texts:
Is there a way to get an object's width in Cycles as a value that I can use, for example, as the color input of a diffuse shader? Basically, is there a way I can get the volume absorption shader's output as a value?

Here is an example of what I mean:

The thicker the glass, the more subsurface scattery it looks.

I was able to achieve what I wanted by creating two renderlayers; the first renderlayer would render some object with just a volume absorption material and output the image to a folder, and the second renderlayer containing the same object but with a material using the first renderlayer's output as an image texture. But this is pretty annoying because I have to use two renderlayers and an image sequence.

I have tried using the fake absorption method (The one that utilizes the Beer-Lambert law) to do so, but it seems I cannot invert the output value or even use it at all on a surface shader that does not have light pass through it. Maybe there is a way to alter the math behind the nodes so that it outputs an inversed version of itself?


texts: Blender 2.8 Grease Pencil displays [Report ERROR: Nothing to erase or all layers locked] when trying to draw

texts: I got a graphic tablet and started trying out Grease Pencil, it was working fine, I was enjoying a lot, i switched from DRAW mode to Edit Mode, several times, suddenly while on Draw Mode there was a red dotted circle, I checked online and some people had that problem (they had Guides ON) this is not my problem, it displays REPORT ERROR: Nothing to erase or all layers locked - I have searched everywhere, can't seem to fix it, already downloaded version 2.81, same problem, the layers are not locked, the strange thing is that if I add a Grease Pencil Stroke, then the Red Dotted Circle is able to erase it, also the LINE, Arc and these other tools do work, but not the Draw Tool, which is what I actually need, please any help appreciated, thanks!


texts: What specs are required, and what software do I need to make a Render Farm?

texts: I'm sending .blend files to a new render farm that has dedicated machines that have never run blender before.  What machine specs are required, and what software do I need to make sure is present?


texts: Some vertices are hidden in edit mode (not using H)

texts: Some vertices are missing in edit mode as you can see in the yellow circles on the image. I did not press H to hide them. Why are they hidden?


texts: maintaining quads when cutting circles into mesh

texts: After using either boolean, knife project or something, how can I change the mesh to keep it as clean quads rather than having alot of ngons, which results in terrible geometry after applying a subsurface modifier in high poly models.


texts:
I have following little script, fetch the points from the bezier and add a Null object at each point.
from bpy import context, data, ops

bez_curve = context.active_object
bez_points = bez_curve.data.splines[0].bezier_points

for p in bez_points:
    new_obj = data.objects.new('spline_point', None)
    new_obj.location = p.co
    context.scene.collection.objects.link(new_obj)

But the Nulls I create at each point is placed in what looks like random locations. Total of 4 points added to the Bezier. I have obviously missed something here!


texts: Why does the blue line in the timeline cause errors if I render past it?

texts: How can I reset this blue line? Because an error occurs when I render this file, the footage stops moving after the blue line ends (= frame ~250)


texts: How do you connect the edge so the end of it is connected to the specific vertex below?

texts:
[![enter image description here][2]][2]
How do I make it that so that line in the middle(which is coming from yellow to orange) is connected to the orange dot. Not to the dot above like it is connected on the picture.


texts: How to quickly restore a UV map that was distorted by edge/vertex slide?

texts:
I messed up my UV map via vertex slide; some UV map vertices are way offscreen and there's too many for easy retrieval. Is there a way to quickly and retroactively fix a UV map that's been distorted in some way, e.g. by edge slide? I somehow changed the poly count from my reference mesh (so I can't simply transfer object data even though they're visually identical), and it's too many undo steps back to retrieve that way. Thanks!
PS There are duplicate UV map points for a given vertex. Currently, I'm snapping my cursor to each correct vertex, then scaling the offscreen vertex to xyz = 0.


texts: Sculpted mesh reverts to original shape upon exiting sculpt mode

texts: I sculpted a mesh but when I exit sculpt mode the sculpted information gets lost and the mesh looks exactly like before I sculpted it. If I go back into sculpt mode the information reappears. How can I apply that sculpt information to the obejct, so it always stays?


texts:
My company has asked me to try to find a good program that can assist in our producing diagrams for patent applications.

More specifically, we need to be able to open a STEP file, then manipulate (deleting/hiding lines) into a simplified view of the object in black-and-white profile, with just the edges and maybe some tangent lines, no shading, no hidden lines. (Something like the link below), and then export as a 2D  .dwg file for final touch-ups in Corel.

Should I invest my time (and money) in Blender? Can it do this kind of thing simply?
(If so, or if you have any tutorials to share for this, I would be interested to start immediately.)


texts: adjust mesh in image view for texture painting

texts:
I am texture painting and the mesh isn't lining up with the pixels in painting so I end up getting awkwardly painted artifacts on the actual model. In the texture painting layout, the left pane by default is the image editor, and the right side pane is a 3D view.
It seems that while selected mesh planes show up in the image view, there is no way to select the mesh so I can actually move it around at all.  Any advice would be well received.


texts: How do I center an object in its parent?

texts:
I have 2 objects.
Their dimensions are completely identical.
I have applied all transformations, rotations and scales.
Their locations are 0, 0, 0.
I have tried parenting the objects, both in relations and object constraints. Neither parenting nor making them separate objects has any effect.
Fiddling with their origins has no effect.
And yet, I can never get the objects in the same position. They are always off:

How in the world is one supposed to center two objects into each other? It seems that no matter what I do, they are never in the center of each other, despite having exactly the same dimensions.
As you can see the problem still occurs in-game:


texts: Does anyone know why The blender snapping is not working correctly for me? I'm trying to snap a cube onto another cubes edge and everytime It "snaps" it goes below it, Tilts it, etc. It never works how i was intending.


texts: Is it possible to import the outline or profile of something from a picture to use as a line in a wireframe?

texts:
I have some engineering schematics for an aircraft I want to make a 3d model of.  These schematics includes cross-sections of the air foil at different parts of the aircraft, basically what you would get if thinly sliced the aircraft.  Is there a way to use the line in the airfoil cross section as part of a wireframe?

The cross section is very simple, it is basically just a black line drawn in a loop to form an oval like shape.

The air foil cross section as well as a cross section of the fuselage from the front view are below to give you an idea of what I want to do and use.


texts: How to add transparency/alpha (material) value slider + viewport color

texts:
Sofar I replicated all the needed shading tools for an object inside the tool shelve.

The transparency function however only makes sense when the UI also allows you to change the alpha value which is part of the material menu

This is the code I have sofar:

class ObjectShading(bpy.types.Panel):
bl_label = "Shading"
bl_idname = "ObjectShading"
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'
bl_category = "Claas"

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

    obj = context.object
    mesh = obj.data

    row = layout.row()
    row.label(text="AutoEdgeBreak:")
    row = layout.row()
    row.prop(mesh, "use_auto_smooth", text="BreakEdge")
    row.active = mesh.use_auto_smooth and not mesh.has_custom_normals
    row.prop(mesh, "auto_smooth_angle", text="Angle")
    row = layout.row()
    row.label(text="ManualSmooth:")
    row = layout.row()
    row.operator("object.shade_smooth", text="Smooth", icon="SMOOTHCURVE")
    row.operator("object.shade_flat", text="Sharp", icon="LINCURVE")
    row = layout.row()
    row.prop(obj, "draw_type", text="Draw Type")
    row = layout.row()
    row.prop(obj, "show_wire", text="Wire")
    row.prop(obj, "show_transparent", text="Transparency")
    row.prop(obj, "show_x_ray", text="X-Ray")

Looking into UI.py I discovered this but I fail to figure out how I could extract the proper code to add to my script so it only renders the viewport color and alpha slider.

class CyclesMaterial_PT_settings(CyclesButtonsPanel, Panel):
bl_label = "Settings"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}

@classmethod
def poll(cls, context):
    return context.material and CyclesButtonsPanel.poll(context)

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

    mat = context.material
    cmat = mat.cycles

    split = layout.split()
    col = split.column()
    col.label(text="Surface:")
    col.prop(cmat, "sample_as_light", text="Multiple Importance")
    col.prop(cmat, "use_transparent_shadow")

    col = split.column()
    col.label(text="Volume:")
    sub = col.column()
    sub.active = use_cpu(context)
    sub.prop(cmat, "volume_sampling", text="")
    sub.prop(cmat, "volume_interpolation", text="")
    col.prop(cmat, "homogeneous_volume", text="Homogeneous")

    layout.separator()
    split = layout.split()

    col = split.column(align=True)
    col.label("Viewport Color:")
    col.prop(mat, "diffuse_color", text="")
    col.prop(mat, "alpha")

    col.separator()
    col.label("Viewport Alpha:")
    col.prop(mat.game_settings, "alpha_blend", text="")

    col = split.column(align=True)
    col.label("Viewport Specular:")
    col.prop(mat, "specular_color", text="")
    col.prop(mat, "specular_hardness", text="Hardness")

    col.separator()
    col.prop(mat, "pass_index")

Adding the code

row.prop(mat, "alpha")

results into an error code stating that "mat" is not defined which makes sense.

So when I then add add the mat definition after the def command

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

    obj = context.object
    mesh = obj.data
    mat = context.material
    cmat = mat.cycles

I get this error and I dont understand this and what cases this. I just copied the code.

location: :-1
Traceback (most recent call last):
  File "C:\Users\info\Desktop\untitled.blend\Claas_UI_2.py", line 98, in draw
AttributeError: 'Context' object has no attribute 'material'


texts: Trying to replicate the Blender Cloud dog

texts:
I'm taking a stab at modeling, and I want to do one of the cute dog on the Blender Cloud landing page.

I can cover rigging, but not modeling. Any tips on how to do this? I already tried flattening a sphere and thickening a long cylinder, but they didn't work well.
I'm thinking brushes should work, but I'm not sure how I'd go along with that either. Any suggestions?


texts: Rotate multiple objects randomly at 90 degree intervals

texts:
Blender 2.8

I'm creating a wall tile pattern made of large square tiles.

Like this:

Is there a way to rotate multiple objects randomly at 90 degree intervals?

I'm familiar with "Randomize Transform" in the F3 menu, but it rotates at any angle between.

I'm only interested in random 90, 180, or 270 degree rotations.

Cheers.


texts: Use a higher resolution background image in an animation render

texts:
I have a image which has full HD resolution (1920x1080) and I want to use it as background for my animation without decreasing the resolution. My animation is in HD resolution (1280x720). The background is added using compositing with nodes. When I render the animation Blender cuts of the edges of my background image so that it fits the animation resolution.

Is there a way to keep the resolution of the background image but render the animation with another resolution and still have the whole background image in the final animation?


texts: How to check if the model is masked in sculpt mode

texts:
is there a command in python that allow us to check if my model is masked in sculpt mode? Maybe something that returns a true/false value.
Thx...


texts:
I would like to move faces radially, but for some reason they don't want that.
When I move the faces, I expected them relatively to the middle / radially.
But as one can see from the screenshot, they move... ermhhh, differently.
One the face with the white circle moves as I expected.

Can anybody tell me how to achieve a radial movement?


texts:
As in the title i want to lock the distance between a group of vertices so when i edit the object they won't move in the group but be able to move as a group.

Those are the vertices.

Can it be done?


texts: Deleting Grease Pencil and grease pencil usage showing up in the Timeline

texts: In the hierarchy I have "GPencil and GP_Layer". I would like to delete this from the hierarchy. But mainly, every time I use the grease pencil, Blender puts a lime-green line in the timeline. I would like to get rid of those too, or at least hide them in the Timeline.


texts:
I'm new to blender. I have version 2.90. I made a trunk or treasure chest and when I preview it in render mode (Cycles Engine) it looks very blurry. Is there a way I can improve this? I search on google but cannot find anything related!!
Thank you in advance!!!


texts: Blender 2.80 Remove double vertices option gone

texts:
I downloaded the latest version of Blender 2.8 beta today.

I used to remove double vertices by switching to Vertex selection mode -> Choose all vertices -> Right click > choose Remove Doubles (in Blender 2.80 which I downloaded in April).

But I found the option - Remove double vertices gone. I switched to Vertex selection mode and press F3 to search but could not find it. Maybe it has got another name?


texts: Adding Keyframes to Evaluation-Time Using Python

texts:
I am writing a script where I want to automate the animation of Shapekeys. I tried to use the following command:
obj1.keyframe_insert(data_path = 'eval_time'), obj1 is the object containing the Shape Keys.
The command should add a keyframe to the "Evaluation Time" setting for the absoulte Shape-Key:

'eval_time' is the data path I have copied via the command "Copy Data Path":

However, I get the following message in the system console.
TypeError: bpy_struct.keyframe_insert() property "eval_time" not found
Using other data-paths like 'scale' or 'rotation_euler' works just fine, 'eval_time' fails, however.
Since this reference I seek to get is nested I have also tried the command using the full ID-path:
obj1.keyframe_insert(data_path = "bpy.data.shape_keys['Key.002'].eval_time"), but that didn't work out either.
Can anybody help me out how I can add a keyframe to the "Evaluation Time" attribute using the python API?
Thank you very much in advance.


texts: BGE play animation in other object using button

texts:
I need help with my game engine project.
I try to create a text object that move to center of viewport when i click a button. I've try using action actuator, but it affected the button, not the text.

Here's the animation that i wanted to do

The text first at the right side of camera, and when i clicked that button, the text move to the center of viewport like this

If anyone can help, please let me know how to do that, or maybe someone can give me a link to tutorial that related to my problem.
Another thing, is there a way that i can make my text dynamic, based on what button i click? like when i click the white button, the text value is 1, and when i click another button, the text value change to 2?


texts: How to get Local bones rotation while in pose mode

texts:
I have a robot arm manipulator and I'd like to control it using blender as an intermediary. I already have the manipulator model rigged and would like to get the bones local rotation. I am able to get the world rotation but it is not the ideal in this case. After this, the idea is to send the value in degrees to the arduino so it can activate the servos.

Edit: I followed this answer until this point


texts: Eevee renderer looks bad when rendering big objects on long distances

texts:
Render and preview are showing somehow "glitched" object edges. End clip distance is set to high enough value for object to be fully visible.
(this is rendered at 4km distance - I wanted to remain at scale and I hoped that won't be an issue...)


texts:
Here we have two overlapping cylinders:

They could be one mesh or two separate meshes. I don't care.

What I would like to get blender to do is remove the interior faces.

I'm having several problems.

Select > interior faces doesn't do anything
Many "answers" to this question tell you to press select while in edit mode but in 2.8 that's how you tell blender to start animating.
Boolean (Intersect|Union|Difference) (assuming the cylinders are two separate meshes, of course) doesn't work and it often generates strange geometry. How you get this out of two circles is beyond me. In the image both cylinders have the same height but usually I have to make one cylinder taller so that it's above and below the other cylinder to get it to work.

Am I making a reasonable request here? For more context, this is the mesh that I would like to clean up the interior of.

The cylinders are just because I've given up doing this with more complicated meshes. How can I remove as many of the vertices/faces from the inside of this mesh as possible? Thank you.


texts: my objects glitch through plane when i try to make them particals

texts: how do i fix this so the pear objects are actually on the plane instead of inside


texts:
I'm having trouble with the eye, I been follow tutorial of making an eye then it skip the set of light and my eye came up with very dark glass.

I've been researchin for a long time but nothing helps.

To left eye is outer eye in glass and inner eye texture
To right eye is just outer eye.
Both are very dark with or without lighting


texts: Edit mode required first for Texture Paint to work

texts:
When I have multiple textures to paint on then I need to go to edit mode first before I can paint on them.
Here I show what is going on:
https://www.youtube.com/watch?v=biUbiMUzCHE
Why is the first going to edit mode required? It is really confusing, especially for new users cause there is nothing indicating why texture paint is not working when you not went to edit mode.
I hope someone can explain.


texts: particle system with particles that conform to surface

texts:
I would like to create a particle system or hair in which the particles conform to the surface.

For instance, a particle system of a special object such as a long cylinder, which can be conformed to the surface of a sphere in random arrangements with paths that are randomized.  I would like to arrive at something similar to this image:

Is this possible?

I thought about doing it via a particle system of bezier curves on a sphere and then applying a modifier to the curves, but I believe this would require doing it with a script and I haven't yet figured out how to do all of the scripting.  Is there a simpler manner to do this?

I have tried creating a hair emitter with a empty force field sphere object  (negative value for force at -1) and a collision sphere object, but the hair does not coalesce around the sphere.  Instead I just get this:

It appears that the hair does not have segments which are allowed to bend.

Furthermore, I would like to have an object which will follow these paths created by the hair or emitter such as this:

Such that I can get a close up image of the interface such as this:

This code shows some of my difficulty in getting the particle system entities to be flexible and conform to a surface:

import bpy
import math

def reset():
    # Set to Object mode initially
    bpy.ops.object.mode_set(mode='OBJECT', toggle=False)

    # Delete all objects in project at current
    for i in bpy.data.objects:
        bpy.data.objects[i.name].select = True
    bpy.ops.object.delete()

    # Delete all materials in curent project
    for i in bpy.data.materials[:]:
        bpy.data.materials.remove(bpy.data.materials[i.name])

    # Set background to white
    world = bpy.context.scene.world
    world.horizon_color = (1,1,1)

    # Add a camera
    bpy.ops.object.camera_add()
    obj_camera = bpy.data.objects["Camera"]
    obj_camera.location = (10,-10, 8)
    obj_camera.rotation_euler = (math.pi/3, 0, math.pi/4)

reset()

bpy.ops.mesh.primitive_uv_sphere_add( \
    size = 1, \
    view_align = False, \
    enter_editmode = False, \
    location = (0, 0, 0))
ob = bpy.context.active_object
ob.name = 'Collision Sphere'
ob.show_name = True
col_sph = bpy.data.objects['Collision Sphere']
bpy.ops.object.modifier_add(type='COLLISION')

bpy.ops.mesh.primitive_uv_sphere_add( \
    size = 1, \
    view_align = False, \
    enter_editmode = False, \
    location = (0, 0, 0))
ob = bpy.context.active_object
ob.name = 'Emitter'
ob.show_name = True
em_sph = bpy.data.objects['Emitter']

bpy.ops.object.empty_add( type = "SPHERE", location=(0,0,0))
ob = bpy.context.active_object
ob.name = 'Force'
ob.show_name = True
force_sph = bpy.data.objects['Force']
bpy.ops.object.forcefield_toggle()
force_sph.field.strength = -1
bpy.ops.object.group_add()

bpy.context.scene.objects.active = em_sph
bpy.ops.object.particle_system_add()
psys1 = em_sph.particle_systems[-1]
psys1.name = 'Tubes'
psys1.use_hair_dynamics = True
pset1 = psys1.settings
pset1.name = 'TubeSettings'
pset1.type = 'HAIR'
pset1.use_hair_bspline = True
pset1.effector_weights.group = bpy.data.groups["Group"]
pset1.effector_weights.gravity = 0
pset1.effector_weights.apply_to_hair_growing = True

This gives just a spiky ball, without any bending of the hair.
Any suggestions?


texts: What does the stamp drop down menu in the render panel do?

texts:
I am working on a project right now, and during the render process I noticed a little check box that says stamp.
When I selected the drop down menu it had a bunch of selections the refer to text and font, and things like that.

My scene has text in it, and I was wondering what this section does, and how it is applicable to text scenes.


texts:
When I try to render an animation, the render result of the model looks like this...

And then when I render the animation for a bit, the process makes it glitchy, looking like this:

What do I do to match the animation up with the model render??


texts: Why does my armature rig deform badly in edit mode?

texts: Im fairly new to blender and am at the stage where i'm trying to figure everything out. Everytime I import a motion capture file the animations work and looks good. But when i go into edit mode to scale and put it in place with my mesh the armature rig is flat on the ground. Then i try to put all the bones in their respective locations but then the mesh is heavily deformed in pose and object mode again.And the animation is also really screwed up as a result. Why is this happening and how do i fix it?


texts: My Character Run Animation is not Playing in Game Engine

texts:
I've followed numerous tutorials and read a lot of material on what I could have done wrong, but nothing is working. I would keep troubleshooting myself, but I've already spent A LOT of time trying to figure this out, and I see no end in sight.
I have my character's run animation on frames 1 - 11 (1-10 for the animation cycle), and a jump animation later, I think 20 - 44. All I want to do is get the run cycle working and moving with the parented cube via the W key. Once I have that figured out I want to start adding other animations.
I just have no idea what I need to be doing at this point, or if I messed up a while ago. Any help is very very much appreciated.
File Attached, any assistance is highly appreciated!
Blend File: http://pasteall.org/blend/index.php?id=43899


texts: How do I access the Save pop-up on older files

texts: I just switched to Blender 2.91 and I am having a problem: when I close a project I did with 2.90 I do not get the option to save. Saving manually does work, but it adds a file called quit.blend every time. What should I do


texts:
I have been a Max user for years but I am trying to learn blender now. I am working on a fluid simulation at the moment. I am using eeve as a render engine. The simulation itself is quite simple: a square domain (3x3 meters and just 5 cm high) filled with a mercury-like fluid. I got 3 cubes that I want to move around the liquid so they can interact with it.
My question is: is it possible to make those interactions in real-time, so I can see how the cubes displace the liquid around, all rendered in eeve? So far I have found that you can bake the simulation but any changes to it require to bake it again. Any help would be much appreciated


texts: Spline IK Tail Rig is stretching and scaling the Tail bones, and I don't want it to. What can I do?

texts:
Here's a video of what I'm talking about

I'll also explain in text:

I have a tail with 8 bones, and I need the bones to follow a curve to allow for smooth animation. But when using spline IK, the bones stretch and scale instead of retaining their scale, even with "Y Stretch" disabled.

I cannot use Bendy Bones (B-Bones), as this model and animation is for a game engine that doesn't support that deform feature. I don't want to use standard FK, as that's a pain to animate with a long tail with many bones. and using standard IK for just the tail tip, or IK for multiple parts of the tail is unstable to animate and isn't desirable. And I don't want to settle with the spline IK as is when it stretches, as the scaling will cause issues for the game engine export.

I've disabled "Y-Stretch", and I've looked into every other setting regarding the Spline IK constraint and the settings for the Curve itself as much as I could, and nothing seems to have solved my issue.

I'm not too sure what other options I have. Is there any way to configure a Spline IK to never scale and still properly follow the curve, or is there an alternate method to rigging and/or animating a tail like this that I haven't mentioned?


texts: How to change an unknown diameter of a hole to a specific size?

texts: I have a cube with several holes in it. Now I need to change the size of one hole to 6.34 mm diameter. What is the best way to do this?


texts: Replacing a part of animated mesh with bone weights

texts:
I am trying to replace a humanoid part for my archer model. The full model is fully rigged and animated. It also has parts, which I am not replacing (clothes, archer bow, arrows, etc.). I merged meshes into a single object, where old and new meshes can be selected with CTRL+L shortcut. The full object looks like in the figure bellow.

However, the new model has no assigned vertex groups and the old model has. The weight paint mode looks like here

I am looking how it would be possible to assign weights from bones only on a new humanoid part and leave bow, arrows and clothes with their original weights. If I use "Weights > Assign Automatic From Bones" I am getting them assigned correctly to the new humanoid model, but it also assigns new weights for all other parts of the object (bow, arrows and clothes)

I was interested if there is a way to go around this, that only a part, which I am trying to replace, could get assigned automatic bone weights?


texts: Tesla C1060 not seen by Blender after install

texts:
Sorry if this question has been asked but search results didn't show it.
I just bought a Nvidia C1060 Tesla card with 4GB memory, it's a fairly old card. I was hoping to use it with Blender but after install and driver install I do not see it listed as a choice in Blender. I did check device manager and it's there and installed correctly. Am I missing something here? I've also installed the Cuda drivers. This is a Noob question for sure but I thought Blender would automatically see it and give me the choice to use it.


texts: One material becomes dark/black after baking

texts:
tried to bake all my house materials into one. But for some reason my roof texture ends up being black after the diffuse bake. I'm quite new to this stuff, but I'm sure I did it as the baking tutorial instructed and everything else seems alright. The original texture is greyish just like it looks in the original (left) object.
EDIT: Actually now that I compare the models more, everything seems to be a bit darker than the original, but I'm guessing it and what's happening to the roof are two separate things, so I'll wait for the answer and ask about the second thing later.


texts: How can I get the camera's projection matrix?

texts:
As asked.

I need a way to get the projection matrix of the active camera, via python.

EDIT: I think this question is different from the one asked here, because getting a matrix is different from setting the matrix.

Although, since this question was so quickly marked a duplicate, I guess the answer is the same.


texts: How to swap / invert the RMB (that activates the "object context menu") with the LMB (that selects an object) in 2.8

texts: I would like to swap / invert the right mouse button (that activates the "object context menu") with the left mouse button (that selects an object). how can I do that ? I see that this can be chosen on the splash screen,but when it starts on my blender 2.8,I don't see the chance to do that.


texts: Smoothly connect two objects (Cylinder+Plane)

texts:
I have the below hexagonal shape with a 45 degree extruding pipe. I would like to connect the edges of the hexagon to the outer side of the pipe's top rim all around. It should be a smooth, curved connection as if the pipe is pushing up a flexible cloth.

Thanks a bunch for your help.


texts: Cycles, weird shadows appear on baked textures

texts:
I am having a bit of a trouble with the cycles bake. Every time i bake my texture's , a bunch of weird shadows appear in the baked textures as you can see from these pic's. The weird part is that i did pretty much the same thing to a model last night and it worked perfectly. Keep in mind that i am still just a beginner when it come's to cycles rendering.

Could this be a lighting problem or something like that?

--Before Bake--

--After Bake--


texts: Any ideas on how to model and animation a whirlpool

texts: Does anyone have a good way of modelling a water vortex? I watched this video and I think its great: https://www.youtube.com/watch?v=np5aC97wZCg. If I could, I'd add an ocean displacement modifier to give a bigger scene to animate on. Problem is I'm not sure what values or maps he used in his modifiers. Any ideas?


texts: My animations don't export correctly for game engines (fbx file)

texts: I was making some animations, and when i exported it to unity, this happens YouTube video link


texts:
In my attempt to model a plane structure, I used a cylinder that I extruded to fit the shape. But on the final product, there are sharp edges at the point the extrusions end and start. Is there any way to fix it?

I've tried applying Subdivision Surface modifiers, and it did not smooth out any of these.
Also when turning on smooth shading, it ruins the cockpit part.
Is there any other way to  get rid of those apart from Smooth Shading?


texts: Multiple uvmaps for single object for texturing blender 2.9

texts:
I am trying to texture my object (a single object) with multiple different textures.
Suppose my object has 3 different textures, i plan to map faces which have a particular type of texture to a single uvmap (so eventually i should have 3 uvmaps with different sets of vertices and faces on different uvmaps).
I know how to assign multiple uvmaps to an object. however the issue is when i switch between maps, the faces i selected for the previous uvmap are lost. and if i hit the uv sync key (in uv editor mode), all the faces of my object show up in uvmap!
I wanted to know how to ensure the faces i selected and unwrapped for a particular uvmap remain on that uvmap and are not lost (even if i switch maps)? exporting the uvmap (as png etc.) is not an option as i may need to reorient the faces later for texturing.
Perhaps my workflow is the issue - if i want to assign different textures to different faces - is it better to split the mesh into seperate smaller objects and then assign textures to them?
or is there some other better work flow for this? the issue with splitting the object into smaller objects is that if i later decide to apply subsurf mod to my objects (for higher poly count), the smaller object will deform seperately and so the objects wont line up!!!
Is it possible to render the different uvmaps for different faces (of the same object) all at the same time? in blender 2.9, in the uvmaps tab, i only able to enable one uvmap at a time for rendering!
What is the better approach/workflow here?


texts: Cannot find the action editor in Blender since 2.5x

texts: I am using Blender 2.66 and a newbie I was working on a tutorial which is with the 2.5 version. And I am unable to find the Action editor in version 2.66 while trying to animate a walk cycle. Had it gone? or otherwise can use any other way? Please help. Can the NLA editor do what can be done with the action editor?


texts: Shape keys influence over time along mesh?

texts: I am trying to get a balloon to inflate. One of those long skinny kinds. I have created multiple shape keys with different vertex groups to try and influence the timing of the balloon's inflation, but it's all just the same timing. If there is a way to just have one shape key, or have the basis key influence all of them, so that it inflates near the opening first, and continues to the end.


texts:
I haven't found out how do things in Blender that can be done i Geogebra for ex.,
Lets say I want to make a circle and then make more circles that have centers somewhere on the circumference, or a freehand/random version of what's in the picture.
Im my experience the vertex can't/doesn't appear where I want it to be, IT already has to be there.
Vertice count set manually at object creation or using tools.
Precise constructions that develop from one another and rely on unforeseen intersections are impossible to make under these conditions,
which is why I'm sure I'm missing something obvious.

Is there a way to do this even though it's not apparent to me ?

The thing called a "circle" in the Mesh menu I feel should be called an n-gon, since it doesn't act like a circle, as far as I can tell.
(based on the IDEA of what a circle is, AN infinite amount of vertices)


texts: Apply brush settings to all unmasked areas?

texts: For example, if have the inverse of a mask over a particular area. I don't feel like drawing over the space because it can make some uneven spots. Is there a way I can just apply a brush with all it's settings to all unmasked areas instantly?


texts: I want to place the rigidy body object in a circle

texts:
If i copy an object set as a box in a rigid body using spin in edit mode, it will not be copied in a normal form.
Is there a way to replicate normally using spin?
Or is there another way?


texts: Blender 2.92 Fluid / Gas simulation not working

texts:
I'm using Blender 2.92.
Now I'm trying to simulate some fluids and gases, but it seems that I'm not ready for these. I've succeeded setting a simple fluid scene (just a cube domain and a cube inflow), it works ok. But whenever I try to change anything, the simulation just stops moving. E.g. I moved an object after viewing the whole animation and the simulation does not update (no matter how many times I click bake data and bake mesh).
The same thing with gases. I added a quick smoke effect to a cylinder, it worked fine. I added some new objects, set them to be effectors, set the simulation to be modular and clicked bake. After some seconds I press play - nothing changes. Just a black unmoving cloud around the cylinder (picture below).

I had the same problems on 2.90 version and struggled much. I've found plenty of fluid and gases tutorials where people just click all the buttons I clicked and boom - they get it to work. What am I doing wrong? How can I vew the result after changing something in the scene?
Or do I have to set everything beforehand and delete gas domain every time?..


texts: How to get correct context in animation nodes script

texts:
I am trying to apply Set Inverse on all the ChildOf Constraints on the armature, using animation nodes Script Node in blender 2.82.
But when triggering the script I get only this error:

How can I fix that issue?

import bpy

if inverse:
    oby = bpy.data.objects['metarig2']
    bpy.context.view_layer.objects.active = oby
    pbones = bpy.data.objects['metarig2'].pose.bones

    for pbone in pbones:

        isConstraint = False
        if len(pbone.constraints)>0:
            for const in pbone.constraints:

                if const.type == "CHILD_OF":
                    context_copy = bpy.context.copy()
                    context_copy["constraint"] = pbone.constraints["Child Of"]
                    #bpy.data.objects['metarig2'].data.bones.active = pbone.bone
                    bname = pbone.bone.name

                    bpy.data.objects['metarig2'].data.bones.active = bpy.data.objects['metarig2'].data.bones[bname]
                    bpy.ops.constraint.childof_set_inverse(context_copy, constraint="Child Of", owner='BONE')

    bpy.data.objects['metarig2'].select = False
    activ = bpy.data.objects['metarig']
    bpy.context.scene.objects.active = activ


texts:
I just can't understand how to make this model a perfect real world scale. I can't figure out how Blender units work.

This is how the model opens when I imported to blender and that is how the scale is set.

I want the model to measure just 9 and 9.7 cm, how can I set the actual measurements to these?


texts: How to use Boolean Operations to create Windows in a Mesh?

texts:
Is there a way to make an object like this without the artifacts?
No matter how I do it, they are always there. I may be missing something.

This is a boolean operation. No matter how I approach the base mesh (the arc), solidifying extruded bezier curves or making it out of a cylinder, also for the cutter it's the same, I always end up with these artifacts.


texts: Selecting a face in a script so that you can edit eg resize it?

texts:
I was trying to write a script to generate an object from primitives but came across a problem I couldn't solve.  The code generates a cylinder and finds the face as well as putting it into edit mode.  However when I try and select it in edit mode the whole object is still selected.
How do I script the selection of just that face?
When I do it by hand the selection of the face which I can do generates nothing in the info window.

import bpy

bpy.ops.mesh.primitive_cylinder_add(radius=1, depth=2)
ob = bpy.data.objects['Cylinder']
ob.name = 'NewCylinder'
mesh = ob.data

bpy.ops.object.mode_set(mode = 'EDIT')
n = 0
for face in mesh.polygons:
    face.select = False
    if len(face.vertices) > 4:
        print(' end face {}'.format(n))
        n += 1
        if n == 2:
            face.select = True
bpy.ops.transform.resize(value=(0.33, 0.33, 0.33))


texts: Blender function to transform a selected edge along a custom axis

texts:
How blender is Setup:
In Blender I have created a triangle and extruded it. Selected an edge and created a new transform in the UI and named it "Edge.001" it is currently active. Now I have selected the edge perpendicular to it and I want to pull that edge along one of the custom defined transform's axis.

I am trying to write a python function to do the following.

Make an extrusion of the selected edge.
Transform the edge along a particular axis with defined length.

That is equivalent to doing:

"Pressing" E to extrude and pressing "Esc" so that the duplicate is on top of the original edge
With the custom user defined transform ('Edge.001") selected pressing "G" to grab and constraining along the y axis of the custom defined transform by pressing the short cut corresponding to the  axis (lets say "y" axis) twice i.e. "YY".

I have the following code.

def pull_edge(axis,length):
    # Note: Please define axis before calling function
    # Extrude mesh but do not transform
    bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"mirror":False}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False})

# Pull along local axis
# Unclear how to do this.

I cannot understand how blender in the info panel gets those transform values they are different from the value specified while grabbing.

E.g. Grabbing an edge along  y axis of the custom defined transform by a value of 0.26 seems to generate the  values (-0.216937, 0.0633597, -3.36766e-009). This is what blender does.

bpy.ops.transform.translate(value=(-0.216937, 0.0633597, -3.36766e-009), constraint_axis=(False, True, False), constraint_orientation='Edge.001', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

How do I proceed ?


texts: Mesh partly shows wireframe upon texturing

texts:
As you can see from the attached image, there is a problem with the texturing. I have not yet added a texture, but simply went into texture mode, and part of the mesh shows a wireframe as compared to being white like the rest of the mesh. This part is the "backside" of the cape; it doesn't show the the white color, whereas the "front-side" does. The cape is just a plane with many vertices. This also holds true for the inside of other parts of the mesh like the shirt, shorts etc. When I did add a texture image, the error still persisted. What is causing this, and how can it be resolved?

UPDATE:
Backface culling is disabled.
I am using blender version 2.69.

Thanks in advance.


texts: Can't export model to .gltf, exporting to fxb or dae deforms mesh

texts:
EDIT: Since I posted this question, I tried re-downloading the original model and rig, and when I tried to export it to fbx it works just fine. Gltf still shows the error message. In adding materials and my own animations, something I had done must have caused the exporting process to go wrong, although I don't understand what it could have been.

I have a rigged, animated mesh that I cannot export to .gltf without getting an error. If I use dae or fbx the model will export, but importing it into another program (Godot or back into Blender) shows the mesh stretched out in all directions. All other blend projects seem to work just fine.

This is the link to where I got the rigged model: https://drive.google.com/file/d/1FIDhinZ-57lKd-unAekoidz3Un-6ZFMT/view

The first error I receive from gltf in the error report is:

  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_drivers.py", line 53, in get_sk_drivers
  sk_name = child.data.shape_keys.path_resolve(get_target_object_path(sk_c.data
  _path)).name

There are about 20 other errors that come after this one, all in the same gltf2 exporter addon file. I can post more if that would be helpful.

Here's a picture of reimport from FBX

and from DAE

I'm trying to get the model into Godot (3.2), if anyone knows an easier way to do that. The meshes have the same stretch effect in Godot as well.


texts: Straighten loop edges on a rounded object

texts:
I'm trying to make these loop edges straight around this rounded cube so I can easily place a shrinkwrap-like packaging and make it look good.
I tried changing the size using different methods or sliding them but I can't get them to keep the curvature of the object.
In yellow, the edge loops I have now:

In pink, how I'd like the edge loops to look, but keeping the main object curvature:


texts:
I am an absolute beginner with Blender. I have a question about extruding meshes.
I have done a simple extrusion on a subdivided plane. However opposing corners of the model have different shaped corners. I want understand the logic behind this result.

I am using Blender 2.79

I created a plane mesh.

Subdivided the plane a few times.

Highlighted the faces I wanted to extrude.

Extruded to create a pyramid (or dish when inverted).

Result - two diagonally opposite corners have sharp edges.
The opposing diagonal corners have chamfered edges.
I don’t necessarily prefer either edge type. I just want to understand why Blender has produced two different results on what I feel is a uniform mesh.


texts: When I'm texture painting, how do I know which texture i'm painting onto?

texts: Is the UV/Image editor window supposed to automatically change to the active texture or something? Or is there another way blender indicates which one you're working on?


texts: How to list all data in a blend, and how much disk space it's using?

texts:
I have a blend file that I've worked with for a long time, testing and experimenting with things like rigify and almost everything else. I'm trying to clean it up. By removing a lot of mocap actions, it's almost half in size, from 8 to 4.7 Mb.

I though the mesh might use space, but when I delete all my meshes I went from 4.7 Mb to 4.1Mb. The only important thing left now is an armature and it's drivers.

I ended up deleting everything I could, and it's still 2.3 Mb, compared to about 500k for a new empty file.

So what's using all this space? Is there a way to list all data blocks and how much disk space it's using?

The reason I want to clean this up is that I'm preparing a group for export, and don't want slow performance due to crap in the file.


texts: subdivision for object from loop cut result

texts:
This is my object/mesh

Actually I want to use bevel modifier but the result not what I want.

Then I try using subdivision modifier to check what's wrong with my object. And this is the result
The left side is fine. Why does the right side behave like that? Is it because the right side is a loop cut result?


texts: Blender not displaying correct aspect ratio

texts: Using HandBrake, I ripped a chapter from a DVD at 720x480 using "strict" anamorphic setting of HandBrake. When I play the rip in VLC it plays at 720x480 aspect ratio. And when I view the properties of the video file it shows as 720x480. And when I add the "movie" to Blender it shows as 720x480 but blender stretches the image vertically, not keeping the aspect ratio. Blender stretches it so that black bars are NOT at the top and the bottom. I have blender set to 720x480 (1:1). Anybody know what's going on here?


texts:
I am trying to edit my model in blender, and I am running into trouble with materials. I've tried messing with the material sliders for the face material, but nothing worked.
This is what my model looks like without material preview on. This is how I want it to look.

This is what it looks like with material preview. You can see that the face skin becomes transparent so you can see the mouth and eyes through the skin. This is wrong.

This is what the face mesh looks like, if that matters.

Any advice would be appreciated. I got this model from DeviantArt, so I don't know how to edit in Blender that well yet. Is there any way I can fix this?


texts: objects.delete doesn't remove completely

texts:
I have this part of code in my script:

for i in bpy.data.objects:
    if ((i.type == "CAMERA") or (i.type == "LAMP") or (i.name == "Material_Holder")):
        i.select = False
bpy.ops.object.delete()

when I run this code, all objects except the specified in the if-statment are deleted in the scene. Later in the script I have this part:

for material in bpy.data.materials:
    if (not (material.users)):
        bpy.data.materials.remove(material)

which checks, if material is assigned to anything and if not, it deletes it. This part does esentiallt nothing. My code creates hundreds of objects and dozens of materials for them. Objects are deleted by the first part, materials are not deleted by the second part. I tried printing material.users and it seems to me, that the objects are still somwhere and have their materials assigned. How can I prevent this?
The whole code:
import bpy

matrix_size = 3

(...)

materials = []
matrix_range = range (matrix_size)

changeable_material = bpy.data.materials.get("Material")

material_value = 0

for i in range (matrix_size):
    (...)
    materials.append (changeable_material.copy ())
    materials [-1].node_tree.nodes.get("Value").outputs [0].default_value = material_value
    material_value += 1 / matrix_size
    for j in range (matrix_size):
        matrix [-1].append ((i * j) % matrix_size)
        cubes [-1].append (0)

bpy.ops.object.select_all(action = "SELECT")

for i in bpy.data.objects:
    if ((i.type == "CAMERA") or (i.type == "LAMP") or (i.name == "Material_Holder")):
        i.select = False
bpy.ops.object.delete()

#removes all unused materials
for material in bpy.data.materials:
    if (not (material.users)):
        bpy.data.materials.remove(material)

bpy.ops.mesh.primitive_cube_add()
base_object = bpy.context.object
base_object.name = "base cube"
base_object.data.materials.append (changeable_material)

base_object.scale = (0.5, 0.5, 0.5)

bpy.context.scene.objects.active = base_object

arrayOne = base_object.modifiers.new (name = "arrayOne", type = "ARRAY")
arrayOne.count = matrix_size
arrayTwo = base_object.modifiers.new (name = "arrayTwo", type = "ARRAY")
arrayTwo.count = matrix_size
arrayTwo.relative_offset_displace [0] = 0
arrayTwo.relative_offset_displace [1] = 1

bpy.ops.object.modifier_apply (modifier = "arrayOne")
bpy.ops.object.modifier_apply (modifier = "arrayTwo")

base_object.select = True
bpy.ops.mesh.separate (type = "LOOSE")

for i in bpy.data.objects:
    if ("cube" in i.name):
        bpy.ops.object.select_all(action = "DESELECT")
        i.select = True
        bpy.ops.object.origin_set (type = "ORIGIN_CENTER_OF_MASS")
        cubes [int (i.location [0])][int (i.location [1])] = i

for i in range (matrix_size):
    for j in range (matrix_size):
        if cubes [i][j].data.materials:
            cubes [i][j].data.materials[0] = materials [matrix [i][j]]

except I want to run it for much higher values of matrix_size (this makes matrix_size number of materials and matrix_size * matrix_size number of objects)


texts: VSE: Select next or previous strip with the keyboard

texts:
After starting using Blender VSE for a while, I would like to get free of the mouse for selecting strips on the timeline.

Let A be a strip and B another strip following A on the channel (with or without empty space):

[   A   ]    [     B     ]

Is there a shortcut to select B when the current strip is A? Or to select A when the current one is B?

In many GUI apps selecting a contiguous item is done with TAB and Shift-TAB.

If that can't be done with built-in keymaps operators, can you address me to the relevant API section to try and write a Python script?


texts: Render Animation Just renders cloth animation

texts:
I'm currently working on a animation of a 3D model to then output as a 2D pixel. I have everything ready to go: mesh, bones, weights, action, etc.
When I play it on the viewport, beautiful! Everything works just as I want it to. If I also render individual frames (F12), also works beautifully. However, when I do a "render animation", things get really weird; The body/bones freeze on the current frame and just the clothes are rendered.
I have exhausted all my search options and I'm stuck on this for a few days now. Does anyone have any clue of what it might be? Output settings are set with the correct frames start, end and step, Eevee is set to the default. Also I have tried to create a new file and import the objects into this one, and the same thing happens :(
I'm using Blender 2.83.2.

A video of whats happening: https://youtu.be/rHJZtGqspco
Some screen shots: https://imgur.com/a/prPhpmp
Thanks!


texts: Can't save blended file? Unable to pack file source path?

texts:
This keeps coming up I can't save any files, I put everything in the same folder, I have two different models I made one in cycles the other in blender

I combined both of them into one folder...Blender doesn't seem to work the same as MMD...anyway

One is a 3d character the other is a model of a room

I can't save


texts: Saving image in uv editor with seams showing

texts: When saving the png from the uv editor, how do you make sure the seams show too with the exported image?


texts:
Let's suppose we have a medium-poly mesh, and we want to snapshot several different closeups by just flying in the camera or using the user's perspective to flyover.

Is there a keyboard shortcut for adding a camera to the user's current view without all having to moving the camera all over the scene to fit a desired position? The switching back and forth from user perspectives to camera view is annoying.


texts: What are the use cases for using either Sverchok or Animation Nodes?

texts:
I'm having a hard time digesting all the information inside these two software packages. There are so many options in each one , and some seem to provide the same functionality.

Can someone give a high level overview contrasting the two node frameworks?

When should one be used over the other?

Thanks!


texts:
I have a character with a barbell in his hands (http://puu.sh/zlxHk/1c8cd144d7.jpg). Now I want to move the hands and move the barbell with it, how can I do this? Should i extrude a bone from the hand through the barbell (but from which bone would I extrude then?) or how can I solve this?

Thanks!


texts:
I'm wondering how I would make an object have lines on some edges when rendered, like it was
drawn. I believe the feature is called freestyle, and I activate it in the render options, but my test cube doesn't render with the lined edges. What I'm asking, to be clear, is how to make an object that renders with hard lines on edges to give the appearance of being drawn in blender 2.7 cycles render. The blender wiki has outdated info about this.


texts: Is my blender somehow bugged (lots of useless drop down menus)

texts:
I just updated from 2.82 to latest 2.91. This is what I noticed immediatelly. The modifiers take twice as much space. On the left is 2.82 and on the right is 2.91.

Is this supposed to be like that or is my version broken in some way? I used my startup file and prefs from 2.82, should I redo my install or is it really supposed to be like that?


texts:
I am doing a project where I need to have two objects with different internal textures (images) that fit together like a peg into a box. I can make the internal and external textures using a mix shader. I now have a problem where the external material of the peg is visible over the inside material of the box. The mesh positions are exactly the same, so I know I can scale down the peg very slightly to fix this but since I need to navigate the model, this may look strange as I move between meshes.
My question is, is there a way to make sure that the inner material of the box is the 'dominant material' over the outer material of the peg, where they overlap?
Also, I need to script this in the python API so selecting faces manually is not ideal as a solution.


texts: Dead bmesh loaded from operator in edit_mode

texts:
I'm trying to make an operator for my algorithm that worked fine runned just from script main function, but bmesh in edit mode loaded from operator is dead... So i just can't do anything with it.

code:

def execute(cls, context):
    if context.mode == 'EDIT_MESH':
        bm = bmesh.from_edit_mesh(context.active_object.data)
        print(bm)
    bm.any_operation_at_bmesh()

Console output:

<BMesh dead at 0x7f1f5558a670>
Traceback (most recent call last):
  File "/home/michal/untitled.blend/paper_models.py", line 491, in poll
ReferenceError: BMesh data of type BMesh has been removed

location: <unknown location>:-1

location: <unknown location>:-1

And on second try of running anything from my script blender crashes...

In object mode loading mesh by:

bm = bmesh.new()
bm.from_mesh(context.active_object.data)

works just fine but the object mode is just not appropriate for this operator.

What am I doing wrong?

My blender version is 2.71


texts: Ask for new directory while another file import is in progress

texts:
I am creating a blender plugin to import a file, which also contains path and texture name information.

What im doing in the code, is to try and actually open the path contained in the file, however, what I want to do and I cant, is to get the user to select a new texture path, if the one that was just used is found to be invalid.

Here is my code snippet

    #Create Materials
for mtr in material_instance:
    mat_name = read_string(strings[0][0][mtr[0]])
    mat = bpy.data.materials.new(name=mat_name)
    mat.use_nodes = True
    nodes = mat.node_tree.nodes
    for node in nodes:
        nodes.remove(node)
    links = mat.node_tree.links
    principled = nodes.new(type='ShaderNodeBsdfPrincipled')
    node_output = nodes.new(type='ShaderNodeOutputMaterial')
    node_output.location = 400,0
    link = links.new(principled.outputs[0], node_output.inputs[0])
    for tex in range(mtr[4], mtr[4]+mtr[2]):
        tex_type = read_string(strings[0][0][texture_type_assignments[tex][0]])
        print(tex_type)
        image_tex = nodes.new(type='ShaderNodeTexImage')
        image_name = read_string(strings[0][0][texture_definitions[texture_type_assignments[tex][1]][0]])
        image_path = read_string(strings[0][0][texture_definitions[texture_type_assignments[tex][1]][1]])
        if (not os.path.isdir(image_path)):
            msg = "Please select a dir for path {0}".format(image_path)
            #DO SOMETHING TO GET NEW CUSTOM PATH FROM USER
            #image_path = new_path_from_user
        image_full_dir = '{0}{1}'.format(image_path,image_name)
        try:
            image_tex.image = bpy.data.images.load(image_path+image_name.replace('.tga','.dds'), check_existing=True)
        except:
            image_tex.image = bpy.data.images.new(image_name, 1, 1)

As you can see, I read the -to be imported- image name and path from the file, and then try to see if the path that I just read is valid. However, if it's not, I would like to get the user to select a new one, without of course interrupting the whole importing process (so this new path selection should happen in-between all this, as the files I am trying to import, may contain more than 1 different image paths.

Probably, showing a new directory picker would be the best, but if that's difficult then just showing a popup dialog with text input would do the job for me (something like this)

Is that possible?


texts: wireframe while everything else is solid

texts: hey I'm new to the site but I am making a game in blender. there is this problem where everything is solid but this one object is stuck in wireframe while the rest is solid. I have checked the maximum draw type it is set to textured. please help.


texts: how can I turn on HDRI for my rendering?

texts:
I'm new to blender, so sorry if my question sounds dumb. I was following tutorial, and built this model:

After building it, I was trying to render. Because I'm on mac laptop, so of course the render turn out very shitty.

But the most confusing thing is after this, my viewport became the same low quality as the render image.

My render mode is on Eevee.
After receiving answers, I was able to find viewport shading in look dev mode. But in rendered mode, I could not access.


texts: I am rendering in lower resolution, but background is not scaling down to match when rendered

texts:
I am trying to make a scene with camera math (using Blender v2.91.0).
When I test-rendered the scene, it took all day to render, even though it is a very simple scene so far (my computer is not very fast).
So I would very much like to reduce the render-resolution to speed the rendering.
But when I set set the Resolution to 50% (or something else smaller then 100%) it only scales the rendered elements down, the background image it put in full size cropped (It correct in the viewport and when I render in 100% resolution).
I have tried all I can think of, to correct this: "Frame Method: Stretch", "Frame Method: Fit", "Proxy Render Size 50%"
And I have spend a long time trying to Google solution, but with no luck.
I guess, it is a simple thing, I have missed, and I hope someone here can help me.
The first picture is how it is supposed to be (screen dump from viewport).
The second picture is how it looks rendered in 50% resolution :(


texts: Autocad "edgesurf" equivalent in Blender?

texts:
How I can do an operation in blender like Autocad's edgesurf?

In Autocad, edgesurf creates a mesh between four contiguous edges or curves:

Access methods from autocad:

Button
Ribbon:  Mesh Modeling tabPrimitives panelModeling, Meshes, Edge Surface
Menu: DrawModelingMeshesEdge Mesh
Command entry: edgesurf

Summary:

  Select four adjoining edges that define the mesh. The edges can be
  lines, arcs, splines, or open polylines. The edges must touch at their
  endpoints to form a single, closed loop.


texts: Select vertices, which are affected by a shape key

texts:
Is it possible -- without using a previously defined vertex group -- to select those vertice, which are affected by a shape key?
How?


texts:
Good evening!

I've looked at other similar topics but none resolved my issue.

The problem is corners after baking normals and applying them to a mesh.

Both cubes have same amount of bevel.
I have subdivided only 5 large square faces and sculpted them for the High res. cube.

Unwraped with smart UV

What could be the problem?


texts:
This is what I get when I import a character in Blender :

As you can see the character is not in the right position. I would like to see it "standing".

Can I rotate the camera like this ? (here I just rotated the screenshot I took)

Or is my only solution to rotate the character itself ?


texts:
I made this teapot:

 HDR "03-19_Night_B" CC BY-ND 4.0 | Scratch Texture CC BY-NC 2.0

Offending geometry here:

How can I make where the spout touches the teapot body bevel nicely so that the teapot body smoothly merges into the spout, rather than the spout simply popping out of it.  Any suggestions?

Blend file


texts: How do I import a custom icon set in the theme options?

texts: I'm trying to load a custom icon set, however Blender will not load it despite the fact that it's a modified version of the original SVG.


texts: How can I stop my rigid body scene with intersecting objects from exploding?

texts:
I tried to look for an answer, but didnt find one.
Here's the situation:

I have a building consisting of many hundred objects.
It is "floating" and the mesh(es) are not connected, so its completely unstable. Meshes will fall directly down due to gravity.
As the building is made very roughly, meshes are sometimes overlapping, or intersect pretty often. Due to this, the meshes "explode" directly after frame 1.

I want to fire cannon-balls at this building to show destruction stages.
Is it possible to ignore the collision of themselves (so the meshes will just be effected by he cannonball, not themselves), and make them "float" from the beginning? I played around with "start deactivated", but it didn't work.


texts: blender material properties not rendering in verge3d

texts:
I am working on an application that allows you to choose the material of the shoes, and everything was fine till this point where I wanted to add some basic colors and the gold color. The problem is that the properties of the material do not render in verge3D. and they do show up in blender.

this is from the blender view.

and this is from the verge3D render.
I suspect there are some settings I've changed but I cant figure out which, because there was a demo project that I was working on that was fine with the material properties rendering.


texts: I am having problems with a particular corner on a car I'm modeling

texts: The top picture is where I am now, and the bottom picture is where I want my topology. I basically want another two edges horizontally across the front bumper, but also want an edge loop around the light. Any ideas on how to achieve this? (or really, any ideas at all as to how I could model this correctly?


texts: I want to make the muscles pump like a heart (Resident Evil 4 Final Monster)

texts:
I want the muscles of the legs pumping and have translucent properties so to show something is pumping inside. I know I can do soft body or cloth sim but I'm not sure how. I don't know how to pump it after that softness.

I want these marked areas to pump and act like flesh in my scene. I have one year of experience in Blender but still don't know many things so please suggest tips that are beginner-friendly.
The look I'm inspired from is this:


texts:
I'm brand new to Blender so go easy.. lol

It seems the right click menu is a new concept in 2.8 and I scoured the net and couldn't quite find the solution to what I am looking for.

I am currently going through a very intensive beginners course in Blender 2.8 and my objects are starting to stack up in the Outliner/Collections.

My question (perhaps wish list?) is this:
Is there a way to first left click/select an object in the viewport and have it become highlighted in the Outliner?

I hate to draw parallels to Adobe products but I am so used to Photoshop etc... and anytime you select something it always highlights in the Layers Panel, know what I mean? lol

Thank you for listening, I hope this was semi-clear in explanation.
:)


texts: How should I achieve this volumetrics lighting effect?

texts:
I'm an intermediate blender user, and I am working on a scene myself. I just don't know how should I achieve the lighting effect in the image on the right below (left one is mine). I also need assistance on how to add volumetrics in this scene. I am using a transparent hdri in my scene.
EDIT:
With help form the comments, I have changed a few settings and achieved close to what I want. The volumetrics (I added a rectangle with a principled volume shader) look good, but I still don't know how to achieve that sharp lighting effect I have shown with arrows in the picture above so I will wait for answers. I haev reached the end of my scene almost, so here's what I have done uptil now:


texts: How to make EEVEE lamps only cast shadows?

texts: I'd like to use a sun lamp to "fake" shadows from my HDRi. However, I don't want to actually use the lamp to illuminate my scene. How can I simply use a lamp for casting shadows (and affect the intensity of the shadows) without illuminating the scene?


texts: Trying to create a simple add-on but Python keeps throwing errors

texts:
I am trying to create a simple add-on that will automatically reload images in Blender. I managed to find a few scripts that helped me and when I press "Run Script" it works as expected. However, when I try to add it to the Add-On in Blender, I get this error:

  AttributeError: '_RestrictData' object has no attribute 'images'

The line causing the problem is:

images = bpy.data.images

Here is the full script:

import bpy
import os
from threading import Timer

bl_info = {"name": "Auto Reload Addon", "category": "Object"}
last_mod = {}

def startup():
    images = bpy.data.images
    for img in images :
        if img.source == 'FILE' :
            path = img.filepath_from_user()
            statbuf = os.stat(path)
            last_mod[img.filepath_raw] = statbuf.st_mtime

def autoreload():
    images = bpy.data.images
    for img in images :
        if img.source == 'FILE' :
            path = img.filepath_from_user()
            statbuf = os.stat(path)
            if statbuf.st_mtime > last_mod[img.filepath_raw]:
                last_mod[img.filepath_raw] = statbuf.st_mtime
                img.filepath = img.filepath.replace('\\old_folder\\','\\new_folder\\')
                img.reload()

def register():
    print("Auto Reloading Enabled")
    startup()
    rt = RepeatedTimer(1, autoreload)

def unregister():
    print("Auto Reloading Disabled")

if __name__ == "__main__":
    register()

The RepeatedTimer is a class I found online that run a function every X seconds

I searched online and The kinds of solutions I saw is to use bpy.data after the register(), and it didn't let me call it like this:

if __name__ == "__main__":
    register() # This is called
    startup() # This wont even be called when the Add-on is enabled!

I understand that this has something to do with the import but I can't figure out what is wrong. I tried a few things that didn't even run.

Am I doing something really wrong here? again, the "Run Script" button works as expected, but I want to be able to disable and enable the script.


texts: How do I force a refresh after rendering animation?

texts:
This has probably been asked and answered elsewhere, but I can't find it, so....

I designed a simple animated logo in Blender, with a spinning earth between two light-emitting text objects, with two point lamps for extra light. I rendered and saved the animation, and then used a gif conversion utility to save it as a gif. That all worked fine, but ...

... I decided I wasn't satisfied with the lighting. So I did Save As to start a new file, deleted the two point lamps from my original file, then added two Sun lamps (a Sun emitting a golden color from the left, a Moon emitting a pale blue from the right) and two dim Hemi lamps for high- and low-fill.

But when I Render I still get my original lighting. Similarly, if I Render Animation, I still get the original lighting.

How do I refresh the render process so I can see my new lighting?

Here is the Blender file:

UPDATE: Simply, it's not performing new renders. I deleted all of the original render frames, then clicked Render ... and I get a blank screen, because render image it had been displaying is no longer there.

UPDATE2: I went back and reopened the original file, from which I did a Save-As to create this new file ... and the original will not perform a new render either.

If I click the Render button, I get a blank screen, because the previous render (that it had been displaying) has been deleted.

Again, this is not about what I see in my 3D View. I see my lighting changes there. But I can't render a new image, or a new animation, at all.

UPDATE3: The solution was, per the answer below, to turn off Sequencing and Compositing in Properties > Render > Post Processing.

The relighted animation starts with this frame:

In the 180th frame, the earth has almost completed one rotation:

The lighting looks as I'd hoped: warm sunlight from direct left and cool moonlight from direct right, with dim neutral lights along the centerline to mute what would otherwise be a deep shadow at the sunset-moonrise horizon.

In clock terms, it's 12:00 noon on the left rim of the earth, and 12:00 midnight on the right rim. In terms of physics, my moonlight is far too bright; it's 1/2 the intensity of the sunlight, whereas in reality the ratio is about 1:400,000. But with the cooler color, it gives the effect I wanted.


texts:
I have a curve wrapping around my model and a few orbs I wish to animate around it. How do I convert the curve into a path so I can easily animate it?

I figured out how to move it along but now the ball won't stay inside of the curve and it just flys around it and it's not sold inside the curve?


texts: How to export only the selected mesh as .fbx to Unreal engine?

texts:
I have the following scene from which I want to export a single character as a .fbx file:

But upon export with the following settings:

And trying to import it into unreal engine 4, I get the following:

How to fix this? In general, how to correctly export only the selected mesh?
Also, importing the .fbx to blender itself shows no mesh.


texts:
I am trying to model a Mech in a very simplistic style with pixelated textures.
I am trying to achieve something similar to this:

Here are the textures from the last one:

Im having issues with the UV mapping.I am trying to make my mech have similar textures in that way that they are pixelated,straight and perfect.The mech here has a texture size of 128,but im trying with 256.

I have tried with the lightmap pack unwrapping and with smart UV mapping and both make most of the UV straight but they make them distorted at places and not pixel perfect.
The ideal solution would be if somehow all the UVs of the faces could be laying on the normal of the face without any distortion,that way all the pixel would be perfect squares.
I have pixel snapping on and with that still some UV faces arent rotated perfectly straight so the pixels go at a angle.
The only idea that comes to my head is to try to UV unwrap everything by hand which would be really tedious...


texts: Curve "Shape Keys" not showing up in Converted Mesh

texts:
In Blender2.79,Shape keys have been created on a  Bezier Curve , but on changing key values there is no change in the actual shape of the curve.
Then,on changing this curve to a Mesh , the shape keys created in the curves panel don't show up in the Mesh shape keys panel.
For a similar question,the accepted answer  here  uses svg's and external addons to achieve this.
Is there any way to make Shape Keys work with Textured (UV)Curves in Blender Internal ?


texts: What is the quickest way to add pairs of edge loops?

texts:
I need to create many pairs of edge loops on different objects. The way I do this is shown in the animation below.

There is a further step I often do which is moving the edge loop using its transform value in the properties panel, to ensure they are always same distance apart.

Is there an easier way to add the same number of edge loops again to the side of the original 3 loops?


texts: Bmesh - Append selected vertices to a List (Working script not "Reloading" correctly)

texts:
In Blender2.79,the script below calculates the selected vertices and stores them in a list.
As there were issues with calculating these vertices directly on a mesh instance ,the object's mesh had to be converted to a "bmesh" instance.

When the script is run it works fine in the "First run".

But in the subsequent runs it gives the following error- AttributeError: 'bytes' object has no attribute 'verts'

Also,on updating the bmesh with bmesh.update_edit_mesh(me)results in this error-  ReferenceError: BMesh data of type BMesh has been removed

How to resolve these bmesh errors?

#-------------------------MAIN SCRIPT--------------------------
#Select vertices of default cube in Edit mode

from os import system
system("cls")

import bpy
import bmesh

scene = bpy.context.scene
ob = scene.objects.active
vert = ob.data.vertices

#Set default mode == Edit
if bpy.ops.object.mode_set.poll():
    bpy.ops.object.mode_set(mode='EDIT')

print("Active object = ",ob.name)
print("")

#Create Bmesh instance and calculate vertices
print("Vert_selected")

me = ob.data
bm = bmesh.new()
bm = bmesh.from_edit_mesh(me)

vert_selected = [v.co for v in bm.verts if v.select] #AttributeError: 'bytes' object has no attribute 'verts'
for vs_s in vert_selected :
    print(vs_s)

bpy.ops.mesh.select_all(action='DESELECT')
bm.select_flush(True)

#bm.bmesh.update_edit_mesh(me) #If mode ==Object  -> ReferenceError: BMesh data of type BMesh has been removed (Uncommenting results in Blender crash)
bm.free()
ob.update_from_editmode()

print("Script exited")


texts: Time delay when selecting objects in a python script!

texts:
I am trying to create a simple script in python that will allow me to select objects from my scene. What I did, is created a scene, and added 3 objects, a cube, a sphere and a cylinder, and they are named; Cube, Sphere and a Cylinder , respectively. I am trying to create a python script in which I want to select these objects within a time delay. So for example I want to select the Cylinder, then 1 second later I want to select the Cube and then 1 second after that I want to select the Sphere. At the end of my script all 3 objects should be selected.
   In my script they are all getting selected but they all get selected instantaneously at the end of the program. I used the time module for python to create the time delay of 1 second after I select one object, but it doesn't seem like the time delay does anything, because all 3 objects gets selected simultaneously. Here is my python script and blender project.

Firstly, I create an empty list, which i then fill up with the name of all the objects in my scene, in my case its only 3 objects. I then loop through those objects from my list / scene and select them 1 by 1 with a 1 second delay in between. However when the script ends all the objects are selected instantly. And yes, I did unselect everything before running the script.

Does anyone know how I can fix or re write my code, so when I run the script, it will select an object then wait for 1 second and select the other object and then wait 1 more second after that and select the last object.

Of course, I only used only 3 objects in my scene for simplicity reasons, but this script should of course work for any scene and any number of objects.


texts: Why are my textures being applied to objects that aren’t selected?

texts: I’m trying to add an image texture on a certain object, but when I connect the image texture node to the principled shaded node, other objects in my scene are having the texture being applied to them as well. I made sure my object was UV unwrapped, I tried separating the object by selection, and I just can’t seem to figure out what’s causing this to happen. It’s almost like Blender thinks those objects are part of the same node group. I’m rather new to Blender, so I’m not sure if this is a simple fix or not. Some help would be greatly appreciated!


texts: Settings to improve animation render speed

texts:
My system is very underpowered. But I’m hoping, someone might be able to tell me what settings I could use to get the best outcome.
I’m using Blender to create a 3D version of my band's logo. I want to animate the camera rotating around the logo, but up close, just viewing small sections at a time. The animation has a particle plane (that uses three circles to animate floating embers).
I started a real small render (100 frames last night... and I’m estimating it to take 15 hours, for approximately 4 seconds of animation)
My system is iMac 21.5inch, late 2013
2.7ghz quad core intel core i5
8gb ram 1600 MHz ddr3
Graphics - Intel iris pro 1536 mb
Engine is cycles on CPU
Light bounce total set at 2
Tiles set to 16x16
Resolution 1920px x 1080px
24fps
Sampling is set at “render 200”
Format is set to avi jpeg
Quality 80%
Because it’s for social media (insta and Facebook) can I maybe get away with reducing certain things? Or changing settings somewhere to speed up the render?


texts: Attach/parent decal to character clothing

texts:
Thank you for any help.
I have a character that I created in fuse with clothing.  I'm trying to attach my logo in blender to the shirt.  I can do it no problem with subdivision surface and then shrink-wrap modifiers but when. Animation goes the decal does not move with character.  I've tried to parent to object buy that doesn't work either.


texts: I have been getting issue abput clipping

texts: I filled gap area with edges but nothing has changed. Why is this happening and how do I fix it ?


texts: Blender Python: How do you automate creation of duplicate objects along many curves?

texts:
I'm trying to automate creation of many objects along many paths (curves). I've tried using parenting, Dupliframes and Modifiers but in both cases I'm blocked by my lack of experience with scripts, especially how to work with groups of objects.

What is required in a script to go through all the objects in one group and create duplicates along the corresponding paths in another group? Example?


texts:
In Lab 1 of Unit 8, I was asked to shrink the creature after I already appended it. It wont allow me to select it, it keeps turning blue. I tried everything. I pressed the "s" key but nothing worked. Thank you. I appreciate any help.

These are the instructions I am told to use:

Shrink the Creature

In these steps, you'll shrink the creature and move it to the front of the house.

Make sure that both the creature and its armature are still selected.
TIP: If the bone names are yellow or orange, then the armature is selected.
Press the S key to turn on scaling for all axes.
TIP: Press CTRL + Z if you need to undo a mistake.
Move the mouse pointer toward the creature to make it smaller until it's smaller than the house.
Left-click to stop scaling the creature.
Make sure the creature and its armature are both still selected.
Make sure that Translate Manipulator mode is selected. If not, left-click the Translate Manipulator mode button.
Move the 3D creature until it's next to the front of the house. You may need to rotate the creature using the Rotate Manipulator button.
Press the A key to deselect the creature and its armature.


texts:
Building on from my previous question, how can I plot something more complex than a sphere (and not as easy to split into a set of parametric equations)?

Say, for example

$$2x^2+y^2-5z^2+z-7x=16$$

Graphed on Desmos (use the z-slider to change the z value) for those who cannot as easily visualize the 3D surface.


texts: How to "blockify" an object, and separate each block

texts: How would one go around turning an already existing object into blocks, for a classic destruction-by-giant-ball animation? I've searched around quite a bit, but I can't really find this info anywhere. At this point I've used the remesh modifier in 'blocks' mode, but I don't really know where to go from here.


texts: How to get data and edit it on UV map edges?

texts:
I have a UV map. I want to get texture pixels around connected mesh sides like this (selected in pink and red):

or even on separated islands like this:

How to do such thing with Python Blender API?

In theory I understand that one shall do something with bpy.ops.uv.select_border yet what to do then:

How to get UVs that shall be "on the other side of the edge" for some part of border UVs?
How to get pixel coordinates on the texture?


texts: Copying animation keyframes from one bone to another with flipping

texts:
Problem:
I have two hand bones on a character that are meant to do the same animations, but on different sides of the character (left hand and right hand). This is on Blender 2.92.
I've gone ahead and animated from the side, before realising I've only animated one hand. I did not have the other bone rig selected, so the other hand missed out on getting the keyframes.
I would like to copy over the animation keyframes from the left hand over to the right hand, with little to no re-work needed.
What I've tried:
I've tried to copy and paste the keyframes from the animated left hand to the non-animated right hand. It however, does not seem to work.
If the hands are holding something, the alternative would be to make the right hand a child of whatever the left hand is holding via a bone constraint. I'm not seeking to do this though, I would like to have the keyframes available for both for tweaking down the line without messy constraints logic.


texts:
This one is simple. My operator acts up if the current object is in edit mode. So I would like to make sure to untoggle edit mode if it is the case. The code below works:
bpy.ops.object.mode_set(mode='OBJECT')

But it crashes if no object is active. So something like this:
if not context.active_object:
    bpy.ops.object.mode_set(mode='OBJECT')

Except that this doesn't work, and maybe there is a more elegant way to do it.


texts:
So I haven't seen this posted anywhere. I'm trying to get a as-much-as-possible hand drawn effect. I've noticed that flickering outlines can help a lot to achieve that look. However, I've tried many combinations but couldn't get a good result at all.
I've put an example here https://youtu.be/NLKiEiJUyw4
Any clue on how to achieve this on Eevee would be very welcome,
Thank you very much!
Example of a outline flickering effect


texts: Help with curved groove on curved surface

texts:
Been struggling with this for awhile, and finally decided to ask for help from the experts.

I have a cylinder onto which I'd like a groove at goes across it diagonally and also vertically down the cylinder. I'm having trouble visualizing how to do it, and still have good topology.

I've tried knife, knife project, moving individual verts, etc. Something tells me there is an easier and cleaner way to do it, so that I have clean topology and no shading artifacts. Am I right?

I've added two pictures of this scenario for reference.


texts: How can I make a fluid simulation in game engine

texts:
Is there a way to simulate a fluid in the game engine? It doesn't have to be 100% realistic (but not a cycling 2D animation). It just needs to be recognizable as water.

Optimally, there should be a way too make it not very computationally intensive, if it is by default.


texts: Vertex color Animation from houdini to blender 2.8

texts:
i am trying to export a alembic from houdini to blender. This mesh has a Cd atribute with an animation.

I was able to export a still frame using the ROP alembic node in houdini. I can use the vertex color with no problem.
What i was not able is to export the frame range and viz de vertex color animation inside blender.

This is my render set up with the still frame. I want the same but with the animation.

How can i make this to work???


texts: Why is the current scene linked to the Screen view?

texts:
Let's say I have three scenes, A, B and C. In A and B, I use the Default screen layout because I am modelling something and the Compositor for the render. In C, I only use the Compositor where I combine the results of A and B.

I now used the compositor in scene C for a while and switch to A to adjust something. When I hit Ctrl+Left to switch to the Compositor, I suddenly land in scene C - it was stored with the screen layout.

This is incredibly annoying in larger projects, so: Why does it behave this way and how do I fix it / avoid it?


texts:
I hope that will be my last question about UVs in blender.

I now have an object unwrapped. The Quads are sometimes not exactly squares. On one site they get smaller so its a trapeze. Therefore when the UV is a normal square the uv tiles should get smaller to the smaller site of the square but in my case they are randomly changing direction like it can be seen in the image.

Here is my blender file so that you can look up my UV:

BlenderFile


texts: Volumetric (Gods rays) no light emmiting out (duplicate)

texts:
With the reference of this answer i can't get the rays out.

Below the eyes there is a point lamp and i want to make the light come from the eyes. Like god rays

No light pass

I have added a wire cube with volumetric setting but still no lights pop out. Any suggestion or help. Thanks

Volume nodes


texts: How to quickly fix (or avoid) the n-gons caused by boolean operation?

texts:
I'm trying to model a pistol slide with grooves in it which is supposed to look like this:

What I did was creating an array of cubes and subtracting it from the slide with boolean modifier. This precedure ended up with multiple n-gons:

I thought those n-gons might cause some trouble later on, so I used the knife tool to manually cut all the faces into quads.

As there were only 7 grooves in the mesh, I didn't spend too much time doing this. But I wonder if there is a easier or better way to get the same result, in case the object is much more complex than the one I'm making.


texts: Won't render animation after having already rendered a version

texts:
I'm very new to blender and not a very techy person. I rendered out a simple animation of a logo as a sequence of png files, then edited it in the video sequence editor. I was able to do this with no problems.

Next, I made edits to the original blender file of the logo, adding text and lights, and creating different camera moves. This time, when I tried to render out the png sequence, nothing happens. I tried to trouble shoot using questions people have asked in the past, but I still have no luck.
Can anyone help? Thanks.


texts: Does mirroring vertex character with Shapekey in edit mode mess up the deformation?

texts:
I've imported a game character with preset of rig and shape keys.  The character is filled with triangular faces and I've cleaned up using tris to quad however there are still plenty of spots around the corner of each regions model and I tried to clean up the remaining  however I find it time consuming to look for ways to remove tris and  reconstruct the edge loop without losing the vertex that was in placed.
So I managed to finally cleaned up half side of the model. If I delete the other side of the model and duplicate it to flip in the x direction,  would it causes to dysfunction the rig  and distort the deformation of the shape key that's been duplicated??


texts: Why won't objects appear in motion tracking?

texts: I set up a motion track, then said set up tracking scene. I added a monkey, a subsurf modifier, and just a red material that I clicked shadeless on. When I render it shows up ghostlike and you can't see it good. In the 3d view it shows the image and the monkey.


texts:
I learned to touch type in Dvorak keyboard map in late '90s.  is there a way to change key mapping assignment to alternate layout without need to remap each key individually in user preference? I fear something would be overlooked in manual process.
thanks

EDIT: further thought about problem suggests this is asking the wrong question. in order to take advantage of physical layout design intent, remap more involved than simple move of keys. I will do more research and close question next day or two.

Example: 'z' / 'Z' key qwerty is ';' / ':' key in Dvorak. so undo command is not convenient to type one handed in Dvorak layout.


texts:
I'm using python for batch upload and rendering. I need to import many SVGs, resize them and place to required position. Import is OK, curve is named, I can read dimensions, but I can't write new dimensions back. Where I doing mistake? Thanks for help.

maxSize = 0.220
for emboss in embosses:
    emb_name = emboss[:-4]
    loadedSVG = bpy.ops.import_curve.svg(filepath = embossDir + emboss, filter_glob=".svg")
    for obj in bpy.data.objects:
        if obj.tag == False:
            obj.name = emb_name
            obj.tag = True
            bpy.ops.object.select_pattern(pattern = emb_name)
            meshes = bpy.context.selected_objects

            x, y, z = meshes[0].dimensions

            if x > y:
                needRatio = maxSize / x
            if y > x:
                needRatio = maxSize / y

            # not working code starts

            meshes[0].dimensions.x = x * needRatio
            meshes[0].dimensions.y = y * needRatio
            meshes[0].dimensions.z = z * needRatio

            # not working code ends

            bpy.ops.object.select_all(action='DESELECT')


texts: Blender Eevee HDRI reflection makes the color surface of objects wrong

texts:
I haven't been using Blender for a long time and keep coming back to some problems that give me headaches.
In this case I have the following parameters:

Render engine: Eevee
Integrated HDRI environment
My project is an apartment

Problem Eevee:
The underside of a surface takes on its color due to the reflection of the HDRI environment, that means my ceiling is not white, like the material properties, but olive green due to the reflection of the green background of my HDRI environment.
In my case, the underside of my floor is olive green which doesn't matter because I can't see the underside of the floor through the camera. The top of my floor has the right material property. So far so good. The problem is the ceiling, because the visible surface of the ceiling is not white, but olive green - see picture.
At first I thought I had a problem with two-sided surfaces and I only had to assign "flip normals" to the surface in Blender / Editmode / Mesh / Normals and the problem would be solved, but it wasn't.
The problem is really strange, since the reflection on the floor could still be explained to me but not on the ceiling, which means that the reflection shines through other meshes.
Cycles:
If I change the render engine Eevee to Cycles everything is as it should be - see picture.
Solution:
Do I have to change something in the settings? Can you help me?
Thomas


texts:
I am rendering an image of a grotty old looking light-bulb. I can make a decent clear glass material, but, not a perfect one.

I simply cannot get the dirt textures to overlay properly.

How can I add dirt to my glass shader without ruining the glass material underneath it.

There is also an emission shader on the filament inside the bulb.

I tried looking for tutorial but they are all based on non transparent materials.


texts:
I'm developing what's going to be a relatively complex keyed particle system. Problem is, in a regular keyed system, in most software where there's a timeline you can move one key and subsequent keys will move automatically along the timeline to accommodate. This is useful when I've got the framework of an animation but just want to make a part of the animation longer or shorter.

Even in Blender I know you can do this for regular animations. But is this possible for keyed particle systems, without having to change each and every keyed point by manually working out and changing the frame number?

It's easier to explain in a video
https://youtu.be/UOmkM93CnaI


texts: A mesh gets distorted for no clear reason

texts: I'm actually a novice in Blender so this may be disgustingly easy to solve - but here's the problem. I'm trying to combine two XPS models, put some meshes from model one to model two and... Got this weird distortion in attempt to pose it. I know that I 'moved' the bone instead of 'rotating' it, but the main problem is these two sections of the model's leg which just won't move after their respective bone. How do I apply the working leg's behavior to the problematic leg?


texts: Cannot Edit Free Downloaded Model of Blender?

texts: I am new to Blender and cannot edit a model in and it was in .blend format because there is no Layout or Modeling tab in Blender 2.9.


texts:
I'm a beginner in Blender. Like the attached file, I want to create an array of objects with vertical and horizontal constant rules with blender. I've tried the array command with an object offset, but I haven't been able to get the ideal one. Finally, I would like to animate this with waves.

thank you for your response. ideal means in here is the picture I posted where plane objects would be alignmened in a matrix like 10x25 with some degree of rotation(x y z) in each column  and each row. The degree increases with the distance from original plane. I can make 10x25 array in array command and also put some twist/rotaion with object offset but it was not same as the picture.


texts: Why doesn't Blender have groups that allow you to transform grouped objects all at once?

texts:
I'm a long-time 3DS Max user recently converted to Blender (refugee from the monopoly and now financial oppression practiced by Autodesk).  So far, I love many of the features in Blender more than Max - not to mention the pace of new development.  One struggle I currently have, however, is the lack of Groups/Grouping in Blender 2.8.  Does anyone know why they chose to eliminate such a useful and ubiquitous feature of all CAD programs?
I've tried using collections, but I can't simply click on a collection and then move/rotate/scale it as if one single group/object.  I know you can parent objects to achieve this effect, but it's like using "Link" in 3DS Max and not very effective (because you always have to remember which object is the parent).  The Join feature could also be an option, but it's more like simply attaching an element to a mesh in 3DS Max and also not practical for this reason (can't then easily transform/rotate a "joined" object within the larger object).  Am I missing something?  Has anyone found a practical work-around?  Any idea if they'll bring back groups in an upcoming Blender release?


texts: Python: How to connect shapekeys via drivers?

texts:
I managed to make a script connecting the shapekeys of different objects via drivers.

But I don't know how to overwrite an already existing driver. If anybody could give me a hint?

# Add driver from 'selected' object to target 'active' object.
# Target values are shape_key values
#
# ShapeKeys must be named after Object for the script to work:
#
#      selected Object     = Cube
#      selected Shape Keys = Cube_abcd
#
#      active Object       = Sphere
#      active Shape Keys   = Sphere_abcd
#
# 1. Select all object candidates to receive a driver.
# 2. Select 'active' object as driver target.
# 3. Run script.

import bpy

selected_obj = bpy.context.selected_objects
active_obj = bpy.context.active_object
shapekey_list_string = str(active_obj.data.shape_keys.key_blocks.keys())

for obj in selected_obj:
    if not obj == active_obj:
        for key in obj.data.shape_keys.key_blocks:
            if key.name.lstrip(obj.name) in shapekey_list_string:
                if not key.name == "Basis":
                    skey_driver = key.driver_add('value')
                    skey_driver.driver.type = 'AVERAGE'
                    skey_driver.driver.show_debug_info = True
                    newVar = skey_driver.driver.variables.new()
                    newVar.name = "var"
                    newVar.type = 'SINGLE_PROP'
                    newVar.targets[0].id_type = 'KEY'
                    newVar.targets[0].id = active_obj.data.shape_keys
                    newVar.targets[0].data_path = 'key_blocks["' + active_obj.name + key.name.lstrip(obj.name)+ '"].value'


texts: Model not smooth and imperfect after mirrored in Blender

texts:
enter image description hereI am new to Blender. Here are the problems that i faced. After i mirrored and smooth division the model, the mirror seems like not doing well. It is obvious in object mode. The model is not smooth at the middle of the middle part. Another problem is the mouth of model does not match perfectly after smooth subdivision as shown as the picture.

Does anyone know how to resolve this?
I can not continue with this until I can get the mirror perfect.

Thanks in advance for those who reply.