoid this but thought this might help in finding a way to get rid of the edges.

SOLUTION: Othoap Proto suggested that while in edit mode I select the faces that are separated by the two edges and then press "P/Seperate", by selection. The edges that where an issue then disappeared, all I had to do then was rejoin the two objects (Select the objects and press CTRl+J.) This worked for me and hopefully will for anyone else with the same issue.


texts: This problem has been addressed many times before for copying UV's from one object to another object. But I need to copy UV map scale from one face group to another within the same object. In the example I've a brick texture that I've sized 15 times on X and Y. Now when I apply the same material to the chimney the texture is much smaller because the UV map is smaller. I can scale it by hand in the UV editor, but it will be difficult to hit the same scale factor and it just seems so random to do. Is it possible to just copy the UV scale from the walls? I know it's possible in 3DS Max..


texts:
I've just started using blender. At first, my XP PEN was able to sculpt just fine using its pen. Now, however, the pen suddenly doesn't work when sculpting. The tablet recognizes the pen is there, as the mouse follows it. I am also still able to select buttons using the pen. I cannot, however, sculpt. When I use my mouse, I can sculpt just fine. Simply the pen will not work. I do not believe I altered any settings.

How can I fix the issue?


texts: My fluid domain still visible, even after baking. The FLIP particles are clipping through the box mesh

texts: My resolution is 200, after seeing so on another tread.


texts: How to start second action after check that first one is done in bge?

texts:
Here I want help of you people. here I want to start second action animation but before this i want to check that first action is done. same this way i want to do third action before that i want to check first and second action animation complete.

i don`t know how to do this. may be with messages or with properties.

This is same like that man, who has not stick to throw, so first get the stick and then check first stick is in hand or not. If yes then second throw.


texts: Blender Fluid Simmulation: How to turn on and off the fluid appearing from inflow?

texts:
I am working on a tea set animation where the teapot pours tea in a teacup.
Now the issue is the fluid starts emitting from the inflow right from the first frame. I checked for an earlier post regarding the same question in the link below

How to stop fluid inflow?

Now I am using Blender 2.8 and the enabled option isn't there in the 'inflow' type option

plus you cannot animate the 'flow' option as well. I did try animating the velocities but at 0m/s the fluid keeps dripping rather than a complete stop.

In short, how do you close and open a tap?
Any help would be appreciated.


texts: How to fold a plane while keeping length of edges?

texts:
Can someone tell me how to fold a plane (e.g. modeling a paper plane)?
Because when I want to fold an edge (the middle line), but have the edges scale... Is there a way to have a pivot edge for the edge to turn around?
I don't need it animated later, I just try to have a folded paper plane with correct texture afterwards.

I know how to get the 3D cursor as pivot point, but I need more of a pivot edge I think?

Also, is there a way to automatically get the folding pivot edges? So you can take a vertex and move it as you would do in real life with a sheet of paper?

Ok, the trick is really pointing with the view through the folding edge path...
The first fold worked - but the second one is a new problem:
The selected vertice has to go to the crossing of the circle and middle line - with rotation of course because of the UV...
So how can the folding edge be created/found? Is there a way to lock the edges from the selected vertice in terms of length?

Today I tried some geometry to accomplish the problem: generate the folding edge... but I don't know how to get a vertex in the crossing point of the 2 lines here (2 orange selected edges crossing - i need a new folding edge from top tip to this new point to fold the side) - Any suggestions?:


texts: How can I add a bone constraint to an armature bone if it only lets me select the individual bones outside of Object mode?

texts:
I need to add some bone constraints (specifically IKs) to an armature and therefore need to select an individual bone. However, I can only do this in Edit mode which removes the option to add bone constraints in the first place. How can I do this properly?

File:


texts: Eyes as second mesh not following head as first mesh

texts:
My problem is this:

I made a fox and rigged the head which moves perfectly.
I made a second mesh for the eyes which are rigged perfectly.

BUT I can't manage to 'glue' the eyes to the head so that when I move the bone of the head the eyes move with the head!

Any idea? Cant find anything with google.

Best,
jb


texts: Error AL lib: UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead. What can I do?

texts:
I have Win 10 and when I open Blender I have the error:

  AL lib: UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead


texts: how do I seperate hair texture from regular texture

texts: I have a "Keentools FaceBuilder" head going with my face texture on it. I also have a simple hair particle system for my (scraggly) beard (picture 1). I have a simple "Principled BSDF" shader (For my face texture) and a "Principled Hair BSDF" shader (for my hair) mixed with a "Mix Shader" node and a "Hair Info" node plugged into the factor of the "Mix Shader" with the "Is Strand" as the output (picture 2). The result is to completely black out my face and only have the hair texture (picture 3). Is this the right way to split the hair and regular textures, or am I doing it completely wrong?


texts: How can I achieve more realism in this given scene?

texts:
I've been working on this project in Cycles for quite some time now and it's probably my first project I created and rendered in blender (besides creating some simple shapes before but not rendering them). I've been trying to tweak different settings, materials, lighting and use the filmic colors from blenderguru's video to achieve somewhat realistic effect but those renders still look fairly "artificial" and as if someone pulled them from a game, instead of looking photo-realistic. Something just seems "off" in this renders.
I'm running out of ideas on how to make these scenes look more photo-like. I'd be thankful if someone could look at it from a "fresh eye" perspective and hopefully point out what I could've missed or forgot to do while creating them.

Render of the car washing station with a blur and slight colour correction in GIMP

Render of the car washing station without the blur

Render of the car washing station during night, with some lights (emission nodes)


texts: Show plane texture while in weight paint mode

texts:
Like you can see on the second image, I painted some areas brown. I made a particle system with grass an tree items and I want to use weight paint to spread them over the model. I only don't want them on the brown area but when I switch to weight paint than do the textures disappear.

I am using the blender render engine and my blender version is 2.74

My question: how can I still see the textures while in weight paint


texts: Bones in a model are affecting other objects when they get near

texts: I have two people models with bones and they do not interact with each other normally, but when they get near each other the bones affect the other model. They are also affecting other objects that get near them. Im guessing theres just some setting thats on thats called like "affect all near objects"


texts: How to model blebs like structure as in lungs alveoli?

texts: I am a medical doctor and blender enthusiast. I am working on an animated medical lectures. I want to model these lungs alveoli. Similar to shown in illustrations below. Can someone please help figure out how to do this ?


texts: Make the movemouse event back to left when get to the edge of right

texts:
Just like we are using the middle mouse button to navigate the 3dview.
When we get to the right of the 3dview, it gets back to the left
Is there an easy way to do it?
Or we can just use the simple 'if else' to check when the mouse get to right and reset it to left
This is how I handle the mouse move envent in the modal, and it can only go to the edge of the window
radius: bpy.props.FloatProperty()

def modal(self, context, event):
    if event.type == 'MOUSEMOVE':
        delta = self.first_mouse_x - event.mouse_region_x
        obj.Rad = self.radius - delta * 0.01


texts: Blender to unity fix armature deform super problem

texts:
I have a super problem trying to port a created mod in blender to unity,  the mod was done using a game template (cityskilines citizen armature template). I bind my model to armature, transfer and repainted wieghts, ok. Fix rotation issues by rotation trick  unity to blender in order to fix import position in unity , location rotation mesh and armature are zero. Also clear bones roll in  order to prevent several weird bone rotations from armature template and I'm ready with the fbx I exported to unity in order to test positions. however despite to work well in unity, when rotate bones.
When I try to import that fbx in to city skilines games assets creator my armature is deformed and mesh is destroyed. any idea what could be if the problem is armature, bones, quaternions to euler or yet something else? iIadd an image to show the problem, hope for an expert's help.


texts:
hope you are all well during this difficult times.
I just downloaded version 2.82a for Linux, and I was trying to follow a tutorial on how to make a photo realistic ring.
Mind you I never used Blender before,so I'm a complete novice, but since I am stuck at home as my workplace is closed, I thought I'd give it a go.

I managed to do the first ring, but as I was trying to do the second one,the guy was saying to use alt+rightmouse to select the section to extrude.
He was using an older version 2.76b, and I cannot find the same function on the newer version.

I have checked preference-keymap-select using right, saved it restart the software but is still not working.

Anyone know the right shortcut, or can point me in the right direction?

I have attached a screenshot of the point where I am stuck

Please bear with me if this is a silly question

Thanks


texts: Animated procedural stylized water ripple in Cycles material

texts:
I'm trying to find out how to create a procedural material that creates an animated diffuse ripple around any intersection or 'edge'.

e.g. cube lands on water surface, edge of water touching the side of a pot, etc.

On the top right of the picture below is a quick breakdown of a few of the elements.

A thick inner 'ring' ripple that wraps around the cube.
A thinner outer ring.
The foam at the edge of the water.

I'm not a math wizard, so I kinda followed a thread and got this node setup:

I hope I understood and got the description for the nodes right. Here's the result:

A few problems come up here.

Is there a way to 'distort' the circle into a wavy ripple around the cube as shown in the breakdown?
The ripples don't follow the shape of the cube since it's
calculating from the origin point.

For problem #1, I'm thinking of using #noise.random() to generate random values which then goes into a sine math node but I have no idea how to make it only affect the edge of the circle.

For problem #2, I believe that I'll have to start over and use a different approach but before I do that, I'm hoping that there's someone here that knows where to go from here.

I did try to tinker with dynamic paint but it doesn't work with fluid sim. It outputs an error saying no UV data is found.

I don't want to ask too much, so if there's a solution just for making the circle 'distort' around the cube over time, that would be good enough. Thanks in advanced.

Cheers.


texts: How do I import a .blend into another .blend?

texts: In blender, Import has no .blend option..so how can I import .blend file in my current blend file?


texts:
I downloaded my Blender model from the Internet, and it already had built-in textures for its materials and meshes.

How can I download the texture as a .png or .jpeg to edit it?


texts: If I rotate with middle mouse button I move so much to fast. I rotate around a point somewehre. How I can rotate around the active object? Shift + F doesn't work. Thank you four our help.


texts:
Vertex painting is far too soft for me:

I'm looking to paint something more like this (not exact, but close enough):

Instead of smooth interpolation, color interpolation should be done on a per-face basis and not smoothed between faces. And if possible I would like to paint faces, not vertexes.


texts:
I was wondering if anyone could please help me figure out how to export my work from blender.
I made a snowman in blender render and want to export it. The issue is, I would like to be able to export it as a combination of a jpeg and Obj files rather than a .mtl and a .obj. Is this possible? Any help would be greatly appreciated! Thanks! (I also tried to use textures to give the snowman colors instead however wasn't sure how to bake them to allow me to export as a jpg and obj.


texts:
I've found this rad looking halftone shader but as I'm pretty new to blender I don't know how to implement it. I've put it in the text editor then tried to get a script node to run it but it hits an OSL error.

Here is where I found the code https://blenderartists.org/forum/showthread.php?125741-PyNode-cookbook/page8&p=1234519#post1234519

Here is the code itself:

from Blender import Node
import math

sqrt_2 = math.sqrt(2)

class DotsNode(Node.Scripted):
    def __init__(self, sockets):
        radius = Node.Socket('radius', val=4*[1.0])
        grid = Node.Socket('grid', val=10.0, min=1.0, max=100.0)
        fg_color = Node.Socket('fg_color', val=3*[0.0]+[1.0])
        bg_color = Node.Socket('bg_color', val=4*[1.0])
        color = Node.Socket('color', val=4*[1.0])
        sockets.input = [radius, grid, fg_color, bg_color]
        sockets.output = [color]

    def nearest(self, coords, grid):
        """Return the nearest grid coordinate to coords."""
        x, y = coords
        gx, mx = divmod(x, grid)
        gy, my = divmod(y, grid)

        x = gx * grid
        y = gy * grid

        if gx % 2 == gy % 2:
            if grid - mx > my:
                return x, y
            else:
                return x+grid, y+grid
        else:
            if mx > my:
                return x+grid, y
            else:
                return x, y+grid

    def __call__(self):
        input = self.input
        coords = [self.shi.pixel[0], self.shi.pixel[1]]
        grid = input.grid # pixels
        radius = (1.0 - input.radius[0]) * grid

        # Get the square distance from coords to nearest grid point
        nearest = self.nearest(coords, int(grid / sqrt_2))
        sqdist = (coords[0]-nearest[0])**2 + (coords[1]-nearest[1])**2

        # if sqdist is less than the scaled radius squared than color one
        if sqdist < radius**2:
            self.output.color = self.input.fg_color
        else:
            self.output.color = self.input.bg_color

__node__ = DotsNode

Here is a sample image from the original post :

How can I produce this effect?


texts: How can I check if the active object is a mesh and selected?

texts:
I want to check if the active object is a mesh before I UV unwrap it. Here's my code and for some reason the execute runs even when a mesh is not selected. What am I missing?

@classmethod
def poll(cls, context):
    our_case = False
    selected = context.selected_objects
    object = context.active_object
    if object is None: return False
    if object.mode == "OBJECT" and all(obj.type == "MESH" for obj in selected):
        return True
    return our_case

def execute(self, context):

    bpy.ops.uv.smart_project(angle_limit=30, island_margin=0.06)
    return {'FINISHED'}


texts: Why does my Fluid simulation look like there is a floor where there isn't one?

texts:
I'm trying to set up a fluid simulation to flow down this guys arm but it keeps ending up looking like this. Is there something I need to apply to make it not do this?

Additionally, I can't seem to adjust the world size in the fluid settings, as the hand is supposed to be giant.


texts: What happened to Ctrl-Click in Blender 2.8?

texts: In previous versions of Blender, I was able to go into edit mode, and CTRL-Click as an extrusion shortcut. Now, in Blender 2.8, when I do this, I accidentally select other objects, even though I'm in edit mode. What changed, and how do I de-select things that have been CTRL-selected?


texts: Blender use as world editor, level editor..etc, License problem?

texts:
Good day,

I just want to ask if I have to disclose my source code?

having condition of:

I use my own MODIFIED blender as world editor, level editor, game content creation.
I am not selling my own modified blender, I am the only one who will use it.
I have other game engine that will load the things I made in the blender.

Also, if the answer is YES, can I just make a plugin using python so that I can accomplish the list above and not be required to disclose my source code of my created game and my modified blender?


texts:
I am trying to model a headphone in blender. While we create support edges at the sharp areas by adding edge loops, it creates sharp edges in some other areas of the model where i don't want sharp edges. How can i avoid such thing while modelling.Also there are some edges that need to be sharper, but i am a little confused about creating edge loops without making any triangles in mesh. I know we can use edge split and other things like bevel edges, but not sure what to use in which situations. Screenshots attached for your reference.

thanx


texts: Can I use weight paint in the middle of a face?

texts:
I've been following along with this tutorial (you don't need to watch it). I made a plate mesh, and it's quite low-poly. The top of it is only one (1) n-gon. I was hoping to use weight paint in the middle of that n-gon, but it seems I'm only allowed to weight paint around its vertices. As the title asks, is there a way to weight paint in the middle of that face, or do I have to use triangulate or some other modifier to add vertices?

Thank you!

EDIT: Thanks, those were exactly the kind of answers I was looking for!


texts: How to remove the save confirmation prompt?

texts:
New Blender user here. I have been trying to remove the confirmation prompts when saving for more than half an hour and it is driving me mad.

What I want is to simply have Blender save the file without raising a fuss or anything when I press Ctrl+S. When I click on "Save" in the "File" menu in the top-left bar, it does that, but when I press the button combination, the confirmation prompt rears its ugly self.

I opened the "User Preferences" window and unchecked all the "Check Existing" boxes related to all the Save commands in the Window sub-category. At best, Ctrl+S brings up the "Save As" window and demands the file's destination path. At worst, it does absolutely nothing whatsoever.

Is there actually a simple way to disable this prompt?
Thanks in advance.


texts: Why can't I select bones in weight paint mode?

texts:
I cannot select bones once in weight paint mode. I have already turned off "Lock object modes" and I can switch between pose mode and weight paint mode so that's not the issue. I can go into pose mode and move my mesh around so I know it's parented and I know it has an armature modifier. I am not sure what I am doing wrong.
Here is a link to download the file. I am using the latest version of Blender at the time of writing this 2.82

https://mega.nz/#!QUpljRYQ!kFUGNKmHashr6CYRD-hbAy9V3pSqacHfjZB7C1xzXdg


texts: Baking textures on headless machine (batch baking)

texts:
Is it possible to bake textures from the command line?

This is useful for setting up batch jobs, baking an entire level for example.


texts:
I create a auto setup matcap texture addon and i'd like to know if it should be possible to "require" blender to update N panel.
Got a template_preview and it should be great that it refresh automaticaly.
If it really not possible, is it possible to get the texture list box or did i have to create my own texture list ?


texts: How to reset Bounding Box without effecting the object?

texts:
I got a problem with an upright object which with tilt bounding box.

Because its bounding box is tilt , I can't symmetric sculpt properly.

Although I can use mirror modify to get symmetric effect, still wondering is there a way to reset the bounding box without effecting the object inside?

This is the object I made.

Its bounding box is tilt.


texts: Rigging:: is it possible to duplicate animation settings in Blender?

texts:
so i've created some feathered angel wings and im struggling to figure out how to mirror the wings and the armature that already hold animations(Prety much ive modeled,rigged and animated one wing, and was hoping that i could copy,past, flip and then combine armature and meshes for export). this is meant to be for a character within unity but so far im unable to get it working without blowing up a wing, or animating both the wings at the same time. animating them at the same time is a struggle to keep them symmetrical.

Was wondering if theres a way to combine to create one armature and mesh without having to tediously animate two sets of wings?

Side note, if anyones got a good way to do this with copy rotation that would be cool!


texts: What are those white blocks? How to remove them? I have exported .def as obj then imported in blender in .obj format

texts: When I imported .def model as .obj and then imported in blender in .obj format there comes white blocks. Deleting doesnt help. I deleted those white blocks then exported and imported again they still come back. How to get rid of them totally?


texts: Is the a way to project surface cuts through the entire object?

texts: I am trying to cut this block mold at the lines I made.  The issue is that I can only cut the surface, and can't figure out how to cut all the way through, including the inner geometry.  Is there a way to project these lines through the entire object?


texts:
I have two separate objects both using Freestyle lines. They need to be near each other in zdepth. Being cylindrical, the outside one is both in front of and behind the inner one. The Freestyle lines of the inner one show through the outer one randomly at different places. How can I stops background freestyle lines from showing through thin foreground objects when near in zdepth?

P.S. - I'm using test build 1 of 2.72, but I've had this issue before. Is there a setting somewhere that I can use to eliminate this artifact? Something like.... handling zdepth with higher numeric precision?


texts: Skinning rigged model - Fine adjustments in Weight Painting for twisted skin

texts:
I made a very basic human body mesh and want to make my very first character animation with it. I rigged the model and when I made the rig the parent of the mesh I chose the option to apply automatic weights. When I move the head and legs in Pose Mode I am pretty happy with which parts of the Mesh are affected. But the arms are a desaster: I modelled them stretched out and when I try to bring them down in Pose Mode there is too much going on in the chest area, when I move the lower part of the arm the area around the "elbow" the "flesh/skin" is twisted; same is true for the hands and wrists. So I tried to adjust weights in Weight Painting Mode around these bones (and also tried to remove Faces from the Vertex Groups) but then I ended up getting this:

The problem I think is that I cannot subtract weight in small amounts, I can choose my brush to be just 10px but it will always be a very huge area (like a whole vertex) be selected while painting. Can that be more fine-tunded somehow? I ended up selecting my Mesh and applying weight from bones again. What can I do to not have twisted "flesh/skin" and to have the right (fine) amount of weight in the chest area influenced by the upper arm bones? This is my blend file.


texts: Duplicating collections in 2.81 not copying everything

texts:
I'm trying to copy everything in a collection (I don't want them linked)
 called Camera.001 from one scene to another scene (the second scene is in the same blender file).  But I notice that when I duplicate a collection called Camera.001 not everything is duplicated over to the Camera.002 collection. See animated gif below.

The parented text to_see_it_animated_ijk4de_website is not copied over to the Camera.002 collection is this a bug, am I doing something wrong, is there a workaround.

I'm using Blender 2.81 on Ubuntu 18.04 64bit


texts: How to setup reasonable ragdoll constraints between body parts?

texts:
I'm trying to create a ragdoll to animate a falling person, following How To Make Any Rig Into a Rag Doll in Blender (Tutorial).
Basically, it means that you create a cube (rigid body) for each bone, and the connection between the bones is converted to an empty with a rigid body constraint that is set between every two cubes.
E.g. this is how my ragdoll looks like:

Note: The ragdoll is human size and 2m above the plane (so should fall once physics kicks in).
The second frame looks like this:

It looks like the ragdoll was hit by something really bad, not just obey gravity (what it should do) - the head is pulled backwards and the spine really breaks.
Here's a zoomed view of the spine area:

The highlighted object is the empty, and it's setup so that:

It has a generic physics body constraint.
There's a zero limit on the distance. This (I belive) means the two spine cubes cannot change distance from the empty - it should act as a hinge.
There's a bit of freedom in changing the angle (between objects?) - represents the common back of a person (non contortionist).

Why is there such a big change from the 1st frame to the second?
Note: I also tried with no angular limits (thinking the limits are outside the initial rotation and might cause an abrupt change), but it didn't seem to help.
For completeness, here's the .blend file for this.
Thanks.


texts: Baking a normal map on to two (seemingly) identical cubes is producing different results

texts:
I'm experimenting with baking normal maps. In my setup I've used the default cube with some notches cut out along the edges for the high resolution object (cube-high-res), and the default cube without any changes as the low resolution target (cube-low-res1). Things were going fine, but at some point I think I must have changed something on cube-low-res1, whatever it was it started messing up the normal map result. I brought in a new default cube (cube-low-res2) as the new target and the normal map produced good results again. To find out what happened I checked everything I could between cube-low-res1 and cube-low-res2 and found no differences in them. So my question is why are the normal maps generated between then different, did something happen to cube-low-res1 that is causing the difference or is it something else?

Here is a screenshot of my 3D Viewport and object hierarchy.

The objects shown from left to right are cube-high-res, cube-low-res1 and cube-low-res2. There is also a cage object (hidden from view) which is another default cube that is scaled by 1.01 on each axis and shares an origin with cube-high-res. Now, if I in turn bring in cube-low-res1 and cube-low-res2 and bake their normal map in the Scene properties (with Cycles), I get the following two different results.

The left image is the result of baking on to cube-low-res1 which is the messed up result. The right image is the result of baking on to cube-low-res2, this result seems to be a good normal map.

To ensure alignment while doing the baking I've set the origin on cube-low-res1 and cube-low-res2 by choosing Set Origin > Origin to Geometry, I make them coincide with cube-high-res by opening the Snap Menu (shift+S) and choosing Selection to Cursor, like shown here

I've done the following checks between cube-low-res1 and cube-low-res2 to determine what can be wrong.

Both object have the same vertices (8), edges (12) and faces (6). And they have the same dimensions (2x2x2m). I.e. they are both the default cube.
Rotation and scale have been applied to both objects.
I've recalculated the normals on both objects.
I've UV unwrapped both objects in the same way. I.e. using Smart UV project with an island margin of 0.09.
All seams have been cleared
Both objects use the same material, and therefore also use the same Image Texture node in the Shader Editor
The Bake settings are the same, I've set these to Bake Type: Normal, Selected to Active: checked, Cage: checked and set to cage object, Extrusion: 0.1m

The Blender version is 2.82a


texts:
I have a couple of reference images that I'm trying to set up correctly

There are two views:
front 263x490
side  766x490

I am using the background images function, however it seems that they are being scaled differently.
It looks to me like the side view is scaled based off the width of the front view.
Is there a way to change this?
,
.


texts: theres these weird points between to vertices that my image object keeps running into and i cant figure out how to fix them, pressing "J" brings up an error and splitting the face only makes it worse.


texts: Matching lens distortion in a still image composite?

texts: Hi I'm a little stumped as to how match lens distortion in a still image composite... motion tracking gives you a lot of options but how do you go about it with still composites?


texts: Particle System - Hair: size jittering - messes up scene

texts:
I have a project where I rendered out one animation.
Now I see that the palms in my animation jitter in size.

Video here:
https://youtu.be/JowtxnaBUZg

When I examine this effect in Blender I see that it actually is happening and not just an artifact.

So somehow the height of my particle system is being "animated" and I would like to shut it off.

What have I tried:

Looking through all particle settings (I might miss something though)
Looked into Dope Sheet but nothing is in there.


texts: Specifically dense clouds that move really slowly, just fast enough to be noticeable in a 15 sec animation. They'll need to be 3d, interact with some floating buildings and reflect the sky. I found the dragoneex plugin "dynamic sky" to be great but the clouds don't move. Should I just modify it? If so, how do I go about doing it?


texts: How to create photo-realistic complex plastic material in Cycles?

texts:
I want to create a plastic material with proper bump and reflection. Something similar to the first image. For bump I used Voronoi texture, but I am having trouble adding small silver dots. And I am not sure that Voronoi texture suits best for plastic.
How to achieve more photo-realistic material?

That is what I have now:


texts:
Does anyone have any insight to how Blender's edge-split algorithm works?

I need hard lighting for an OpenGL project I'm working on that uses per-vertex normals to calculate shading, and I'd rather not have to go through the trouble of rewriting the engine to allow for both per-vertex and per-face normals to calculate lighting. I think it'd be easier to just apply the edge-split algorithm to imported models that use flat shading.

Thanks.


texts: How do I remove the UV grid from this image?

texts:
I'm a beginner and just tried texture painting using this tutorial: Youtube video
At some point, I must have messed up. I applied the material and this is what I'm getting in render mode:

This is the png file used in texture painting:

How do I remove the grid thing? I want to have a metallic material and show these lines on top of it. So how can I remove the UV grid and show the lines on top of a new material?


texts: I've downloaded a blender file off Sketch-fab and I knew it was created with an older version of blender. I opened the file and every texture except for some blue emission thing.


texts: Eyes and nose that are joined to the main mesh move / disappear when I use pose mode?

texts:
https://i.gyazo.com/fa9a48ca848c1ad06fd9d64cdc84073c.mp4
For some reason, whenever I manipulate my model in pose mode the nose detaches even though its a part of the base mesh that the body is on? It's frustrating me as im afraid I will need to completely delete the head and restart :( thank you.


texts:
I don't know difference between 'hide in viewport' and 'disable in viewports' in Blender 2.8 outliner.

What's the precise function of 'disable in viewports'?

And if possible, please explain the precise function of 'Holdout' to me too.


texts: Continuously renders a previous rendered version, not what is currently in the scene (Cycles Render)

texts:
Whenever I render my scene, it always renders a previous render which I had done for testing purposes a while ago. It's not an animation or anything, just a still shot of a car I modelled with some lights to make it shiny (putting that detail there just encase it's useful).

I've searched around online for an answer, where I found another person with a similar problem to mine, yet his was fixed by deleting a strip in the VSE (video sequence editor) and I don't have any strips in mine, so it was not helpful.

Here is the model: http://www.pasteall.org/blend/37866

(If you get the model, switch the top right viewport to the "viewport render" mode to see how it's suppose to look, and then do a proper (low sample) render just to see what I mean)


texts:
Can the program default colors be changed, that is the grey menu and screen itself.

I simply cannot see properly with the dull grey colors.


texts: How to connect 8 vertices to 3 with all quads?

texts:
These are the vertices I'm trying to connect

)
And this is my best attempt at doing so without distorting the mesh too much

I still ended up with a triangle, and some awful geometry that made smoothing out the mesh a lot harder. Am I doing anything wrong? Is there a better way to do this?
I considered adding more edge loops on the left side, but I have subdivision surface modifier on, and adding more edge loops there sharpens the mesh too much.

Question
How do I fill in the hole while avoiding n-gons?


texts: texturing 2.8 cant see proportions and profile

texts:
I need help with this problem, because when this is irreparably it would be a huge downside of 2.8 and a reason for me to change the program.

If I go into TexturePaint Mode my view looks like the first pic, but i prefer the look of the second picture (just like 2.79). But i cant figure out, how to do draw, meanwhile it looks like the second pic. And no i dont want to paint on the UV in the UV-Editor, I prefer to do it live on the object

Your help would mean such a big relief for a me, because like this it got almost impossible to paint complex objects like faces correctly.

Best regards, Marc


texts:
I have created a fairly complicated node tree in Animation Nodes. There are various parameters of different types that I set on various different nodes.

To make this easier for others to use, I'd like to create a single node, with all the inputs named, so that there's just one place to set all the input parameters. This would look similar to how you get a node group in the materials editor or compositor. AFAIK, Animation nodes does not have node groups.

Is there a way to do this?


texts: Using Blender's GUI application from WSL2 (repost from stackoverflow)

texts:
This is a repost from StackOverflow, I was recommend to post this here by a friend
Recently a fellow intern finished his internship. For this internship, he wrote some automated fluid simulations in Blender on Linux. I am a Windows user, and my only option for this is running WSL(2).
Everything runs great, except for the last step (which is most important to my work). This last step requires the Blender GUI to run.
I am currently using VcXrsv, installed by following this tutorial: https://dannyda.com/2020/06/15/how-to-launch-gui-software-programs-from-windows-subsystem-for-linux-2-wsl2-how-to-convert-from-wsl-1-to-wsl-2/. I have made sure to allow native OpenGL.
I've managed to run other GUI applications using this x-server , but Blender will not run, instead giving me this error:
Read prefs: /home/pcsmet/.config/blender/2.90/config/userpref.blend
ALSA lib confmisc.c:767:(parse_card) cannot find card '0'
ALSA lib conf.c:4732:(_snd_config_evaluate) function snd_func_card_driver returned error: No such file or directory
ALSA lib confmisc.c:392:(snd_func_concat) error evaluating strings
ALSA lib conf.c:4732:(_snd_config_evaluate) function snd_func_concat returned error: No such file or directory
ALSA lib confmisc.c:1246:(snd_func_refer) error evaluating name
ALSA lib conf.c:4732:(_snd_config_evaluate) function snd_func_refer returned error: No such file or directory
ALSA lib conf.c:5220:(snd_config_expand) Evaluate error: No such file or directory
ALSA lib pcm.c:2642:(snd_pcm_open_noupdate) Unknown PCM default
libGL error: No matching fbConfigs or visuals found
libGL error: failed to load driver: swrast
Error! Unsupported graphics card or driver.
A graphics card and driver with support for OpenGL 3.3 or higher is required.
The program will now close.
Error: Not freed memory blocks: 14567, total unfreed memory 5.376877 MB

I've read about being able to use your (nvidia) graphics card if you enter the Windows Insiders build + install nvidia's special WSL2 drivers, but I've also read some forum posts about OpenGL not working on WSL2. Also, I'm afraid of Win10's updates' ability to brick pc's, so I'd prefer not to enter the Windows Insiders programme.
Simply, my questions is this: Is it possible to run Blender GUI through WSL2, and if so, how?
I am far from a Linux/WSL wizzkid, and getting this to work is fairly vital to my internship, so any and all help would be greatly appreciated.
edit
The last step is generating computer vision notations (instance masks for the fluid outline). The method the other intern implemented requires a viewport. As far as I know, the library he used only runs on Linux.


texts:
Hello everyone:
here's my problem, I need a bevel that will blend the right block and left block together but the right block is hexagonal shaped, and the left one square based. So to summarize the bevel should reach the edges of the left block in a smooth way. I come from SolidWorks and have no idea how to do that in Blender. The supposed look:
Thanks for the help :)


texts: instances of the same object : any obvious way to "mark" them as such in the outliner?

texts:
I use Blender 2.8 and I know how to create several instances of the same object (alt+D).
But, once created, all these instances are just listed as single objects in the outliner and need to be selected in edit mode to become "obvious".

Is there another way to know this without selecting any of them in the viewport ?

Thanks for your suggestions.


texts: where is the viewport shading in blender 2.8?

texts: i am trying to render my project in real time in blender 2.8 cycles but i can't change the viewport option and I can't find it  any help ?


texts: Rendering with OpenGL in Blender does not show the intended rendered image or animation

texts:
I am trying to render animations and images fast using the OpenGL feature in Blender but even though I want it to render a fully rendered image or animation, it only renders the solid image, or the material image, or texture or wireframe. Basically it renders in every other way except the rendered type I want.
Please help me see what I do wrong.
Here are some screenshots.

The first is how i want it rendered.

The second is how it actually renders when I press the little camera icon, NOT what I want.

The 3rd is to compare, I want a wireframe render

And the 4th shows the wireframe render, exactly how is supposed to be.

Please help!


texts: Does Blender support other Python implementations?

texts:
I am aware that blender can use .py scripts. But sometimes these execute fairly slow, compared to compiled code. There are several other Python implementations, which support some level of JIT compilation:

IronPython:

  An open-source implementation of the Python programming language which is tightly integrated with the .NET Framework.

Jython:

  A Python implementation in the Java VM.

PyPy:

  A fast, compliant alternative implementation of the Python language
  An advantage of PyPy is, Speed: thanks to its Just-in-Time (JIT) compiler, Python programs often run faster on PyPy.

Is there anyway to make use of these optimizations as far as Blender is concerned?


texts: Why doesn't beveling work on both faces of this model?

texts: I need a shape that goes from horizontal to vertical with a smooth curve


texts: Object not visible in Render Blender 2.8

texts:
worked for some time on modeling shoe laces and as I rendered the image the laces are not being rendered in blender 2.8

In blender 2.78 it does render all the objects.

What am I doing wrong?


texts: Rendering depth buffer to texture using BGL fails on FBO drawing

texts:
I am writing a custom render engine for a level editor addon with GPU / bgl modules. I need to render a depth buffer to texture to later use in my shaders. I tried the way it is usually done with OpenGL. However, my code is failing at glCheckError('draw') after drawing the FBO with error code "invalid framebuffer operation". Are there any alternative ways to achieve a similar effect or perhaps someone could give me an idea of what is wrong with the current approach?

def _get_depthbuffer_texture(self):

    width, height = self.draw_obj.drawing_mgr.region.width, self.draw_obj.drawing_mgr.region.height

    texture_id_buf = Buffer(GL_INT, 1)
    fbo = Buffer(GL_INT, 1)

    glActiveTexture(GL_TEXTURE0)
    glGenTextures(1, texture_id_buf)

    glBindTexture(GL_TEXTURE_2D, texture_id_buf.to_list()[0])

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL)

    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0)

    glGenFramebuffers(1, fbo)
    glBindFramebuffer(GL_FRAMEBUFFER, fbo.to_list()[0])

    glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture_id_buf.to_list()[0], 0)

    glDrawBuffer(GL_NONE)

    glCheckError('draw')

    glReadBuffer(GL_NONE)

    fbo_status = glCheckFramebufferStatus(GL_FRAMEBUFFER)
    if fbo_status != GL_FRAMEBUFFER_COMPLETE:
        raise Exception("GL_FRAMEBUFFER_COMPLETE failed, CANNOT use FBO\n")

    glBindFramebuffer(GL_FRAMEBUFFER, 0)
    glBindTexture(GL_TEXTURE_2D, 0)

    glDisable(GL_TEXTURE_2D)
    glBindTexture(GL_TEXTURE_2D, 0)
    glBindFramebuffer(GL_FRAMEBUFFER, fbo.to_list()[0])

    glClear(GL_DEPTH_BUFFER_BIT)
    glColorMask(False, False, False, False)
    glCullFace(GL_BACK)

    glEnable(GL_TEXTURE_2D)
    glBindTexture(GL_TEXTURE_2D, texture_id_buf.to_list()[0])
    glBindFramebuffer(GL_FRAMEBUFFER, 0)
    glColorMask(True, True, True, True)

    return texture_id_buf.to_list()[0]


texts: Setting the right context for an Outliner Operation

texts:
I am trying to invoke bpy.ops.outliner.group_operation(type='LINK') in an addon but unable to get the right context.

From a bit of searching, it appears I would need to have the OUTLINER area active before calling the op, but cannot figure out how to do that.

How can I set the right context in order to call bpy.ops.outliner.group_operation()?

Edit: The ultimate objective is to 'Link Group objects to Scene' which is an option available in the context menu for a group.
I managed to make it run by overriding the context but it doesn't appear to actually do anything when run this way.


texts: How to use generated textures (eg. wave) as normal map?

texts:
I would like to use the generated wave texture as a normal map.
It is a mesh with different materials assigned.

I try to plug in the wave texture directly into the normal map node but it doesn't work like that. Can I convert somehow the output of the wave texture ?
I'm quite confuse how to proceed and how to do it.


texts: Applying a texture, editing the texture, and exporting to Unity

texts:
I have spent many hours looking at tutorials, reading, and trying to understand the dynamic between UV maps, image textures, application of the same, exporting to Unity, and then making it look anything like I want.

In short, I have failed miserably.

For the record I am using Blender 2.79b.  Unity version is probably irrelevant, but it's 2019 with some various numbers thereafter.

With the goal of exporting to Unity in mind I would like to know three things please:

1) How do you apply an image texture to an object?

There seems to be at least a few ways of doing this, predominantly depending on (as far as I can ascertain) whether you use Blender Render or Cycles Render.  I also understand that Cycles Render is coolio for lighting which is great, but useless in Unity because the lighting from Blender doesn't carry over.  So, given my single purpose here, what use is it to me?  Should I be using solely Blender Render or does Cycles Render still carry a value?  Which should I use and why, please?  And then how?  Which of the 974 all-different tutorials on YouTube is best for today?

2) How do you edit the image to match the UV map for a sphere?

I'm specifically working with complex sphere-based shapes in my game, which have started life as cubes and had warpy things done to them.  Sphere UV mapping doesn't work.  Taking any material (which, in preview, looks like a perfectly wrapped sphere - oh, the irony gets me every time I see the little bugger) and applying it to a Lightmap Pack or Smart UV Project Pack doesn't work.   Various tutorials for applying a texture to a sphere work just fine - assuming your image is specifically designed for a sphere.  Mine isn't.  I have Gimp (why is it called Gimp when it's actually Photopad?)...what do I do with it to make this work?

3) If I manage (somehow, several years from now, probably) (1) and (2), can some kind soul please confirm to me that Unity will then behave itself?  i.e., if I spend hours upon hours editing UV maps and image textures, will Unity make it look like it does in blender, or will it take a dump on it from height?  If the latter, what should I be doing instead?

Thanks in advance for any and all advice around the above.  I'm about to invest most of my spare time (2 kids, wife, not much spare time, so it's very valuable!) into this project and I don't want to find out I've been barking up the wrong tree in 2 months time!

Sorry for long post.

A.


texts:
I'm trying to auto-load a script when the user opens the .blend file (I want the user to have a specific panel available when he opens the .blend file). In this case a simple panel to modify the text. I have already activated the "Auto Run Python Scripts" and the "Register" checkbox, but it is not working.

Why is this not working?

import bpy

def addText (context):
    bpy.ops.object.editmode_toggle()
    bpy.ops.font.delete(type='ALL')
    bpy.ops.font.text_insert(text = context.scene.my_string_prop)
    bpy.ops.object.editmode_toggle()

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

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

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

class Title (bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "TEXT CONTENT"
    bl_idname = "OBJECT_PT_title"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "data"

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

        obj = context.scene

        row = layout.row()
        row.prop(obj,"my_string_prop")

        row = layout.row()
        row.operator("object.simple_operator" , text = "Insert Text")

def register():
    bpy.utils.register_class(SimpleOperator)
    bpy.utils.register_class(Title)
    bpy.types.Scene.my_string_prop = bpy.props.StringProperty \
      (
        name = "3D Text",
        description = "Insert your text here",
        default = "TEXT HERE"
      )

def unregister():
    bpy.utils.unregister_class(SimpleOperator)
    bpy.utils.unregister_class(Title)
    del bpy.types.Scene.my_string_prop

register()


texts: Advice on how to model this piece of a chair?

texts:
I'm trying to model the Yksi Chair from the Fredericia website. I've modelled a couple other simpler pieces of furniture, and I'm doing this for practice. I can do pretty much everything, but I'm struggling with the backrest on this chair. Here are some more photos of the chair for reference:

I've gone through BlenderGuru's chair modeling tutorial, and I tried applying the same techniques (mirror mod, use plane to outline shape, subsurf mod, solidify mod) but I just can't seem to get it right. I've also tried making the basic curve of the top part with a bezier curve, converting to a mesh, and then extruding the points down and repositioning/scaling them to fit the bottom. It's okay so far, but it still doesn't look straight and even like it does in the photos. The "arm" portions of mine always somehow get twisted or warped along the way, and it doesn't look like one uniform piece like it should. In my current attempt (there have been many) I have it as good as I can get, but then that little nubby bit that connects to the legs is also giving me problems. I can never seem to extrude it in the right direction, and I have to resort to snapping it along one of the edges until it looks good enough.
Can anyone offer tips or advice on how to model a piece like that? What method do you go for?
Here's my .blend file:


texts:
I am new to blender and I love it.
This model now for some reason has white dashed lines all over it and some solid black lines too. I know the black lines are supposed to be there but i have no idea how the other lines got there, I must have clicked something but have no idea what i have done. Please help


texts: Drive/animate smoke size according to particle lifetime?

texts:
Is it possible to set the size of particles in the smoke simulation settings according to particle lifetime?

E.g. to make particles emit less smoke over time and gradually fade away, rather than suddenly disappearing.

Is this possible?


texts: I scaled my character and now hair particle's don't work

texts: Hey I made a fully rigged character. Everything was fine but after I built a scene for him I realized that he was way to big. So I applied scale to his armature and everything worked but the hair particles would not follow the scale. I looked it up and reasoned that I had to redo the hair. But the problem is that even when i add new hair particles it's children still acts like the object was scaled down with them on it. I have deleted the object the were on and made a new one but it still does not work and the hair goes everywhere even on a different particle system. I looked it up and I can't find the answer to it anywhere (Interloped children stay on the mesh fine, but they go to multiple places and make it hard to put them were i want)


texts: How can I see the depth/mist of an animation in compositing?

texts: I am making a scene in Eevee and rendered it out as an OpenEXR image sequence. I tried to composite the animation but when I go into compositing and use try to use depth or mist, the rendered layers node does not show the full animation (just the last frame). I tried to use the image sequence of the animation with the OpenEXR format but I can't get a depth or mist pass.


texts:
I'm trying to rotate a star (made of multiples spheres) but my star is downsized before restored to normal size ,causing me troubles.
Here is the rotation I performed (and looks fine in preview)

And here is the result when adding the keyframe

I'm guessing Blender resolves the rotation as simplement straigth forwards movements and circular ones. How to make this ?


texts:
I have been trying to make a soft body animation but they keep sticking to the box they fall into.
I've tried as much as I could think of and haven't seen much about this topic online. I feel like it's something really small that I just missed.


texts: When rendering a white surface appears under my object. Moving the object changes nothing

texts:
It appears white at the bottom only when rendering the image. I am using Cycles for this.
This is the issue.

I am using the Blender 2.82a.


texts:
I'm attempting to understand how to use nodes and currently trying to create a material which involves a pair of alternating coloured stripes. Think of a barcode, or hazard stripes.

In my first attempt, I tried using a checker texture node, which took vector information from a mapping node. In this node, I used the point setting, and scaled it so that X and Y were .1, while Z was 1. The mapping vector information was then obtained from a generated texture coordinate node.

This seemed to be fine for two out of three axes, as the X and Y had stripes. However, I could not figure out how to apply the stripes to the Z axis, which remained a solid colour. I can see why this is so, but I don't know how to create an alternative solution.

Another limitation with what I tried is that if I were to set mapping rotation to 45 degrees for example, I would get solid colours on two axes, and triangular alternates on the third, which is definitely not what I'm trying to make.

So basically, how can I create a material which is striped in all axes, and can be rotated without any sort of distortion or deformation?


texts: Only reflection from one side of glass material

texts:
I'm doing an architectural visualization and I'm using a glass material for the balconies and a fence, but I get strange effects that doesn't look good. It seems that the glass from the windows on the facade that are behind the balconies and the glass fence get some strange distortion!? Is this really correct behavior? Compare the two images.

Anyway it doesn't look nice and I wonder if it possible to prevent this? I only want reflection from the front of the balconies and the glass fence like the sky.


texts: Relative reference to object property in material driver?

texts:
Is it possible to get a value such as the dimensions (object.dimensions) of an object in the material node editor, without referencing a specific object?

In other words, I want to get the dimensions of whatever object is using the material. How can I do this?


texts: Audio volume only decreases for a few seconds

texts:
When I click on “sound” settings, I can see that I can adjust volume from 1 to for example 0.200. However, when I do that, it only remains 0.200 for one or a few frames max and then returns back to 1.000. How can I change the volume of the whole audio? I have tried clicking on “animate properly” to the right of “volume”, but it didn’t help.
Also, “pitch” works just fine - I can change it once for the whole audio.


texts: Change all bones of an already existing animation

texts:
I am a noob in Blender so I hope this question is not extremely trivial. I want to modify an existing animation. The animation is made of a lot of frames. The position of the rig is mostly fine, a part from (let's say) the head. I want the head to be slightly curved on one side, for all the frames.

Now, I can see how to do it for a single frame (through the graph editor, for example, or by moving the model and pressing I). But what if I want to do it for a bunch of frames? Is there a way to doing that fast?

Thanks


texts: Multiple objects with equal spacing on Follow Path constraint?

texts:
I want to place multiple objects with equal space on a circle to animate it later using the Follow Path constraint. Is there a easy way to achieve that?

Thanks!


texts: How does Blender know which faces and edges to automatically select when doing a multi-vert selection?

texts:
I would like to know how Blender automatically selects the edges and faces implied by the verts selected in a manual multi-vert selection in edit mode.

For example, I take the default cube, jump into edit mode, deselect all, hold shift, and manually multi-select each vert on the top. As I click from the first to the second, the edge in between becomes also selected. As I click the fourth vert the face that is made by those verts also automatically becomes selected.

When making the same kind of selection, but instead using the Python API, Blender does not automatically select the edges and faces for me implied by my vert selection.

import bpy, bmesh

bmesh.select_mode = {'VERT', 'EDGE', 'FACE'}
mesh = bmesh.from_edit_mesh(bpy.context.object.data)
for v in mesh.verts:
    if v.co[2] > 0.0:
        v.select = True

Even if I set the bmesh.select_mode to include verts, edges, and faces.

Which I suppose has its uses as well. I ran into issues with this earlier though and posted this question Python API script, why does extruding verts behave in this way? which gives a bit more context on the subject. I thought this particular point deserved its own question though.

What I want to understand is how the selection flush, in the case of toggling modes, or the monitor in the case of manually working in edit mode implies correctly and selects the edges and faces based on my vert selection. Right now that seems like magic to me and I want to know if there is a programmatic routine for essentially doing the same thing (maybe with bmesh) that is more explicit than toggling modes via bpy.ops to force a selection flush.

One option I considered is iterating through all of the faces and edges that make up the mesh, and if all the the verts that make up that face/edge happen to also be selected, then also select that face/edge. That option seems very brute force and expensive in the case of a large mesh though. Are there any easier ways to do that? Is there an API function that already does this?


texts: Blender unit conversion without scaling relative to the scene?

texts:
I'm a fairly new employee and Blender user (long-time Maya user). I may have gotten myself into a bind and hoping you all can help me out...

As a new employee, one of the first things I asked was which unit we'd be using in Blender. I was told that everything is in centimeters unless specified otherwise, and that was rare. So I quickly set my units to centimeter, saved the startup file, and never looked back.

Well here we are a few months later and I'm learning that they don't really understand how units work in 3D software, so no one had ever changed anything from the default Blender Unit. All of our tools and exporters are written assuming that 1 BU = 1 cm. But after researching, it appears that 1 Blender Unit = 1 meter. I'm the first 3D artist that the company has hired, so it makes sense that they aren't very familiar with the software. No big deal, but now I have a problem...

I have rigged and animated a few scenes, which now need to be changed from centimeters to Blender Units. Unfortunately, a simple change in the units doesn't work, because then the scene is 100x too big.

Is there a way to convert the units while maintaining the relative scale? The grid floor should appear the same size relative to the objects in the scene. Or maybe there is a way to scale the entire scene back down to the correct size, precisely and without screwing up the rigging/animation? This should be possible, as I don't have any animation on the armatures in object mode, only on individual joints in pose mode.

Thanks in advance for any tips or advice!!!


texts: How can I move a child object to a target position using python?

texts:
I want to be able to move the child object to any known position.

Find below an example:

The "Child" object must be in this exact position (-2,3,4) with no offset.


texts: How to smoothly combine objects at a right angle?

texts: I'm trying to make a walkway with planks for a game. As part of this, I need to make a walkway with a right angle. As such, I want to make a clean line where the planks heading in different directions combine cleanly. The picture should more clearly show the problem. I've tried creating a triangle and booleaning the planks, but that ended up not working properly. I used a cut tool to cut the planks as can be seen in the image. I'm stuck on where to go from here.


texts: Is it possible to parent an object to a different bone in 2 different (multiple) animation?

texts:
I'm doing multiple animation on a humanoid who has some kind of a sword carrier (I don't knonw the exact word). And so this sword carrier AND the sword are both parented to a leg bone , but only for the walk and run animation.
So I'd like to know if there is a way to clear the parent of the leg bone and parent it to the hand bone but only for the attack animation.
Hope you understood what I'm searching for and that you can answer me :D

P.S. : I already tried the 'child of' technique, but that get me to another problem of position between the animation.


texts:
I'm new to blender and I'm struggling with a few things that are probably tiny but I just can't quite get them. The biggest issue is selecting different parts of the mesh in the outliner. Specifically, selecting to make the name white on the outliner and allow me to edit that part. I click on the grey symbol with three white dots in a triangle. 1 out of 100 times it works.

The second issue is every once in awhile the texture of what I'm working on disappears. I feel like a button accidentally gets pushed and I'm unsure how to turn it back.

Before:

After:


texts:
I know that UV unwrapping is a black art, and I am just beginning to dabble in it and try and understand it. Most of the time with the things I need to unwrap either a Project From View or Smart Unwrap suffices. However I have come up against one scenario where neither will work, and all my attempts to manually unwrap have failed.

The object is basically a cube (extruded SVG shape consisting of 4 lines) into which (as you may have gathered from my other questions) lots of holes have been cut through it using a boolean modifier.

On fairly simple ones a smart unwrap works adequately, since I only need to texture the top and bottom surfaces. However when it gets more complex that fails, and you end up with a number of islands in a complete mess for one surface.  Manually adding seams around the edge of the model to slice it into 6 segments results in a complete and utter mess. Doing a cube projection ends up in a complete and utter mess.

So I am now trying to add seams around the ends of each and every hole drilled in the cube - however there are hundreds of them and doing it manually will take all week - with no guarantee of success.

Is this the right way to do it? Manually adding seams to the top and bottom edges of every hole drilled through the cube? Is there a faster way of selecting these edges to add seams? (the fastest way I have found so far is to look at it obliquely and do a box select around a hole in vertex mode, then add seam, then move on to the next hole).

I think part of the unwrapping nightmare I am having with this model is the horrible mess the boolean operator has made of the mesh. It seems to have made faces overlapping each other which isn't good. Not sure how I go about fixing that kind of thing. (update: adding enough subdivides to my cube solves that, and now I can use a smart unwrap, so this now isn't a problem as such, but good to know how to deal with this kind of thing in future).


texts: Is there any other way to make the animation look like on the image below?

texts:
I need advice oh how to make connections in my animation - I think it requires rig, or is there any other way to make the animation look like on the image in the comment below.
All I have for now is a cloud of empties, to which I parented the spheres. I would like to add lines (could use some narrow cylinders maybe) to make the connections, so it would be more clear that these are the human characters, not a bunch of dots.
What would be the EASIEST WAY TO MAKE IT? :slight_smile:


texts:
When studying set-ups for cycles materials I encounter a frequent use of Layer Weight node and also the use of the Geometry Node. As I have difficulty to understand those set-ups I have made two very simple setups for this post.

First the Layer Weight node set-up ...

And this is the result

Then a set-up with Geometry Node ...

With this result ...

Although I can see some differences I don't understand why artists sometimes seem to use layer weight and sometimes the Geometry set-up. What is the essential difference in the two set-ups ?


texts: Incorrect Vector Pass output (No Alpha & Zero Values)

texts:
I am looking to render the vector pass in a OpenExr format with all channels. I have rendered on both 2.7 and 2.8 and the generated images have an empty alpha channel. The compositor is set as follows:

Two issues arise, the first is that the alpha channel is missing on every image as can seen by the recorded rgba values at the bottom of the window in the image below:

Also where a zero value would be expected, it seems to be set to RGBA(0.0039, 0.0039, 0.0039, 0). As seen below:

The same issues spans different versions and scenes, is there something wrong in my configuration or is this a bug? Thanks for any help in advance!


texts:
I am trying to use bones in my model to (at the moment) make it wag its tail. However, when I bend the bones, the tail deforms strangely and won't bend properly. I have tried fiddling with weight painting, but nothing i have tried so far will work.

Images for reference here

EDIT: Sorry, forgot to put a picture that showed the deformation. I've added it to the album ^^. I fixed the bending issue, however whenever I bend it, the inside edge of the tail caves inwards. Also, there is this one stubborn vertex that moves significantly less compared to the other ones, although it is painted in the same weight. This might be a similar thing?


texts:
I have imported a large CAD model into blender. The objects are individual meshes no hierarchy, and now I need to group these , in order to control the scene better.
When I select a bolt for an example, I need some way to select the 300 identical bolt objects in the scene. Selecting these manually is extremely tedious and time demanding as the model is on approx. 8K mesh objects.
I am thinking that I perhaps need some way to get blender to look at both the number of vertices and the combined length of the edges of the active element and select objects with similar properties.
Can this be done in some way (python?) or is there an even more elegant solution.


texts: How would I edit every action and their keyframes using the Python console

texts:
so I've been trying to figure out what's wrong with my imported animations (I have 160) and I finally figured out how, but it takes about an hour per animation to fix. The problem was a few parts of my complex model had a z value of 0. So I am looking for a way to modify every animation at once editing every key's z scale to 1.
I use blender 2.82


texts: Find users of a material / texture / image which is not displayed in the outliner

texts:
How can one search by name for a material / texture / image datablock that is not displayed in the outliner, for example because it's buried somewhere deep inside a node tree?

Let me please describe some typical use cases to make more clear what I'm talking about:

When a material / texture / image datablock is 'buried' in the node
tree, not displayed in the outliner, and you have a lot of materials
with complex node trees, you often have a hard time finding one by
name.
For me, the most common use case is to find if seemingly-orphaned
datablocks (mostly named xxx.001 etc.) are still in use somewhere:
There are often some datablocks which stay orphaned in the blendfile
because the user count has not been set to zero correctly, and the
more complex the shaders, the more likely this is. You can
shift-delete them, but you have to make 100% sure that they are not
in use anywhere.
Besides this, it is often necessary for complex materials, especially when you
have been linking/appending and copy-pasting parts of the node tree
from other files. If the appended part uses, for instance, a texture with a name that is also used in your destination blend file, you may have to check if the textures are identical, and therefore find the other one.

Once saw an addon which did similar stuff, but not exactly this. Don't remember which, unfortunately.

Any ideas how we can make our lives easier keeping our blend files clean?

Best greetings, Michael


texts: Blender 2.8: How to render viewport animation by taking viewport antialiasing settings into account?

texts:
Do someone know how to render a viewport animation by taking the viewport antaliasing settings into account?

Thank you
Chris


texts: Use Blender's bpy in projects outside Blender?

texts:
How can I use Blender's bpy outside Blender? I need to use it in a project to check for some Blender settings in a .blend-file and to automatically start rendering. Since it should completely stand-alone I don't want to set up any paths.

Thanks!


texts: Single mesh vs separate objects parented together

texts:
If you're modeling something, when would you choose to try to make it one mesh vs using different objects and parenting them etc?
For example, in the very popular anvil tutorial by Blender Guru, he does everything in one mesh through manipulating it (and goes through a painstaking process to ensure that there is a single clean mesh).
However, in another tutorial I watched on CGCookie where a lamp is made, all the parts of the lamp are separate objects.
I've seen this question but it doesn't really discuss the advantages or disadvantages: Single continuous mesh vs disconnected parts


texts: I have a 3d solid drawing I need to import from autoCAD

texts:
I am trying to use Blender as a way of improving the look of our 3D drawings.
I have tried to research this and have managed to save original as a DXF then import to blender, however it is only showing as wireframes not as solid 3D objects!

Thank you

Yes sure,
I scale the drawing down in AutoCAD first and then save as DXF
and this is the result when imported into blender

Whats interesting is when I import the DXF back into CAD I get the same wire frame result!

I've attached what the origonal AutoCAD file looks like and shows what I'm trying to achieve.


texts: What is the fastest way to add a poly frame to a window hole?

texts:
I am proceeding like this: first I select the hole external edges.

And I make a face out of them:

Then I duplicate the face in the Y axis, and delete the old one (I don't know how to detach the new face from the main object):

Then I extrude:

Then I extrude again all faces, so to inflate the box by the right amount:

Then I delete the back face:

Then I bring the open box to intersect the wall:

Then I make FACE - INTERSECT (BOOLEAN):

Then I merge the exceeding vertexes and assign the new material:

Et voilá: frame in the wall.
I am sure this is a stupidly long and convoluted process and that there's a quick command to do this.
Please tell me it's true.
Edit: a little bit faster.
Take the 4 sides of the window, duplicate and move locally in axis, extrude along normals with negative value, delete faces in excess, then move the 4 polygons back into the wall and do the intersect boolean.
It's a bit faster. Still makes no sense.


texts: How to smooth/fillet a shape imported from SVG

texts:
I'm trying to import a SVG shape and smooth it out to be 3D printed as a necklace pendant.
Import SVG > Solidify > Subdivision and i get weird results.

Similar problem with:
Import SVG > Solidify > Smooth
I also tried remap but could not get good results.
What's the best way to get around this problem without retracing it in blender?
blender file
SVG file


texts: Segfault on 2.8 when switching to Cycles rendered viewport using bumblebee

texts:
Some infos on my system:

CPU: i5-4210U
GPU: NVIDIA 840M
OS: Debian 10 stable
OpenGL version string: 4.6.0 NVIDIA 418.74

This started to happen when I upgraded from Debian 9 to 10.
When I start Blender 2.80 (installed through snap, but happens even with the package downloaded from the site) using primusrun/optirun and then switch to Cycles' rendered viewport, Blender just crashes, closing.

Logging from terminal didn't show any error message, just a path to log file /tmp/blender.crash.txt:

# Blender 2.80 (sub 75), Commit date: 2019-07-29 14:47, Hash f6cb5f54494e
bpy.context.space_data.context = 'RENDER'  # Property
bpy.context.scene.render.engine = 'CYCLES'  # Property
bpy.context.scene.cycles.device = 'GPU'  # Property

# backtrace
blenderb(BLI_system_backtrace+0x1d) [0x1369c1d]
blenderb() [0x1153279]
/lib/x86_64-linux-gnu/libc.so.6(+0x37840) [0x7fc563a18840]
blenderb(GPU_texture_bind+0x6f) [0x40ff7bf]
blenderb(GPU_viewport_texture_pool_query+0xa7) [0x4103487]
blenderb() [0x2a227d3]
blenderb() [0x2a13851]
blenderb(DRW_draw_render_loop_ex+0x2e7) [0x2a14c77]
blenderb(view3d_main_region_draw+0x77) [0x2cdce07]
blenderb(ED_region_do_draw+0x851) [0x2d4ebf1]
blenderb(wm_draw_update+0x483) [0x1517513]
blenderb(WM_main+0x30) [0x1514c30]
blenderb(main+0x2fe) [0x10c0abe]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xeb) [0x7fc563a0509b]
blenderb() [0x114fb9c]

The backtracing seems to point that something's wrong when Blender tries to use/access libc.so.6
I ran it again using GDB, and the switching caused this error to pop up - a segfault happens, when GPUTexture is called:

GPUTexture: texture create failed

Thread 1 "blenderb" received signal SIGSEGV, Segmentation fault.
0x00000000040ff7bf in GPU_texture_bind ()

Running it again with --debug-all flag, that's what happens when trying to activate rendered viewport:

Shader file written to disk: /tmp/blender_Me88xU/0095.vert
Shader file written to disk: /tmp/blender_Me88xU/0095.frag
GPUTexture: texture create failed
Writing: /tmp/blender.crash.txt
Segmentation fault

What seems strange to me is that I don't get any crash or error when actually rendering with cycles+primusrun pressing F12


texts: I want to copy some poses to other bones such as copy movements of the right hand to left hand? I have tried Ctrl+C and Ctrl+shift+V but don't work.


texts: Part of my sphere disappears when in BGE

texts:
I'm trying to make a skydome but before I even added a texture to the spear I wanted to see if it was there when I started BGE. Part of it was gone!

can anyone help me?


texts:
I'm just getting started at Blender - so far I've been making stuff by subdividing and extruding vertices, and then filling in the faces.

Unfortunately, when I load up these models, individual faces go missing:

If it matters, I'm using the OBJ file format.


texts: How can I add an object with a material with Python?

texts:
I'm now onto coding my second blender addon but I need help. My idea is inspired by this addon. I would like to know how to make it that when the user presses add a cube button in the panel all the have to do is press z to go into material mode and the material will be displayed like how in mcprep when you add an item or mob all you have to do is press z and got material and it shows the material.
import bpy

bl_info = {
    "name" : "Minecraft for blender",
    "author" : "Master1015",
    "description" : "An addon to help you to render and create minecraft animations",
    "blender" : (2, 80, 0),
    "version" : (1, 0, 0),
    "location" : "View3D Toolbar > Minecraft Addon",
    "warning" : "",
    "category" : "Add Mesh"
}

   #This is the Main Panel
class MainPanel(bpy.types.Panel):
    bl_label = "Minecraft addon "
    bl_idname = "PT_MainPanel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = 'Minecraft addon'

    def draw(self, context):
        layout = self.layout
        layout.scale_y = 1.2

    #Operation to add basic meshes in blender
        row = layout.row()
        row.label(text= "Add Minecraft Block", icon= 'OBJECT_ORIGIN')
        row = layout.row()
        row.operator("mesh.primitive_cube_add", icon='MATCUBE', text="Cube")

    #Here we are Registering the Classes
def register():
    bpy.utils.register_class(MainPanel)

    #Here we are UnRegistering the Classes
def unregister():
    bpy.utils.unregister_class(MainPanel)

    #This is required in order for the script to run in the text editor
if __name__ == "__main__":
    register()

So as you can see my addon works because it appears in the blender UI which is where I want it to. So I now what I need help to do is I want it so that when I press add cube I want it so that when you switch to material mode it comes out as the cube on left hand side.


texts: Why isn't parent offset visible? Any tools to help?

texts:
Parent offset in Blender is difficult to understand, because there are obscured values that determine the outcome of user operations. See this question.

Are there any tools/addons to help with this? For example, a replacement parenting/reparenting function, or even a tool to simply display the internal values, to aid in understanding what is going on?

Secondary question, is there a stated or obvious reason for this seemingly intentional operational obfuscation? Is it something worth my time in seeking to drive change or offer to help change?

If you've worked with it for a while, and it now makes perfect sense to you, let me remind you of where others might be coming from. Here's a sample .blend I'm currently looking at:

All of these are simple, visibly identical plain cube meshes with identical rotation, and the object origin at the mesh center of each.

For starters, note that both D and C report translations of 0, 0, 0, and yet are in different locations, both in world space AND relative to their parent. How odd, I think. However, the real confusion is when I try to actually make parenting changes.

We know that there are various operations to unparent, keep transform, clear parent inverse, and set parent. However despite my goal of transferring the child relationship of D from parent A to parent B, nothing results in a destination of H. Various operations result in G, F, and E.

That means that if, historically I've moved something, I might be building objects with defects that cannot be measured through the UI. I had just this scenario recently. Rotations and multiple duplicates were involved, and I had to redo lots of work to get things properly aligned.

For me it was a cautionary tale of "be very paranoid of where things were historically", but that doesn't seem like an ideal lesson for me to learn. Or, maybe I'm just doing something else wrong.


texts:
I have made some chain links. I used the Rigid Body Tools and made the two end links passive and the others active. They are all set to shape Mesh. I've tried setting the weight to acrylic, cardboard, etc to lessen the pull they have when falling. How do I prevent these links from coming apart? I've even tried scaling up the scene but that also doesn't work.

Peter