texts: BGE: Overlapping alignAxisToVect v/s applyRotation

texts:
I'm quite new at Blender (and Python) and I have had some problems with a project I'm doing. Right now I'm having a little problem with two methods:  aignAxisToVect and applyRotation.

I don't know why, but every time I swap between the Python controller's mode (module and script) one of the two methods works and the other doesn't.

Here I left a link with the blend file, I commented the part that generate the problem within PlanetaryGravity.py.

To further describe the situation: I have a planet with its own orbit (and the World's gravity set to 0) and an object (Cube) that is attracted by the artificial gravity force of the planet. The Cube has a Camera parented to it and I can rotate the camera up/down/left/right with the mouse. The keys W, S, A, D are used to move the Cube over the Planet.

Now, when I use a main() function to configure the Planet's gravity (within PlanetaryGravity.py ), I can rotate the Camera and the Cube with the mouse and move the Cube with the keys, but the Cube doesn't get align to the perpendicular vector to the Planet (so the local axis of the Cube don't change and it's not correctly positioned onto the Planet's surface).

On the other hand, when I delete the main() function and use the script mode for the Python controller, the Cube's axis does get aligned correctly, but I can't rotate the Cube with the mouse (not the camera).

At the end it looks like the method aignAxisToVect overwrites the changes made by the method applyRotation when trying to rotate the Cube with the mouse. So how can I get both the axis alignment and Cube rotation to work? Additionally, why doesn't aignAxisToVect work while Python controller mode is set to Module:PlanetaryGravity.main?


texts: I have two seperate armatures I want to connect to eachother, CTRL-J adds the first armature to the second and the mesh still works as expected. But when I move the bones on one armature the bones on the other armature won't follow. So how could I get the bones to follow? The model is properly weight painted.


texts:
Could somebody provide a link to the Blender documentation or another source, where (non trivial) select operations are explained? I mean performing intersection or union using all available select tools like Border or Similar.

Note: The question is not about using Border to add or remove rectangles. This is about Intersection or Union.

For example: I have selected the faces based on their material, but now I would like to keep only what is inside the green rectangle. I don't know how to do it, and I cannot find that in the documentation (currently learning Blender).

Usually graphic applications have select helpers like Intersection or Union to combine successive basic select operations. In my case I assume it's possible in Blender to intersect my current selection with a rectangle using Border.

Please don't provide shortcuts only. Using Blender 2.7.
Thanks.


texts:
I am trying to wrap a "metal bar" partially around a rough surface like a statue.
How do I do this?

I created a "metal bar" by adding a cylinder object and scaled and positioned it to the right size
I added subdivisions to the "metal bar" so it can bend

this is how far I got.
I think the shrinkwrap modifier is a good way of achieving this, but it does not work as I had imagined.
I want the bar to stay in the x-axis plane, this can be achieved with mode 'project' in shrinkwrap and selecting the x-axis I believe but for some reason it does not project onto my statue, the bar just stays a straight bar in front of the statue.
and it should stay a bar (for some reason shrinkwrap flattens the bar like it's clay or paper when I select a different mode in shrinkwrap)
I also want the bar to behave like a semi sturdy metal bar or wire, moldable but not stuck in every corner of a dent in the statue and lay on top of the surface.
I can't get it done, please help.
here to download the stl file: https://gofile.io/d/Zbr3ff
below screenshots


texts: Reconstructing vertices and uv separate from polygons

texts:
I am trying to export the vertices, triangles, vertex normals, and UVs with blender's Python (bpy). I need code that actually works.
My program is supposed to run like this:
Loop through and create a face with UVs and verteices for each index,
Loop through vertices and create a new list of vertices and uvs that are not duplicates
Loop through faces and adjust the indices for the newer vertex list
Export
A duplicate vertex is a vertex that shares the same location and uv location as the other (I need some duplicate vertices because they do not share the same uv)
So basicly, I want to remove vertecies that have the same location and uv and create a list of faces that can go with it.
I am not sure what is wrong with my code. I could share images onces I figure out how.

#import bpy
import bpy

#my house
house = bpy.context.object.data
uv_layer = house.uv_layers.active.data

#basics
triangles = []
vertices = []
uv = []

#(the house is already split into triangles)
for i0, tri in enumerate(house.polygons):
    triangles.append([])#create a list
    for loop_index in range(tri.loop_start, tri.loop_start+tri.loop_total):
        i1 = house.loops[loop_index].vertex_index#vertex index

        triangles[i0].append(i1)#add vertex index to triangle (all I want)
        vertices.append(house.vertices[i1])#add vertex
        uv.append(uv_layer[loop_index].uv)#add uv
#new arrays
newvertices = []
newuv = []

skip = []#contain indices that should be skipped

#-1 means it should not be skipped
for i in range(len(vertices)):
    skip.append(-1)

#loop through vertices
for i, vert0 in enumerate(vertices):
    if skip[i] == -1:
        index = len(newvertices)#amount of new vertices

        skip[i] = index#this index routs to the newest vertex

        #create new vertex and uv
        uv0 = uv[i]
        newvertices.append(vert0)
        newuv.append(uv0)

        #loop through remaning vertices
        for j in range(i+1, len(vertices)):

            #create vertex2 and uv2 for testing
            vert1 = vertices[j]
            uv1 = uv[j]

            #if vertex1 is vertex2
            if vert0.co == vert1.co:
                #if both vertices have the same uv
                if uv0 == uv1:
                    #mark this index as skippable and rout it to the newest vertex
                    skip[j] = index

newtriangles = []
#re-order triangles
for i in range(len(triangles)):
    newtriangles.append([])
    for j in range(len(triangles[i])):
        newtriangles[i].append(skip[triangles[i][j]])

vertex_str = ""
normal_str = ""
triangle_str = ""
uv_str = ""

for vertex in newvertices:
    vertex_str += "%s,%s,%s,"%vertex.co[:]
    normal_str += "%s,%s,%s,"%vertex.normal[:]
for tri in newtriangles:
    triangle_str += "%d,"%tri[0]
    triangle_str += "%d,"%tri[1]
    triangle_str += "%d,"%tri[2]
for uv in newuv:
    uv_str += "%s,%s,"%uv[:]

f = open("c:/users/.../desktop/house/triangles.txt", "w")
f.write(triangle_str)
f.close()
f = open("c:/users/.../desktop/house/vertices.txt", "w")
f.write(vertex_str)
f.close()
f = open("c:/users/.../desktop/house/normals.txt", "w")
f.write(normal_str)
f.close()
f = open("c:/users/.../desktop/house/uv.txt", "w")
f.write(uv_str)

[2]: https://i.stack.imgur.com/xAGM0.png![enter image description here](https://i.stack.imgur.com/ihNKb.png)


texts: Is there a way to change the emission number of a particle system, without affecting the emission number of the mesh it's separated from?

texts:
I have a mesh with a particle system.

I then split the mesh (using P > "separate by selection") and have 2 objects with 2 particle systems.

However, I like each particle system to have a different emission number, so I select U > "Object & Data, Materials + Tex".

I can then remove the particle system from one mesh (and the other remains), but I can't alter the emission number of one without affecting the emission of its counterpart. Is there another way to separate data I don't know about?

Current Solution:

There is a workaround if I delete one system, then re-add it with the appropriate number, but I'm wondering if there's a better way already in place.


texts:
I have a .pdf file that contains a campus layout. It can be enlarged to extreme (2400X) limits.

I wish to use it to produce flythroughs and as a frontpiece for database access of various information, hardware specificities, electric, fiber and other systems through hot-point selection.

Can I get the .pdf file into Blender and will it autoscale?


texts: How to set a different snapping option for Translation and Scale

texts:
I need vertex snapping:
closest, scale
active, move

I really struggle to enable the closest and active options, they either turn on while closest or active... I dont know how to turn those separately on, i tried python script, but it end up truning scaling and moving in active mode, not scaling in closest mode. Please help me, i really need this to save my life.
This is what didnt work for me:
import bpy

bpy.context.scene.tool_settings.snap_target = 'CLOSEST'
bpy.context.scene.tool_settings.use_snap_scale = True
bpy.context.scene.tool_settings.snap_target = 'ACTIVE'
bpy.context.scene.tool_settings.use_snap_translate = True

Thank you very much.


texts: I'm modeled a a tree before some days and right now I'm trying to texture the leafs. Is it possible to just texture one of the hexagons as a leaf and to apply the texture of this one to the others ? Thank you.


texts:
I started blender up today and it crashes on launch. I uninstalled, and re-installed to no avail. I tried debugging and the following information is available:

Unhandled exception at 0x00007FFBC58BC2A0 (Wacom_Tablet.dll) in blender.exe: Stack cookie instrumentation code detected a stack-based buffer overrun.

As the error refers to a "Wacom_tablet.dll", I have been using the tablet with blender with no issue until today.

Any advice on how to resolve this would be greatly appreciated.


texts: How to place vertices evenly spaced along a path\curve using Python?

texts: How would I go about placing vertices spaced evenly along a path or curve? I've looked at the Extrude Along Path addon, but I don't get the math, and it's doing more than I want to do. To be more specific, I need to know how to get the location of where to place the each vertex.


texts: Why can't I set the object on a many modifiers?

texts: In this specific case, I'm trying to apply an armature modifier but when I click on the dropdown menu no object names show up (see image), if I try to select the object with the eyedropper it says "failed to set value" if I press apply it says "modifier disabled, skipping apply" how do I get the modifier to work?


texts: How can I edit the bones in an armature without affecting the mesh parented to it?

texts:
I have figure that is made out of a set of separate objects, kind of like a marionette. I want to animate it with one, unified armature. I already parented my armature to the figure and made some testing animations. During this period I found out that the joints of the armature are not quite where they need to be for optimal posing. My problem is when I edit the armature in edit mode, the tweaked bones take the parented objects with them, deforming my figure.

To demonstrate this I have a small self contained example:

First I have my figure made of separate objects.

Then I create bones for them, separately, to eliminate the need to weight
paint later.

I parent the bones to the objects with the bone option.

Then I join the bones.

And then, when I proceed to parent the bones to each other, the first problem arises: the meshes deform with the bones, even though I did the parenting in edit mode.

Then finally, when I tweak the bones, again, in edit mode, the meshes deform further.

I also have the .blend file of the example.


texts:
I created a model basically composed of a number of spherical shapes in 3D. I would know like to fill the space between the these objects. More or less like cement around bricks.

I have looked around wuite a bit and could either not find a solution or not understand it.

Any help would be very appreciated.


texts: How do I assign a material to an Archipack object?

texts:
I use Blender 2.79 and am still pretty much a beginner.

I tried both Archipack and Archimesh. Archipack seems a bit more comfortable but I don't know how to assign a Material to it or change it from the default grey to something different. In Archimesh that is easy. I would like to use the Principle BSDF Shader and Cycles.

I cannot find documentation on either of those addons either... just a long thread in a forum.


texts: How are vertex normals being calculated regarding object origin?

texts:
There is simple uneven surface:

Its origin point is located where 3D cursor is. Once selected edge loop is extruded its vertex normals are expected to be as a continuation of connecting edge, like:

However they are shifted            and are oriented down:

If changing origin point they change their orientation. They get approximately desired orientation if origin point is snapped to 2 vertices of the edge loop not selected on the first screenshot.

Are vertex normals oriented regarding the origin point location ?
How to orient vertex normals of the mesh to be oriented as a continuation of adjacent edges ? (this could be useful for some cases like scaling along normals etc.)


texts: My mesh won't deform with rig until after I click

texts:
So I was confused because my mesh didn't look like it was deforming with my rig, like I parented it wrong or maybe there was a missing Armature Modifier. But it's all there (And I cleared and repeated the parenting process like four times). So I tried to move it again, and happened to click to accept the bone placement, and ONLY THEN the mesh moved to fit the Rig. Why is this not moving live with the Rig like normal?

Thanks.

Youtube Video of my prob.


texts:
I am working with a very old mesh; actually it is a terrain. I selected a part of it, where the surface of water is. You may think it does not look too good and you may be right as well.

The surface is like two surfaces on the same plain, so when it comes to render, it looks like this (I highlighted the area of overlap):

I used disolve faces on this, where this texture was used, but as you may see, it is still two surfaces:

Sure I could remove faces easier now, but I thought there may be a better way for this. I want to:

merge the surface into one, preserving the UVs OR
delete one surface (problem here: bigger parts, what I would love to keep are
sometimes hiding the scattered surface, and I can not select that, to
delete) OR
optimize this magically, to "just make it work"


texts: “LMB-drag anywhere” in Blender 2.9 defaults to select

texts: Total beginner here using Blender 2.9 and trying to follow the fundamentals videos for 2.80. Videos keep referencing the ability to choose a tool in edit mode, select the object/face and “left click drag anywhere in the viewport” to use the tool. Except when I “left click drag anywhere in the viewport” it just goes back to Box Select and does absolutely nothing with the selected tool (like Move or Bevel or whatever). Is this something that was changed in 2.9? I can always use the yellow tool handle that appears after choosing a tool and the face to be altered, but it’s frustrating having the uncustomized software not acting like it’s shown in the videos. What’s going on here?


texts: How to close off a section not to get Ngon modelling with subsurface modifier

texts: I've got a section of a mesh I'm practicing with subdivision modifier and topology. I'm left with one vertex and I can't figure out how to close off the topology with quads, I cannot go outside the red border, it has to be done within or else I'd cut right through. And also I'd like to know if my topology is correct making quads.


texts:
I had problem spearating two faces (planes not cubes) there's probably easy way that I don't know for some reason. Here in the link, there's exactly what I was trying to do.
Thank for any help.

https://imgur.com/a/RWDWtuA


texts: I have multiple cameras in a scene. What I want to do is to change which one is active. This way I can view the scene from different angles. How would I do this?


texts:
I am modelling for 3D printing. I want to the drop faces to that slope.

How it is possible to limit extruding by the slope to avoid cutting through like in the second image?


texts: Transfer uv maps operation error or Mesh not identical?

texts:
here are two sets of mesh which looks identical, vert edge face count and even the vert index order are the same.
when use “transfer uv maps” from 2 to 1, 1 as active object. mesh 2’s uv is messed up (UV vert split up). vice versa.
if duplicate them and use transfer uv maps operator on their respective duplicates, ( after altering their UVs a little bit) the results work as expected.
how to make sure mesh 1 and 2 are identical? or in this case it is operator transfer uv maps error?
here is the file(http://uploadmb.com/dw.php?id=1604139792&/UV map transfer.blend)
and screen grab:


texts: Blocking the camera without blocking lights

texts:
In cycles, how can I make an object opaque to the camera, but transparent to light?

I know this can be done in compositing, but is there a way to do it at render time.


texts: How to recreate this kind of line animation in Blender?

texts:
I'd like to create a line animation like this one :

(Jupiter Ascending UI for info)

The question has been asked here and the person who created this animation replied, but with indications for Cinema 4d's Thinking Particles along with a file :

https://forums.creativecow.net/docs/forums/post.php?forumid=2&postid=1110256&univpostid=1110256&pview=t

Can this be replicated in Blender ?

I tried with particles & forces but i cannot get near that. For example, one of the problems is that particles are going in all directions, intersecting paths of each others.


texts: Viewport in blender 2.8 is all black. No problems with 2.79b

texts: I downloaded and installed blender 2.8. But the viewport isn't working properly. Instead of displaying the objects, the grid, all I get is a black void. I don't have a clue what the problem could be.


texts: Why does part of my model disappear when I zoom in on it in the 3D Viewport?

texts:
I'm having an odd issue - When I try to zoom in on a detail using my MMB, the "camera" in the 3D view seems to be cutting off the exterior surface of my object and showing me the inside instead. I'd expect this behavior, but only when I was much more zoomed in.  If I zoom out a bit (one click on the scroll wheel) then I can see the exterior as I intend.

Is there any way to adjust this behavior?  Thanks!


texts:
I Would like to assign an Inset tool on Ctrl+Shift+RMB and everything is fine except that when I release RMB tool cancels inself due to its own parameter (release RMB to cancel)

Video Example

Is there any way to disable 'RMB to cancel' in that specific tool?

Some tools like Knife do have a Modal Maps which allow to set 'No Operation' state to cirtain circumstances like mine, where 'RMB-Release'should Confirm operation instead of Canceling it.

I have just started to use Blender and concidering migration from Modo and the most critical parameter for me is customization


texts: Vertex moving other vetices (not proportional editing)

texts: I have not have enabled proportional editing.


texts: Fixing normals without getting in edit mode

texts:
I'm modeling a complex object,i did the high and low poly versions of this object and now i'm going to bake the normal maps ,but i've got a problem. I Split this object in a couple pieces,then i joined them together. I did for the lowpoly version, some normals got inverted, so i went to Edit mode>Control+N and it got fixed. The high poly version got those inverted normals aswell when i joined the pieces, however when i try to Edit mode>Control+N it crashes the whole PC because it has to many quads. I have a quite good PC for modelling (Core I5 3470/ GTX 760 / 12GB RAM)

I was wondering if there any way to fix the normals without getting into edit mode. Can you guys please help me? Thank you in advance


texts: I need to make the vertices of a mesh follow a path / curve so that the mesh deforms as it follows the path?

texts:
Edit: During an animation. I do not mean an extrude but animating the vertices of a mesh along a predefined path curve.

I have a mesh and a complex path curve. I'd like to make each individual row of vertices on the mesh follow the path. I don't know how to do this.

I currently have animall and standard latest version of blender. I can add any other extension i need to complete this task as it is crucial to the project i am making.

1) i have a custom path curve in two dimesional space (the third dimension is locked, static)

2) i have a mesh perpendicular to the path curve (mesh is in x - z and the curve is in y - x)

3) I want to make the mesh follow the path curve to get a nice animation of a piece of endless track rolling down a production line

http://imgur.com/a/D15Ty

Ignore the curve atm it's just a test curve. I want the mesh to deform according to the shape of the curve so i can fake the physics and make a fast and neat animation of a rather complex motion by making the path curve by hand.

I want the vertices of a mesh to follow the path (mesh deforms as it follows the path) with all vertices with the same Y coordinate moving in the same way.

edit: some styling.


texts: Problem with bone animation with 3D cursor as pivot

texts:
EDIT: I solved it by simply making smaller rotation increments with more keyframes. Would still be interesting to know the cause and if there's a better solution though.

So I'm trying to simply animate the rotation of a bone using the 3D cursor as a pivot. When I rotate it myself it works fine this way:

However when I animate it, the rotation ends up looking like this instead:

What's the cause of this and how can I fix it?


texts: How to create see-through-walls shader, similar to shaders in games when a character stands behind a wall

texts:
I'm trying to create a shader, that will dissolve a wall on a certain spot (or any object), when I need it to. Here is an example of what I'm trying to do.
unity shader example
Here is what I created. It works pretty well when I use it on a plane with no depth or a cube. However, when I use it on more complex objects, some walls become visible. Enabling backface culling solves a lot of issues, but it is still not ideal.
How can I improve the shader so it completely erases all walls that are under the influence of the Empty object?


texts: Edit custom properties cycles_visibility

texts: After boolean operation with BoolTool addon new line appeared in cycles_visibility under custom properties. After that, object is no longer visible on render. How to remove this line?


texts: I have created a node based procedural displacement on a mesh. How can I now bake a displacement map from that in cycles?


texts: Blen4web and Alembic animation not playing

texts:
I created alembic files from different 3d software (from iclone type ogawa for Blender).

When I import the alembic file into Blender 2.78 (together with the blend4web SDK latest release) and play the timeline the animation runs smoothly, but when exporting the scene the json or html files do not play the animation.

The Problem

How do I transfer the animations from alembic to mesh so it can be played after the scene is exported in json/bin or html format ?

I also tried using an add-on, but it didn't work. Here is the link to animation jointer.

It helps joining all the animations in one and creates keyframes per frame animated plus other features.


texts: Collapse/Hide appended collection in Outliner through python

texts:
I'm appending some collection from other blend file using bpy.data.libraries.load(filepath, link=False).
I want to collapse all collection after appending is done.
From https://blender.stackexchange.com/a/159001/115433 I've got code to work separately but when I add code with appending code, only collection before appending gets collapsed. Newly appended collection does not get collapsed.
import bpy

class DIAMOND_OT_collapse(bpy.types.Operator):
    bl_idname = "diamond.collapse"
    bl_label = "collapse"

    def collapse1(self,context):
        areas = [a for a in bpy.context.screen.areas if a.type == 'OUTLINER']
        print(areas)
        for area in areas:
            area.tag_redraw()
            bpy.ops.outliner.show_one_level({'area': area}, open = False)
            area.tag_redraw()

    def collapse2(self,context):
        screen = context.screen
        collection = context.collection
        collection = bpy.data.collections["Collection 4"]
        view_layer = context.view_layer

        outliners = [a for a in screen.areas if a.type == 'OUTLINER']
        c = context.copy()
        c["collection"] = collection
        for ol in outliners:
            regions = [r for r in ol.regions if r.type == 'WINDOW']
            print(regions)
            c["area"] = ol
            c["region"] = regions[0]
            bpy.ops.outliner.show_one_level(c, open=False)
            ol.tag_redraw()

    def execute(self, context):
        self.collapse1(context)
        return {'FINISHED'}

class Import_Scene_Collection(bpy.types.Operator):
    bl_idname = "diamond.import_scene"
    bl_label = "Import Quad Scene"

    def change_collection_visibility(self,context):
        children = context.view_layer.layer_collection.children
        col1,col2 = children.get('Collection 2'),children.get('Collection 3')

        col1.hide_viewport = True
        col2.hide_viewport = True

    def change_viewport_shading(self,context):
        areas = [a for a in context.screen.areas if a.type == 'VIEW_3D']
        for area in areas:
            for space in area.spaces:
                if space.type == 'VIEW_3D':
                    space.shading.type = 'MATERIAL'

    def import_quad_scene(self,context):
        link = False
        filepath = "path/to/dummy.blend"

        #import saved scene collection
        with bpy.data.libraries.load(filepath, link=link) as (data_from, data_to):
            data_to.collections = [c for c in data_from.collections]

        # link collection to scene collection
        for coll in data_to.collections:
            if coll is not None:
               context.scene.collection.children.link(coll)

        context.scene.view_layers.update()

    def execute(self, context):

        self.import_quad_scene(context)
#        self.change_collection_visibility(context)
#        self.change_viewport_shading(context)

        bpy.ops.diamond.collapse()
        return {'FINISHED'}

class ADDONNAME_PT_main_panel(bpy.types.Panel):
    bl_label = "Diamond Quad Base"
    bl_idname = "ADDONNAME_PT_main_panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Diamond"

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

        row = layout.row()
        row.operator(Import_Scene_Collection.bl_idname)
        row.operator(DIAMOND_OT_collapse.bl_idname)

classes = [ADDONNAME_PT_main_panel,DIAMOND_OT_collapse,Import_Scene_Collection]

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()

I have attached dummy blend file from which you can import collections :


texts:
I've created a simple mesh (a cube) and two simple animations for it.

First animation - cube going up and down (its location was adjusted and keyframed).
Second animation, an modified copy of the first one - cube rotating back and forth (location and rotation were keyframed).

Then I pausing the second animation in the middle, so that cube is rotated for an angle, and switch action to the first one. Cube rotation still applied. It moving up and down normally, but it also has rotation left from second animation, from particular frame where it was paused.

Is it expected behaviour? Because I expected, if there is no keyframes on particular transformation, then it must be set to some default value, not captured from another animation current state.

Also, this effect is additive - if several actions exists which using different transformations, then switching between them make the model to be a total irreversible mess.

What have I do wrong?


texts:
I come with a rigging question. I am not the best at rigging, but I've had a request to create a character with arms similar to the character Tentacular from the upcoming movie Rumble. See images below.
I'm stumped on how I might put the rig together. Would anyone have any suggestions? Thanks so much in advance for any thoughts or ideas!
He looks like this:

His arms split from 3 tentacles and essentially braid together to make arms.

I'm wondering how I might achieve this effect in my own rig?
Here is my WIP model:


texts: When exporting blender fbx to unity, the rigify Human(Meta-Rig) has various issues that unity does not seem to have the ability to fix under the avatar/configure. Typically, the head is always missing and the hands will not map. Everything works great in Blender? I have tried reducing the spine bone count, regardless, the head is always missing. The typical hand error starts with "Left Thumb Proximal Transform 'DEF-thumb.01.L' is not a child of Left Hand Transform 'DEF-hand.L'". The hands are parented and weight painted in Blender and work great, very confusing. I have tried swapping bones in hands and all option produce the same error? Any help is greatly appreciated.


texts: Permanently save reference to ID objects in Python

texts:
I am writing a custom render engine, and I need to store permanent reference to ID types such as Object, Material, Image. But since these are likely to change when you do Ctrl + Z, or do some other actions, I can't just store a usual reference to the object.

I know this can be done in properties using a pointer property. Can I simulate this behavior or instantiate the property somehow without actually assigning them as a custom properties, just in regular python code?


texts:
I'm having an issue I've tried fixing for literal weeks now. I've exhausted all the resources I could, but in short, I created an ultra low poly character that just WON'T rig right. I've attempted doing separate bones, and not using rigify, but ultimately, I imagine this will be a major pain when it comes to trying to do a walk cycle. In the picture, I've circled some areas I'm assuming are an issue, as I'm going with an icosphere for much of the joints (ankle, shoulder, elbow etc).
Am I doing something wrong, for why rigify is ineffective? Is using single bone setups like this feasible for movement and rudimentary animation?


texts: Bullet particles not colliding with cell fractured model

texts: I have a particle system emitting a bullet object with collision and rigid body. I have it so the particles collide with a cell fractured object which also has collision and rigid body. I have tried increasing mass of emitted object but it won't work. How can I get this to work?


texts:
I must be missing some basic understanding in the workflow of a fluid sim.  If I create a collision object, an flow object (inflow) and a bounding domain object, I would expect I could bake and see water in the animation.  This is not always the case.  I run thru some simple water simulations that work but sometimes when I do similar I get no fluid after baking.  What is the secret sauce I seem to miss?  If I do a Quick Fluid I get a similar Domain and Inflow object that work.  Do you see any problem with this simple fluid sim setup and why I get no fluid after I bake All and run the timeline?
Domain Object

Collision Object

Inflow Object


texts: My object consist of many trees. So if I "bake" any of the tree at the end I have many pieces and I have to use Ctrl+J to join them. Is there a way to join all the trees together into one big tree and to get a united polygonal shape?


texts: What does the fourth parameter that 'diffuse_color' takes in Blender 2.9 do?

texts:
It seems that the diffuse_color definition has changed in Blender at some point as older scripts in which it was defined by the struct with 3 parameters now it requires the struct with 4.
Does anyone know what is the meaning of the fourth parameter?


texts:
I'm looking to have two objects shoot smoke out into the air, but when I put the two flow objects relatively close to each other, the left stream of smoke doesn't work as expected.
The top photo shows the smoke behaving fine when the objects are a few feet apart, but the next photo shows the problem when i move them closer. The normals on both are facing outwards.
Blender File


texts: Voxel Data texture in Blender (Especially for Cycles/EEVEE)

texts:
What I'm up to?
I would like to render some CT/MRI data. The data is represented as a 3d array with float values. (Or a sequence of 2d images)
My scheme
As the blender manual describes, procedual textures have their 3D structure.
With the trick in the stack exchange QA (
Controlling volume density), this 3D structure can be visualised.
Thus, all I need to do is to convert the 3d array to a 3D texture.
Please help me achieve this either by node or scripting(preferred).
Thanks.
EDIT
The picture below shows that the single image version is rather simple.

The following is the .blend file for the above screen shot. (Although, you might not have the image texture with it.)

The tasks above can be achieved in Blender Internal (see comments). I am now eager to know a Cycles/EEVEE solution


texts:
Sometimes I bevel two edge loops right next to each other that will end up touching each other.  This means that when I bevel them they will eventually meet, and they will have the potential to overlap each other.  Is there like a bevel clipping option or something that will keep these from overlapping, but will allow the last bevel loops to come to the same position so I can simply click merge to remove the doubles?  Hope this makes sense.
Think similar to the clipping effect for the mirror modifier.


texts: Launching blender on the command line results in a error

texts:
When I launch blender from the command line, it results in the following error:
❯ Blender -d
Switching to fully guarded memory allocator.
Color management: using fallback mode for management
Color management: Error could not find role data role.
Blender 2.90.0
Build: 2020-08-31 12:16:14 Darwin Release
argv[0] = Blender
argv[1] = -d
BLT_lang_init: 'locale' data path for translations not found, continuing
Read prefs: /Users/jayjayjay/Library/Application Support/Blender/2.90/config/userpref.blend
read file
  Version 280 sub 39 date unknown hash unknown
Color management: scene view "Filmic" not found, setting default "Standard".
blf_load_font_default: 'fonts' data path not found for 'droidsans.ttf', will not be able to display text
uiStyleInit: error, no fonts available
blf_load_font_default: 'fonts' data path not found for 'bmonofont-i18n.ttf', will not be able to display text
blf_load_font_default: 'fonts' data path not found for 'bmonofont-i18n.ttf', will not be able to display text
Warning! bundled python not found and is expected on this platform. (if you built with CMake: 'install' target may have not been built)
Fatal Python error: initfsencoding: unable to load the file system codec
ModuleNotFoundError: No module named 'encodings'

Current thread 0x0000000129716dc0 (most recent call first):
[1]    8791 abort      Blender -d

Is there a way to resolved this error? All the libraries are in the place they were when they were installed.


texts: How to normalize the color values of a shader (Pointiness)?

texts:
The contrast for the pointiness changes depending on the vertex density on the model. The Normalize node to have a value range of 0 to 1 isn't available in the shader editor. I thought it would be maybe possible to get this result with some Math nodes.

On the image bellow I am trying to get the same contrast between those two Suzannes, they have a different material each:


texts:
I have 2 animations inside the same blend file, they appear as different animations in the action editor and the timelines change when I choose between the two in the drop down menu, but the actual animation does not change; I'm stuck on my run animation and I would like to be able to switch to my idle animation

My blend file:

https://www58.zippyshare.com/v/jkvFtxvV/file.html


texts: lack of geometry on the render, but not in the viewport

texts:
I've got a scene with paper sheets moving along paths (with a modifier).
But there is something weird : while everything looks fine on the viewport, it seems that there is a lack of geometry when rendering (we can see kind of horizontal lines on the paper).

I checked : I have soft shading enabled on the meshes, I have a subdivision modifier enabled (on render too), and I also checked the resolution of the curves (12 on preview, 0 on render)

So why this ?

Thanks !


texts: Shrink-wrap modifier causing heavy lag to the parent mesh

texts:
Following a tutorial for Blender 2.79. Yes, I know.
I'm trying to model a Dodge Challenger, and I used a shrink-wrap modifier to more or less "attach" them to the parent, or target mesh (this is the main body mesh). I found out that vertex movement on the main body mesh was very slow, like 1-2 fps. For a while, I couldn't figure it out. Then, I started deleting different individual models. After i deleted all of the markers, the lag went away. For the record, I moved it into 2.9, and it still lagged.
The markers have 5 modifiers. Mirror, shrink-wrap, subsurf, solidify, and edge split. I put shrink wrap at the top, but it didn't change anything
I didn't model each marker separately. I copied them and moved the vertices accordingly. Could this be a problem?
Q: Why is the shrink wrap modifier causing so much lag? Can I fix it?


texts: Blend-Files Preview Thumbnails with Background Images

texts:
in March 2019 when Blender 2.8 non-stable was released, there was a feature added which is apparently missing now from the 2.8 stable release.

In the previous release you could see the camera background images in your .blend thumbnail preview.

With 2.8 stable they're all gone. Is there any way to get this feature back?

Thanks!


texts: Change Image sequence frame only every nth scene frame?

texts:
Is it possible to only change the frame on a image sequence on every nth scene frame?

For example, if I have a 6 frame image sequence, and I want it to last 30 frames, It should only change to the next image every 5 scene frames.

Is this possible?

This is a image texture in cycles.


texts:
I want to have my material base colour a transparent to let the image below show through. At the moment highlited with pink circles the colour is black.
I am adding an image texture to the material which i want to be visible.
Is this possible?


texts: Is there a way to animate objects as one temporarily without "independent movement"?

texts:
I've been working on making a Minecraft Rubik's Cube, and while trying to animate the rotation of a face (with pivot center median) the pieces of the face move independently. Even when they are grouped this happens, and parenting wouldn't work because then I would have to parent every possible side combination just for a turn. Is there any way to move a side as a group without this weird rotation (Sorry I'm not the best in Blender :P)?

Thanks in advance!


texts:
I have an animation with some characters moving at a relatively decent speed. I am using the Vector Blur node (and a vector pass, of course) to add motion blur to the renders. I am using an HDRi as a sky/light source. Unfortunately, when the moving objects move in front of the sky, strange aliasing issues seem to appear that are not as present elsewhere.

Could somebody please direct me to a method to reduce this unfortunate artifact?


texts: Render result looks different than render view

texts:
I managed to create a throne with a dragon egg on it. Now I am facing a problem:

When trying to render it, the shape of the egg, looks way different than in the render view. It seems like the texture doesn't apply. It looks quite good in the render view though.

Anyone who can help me here? I am using Cycles in Blender 2.8.

Here the file: https://drive.google.com/open?id=1vCU6KnPzfw1ZMjgM7lQ_nmOUs5Eap2V9 (too big for blend-exchange unfortunately)

Thanks!


texts: UV Layout Does Not Match Image Texture Files

texts:
I have .fbx meshes exported from 3Ds Max. These meshes were originally extracted from Umodel (Unreal package file [.upk])

There are 3 separate texture files for this mesh

but the UV layout is just 1 (it looks like all 3 UV layouts were placed side by side, combined to 1)

I was able to manually fix the issue by combining all three image textures following the mesh's UV layout

but I'm wondering if there's an easy or automated way to do the following in Blender:

Separate the combined UV layout.
That way, I can have 3 UV layouts for 3 image textures.

OR

Combine all 3 image files into 1 without having to manually do it using an image editor. Maybe a node or material setup.


texts: How to make low poly -> high poly without loosing the edges?

texts:
I am learning blender, and I discovered the Layer brush in sculpt mode - it worked great for what I was after, except I noticed only after hours of sculpting that it didn't use Dyntopo for some reason! - Now my model has stretched geometry on the edges..
I can't use shift click as this just smoots the edge (i need to retain sharp edges but loose those artifact looking polygons, here's 2 screenshots:

Note: I tried remesh didn't work well, I also tried detail flood fill - this did increase the polygon face count where it was stretched.. but it also retained this strange rugged edges..
Thank you!


texts: Animation with physics, UV sphere can't fall through the ''empty'

texts:
I've got the problem while creating animation with physics in Blender. So I have two spheres and a tank. The aim is to get both spheres come through this tank.

1) Yellow sphere animation is based on physics (both sphere and tank are set as rigid bodies), BUT it can't fall into the tank, like there is no empty in there.

2) Red sphere animation was made as simple keyframe animation, it works pretty well but it not realistic, so method with physics is preferable.

Maybe someone had this poblem and could help me to solve it.
Thanks!


texts: How to force a node group input field to display a slider?

texts: I have created a couple of node groups with some "group-inputs-sliders" (The one called "Roughness" in the bottom picture). I would like it to have the blue-bar slider like the blender native ones. Thanks (:


texts: How to assign a new material for each object using Python?

texts:
Is it possible to assign a new Material(Principled BSDF shader) to each mesh or a selection of meshes in my scene using Python?
The script should use the individual mesh name to name the material and delete the existing material if there was a material before.
How can I approach this problem?


texts: Background image not appearing in motion tracking render

texts:
I have another project that is exactly like this one but that one works, even though they have the exact same compositing setup. Any reason why this one doesn't show the background?

Blend file: https://drive.google.com/file/d/1Zsjwe7C50eo_h7rROzzBAzxy1M5y_gZI/view?usp=sharing


texts: Custom nodes, node limits, and compile times

texts:
I am working with some very complex custom toon shaders in Eevee. This causes several problems. First, the compile times are atrocious. Second, I am in danger of hitting the node limit if I also use complex procedural textures. Third, when trying to use AOVs, I hit the GPU instruction limit. I am trying to find out if I can help any of these issues with custom nodes.
My experience with custom nodes is with this addon that adds many new procedural textures (its paid, so I can't share it directly.) I had been using a hexagon tile procedural texture from this addon, but wanted to share the file with others. Since I couldn't also share the addon, I re-created the same hexagon tile texture as a group out of regular nodes. This caused me to hit the node limit (I was using several of them). This leads me to believe that, for whatever reason, custom nodes only count as a single node against the node limit, whereas a node group doing exactly the same math counts as its full node count. Is this true?
I also noticed that my compile times when using the custom node were not too bad, but when I switched to the node group version, they became terrible. Are custom nodes somehow saving on compile time? If so, how? Could I save more by making a custom node version of my big shader group?
Are there any other options for optimizing my setup?


texts: Find location of a specific point on a UV texture on the 3D object

texts:
I am creating a simulation to later on use with OpenCV to detect black and white square markers on an outdoor terrain. For the markers I am using the following texture:

The markers are applied to a terrain using a shrinkwrap modifier in my simulation. In order to verify my openCV algorithms I would like to know the exact position of the inner corner of the markers.

Is it possible to somehow mark the inner corner in my UV texture and be able to retrieve its position in the 3D object (after using the shrinkwrap modifier)?

Alternatively, how could I at least find the center of the marker object after the shrinkwrap is used (as I need the actual position of the marker on the rendered image)? This would assume that the inner corner stays in the center of the marker, which is not necessarily the case with the modifier. However, it is at least a starting point.

Thanks in advance,

Nils


texts: Blender_icons_update.py - SVG icon generation to DAT file issue

texts:
I have been trying to run the python blender_icons_update.py blender_icons.svg command from command prompt in the \release\datafiles folder, but without any luck. I get these errors:

FileNotFoundError: [WinError 2] The system cannot find the file specified

Line 10 (in the blender_icons_update.py)  when it does the run(cmd) in line 33.
subprocess.check_call(cmd)

Something is wrong with the subprocess. What is the fix?

I have correct Python versions installed (2.7 and 3.5.0), Blender 2.79b installed, and... what is missing?


texts: How do I rotate the viewport, without leaving the x/y-plane?

texts:
I'm looking at an object, sometimes very close, to check visual heights. I'm in orthographic view, straight front.

Now I want to rotate slowly to the left/right side, without leaving the xy-plane (while constructing, not for animation). But every slightest move of the mouse kicks me into space, and I can't check exactly.
I know rotating while pressing alt key. But this is very crude snapping. I need to rotate smoothly or at least in about 5° steps.
I'd like to press Z key, and then keeping movement always stable in xy-plane (like on grap or rotate). It also could help on other axes, or even local coordinates.
How can this be done?


texts: Can't change shapekey values on a linked mesh?

texts:
So, I need to show the same human body in a few different states (like "smile" and "frown"). Yay shapekeys!

Unfortunately, when I link this object from the asset file to the rendering file, I have to make the mesh a local copy in order to change the "weights" of each shape key for each instance of the body that I want. I.e. one body using "frown" and another using "smile" would have to use different settings, and each have to be local (can't remain linked to the original mesh).

Furthermore, each body in my scene that needs to use one of the shapekeys has to be its own copy, it can't be an instance of the other bodies in the scene without them all sharing the same shapekey settings. I.e. "frown" and "smile" can't even share a mesh in the same file, without also sharing the amount of "frown" and "smile" that they use.

This is a problem, because anytime I update the original mesh, none of the changes propagate to the other models (because they aren't linked anymore, they're local). So, I have to go relink, make them local, and set the shapekey values for each one.

What I'd like to happen is to link the same object multiple times, and set each one to use different shapkeys, that way I only have to update the single, original mesh, and all the rest get the updates. For example, if I want to change the shape of the arm, I want that change to be the same regardless of the shapekey, so I'd like to just make that change once. Right now, my options are to use separate objects instead of shapekeys (and hope that I can perfectly copy any changes between the separate objects), or to continue like I have been and reset all of the bodies anytime they need to get a change that I made to the original.

Anyone know a way to make this simpler? Is this what proxies are for? Or is this just not doable in Blender?

It makes sense that shapekeys belong to the mesh, but it doesn't make sense (to me) that multiple instances of a mesh can't be using different shapekeys at the same time.


texts:
I use blender 2.81 at start, I get this error, the drivers are updated through the driver pack solution.

Some may say that the graphics card is not suitable and needs to be updated. But if I use blender on Ubuntu then the launch there does not give this error and works correctly, tell me how to solve this error.


texts: How do I turn down the saturation of a specific color in the noise texture?

texts:
I am using the noise texture to fake the dispersion in a glass shadow. It looks cool, but there is a problem, the noise texture has the purple color, while the purple color is not one of the rainbow colors. How do I get rid of the purple color in the noise texture?

EDIT: I am not sure about whether the rainbow has purple or not, maybe it has. But I would still like to know how to twick a specific color in noise texture. I tried using the Hue/Saturation node and it did not work.


texts:
I have this shape that I want to extrude into. Here's a picture of the situation:

I want to extrude so that it fills in evenly so I can pull it out, add a mirror mod and have the blade looking all nice, however i cant seem to figure out how to extrude along edge normals. How can I do this?


texts: I am wondering why does my object with some emissive + transparent material doesnt show up in reflection of the floor (see bellow) but it shows only at the object behind.


texts:
So previously I have been making small animations in Blender 2.7. I wasn't around for the 2.8 update and I found I had to relearn a lot of key binds and stuff like that. However, loading an old project that I worked on in 2.7, I found that it takes a lot longer to render. I used to have a 1080p 200 sample image render in 2-3 minutes. Now 20 samples at 720p take just as long, and I did not change anything in my project or PC. Even a 1 sample image takes 10 seconds. I am still using Cycles instead of Eevee but switching to Eevee takes just as long. Is it something I'm doing?

EDIT - I did upgrade my PC a little, but I switched from an 8GB kit of Memory to a 16GB kit. I am going to switch from a i3 to a Ryzen 7 in the future, and I have a GTX 1050ti.


texts: Is there a way to make a plane into a transparent for a PNG sequence?

texts:
I want to pan a plane in front of many 3D objects and make the plane material cause the render to make a PNG transparency instead of showing the plane. In cycles.
Can I do that in the initial render, without using Chroma Key in post?


texts:
I'm not sure if it's even related, but in the top right corner of the viewport you can see it shows 5FPS.

I just downloaded Blender today and been trying to fix this problem for hours. My Blender is lagging, everything is unresponsive and the viewport is 4-10FPS at all times. I'm running out of ideas what to do.

What I tried to do so far:

NVIDIA Control Panel, disabling FXAA
Couldn't find a setting for integrated graphics, nor could enable it
Disable Shadowplay and restart PC
Update NVIDIA drivers and downgrade to an older version
Re-installing Blender (twice)
Changing Blender settings like filtering and window draw methods

GPU: NVIDIA GeForce GTX 1060 6GB (no OC)

CPU: Intel i5 4460 (no OC)

Motherboard: MSI B85-G41 (MS-7850)

RAM: 16GB DDR3

OS: 64-bit Windows 7

I know there are other questions like this, and I tried the solutions, but they didn't help. If you need any other info then ask. Thanks ahead!

EDIT:

I found out one thing - if I make the viewport smaller, then it doesn't lag anymore. And if the window size is still maximum, but I make the viewport small, then nothing lags as well. But why should even lag when it's bigger, if nothing is taking CPU/RAM? This is how everything is when Chrome and Blender are running (CPUID HWMonitor):

GPU

Other

More (probably not important): https://pastebin.com/Ts9MN0Kz


texts: Is there a way for me to copy the oriuentation of an object in blender game to another while the game is active?

texts:
So I needed a way to reset the 3rd person camera view, since the camera seems a little wonky. I'm able to have a proper reset 50% of the time, reverting the camera to the same orientation of an empty group just like I want it to. The other 50% of the time it's flipped 180 degrees in the wrong direction. Does it have something to do with the fact I used a secondary mouse control to allow the character to be observed without changing its faced direction?

I essentially just want the camera to have a reset-able view after someone looks at their own character.
 I've been using track-to in order to copy the rotation to the camera.

I'd be fine with it if a coin toss didn't determine the success of the program working.


texts: Problem: Armature deforms mesh when after parenting

texts:
I am fairly new to Blender and recently I've been working on a new character rig from scratch. I've got the character mesh all drawn out and right now I'm learning from online tutorials on youtube on adding armature to the character. It's been slow but steady progress, until I ran into some problems that I can't solve or find any solution to overcoming them.

This picture below shows my character mesh and the armature I've created before parenting them together.

As you can see, everything looks fine, the mesh is still perfectly normal and proportionate, the bones are all facing the right direction. I've added 4 IK bones to the back of the wrists and ankles and changed the chain length to 2 under bone constrains. Initially, the bones at the knees were bending at an awkward angle, but I've twisted them back to a normal position by adjusting the pole angle.

However, the problem arises when I did the parenting of the armature to the character mesh. Following instructions from a youtube armature tutorial, I went into object mode, clicked on the mesh, then on the armature, before using Ctrl+P to set parent with automatic weights.

The picture below shows the deformation.

As you can see, the Abdomen area is oddly twisted, the Upper Leg and Lower Legs are twisted and an unusual angle. Strangely, the feet are still facing the right way. The knees also bend the intended way, but the Upper legs joining to the Abdomen is twisted.

I know you guys can probably tell there's a stupid thing I overlooked (I'm a noob), but I'm literally at wit's end.

Please help me with some detailed explanation on how I can go about solving this problem. I've watched Sebastian Lague's video on The Basics of Character Rigging. Your help will be greatly appreciated!


texts:
Is it possible to render a shader generated Texture in Blender Python with a shader ?

That's what I have so far:

    texIDinput = inputTex.gl_load()
    texIDweights = NetData.mWeights.gl_load()

    # 50% alpha, 2 pixel width line
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
    bgl.glLineWidth(2)

    bgl.glBegin(bgl.GL_LINE_STRIP)                  # begin a vertex data list
    bgl.glVertex2i(0, 0)
    bgl.glVertex2i(255, 255)
    bgl.glVertex2i(0, 255)
    bgl.glEnd()

    bgl.glCopyTexImage2D(texIDweights, 0, bgl.GL_RGBA, 0, 0, NetData.size, NetData.size, 0)

    NetData.mWeights.update()

But I dont get Lines on my Texture after running the Script ?


texts: How to get silhouette with contour rendering in Cycles

texts:
For an architectural visualization, I would like to use MakeHuman models, but:

Only get them to render white with a black outline (on reflection surface too, if possible).
Interact with light like normal human bodies in the scene (cast shadows, etc).

I can do the outline in freestyle, but any in-Cycles solution would be appreciated (OSL?)


texts: Workaround for 'Inherit Rotation' in armature?

texts:
I'm trying to export a bone animation. I've followed a lot of the suggestions found in this helpful tutorial, with success. Near the top, they suggest that I avoid unchecking the 'Inherit Rotation' box on any bones, as it will not export properly. They also suggest the following vague workaround:

  There's a tricky workaround for this, which is creating a helper bone
  which the bone that you don't want to rotate will copy its rotation.

Can someone explain this workaround in more detail for me? If you're familiar with the armature created by the Rigify add-on, I'd like the bone called 'spine' to not rotate with the bone called 'hips', but I would still like 'spine' to follow 'hip's position. How can I achieve this without unchecking Inherit Rotation?

Update: I've included the .blend file here. The bone that has 'inherit rotation' unchecked is the 'spine' bone. I'd like to be able to use the workaround on that bone. When I load this model into Assimp, his whole upper body rocks right and left (as if the spine bone was inheriting the rotation of the hips bone).


texts: Particle origin when particle is a group

texts:
I want to create a tree, but I have a problem to distribute the twigs with leaves on my tree.

At first I created the tree.

Then I build some twigs and used a particle system to distribute the leaves on the twigs.

From what I've read here, it is not possible to place hair particles on an object, that contain another particle system. So I converted the leave particles on my twigs to real objects and parented them to the twig.

So far, so good, but now I'm missing something. When I want to use these twig-groups as particles on my tree, they are floating around. The twigs don't start growing on my tree.

I played around with some values, but nothing helps.
When I use the particle system to just render the twig object instead of the whole group, everything is fine.

How do I get this whole group "origin" to align with the faces on my tree?


texts: Can dictionaries be stored in globalDict?

texts:
In the Blender API docs, it says only

  Python built in types such as int/string/bool/float/tuples/lists can be saved, GameObjects, Actuators etc will not work as expected.

No mention is made of whether dictionaries can be stored.

My own tests seem to indicate it is possible, and I have not yet had any Marshalling or other exceptions raised, but I would like to know if it is actually supported, or if I would be better off building an alternate implementation that does not require storing dicts.


texts: What datablock should I use to store properties?

texts:
I'm using Scene data block to store properties and use them later in my script, e.g.:

def register():
    Scene.bcp_return_result: BoolProperty = BoolProperty(default=return_result,
                                                         name="Return result",
                                                         description="Indicates if result of command should be returned")

And later:

return_result=bpy.context.scene.bcp_return_result

But content of Scene datablock is lost after opening a new scene or creating a new one.
What content could I use to still access properties in this way and have them stored between scenes?


texts: How to change angle of gradient Weight Paint?

texts:
I am beginner and this is the simple 2D project.
Is it possible to mess with angle of gradient Weight Paint?
I know how to make this:

But I would need something like this (sorry for hand-paint, fastest way :) ):

Please let me know if you need any additional data, thanks in advance.


texts:
I have a blender project that renders a transparent background. I would like to add a background image when rendering.

I tried following this guide except for the part where they explain about the shadow. But my background image is not rendered.

I think the problem is in the Node Editor (where I cannot make a configuration like the one in the guide). This is what I did:

Added a background image

Switched to Node Editor following he guide instructions. But my Node Editor screen looks empty like this:

Can you help me obtain a background image on the final render?


texts: I am new to Blender and I was wondering if it was possible to script fillets between multiple objects in 3D? If so, how?


texts: bezier curve with bevel object: nice corner

texts:
A bezier curve with a bevel object and a bend with a free vertex.
How is the bend made nice with a continious width?
The increase of resolution (Data > Geometry > Bevel > Resolution) smoothes the bends of 2D curves, no effect on 3D curves.

Thank you for any hint!


texts: animate Scaling part of an object driven by another object

texts:
So the idea is, i want to animate "Scale" an object driven by another object
visual representation:

 2.

its kinda hard to describe, but i want an object/empty to drive an object's scale / displacement / deform
What I have tried:

I tried using the dynamic paint to drive the weight map, and use that data to deform / displace
Using shape keys

if anyone have better way to do it, i'll love to hear them
thanks !


texts: Face dots show for some invisible faces anyway, despite x-ray is off

texts:
First, face center option in viewport overlay is on.

Then, as shown on the right side of the first image above, Blender 2.82 shows face dots for visible faces, but also extend the display to some invisible faces, despite x-ray is turned off. This adds extra difficulty to work with complex models. Is there a way to turn this "extension" of face dots display off?

Or, can I achieve same display result for face dots as shown in the second image, in Blender 2.8X?


texts: Joining a hexagon mesh with a circle mesh with faces: is there an easier way than what I'm currently doing?

texts:
I hope all is well. I have a quick question regarding joining a hexagon and a circle with faces. First, here's how I've been doing it:

Either subdividing the hexagon sides to produce enough vertices to allow for a 1:1 match with those of the circle, or doing it the other way around, or, if that's not possible, finding the smallest common multiple of both.

Is there another way around doing this?


texts: Module Import Error in the Standalone Player

texts:
I am using Blender 2.71 and Ubuntu 14.04

I've got a module, external to Blender, installed thanks to its setup.py inside my /usr/local/lib/python3.4/dist-packages (the result of the build is an .so file).

After copying this one inside <my_blender_folder>/scripts/addons/ , it's working, but only when using the Embedded Player; When using the Standalone Player, the module is not found anymore.
I've tried to copy the .so file inside the folder where the Blender executable is, but it's not found either.

Why is this module not being found, when using the Standalone Player?


texts: Objects over tracked scene show as shadows only

texts:
I am having weird problems with blender where I am trying to put 3d objects in a tracked scene with a  shadow catcher at the bottom, however every time I render the video, it looks like it makes every object a shadow catcher. Every tutorial I watch, nobody has this problem and I can't figure out why my render is different from everybody else's.
It is almost like the render is making every object a shadowcatcher when I only want the floors to be shadowcatchers.

This picture is an example of what the render looks like.

However, this is what it is supposed to look like (without the surfaces).

Thank you, any help would be greatly appreciated.


texts: Render farm: is "pack all" all I need or should I do something more?

texts:
I need to send scenes to a render farm, and I know there's an option called "pack all" which saves all the external data into the .blend file.

But is that enough? I was reading about cache files, and I don't know if that's included, or if I have to do something more.


texts: can I use blender render scenes for blender game engine

texts:
So I pretty much copied out a whole tutorial on making a realistic scene.
Then I realized I done it all in blender render and cycles render, is there a way I can make it capable of being game engine?
Thank you


texts: How do I transfer my high poly sculpt to my low poly retopo mesh so I can paint it?

texts:
I'm a mega beginner, so I'm not exactly sure how to word my question to find good answers. I have been looking through videos and forums but I don't even know what it is I need? I just know I want to be able to paint this, and a high poly sculpt needs to be 'baked' (right?) onto my low poly retopo. I don't know where to go from here, please direct me to the right area. Maybe a short rundown/summary of the process would suffice if it's too complex to explain and I'll look up and research it, I just know what to look up or what do to at this point.
Here is what I have so far.
This is the whole thing, high poly sculpt is the head, the rest is low poly (minus the hair I guess)

This is it with no hair so you can see the high poly sculpt better.

And here is my very first retopo attempt lmao.

Please help and thank you so much


texts:
This could be a duplicate question, if so I do apologize for wasting your time. I did some research, but couldn't find the answer for my question. That's why I posted it here.

I've modeled an Archimedes screw for my undergraduate project. Now i want to incline the setup at an angle of about 30 degrees and add a rotation for this crew. but when I animate the rotation after re positioning, it does not rotate the way I want. It rotates around the global axis, but i want it to rotate around like a screw. what should i do for this ?

I want my setup to look like this, but when i progrramme the keyframes it does not rotate according to it's new position ( i want it to rotate like a screw)


texts: Where is the viewport render resolution divider?

texts:
Many have asked for this, there is even a thread from august on dev that is closed, one would assume is because its finished? https://developer.blender.org/D1619

I just went though all the settings and couldn't find anything.
How can I halve the resolution of viewports for 'retina' like displays?

(pls no answers that suggest changing my cycles render settings when previewing etc, that is not what I'm asking about)


texts: Batch triangulating a model made of multiple objects

texts:
Im very (VERY) new to Blender.
Im in need of triangulating object so I can use them with openGL (Im using .obj files)

I found a tutorial showing how to triangulate using Blender but when I import the obj files I find online I can seem to get all parts of the model into Edit Mode and triangulate everything at once.

When I select all and hit ↹ Tab for edit mode, only one part of the model enters Edit Mode.

Is there a better way to triangulate an entire model or do I have to triangulate each part separately?


texts: Blender 2.7.9 Vertices Data in python Skin modifier

texts:
A similar question has been asked here: Access skin modifier radius data but I can't get it to work.
What I want to do is change the Vertices Data/Mean Radius X and Mean Radius Y to a certain value for all vertices of an Object so that the skin modifier isnt as thick as it is with the default values. However I have no Clue how to do this in Python.
for v in profile_object.data.skin_vertices[0].data:
v.radius = (0.05, 0.05)
i tried wit this foor loop but it always gives me this error:
Traceback (most recent call last):
File "<blender_console>", line 1, in
IndexError: bpy_prop_collection[index]: index 0 out of range, size 0
Sorry if that's a basic question but im new to this and just dont get how it's done.


texts: Why are the textures rendering with white lines and dots?

texts:
I've used some stock collada files and imported them into Blender. I did not make any changes to the models, aside from reducing their size. For testing purposes, the runway can be found here.

In the below picture, you'll see that the models look fine until the scene is rendered. My output setting is 1920 x 1080 with 100% resolution and 15% compression.

Any help is greatly appreciated!


texts: What is the best way to mirror lots of vertices?

texts:
I got this vertices setup on one side of the blade:

What is the quickest way to duplicate this vertex setup to the other side, without having to manually do all the loop cuts and try to match the original side? I can't do mirror modifier, because the other side is supposed to be flat


texts: Don't have ADD IMAGE SEQUENCE option in Texture ( Shader )

texts:
guys need help was creating rain effect by CG GEEK
but having an issue
i am not having ADD " image sequence " in texture so i cant add one please help


texts: Is there a way to cut a mesh along the bones? I have attached a picture to clarify what I mean. The first picture shows a hand that I would like to cut based on the bones, like in the second picture, where I did it with Bisect(but it would take a long time cutting a whole human in pieces with Bisect)


texts: Smoke domain causes artefacts in non-density areas

texts:
I get strange artefacts from the smoke domain where density should be zero but the domain box is over other collision objects in cycles (Blender 2.92 and 2.93 beta).  Res seems high enough.  For some reason, it seems to be caused by reflected rays of textured surfaces that are inside the smoke domain box.
I'm not sure what causes this to happen but I am trying to find a way around this.  If I disable the material input node, it goes away.  If I render with no smoke the objects are ok.  So the domain seems to affect the non-smoke area.  Any ideas?


texts: 2.80 nla.bake - returns 'Nothing to bake' - when selecting bones through script

texts:
I'm trying to write a script that bakes constraints to bones. However if I select a bone via script the bpy.ops.nla.bake() operations won't run, it just returns "Nothing to bake" in the system console.

If I select a bone via the view port and then run bpy.ops.nla.bake() the bake operations works.

Both of these tests are being run in POSE mode.

Am I doing this wrong?
Is there something fundamentally
different under the hood in mouse click selection?
Perhaps this is
a bug?

To repro, create a two bone armature. (Optionally a constraint also)
If anyone can help with this that would be great :)

import bpy

obj = bpy.context.object
m_bone = obj.data.bones['Bone.001']

m_bone.select = True
obj.data.bones.active = m_bone

bpy.ops.nla.bake(frame_start=0, frame_end=10, step=1, only_selected=True,
                    visual_keying=True, clear_constraints=True, clear_parents=False,
                    use_current_action=True, bake_types={'POSE'})


texts:
when I import image as plane, in the setting panel for diffuse and emission, there are not other options. Many tutorials mention a diffuse & transparency option but I don't seem to have it. Blender 2.77

thanks
Alister from NZ


texts: How do I make this a 3d shape in blender?

texts:
I'm brand new to blender and I'm trying to make this a 3d model in blender 2.8.

I tried to warp a UV sphere and then cut it up but couldn't really get the desired results I wanted.


texts: Keyframe or parent separate meshes in same object?

texts: I know I can use keyframes and use parent-relations in meshes in individual objects. But is it possible to keyframe or use parent relations to separate meshes in the same object (maybe when I use vertex groups)?


texts: How to create equi-triangle-remeshed object?

texts:
I'm trying to make many round holes on a smooth-shaped mesh (scanned for 3D printing) as evenly as possible, and currently I found a way to do that by:

create a low-res remeshed version of original shape, whose grid is used as a guide;
spawn many small cylinders by Object Properties - Instancing;
apply instances, then boolean modifier.

However, the Remesh tool in Object Data Properties only creates quad meshes, and the result grid is not so even: it tend to spawn tighter edges along one direction and looser on the other direction, which make holes distribute uneven. So how could I create a low-res evenly-distributed triangle mesh from an original one?


texts: Does mesh size affect performance/should I make my object life-size scale?

texts:
All of the things I've googled regarding this issue deal with what to do when your mesh is at real life scale but is really small.
I want to make a giant creature and put it in an environment that looks tiny. Should I make the actual mesh of the monster enormous (like...hundreds of meters, as it would be if it was real?), or should I just make the trees really small (like...a few centimeters and make the monster a couple of feet?). I'm a newbie but I've heard that making the mesh real-life scale is the best practice, though I'm not sure if making a HUGE mesh would slow down the program, which is my main concern as my computer is not a super high-performance one (it's not mediocre, it's just...not made for hardcore rendering.) The materials and textures and such will be pretty simple. I'm also planning to add a depth node in compositing that will make it look like the monster is far in the distance, so I don't know if that affects anything.
Thanks in advance, and...please be gentle with me. I'm still new to the program and I'm just doing this for fun. :)


texts:
I am looking to add a image with a alpha channel to a BSDF shader but i'm struggling to find a way without having to create a whole image texture instead.
Is it possible to use a node based material with a cut out image ontop?
(first question on stack exchange please let me know if my formatting is wrong)
real mouse matt


texts: Storing the direction of normals to have the desired shader's look

texts: Good morning community. I would like to ask if there is a way to store the direction of the normals (similar to  vertex group) , so that the model can have its normals switched to the way I want the shade looks.


texts: Microdisplacement and Adaptive Subdivision is not working

texts: This is my Node Setup. I have a Subsurf Modifier that's set to adaptive with a dicing scale of 1 pixel and the displacement settings on "True". Despite all of that there's no displacement in both the rendered viewport and rendered image.


texts:
Totally new to Blender and I am stuck here.  I rigged my model with an armature by going into object mode, clicking the model, and then shift clicking the bones.  Then pressing Ctrl-A, and selecting automatic weights...It connects to my model, but when I try to move one of the bones, it basically picks a point and will move that, but not the rest of the model.  I'm sure I'm doing something basic, but I have researched a bunch and can't seem to find the answer.  Can someone help me?  Here's a screenshot.
Thanks!


texts: Lightmap Pack is non-uniformly scaling my geometry?

texts:
I selected all my objects, then I did a "Lightmap Pack". Initially, it seemed like everything went ok. However, when I look closer, it seems to have stretched some the UVs.

The shape of the selected UV on the left, is not a match for its corresponding face on the right. Why couldn't it preserve the shape?

Update #1: I did more looking around, and noticed that the smallest faces seem to map correctly; notice how this tiny square face (from the same object as the big one) actually did the mapping correctly. I also (for sake of trying) did an "Apply Scale" to all my objects, it seems to have made no difference (even after re-doing the lightmap pack).

Update #2: Max'ing the "quality" setting for Lightmap Pack didn't seem to fix it, or even make it any less distorted.


texts: Cycles, Mitsuba, Lux - Speed by Necessity - The Correct (non-subjective) Answer

texts:
I know stackexchange frowns on "suggest this software" questions that can be subjective, but I do believe there is a correct answer (non-subjective) to this question.

I have to render for speed and quality and can (for these particular projects) do without the excessive control that cycles offers.

I've seen Luxrender and this if I am not mistaken is much slower than cycles. Mitsuba might be faster, but I read it has some limitations.

Which of these renderers can give speed and quality even if some sacrifices must be made?


texts: Texture painting seams on joined/loose parts (same UVs, joined mesh)

texts:
I joined meshes together and unwrap the whole piece in one UV map. When I try to paint two loose parts there is an area that is not covered by brush but still visible on the mesh. I can unchek "occlude" and mask the part I dont want to paint but some parts are too imbricates to use this technique. I tried to increase bleed value but it seems to not changing anyting at all.
Any idea of how to get rid of these "seams"?


texts: Is it possible to visualize ray length info as a black and white map?

texts:
Prompted by my previous question, Is it possible to see the output of a node group like this one: (created from this tutorial on blender cookie)

as a easy to visualize (and quick to render) black and white map like this?:

Simply connecting the output of the group to an emission shader does not let rays through the object, so the output is white:


texts: Blender doesn't use system resources optimally

texts:
let me just preface this by saying I am new to Blender and have a very minimal knowledge pf it as of now.
The problem happened as I was following along with a tutorial and while doing a cloth simulation, I was getting about 0.4 fps (this was my first time running an animation), I checked blender's usage of system resources via task manager and everything was under utilised, with blender using memory 6-7%, cpu 8-12%, gpu 2-4% and no other major applications running. I have looked for ways to make it use more of these resources but couldn't find any that made much difference, I did in the end get it to 2 fps but that was due to a post that said scaling small objects up makes blender process the simulation better. I am hoping someone here can tell me how to optimize blender to better use these resources. I am running the animation in viewport and solid shading, this isn't with regards to rendering speeds although even then the system resources remain under-utilised.

My specs:

Dell XPS 15 9560 | Windows 10 v. 1909 64-bit

GPU - Nvidia GeForce GTX 1050

CPU - Intel Core I&-7700HQ @ 2.80Ghz (8-core)

RAM - 32 GB

Please let me know if the information is incomplete.


texts:
How would I fix the artifacting?

Renderer: Eeve
  Blend file: http://www.mediafire.com/file/aoq4aegv55u5g21/monkeys.blend/file


texts: How to make an object move independently but also with a parent object?

texts: I am trying to make an animation of a briefcase lock where the lock spins to a code then the briefcase opens. How do I make the cylinder locks spin on their own but then move with the top of the briefcase when it opens? Thanks.


texts:
This script adds an effect color strip in the VSE then adds an image above it.  I want to add a gamma cross strip so I can do a fade in.  The trouble is there doesn't seem to be a way to select sequence strips by name.  It seems odd that there isn't the ability to so something so simple.  Is there a way to do it or some work around?

    import bpy
    import os
    import operator

    class CustomPanel(bpy.types.Panel):
        bl_label = "OpenSource::Classicism XL"
        bl_space_type = "SEQUENCE_EDITOR"
        bl_region_type = "UI"
        bl_options = {'DEFAULT_CLOSED'}

        def draw(self, context):
            def add_label():
                row = self.layout.row()
                row.label("Intro Directory")

            def add_import_button():
                col = self.layout.split().column(align = True)
                col.operator("sequencer.add_intro" , text= "Import")

            add_label()

            add_import_button()

    class Add_Intro(bpy.types.Operator):
        bl_idname = "sequencer.add_intro"
        bl_label = "Add Intro"

        def execute(self, context):

            selection = []

            def add_sequence_to_list():
                selection.append(bpy.context.selected_sequences[0].name)

            def select_strip(x):
                bpy.context.scene.sequence_editor.sequences_all[image_file_list[0]].use_translation = True

            def add_splash_screen():
                start = 1
                end = 90
                channel = 2
                directory = "C:\\Users\\...\\"
                files = [{"name":"your_image.png"}]
                bpy.ops.sequencer.image_strip_add(directory=directory, files=files, frame_start=start, frame_end=end, channel=channel)
                add_sequence_to_list()

            def add_background_color():
                start = 1
                end = 91
                channel = 1

                bpy.ops.sequencer.effect_strip_add(frame_start=start, frame_end=end, channel=channel, type='COLOR')
                add_sequence_to_list()

            def add_fade_in():
                start = 1
                end = 90
                bpy.ops.sequencer.effect_strip_add(frame_start=1, frame_end=90, type='GAMMA_CROSS')

            add_splash_screen()
            add_background_color()
            add_fade_in()

            return {'FINISHED'}

    def register():
        bpy.utils.register_module(__name__)

    def unregister():
        bpy.utils.unregister_module(__name__)

    if __name__ == "__main__":
        register()


texts:
I want to know how set fluid in blender 2.8 to no slip.
I can see that in blender 2.7, we need to go to the Boundary tab in the domain settings, but there is no boundary tab in 2.8.


texts:
I'm learning blender and I want to apply an uv map.

I'm blocked because my texture panel is blocked for the world but I have selected an other object (I'm in object mode)

You can see my panel below. The picture is the picture of my world outside.

Any idea?

My current panel

My wanted panel


texts:
I want to create something like this image does. I tried placing a png image as plane in front of the sun, but the shape is really blurry and unprecise unlike the reference image here. Anyone know how i can do this (with cycles)?
Thanks


texts: Export g code with color from blender using python or any other way

texts: I have gcode and I import them in blender with a Python script. Now I've done some colorisation and wanted to export gcodes with color in python script. Can you help me out in this?


texts: Mesh exports fine but animation rotation altered when exported to unity

texts:
I have a few animations (running, jumping, running jump, and idle animation) in blender that i exported to unity, along with the armature and mesh. Frame 0  for the running animation rotates the character so that he leans forward. The animation is fine in blender, so even if the character is perfectly upright, if I play the animation, he moves to the 1st frame and leans forward.
When I export the animations to unity, the character animation doesn't do this. It moves its legs and arms just fine, but the character isn't leaning forward, and looks like he's doing knee ups. The character mesh imports fine, with him standing straight up and facing the right way. I think the running animation is playing at the same rotation as this standing straight up position.
Do I just have to figure out a rotation and apply that to the object right before the animation plays or is there another way I can fix this? If possible, an explanation to why this happens would also be greatly appreciated.
Little but more detail: in Unity, the pelvis bone, which is the parent bone for all the other stuff, has no rotation on frame 1. In blender, is has a rotation of about 15 degrees.


texts:
I'm a beginner Blender user, and I'm sorry if this isn't the way to ask the question or if I'm even allowed to ask this question.
 I do have a little experience with Inventor, enough so to be able to make the item I am trying to make currently, but not enough to be called a pro.

So here's the shape in question:

I'm trying to get the really dark purple part, I can figure out sizing the pieces, but I don't know how to start the edges from a cube or plane without just making a cube and making all the shapes and boolean difference them out

I get that you are supposed to start with primitive shapes and go from there, but as mentioned earlier I can't figure out how to get a primitive shape to fit the middle.


texts: How to export all X ,Y, Z data from the image editor

texts:
In the image editor of a rendered scene, I can see all Z values for each X AND Y pixel position in the image when I right click and select every pixel.
How do I export all pixels X,Y,Z values to a csv or some kind of text?
To have every pixel(x,z) listed with its z value
1017, 447, 10.107 (image example)
.................
................
...............


texts:
I need to make a set of rectangles standing up on the edge of a circle close inwards and fan outwards. They aren't actually petals but it seems like an intuitive way to explain it.

In the image I've gotten the geometry I want by using dupliverts, but I can't get that to work for an animation. It doesn't orient correctly unless the child object's rotation is reset with Ctrl + A. I tried animating array modifiers, but the rectangles distort.
I don't think using constraints will allow me to get all the rectangles to nicely spread each in a different direction. I am wondering now about drivers, but I've barely used constraints or drivers. Also it would be really nice to keep the aspect of having one shape determine the shape of the others, so I can edit the shape of all of these blades at once later on if I want to.
How should I approach this?


texts:
I would like to solidify a model I am making of a plate, to give it thickness.

Here's the plate:

After I solidify, here's what I get (I increased the values to show the effect):

Solidify makes the outer edge grow, but what I wanted was just to make the object thicker (along the Z axis).

It's hard to know what to look for, but I didn't see any questions that looked like this.

Am I understanding Solidify wrong, or just using it wrong?

Here's the blend file:


texts: I'm modeling this lamp, and when I try to make that curve, with the edge selected in the image at its center, the bevel doesn't limit itself within the other two edges at both sides, it extends as I show in the last image. Is there other easy way in wich I can do this?


texts: Object stretches when rotated for shaped keys

texts:
I've this butterfly model and I want it to fly.

when I add shape keys and rotate the wing in edit mode, the wing stretches and get a weird shape, like this:

I see some areas aren't selected when I select the wing, maybe this is the cause?

I'm new to Blender. thanks for any tip in advance.


texts:
Is it possible to delete a part of a mesh by its material? And how?
For example, I have a tree that I want to add snow to. But it comes with cards for foliage. This will not work with 3DM Snow or Real Snow with any desired results.

Though on a side note, if you know how 3DM/Real Snow could work with cards and look pleasing I'd be interested too but from my logic I don't think it would ever look nice.


texts:
I just had a shock when I opened 2.28c (it's been far too long)

The drawing was super fast on my EEEPC. All the time I thought my graphics card was slow (and it is by comparison) when actually Blender 2.7x just draws all kinds of fancy stuff in fancy ways which eat processing time ( I know it's not true but just out of spite I blame all the little numbutton arrows).

Are there any impactful settings that would make it easier on the graphics card? It's not hardware specific.

Also interesting: why exactly is it so much slower? One example: mapped planes are much faster than image empties or background images. Assume no knowledge of OpenGL except the spelling.


texts: Dope sheet editor. What does the orange line between keyframes mean?

texts: I start to use the dope sheet view to see my key frames. But I don't understand why for some I have an orange line and not for others like below. What is the meaning of the orange line between keyframe?


texts:
I made this model in Blender and Textured it in Substance Painter. While in Substance I didnt see any problems, but when exporting it to Blender and applying the maps i got weird artifacts and color problems. I used Blender 2.8, I have good specs (so no performace issue), and the newest version of substance painter. I have not changed any settings in blender - they are all on the standard setting & I rendered with eevee. In Substance Painter I chose the Unity Setting for Baking.
Without Normal Map:

With Normal Map:

Material in Blender:

Normal Map:

In Sketchfab it works, altough i get pretty visible seams there. Maybe someone also knows a solution to that:
https://sketchfab.com/models/9a6ee7b916b34d358621eae53d6d89a4

Thank you for helping me!


texts:
i'm new to blender and i have found some pokemons model i like but there is a problem with the eyes. Here's a picture of the issue and a link to the site where i've found the models(it's the models that have .fbx and .dae file only):

https://free3d.com/3d-models/pokemon

I use the FBX format model.


texts: Mini bot animation using armatures and constraints

texts:
I am attempting an animation, a small bot like motion.

This is only one half of the animation and a bit more of the other half cycle.

The current animation is done using only one armature and couple of constraints. I was able to animate the first half by just rotating the  armature. The rest is manually keyed for reference.

The current setup is depicted below:

As an end goal, I would like to create an endless loop over curve paths.

Unfortunately, I am unable to arrive at a symmetric arrangement of armatures and constraints as they end up locking each other. In an ideal setup, I would assume that just rotating the armatures would suffice.

Kindly help me out with a setup that could work.


texts: Workflow: iterative rigid body array/curve tweaking, is there a better way?

texts:
I am trying one of the inevitable n00b exercises, the roller coaster or race track model.  I have almost got the hang of it (create nurbs-path, create one track module, Array Modifier to Fit Curve, Curve Modifier, presto!).  All of this works, and I get a 3d track suitable for rolling marbles or toy cars etc.    However I find that while the Modifiers are still on the stack, the replicated track surface is not "solid" in Rigid Body World.  My little rolling toy falls through the track immediately.  After I Apply both Modifiers, the track becomes solid and I can then roll the toy down it.

However, as I observe the toy's behaviour on the track, I want to tweak the nurbs-path in various ways (slope, camber, radius etc) and it seems that the only way to do this is to Ctrl-Z back to the point just before I Applied the Modifiers.  Sometimes, if I'm not careful, I lose other useful changes in the process of unwinding the modifiers so that I can tweak the nurbs-path.

Is there any way (a) to keep the modifiers active and yet have the track solid enough for testing, or (b) quickly to undo Applied Modifiers on selected object only?  Or is the workflow loop I am now doing (test RB sim, ctrlZ ctrlZ until the modifiers are back on the track-object stack, tweak curve, apply mods again, rinse, repeat) actually the best/only way to do this?


texts: How to undo or remove a keep offset on a bone?

texts: I want to remove an offset I created for a bone but don't know how to remove it...


texts: Can't assign materials to certain verticies, messes up vertex assignment

texts:
I'm trying to assign 2 materials to a soda can model, and every time I assign a material on the top, for some reason it assigns the whole middle section as well. The bottom does this as well sometimes.

Right now I'm trying to assign the radial material to just the top part of the can.

But for some reason when I assign the verticies to it and click deselect then select, it instead selects all of the vertices in the middle part, like this:


texts: Hiding transform panel from 3D view properties 'UI' Panel from user?

texts:
Almost everything is in the question. I've been browsing the web for a while and couldn't find out a way to hide or at least disable the Properties Transform Panel of the 'View_3D' area. Is there a way to redraw (override the draw) entirely this Panel, by the way? I need the user to be unable to transform the objects otherwise, but by using my custom tools. I've been able to remove every other Panel but this one. Any brilliant idea?

Also, is there a way to simply remove this whole area (and replace it by a new fresh one), or even better redraw completely the area?


texts: How do I use dynamic paint to control hair density?

texts:
I tried using the dynamic paint modifier to control the hair density of an object but it didn't work out like I wanted it to.

First is set up a plane, gave it a few subdivisions and added a dynamic paint canvas. The canvas is set to weight paint mode and I assigned a vertex group to write the data to.
Then, to paint the canvas I added a sphere as a dynamic paint brush and placed it inside of the plane. The sphere has a basic animated path through the plane.

I'm just using a simple hair setup with basically no settings changed.
The only changes are in the vertex groups panel. There I, obviously, tried assigning the vertex group from the dynamic paint to the density slot, to no avail. The exact same vertex group can be used in the length slot and the effect will be seen.
When I use normal weight paint with the vertex group i can control the density.
I also tried swapping the two modifiers in the modifier stack and enabled the use modifier stack option in the particle settings.

Any ideas how I can solve this problem?


texts:
my render output has a weird looking shape and color which is different from what I see in layout. the version I am using is 2.92. does anyone know what's wrong with it and how to fix it?
this is what i got after hitting F12 button:

this is what I see in layout:


texts: How to scale an image source at a specific resolution

texts: The scale node use a multiplier, 0.5 to reduce the image size by half and 2 to increase by 2. What should i use if i want to convert any image source at the desired resolution, for example i want to input a 4096*4096 or 512*512 and always get a 1024*1024 output and get the entire image not cropped.


texts: Any blacklight effect suggestion for 2.8?

texts:
Got a question. Are there any way to simulate blacklight (ultraviolet) effect in blender?
Dont just light scene with violet colors, but make uv reactive color material or maybe fake blacklight effect? As i know some colors change it hue/saturation and become emission like.
Any thoughts?


texts:
I must have accidentally hit a shortcut for a setting, but my axis is off and when scaling, I'll press X  to scale on the X axis and my shape will be skewed.

My 3d manipulator tool is off at an angle and I can't figure out how to reset it or change it back.


texts: Rendered image files are unreadable files without specification

texts:
I'm super confused!
I'm exporting a scene in Blender (Cycles render) as PNG's (500 frames).
But the files that are produces are not PNG's, they are just files without specification. I also tried JPG's but it gives me the same unreadable files.
I usually use Blender render without any problems.

Does anybody know what i am doing wrong?
I would really love to get an answer.

thanx everybody :)

dirk


texts: Archipack errors in Blender 2.90; cannot get the thumbnails to load; tried everything

texts:
I am using a 2012 miniMAC; Catalina OS 10.15.7; Blender 2.90.
In Blender I have called up archipack, tried rendering the thumbs, which I though was working; Pointed the file directory where the archipack marlib blend should be and still get the following error messages when I select door or window.  Ironically, the wall loads just fine.
Here is the error message:
Traceback (most recent call last):
  File "/Applications/Blender.app/Contents/Resources/2.90/scripts/addons/archipack/archipack_preset.py", line 475, in invoke
    self.menu = PresetMenu(context, self.preset_subdir)
  File "/Applications/Blender.app/Contents/Resources/2.90/scripts/addons/archipack/archipack_preset.py", line 222, in __init__
    self.make_menuitem(filepath)
  File "/Applications/Blender.app/Contents/Resources/2.90/scripts/addons/archipack/archipack_preset.py", line 299, in make_menuitem
    image.colorspace_settings.name = 'Raw'
TypeError: bpy_struct: item.attr = val: enum "Raw" not found in ('AppleP3 Filmic Log Encoding', 'AppleP3 sRGB OETF', 'BT.1886 EOTF', 'BT.1886 Filmic Log Encoding', 'Filmic Log Encoding', 'Linear', 'Non-Colour Data', 'sRGB OETF')

location: <unknown location>:-1
```


texts:
I want to create in blender an animation similar with this one:

I am wondering how could I do and if it possible to interact with rigid body objects?
Who can help me, please ... thank you!


texts:
I think I have found a bug with mantaflow in version: 2.83.2
I have been working on some simple fluid sims and after 5-10 final bake runs, blender will no longer display anything after finishing a bake.
I have tried: Restarting, Running as admin, change fluid sim settings
Here is my scene: drive.google.com/file/d/1WLIDFWMFERheoxJM2MJH_cHyED_CU9tp/view?usp=sharing
This has happens to about 5 of my scenes, once this error happens the file is useless.


texts:
So I'm trying to render using my GPU (Intel HD Graphics 4000 1536 MB on MacOS), but every time it fails. I went to the system preferences, checked "CUDA" and it selected my graphics card (so it would seem it's supported), yet when I go to render it "fails to load the render kernel." and tells me to view the console for further information. But when I check the python console, there is absolutely nothing related to the subject—rendering hasn't even modified it.

What am I doing incorrectly? Am I wrong, and my graphics card really is incompatible with Cycles? Or is it something else?