texts: expandpath() ?? can python reach out to an external directory on users comp?

texts:
I have a scores text file (game scores kept here) that gets created on completion of game level.

I am installing users downloads of my game into C:\Program Files\ folder, but programs folder is not writable.

My Python logic (below) in my game levels creates a text file in the existing installation folder, where my other game blend files are stored.

But when I test the download, no scores saved, because the file installs into Windows C:\Program Files\ folder (which is of course fine, it's the right place for a game, but I lament).

So I want to get the script below to not just create a scores.txt file in the existing folder, but to create it in documents (not My Documents/).

My installer will add a blank folder in documents whose name is known, lets call it blurb\, then Python does exactly what it did before, but create the folder (and of course fetch/get/load) in documents\blurb\scores.txt.

This I assume is where it all happens:

scores = _loadScoresFromFile("scores.txt")

from bge import logic
import pickle

def _saveScoresToFile(list_scores, string_filepath):

    file = open(string_filepath, "wb")
    pickle.dump(list_scores, file)
    file.close()

def _loadScoresFromFile(string_filepath):

    try:
        file = open(string_filepath, "rb")
    except IOError:
        print("Failed to load scores from {}".format(string_filepath))
        return []

    return pickle.load(file)

scores = _loadScoresFromFile("scores.txt")

def display():

    scene = logic.getCurrentScene()
    writer = scene.objects["Writer"]

    name = logic.globalDict["name"]
    score = logic.globalDict["score"]
    score2 = logic.globalDict["score2"]

    tup_entry = (name, score, score2)
    scores.append(tup_entry)
    scores.sort(key=lambda entry: entry [1])

    new_entry_idx = scores.index(tup_entry)

    for entry, i in zip(scores, range(len(scores))):
        new_writer = scene.addObject("Writer_new", writer)
        new_writer["Text"] = "{:d} - {:s} - {:2}:{:2}".format(i + 1, entry[0], entry[1], entry[2])

        new_writer.worldPosition.y -= 0.105 * i
        new_writer.localScale = writer.localScale

        if i == new_entry_idx:
            new_writer.state = 1

    _saveScoresToFile(scores, "scores.txt")

def setName():

    scene = logic.getCurrentScene()
    name = scene.objects ["Name"]

    logic.globalDict["name"] = name["Text"].strip()

def setScore():

    cont = logic.getCurrentController()
    score = cont.owner

    logic.globalDict["score"] = score["Text"]

def setScore2():

    cont = logic.getCurrentController()
    score = cont.owner

    logic.globalDict["score2"] = score["Text"]


texts: Enable/disable operator depending on a Boolean value

texts:
I have two buttons operators, I've disabled one from the start using the below line, where started is False:

def poll(cls, context):
        return started

I wonder how I can enable it back when I click on another button operator which sets the bool started to True?


texts:
I am working on an animation in which character opens a chart. The Chart will be rolled like that :

I want to rig this kind of a rolled chart & want an opening animation after that chart will look like this:

I have no idea how to do that only simple short answer will be helpful... (is it possible to do that in blender or not?). Only Short answer will be helpful.


texts: Is it possible to transition from one material to another in bge?

texts: I want to have different skydomes for different areas of my game world, but I'd prefer not to have them abruptly cut from one to the next. Is there a method to slowly introduce a new material, while the old one fades away? Thanks in advance! Any help is very much appreciated!


texts:
I have yet another issue with my learning.

You can see my node setup and render image on the screenshot.

I have created my material in Substance Painter trial version and the normal was baked from high poly to low poly. The render in Substance painter look fine (from my beginner point of view) but the bake turned horrible and the edges lines are visible even on the blender render.

But as you can see on the next picture the bake did not end up as intended: Visible Edges lines on sleeves and lost fabric detail on some places (like on the back part of my mesh)

On the last picture you can see how it should have turned out (changed the color darker so the result is visible)
AS you you can see the normal map is visible properly same with the arms fabric details (minus the body fabric detail missing).
THE THING IS!: TO achieve this I had to use a diffuse, normal and specular map all at the same time in the game engine which adds to complexity of my mesh. Another problem with this approach is that people running on low settings cant see a normal map and specular map, ending up with plain diffuse.

When I used the baked map it looked plain and the normal map details werent there almost at all.
**
strong textMy question is: what did I do wrong? Is it the lightning? Other settings? IS blender capable of baking a clean and nice single map from normal + specular? Why am I getting that ugly seam in the middle where the front pieces join? I bake my textures at 4096 x 4095 pixel and SP and Blender - then lower it to 2048 . In SP i use pbr-spec-gloss setting (from yt guide)
Any help is appreciated! **

Edit: Cropped the last image.


texts: multi layer depth map for edges ambivalent probelm

texts:
I want to render a depth map.
The issue is in the edges between 2 depths z1 and z2:

As discussed in this post:
How does anti-aliasing work in cycles?
There are 2 options: aliasing and anti-aliasing

Aliasing - I get a sharp edge, which means that I'll get z1 or z2 based on the center (I did it by using pixel filter with the smallest width.
However, it is not represented very well "where is the edge inside the pixel" i.e what is the percentage that this depth appears.
Anti-Aliasing - an average over all the samples, which means that if z1 covers 80% of the pixel and z2 covers 20% of the pixel, I'll get z=0.8z1 + 0.2z2

The anti aliasing is the preferred, however, it's actually gives wrong depth.
What I actually want in order to solve the ambiguity is 2 depth maps: z1 and z2

z1 will give the minimum depth over the pixel
z2 will give the maximum depth over the pixel
w1 will give the percentage of values of values smaller than (z1+z2)/2
w2 will give the percentage of values of values greater than (z1+z2)/2 which is just 1-w1

w2 = 1 - w1
so I need 3 channels.
Is there an option to do so?
The best thing I thought about is the divide the pixels to sub pixels, than calculate only 1 spp for each of them, calculate the minimum and maximum and sum the value smaller than (z1+z2)/2.
However, it seems that it's much slower to render pixel with subdivision of 8x8 than calculate the value of spp=64 without division.
(it is very bad for larger samples such as 16x16 and 256)
Any ideas?


texts: Tracking Problem with floor and wall and other things

texts:
I'm try to track a video with a garage.

I tracked the garage and the solve error is 0.11 because there is no movement, and now I want to model a sci-fi door that will be placed instead of the garage door.

The problem is when I set origin, the wall and floor and the other things like X and Y axis the placed content that will be made when I click on setup tracking scene is not in the right place.

When I click setup tracking scene a floor for the shadows and a cube will generated, and this floor should be on the ground of the garage video to catch shadows from the later modeled things, but I can't align it right.

How can I make it? I know I can rotate the camera self but I can't get it good.

And the second thing is  I want to make a sci-fi door and normally the set origin should be for the this. I tried it with tripod and then solve, then without it and set other scale but nothing helps.

Here is the file with the tracking, you only need to solve it:

https://www.dropbox.com/s/s0noe8i3mqa52ar/garage%20tracking%20june.blend1
https://www.dropbox.com/s/upt6gb516549mcr/garage%20tracking%20june.blend

Here is the file of the door:
https://www.dropbox.com/s/g29m6aw7x0tnwpy/dooranimationneu.rar


texts:
My goal is to symmetrically place mirror modifiers on a sphere where each mirror object of the modify is an empty one in order to duplicate this animated sphere
no initial sphere duplication
1st duplication 2 spheres
2nd duplication 4 spheres
3rd duplication 8 spheres
etc ....

I am looking for tutorial or blend file realizing this perfectly

I did it with mirror edit but I can not do it properly

see link file blend not correct: https://drive.google.com/file/d/1vU5ZEYNjSGCeqgB5dQDbDoZjenU3LDHH/view?usp=sharing

I would like the trajectory of the sphere to be like that in this image
see link file:
https://drive.google.com/file/d/1LiFCCM9qbVKixzwTjazSkdRRUlSvtU41/view?usp=sharing

Can you help me?

Thanks


texts: Mirror Modifier isn't working correctly its offset?

texts:
Hi guys i'm having a small issue here trying to get my mirror modifier to work, I believe it has something to do with the origin point but being new to blender I don't have the know how to fix this problem. If someone could point me in the right direction that would be incredible.

Thanks guys.

https://drive.google.com/file/d/0B88dKYvqd3wOM1hkbGlYNkhPUk0/view?usp=sharing


texts: I'm a absolute beginner to Blender and I don't know how to move the vertices. I only have a one-click mouse. I tried to see others comment but no use. The B key doesn't work for my computer.


texts: How can I model from angeled photos in blender?

texts: I know that in blender you can use blueprints to model any vehicle but I couldn't found any blueprints for this bus VDL Jonkheere Mistral 30 from the Jutc company and I would love to start a project for it. I also tried writing a letter to the manufacturers asking permission for blueprints and didn't get a response. However I do have alot of images of the bus as I am from Jamaica but I'm not sure if the images needs to be flat like how a typical blueprint would look like (Front view, side view etc). I need professional advice thanks.


texts: How to scale multiple UV face in proportion?

texts:
I have a mesh unwrapped which I need to ensure that each face of same size occupy the exactly the same texture space (pixel-perfect).

This holds true when I simply use the basic unwrap option.  However, when I select the concerned faces in the UV/Image editor tab and scale them at once, the resulting faces loses proportion.

I think the problem is that I can only scale the faces based on one pivot point, hence the faces are scaled differently depending on their respective distance from the choice of pivot centre.

So, I am wondering if there is any option available so that each face is scaled using their own centre as the pivot point? Otherwise, does anyone know how I can achieve what I want?

Many thanks!


texts: Any way to disconnect animations after animating?

texts: I'm pretty new to blender, so don't judge me to harshly on my noob levels here, but lets get right to the question. Is there any way to disconnect animations after animating. Here's An example if you don't quite get what i'm saying. I have a player character model and a gun model both with separate skeletal meshes. I would like to animate the gun and the player character together in the same file (for more precise animations) then separate the two so I have the gun and player as two separate objects/skeletal meshes, and both objects have there parts of the animation. Is there any way to do this? If not, tell me the best alternative. Thanks for any response :)


texts: System priorities for a good value set-up

texts: Hi This is my first post as a newbie on this forum, so forgive me if I get any of the rules wrong. I'm a film maker who's just packed in the day job with ambitions to make a micro-budget feature film set in 18th C Scotland. Ridiculous optimism! I've been working on creating CGI town scapes and buildings with Blender for over a year, with encouraging results. Now I need to invest in upgrading my kit. I know I shouldn't ask about specific items, but what I'm struggling to understand is what aspects would help blender modelling and rendering, and what are irrelevant. (I'm Mac based). Should I spend on masses of RAM? Flash versus Fusion memory? Graphics cards? Processor speed? Can anyone tell me what I should prioritise with my hard-won cash?


texts: UV unwrap creates thin representation from imported obj (Magicavoxel)

texts:
I am not sure if I am missing out on something,
but I tried to import an obj from Magicavoxel into Blender, so I can optimize the mesh (reduce facecount, bake texturemap).
I do so by using a remesh modifier followed by a decimate.
When I try to unwrap the model, all faces are aligned to the same x-coordinate, creating a thin line. I am aware of the uv loss that comes from using the modifier, but the new one should not behave like this right?
How do I create uvs without squishing the faces?

I tried to follow this tutorial: https://www.youtube.com/watch?v=5MY3rsq5JGw


texts: Weird deformation after exporting Rigify from Blender 2.8 to Unity

texts:
Trying to export an animated character from Blender 2.8 to Unity 2019.02! I have a few animation done and almost all of them look exactly as they look in blender, except for the Head bone in the action “Attack”, It seems like it gets overly sized when exported to FBX or even when I bake the animation to the deformation bones inside blender, what could be affecting this bone besides the “Head” control to make it this way?

•   Scale in blender file was changed to .01 in metric system as recommended for FBX export

•   Location, rotation and scale in the Rigify Armature is applied

•   I already tried baking animation on the “head” “neck” and “chest” rig controls

First image is how it looks in blender, 2nd is how it shows in Unity.

Now, baking the animation to only the deformation bones messed up the setup for the rest of the animations BUT when I do that I get the same deformation than when exporting to FBX so I know it's something with the Rig setup more than any export setting:

Something extra to say It's that i have to keyframe  the "head_Follow" and "neck_follow" setting on rigify at the beggining and end of every action, So I'm assuming that this problem is not there.

What else can I try to have it exported with no weird deformations?
Is this a common issue?


texts:
Ok I spent hours trying to figure out the cloth modifier trying to get the cape in the pic to work properly. I FINALLY GOT IT lol. Now im having the issue of the exporting it. In blender it works and shows up perfectly fine.

Idk if its a setting in blender or not but i export to an FBX and import it in UE4. the cape wont show up.

im breaking my head over this so if anyone knows something i dont it will be greatly appreciated! :-)


texts: Why animation/render preview different from viewport?

texts:
I made a sphere and drew on its surface. The intended view is the one you see in the viewport scene.
But when I go to the Animation workspace or render it. The sphere or the grease pecnil moves slight to the left (the one in the left side)?


texts: is there a way to select just the outer surface but not the inner?

texts:
I've got some faces inside an object, but i want to delete them.
Is there a way to select all the outer surface without inner ?


texts: How to Export correctly a standalone Game?

texts:
I've finished the game I made and I wanted to export as runtime.

Firstly I installed the 2 necessary addons.

Then I read a couple of threads here and packed all into .blend and then made all external data relative. Afterwards I moved that .blend into a new empty folder and exported as runtime.

From the first look only the video-textures did not work but after I manually moved them to the folder where the executable is they were loading correctly (I guess making files relative had something to do with this working).

Now I moved the whole folder to a new pc( with the same OS-Windows10). I could not run it. So I downloaded blender and python there, in case the exported file is not like an executable(although it is .exe) but it still did not run.

Gave me a message like "contact the creator of this software".

So I think I messed up somewhere, and this brings me to my question. What are all the steps to export a BGE game so it can run to a new pc? And what are the requirements of the new pc to run it?

Edit: Tried running it, into a 3rd pc and it ran fine. This time the 3rd pc had OS-Windows 7(64bit). The 2nd pc that did not run it was 32bit and the pc it was created was 64bit. Anything I should know there?


texts: How to use Simple Deform to rotate objects?

texts:
I was following this video to try and an build a circular wall, however, the Simple Deform modifier isn't working correctly. Instead it just stretches my mesh.
Has the modefier changed in the newest version or something?
Blend:


texts: Does anyone know a free render farm that allows drivers?

texts: After I finally (thanks to Mr. Zak) got all my linked objects into a packed file, I discovered that I have been using drivers to pose the proxies of my charcters in the scene - sorry, I have been working with blender for only 2 weeks now and am tackling problems as they come. the render frarm SheepIt! shuts off the drivers, so all my characters do not render correctly. I understand the reaseon for shuting off the drivers, but what can I do now? Do I have to redo the whole scene without proxies - appending instead of linking and losing the advantages of the linking?  or does anyone know a free render farm that allows drivers? ... many thanks!!!


texts: Reducing vertices breaks model when exported elsewhere

texts:
I'm currently trying to take a 3D model and reduce the amount of faces/verts/tris it has, since it has quite a lot currently (over 100k tris). It seems that any method I choose causes the model to break when exported to FBX and imported into Unity.

As the model is by default, before reducing vertices, I can export it to FBX and then the model works fine in Unity.
If I use "Merge by Distance" or "Limited Dissolve" or any other "Clean Up" modes, when exported the model simply disappears and Unity spams these two errors:

Assertion failed: Invalid AABB *this UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Assertion failed: Invalid AABB a

I really have no idea what would cause this, I'm a beginner in Blender. Is there any way to check if the model has issues in Blender before exporting? Or maybe it's an issue with exporting?

Alternatively, it would be fine to keep the high amount of vertices in the blend file as long as I can reduce it on export. Is there any kind of surface modifier I can apply to reduce vertices?


texts:
I have a script, which creates multiple objects through a loop. However, the script freezes the viewport until it is done. Instead, I would like every object to be seen in the viewport one by one as it is created.

In its simplest terms:

import bpy
import random
for i in range(1000):
    XYZcoord = (random.random()*100, random.random()*100, random.random()*100)
    bpy.ops.mesh.primitive_uv_sphere_add(location=XYZcoord)
    # Update the viewport here.

Is there a way to update the viewport after every iteration of the loop to see every newly added object as they are created? Or do I need to use a different method?


texts: Material view in sculpt mode doesn't show material

texts:
I've been working with Blender for several years now, and I am wondering how to use a material in sculpt mode as a guide for how the mesh looks while I am sculpting it (not matcaps). Right now, all I get when I switch to material view is a blank white. I know this is probably some kind of helpful feature but I would love to turn it off. I want the material colors and patterns to show in sculpt mode as they do in object mode. I know matcaps are useful for understanding the geometry while sculpting, but in my case, I need patterns to show that are dependent on the physical location of the verticies of the geometry in the scene (particularly along the Z-axis) regardless of the angle relative to the camera.

My project includes creating a landscape with very specific topography that will be made into a topographical map. I have a simple guide material made using a wave texture and a position vector that places a black ring where the land rises through certain elevations (Later on, I plan to use a boolean modifier to make nicer lines, but boolean modifiers that are dependent on the mesh currently being sculpted don't seem to work in sculpt mode; so this is just a guide material for sculpting).

The following is a picture of the material applied to a landscape as it appears in object mode:

The following is a picture of the material applied to a landscape as it appears in sculpt mode:

The only difference in the settings of the project between the previous two images other than the angle of the camera (which is irrelevant) is that the first is in object mode and the second is in sculpt mode. Both are in material view.

This presents a problem because I want to monitor the height of every point on the landscape in real-time as I sculpt. Correct me if I'm wrong, but from what I understand of matcaps, it uses an image, and based on a surface's angle relative to the viewport angle, it chooses the color on the appropriate part of the matcap image and applies it to that surface. I am looking for a similar function, but instead of using the normal vectors and camera angle, I want to use the Z component of the position vectors on the geometry to determine the part of the image to use. It seems like this type of thing should exist in the program, and I hope it does. I have never tried anything like this before, so if there is a solution in some pre-2.8 version that has been removed, let me know.

Just to summarize, I am looking for a way to view a material's patterns, as calculated from the geometry, in real-time while sculpting, or to make a special matcap that can display the same. Also, if anyone has any other solution that would allow me to see topography lines while sculpting, that would be much appreciated, too.

Thank you so much for your time.


texts: Is there a python plug in that can export Blender rendering data to a CSV File

texts:
I am currently in the process of upgrading my animation equipment, and I want to track machine performance.  In order to do this I need to extract or export how long it takes to render an entire project.

The Data I want to track is:

How long it takes to render one frame
The time the Render Started
The time the Render Ended

I need an accurate way of doing this, doing it manually isn't an option especially when you have more than one machine to manage.


texts: Blender FBX/OBJ house export doesn't include interior

texts:
I'm not exactly sure how to be able to render this house mode with the interior for use in Twinmotion. I can look 'inside' the house in Blender and see materials/faces/etc, but but it goes into twin motion, going into the house doesn't show the blackface of the walls etc (like no-clipping mode).

This is it in Blender:

I'm not sure how to add a .blend file here (any suggestions)? Thanks!


texts: Is render time, openGL, or memory affected whether a modifier is applied or not?

texts:
If I have an object looking exactly like I want it to using modifiers, is there any reason why I should "apply" the modifiers before rendering, or any other considerations? More specifically, is viewport speed, render time and/or memory affected by whether modifiers are applied or not?

My educated guess is that it takes less processing power to calculate and display an object with Array and Sub-D-Surf modifiers than it takes to display the same object with those modifiers applied because each individual face would have to be calculated as opposed to a lesser number of instances of the already calculated less complicated object as a whole. (Sorry, that's a mouthful of a sentence.)

I am making tires using various modifiers on just a sliver of the actual tire. Now that I am ready to duplicate it to four tires, I am wondering if I should duplicate the entire tire rig/hierarchy, including "emptys" for rotation objects, (or add another couple of array modifiers), or if I should "apply" it all, then duplicate the finished tire to four.

Thanks for your help!
-Ben


texts: Is there a way to animate a material differently for object that has it? I want these blossoms to turn pink one after another

texts: Can i get the second blossom's colour to change after  the first one's without having to create a new material?


texts: Get glossy shading but no reflections (Cycles)

texts:
If you use a glossy/shiny material, it will have certain shading. It will also reflect the world environment color, and nearby objects in the scene. Is there a way to make it so that you still have glossy shading, but that you don't get reflections?

EDIT: Picture for clarification. Here we have a sphere with Diffuse and Glossy mixed based on fresnel, with no roughness. So it is a very shiny, reflective sphere. We can see that it is shaded by the glossy node, being lighter towards the edges (as fresnel does.) It is also reflecting the blue cube. I would like it to keep its shading, but not pick up reflections of nearby objects. If I increase its roughness, it still reflects the cube, it just looks more blurred.

The purpose of this is to be able to do non-photorealism where I can control what my shading looks like without it also increasing reflections. For example, the settings that you would use it have large, hard-edged toony specular highlights would also result in those areas being very reflective, which is not how they behave in toon styles.


texts: How to load an object from another scene in the bge?

texts:
I have a game with multiple levels made up of separate scenes. I'd like to add (at runtime) objects in an "assets" scene containing some generic objects that will be used in each level.

After unsuccessfully trying bge.logic.addScene("assets") then scene.addObject("object_from_assets_scene"), I tried using a "loader" scene which would load the assets scene first (to allow for the async loading), then switch to the new scene (with scene.replace()).

Despite the scenes appearing in bge.logic.getSceneList(), none of the asset objects are in them and the main level objects aren't visible.

Is there any way to add an object from another scene?


texts: Make a sphere of cubes in Blender using python script

texts:
Having trouble running code on Blender.  What this code is supposed to do is make a sphere of cubes.  It can make a circle just fine but is having troubles with the embedded while loop.  It runs through the inner loop fine and makes a circle (of radius 0), but does not go through the "phi" while loop to make a sphere.

import bpy
from bpy import context
from math import sin, cos, radians

cubeobject = bpy.ops.mesh.primitive_cube_add

#get the cursor location in the scene
cursor = context.scene.cursor_location

#increase the radial distance of cubes in loop
RadDist = 5.0

#initialize some variables
xsize = 1.0
ysize = 1.0
zsize = 1.0
phi = 0
theta = 0.0
RadStep = 6.28/8.0
while phi < 3.14:
    while theta < 6.28:
        x = cursor.x + RadDist*cos(theta)*sin(phi+3.14/2)
        y = cursor.y + RadDist*sin(theta)*sin(phi+(3.14/2))
        z = cursor.z + RadDist*cos(phi)
        cubeobject(location = (x,y,z))
        #add cubes along the radial
        theta += RadStep
    #add cubes along the azimuthal
    phi += RadStep

theta = 0.0
phi = 0.0


texts: Vertex Group Weights disappear when I move the bone

texts:
I have 'Vertex Group Weights' enabled in edit mode but for some reason the weight values aren't showing up on the mesh whenever I rotate a bone. I can assign a group of vertices a weight of 1 and it stays blue, and even when I cancel the rotation/relocation of the bone and go back into edit mode, it still hides the weight values.

I tried changing the 'zero weights' selection to Active and All but the problem was still there.
Is there anyone who knows how I could fix this?

Edit: Part of the project I was working on:


texts: Blender Compositing view ( move left & right )

texts: How can I go right and left after I zoomed in image part in Compositing view?


texts: Image as Plane and Stroke Object - transparency issue

texts: Need help to fix the stroke overlapping on the hand image, which is added as Images as Plane.


texts: Most mouse and keyboard inputs stopped working in Blender 2.80. How can this be fixed?

texts:
I have had this issue previously and I have it again. Most inputs in Blender stopped working. I can't select objects or click most buttons and keyboard shortcuts aren't working either, neither does touch or pen on the tablet. I downloaded the newest release candidate and the issue is still there. I reset settings to factory settings and the issue still persists. What do i do?
I have tried turning the computer off and on again.

Windows 10, 64 bit Blender 2.8 RC3

Solved it. Resetting to factory settings didn't help, deleting the 2.8 folder from appdata did.


texts: What's the best way to extrude and expand complex objects?

texts:
I would make this mesh's extrusion be at about a 45° angle instead of a 90° angle.

Taking the bottom vertices and scaling them kind of gets what I want, but many vertices go the opposite direction that I want them to go, because every vertex is moving in relation to the center of the object:

How can I make the bottom vertices go like this?


texts: How to cut sphere with sphere? Topology problem

texts:
Basically it is a letter N. Tried many ways with no luck or lack...of knowledge.. :)  trying to make my own logo to 3d. Using boolean and rotating spheres, but topology is big problem.

Any suggestions?


texts: How to simplify or resample a Bezier curve in Blender 2.9?

texts:
I searched in the forum and saw the other post of the same question posted 4 years ago, tried to follow it but found I couldn't do it in 2.9.
So I created a path and converted it to mesh. Exit the Edit Mode, with the curve selected, I hit F3 to search for Simplify Curves. By applying it to the curve, it gives me an error message:Failed to find '3D Viewport: Add (Shift A) ▶ Curve ▶ Curve Simplify'
Is there a different way to do it in 2.9?


texts:
I am trying to unwrap faces which are all exactly the same size. Some have slices through them, but that shouldn't matter should it?

I am trying to unwrap them to then overlap every single one so that I can make them share the same texture, however when I unwrap them they are all unwrapping at different rotations.

It's making it a pain to unwrap as it find it impossible and tedious to find out which direction the whole squares are facing.

https://imgur.com/Z1n4M5g


texts:
I am using python scripting for blender and want to use a python module called tqdm (which shows progress bars for functions/loops), I use the technique shown below to install pip and tqdm, where I have no errors. However when I try to import tqdm I get an error of ModuleNotFoundError: No module named 'tqdm'
python_exe = os.path.join(sys.prefix, 'bin', 'python.exe')

# upgrade pip
subprocess.call([python_exe, "-m", "ensurepip"])
subprocess.call([python_exe, "-m", "pip", "install", "--upgrade","--user"", "pip"])

# install required packages
subprocess.call([python_exe, "-m", "pip", "install","--user", "tdqm"])

The system console tells me that tqdm is installed following this code, but something isnt right. The import statement of from tqdm import tqdm is fairly simple. Could anyone advise me of any error here, or an alternative to tqdm or where in the program files I could check for evidence that tqdm has been installed?


texts: I have a problem with splitting an object

texts:
I'm doing an illusion kind of animation, where a rules is split in two and where the other part is closer to the camera than the other, but they should seem to be connected at first. The camera will slide showing that the two parts are actually not attached.

My problem is a line which is created by a shadow in the front part. It breaks the illusion of the parts and i don't know what creates this shadow as it cannot be erased with a light.

I made the 2 parts of the ruler by duplicating the object then created 2 cubes and used them as masks with boolean to create the 2 parts.

Any Ideas what creates the shadow and how to remove it?


texts: this is the first time I have started learning camera tracking. I know there's an easy way to track but I'm doing it the manual way; by placing trackers. After giving all the camera details and stuff, when I start solving the camera tracks, the error comes out to be 10 and I can't seem to reduce it no matter what I do.  Please help me!


texts: windows 10 updated and now blender won't run

texts:
It just shuts down when i tried to start it up. no error message or anything.
i tried uninstalling it and downloading the latest version. still doesn't work, just shuts down from the command prompt thing. I tried updating my drivers, didn't change anything.
when i run it from the command prompt i get a popup which says "This App can't run on your PC, to find a version which will run on your PC check with the software publisher"
Please help!
Edit: I've tried installing version "blender-2.79-e045fe53f1b0-win64.zip" and  "Blender 2.90.0 Alpha" as well. same thing with both.


texts:
I wonder if there's any way to change the cursor's appearance or size. I guess not, I couldn't find anything (there used to be a couple of checks in Preferences but not since 2.8 I think), but just in case, I'll leave this here.

Thanks,

EDIT: Yes, I especially meant the crosshair cursor, and I'm on Linux (adding this new information here according to the guidelines because of the first answer I got, thanks anyway).


texts: Getting an outline with backface culling blender render

texts:
I've been trying to produce an outline in blender render (Simmilar to this- from the show RWBY)

I am trying to do it using this technique: Duplicating an object, scaling it up slightly, giving it a black texture, enabling backface culling. However, this never apears in the render as it's aperently just used for the 3d view (as far as I know). I need help getting blender to render backface culling within the "Blender Render" engine, not cycles. I was wondering if anyone had tips, or perhaps a script that could help me solve this problem. Thank you


texts: Animating Makehuman facial expressions using the expressions panel

texts: How do I animate the Makehuman expressions from the expressions panel? The premade facial expressions do not seem to be keyframable.


texts: What does the fading selection color mean?

texts: In the picture you can see that the last vertex selected on the edge loop is somewhat separated by a color change from the rest of the selection. What does this mean?


texts:
I can draw what I need on SketchUp (Maker free version of 2017). It can export on STL, which is fine  for 3D printer, but now I need to feed my object into a website that only accepts .max files.
I have not found any way to convert STL to .max. The closest I got is with openctm-tools on linux which can make a .3ds. Blender seems to not have export functionality to .max, so I thought you guys may have a solution on how to convert to .max stargin from a STL or other common format. Any suggestions?


texts: Load different mesh on each frame of an animation

texts:
I have several hundred meshes which describe a constantly changing surface like waves in the ocean. The amount of data in the meshes is so large, it will not fit in a single blender file.

I could manually load the mesh, render, and repeat, but that is not practical,

How can an animation be setup to replace a mesh on each frame? Ideally, the mesh in an object is replaced at each frame so materials and other settings are kept.

Are there any alternatives to scripting?


texts: Rigid body property disappeared from multiple objects all of a sudden

texts: I was doing a project. Everything was great I setup models, scenes, animation was almost done. I did car physics: wheels, carcass with constraint. Simple stuff. Thing is I did animate this car and rigid body properties did not disappear till at some point I opened blend file and there was none(rigid bodies, rigid bodies constraint objects). After two days I still don't understand how and why they disappeared. What could possibly cause it? I can't recall my exact moves but I did nothing fancy just simple animation and scene setup. Blender version 2.80.53.


texts: Blender addons are called also 3d party plugins?

texts: Blender addon are the same thing with 3d party plugins ? These are 2 names for the same thing ?


texts: Is there possibility for one to make realtime online blender games? Tried looking up the net but info very scant.


texts: What nodes to use for enhancing an image texture imported as a plane

texts:
I have created a mesh plane with two image texture nodes. I want to improve the quality/color of the "A Logo Text" image so I can make it stand out from the 2nd image texture.

I've to go through some node tutorials and tried to plug in various nodes, but I'm at a total loss.

What nodes can I use to enhance the "A Logo Text" image? and where would I plug it in?

The "A Logo Text" is a .png image with an alpha channel for the background as shown here.
My version of Blender is 2.82.7

Here is some of the progress I made following moonboots suggestions


texts:
I'm new to 3D modeling and especially to getting my UVs unwrapped.  Currently, as seen in the screenshot below, I appear to have a whole slew of faces (54, I believe) that cannot be seen, nor do I want them to be seen.  I'd like to get rid of those faces, but I can't seem to find them to select - as if they were inside the geometry.  Is there are easy way (or heck, a complicated way) to find and remove these faces?

I'm also not sure what those long triangles are that are on the front and rear surface of the coin. The edges are uneven purposefully - the edges were extruded some to give it a very uneven feel.  When I select a face on the UV window, no part of it looks particularly strange.

EDIT:

Issue area:

The shape changed, but now I have these two rings (I have them lying atop one another currently while I was trying to figure it out) that don't seem to be visible faces, but increase the face count by more than double.  I believe I should have 34 total faces.  So this and trying to figure out why my UV unwrapping doesn't seem to go into the export file.  Oy!


texts:
here I have a complex curve generated from a text,And I wan this cube to follow that curve,(making a writing animation),I tried the follow path but id didint work well,My question is:
Is there is any other way to do this?


texts: Scene renders black with ambient occlusion turned off in cycles

texts:
I am relatively new to blender, mainly i have been using BI renderer. i started using the Cycles render engine, but when i turn off the ambient lighting (ambient occlusion), the scene is black. actaully, when i examine the images there is 'some' light but the image appears black.

Here is the file:
http://www.pasteall.org/blend/41397

Any thoughts on this? Thank you.


texts: How do I apply a mesh to two armature bones

texts: I've downloaded a rigged armature character from mixamo with the animation that I had in mind. Now, I am trying to attach to this animation movement a spear. This spear I can attach it to the hand bone by doing ctrl+p > bone. However, I need to attach it to the other hand as well, as the character is using his both hands to attack with the spear, but when I try to attach it to the other bone, it stops the connection with the previous bone. Apparently I can only have it attached to one hand bone. How can I attach it to both hands?


texts: How do I complete my animation so that I may add nodes in composting?

texts:
I'm a beginner who's been following an online tutorial to learn how to use Blender.

Currently I am trying to add the node "denoise animation", however the following error keeps appearing: "frame 'C:\TMP\001.png' not found, animation must be complete". Why does this happen?


texts: What is this line coming from the light source and how do I adjust it?

texts: Forgive me for this noobish question (still learning ropes of blender) but I'm playing with some of the lights properties, and was wondering what this line is and if there is a way to adjust the length of it. I've circled the line in red in the photo. Currently it surpasses my landscape, and it's kinda unappealing being so long. The lights are area lights. Any help would be greatly appreciated.


texts: Cutting shape out of extruded subdivided plane

texts: I have a subdivided and extruded plane.  I wish to cut a shape out of it with a cyclic (closed) bezier curve so I can use this topography to do proportional editing on it.  I have found lots of ways to make holes in the plane but no good way to cleanly just cut out the shape leaving this topography in that shape. I have been going nuts over this for a week or so.  Maybe I'm just missing something. Help.


texts: Why must I offset a scene in VSE if the start frame is not 0?

texts:
I am using VSE to layer a scene (alpha over) over a video created using a different app, rendering the result as a jpg sequence.

This was all working well, until I made some changes and, rather than rendering from the start, decided it would be more efficient to re-render only the modified frames.

When I changed the start frame in the render tab, rendering started from the wrong frame of the scene, although the background video was still being rendered correctly. This was the case regardless of whether the sync mode was set to AV, none or frame-dropping. I also noticed that the cursor jumped around during rendering.

After some experimenting, I realised that the VSE was offsetting the scene by the same amount as the starting frame; e.g. if I start rendering at frame 100, it would begin rendering frame 200 from the scene over frame 100 of the background video.

I thought I must have inadvertently changed some obscure setting, so started a fresh blend and found the same behaviour, even if there is no background video; as soon as you add a scene to the VSE, and begin rendering from a frame other than 0, Blender will start rendering the scene at twice the start frame set in the render tab.

Now that I know this, it's only a minor inconvenience, solved by offsetting the scene in VSE by the same amount as the start frame. However, I'm curious - is there a reason for this odd behaviour, or merely a bug?


texts:
I want A way to draw blender icon in handler.
import bpy, blf, bgl, gpu
from gpu_extras.batch import batch_for_shader

def draw():
    blf.size(0, 48, 72)             ; blf.color(0, 0.8, 0.0, 0.0, 1.0)
    blf.position(0, 500, 300, 0)    ; blf.draw(0, "Big icon:")
    "draw icon 'MODIFIER' here"

bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_PIXEL')


texts: How to use global XYZ coordinates for displacement?

texts:
I like to use Global texture coordinates combined with the RGB to XYZ direction setting on a displacement modifier to displace multiple separate objects uniformly.  I.e. if two separate objects with the same displacement texture are placed next to each other, the displacement contour will flow smoothly from one to the next (see GIF below).

However, even when the texture coordinates are set to Global, the XYZ displacement direction is local.  So if I rotate one of the objects about the Y-axis (as seen below) the local Z-up displacement vector is now global Z-down, and thus the displacement contour is broken between objects.

Both objects are just stretched and subdivided cubes.

So is there a way to use global space for XYZ displacement instead of local space, either directly or by some hack/workaround?


texts:
Hey what's the best way to bake Metallic maps since it's not one of the types of baking blender's interface offers you?

I know about plugin your metalic node setup into a diffuse node and bake that, but it can get tricky if you use multiple Mix Shader nodes making your material (so your metallic information could be split among tons of tons all over the place).

I need to do it through code reliably, if possible.


texts: Is there a way to prevent mesh editing when importing via the API?

texts: When appending models to a scene via the API, is there a way to prevent the end users from editing the mesh? The use would only have access to the translation and material setting properties ideally. What I am looking for is similar to Arnold Archive meshes in Maya, if anyone is familiar with how that works.


texts:
I have a robotic arm. Pieces are separate objects. They are right now on a FK Hierechy.

Can I add an empty object for target and then turning them into IK? How?

I´ve been searching on the internet but IK seems to work only with bones. Can I do IK with a simple objects chain? I come from lightwave where I know how to do it, but in Blender can´t find anything on the subject.


texts: Completing Blender Guru Donut Tutorial: extruded object does not snap to face

texts:
I am having a fight with a donut. I am on Part 4 Level 1, and I'm trying to extrude the drips from the icing.
Earlier, I wasn't able to get anything besides a rectangle to appear (no roundness, despite what was selected under proportional editing), but after a couple hours of messing around it seems like the issue is that the extrusion is freely piercing the plane. It is not snapping to the surface, but rather, it can swing freely inside and outside. That makes it really hard to get a good drip.
Here's a link to a video for visualization for what I am talking about: https://youtu.be/BgAEUB91apY
This is my first time with Blender, so I'm sure I'm missing something quite simple, but I'm totally stumped. Halp?


texts: How can I change the Viewport Display Color of a material with Python?

texts:
I am trying to create a script that resets the viewport display color of all selected objects that have a material. I'm talking about this value:

Any help would be appreciated!


texts: How to remove sound from sound spectrum in animation nodes?

texts: this is infuriating. Even if I delete the sound spectrum node, even if I restart Blender, the sounds that I loaded into sound spectrum node will remain there to be played simultaneously. How do I clear that node from previously loaded sounds?


texts: GPU Python module: why drawed pixels are shifted in the result image?

texts:
I'm using Python gpu module to render some simple rectangles in a 2D image.

The script retrieves current render settings:

def render_size( scene ):
    render = scene.render
    percent = render.resolution_percentage * 0.01
    dim_x = render.resolution_x * percent
    dim_y = render.resolution_y * percent
    return round(dim_x), round(dim_y)

Then calculates triangles based on some coordinates data and uses the following to make an offscreen rendering and get the result as pixel buffer:

def render_offscreen( dim_x, dim_y, vertices, indices, color = (0, 0.5, 0.5, 1.0) ):

    offscreen = gpu.types.GPUOffScreen( dim_x, dim_y )

    with offscreen.bind():

        shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
        batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices)

        shader.bind()

        shader.uniform_float("color", color)
        batch.draw(shader)

        buffer = bgl.Buffer(bgl.GL_BYTE, dim_x * dim_y * 4)
        bgl.glReadBuffer(bgl.GL_BACK)
        bgl.glReadPixels(0, 0, dim_x, dim_y, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)

    offscreen.free()

    return buffer

Last, it transfers the buffer into an image:

def buffer_to_image( dim_x, dim_y, image_name, buffer ):

    if not image_name in bpy.data.images:
        bpy.data.images.new(image_name, dim_x, dim_y)

    image = bpy.data.images[image_name]
    image.scale(dim_x, dim_y)
    image.pixels = [v / 255 for v in buffer]

    return image

The problem is coordinates are shifted in the result. What should be here (1821, 981) is (1881, 1002), and that seems to be around 3.x% of the input values (I mean, this shift seems to be proportional along the axis):

What am I missing?

The complete code is here:


texts:
Is it possible to have a character walk cycle interact with an object(s) like grass or foliage in blender?

Example from unreal engine:

https://video.xx.fbcdn.net/v/t42.9040-2/41364949_2072967026047843_7831866438984925184_n.mp4?_nc_cat=0&efg=eyJybHIiOjgzOCwicmxhIjo5ODEsInZlbmNvZGVfdGFnIjoic3ZlX3NkIn0%3D&oh=36d5714f2fc7675b9c6c21cf42db2f81&oe=5B96E6E3


texts:
I need to decimate a 3d-scanned image.  I am in Object Mode, but I do not see the Modifiers Panel.  The wiki says that F9 will display the Modifiers panel, but this does nothing in my Blender session.  I am running Blender 2.70 on Windows 7.
Thank you for your time.


texts: Floating objects are not touching the surface

texts:
this scene is created with geometry nodes. I found something interesting. The instances are not touching the ground when the displacement value is increased.
Why the rocks are not touching the surface? Does anyone know how to fix this?
Appreciate your time and efforts.


texts: I'm new to blender and just trying to play around with the particle system though I can't seem to figure out how to rotate these petals. I'm sure there's a simple answer. I just want to rotate them flat but changing the phase in the rotation tab doesn't help, it just rotates it around a weird point.


texts: How do I change the DoF settings of the active camera using python?

texts:
I want to change the DoF distance of the active camera in a scene using a script. So far I have written:

bpy.data.cameras[0].dof_distance = distance #"distance" is the variable I want to use

But that sets the DoF distance for the camera that comes first in the outliner (alphabetically), which is not necessarily the active one.

So I tried getting the active camera property from the scene settings using

bpy.context.scene.camera.dof_distance = distance

But that does not work at all, because this method only returns the object, but not the "camera-properties" (as far as I get it).

How can I make this work?


texts: Why is my animation shaking so much? It's not smooth. When he is in the air in one frame he falls down suddenly. His head and upper body shakes. I hope you understand what i mean, you can see my animation here: http://screencast-o-matic.com/watch/cIlo6wnV5D


texts: How to list (dump) context content in debug purposes?

texts:
Let's say I have an operator
class FooOperator(bpy.types.Operator):
    bl_idname = "foo.bar"
    bl_label = "Dummy operator"

    def invoke(self, context, event):
        print(context)

So, then it invokes, I want to see what is available in context, list of functions or values that are available to use, but output only says:
<bpy_struct, Context at 0x562a6cda4dd8>

I tried print(context.keys()) and pprint but nothing really helps.
How can I print content of this bpy_struct object?


texts: Are the audio effects of the Blender movies available to creat dubs in diferent languages?

texts:
I would like to dub a few of the Blender movies, I was mainly thinking about Agent 327, but the other movies could be interesting too.
Are the different audio lines from the movie available in the Blender Cloud? I couldn't find anything about it on the website.


texts: Find center of geometry of a set of objects

texts:
I have a Blender model composed of several objects.
I would like to move the 3D cursor to the geometry center of the model (=> one common points for all objects of this model).

I've tried to select all objects and then Shit+S: Cursor to selected.
Result: it seems that cursor goes to center of mass of all my selected objects but not in center of geometry of all my selected objects.

How can I achieved that ? Thank you.


texts: Possible EEVEE playback downsampling to 1 sample turn off?

texts:
Love EEVEE. Actual working on realtime VJ videomapping project.

Is it possible in EEVEE to turn off downsampling to 1 sample when playback animation?

I know its working that to keep smooth/realtime framerate, but 1 sample is very noisy (when turn off Viewport Denosing is little, little better)

Even that I I would like to playback with more samples despite the costs of smooth playback (even 5fps)

Is there command line for that?

I have gtx1080ti and ryzen 7.


texts: Animation advice please (sliding pipes with handles)

texts:
Hi this is my first post.  I've been learning Blender 2.8 for about a month with the aim of creating some simple, stylized animations for a medical device.
The device (see picture) consists of two nested barrels, one partially inside the other.  Flexible handles connect them and, when pushed together (red arrows) cause the inner barrel to slide out of the outer barrel (blue arrows).  When the handles are released, the barrels resume their initial position.
I've been exploring ways to animate this motion but with no success so far.  I'm not even sure if I should be using IK, or bendy bones or whatever.
Could someone point me in the right direction please?
Many thanks,
Andrew


texts: Why won't the textures in this .obj file show?

texts:
So I downloaded this .stl file http://www.thingiverse.com/thing:442747

Then I converted it to a .obj and .mtl.

I had troubles showing the texture so I searched it up, but all people says is "press ALT+Z", but that just turns the model black, not the texture. It also said the mtl gets imported along with the obj for when I import that.


texts: Blender render transparency in 3d view. Normals/faces shading issues

texts:
what is causing that shading effect ? I need the bottle to be a little transparent and some faces  inside are not recieving any transparency. The effect dissappears when I set alpha to less than 0.3

I have tried recalculating and fliping normals, also checked the box  for double sided in ''type of data to display and edit'' shelf. I am out of ideas.

It looks like the effect is happening where the mesh has edges. Also mesh is subd'ed.


texts: Blender - Verge3d optimization of textures

texts: So I started this project that needs to use Woocommerce so customers can customize their products, now I finished the application and everything and it works great on the local verge3d server but when I upload it to Wordpress it needs like 5-10 mins to load. I think the problem is that the textures are around 8MB each and it has around 10 textures (the number of textures needs to be will be bigger in the future), is there a way to optimize the application so that the files are compressed, the textures automatically lower the resolution or something similar, but I cant edit the photos.


texts: Replicate the fabric part of the headphone

texts:
Do you know how can I replicate this part?

I think the displacement texture will be ok, but where can I find it?


texts: Box rigging with empty groups does not work

texts:
I'm trying to create an animation of folding a box. I have a model of unfolded box and armature. But when set parrent with empty groups, trere are vertex groups for only two bones of twelve. There are no doubles on model. Model is in one mesh.
When I make my own vertex groups for every bone (with bone names), it does not work too.
What am I doing wrong?


texts: Blender Sculpt Mask bush is not showing the masked area

texts: In my Blender sculpt mode the masked area is not showing up (expected it to show up in black). I don't have any modifier at all (screenshot attached). Can anyone suggest me anything please?


texts: How do I change the color of particles with lamps?

texts: I want my particles to change colors with lamps, but when I shine a lamp on the particles, they are still white. I made the lamp color purple and increased the energy of the lamp, but it didn't work. Any ideas?


texts: I have looked at literally almost every post about this issue but none of them fixed my problem. If you can help me I would not be able to thank you enough! you can download it here


texts:
I'm working on my knife model and I want to add more smooth edges on the grip. When i use bevel tool i get weird geometry, because of angles on my model.

How can I make my edges smooth just the grip?


texts:
is there anyway to texture over another texture? for example: lets say i add a musgrave texture to a sphere and use a color ramp to separate the blacks and whites. kinda like this:

is there anyway to have a noise texture in the black parts and a wave texture in the white parts? i guess what i mean is: is there anyway to use a texture as bounds for another texture?

forgive my overuse of ":" please. my comma key broke lol.
thank you for any help.


texts: How can I test the Blender 2.8 game engine on Linux?

texts:
I know that I'm not allowed to ask questions about unofficial releases of Blender but this is a more simple one: where can I get the game engine for Blender 2.8? I am interested in porting my latest game to it since it's finally somewhat stable. I have seen numerous videos of people using UPBGE with 2.8 like here but none of them provide a link to download the engine. I installed the Git version on my Ubuntu 17.10 install but it ended up just being BGE 2.79. Does anyone know where to get the 2.8 Blender Game Engine that has EEVEE for the game engine? UPBGE 2.8?

(Also, in case anyone is wondering, NO! The official test builds don't have a working game engine. When you press P everything disappears and turns gray.)


texts: Is there a way of easily identifying which mesh face a UV face corresponds to?

texts:
Is there any simple way of telling which UV face corresponds to which 3D model face?

I created a room (in V 2.71) with a doorway and a window out of a hollowed cube and generated a UV mapping for it with "Smart UV project" but it is not obvious to me how to tell which face is, say, the floor or the left face of the door frame. I can highlight them in the main window to see which face gets highlighted in the UV window, but that's laborious and confusing.

And if my model gets a little more complicated, say I had more rooms and interior doorways, I know I'll end up with lots of tiny thin rectangles on the UV map often placed in really weird locations that don't correspond to the floorplan. Telling which is which will be really hard.

How is this done on complicated models?


texts: Blender VSE Waveforms not showing after changing file directories

texts:
I decided to organize my file directory, but when I went back to my project both the video and audio were not working
The fix was to update the source location on both

Now I'm having an issue where I can't get the waveforms to show
And I also don't know if it's using the correct proxy data since I don't know which file exactly is the proxy file when I go to use the "custom proxy file" option

To show an example of what I did:
The file path used to b d:/videos/project/video.mp4
Now the file path is d:/VideoEditing/projects/video.mp4

I made a new .blend project and the waveforms showed up there
I don't want to start a new project however since I've already cut out things from both video and audio on my current .blend project


texts: I've been testing the inset feature in Blender. Does the inset boundary feature, when its on, only work with objects using the mirror modifier?


texts:
I was extruding on the z axis, then attempted to extrude along the x axis. I tried to right click to cancel the z axis extrusion (unsuccessfully). Then right clicked again, to newly select the faces on the x axis to extrude (unsuccessfully). The two arrows, (x,y front view) remained were they were.  I can change the axis constraint, but I can't extrude from a new location and would like to.
Thank you for any help you can offer!


texts: Texture glitches and artifacts when camera is far away?

texts:
From up close the mesh in the view port looks fine. But when the camera moves away, artifacts and glitches appear? Is this a topology issue or a rendering issue in Blender? The object has no UV texture applied as each mesh has a material node assigned to it

Up close no mesh errors... Moving the camera back though, render glitches and artifacts pop up as the camera looks at the item


texts: Why is this code not capturing the mesh of the armature transformed object

texts:
I am trying to capture the mesh of an object modified by an armature. Below is an image of the object before being modified by the armature. The object is parented to the armature using "Armature Deform with Automatic Weights".

I'm using this code below that uses a bmesh to try and capture the new mesh of the transformed object.

import bpy
import bmesh

context = bpy.context
ob = context.object
dg = context.evaluated_depsgraph_get()

bm = bmesh.new()
bm.from_object(ob, dg)

# Create new mesh
me = bpy.data.meshes.new('myMesh')

# Create new object
obj = bpy.data.objects.new('myObject', me)

#ob.location = origin
ob.show_name = True

# Link object to scene
bpy.context.collection.objects.link(obj)

# Finish up, write the bmesh back to the mesh
bm.to_mesh(me)

For example below is an image of the transformed object and the new object using the transformed mesh. The new object is lying at the foot of the transformed object. I expected both objects to look the same. What am I missing here?


texts: Is there a way to add a mesh to another without reseting sculpt data?

texts: I've been sculpting a head, and when I got to the ear, I thought I'd make it its own object so that I could focus on it without the rest. Problem is, when I try to add the ear mesh to the head using Join, it resets the sculpt data. Is there a way to join the two meshes without this happening?


texts: Is it possible to divide text object horizontally, while retaining edit ability?

texts:
Is it possible to achieve similar text transition while retaining text object edit ability?

move yourself http://www.pasteall.org/pic/show.php?id=86211


texts:
How can I import Blender modules into any external Python IDE and use its features from the IDE itself?

I found the tutorial "BlenderAsPyModule" but I am unable to follow it… specifically I could't find any such directory as "bin\bpy.pyd", as is specified in the link (under the section named 'Windows').

I am using Visual C++ 2008 express SP1 (whose download link is given in the above linked page), and cmake on a 32-bit Windows 7 machine.

Here is the output log of generating build files using cmake with Visual Studio 9 2008  :-

Blender Skipping: (bf_collada;bf_intern_ctr;extern_redcode)
Configuring done
Generating done

and here is the output log of compiling (release build) the mvs solution file (named 'blender') :-

1>------ Build started: Project: buildinfo, Configuration: Release Win32 ------
1>Generating (some_path)/blendersvn/blender/source/creator/buildinfo.h
1>-- Found Subversion: (some_path)/svn/bin/svn.exe (found version "1.8.0")
1>Build log was saved at "file://(some_path)\blendersvn\cmake-build\source\creator\buildinfo.dir\Release\BuildLog.htm"
1>buildinfo - 0 error(s), 0 warning(s)
2>------ Build started: Project: blender, Configuration: Release Win32 ------
2>Compiling...
2>buildinfo.c
2>Linking...
2>   Creating library (some_path)\blendersvn\cmake-build\lib\Release\bpy.lib and object (some_path)\blendersvn\cmake-build\lib\Release\bpy.exp
2>Embedding manifest...
2>Build log was saved at "file://(some_path)\blendersvn\cmake-build\source\creator\blender.dir\Release\BuildLog.htm"
2>blender - 0 error(s), 0 warning(s)
========== Build: 2 succeeded, 0 failed, 121 up-to-date, 0 skipped ==========

It appears that there are no errors in these two steps. Is that correct?

Also, I copied bpy.pyd that lies inside bin\Release\  (instead of inside bin\ as mentioned in the link) into \python27\Lib\site-packages\, but there are no .dll files in the bin\Release\ directory to copy.

And then (just to add) here is the ImportError:

>>> import bpy
Traceback (most recent call last):
  File "<pyshell#0>", line 1, in <module>
    import bpy
ImportError: DLL load failed: The specified module could not be found.

Am I missing any part of the process or doing it wrong?


texts: Restore vertex groups after live boolean modifier

texts:
I have several objects that I am combining with a boolean modifier, but I am not applying it as I want it to stay live as the objects move. After the boolean, I want to use other modifiers that need vertex groups, and subsurf that needs crease. The boolean wipes these both out.

I know that if I have a UV unwrap and apply the boolean, I can restore my original seams with the Seams from Islands command. But I am not applying the boolean.

I have tried using Data transfer from a non-booleaned version of the objects to transfer vertex groups and creases, but it does not seem to be working. Is there a specific combination of settings that will make it work, or some other option?


texts: How can I animate something being constructed?

texts:
I'm trying to animate something like a wall being created out of the ground.

Like this, per example:

What I want is to make the ice appear (being stacked and you can see is it forming into a "puddle" like) on the ground first.

Being created like this

Followed by the walls being pushed out of the ice in order to create the wall.

Can anyone tell me how can I do that?


texts:
I'm new to blender. I'm working on a simple swimming animation for a fish model. I had everything working fine until I was getting ready to export. After applying the modifiers to my model, I later noticed that my mesh was no longer following my armature. I'm not exactly sure what it was that broke it, but I think it had something to do with applying the modifiers.

Here is the .blend.


texts: With the chain as active and ground as passive created rigid body. Why the chain unable to drop on the floor. Chain is going through the mesh. Any suggestion whats going wrong


texts: How do I bend a scanned .stl object with several complex features

texts:
I'm trying to make a cylinder out of this textured slab. One side is flat while the other side is textured with an intricate pattern.There are several triangles and vertices. I would like to temporarily simplify it while i curve the object into a cylinder and then return it to its full detail.
I have tried doing a loop cut, but i can't select a whole face, and it all keeps failing/crashing. Please advise.


texts: The mesh of my model is distorting when I try to pose it. Help!

texts:
I'm a major beginner at blender, but I tried following a few tutorials and ended up being able to make a low-poly base model and rig it, or so I thought. When I tried to pose the model it got super distorted.  If anyone has any advice, I would appreciate it.  Thanks.

The model after I just rigged it:

The model after trying to pose it:


texts: How do I select strips in the Video Sequence Editor?

texts: I'm having a lot of trouble trying to gather pieces of stripes to move. I don't want the all the strips to be selected but only a few. How can I select a few strips without having to select all? Others say to press A to select all but I don't want to select them all!


texts: Noisy, risograph-style gradients and textures

texts:
How can I make a some sort of like... a gradient like this?

https://medium.com/@stefanhrlemann/how-to-create-noisy-risograph-style-gradients-and-textures-in-photoshop-in-3-ways-394d6012a93a


texts: Is there a way to convert an imported svg into a grease pencil layer?

texts: I have an svg path, made in illustrator that I would like to import into Blender and convert into a grease pencil animation. is this a thing that is possible?


texts:
Just to preface I'm new to blender and all 3d software. I have an object I imported into blender from SFM. I notice on some objects that there are seams when the normal map is used. Even if I just load a blank image, there are noticeable seam issues when a normal map node is connected.

I'll share several images to show what the issue is. I've tried converting to quads, removing doubles, recalculating normals and nothing seems to work. I've tried texture painting them but it doesn't work for these seams. I've manually selected faces and flipped normals and it still has a seam.

All normals are facing the right way. The normal map itself doesn't have seams (if I view it in texture painting). I imagine it's an issue with the UV mapping but I'm not sure I can fix it without a deeper understanding of UV mapping.

The first image is the normal map and texture applied showing the seam:

The second image I removed the normal map texture but there's still a seam and shadow issue:

In this image I disconnected the normal map node and it has no seam.

Here's the mesh polygons, no messed up edges or anything:

No normal map or texture, mesh looks fine:

In the final image I have no texture and no normal map texture, but the blank normal map causes these messed up seams.

For this particular model it's not really a big deal, but I have some human models that the same thing happens on. Is this just an issue of the original source or is there any options I can change to fix the issue?


texts:
New to blender, I imported a design from a CAD software using Mesh objects. I applied textures on the objects (to render object sides) and on Top and Bottom faces.

On the Top and bottom I have some artefacts and distortions on the texture. Furthermore, the texture scale seems also to changes along the parts...

Here is an example. It happens nearly on all the parts...

Thank you for your help


texts: I'm trying to snap two objects with closest vertex, but when the vertex of the object I move is very close, it jumps back! I guess the distance is 15 mm. When it jumps back, a small ring is visible at the other objects vertex. I cant find any solution and need help!


texts:
I'm working on a highly detailed "random building generator".
It's working so far, with a variable to pick the # of floors.
10 floors takes about 10 seconds
20 floors takes about 70 seconds
100 floors... after 5 minutes, I closed it out.

The thing I noticed is it's only using one thread.  Each floor can be created with it's own thread without interfering with other threads.
Within the loop that'll execute 100 times, how do I put "buildLayout" function call into threads, without breaking my PC?

Would this work?  (Don't want to generate more threads than my PC can actually handle)
import threading
for floor in range (0, 100):
  thread = threading.Thread(target=buildLayout(self, context, offset,                  outsideWallObj, outsideDoorObj, outsideWindowObj))
  threads.append(thread)
  thread.start()

for thread in threads:
    thread.join()

My biggest concern is I only want 1 thread running per core.  Does python handle this automagically, or do I need to find the core count?  If I need core count, how do I obtain it?

Current code listed below.

            for floor in range (0, bpy.context.scene.user_vars.buildingHeight):
                xPos = 0
                yPos = 0
                zPos = floor*4-1

                offset = (xPos, yPos, zPos)
                offset = Vector(offset)
                buildLayout(self, context, offset, outsideWallObj, outsideDoorObj, outsideWindowObj)


texts:
There are weird shadows on my model in cycles and I have no idea why.
What is this and how to fix this? Thanks in advance


texts:
Is there is a way to set a File browser UI pane to append mode or something of the like for a quick drag and drop Kit-bashing type of workflow? Even an addon would be nice.

I did see the paid Asset manager addon however for what I'm looking fo $40 is steep.


texts: so I'm brand new to blender(and 3d programs in general) so I could be missing something obvious, so please forgive me, but I'm trying to sculpt a face in edit mode and symmetry does not seem to be working? I tried to google it but the offered solutions don't seem to be working for me? I made sure to get my object 0,0,0, and I placed my cursor there too? I have X and y symmetry turned on.


texts: Direct Path for Desktop without Usernames for Blender 2.79

texts:
thanks for the help on my last question.
Now, i want to export to the desktop path of users, without knowing the username.
I try to explain
Export on Desktop
bpy.context.scene.render.filepath = "/users/luki-krew/desktop/"

Is working for me, the file get saved as 0001.svg on desktop.
But i want something like:
bpy.context.scene.render.filepath = "~/Desktop/0001.svg"

Perfect would be if the file name could be the same like the imported 3d Model. WOULD BE PERFECT !
Like the files named car.fbx - the export should be named car.svg
Than you so much for helping me!


texts:
If I scroll the mouse one time then it goes very far:

It is hard to work like this and not normal behaviour. If I start a new project then everything is ok. Im not sure what I did, how can I change it back to normal?


texts: facial landmark deduction compatible with blender?

texts:
I'm trying to to get dlib integrated with blender for over 3 months. Is there any other facial landmark detection that I could integrate with blender? or is there a method to get dlib working in blender? Ive tried everything I could think of.

thanks pascal


texts: Bring vertices in/out of center of object?

texts:
Sort of like when you use poke (Alt + P), letting you drag the new vertices in or out. Only with this I don't want to create new vertices.

Anyone know how to do this?


texts:
How can I transfer a collection of float values to a node socket?

This is what I've tried:

Create a list of float values and convert each of them to a string
Pass the string to the socket
In the right place in the script, I will retrieve the float values by accessing the string values from within an eval() function:

list_x = eval(self.inputs['Points'].VectorProperty.x)

list_y = eval(self.inputs['Points'].VectorProperty.y)

list_point = list(zip(list_x, list_y))

I understand that this is not correct. But what is the correct way to do this?


texts: Why is my smoke only generated for the first frame?

texts:
I have a smoke sim that is moving, and has forces affecting it, all seems fine and it moves how I want it to, but the flow object isn't continually generating smoke!
It only does it for the first frame and then that's it.
Can anyone help?


texts: Material preview and Eevee rendering not working

texts: I recently updated my graphics card (Radeon RX 580 Series) and I haven't been able to make the viewport or the Eevee renderer work (as in the objects appear grey or invisible)


texts:
When I render the hair only the root shows up and not the hair. Please help and thank you for your time

Here's the .blend


texts:
I have a problem with some render in Eevee, sometimes I get strange artifacts like white pixels.
I don't know what is the cause, it doesn't appear in all renders, but it does it with particularly shiny materials in combination with normal map or bump.
This effect get worse considerably with Camera DoF or Bloom.
Here is an example:

I've prepared a simple file to reproduce the issue:

Here are material nodes that cause the problem (same as example file):

And the World settings is the default one, but got same effect even with HDRI map:


texts: How to select with python code only vertical edges from cube?

texts: How to select the vertical edges, using python code if a selected previously the cube?


texts:
I made a character and skinned and rigged him, and used automatic weights. When I move the upper bone in arm the mesh gets twisted and weird.

Here is the link to download it


texts: Need to make (node setup) of realistic dirt/ grime/grunge on top of image texture of ceramic tiles

texts:
I've already created a node setup with bump mapping and gloss, but I have no idea how to add or combine an image or texture to create a realistic dirty/worn look on the clean tiles.
I tried the tutorial http://www.blenderguru.com/tutorials/how-to-grunge/ , and I can bake the image but I am not sure how I would combined them to give the desired effect.

The image I wish to improve on or change (add dirt to) can be found here.
http://www.cgtextures.com/texview.php?id=65010&PHPSESSID=rklgncit37atdpanj155e3jvg5

Any advice would really help me out! Thanks


texts: Weight Painting - Can't smooth this deformation

texts:
I have a rigged and weight-painted letter A. I'm content with all the weights except for the letter's left shoulder (Shoulder.L) bone. See image. The deformation is crooked, not smooth. I tried the Smooth, Levels, Normalize, Weight gradient, Blur etc. tools and I can't get it right. I tried reapplying automatic weights also with no success. Is the problem with weight painting or is it the underlying geometry (however the geometry here is very simple).

How to properly smooth this "left shoulder"?

Note that the other deformations on this letter are smooth, when I rotate the bones.

(I'm using Blender 2.79b)

I'm attaching a stripped down .blend file.


texts: locking button press in blender game engine

texts: I am trying to figure out how to lock a button press until the player interacts with a object which then unlocks the button.


texts:
It looks that I can not export roll setting from Blender to Unity, because it still has bad rotation. I tried different axis, different roll, blend file, fbx file. Nothing is working.

It is working good with generic animation, but with humanoid it is bad.

Blender:

Unity:


texts: Good day. In Maya fbx exported there is function export constraint so I can use them in Unity, When I export armature with contraint from Blender they don't export and I don't see any option on how to do it. What are my options to export bone constraints(maybe addon exists for such purpose)?


texts: Why are my particle settings grayed out?

texts: The particle number on my settings appear in gray, I don't think i'm able to change the number even thought i need it, how can i make it white again?


texts: How to project picture onto hair particles?

texts:
Here I have a basic plane with hair particles (just for example)
And here is something i want ,this black line, it should be visible when looking from angle in case when there is more particles on image up hair it’s too infrequent to be visible.

How can I do this? Also I would want to be able to move object and not change pattern while doing so.
This line is just an example I would like to add something different if this is even possible.


texts: How to 'batch copy and paste' VSE strips in Blender?

texts: I am using Blender as a video editor. I have a video I am working on, an interview that fades in and out from footage to title card, in and out. I am adding the effects: color, gamma cross, etc. There are a lot of title cards. I was hoping that fade process could be automated or at the very least, group select the effects I made, and then copy and paste. I know there is duplicate, but I want to do several at a time, not just one strip. Ideally, I can copy and paste the fade in out sequence where only the title card is different. Therefore, I do not have to go through the color/gamma cross in and out many times. Is there no way to speed up my work flow? Keep in mind, this is being on done on computer, so repetitive tasks are what machines do best. Surely I do not have to keep doing repetitive tasks when I ought to be able to drag and drop an effect?


texts: Why is my object rendering correctly in blender render and not in cycles?

texts:
Ok I'll make this simple:

Cycles render:

Blender render:

How do I make them both show up?
Thanks!


texts: Is there a way to "clip" or "clamp" the height of a normal, so that bumps go to a certain height and then abruptly flatten, as if chopped off?

texts:
The pic may explain better.

Cycles. . . . . .

I don't want smaller bumps that are still basically bubble-shaped... I could get that by just decreasing the strength of the normal in my normal map node.

What I want is for the bumps to come up from the surface at a certain strength, and then get abruptly clipped/clamped so that they're limited in how far they rise above the surface.

I thought of trying to use a color ramp or contrast node to limit the brightest and darkest parts of the image, to clip it that way, but it doesn't work. The normal map is one of those proper purple-colored things and not easily edited in photoshop. I tried playing with height and distance settings in a bump map, but that just seems to make shorter bubbles, not "cropped" bubbles.


texts: If there is an object which has a property that which varies with each frame, would it be possible to to build a script that can access that property before each frame is rendered and thus change another property?


texts: Trying to see the 3D Manipulator Widget on selected objects

texts: How do I get the 3d manipulator widget to appear on a selected object in Blender 2.8. When I select any object in the scene the widget does not appear with it. Is there a menu item that makes it appear?


texts:
I imagine there’s an easy fix but at the moment I just don’t have any idea how to do that.

I made a flat plane, made some loopcuts to divide it and now want the corners to be round. It works for the corners which are "outside" but for the corners which lie "inside" the form it does not work. My aim is that the bevel looks like the red marked curve in my example.

How can I solve that?

Edit:
To make it more clear: when I try to bevel the "inside" vertex I get something like that, but not a curve.


texts: My objects/planes aren't selectable anymore

texts:
Firstly i apologize if this has been answered over and over again, but i've recently gotten into blender in the past week so i'm still new to everything, but when i opened my blender file that i've been working on; my objects/planes aren't selectable at all.
I'm able to select the cube, but not my bigger plane/object i've been working on.


texts: Using python, how do you get the "roll" of a pose_bone?

texts:
The system I'm making reads from pose bones for guidance, but doesn't use blender's built-in rigging system.  I can get the head and tail coordinates, but I also need to know if the bone has been rotated around its axis.

EditBone has a property "roll" that sounds like what I need, but PoseBone lacks this property.  I need to take into account the possibility that the bone has been rotated in pose mode.  Is there a way to derive this value from the properties that PoseBone does provide?


texts: Are there disadvantages to using a mesh deform modifier?

texts:
I'm about to make an animated short using Blender for the first time and I'm contemplating if I should rig all my characters using a mesh deform modifier instead of the traditional direct bone rigging.

For the advantages I read about how you can have one character have many wardrobe changes or have many parts and you can make toony distortions.

Is there any disadvantages to using this system?
Is there something that I should be concerned about?
Does it slow down rendering in cycles?
Does it limit bend accuracy like the precise fold of the forearm?
Will the cage prevent a character's arm to press against their torso?
Or something else?


texts: Baking Texture & Importing in Unity Creates Odd Transparencies

texts:
Hello and thanks in advance for your help.
I've been converting some free models into a game that I've been playing, but when I bake this tree and import it into the game it looks very odd.

You can see there are odd lines/planes of transparency shooting through the model all reaching/starting at one point.
Here is a blend file, the model is still just "post bake". The file hasn't been adjusted to the bake because I only need the png and obj for import in-game.
.blend:
https://blend-exchange.giantcowfilms.com/b/33rK0og4/
Textures (sorry pack was too big):
https://www.dropbox.com/s/a3h0qslneyzzs6q/trees.zip?dl=0


texts: Export grease pencil lines with a transparent background

texts: How can I export (as PNG frames) the lines of grease pencil on a transparent background?


texts:
I'm trying to recreate the windows 10 background effect on a logo I've made in blender.

Half the logo has a glass like material, the other half has a steel like material. And I'm using cycles at the moment.

I've put various light sources behind the logo and tried a few variations of volumetric scatter in the world to get the god ray sort of feel coming off the logo, but it's just not looking anywhere near as effective as I'd like.

I know the win10 background was a real set and photographed, but has anyone come across a tutorial to do something similar in blender?

I'm very new to the tool, I'd appreciate any pointers in the right direction.


texts:
So my model without any mapping is smooth and plain.

But when I go through the UV Mapping process, I end up with my model looking like this:

The problem is that it exports like that so when I programmatically load it up, i see all those lines that are not supposed to be there.  Is there a way to export it without those lines?  Or do I have to remove them from the PNG in an editing program after?


texts: Blender textures will not display in GE?

texts:
How do I make my textures or colors display in blenders game engine? My textures in blender will not appear in bge when I run my game and it ends up looking like this:

I added some textures and colors to my objects in blender render but when I go into blenders game engine and run the game it looks black and white (image shows above shows no textures that I have added). I have multitexture enabled in my scene.

Any way of fixing this?


texts:
I'm using generated texture images to set the individual colors, emission strengths, and sizes of 119,617 stars imported from the Hipparcos catalog. My texture images are each a single row of 119,617 pixels and I'm wondering if Blender will accept it without capping it at certain maximum.

(I noticed in the Texture tab that when I select the texture image, its x-size shows as ~65,000 (going by memory), and that while I can decrease this number, I cannot increase it. This has made me suspect that there is a size limit that I hadn't thought of.)

Thanks in advance if you know the answer and are willing to share it. I'd like to work with even more particles (millions, if Blender will allow me), so size limits of this sort are definitely something I should be aware of!

EDIT: I realize now that the ~65,000 limit appears on Mac OS but not on Windows. The same model that on Windows correctly shows 119,617 pixels for the X dimension of the texture image shows only 65536 on my MacBook Pro. Wondering why that would be? V2.78 on Windows and 2.76 on Mac.


texts: How to add good light to surrounding to get a best result

texts: I wanna know is there any addon to get a perfect result for my model with lighting. Adjusting the lamp here and there and increase and decrease the light not get much good result. I have added HDRI light but yet also not good result i got. Whats the easy way and simple to get good light result. If so addon. I have attached an image with hdri and a gold material


texts:
Hi there well I'm kind of newish to Blender and my problem is when I do the Rendering I get some ,,shadow lines'' you can see them if you zoom in at the head, how can I avoid them or what did I do wrong in the settings.

Thanks for the help :P


texts: Format IntProperty/FloatProperty in GUI layout.prop?

texts:
Is there a way to format how the value of Float/Int properties are shown in python blender GUI?

Right now it's always the same 'text' + 'value' (+ 'unit' if specified in the prop options).
But what if I want to display
f"text {value} text"

Or even better, format the value with thousands separators?
f" text {value:,} text"


texts:
I am currently trying to recreate the laser line described in Making a Laser in Cycles - Straight Beam of Light?

I have selected the Cycles Renderer, enabled nodes on my light (spot and point tested). I can modify the strength and color using various node outputs so the nodes seem enabled. I have tested the other types of laser schemes presented in the link above but none produce output close to what is expected.

Is it the light source which I should be modifying the nodes for?

Something that feels quite strange to me is the use of the value of the cross product which I am uncertain how it would be defined. (area of the parallelogram between the vectors?)

Have I missed something fundamental about how nodes work and if so a source to start reading and learning about them would be appreciated.

Thanks in advance.


texts:
Blender 2.80
Mac OSX 20.15.1
Python 2.7.15

Trying to install Blender GIS using edit > prefferences > addons > install.

Addon installs:

Modules Installed (BlenderGIS-master) from '/Users/rider25/Desktop/BlenderGIS-master.zip' into '/Users/rider25/Library/Application Support/Blender/2.80/scripts/addons'

but will not activate, returning:

Traceback (most recent call last):
  File "/Applications/Blender.app/Contents/Resources/2.80/scripts/modules/addon_utils.py", line 351, in enable
    mod = __import__(module_name)
  File "/Users/rider25/Library/Application Support/Blender/2.80/scripts/addons/BlenderGIS-master/__init__.py", line 69, in <module>
    from . import geoscene
  File "/Users/rider25/Library/Application Support/Blender/2.80/scripts/addons/BlenderGIS-master/geoscene.py", line 32, in <module>
    from .operators.utils import mouseTo3d
  File "/Users/rider25/Library/Application Support/Blender/2.80/scripts/addons/BlenderGIS-master/operators/utils/__init__.py", line 1, in <module>
    from .bgis_utils import placeObj, adjust3Dview, showTextures, addTexture, getBBOX, DropToGround, mouseTo3d, isTopView
  File "/Users/rider25/Library/Application Support/Blender/2.80/scripts/addons/BlenderGIS-master/operators/utils/bgis_utils.py", line 7, in <module>
    from ...core import BBOX
  File "/Users/rider25/Library/Application Support/Blender/2.80/scripts/addons/BlenderGIS-master/core/__init__.py", line 14, in <module>
    from .basemaps import GRIDS, SOURCES, MapService, GeoPackage, TileMatrix
  File "/Users/rider25/Library/Application Support/Blender/2.80/scripts/addons/BlenderGIS-master/core/basemaps/__init__.py", line 2, in <module>
    from .mapservice import MapService, TileMatrix, BBoxRequest, BBoxRequestMZ
  File "/Users/rider25/Library/Application Support/Blender/2.80/scripts/addons/BlenderGIS-master/core/basemaps/mapservice.py", line 34, in <module>
    from .gpkg import GeoPackage
  File "/Users/rider25/Library/Application Support/Blender/2.80/scripts/addons/BlenderGIS-master/core/basemaps/gpkg.py", line 26, in <module>
    import sqlite3
  File "/Applications/Blender.app/Contents/Resources/2.80/python/lib/python3.7/sqlite3/__init__.py", line 23, in <module>
    from sqlite3.dbapi2 import *
  File "/Applications/Blender.app/Contents/Resources/2.80/python/lib/python3.7/sqlite3/dbapi2.py", line 27, in <module>
    from _sqlite3 import *
ImportError: dlopen(/Applications/Blender.app/Contents/Resources/2.80/python/lib/python3.7/lib-dynload/_sqlite3.cpython-37m-darwin.so, 2): Library not loaded: /Users/brecht/dev/build_darwin/deps/Release/sqlite/lib/libsqlite3.0.dylib
  Referenced from: /Applications/Blender.app/Contents/Resources/2.80/python/lib/python3.7/lib-dynload/_sqlite3.cpython-37m-darwin.so
  Reason: image not found

Any help would be much appreciated :)


texts:
When i change value "Chain Length" Blender closed with no any messages. Sometimes i cant open this project (project does not open about 5 times out of 6). Once i managed set right value for "Chain Length", but when i after edit "Pole Angle" Blender closed ... When i give project to friend he dont have problems with editing this values, but what happened in my Blender? With other projects all ok.

https://drive.google.com/open?id=0B4SrIsw9kjadZ3NIdG4tVWp5LUk project.

Sorry for my english :)


texts: Why does render resolution affect RAM use?

texts: I am trying to understand all the factors that effect RAM use so I can get the most out of my graphics cards VRAM when rendering. I understand that the amount of geometry and the resolution of textures make a big difference. However, I do not understand why render resolution does. Can anyone explain why?


texts: .exr file quality options for seperate renders?

texts:
When rendering out a scene where all render passes cannot be placed into one .exr file, what is the best alternative for additional passes to be at the same quality level as an .exr?

For example:
If you are rendering a scene and can render diffuse, ... etc (all the usual passes) in one .exr file but later learn you need an additional pass or two which would be added to the same composition as the .exr file, what file type would use? Would another .exr be the most efficient choice to keep the same quality even if it only has one or two additional passes for example?


texts:
This is what I'm referring to. Just like Fresnel, at an angle, the green on the side gets darker.
As seen in the glass slab in this image.


texts: How can I create a template for a class of objects?

texts:
I would like to create a program for generating a class of objects using Blender and Python. Basically, I would like to create an addOn or a program that can generate different types of the same object, as different models of cars. Let's say that I have a basic model and I would like the user can modify some parameters as the wheels, the length of the car, the seats and so on in a really user-friendly interface. The final effect I am achieving is something like MakeHuman, the tool in which you modify some characteristic of a human being in order to obtain your personalized one. Obviously I am not trying to create a tool with the same complexity of MakeHuman but I would like to have something simpler but in the same time similar for the class of objects I have in mind.
How do you suggest to start? Do you have some recommendations? Do you thing that using Python in Blender is a good choice?


texts: How to Import Blender 2.79 built-in matcaps to Blender 2.80?

texts:
I'm missing my favorite matcap from Blender 2.79 in 2.80, this one on the left, indicated with a blue border:

Is there a way to extract matcaps from 2.79 and import them into 2.80? Or maybe there is a repository of old matcaps as images, somewhere in the Blender git?


texts: Evee Render crashes and software shuts down even though I have good hardware

texts: I made a scene in blender of 310 frames but as soon as it reached 222 frame it stopped rendering. I tried to render it again but as soon as I click render the software crashes and shuts down. Please help


texts: How can I use a mask modifier with a musgrave texture?

texts:
I'm trying to make a simple version of the masking technique used here:
https://www.youtube.com/watch?v=KFYFh8w4758
in (0:00 --> 0:06)
is there a way to achieve this effect using a mask modifier or anything else?
Thanks!


texts:
I'm new on Blender and I'm struggling with Blender's import operator for STL files. In my code, I try to load a file from the browser and then make some actions on the loaded object. I can get the file I want but the code continues to run before the STL file is loaded, so I get the error: KeyError: 'bpy_prop_collection[key]: key "file_name" not found'
Here's my code:
import bpy
from bpy_extras.io_utils import ImportHelper
from bpy_extras.io_utils import ExportHelper
from bpy.props import StringProperty, BoolProperty, EnumProperty
from bpy.types import Operator

#clearing previous objects
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)

#stl file loading
bpy.ops.import_test.some_data('INVOKE_DEFAULT')

#some action with the file
x_dimension = bpy.data.objects["file_object"].dimensions[0]

Using :
class ImportSomeData(Operator, ImportHelper):
   """This appears in the tooltip of the operator and in the generated docs"""
   bl_idname = "import_test.some_data"
   bl_label = "Import Some Stl File"
   bl_options = {'REGISTER', 'UNDO'}

   # ImportHelper mixin class uses this
   filename_ext = ".stl"
   filter_glob: bpy.props.StringProperty(
               default="*.stl",
               options={'HIDDEN'})

   def execute(self, context):
       if self.filepath:
           bpy.ops.import_mesh.stl(filepath=self.filepath)
           # Print the imported object reference
           print ("Imported object:", context.object)
           # Create a material
           mat = bpy.data.materials.new(name="STLMaterial")
           # Append the material to the last slot
           context.object.data.materials.append(mat)

       return {'FINISHED'}
# Only needed if you want to add into a dynamic menu
def menu_func_import(self, context):
   self.layout.operator(ImportSomeData.bl_idname, text="Text Import Operator")

def register():
   bpy.utils.register_class(ImportSomeData)
   bpy.types.TOPBAR_MT_file_import.append(menu_func_import)

def unregister():
   bpy.utils.unregister_class(ImportSomeData)
   bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)

if __name__ == "__main__":
   register()

Found on How to import a STL file using the file browser?.
Is there a way to stop the code until the STL file has loaded?
Thanks!


texts: Can you recreate this Subsurface Scattering effect in Cycles?

texts:
I have applied a simple Subsurface Scattering and adjusted the Transmission value in the Principled BDSF. In Eevee this really pops. In Cycles it's quite dull. How can I recreate this effect in Cycles?

I have tried a handful of different node setups (Transparency, Transmission, Mixed etc.) and I can't quite get it. Any ideas how to achieve a similarly bright luminosity in Cycles.

Both renders are using the proprietary HDRI (forest.exr) that is used in the Material Preview window.

Thank you if you've got an idea how to approach this.

1)Top Image is in Eevee; there's a lot more luminosity in the Subsurface Scattering.

2) 2nd Image is in Cycles, comparatively quite dull, no Bright Pink coming through.

3) Bottom Image is the Principled Shader setting (Note: Transmission as well as the SSS). Both images use these same settings, just with different render engines.


texts: I'm doing a character right now and i see that i created some poles beneath the limb areas. The thing is, can these poles be a problem for the animation or deformation?


texts: Objects not appearing when I render my model

texts:
Objects do not appear when I render my model in blender 2.71. All objects are set to appear when rendered. Pressing W and clicking Clear all Restrict Render doesn't work, either. I only get a background when I render.

Edit: There are no strips in the VSE and all correct layers are set to view when rendered.

Blend file: http://www.mediafire.com/download/f5y51klyo9otdd1/Cycles_render_room_in_aero_apartments_elevator_lobby.blend


texts: Is there a way to remove "input sockets" from a custom node group?

texts: I made a node group but i only want to have the parameter and remove its input socket, is this possible?