texts: Getting face normals from a mesh using Python is giving random vertices

texts:
I'm trying to get the face normal of a simple wall. When I run this in the script editor I always get the correct answer. However once it was extended into the script (as addon code) I started getting random answers for the face normal.

The mesh only has one face (with a solidify modifier). As seen in the output below, it's always using the same object/mesh when obtaining the face. Obviously something is changing in the way the mesh is called, but I have no idea what that may be.

    obj = bpy.context.edit_object
    me = obj.data
    bm = bmesh.from_edit_mesh(me)
    bm.faces.ensure_lookup_table()
    face = bm.faces[0]
    norm = face.normal

obj -->  <bpy_struct, Object("2")>
me -->  <bpy_struct, Mesh("2.027")>
norm -->  <Vector (0.0000, -3916630420049055726017961787392.0000, 0.0000)>
qrot -->  <Quaternion (w=1.0000, x=0.0000, y=0.0000, z=0.0000)>

obj -->  <bpy_struct, Object("2")>
me -->  <bpy_struct, Mesh("2.027")>
norm -->  <Vector (0.0000, -nan, -nan)>
qrot -->  <Quaternion (w=1.0000, x=0.0000, y=0.0000, z=0.0000)>

obj -->  <bpy_struct, Object("2")>
me -->  <bpy_struct, Mesh("2.027")>
norm -->  <Vector (0.0000, 0.0000, 0.0000)>
qrot -->  <Quaternion (w=1.0000, x=0.0000, y=0.0000, z=0.0000)>

obj -->  <bpy_struct, Object("2")>
me -->  <bpy_struct, Mesh("2.027")>
norm -->  <Vector (75514781576491103645851451392.0000, 73154155242148890718019301769478144.0000, 2484523484973937897303441408.0000)>
qrot -->  <Quaternion (w=1.0000, x=0.0000, y=0.0000, z=0.0000)>

obj -->  <bpy_struct, Object("2")>
me -->  <bpy_struct, Mesh("2.027")>
norm -->  <Vector (0.0000, -nan, -nan)>
qrot -->  <Quaternion (w=1.0000, x=0.0000, y=0.0000, z=0.0000)>

obj -->  <bpy_struct, Object("2")>
me -->  <bpy_struct, Mesh("2.027")>
norm -->  <Vector (0.0000, -4144592121687598083661019217920.0000, 0.0000)>
qrot -->  <Quaternion (w=1.0000, x=0.0000, y=0.0000, z=0.0000)>

obj -->  <bpy_struct, Object("2")>
me -->  <bpy_struct, Mesh("2.027")>
norm -->  <Vector (0.0000, -392842560703958075921827627008.0000, 0.0000)>
qrot -->  <Quaternion (w=1.0000, x=0.0000, y=0.0000, z=0.0000)>

obj -->  <bpy_struct, Object("2")>
me -->  <bpy_struct, Mesh("2.027")>
norm -->  <Vector (0.0000, 0.0000, 0.0000)>
qrot -->  <Quaternion (w=1.0000, x=0.0000, y=0.0000, z=0.0000)>

obj -->  <bpy_struct, Object("2")>
me -->  <bpy_struct, Mesh("2.027")>
norm -->  <Vector (0.0000, -1.0000, 0.0000)>
qrot -->  <Quaternion (w=0.7071, x=-0.0000, y=0.0000, z=0.7071)>


texts: I get this weird white line as I zoom out a view

texts: When I zoom into the character everything is clean and clear, but as I zoom out this white line gets more and more visible even thicker. Any idea ?


texts: How to prevent 2 seperate meshes that have soft-body modifiers from clipping into each other and glitching, even if collision is turned on?

texts:
What I want to achieve : 2-5 meshes all of which have soft-body modifier. I needed them to bounce onto each other, flop off each other, etc.
What I have done so far : Created 2 meshes. Have a plane right below them acting as a surface to bounce on. All 3 of them have a collision modifier. The initial 2 meshes have a soft-body modifier in addition. Soft-Body self-collision has not been enabled, as this itself took an hour to bake. I'm planning to apply this to 5 meshes, rather than just 2, so bake times are crucial for me
Problem : Even when I delete every bake in the scene, re-add a collision modifier + soft-body to the 2 meshes in the scene, the sim starts off with the 2 meshes wrapping around each other, intersecting and clipping into each other, all whilst remaining in the same place, not falling to the ground.
Here is a link to my file : the file
Here is a video of my issue, apologies for bad video trimming and quality :


texts: AttributeError: __exit__ error on custom operator

texts:
I'm new to both python and scripting in Blender, so I am sure this is just my misunderstanding of how python and the Blender API work. I have no idea what this error means.

This is the full traceback for my error:

Traceback (most recent call last):
  File "/clipImporter.py", line 103, in execute
  File "/clipImporter.py", line 78, in scan_files
AttributeError: __exit__

location: <unknown location>:-1

location: <unknown location>:-1

So as the file name suggests, I am just making an importer to bring in clips, objects from libraries or whatever. I have a similar script working for .blend objects, but trying to do it with movie clips is giving me this error. So I have a suspicion that it is my misuse of datablocks. Here's some more relevant code:

The Function

def scan_files(folderpath, datablock):
    exec("bpy.context.scene." + datablock + "_directory_list.clear()")
    exec("bpy.context.scene." + datablock + "_directory_index = 0")

    folderpath = bpy.path.abspath(folderpath)

    for file in os.listdir(folderpath):
        filepath = folderpath + "\\" + file
        with bpy.data.movieclips.load(filepath) as (data_from, data_to):  # this is line 78...I have a feeling it's movieclips.load
            for name in eval("data_from" + datablock):
                my_item = eval("bpy.context.scene" + datablock + "_directory_list.add()")
                my_item.name = name  # these two correspond to custom props group
                my_item.file = file

The Class

def execute(self, context):
        if bpy.context.scene.dir_clip:
            if context.scene.folderpath_clip:
                scan_files(context.scene.folderpath_clip, "clip")  #this is line 103

        return{'FINISHED'}

I've been hacking and slashing this guy's script to do what I want if you want to see his logic behind his importing. The scan files function is scanning a directory and loading available options to import.

If you need the whole script let me know and I'll do a pasteall, though I'm sure I could probably solve the error if I even knew what AttributeError: __exit__ actually meant. I do come from a bit of a C# background, so an explanation paralleled to that would be fabulous.

Thanks lovely people!


texts: blender python module do not work in OSX

texts:
I build the blender python module successfuly(get the bpy.so and folder 2.78)
but when I run

$ python3
Python 3.5.2 (v3.5.2:4def2a2901a5, Jun 26 2016, 10:47:25)
[GCC 4.2.1 (Apple Inc. build 5666) (dot 3)] on darwin
Type "help", "copyright", "credits" or "license" for more information.
>>> import bpy

then python was crash down

Here is the output:

Color management: using fallback mode for management
bpy: couldnt find 'scripts/modules', blender probably wont start.
Freestyle: couldn't find 'scripts/freestyle/modules', Freestyle won't work properly.
ImportError: No module named 'bpy_types'
ImportError: No module named 'bpy_types'
pyrna_srna_ExternalType: failed to find 'bpy_types' module
ImportError: No module named 'bpy_types'
ImportError: No module named 'bpy_types'
pyrna_srna_ExternalType: failed to find 'bpy_types' module
ImportError: No module named 'bpy_types'
pyrna_srna_ExternalType: failed to find 'bpy_types' module
F1109 11:27:29.472208 1904091136 utilities.cc:322] Check failed:!IsGoogleLoggingInitialized() You called InitGoogleLogging() twice!
*** Check failure stack trace: ***
@        0x1051d3041
@        0x1051d6ff2
@        0x1051d3929
@        0x1051db2b7
@        0x1050ef3e0
@        0x10315359c
@        0x10355d5d6
@        0x100058627
@        0x100058a3e
@        0x1001164ee
@        0x10010f65b
@        0x10010e547
@        0x100065479
@        0x1000f0478
@        0x1000f2510
@        0x1000f038b
@        0x1000f05d6
@        0x1000f05d6
@        0x1000f05d6
@        0x1000f05d6
@        0x1000f2510
@        0x1000f2617
@        0x10004031a
@        0x10000d713
@        0x1000104b6
@        0x10010d0d3
@        0x10010d8d1
@        0x10355a0e7
@        0x10355c980
@        0x10316403e
@        0x103153654
@        0x10355d5d6
[1]    36914 abort      python3


texts: Why am I unable to animate VSE strip properties?

texts:
"Animate that property in VSE" seems to be straightforward advice I read frequently, but it does not work for me. In particular I try to animate the opacity of a scene strip and it does not work. I tried with other properties and strip types and it's all the same. What am I doing wrong?
I'm using Blender v2.83.11 on Linux. I experimented and searched a lot and it gives me headache. Not sure whether this is a bug, I think it the wrong way, or I missed a checkbox somewhere. Thanks.
[Update] This seems to be related to Blender's UI and not to the final animation renders. After updating to Blender v2.9x I can produce the desired results (I thought this was not the case for my Blender v2.83). However, the previews still don't work as expected, which makes it difficult to work with (and is a bit annoying), hence I'll leave this issue open for now. Thanks to @wilks for helping here!
Steps to reproduce

Open a new file.
In the default scene for the default cube, set a keyframe for location, switch to a later frame, move cube, set keyframe for location. [step not strictly necessary, but good for checking some things are working]
Create a new scene.
In the video sequencer, add a new scene strip, choose the default scene.
For the scene strip, set a keyframe of value 1.0 for opacity, switch to a later frame, set a keyframe of value 0.0 for opacity.
Scrub through timeline and watch video preview.

Expected vs. actual result

Expected result: Smooth fading out of scene strip between the chosen keyframes.
Actual result: In all frames the scene strip maintains the opacity entered last.

Other observations

In the graph editor I see the keyframes reflected correctly, the graph looks as expected.
During experiments I discovered that I can get the expected result in a way that does not really help.

Steps to reproduce: Push the keyframe animation into a NLA block/action strip and "Start Tweaking Strip Actions" (TAB when selected).
Remarks: The tweaking state is probably intended as temporary mode, so this is not even a workaround. However, this shows that Blender is technically able to do what I hope it could do.

[Update] After closing and reopening the file, it works, briefly. I can scrub through the timeline and see the opacity change. However, when I change some way how things are displayed (not even edit something), like switching to edit mode and back again (pressing TAB twice), things are as described above again.

Related questions

Is it possible to animate the opacity of a grease pencil layer?

Seems like pretty much the same issue, however there it is claimed that my issue was a bug that should be fixed by now.


texts: How to create a good glass reflection with Principled BSDF

texts:
So I'm part way through a fun small project, and I would like some advice about how to improve the glass material at the far end of the scene on the two doors.

In the ref photo the reflection is sharp, but you can also see inside the fridge or whatever it is.

I'm aware there's still a lot of things left to do in this scene, improve lighting, finish up materials but I'd like to address this glass shader.

PS - Any other tips appreciated, I'm a fairly novice user! I do 3D in spare time because I just love it.


texts: I have viewport overlays enabled, the mask is on, it works, but it doesn't show up. Does anyone know how to fix this?


texts: I cannot use hold up-arrow and drag my model in viewport with mouse anymore.. guess i must have turned on (or off) some settings, but cannot figure it out. Any suggestions?


texts: Type coordinates for an object and move all other selected objects accordingly

texts: I have a scene with several objects connected to each other. I need to put one of the objects at position (0, 0, 0) and all other objects should follow it keeping the relative offsets. How can I do that?


texts: My objects change their shape after rendering

texts:
I'm trying to render a cube animation in blender, but when i preview the render the shape changes, this is it before rendering:

and after rendering:

sorry for any problems, I'm new to blender stack exchange and blender in general


texts: How to make a light emitting material sensitive to external light

texts:
Essentially I want to turn a material into a kind of night-light.
For this character I'm working on, I wanted the crystals on him to glow in the dark... And I got them to glow using various shader nodes. However I can't find a balance that looks bright enough in the dark, and not washed out in the light. So I was thinking perhaps there might be a node that could change the light emission of the crystals depending on the amount of light from external sources.
In truth I don't even know if this is the best way to go about accomplishing what I want... Which is to have only barely semi-transparent crystals that glow brightly in the dark and appear as solid colors with a slight emission more like my drawing when in the light.
The other question is... will something like that carry over into unity? Because if not I'd rather save myself a lot of heartache.
Here's a picture of what I have so far:


texts: Splitting A Game Texture Into Quadrants In The Node Editor?

texts:
This game texture has four different tint masks in the alpha layer:

Is there any way to access them one by one in the node editor? I could edit the textures manually but a node solution would be easier in the long run

I've tried this node setup below:

I'm not sure why this attempt doesn't work but it somehow delivers the same tint mask except mirrored (mirrored mesh/UV) on outputs 1+2 and 3+4 respectively. So this is effectively only returning 2 out of the 4 masks and I don't understand why.
If I only use one output of the above group node, one of the tint masks is correctly applied to only half the mesh.


texts:
I don't understand how smoke is supposed to work in Blender 2.8 (Cycles rendering). No matter what I do, I cannot get a render of smoke. This is extremely weird, since the smoke renders perfectly fine in the 3D viewport:

I scoured the net and found this node setup that was supposed to fix the issue, but it doesn't actually do anything:

I followed the steps from this tutorial:

Add object
In object mode, Object -> Quick Effects -> Quick Smoke

And immediately, the effect will work in the 3D viewport in all modes, but it will never render. Please help me, I've been trying to solve this for 3 hours and nothing helps.


texts: How do I control the armature in weight paint mode?

texts: When in weight paint mode when I right click a bone it goes into object mode and selects the whole armature but what I want to do is manipulate the bones while in paint mode, as seen in tutorials, to either move a part out of the way or test the weight painting.


texts: Why does the rendered and baked lighting differ so much?

texts:
This is the rendered preview:

And this is the combined bake:

What am I doing wrong here? I want my baked texture to look like the rendered preview.


texts: Bump Map Acts differently on two different Meshes

texts:
Here's a problem that has been puzzling me for months. I took The time to investigate further this time and decided to ask here in case anybody encountered that kind of behavior.

When I'm painting the bump maps on that mesh, trying to create pores, the alpha brush is more likely gonna scrape off the skin instead of digging small holes. The gradient also seems to be very arsh even though it looks smooth on the UV map.

At first I thought simply tuning everything down with a math node (or strenght etc) will dial it back a bit but I'm loosing lots of details.

The next picture is a simple UV sphere on which I used THE EXACT SAME material to show the difference. (Same UV, same settings etc)

So now, the things I have determined and tried

-The brush is correctly configured to work with It

-Cleared ALL the other materials on the mesh

-Tried to unwrap on a better resolution (no difference)

It looks like the dynamic range is crippled someway

See how it digs until it shatters

But this one is smoother

I'll be very happy to hear if anyone has an idea of how this happens.

Thanks.


texts: Rotating camera view in Grease Pencil Draw Mode in Blender 2.8

texts:
I'm new Blender and I'm really excited about the Grease Pencil feature but I'm finding it difficult to achieve a function I use in other 2D animation programs, namely rotating/rolling the camera view while in a drawing mode.

In Toon Boom's products you have the ability to rotate the camera view of the canvas to make it easier to draw at an angle without transforming the drawn elements. To do this you simply hold Ctrl+Alt (which brings up a overlay of an animation disk) and then Left-Drag to set the rotation angle. To reset the view you press Shift+Z.

To rotate the camera view in Blender I find I must escape out of Draw Mode to Object Mode, select the camera, rotate/roll the view, and re-enter the Draw Mode.

In searching for a better solution I found this which links a video that supports a similar feature  but I feel it's inefficient.

The link goes on to explain that pressing R will achieve what I want but I don't seem to be able to get it to work as described.

I believe I should be able to write a script to add a shortcut. I spent some time on it but not being familiar with Blender scripting I find it difficult to even know how to approach this problem.

I found a simple framework here for adding a shortcut that seems to work but the business logic escapes me. Essentially my approach has been to assign a keyboard shortcut to Ctrl+Alt+Left-Drag while in Draw Mode to go directly into rotating/rolling the camera, and then upon release go back to Draw Mode on the object I was just drawing in.

Does anyone have similar script or helpful direction?


texts: Can't changes Facecolor. What's the problem?

texts:
I'm a big blender newby that's why I can't handle this little problem by myself..
I've just finished my retopology of a model and now I simply wanted to change the color of the faces by selecting them and assign it.

But it doesn't work. With my last model, there was a Option in the Material Menu where you could simply change the color with a Dropdown-Menu called "Diffuse". But this time there is no Diffuse Menu.

All I have is this Diffuse BSDF Option. But it doesn't change anything.
Could anyone help me?

Thanks in Advance! :)


texts: How to add a displacement modifier and source image with blender python

texts: I want to add a displacement modifier to the active object and set the source image in python when you press a button. How can I do this?


texts:
Ok so in a nutshell, I want to make a video that has 2 pictures that overlap eachother, and the overlap is animated, like this:

The clips are in the VSE:

And the blend file(with photos): https://www.dropbox.com/s/xiztxtvxtzmvm5n/Unicycle.zip?dl=0
But I want to add in a black line right where the 2 clips meet.
Help please?


texts:
This blend file contains a Sphere, a Cube and a Cone.

The action CubeAction acts on the cube. In the Action Editor, it can be seen to have 2 users. So it must also act on another object, but which one, the sphere or the cone?
In this case I can just just select the sphere & cone in turn to see which one causes the Action Editor to focus on CubeAction. But what if there were many objects?
Actions don't seem to appear as a node in the outliner that I could expand to somehow see what objects they are getting applied to.
Blender 2.83.3 on Linux


texts: High mass rigid body objects pass through

texts:
I have modeled a 2040 V slot and wanted to test out simulations for a bot that I am building. As a result, I had set the scene units to be scaled by 0.0001 since I need to model in millimeter(for 3D print purposes, used separately). I notice that when setting this as an active rigid body with any mass higher than ~2g it passes through the passive box rigid body below it. The same model with mass < 2g does not pass through. For realistic simulations, I need the mass of my object to be 245g and scale to be in millimeters.
I have tried increasing my rigid body iterations and steps as well. I have also tried changing it from kilograms to grams as well.
Rigid body Settings

Object rigid body settings

Final Simulation


texts:
I am trying to create ceramic material, similiar to the one on the picture:

However I can't figure out, how to add shadow from behind the ceramic part. Translucency nor SSS don't do the trick.

As you can see there is no shadow comming from Suzanne's chin.

Any idea?

Folowwing your advices, this is the result:

And here is the node tree


texts: Two beginner questions about align correctly

texts:
Aligment 1

So, I need this guy (left)

be perfectly alligned with this another one (right) by its angle on top, like this

That align isn't perfect as you see

Aligment 2

I need this other guy

Be perfectly parallel to the angle on the other object

Like this

I'll appreciate any kind of advices and methods, Thanks!


texts: assets for 3d game and reducing the ram and gpu usage

texts:
hi i have questions about 3d modeling :
how to find out how many of ram will be used for rendering an object and how to reduce it ?
with is better for reduce the ram or graphic usage using sculpting or modeling everything without sculpting or using bumpmaps (i mean sculpting and then export to a bump then use it on a simple object)
and if i reduce number of vertex and edges and faces will it make any different ?
PS: srry for my bad english


texts: Camera projection mesh doesnt affected by artificial light source like sun,point light,area light etc

texts:
Can anyone resolve this?
I have done successfully camera projection in Blender 2.9..but whenever i tried to ad some lighting effects on the camera projected mesh,it doesn't affected at all.i do set my lighting power at maximum high level but still light source doesn't affected by single percent..
any idea to this error?


texts: Why the face broken in material preview/render in eevee?

texts:
I just want to view the render in Eevee and I notice that when I preview in solid mode the facial model is no problem, but it seems broke in material preview and Eevee render. So could anyone tell me:

How to fix it?
Or because the original model is broken, then how can I make Eevee render in solid mode to show the light and background?

I did not see the red dots here


texts: White artifacts in 2D animation grease pencil in viewport

texts: After running blender for a short amount of time I will start getting these odd white artifacts while drawing. Not sure if it's a memory issue or a maybe a driver issue. Is there a known fix for this?


texts: Why is this rigid body passing through another?

texts:
Soooo guys,I was playing with rigid bodies,I have 3 cubes,two active one passive.Passive one is connected to the active ones(Physics>Constraints>Connect).The type of constraints in a hinge,and I tweaked around the Limits Z angle.It of course worked except for one weird thing.Now,as we all know rigidbodies aren't supposed to pass through one another(especially when collision is detected).But the third cube(active body) goes inside my first cube(passive body) before it pushes it out of the way. Wasn't the cube not supposed to enter inside the cube in the first place and just push it aside out of it's way.So,it arose following questions;
Q1) Why is it happening?
Q2)How do you redeem this?
Thanks in advance.


texts: Reset Camera rotation to default in Grease Pencil

texts:
I'm new to blender and definitely not a coder.
I just need some clarification regarding creating a new hotkey.
There is a Grease Pencil Addon, that creates a hot key that allows me to rotate the canvas.  The issue is when I want to reset the camera back to default.
The only method I have figured out requires me to:
Exit Draw into Object Mode, Select the camera in the Outliner and manually Reset the Rotate Y and Z = 0
I found someone posted a command: gp.reset_cam_rot
I assumed I could map this to a hotkey, but I can't figure out if that is possible.  From what I've been reading, it appears that it is not that simple, that I need to write an add-on?
Is this true?
I could use the 3D viewport/orthographic Front to draw.  That way then I only have to press 1 to reset the view, but I like have the camera frame.


texts:
I am from India and learning blender from few weeks.

When I render demo file bmw27 it takes 22 minutes with CPU and 11 minutes with GPU (gtx 750ti). Default settings.

I see some video on YouTube same GPU and same file within 2 minutes.

I want to know that this time is ok or there is problem.

My pc is
I5 3330
H77m-d3h (gigabyte)
8gb ddr3 ram
Gtx MSI 750ti 2 GB ddr5
Windows 7 64 bit


texts: Where is the vertex weight panel in 2.77

texts:
"The Vertex Weights panel can be found in the right Properties region of the 3D View. It is available in Edit Mode and in Weight Paint Mode (when Vertex Selection masking is enabled as well). The panel is separated into the sections"

What does it mean by 3d view (is that the default view?)?
No vertex weights panel shows up at all. Yes I pressed N.


texts: Why is "combine HSV" node showing different color with the same values?

texts:
I made a glass object and gave it a desired color, but now I want to animate its hue at the end of the animation (like and outro). So I used the "Combine HSV" node and used the exact same values to remake the color.

But here you can see when the color is remade in the HSV node using the same values, the HSV node is giving out a different color. (object preview on the left)

I have already decided on the first color and don't want to change it.
Why is this difference happening and how do I solve it.
Thankyou.


texts: Can you move multiple keyframes from one layer to another, like Animate etc?


texts: Help, weird "hard edged" appear on model

texts:
Hard edges appear randomly on my model. The edges was not crease, and the normal was not flipped. It even remained after I performed smooth vertices. It only disappear/hide if I use subdivide modifier. I prefer not to use it to maintain a low poly count
Furthermore, it only appear on this particular part(the image shown is the only place it appear on the entire model.)
The following is the provided blend file

Any idea how to solve it ?


texts: Pinning vertex on soft body to mesh not working

texts: I am trying to get a rope to follow a spearhead and flex as the spearhead moves. I can't seem to attach the two. Any help please?


texts: how to distribute objects in a constraint offset integer value?

texts: i'm trying to distribute multiple objects that have the same path constraint, my goal is to apply the distribution on the offset value of the constraint between 0 and -100 so i can have an even distribution, i've noticed that if i use Alt then place a value it will apply the same value to the all selected obhects thats not what i'm looking for. for example in Softimage XSI if you toy L before applying a value of 0,100 it will distribute objects evenly based on the value input. i'm looking for something similar that can do the same.


texts: Can I have a Panel only display in Object mode?

texts:
I've created a panel which should only be displayed in Object mode.  I've tried adding bl_context = "object" to the class fields, but that stops the panel from being displayed at all.  (I've also set bl_space_type = 'VIEW_3D' and bl_region_type = 'UI').
What's the right way to make sure my panel only shows up in Object mode?


texts:
I need to change indexes for UVMaps.
Here the screenshot:

I tried like this, according to ths page https://stackoverflow.com/questions/2493920/how-to-switch-position-of-two-items-in-a-python-list :

import bpy

cubeObject = bpy.context.scene.objects[0]
cubeObject.data.uv_textures[0], cubeObject.data.uv_textures[1] = cubeObject.data.uv_textures[1], cubeObject.data.uv_textures[0]

But I got this Exception:

read blend: /home/mifth/Desktop/2223/uvs.blend
Traceback (most recent call last):
File "/home/mifth/Desktop/2223/uvs.blend/Text", line 4, in <module>
IndexError: bpy_prop_collection[index] = value: failed assignment (unknown reason)

This is very important for exporting models to game engines like Unity, Unreal, jMonkey, Ogre3D...

Thanks.


texts:
So I rendered a whole intro. which took 4 hours, but I forgot to set the output. Where could I find this?

Note: I saw this while I was rendering, and the destination existed, but when I go to the destination the file isn't in there. Now I see an .exr file, what do I do with this? Sorry for being a newb.


texts: Objects appear bright white or black in material preview mode

texts: I've been working on this file for a while with no problems, until now. In Material Preview mode all my objects appear bright white, apart from the trees at the back, which are black. All the other viewports seem to be working as they should and i can still render an image with all materials in place. I just cant see them anymore in Material Preview.


texts: Rigging Help. Need help understanding some basics

texts:
So I really haven't tried to play with rigging much besides on weapons and have run into some trouble when trying to rig a full character.  The main problem I am having is that the mesh does not line up exactly with the bones even though the weight is 100%.

Here is a picture of the rigging in T-Pose:

And this is what happens when I try to pose it:

The second issue is that the upper leg and the lower leg become disconnected when moving.  Not sure if this is a product of the first problem or not. But in general I can't angle the upper leg without the lower leg getting out of alignment.

Any tips would be appreciated!

Thanks!


texts: How to quickly render 2D/3D Mathematical curve animations without the shadow details

texts: I am thinking of starting a new YouTube Channel where I'll be doing Math videos. So I'll be doing things like animating curves, similar to the picture attached below. So I don't need much of the shadow details and the textures since it would be quite sleek. Normally Cycles Animation takes hours to render. How can I speed up this process?


texts:
I have some problems getting the tablecloth to be the way it should.

The issues I have are mainly tension and not enough wrinkles.

Since the cloth doesn't have enough tension, the part marked with red is not stretched and does not look like it does in the concept art. I tried decreasing the mass of the cloth so it doesn't pull it down that much but it doesn't really change much.

What the cloth doesn't have as well are enough wrinkles. In the concept art, there are wrinkles across the edge that I can't seem to replicate. Increasing the bending just makes it unnaturally bendy without adding any more wrinkles to it.

How can I make the cloth look more realistic and more like in the concept art?


texts: During retopology, I have this annoying thing where I can select faces that have normals pointing from me. How can I disable that? Backface Culling does not help :(


texts: How to measure face size in meters, centimeters or any units which is set?

texts: How can I measure the size of a face in edit mode?


texts:
How can I use Python to select one (spline control) point of a NURBS curve?
I want to select and then move each point to a desired location. If this is not possible, I am happy to start with the locations and create a NURBS curve that ‘joins the dots’.


texts:
where to switch off "Transform Release Confirms"?

Thanks

Mike


texts: I Extruded up with z and scaled down 8 times but have a square to deal with

texts:
You're looking at a leather seat from a dining chair. I modeled this chair seat by creating the very bottom loop of vertices then extruded them up and scaled down many times using the image planes as a guide. I was surprised it worked as well as it did but in the picture you can see what I ended up with at the top.
Maybe there's a better way to model this?
Thank you for your help!!


texts: Adjust margins (padding) between Editor windows

texts:
I'd like to add a few pixels of padding between the Editors to make it easier to resize them. I believe there is a 3 pixel range to get the "double arrow cursor" for resizing. Apparently I am not coordinated enough to consistently place my cursor with that kind of precision. Is there any way to increase these margins through scripting, perhaps by modifying an existing script in the directory? Obviously this is doable on some level, but aside from getting into the source code or too deep into the data structure, is this a reasonable task for a novice programmer to accomplish?

This is what I'm shooting for...


texts: How to make an infinite landscape or the floor like in games like temple run in blender game engine?

texts: We have a project in school either we make an animation or game so I decided I would like to make a game like temple run. How do i make the infinite landscape and any suggestion? Thanks :)


texts: When I press "I" and select "LocRotScale" function it doesn't save the keyframe.


texts: What are these spots that appear after using subsurf modifier?

texts: I added a Subdivision Surface modifier, Creased some edges to 1.00 and some white spots appeared. I've never seen that before. Is something wrong with the UV shading?


texts: Blender character rigging with cloth wrapped over the body

texts:
I've a character that's draped with a piece of cloth along it's waist and it runs down along the leg as well. That is, the legs of the character are loosely (not tight fitting) , but entirely covered by some garment. I have fit a rig to the character and did the skinning by parenting the character to the armature. So now when I move the armature the corresponding limbs of the character also moves , as expected (in Pose mode). But the legs of the character penetrate through the cloth when the legs are moved.
I want the rigging such that the cloth is also part of the system. When the legs are moved, they should push the covering garment, and not penetrate through it, or tear it. The character has a Collision modifier already added to it, and the garment has a cloth modifier. How do I do the rigging with the character's clothes on?


texts: Is there a way to change the color of the actual vertices?

texts: By default in edit mode, the vertices are black, which can be a pain if outlining a reference image when the image is black. Is there a way to change the color of the vertices, or better yet set them to invert colors?


texts:
Im trying to recreate the attached effect. I have the ocean and a reflective cube down (as you can see on the attached image). But im struggling with the material of the cube and making the ocean a bit more wavy and dramatic looking.

I can fix most of the in photoshop, but I would love to learn how to fix some of these things in blender.


texts:
I have been told that running multi-threaded operations within Blender through the Python API is unstable and shouldn't be done. Does that statement have any validity? Are there specific things to note when utilizing something like the threading module? Or is it just all "not allowed"?
Personally am not super experienced in coding so I do not know all of the technical lingo, but my goal is to more or less just want to have something print to the console mid operation once certain "checkpoints" in the operation are reached (the op can take up to a minute to complete). It's unrelated to the question but if anyone has advice regarding that I too would be interested in some insight.


texts: Is there a way to set the background of an animation without affecting the lighting

texts:
I have am trying to render my animation, a Rubiks cube scrambling it's self. I set the background to transparent but when I put it in my video editing software, it is black. If I were to use a chroma key of black, it would take out the base of the rubiks cube. When I change the background to aqua because the is no aqua anywhere on my rubiks cube, it affects the lighting. My rubiks cube has an aqua tint to it. Is there any way to get rid of that?

This is when I rendered the photo with the aqua background.

For this photo, I turned the background back to the grayish color and rendered it with a transparent background.


texts: Strange window size(Please look screenshot)

texts:
Blender window size is strange...
I can't see the top of window.(but I can click it(ex. "File" "Edit" etc...). I can't see it but I can click it because it misaligned.)
I tried these:
* Reinstall
* Change the option of graphic driver
* install another version blender
But I can't fix this...


texts: Blender using my CPU instead of GPU even though all settings are set to GPU

texts:
I have a problem where no matter what I do Blender utilizes my CPU instead of my selected GPU.
I have a fairly older CPU and a much stronger newer GPU - RTX 2060, that's why I want to utilize it.
I tried everything but I can not find the solution.
I am using Blender 2.92
I enabled CUDA ( Also tried OptiX - did not work) in my preferences, checked the compatibility and selected my GPU.
Cycles is selected with GPU compute
I tried reinstalling blender several time with no change.
No matter what I change whenever I try to render a liquid simulation for example, my CPU usage is 100% and my GPU is 0%.
I have no idea what else to do.
EDIT 1:
Checked again in task manager specifically CUDA and not general GPU and it remains at 0%
EDIT 2:
Problem was, I'm just stupid and did not realise you exclusively use CPU for physics.


texts: How to blend between textures easily using nodes?

texts:
So, I have a system that basically allows me to blend several images together over time.

However, it is a horrible system.

There are keyframes tightly packed keyframes all over the dope sheet.  Here is it:

I manually wrote a GLSL shader to do this with OGRE3D back in the day,  could I plug that into blender?  I may have lost the code...

Thanks in advance.


texts: Compositor Effects in Video Sequence Editor. Adjust global brightness/contrast

texts:
Is there a way to globally adjust the brightness/contrast or add bloom in the video sequence editor?

Using Blender 2.79, and creating a video sequence from image strips. There are 20 or so strips so using compositor nodes or equivalent would be faster than adding effect strips to each clip.

Trying to use the compositor nodes like in still frames, but the compositor node doesn't seem to be changing the output. With the brightness and contrast settings enabled, the background in the video will be black.

Update

As atomicbezierslinger suggested, rendered the video to frames and used those as the input on the compositor. Works, very easy!


texts: Why isn't the Image Editor showing the denoising image like in the Compositor?

texts:
I am fiddling with denoising a set of images but the image in the Image Editor is not denoised as in the Composition Tab. Is there something that I am missing to do?
I have already tried detaching and reattaching the nodes whilst also reloading the Image Editor.


texts: Why is glass shadow blocky in viewport render?

texts: Raytraced shadow was set to be smooth (Point lamp: 6 samples, 2 size) and solid material produces fine results, but enabling any transparency gives strange blocky parts inside smooth area.


texts: Why are simple shapes like spheres built using polygons?

texts: I was wondering what is the reason to implement shapes like spheres with triangles instead of a mathematical equation? This could allow perfectly round spheres and not kind of spherical with some levels of subdivision surface. Not to mention the significant boost in rendering time.


texts: Delete keyframes quickly without the menu in timeline

texts:
I want to delete keyframes by pressing X without the "menu".
How can I block that menu?
I looked at the keymap editor, I thought, maybe the key is "DOPESHEET_MT_delete" code but I'm stuck.
There must be a new hotkey for this, that users can choose.


texts:
Look at this picture, I have to fill the empty vertices.

The shape the face I have to fill is triangle. I can't keep edge loops after adding triangle faces, is there a way to avoid using triangle in this situation and keep edge loops work?


texts: How to I move a face so that the rest of the objects faces move proportionally

texts:
I'm very much a noob at blender so please forgive me if this is a simple question.
I want to create a loop de loop object and I think I'm almost there. How would I move the face at each end to the the rest of the object moves proportionally. I tried moving them using the proportional editing tool but only moves the first few segments.
Any help with this will be very much appreciated.


texts: Recorded Animation appearing as Recorded, but not moving when animating?

texts:
Today, I recorded animation and it is showing up in the bottom bar but when I animate it two of the shapes I animated aren't even appearing b/c the animation ends with them off screen. But it starts with them on, so I don't know... Also the shapes that are there on camera won't move... Please Help

Here is the screen when editing

Here is the screen when animating


texts:
I want to scale an object in the world axis when the object rotate.
But for not scalling the object in his own axis but in world axis we need first to apply his rotation. So I don't succes to do both things in the same time.


texts: Dividing selected faces into separate collections

texts:
Not a complete Blender novas but still learning. I create models in Blender, and then export them as .obj files for texturing in ArmorPaint. I need to separate different groups of faces into separate collections (Blender 2.8), but I don't know how to do it, or even if it can be done. ???
ArmorPaint will recognize the different collections and allow me to texture each collection without affecting the other parts of the model.


texts: How to create a ball that is able to jump using physics not animation?

texts:
I learned how to make a bouncing ball using soft body physics. Visually, I can use part of the ball movements so that it looks like as if the ball is a living creature that is able to jump.

Of course, I can do this using animation but it takes long time and effort.

I got an idea from a question here and I tried to export soft body physics as .mdd file and then I imported it back as shape keys but it didn't look great because there were some location movements and the ball is rotated although I didn't do any rotation.

I would like to ask about the best method or idea that enables me to use the physics system or any other easy system to create a jumping ball. Can I use force field or something similar to create the jump movement easily?

Thank you so much,


texts: I have a character setup with proper .L and .R ending vertex groups. I have been making weight changes to one side of the character, but now have found that I left X-mirror off for some of them. I know that I can manually mirror any given group through the vertex groups panel, but I need to re-mirror 20+ groups. Is there a way to mirror all .L groups to .R properly?


texts: As you can see by the screen shot I took, when I choose the File format I want to export my animation in, Quicktime is not an option. Anyone know how to fix this? Thanks :)


texts: Problem with Mirror Modifier and allignement

texts:
I was following the instruction of Blender Guru to realize a chair, I'm stuck in the part of mirroring, because the mirrored object apper to be in the wrong position  , in my case in the other part of the origin (look at the image, it's more clever)
Maybe is something really simple, but I don't know what I'm missing.
I have alse tried to do what it's written there: Mirrored object is misaligned when compared to its source object


texts: I am trying to bake noraml maps so as I can combine materials from several elements into one. The problem is when I bake the map noraml it comes out in such a non uniform way. I do not know what's going on. In the attachment I add an unpacked noraml map of the model's photo before combining the textures and after combining it with the uv unwrap and my bake settings, and height map before converting it to normal map.


texts: When I'm in blender and play the animation, it plays fine. But when I render the animation, it just shows a frame or two when i play it.


texts: how to cleanly add transparent image planes, or overlay material, ontop of another mesh in 2.9

texts:
To add extra decal to my meshes that will only show up when I need them to, how do I add planes with an image to another mesh. Simple snap to face doesn't curve it and sticks out and shrink wrap deforms it way too much, also keeps trying to stretch it and attack to things not close to it. I know I can do a shape key like thing, tho I might have to, but then ill have tones of messy shape keys. So does anyone know of a way to smoothly, without deform, an image plane over a non-flat mesh, i.e. parts of a human or clothing. Also, this is for a toon/anime style animation, if that helps.
I'm using blender 2.9 and the eevee render engine.
sorry i should have given an example of what im going for. this is just one of the effects im hoping for.


texts: Transparency on complex objects in blender

texts: Ok so Ive been a user of blender now for 7 - 6 years and I absolutely love the program especially cycles but ive had a problem for at least 2 years of me using cycles when I give a complex shape a transparency node (just the transparency to the material out put) I get strange outlines of the object on screen this interferes with my  render quite a bit EX: when I'm rendering something using particles and I use a complex shape to emulate the emission of particles I have to make the object that's emitting them transparent doing so though causes a black outline of the object and this is quite the annoyance.


texts: How to tile/repeat gradient texture based on object polygons faces, in shader editor?

texts: i need to repeat the gradient texture for each polygonal face an object has, it's possible?


texts:
I'm following donut tutorial on Youtube.
I have problem in edit mode. When I enter it, instead of showing every face, edge and vertex it only shows those at end and only those can be edited.
Mentor on YT selected those then hide other with Invert select and then Hide, but everything I try it does not change.


texts: Material and Textures looks Completely different in Unity

texts:
I'm modelling a Curved Gate/Door in Blender, rverything looks fine in Blender, but in Unity, it looks dull and stretched.
I even tried to tweak the material's settings (tiling is uniform 1, 1) but I couldn't get the desired result.
Here are some pics:
https://ibb.co/F3fZ8GG
https://ibb.co/kx9VCTJ
https://ibb.co/ThjyG6K


texts: Proportional Editing - Limit to selected?

texts:
This seems an obviously desirable option for proportional editing: to be able to transform only selected elements, using, say, the active element as the center of falloff. Is there a Blender way to achieve this reasonably quickly?

I know it can be done by hiding the elements you wish to remain untransformed, but often you want to see them during the transformation.


texts: How do I evenly wrap a mesh around a sphere

texts:
Ive tried using shrink wrap and it starts to do what I want but I cant get it to wrap around the whole thing. Only half of it.

Ive also tried using curves but I cant get it to evenly wrap into a sphere so that each point of the star is touching. Any help is appreciated!


texts: Brick Texture On Extruded Cylinder Shows All Mortar Color

texts:
Very new to Blender, so I'm not sure what to research for on this problem...
If I add a mesh/cylinder I can add brick texture, then get the texture to "wrap" (?) around the structure just fine, as in the bottom portion of this image

If I try to resize the cylider by extruding, the entire new surface reverts to the "mortar" color, as in the top portion of the above image.
The same thing happens if I add a circle and extrude that.
I have tried playing with every visible parameter for the Brick Texture node, but can't get the brick texture on an extruded section.
I'm trying to use extrudes so that I can utilize snap capabilities.
Any suggestions appreciated, including helping me understand where to look for myself
Thanks in advance


texts: How to hide vertices...but not object mesh...?

texts:
New to Blender 2.8.  Working on a Blender Guru Anvil tutorial.  How do I hide multiple vertices...but keep the object mesh visible?  Andrew seems to get this to work in 2.7...but it's not working for me in 2.8.  See 3rd image attached.

In Edit mode, I'm selecting the top vertices (orange), I click "H"...the vertices and mesh both get hidden...not the vertices alone.

Thx!

M


texts: How to change Keymap 'Move to previous word' for Mac for Outliner and Search menu (maybe same problem with PC)?

texts:
it seems simple but I can't find out how to change Hotkeys to move the cursor to the previous word inside of Outliner window (also doesn't work for Search menu) when I'm changing the name for an item:

I have tried to change all hotkeys that can help:

For Text (it now works of the Text editor)

For Text Generic (I don't know what is it)

For Consol (and it now works for Consol menu)

And for Font

But still, I can't move my cursor to the 'Previous word' neither at the Search menu nor at the Outliner window. Any help...


texts: How to get rid of Jagged edges in objects

texts:
How do I fix this? There jagged edges in all my objects, I have no idea what's wrong as I'm a newbie.
I was modeling and I realized there jagged edges midway, I did not use any nodes at all.


texts:
I downloaded a mesh from a website and started rigging it, but I'm having a lot of trouble making it work.

The first issue is that in Pose Mode I can't reset the pose to the Rest Position. After ALT+G/R/S'ing everyting I can see there is a difference between the bones in Edit and Pose mode.

The second problem is that when I go to Object mode, right click the mesh, shift+right click the rig, hit ctrl+P and select "With Automatic Weights", I get the message "Bone Heat Weighting: failed to find solution for one or more bones" and then the mesh looks weird.

I read somewhere that the second problem is due to the Rest and Pose Position not being the same, but I'm not sure. Any help is much appreciated.


texts: removing vertex groups that got a dot on its name

texts:
I need to find a way to remove vertex groups that got a dot on their names, I tried with this code but it didnt work (well, the find part works, but it is not removing the vertex group):

for vertexname in bpy.context.object.vertex_groups:
if vertexname.name.find("\."):
    vertexname.remove(vertexname.index)

ValueError: VertexGroup.remove(): error with argument 1, "index" -  sequence expected at dimension 1, not 'int'

I'm not very experienced with python either, i could make that code because of my knowledge with lua, not really sure what does a sequence is in python (i was expecting it to be a table with numbers, something like [0, 1, 5, etc] but even with "vertexname.remove([0])" nothing is being removed).


texts: how to render multiple things separately

texts:
I'm using Blender 2.80. I have a scene, where I fire 20 cannons at the same time, with smoke and fire. How can I render (with Eevee render) some cannons separatley?

(i.stack.imgur.com/lXFuK.png)


texts:
Every time I have tried to enable the Cube Surfer addon but this error message comes up.
FYI I have the correct versions of everything.

I have had this problem with some other add ons as well. Sometimes it's when I have tried to click a button in an addon (after 'successfully' installing)


texts:
If I move the model in space it remains there. But after I move to another frame it "jumps" back where it was before.

I already deleted all the animations and used Alt+P - clear parent,
but it doesn't help.
I tried Ctrl+A to apply it's position, but it forces model to jump to the another place, and if I then do it again it jumps to the other place
again.

Why is it happening?
Thank you very much in advance!


texts: How can I bind viewport display display as wireframe (wire) to a hotkey?

texts:
I'm trying to hotkey Blender's function of a mesh object in the viewport to be displayed as a wireframe (the one that can be found in the Object --> Viewport Display tab --> Display as wire). I need it so that I don't have to quit the fullscreen mode while I'm modelling.
Now, I am aware that there are free and paid add-ons available that automatically do that when you use an object for a boolean operation (like Jaynam's Fast carve or Hardops), but I try to keep my workflow add-on free as much as possible, as those add-ons have their own problems and disadvantages (slow updates causing problems with latest builds of 2.8, for example, Jaynam's fast carve creates hidden geometry rubbish in latest versions and etc, and this is why I don't want to rely on those workflows, especially when I can bind everything on hotkeys and do it quite fast straight out of the box and have zero problems migrating to future builds).
I've tried creating a hotkey bind in input preferences on a command Object.display_type, but nothing happens (It's obvious that I'm not using it correctly). I'm not acquainted with Blender python API, neither am I a good python coder. Can someone, pretty please, direct me in the correct destination?


texts: Animating and creating pose libraries without Shape Keys

texts:
Allow me to properly explain, step by step, in order for everyone to understand the question.

In case anyone who reads this is unaware, Manuel Bastion has released an add-on named "ManuelLab". This add-on creates Humanoid meshes you can tweak however you please. It's finalization feature uses Shape Keys.

Meanwhile, Karan Shah has posted tutorials involving creating Motion Graphics without Shape Keys or Add-ons. He also has a tutorial involving 2D cut-out characters...without Shape Keys...and with a Pose Library.

Please, do not get me wrong, I understand 2D and 3D are 2 completely different things here, especially with how Karan Shah uses the NLA editor. However, I want to set that fact beside the question at hand.

Is there any way to finalize ManuelLab generated Meshes, with their skeletons intact, without using Shape Keys? I believe there is something to be gained from the mixture of what both of these artists and developers have created. This sounds like a tall jump or too steep a step, but I am no less hopeful.

The pose library involves the use of multiple layers to Move objects throughout.

Edit by request:
http://www.manuelbastioni.com/download.php
http://tutsplus.com/authors/karan-shah
http://www.tutsplus.com/authors/karan-shah (Check the 1st 4 tutorials at the top, at the time this post is edited.)


texts:
When decelerating a particle using a force field "drag", what is the calculation of the degree of deceleration by the "linear" value?
For example, if a force field with a linear value of a affects a particle of xm / s, what formula is the velocity expressed?


texts: How to transform from selected vertices to circle?

texts:
I am following a tutorial in youtube to model a perfume bottle.

I lost my way on how to do this transformation from selected vertices to a circle (refer 0.44 seconds in the video). I have tried many keys and found nothing could help me.

Appreciate your advices..

THANKS!


texts: Exported a model with default values from latest version in fbx, then imported to Unreal Engine 4. But the edges are missing, why?


texts: Blender Bevel Object scale issues corners

texts:
This is bothering me for some time in Blender. It would be excellent if this could work, especially for archviz. Anyone knows is there some workaround to fix this issue, when using bevel object on curve there are scaling issues on corners or ends (not sure where issue is)? Handle types are Vectors.

Attached image.


texts:
I need to to rotate these faces inwards, towards the back of the guitar, along the line of selected edges at the back

I cant seem to find a way to do this.
Thanks!


texts: How can I make transparency act as expected with the internal renderer?

texts:
Seems like a z-buffer issue.

Everything seems fine in the material preview, but in the render the sky (or transparency, if no sky) "bleeds" a pixel or two between the intersecting part (intersecting in the 2d render, not 3d) transparent textured geometry and any geometry behind it. Hope this makes some sense:

Material/texture settings are as follows:

Changing transparency mode of the Texture from Straight to Premultiplied doesn't fix it.

blend can be found here: https://drive.google.com/open?id=0B8pm58kHwzU3M3hUZmdFdUhTdDg

The texture file separately can be found here: http://i.imgur.com/bRBRdX8.png
Tried a different texture file from cgtextures with no difference.


texts: Issue with 2D Shrinkwrap (Circle onto Cross)

texts:
Howdy Blender Community,

I'm attempting to apply a shrinkwrap modifier (in Cycles) such that a circle mesh morphs into a cross mesh:

This works perfectly well when the target is a square, but when the target is the cross, this happens:

The circle collapses into a line. I have tried all three modes of shrinkwrap to no avail, and would be much obliged for any ideas as to how I might fix this.

My thanks in advance!


texts: Simple script for pasting node to every material. Can't figure out

texts:
I have model from Sketchup which have like 700 materials and I need to create/paste specific image texture node in every material for baking one diffuse texture to later create one material.

My script is not working like I think it should. Can You help?

import bpy
object = bpy.context.object
for num in range(1, 700):
object.active_material_index = num
bpy.context.area.type = 'NODE_EDITOR'
bpy.ops.node.clipboard_paste()


texts:
For example:

  bpy.data.textures["mouth shapes"].image_user.frame_offset = bpy.data.objects["rigMeenuTeen"].pose.bones["eyes"].location

Can this kind of expression be a driver?


texts: Object shows flickering/visual artifacts in material preview and render view

texts: Object shows flickering in material preview and render view


texts: Workarounds needed rendering with AMD on Mac with ProRenderer and using Parallels and Virtual Machines to run Blender

texts:
I have the new MacBook pro 2020 + eGPU Sonett650 + AMD 6700XT and I am using AMD pro render but the 'images as textures' feature wont let me load up my keyed out Green Screen footage to render my video of my characters into a scene that I have built around the same motion tracked footage (just like this oak teaches here https://www.youtube.com/watch?v=RxD6H3ri8RI)
The problem is in AMD ProRenderer I can't load movies or images as textures. So I think a work around is to render the image sequences, shadows and reflections in Cycles and then the rest of the scene in AMD Pro-render. This means I dont need three days of rendering for a 30 second scene hopefully.
I am a contributor to Sheepit Render farm and have loads of points there but they only allow 500mb uploads and 4k image sequences get big quick and I can't seem to work out how to break the project up into small pieces without loosing the video tracking data.
I have also tried to run Virtual Machine and parallels to get Blender running there and then render off of AMD GPUs in Blender there but I can't even get blender working there. Please advise!
I am doing all I can to stay on Mac because I've just brought this computer and I find Windows certainly does not "just work'. Anything we can do to force some pathways open for blender workflows on Mac I am all ears.
Many thanks
Charles
Green Campus Ltd
Create.Green
3D Printing Eco-villages from Sunshine


texts: How to edit interpolation for multiple bones in armature?

texts:
Hello fellow blender artists,

I would really appreciate, if you could have a look at my attached animation in progress:

It's a printmaking press with movable desk and felt. It took me pretty long time to figure out how to make the felt go up and cover the upper cylinder - I needed to control its folding precisely. Eventually I decided to rig the felt - and since weight painting did not work exactly how I needed (it kept breaking the felt sharply or moving some parts of the felt below the moving desk), I gave the felt 85 bones and attached them by vertex groups. Now I was able to animate the felt just how I wanted.

But there I made a mistake. It was too late when I realised, that the easing-in and -out affected every single move with bones during keyframes. Now the problem is that I kept moving each bone really slightly to achieve smooth result and so in Graph editor I have no clue, how to edit the miniature bezier curves to get rid of the easing.
Additionally, when I tried to convert bone interpolation to linear (as I learned by desperate searching for a solution), I felt like this edited bone movement deformed the felt animation.

Please fellow Blender artists, is there a way to change interpolation for a whole animation - or for every animation in selected frame? Or how would you solve this problem? I will appretiate every suggestion, just so I won't make the same mistake ever again.

Thank you in advance!

Wrawraw


texts: How to model text with ridges (car badge)

texts:
So I've been learning some blender the past few months but up until now I have never really used edit mode or made some hardsurface modelling.
I am trying to replicate this

First I used solidworks to set the correct dimension and make the contour, however I cannot do the bevelled top on solidworks because they are not that regular (at least i do not know how to do it). Simply adding a bevel does not work since the inside and outside bevels are not that regular... so I threw it into blender to try this out.
However hardsurface modelling is not as easy as i tought ... After importing my stl into blender I have this topology

I have cleanned it out using decimate geometry and limited disolve to end up with this

All of them except the 0 looks ok, but when i try to apply a bevel it goes haywire...

Dunno whythat happens... does anyone know an easier way to achieve what I want ? Basically there is an offset centerline on each of the characters (it is not centered it tends to be closer to the inside part of each letter) and the outside and inside bevels must coincide with it.


texts: How can I rig a cylinder so that when it's rotated its end cap will not penetrate the floor?

texts:
I have a default Blender cylinder positioned upright atop a ground plane:

How can I rig the cylinder so that can be animated to wiggle/jitter (perhaps procedurally with noise f-curve modifiers on two of its rotation axis) without penetrating the floor?

A simple parent-child relationship as in the image above is sufficient to rotate (and translate) the cylinder on 1 axis in either a positive OR negative direction.

I'm looking for a setup that would allow me easily to rotate the cylinder on two or even three axis in both a positive and negative direction.

I imagine this would be possible with some drivers applied to the XYZ coordinates using trigonometric equations but the math escapes me. It might also be possible using a particular bone setup with the correct constraints but my attempts to find something that works so far have not succeeded.

Thanks for your assistance.


texts:
I'm trying to make clothes for Manuel Bastioni generated meshes.
So I can parent a mesh to an armature and it keeps its transformation. However, as soon as choose a specific bone, the mesh undergoes undesired translations and rotations.
Here it is before parenting to a bone, but already parented to the armature:

Now parented to one of the armature's bones:

I can painstakingly replace the mesh afterwards but it's undergone too much transform to make it a matter of a couple of rotations.

N.B.: I cleared all position and rotation on the original mesh before parenting and it was in perfect position.

Any idea why it moves and how I can stop this from happening?


texts: Is there an edge softening option for rendering? I don't have the time to model a high poly model and I want these soft edges only for renderbut not in the geometry. This possible in rhino 6 render and vray already; is it also possible in blender?


texts: When I am trying to use Shift + R (repeat action) after rotation, it works in the wrong direction. Why is this happening?


texts: How to create a node group with a custom node tree?

texts: Is there a way to make node groups with a custom node tree? The option is grayed out in the node menu. I checked Sverchok's implementation, but it also seems like they don't support node groups.


texts: A curve that interpolates the baked keyframes

texts: I have a baked animation. Is there anyway that I can get a curve with less number of keyframes? So that I can adjust the animation easily.


texts: I can't snap 2d cursor to vertex in UV editor in blender 2.8

texts: I'm in UV Editor and trying to snap the 2d cursor to the vertex ( while the vertices are visible). I turn ON snap and set it to 'vertex mode' , but the 2d cursor won't snap to any visible vertex at all. I can only make it snap to the grid (increment node). Is it a bug ? or did i miss something here ? i'm using 2.8.


texts:
In cycles render, I would like to make a textured surface emit light while the texture is still showing. Tried various methods (some suggested here) but haven't really found a solution. The ideal resolution would be if I could make the surface emit light but not lighting itself (so the texture remains visible). Is something like that possible?

This is what I have:


texts: How to choose between entering a Radius or a Diameter when creating a Circle

texts: When using Shift+A to add a Circle, you can specify the Radius of the circle in the tool panel. How can I choose between entering the Radius and entering the diameter?


texts: Missing faces after adding Boolean modifier

texts:
I have a problem applying boolean after screw modifier.

Somehow boolean doesn`t work properly and some faces are missing along the cut.

Img. Missing faces

I`ve already checked mesh for duplicate vertices.
Applied scale and other transformation to all objects.
And recalculated normals.

Here is URL to .blend file:
boolean-bug.blend


texts:
I cannot import an .svg file into Blender. I have tried other files and they work. I have checked the User Preferences and the "import SVG" option is enabled.

How can I tell if this one .svg file is formatted correctly for Blender?

Any help is much appreciated.

Thanks.


texts:
I'm looking for fast Dof shader for BGE use. Maybe someone knows, where to find very similar to "Life is Strange" one. DOF could be without autofocus feature, I want simple like distance Dof like one. Would be great if it also has a bokeh effect.

Look like in this video...
https://dl.dropboxusercontent.com/s/vmm0o1j68ukwvlr/My%20Movie1.mp4

or in pictures;


texts:
Is there some way to add more light to the 3D scene during modeling?

Not to the final render, but just make the object more visible.

I followed few tutorials and I do exact steps but somehow their model during modeling phase is with more light even if no light in the scene is present.

To better explain myself - I'd like to make modeled object (without material and other stuff) to be more lighten up

Here is how I see object during modeling:

Here is the same object but I moved my position in viewport:

During tutorial (space corridor from blender guru)
is his object far more visible during modeling from different angles.
For me is my object far more darker - as it is visible on picture 1.


texts: How to unlink a material only from a linked object?

texts:
I've created a second scene with a linked object but want to replace the materials on those objects only in the second scene.

Nothing happens if I choose the material in the outliner and choose unlink. Is there some other way to do this?


texts: Why are there seams all over the mesh when a Normal Map is applied?

texts:
I am making a game asset, so first I made a high poly model and then Decimated the duplicate using the Decimate modifier. Then I baked the Normals of the High Poly model on to the Low Poly model and gave the generated normal map to the Low Poly model. Worked pretty decent ignoring the fact that there were seams all over the model.

p.s. don't mind the different colours that just texture

In Edit mode below:

*Also incase some of you might be concerned, converting Tris to Quads did not help

I don't know should I Unwrap the mesh again or add more geometry, but it is already 7000 Faces, its already a lot for a game asset.

*The Alpha was checked all along, but the problems still seams to appear.I tried unchecking and checking Alpha, but nothing changes. Also I've noticed that the seams are mostly on the places where my edges in edit mode are, I dont know what that could mean, maybe the Normals map is not strong enough though it is on MAX


texts: Import helper for error handling with confirm window?

texts:
I hope to add "confirm window", when user select file which not right extension in blender file selector.

I tried to use window_manager.popup_menu()

import bpy
from bpy_extras.io_utils import ImportHelper
from bpy.props import StringProperty
import os

def ShowMessageBox(message="", title="Message Box", icon='INFO'):
    def drawinfo(self, context):
        self.layout.label(text=message)
    bpy.context.window_manager.popup_menu(drawinfo, title=title, icon=icon)

class WIF_OP_ImportDazData(bpy.types.Operator, ImportHelper):
    bl_idname = "import_js.dazdata"
    bl_label = "Import Json"
    bl_description = "import rig data to adjust daz bones"
    bl_options = {'UNDO'}

    filter_glob: StringProperty(
        default='*.json;*.txt',
        options={'HIDDEN'},
    )

    def execute(self, context):
        filename, extension = os.path.splitext(self.filepath)
        if extension == '.json':
            rigdata = read_json(context, self.filepath)
            rigs = bpy.context.selected_objects
            set_custom_props(rigs, rigdata)
        else:
            print("Select json please!")
            ShowMessageBox("Select JSON please!!", "fail load", "INFO")

        return {'FINISHED'}

# test register and invoke
bpy.utils.register_class(WIF_OP_ImportDazData)

bpy.ops.import_js.dazdata('INVOKE_DEFAULT')

Though it work, but there is clear problem.

When user miss select json file, file selector close then return UI. message-box appear, but it located on where user clcik import button only when user stay mouse. then often miss message-box. (they disappear), user can not clear see, if import is cancelled or not. like this

So what I hope is, show message box on file selector. ideally I hope to use confirm window with custom message (not change UI, but keep file selector)

Is there good way to achive it?  I already try many things but still no success.
(try to call ShowMessageBox in invoke class method etc,,, )


texts: Hacks for improving performance on large scenes

texts:
Hi I’m using blender mostly doing exterior architecture visualisations. Through previous months I’ve found many problems that affects this software. But the main issue is lack of performance power when doing large scenes.

Situation looks like this.
I’ve got large scene: 6GB file size 6 042 836 faces and everything goes really slow (Modeling, applying and creating shaders). After redefining any geometry or moving object Blender gives me this blue loading circle for at least 30 seconds and sometimes even 2 minutes
Scene must include many objects like main building, surroundings, people, cars, foliage and so on.

Everything is put on separate collections ,and hiding them helps a lot. But this is not enough everything is still very slow. My texture size varies between 1-4k. I’ve also tried using alt-d when making duplicates but it is still not enough
I was wondering what are the best options to improve my workflow and above all speed of modeling.

I’ve thought about buying new CPU but until modeling in blender is not multithread process I think this won’t help

Below I put my main questions:

What are your best hacks for improving performance on large scenes?

What is the best CPU for faster modelling on large scenes like mine?

Can I improve anything on Hardware side to make my scene work faster ?

What consumes most performance on scenes like mine ?

Last thing my stats:
CPU Intel® Core™ i9-7900X CPU @ 3.30GHz
GPU NVIDIA GeForce RTX 2080 Ti
64 GB RAM


texts: Rigify Finger assigned to different parent

texts:
I am having a problem with the rigify addon. After I generate the rig, everything works perfectly except the finger bone f_middle.01.L (it doesn't respond to the movement of the hand_ik.L), although the same bone for the right hand works fine. I have looked for differences between the two bones and have found that the parent is set to "root" for the left finger bone (the one not working), as opposed to the right finger bones parent being ORG-palm.02.R.
After realizing this I thought I could just change the parent of the bone, but unfortunately access is disabled.

I would prefer to be able to solve this issue without generating the rig again if possible because I have already made a few poses in the pose library, but if it can't be avoided then so be it.

Any help would be greatly appreciated.

BTW, autorun Python scripts were already enabled.


texts: Problem with image texture name in image node that not match with the texture being used in the model

texts:
See the vids below that shows the problem.

https://youtu.be/LGhD4H9cn9Y

i was texturing in texture paint mode using the image named "Face X3.png". after heavy tweaking i decided to save the texture into different texture and name "Face X4.png". The problem was whenever i changed the texture in the image texture node the name is still "Face X3.png", even though clearly i was using "Face X4.png" My model also rendered correctly with the texture "Face X4.png".

This problem sometime exist since version 2.7x, i think it was some problem with the image saving feature after using the Blender texture paint mode.


texts: How to prevent particles (hair) from being affected from wind

texts: I'm creating a scene with grass made from particles hair, but I'm using wind to affect the clouds which are also made from particles (emitter), the wind affects the grass and bend it which is not what I want.


texts: What is the point of curve points which are not connected to a curve?

texts: When you have a curve you can select one of the points and use the 'duplicate' function or you can select one of the middle points and use 'extrude curve and move'. Both of these things in 2.81 give me a solo unconnected point with two handles. What is this used for?


texts: Blender crashes constantly since v2.80 on Linux when using Nouveau driver

texts:
I started using Blender at v2.80 and it is constantly crashes ever since, after approximately 2-3 mins after startup. I use Arch Linux with nouveau driver. Blender crashes either with Eevee and Cycles engine chosen. Every time at some point Blender freezes my whole desktop env. (with mouse cursor) and then successfully crashes, OR (approximately with 1:1 chance) do not unfreezes desktop and gets me hard rebooting machine.
Last time I called blender with --log <file> and --debug options and saved project file, but there was no files except project file in the working directory. The last lines Blender returned to my terminal that I could see after the crash scrolling all the way up were:

a lot of nouveau: 0x<8-digit hex number>
blender: ../libdrm-2.4.101/nouveau/pushbuf.c:723: nouveau_pushbuf_data: Assertion `kref' failed.
Aborted (core dumped)

I see bug is highly likely related with nouveau.


texts: Materials from Blender to Three.JS: Colors seem to be different

texts:
I am just working on a bigger WebGL project, using the three.js framework. I am also using Blender as my 3D Software and the latest version of the three.js blender exporter.

While developing I noticed, that colors seem to be slightly different from the colors I picked in Blender.

I started tweaking colors via code and when I told the purple material at the straw for example to be the hexcode from Blender (#9081E7), this is what my webgl result looks like:

I think it's safe to say that the result looks more like the colors from Blender.

Now my question is: why is this happening? And how can I fix it, without telling every single material to have a specific hexcode?

I looked into my straw.json file and noticed that the three.js exporter is exporting colors in rgb values like so:

"colorDiffuse": [0.278894,0.219526,0.799103]

Is it possible that the engine rounds these values what causes the difference in color?

Thanks in advance


texts: Wireframe shading issue in Blender 2.91 viewer

texts:
I'm new to Blender and I've been trying to get the wireframe shading to work since 2 days and been having this issue shown in the image below:

Whenever I try to go into wireframe shading mode it makes the object transparent.
Things I have tried:

Uninstalling and reinstalling Blender.
Loading factory settings.
Turning on wireframe in overlay drop-down.
Selecting wireframe in viewport display under object properties.

Any help regarding this issue is appreciated.


texts: turning two objects in a collection,one into edit mode and leaving on in object mode

texts:
I am watching a particular youtube video by sociamix on modelling a character base mesh. There is a part around the 9th minute where he inserts a UV sphere into the face mesh in object mode, scales and moves it perfectly into the eye socket space and then changes the face mesh back to edit mode while the UV sphere remains in object mode. I have tried several times to do it but it just doesn't seem to work for me.By it doesnt work for me i mean i try to turn the face mesh back to edit mode while leaving the uv sphere in object mode, but rather,when i click on tab to do so,they both go into edit mode,with the uv sphere being selected
https://www.youtube.com/watch?v=WlaMfIgS2ns


texts: the grab and the push tool locked on the y-axis?

texts:
I have got an issue with the grab and the push tool in the sculpt mode (grease pencil). The transformation is locked on the y-axis.
In N tools I haven't found  an option to disable this behaviour
thx in advance.


texts:
I did a big scene, but can't see it all in basic camera view. Even in rendered mod.

but i can see it in with created camera.

So i thinking there must be some setting for basic camera like for created camera in scene.


texts: How to point a sun lamp using a vector in Python?

texts:
It seems this should be easy - I have a long list of normals as a list of tuples in my python script.

[(nx, ny, nz), (nx, ny, nz), (nx, ny, nz)...]

Each tuple represents the direction I want a sun lamp to point for that particular frame of animation.

How do I set the direction of a sun lamp using a vector?

Is there a straightforward python method - maybe in mathutils - that would set sun lamp's matrix so that it points in the direction of the vector?

I've looked there but nothing stands out as far as I can see, though I'm a mathutils noob.

No nodes or plugins, thanks!


texts:
I tried asking this question and then found a similar one with a supposed solution:
Trouble with filling up faces, irregular shape

The steps shown here return 'No faces filled' regardless of combination of vertices selected, even with a joined shape. Is there a bug in 2.82 with regard to Face-Fill command?

This is a polygon drawn by extruding a single vertex. The Face-Fill command works on the areas shown with faces (but the normal F command also would).
What would be the procedure to leave this area as a whole and create faces (the 2.82 manual shows this like one easy step).

One of the shapes I'd like to fill with Face-Fill, a letter created in Inkscape, imported as an SVG and converted to a mesh. 'F' creates faces in certain places within a letter, but it's not consistent and Face-Fill looks like it's what I need.


texts: Python script for adding Child Of bone constraint with 'Set Inverse' to multiple bones?

texts:
Completely new to scripting and was hoping someone would help me out here.

I've imported a rig twice and want to add a "Child Of" bone constraint to each bone in the first rig using the matching bone in the second rig as the target. I also want to use "Set Inverse" function of this constraint.

The rigs are the same, so all the bones are named the same.

Rigs are called "root" and "root.001".

I figure I need to do something with:

import bpy

context = bpy.context
scene = context.scene

rig1 = scene.objects.get("root")
rig2 = scene.objects.get("root.001")

for bone in rig1.pose.bones:
    cbone = bone
    cbname = bone.name
    setchild = bone.constraints.new(type='CHILD_OF')
    setchild.target = rig2
    setchild.subtarget = cbname

But beyond that I have no clue. I'm not sure how to set the inverse option.

I'm looking to edit a number of animation files, so would need to do this process for each fbx file, and therefore would love to automate the process.

Hoping someone can help me out.
Cheers.


texts: Tinted reflections and specular light manipulation

texts:
I am coming from the Lightwave. So far, I like the Blender. Especially, some of the modelling tools. Cycles is nice too, but I have two problems, ergo two questions.

How to manipulate the specular light (size, color, and intensity), and how to make strong and sharp colour tinted reflections (like the christmas ornaments)?

Here I have a cup, it has a not too strong, but a sharp reflection ("medium" tinted), with a strong, intensive and sharp, white coloured specular light.

If I make my object more reflective in Blender, the reflection of the environment is washing out the colours from my texture. I attached an extreme (ugly ) Lightwave render. You see that the textured spheres have a colour tinted, sharp and strong reflection, with a white specular.

Can I do this with Cycles? I know that this looks not realistic, but renderers are not just about realism. Futuristic sci-fi materials, or some artistic works need to go outside the PBR dimension.

So, is it possible to render the same picture with Cycles? If yes, how?

Thank you for reading, and have a nice life!

The image on the bottom is Cycles render. You can see that the cup is too soft.


texts:
I'm trying to do mesh eyelashes at the moment and can't get an easy outward curve for them in any fashion.
Right now, they're straight stiff and need to be curved as seen in the second image:

Whatever else I tried so far didn't help without sloppy results, like the curve not moving the whole mesh smoothly, or the lash roots being moved as well.
Any easy ways to curve a mesh like this?


texts: Driver not always visible in the graph editor?

texts: I have encountered a problem where my driver would not show in the graph editor while viewing Layer 1 and layer 11. I discovered that moving the wheels in question would show the driver in the graph editor in layer 3? Although the driver worked in the said layers but did not show.


texts: Transportation of texture to already modeled object

texts:
I've tried to transport a texture from textures website to my already modeled bag. As you can see on the sides it didn't show up properly as opposed to front side, what should I do?
Also, on different faces of front side texture haven't laid out evenly, what should I do in this case as well?


texts: How to get uv_on_emitter for child particles?

texts:
I wonder if there is possibility to get uv_on_emitter for all particles including child particles?
My loop over particles look like this:

for pindex in range(0, num_parents + num_children):
    p_uv = partSystem.uv_on_emitter(mod, partSystem.particles[pindex])

When there are children enabled I got index out of range because partSystem.particles returns only parents, not the children.


texts: Best way to find the 2 closest vertices from a list of vertices?

texts:
Assuming there is an object, then a list of vertices that could be.

obj = bpy.context.object
for v in obj.data.vertices:
    #?print(closest vertex/vertices)###noob example

for example , how to find the closest vertices of v[0]?

is there any bmesh operator? or something really fast?


texts:
I'm new here, but this thing is annoying me for at least a whole month. I've searched everywhere and didn't find anything.

If I join 2 body parts, for example the arm and the torso of my character, there will be a kind of line between both, and this happens not only on Blender but on game engines like Unity too, even if the material and the texture are the same.

How can I fix this?

To show an example of this, I split the arm off my character and re-joined it, and there is a division where the mesh was divided. The effect is visible.

Before:

After:


texts:
This is probably a silly question, but I'm struggling with it. When I close Blender and open it up again I now have to re-render the scene to be able to use them again in the compositor.

I have read some things about OpenEXR Multi-Layers but you have to save them individually I believe. Isn't there a function to assign some sort of fake user to the render layers?


texts: I'd like to apply, or slap faces onto an object, how do I do that? I can't remember what was the function (or plugin?) I know it's a basic tool for topology..


texts: Why does blender need my CPU when I'm GPU rendering?

texts: When I'm rendering a scene in GPU mode, blender becomes very CPU & GPU intensive. This is most noticeable in cycles, luxrender tends to be less CPU intensive (in openCL mode). I would like a list of tasks the CPU performs when i'm in GPU mode.


texts:
I want to mirror object using it's face as a mirroring plane. For the example, I want to use the selected face on the cube as a mirror plane.

I created a custom transform orientation using that face, but is not the one which gets used by mirror modifier. I also positioned a 3D cursor at that face and then transformed origin to it, but then rotation is wrong (from local axis). I also see I can set mirror object, but my face is not an object. I added an empty, but it's orientation is not aligned to the face either.

I am out of ideas now. I think best way is to set local axis to that custom transform. I will be happy to do it anyway, because local axis are completely off and the object is hard to work with.

EDIT:

Result using the method suggested by MrZak and lemon:


texts: Difference boolean modifier acts like union but only on a specific object

texts:
I'm modeling my mouse in Blender and I'm trying to create some indentation with a boolean modifier. The modifier is set to difference and when I look at it in object mode it works like it should.

But when I actually render it out the modifier acts like it's on union.

The catch is that if I have the boolean object intersecting with a different object (than the mouse object), it works fine even when rendering. I tried recalculating normals & removing doubles on both the mouse object and the boolean object. Neither of them is non-manifold as far as I could tell after checking them. I'm really at a loss here as to what the problem is.

Here's the .blend file if it helps: Dropbox link


texts:
Has anyone got an Eevee tutorial on how to put moving images over part of a text word created in 2.8?
I have a video of a person walking across the screen and I want to put a huge word behind the person. I found this video - https://www.youtube.com/watch?v=ILFo9YDHGa8 but it's from an older version of Blender and I want a step-by-step Eevee version. The effect that the guy got is exactly what I want (he even leans over and puts his arm behind the text - but that's for another time).
Is there an Eevee tutorial out there?


texts: is it possible to divide shapekey to small ranges?

texts:
i want to move iris on eye surface ( eye shape is mostly similar to oval not sphere ) and i want to do it
with shapekey

the problem is , when shapekey value changes , it cross other surface of mesh ,
is it possible to split shapekey value to smaller part and define a deform pattern for each parts,
for example from 0 to 0.1 shape deform like x , from 0.1 to 0.3 shape deform like y and... .

i want to export my model to unity , in unity shapekeys works with no problem , but modifiers like shrinkwarp not . or can anyone suggest another way for moving iris on eye that works with no problem in unity engine?


texts: Align Object to footage without knowing Camera data

texts:
I have a model, which represents a real world "machine". I now need to align the model in Blender to footage (taken with tripod, so it's static) from said machine.
The models scale is accurate.

The problem is, i don't have access to the Cameras data (Focal Length, Sensor Width, etc.).


texts: Control the amount of gloss and reflection separately in a glossy BSDF material?

texts:
I can control the glossiness/reflectiveness of a material by mixing a glossy BSDF with a diffuse BSDF and setting the mix ammount, but in that case glossiness/reflectiveness are linked. Is that so because they are linked in real world? The more shiny, the more reflective, no exceptions, is that how it works? How can I control them separately?

The material is used on a plane which is the floor for an architectural visualisation. Generally I would like the scene to be realistic but with the floor and background I'd prefer not to have the limitations of real world. What I need is to be able to finetune the amount of reflection on the floor while controlling separately the intensity of highlights/gloss made by lights.


texts: Alias file export with OBJ files to blender, How can I keep Object separated meshes?

texts:
As my title says, when I export my alias file as OBJ, and open at blender and then I join the OBJ files for a collection.
How can I keep OBJ files separately when I put materials to OBJ after joining them. Sometimes I try to put materials to OBJ, all obj files are changed. I don't want it.


texts:
I've been working on my first character mesh that I am taking seriously and want to be high quality.

I plan to use it in Unreal Engine 4 and I think it looks okay (Definitely needs to be improved though), but I don't feel confident about the topology and I think there are way more tris than necessary. Without a subdivide it's at 18k tris and with subdivide it's at 77k tris.

I'm not sure if it is reasonable or not, but I really don't feel that good about it and I feel like maybe restarting from scratch might be a good move and try to fix the things I did wrong on this mesh.

I'm wondering if someone with experience with making character meshes designed for video games can give me any advice on if I should just restart from scratch or work with what I already have and how to improve on it technically in terms of topology and tri count, and also if possible aesthetically on how to make it look more realistic.

Also should I mostly be modeling in edit mode or sculpting? I feel like modeling can get me better shapes if I'm trying to have a low tri count and in order to sculpt I need a high tri count for it to even work as it should.

I hope I'm not asking too many questions. Any advice is appreciated. Here is a screenshot:


texts:
I know that it's possible to display metadata in the Image Editor, but I need to access this info from Python, eg. in the form of a dictionary; is that possible at the moment?
If not, is there a specification for the way this metadata is stored?


texts: How can I blend / flllet two objects of different shape?

texts:
I have two objects of different shapes with complex forms but they can be approximated with something like this:

How can I make that the "cube" blends nicely into the cone (sometimes this is called filleting)?

I tried with metaballs but these don't work on different shapes. Also I tried to sculpt but it cannot be done very precisely and symmetrically.

Any advice would be appreciated.


texts: I remember there was a tutorial on implementing the Car Physics wrapper in the BGE somewhere that I used before (the Python one with a rigid body car and collision-less wheels), but I can't seem to find that tutorial or something else that works in the latest version of Blender.  If there's anyone who can furnish a tutorial + code here, then I'd be much obliged.


texts:
I am quite new to Blender. I am writing a script for a scientific study. So I want to do it in the script change the angles of a motion in order to have quantifiable data. I have been struggling for few days to come up with a method to damp a motion of a predefined motion curve. For example:

The curves are in Quaternions. So far what I tried: Get a keyframe value w, x, y, z for the Arm and Forearm and generate a Quaternion. Then multiply each with a float value such as 0.5 (dividing by 2) to reduce the amplitude. Then update the Quaternion back.
Example:
newQat = 0.5 * (current_quat)

However, this did not quite for me. Working with Quaternion does not seem to give me the fully control the amplitude of a curve. That is at least my understanding.
Second attempt: Convert them to Euler and then multiply with a weight. For example, I want to damp the z angle of rotation of the Forearm. Then I simply, for all key frames of forearm, Get the w, x, y, z value, convert to Quaternion and then convert that to generate OldEuler. Then generate new Euler this way:
newEuler = (OldEuler.x ,OldEuler.y, 0.5 *OldEuler.z)

Then again convert back to newEuler.to_quaternion(), then update the curve. No great success on this method either.


texts:
I followed a tutorial in youtube for basic mouse look.I would like to use my mouse to move  the camera around my character.
[ http://www.youtube.com/watch?v=YYlOhtDwElM ]
I followed every steps and it just didnt work for me.
Can you please help me check my file and tell me where the problem lies?
Here is my file --> [http://www.mediafire.com/download/u9q0cashtwmjqzm/test%282%29.blend ]
Tyvm.


texts: How make a character climb rocks and blocks in the BGE?

texts:
I am trying to do something like that image below... But no more ideas...

It's for a semi-platformer game that uses simple jumps, this grab ledge above and some other. I already know how to do a vertical stair, but this is braking my mind.


texts: Draw and update text in viewport without modal operator in blender

texts:
At the moment, i draw ma text in viewport with this modal operator:

_handle = None

def modal(self, context, event):
    context.area.tag_redraw()
    if not context.window_manager.show_text.enabled:
        return {'CANCELLED'}
    return {'PASS_THROUGH'}

@staticmethod
def handle_add(self, context):
    VIEW3D_OT_ADH_display_text._handle = bpy.types.SpaceView3D.draw_handler_add(
           draw_text_callback,
           (self, context),
           'WINDOW', 'POST_PIXEL')

@staticmethod
def handle_remove(context):
    _handle = VIEW3D_OT_ADH_display_text._handle
    if _handle != None:
        bpy.types.SpaceView3D.draw_handler_remove(_handle, 'WINDOW')
    VIEW3D_OT_ADH_display_text._handle = None

def invoke(self, context, event):
    if context.window_manager.show_text.enabled == False:
        context.window_manager.show_text.enabled = True
        VIEW3D_OT_ADH_display_text.handle_add(self, context)

        return {'RUNNING_MODAL'}
    else:
        context.window_manager.show_text.enabled = False
        VIEW3D_OT_ADH_display_text.handle_remove(context)

        return {'CANCELLED'}

    return {'CANCELLED'}

Is it possible to draw my text without modal operator and update it with:

bpy.app.handlers.scene_update_post

when my mesh is updated please ?


texts: Remove all vertices connected to one or less edges?

texts: Using the boolean operator a lot creates a lot of junk vertices and edges that make it really difficult to clean up a model so my question is: is there a way to delete all vertices connected to one or less edges?


texts: How do you import images onto planes using nodes

texts:
I have an image and I want to display it on the plane. I searched Google and found that I can use images as planes but if I ever want to change the image I would have to redo the image and all the stuff e.g. modifiers and physics and it's kind of annoying to redo everything so I found out you can use image nodes. I can't seem to find how to put it on the plane.
thanks for any help


texts: Why is this object facing the wrong way when exporting to three.js?

texts:
I'm working on a small project using the library three.js

We're using a plugin for Blender which allows us to export the model as a .json file, however the problem I am having is that when I export it and load it into the project, it's facing the wrong direction.

I've gone over the code and I'm sure it's not a coding error because

I have the green line, (y), the red line (x) and a blue line (z), z can't be seen because we're facing directly down at the camera.

In Blender, the model looks as such:

I am certain the error isn't from the coding side but an issue with the exporter add on which I found here: github.com/mrdoob/three.js/tree/master/utils/exporters/blender

So I think I am more or less looking for a solution to fix the importer, it seems to be written in python, I am still searching around for a solution for this but not yet come across one, hoping someone else has had this issue.


texts: Is it necessary to create custom shapes which connected to bones? Can I just animate with bones?

texts:
I have followed this tutorial recently:
https://www.youtube.com/watch?v=miphUq4uwNM&index=9&list=PLyelx0TsmSpcgsINPt6fOh3yWjTjk2Nz9

But I can't edit the orient custom shape like he did in 11:18 cause it does't appear in edit mode. It is in the wrong place though I put orient custom shape button. So I wonder if it is not necessary to create shapes for bones before animating. Can't I just grab and rotate bones when animating?

If you know the answer to my question or how to deal with couldn't see custom shape in edit mode, please let me know. Thanks a lot! :)

Sorry for asking such a simple question. I'm new to blender.


texts:
I'm trying to render out an image with light emitting from an object, but I am very new to Cycles.

How can I achieve an effect like this easily?

It's only for a single frame, so it can be a simple fake to look like that. Thanks!


texts:
Is there possibility to get color overlay over selected object (in object mode). Just like when you select something in edit mode.

Default indication is border over mesh, but this can be very unclear in some situations and you end up tab-ing into edit mode or looking in scene graph to see which mesh have you selected.


texts:
So I made a small animation, and then I added in a simple "pow" sound in the Video Sequence editor.
But when I started it, the sound played immediately. I rewound it even more, and the sound doesn't play until a couple frames before the file, and If I pause and play it over and over near where the audio is, it restarts and plays the sound over and over, until I get to the sound, and there it stops sounding at all.
I don't know what could be causing this.
The sound is not playing where it is supposed to play.