texts: Python - Baking vertices position for a frame range

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I wrote script that create a custom deformer to a mesh over time. Using python is very slow so I'd like to be able to bake the position of my vertices deformed over time and be able to play it back at a better frame rate.

So, I'm trying to find a good solution to bake the position of vertices of a mesh over time like the physics/rigid body system in Blender.

I guess there is no direct access to create my own internal point cache (but if somebody knows how to do that I'm interested) so what I plan to do is to have a list that store the position of my vertices for a range of frames.
As I'd like to be able to cancel while baking (using 'ESC'), I guess using a modal operator is the best way to go but i can't get my head around how to set up the modal operator particularly with the return values.

Here is what I get so far:

import bpy

##some code##

##store global
class G:
    pass

## bake deformer
class JDEF_BAKE(bpy.types.Operator):
    bl_idname = "wm.bake_jdef"
    bl_label = "Bake deformer"
    bl_options = {'UNDO', 'REGISTER'}

    _frame = 1
    _bake_mat = []
    _index = 0
    obj = None
    _endframe = 0

    def __init__(self):
        self.obj = bpy.context.object
        G.baked=False
        G.baking=True
        self._frame = bpy.context.scene.frame_start
        G.ls_bake=[]
        self._bake_mat = [0.0,0.0,0.0]*len(self.obj.data.vertices)
        self._endframe = bpy.context.scene.frame_end

    def __del__(self):
        G.baked=True
        G.baking=False

    def execute(self,context):
        context.window_manager.modal_handler_add(self)
        context.scene.frame_current = self._frame
        JDEF(context) #execute some function to move the vertices
        self.obj.data.vertices.foreach_get('co',self._bake_mat)
        G.ls_bake.append([self._frame,self._bake_mat])
        self._frame += 1
        return {'RUNNING_MODAL'}

    ## bake deformer
    def modal(self,context,event):
        if (self._frame <= self._endframe):
            self.execute(context)

        elif (self._frame > self._endframe):
            return {'FINISHED'}

        elif event.type=='ESC':
            G.baked=True
            G.baking=False
            G.ls_bake.clear()
            return {'CANCELLED'}

        return {'PASS_THROUGH'}

So this doesn't seems to work and blender freezes each time I launch the operator. It doesn't come from the function JDEF because even if I comment it blender will still froze. I think I'm not handling the return values and execute/modal functions the right way.

Sorry if the bad code make you tear blood but I'm still a learning noob :D

Thank you for your help.


texts: Blender 2.80 no option to "delete hierarchy" in Outliner

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In blender 2.79 in the Outliner you can right click a parent object and delete all child objects by right clicking and select delete hierarchy.

In 2.80 I don't seem to be able to do this as I only see delete. The "delete hierarchy" option is not there.

I have changed Outliner to 'Scene' type view mode.. not the 'Collections' mode it defaults to.


texts: Baking to an image using cycles with two sets of existing uvs

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I would like to know how to bake diffuse indirect lighting to an image in blender using cycles.

My scene has two objects. Both objects have two sets of uv maps. The first map is for the base color texture. The second set exist and should be used to bake out the lighting. When I click bake though, it seems to only use the first uv map, not the light uv map.

I have clicked the camera icon, which I assume means "Use this uv map for baking". But that does not seem to work. How can I achieve this? I would also like to make both objects render to the same texture. Do I need to join the objects as one to do this?

Below is my node setup and the uvs for each object:


texts: How to create a seamlessly looping ocean

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Is there a way animate the ocean modifier so it loops continuously?

I would like to make an animation where the last frame seamlessly goes into the first without the ocean "jumping":

How can I achieve this?


texts: How do I sanitze? Pose Library: Error: Potentially corrupt library, run 'Sanitze' operator to fix.

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I deleted some bones that are now keyframed and underlined in red the Action Editor. I assume that is why I have this message:

Potentially corrupt library, run 'Sanitze' operator to fix.

I never sanitized anything in Blender nor do I know where it is or what it does.

I tried hitting Make Actions Suitable that makes 228 poses? so that's not it.


texts: In the images below, I have a cube that is sticking up about two thirds through a plane. But, despite the fact that the cube is not hovering over the plane, the shadow seems to indicate otherwise. How can I fix this shadow?


texts: How to run some functions in an addon in blender start?

texts: Is there anybody who know how can I run some functions in an addon in blender start?


texts: Help solve the age related particle crowd “particles age”, or with trigger collision

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the problem is:
particles move along a curve, using animated form with Character-1 (several cycles of run animation, tied to particle age, so the crowd doesn’t run in sync + at the end, death animation)
or when colliding with a trigger object, particles change animation from Personage-1 as in the first example, but with a single looped animation of running to Personage-1 (single animation of death)
I attached a screenshot of how this is done in 3ds Max


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My character model's faces have somehow been duplicated. If I delete a face, there's still a face there and I need to delete the face again to see the inside of the character. And its not just one area, it's all faces.

I tried opening an earlier version of my model and I can delete the faces normally. What could have happened on why the faces are doubled? And what can I do to remove them (I tried selecting all, then Remove Doubles, but nothing happened)?

EDIT:

I just fuond out that its happening everytime I add and apply a Mirror modifier after having already applied one. But why is it? I already applied a Mirror initially, I want to edit the mesh again so I need to add a Mirror modifier again. The 3rd time added, faces are now quadrupled.


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I am interested in playing with blender to do some low poly stuff, I just like the style of it. Anyway my question is how are things like deep zoom handled in low poly.

Let's take a tree or grass. In the low poly style the leaves or the grass is handled by a single basic mesh object of some sort.  But let's say you want to zoom into the tree or down into the grass to focus on a bird or and any or something. Suddenly the individual leaves or even blades of grass relevant. How is the transition handled.

Can be in reverse what if you want to do an extreme pan out to show a planet (okay not realistic because you wouldn't model a full planet in detail in the first place). But the point is even if you modelled at low poly at a specific scale as you pull out you loose that style because it become to much detail.  More realistic example if you model leaves of a tree and pull out you wouldn't quite maintain the low poly look.

I don't think particles are helpful so just looking for a starting point to do some studying before I dig into the project.


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I come from CAD and I am having a hard time wrapping my head around how people maintain models in Blender and other mesh tools. If I want, say, a hole through my model, I seems that I have to commit to the general location of that hole, since it is going to be baked into the topology if the model. If I ever want to change the location of the hole it can be a huge job. It gets worse if I have, say, 30 holes in a row, and want to change it to 35 holes in a row with the same total span width.

I can always use modifiers, but eventually I have to apply them and fix all the edge flows they break. If I need to change something at a later date, I will have to redo the edge flows again. This is especially broken if I want to use subdivision surface modifiers, since I will either need detailed control geometry around my hole’s sharp corners, or I will need to do the Boolean after applying the subdivide and be stuck with a lot more geometry to retopo.

How do people deal with this? I make thousands of retrospective changes to a model as I move through a CAD design process. Is 3D modeling more like painting, where you commit to the structure of the workpiece as you go? Are there any tools that I could use to mitigate these issues? So far, I cannot see the advantage of working directly in meshes besides the output being easily UV-mapped. Because of this it is surprising to me that we don’t see more modeling done in parasolid software and then meshed into UV-friendly topologies using automated tools. Either this is just mathematically very difficult to do, or there are some strong advantages to the mesh workflow that I am not seeing.


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Which experiences and hints do you have when it comes to importing data from CAD systems like Siemens NX, SolidWorks, SolidEdge and so forth?

I'm struggeling with this topic for one week now and just found the suitable solution of STL files. This comes with the downside of having tons of triangles where one single face would be sufficient, a huge file size and overall only flat surfaces which looks ugly with round objects e.g. tires.

I just found out after trying a lot of combinations and options today, that NX has a well usable DXF export when it comes to curves and faces. They are even importable to blender as connected real splines. I was kind of astonished.
The downside is...exporting the volume body itself was not not of that charme. The body is made of flat faces and the resolution value is not respected. Whatever one inputs the resolution of the volume body remains constant.

VRML export has a usable resolution/tolerance value input option that works out fine. The wrl file gets imported in blender nicely. Downside: every connected face (all faces are flat) is an extra object. Joining the objects together is necessary. I also experimented with the wrl file in MeshLab and exported it from there to Collada, PLY and CTM files. The compression with CTM worked really well and didn't loose any visable faces or vertices. Also loading went like a charm. Faces as single objects issue remains, though.


texts: How to import materials from blend file and automatically assign them to faces

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I'm using blender to construct a model with assigned materials in it.  I'm then exporting that model as an .fbx file so that I can upload it to mixamo.  Unfortunately, the .fbx file mixamo returns back to me is without the original materials because as far as I understand, mixamo uses an older FBX version than what blender currently uses, so all the materials are lost on import into their system.  When I open mixamo's exported fbx file in blender again, all the material data is lost.

I'm wondering if there is a way to use blender's append feature to append the materials from the original blend file into the new fbx file mixamo exported for me, and automatically reassign them to the faces, since none of the geometry in the core model has been changed?  If not, are there any other options available to me?  I've attempted to download a 2015 version of blender to try and export the model in an older, compatible fbx version that mixamo supports, but blender crashes as soon as I try to open the blend file.  Is there an open source/free fbx down-grader?  Thanks ahead of time for any help?


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I did a project using mirror modifier, but I have 2 problems.

-There is a visible seam all around.

There is a huge gap at some places

When I turn off subdivision modifier, there are no gap anymore

I tried to increase merge limit but, even 0.0001 don't do the right thing.
I succeed to merge some vertices by snapping and I checked merge and clipping. But the problems persist. Anybody could help?


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When I try to mirror vertex group in weight paint mode, error shows up ''0 vertices mirrored 11226 failed''
I've tried:  - mirror half of the model, so everything is symmetrical,
- center everything on the X, Y than ctrl + a
- attach the armature to different model > mirror vertices worked
- attach the model to different armature > error
There is clearly something wrong with the model but I have no idea what is causing all the problems. I made the model in Maya 2016 than exported it as .obj than did the Uv mapping + textures in blender 2.8.
I don't want to do retopology, so I'm asking for help.
Here's the model in blender: https://drive.google.com/file/d/1iykZkZBXoBTzXScjjGUdMEzCR_mOCCdk/view?usp=sharing


texts:
In blender 2.79 I was able to create textures with and alpha channel and use them to make partially transparent materials.  I'm trying to figure out how to do the same thing in 2.8.

Some online tutorials (about a year old) suggested using a mix shader to combine a transparent shader with a BDSF shader and using the alpha as a mask to blend the two.  Most of these tutorials want me to set the 'blend mode' in the material settings to 'alpha blend', but this setting does not appear to be present in the latest release.

How would I set up a basic shader using a texture with alpha?


texts: Custom scene properties mysteriously resetting

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I'm writing a script, where an operator is registered in the Add->Mesh menu. Clicking this menu displays a panel, where the user can enter certain parameters and then invoke another operator using a button in the panel.

I'm using custom scene properties for the parameters, as shown in this code snippet.

The text property is set to an empty string whenever I edit it. It starts out with the default value "Lorem ipsum". Whenever I change the value in the panel text box, and then click away, the text box loses its value.

Here's my stripped down code, which still doesn't work:

def initSceneProperties(scene):
    bpy.types.Scene.photoPath = StringProperty(
            name="Path to photos",
            description="Path to the folder containing the JPG photos")
    scene["photoPath"] = "Lorem ipsum"
    return

initSceneProperties(bpy.context.scene)
# ==============================================================
class add_mesh_point_cloud(bpy.types.Operator):
    bl_idname = "mesh.point_cloud_add"
    bl_label = "Add Point Cloud"
    bl_options = {'REGISTER', 'UNDO'}
    bl_description = "Generate a point cloud from photographs"

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

    def invoke(self, context, event):
        return {'FINISHED'}

    def draw(self, context):
        layout = self.layout
        layout.prop(context.scene, "photoPath")

What's happening? How can I fix it?


texts:
I am a complete noob to Blender, but have been using python for many years. I am trying to create a bunch of "wavy horseshoes" to make a 3d model (which I am intending to print with a 3d printer arriving later this week).

Through a bit of internet hunting and some back of the envelope maths, I have come up with:

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

def Wave(distance, amplitude, speed, start):
    return amplitude * sin(speed * distance + start)

def Point(x, y, distance, amplitude, speed, start):
    return (x, y, Wave(distance, amplitude, speed, start))

def WavyHorseshoePoints(amplitude, speed, start):
    points = []
    for i in range(4):
        points.append((1+i,0,i))
    for theta in range(15,180,15):
        rads = radians(theta)
        points.append((5+5*sin(rads), 5-5*cos(rads), 4+rads))
    for i in range(4):
        points.append((5-i,10,4+pi+i))
    return [Point(x, y, d, amplitude, speed, start)
            for (x,y,d) in points]

def MakePolyLine(objname, curvename, cList, base_x, base_y, base_z, extrudery):
    curvedata = bpy.data.curves.new(name=curvename, type='CURVE')
    curvedata.dimensions = '3D'
    curvedata.extrude = extrudery

    objectdata = bpy.data.objects.new(objname, curvedata)
    objectdata.location = (base_x,base_y,base_z)
    bpy.context.scene.objects.link(objectdata)

    polyline = curvedata.splines.new('NURBS')
    polyline.points.add(len(cList)-1)
    for num in range(len(cList)):
        polyline.points[num].co = (cList[num])+(1,)

    polyline.order_u = len(polyline.points)-1
    polyline.use_endpoint_u = True

def MakeWavyHorseshoe(base_x, base_y, base_z, amplitude, speed, start, extrudery):
    MakePolyLine("WavyHorseshoe", "WavyHorseshoeCurve", WavyHorseshoePoints(amplitude, speed, start), base_x, base_y, base_z, extrudery)

for object in bpy.data.scenes['Scene'].objects:
    print(object.name+" is here")
    if object.name.startswith('Cube') or object.name.startswith('WavyHorseshoe'):
        bpy.data.scenes['Scene'].objects.unlink(object)

MakeWavyHorseshoe(0,0,1,1,1,0,0.2)

Now I have the curve I'm looking for, more or less, and the extrude has given it vertical height, but I'm looking for it to be 3-dimensional and have a "thickness". How would I go about this? Apologies if this question is trivial.


texts: Positioning a movie clip over still images using green screen

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I have managed to make a clip of myself and used greenscreen effectively. I have two issues that im struggling to sort out

I am doing an advice clip on property where I have greenscreened myself talking through the points. I want to be able to move myself to the right of the screen to not obstruct the stills that are background and showing the parts of a house i am talking about. I can only seem to move the whole screen

thank you


texts: How to perfectly align UV coordinates automatically?

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I have this setup:

The mesh is only the visible top side, with a mirror modifier for the bottom part.
Now I want to unwrap it like in the picture. I want the inner circle (red) to go to the top of the UV map...

The problem is that no matter what automatic unwrapping I use, it never works as intended.
The closest I've gotten was by using "follow quads", but that skewed the UV map a lot:

I used the result from the second image and manually adjusted the vertices with a lot of scaling and "align auto", but its very far from perfect as you can see in the first image.

Here's what I want exactly:

The uv vertices should be distributed evenly (horizontally)
The middle line (yellow) should be on a "natural" y height (so there's no stretching)

I hope it's clear what I want to achieve. I'm sure there must be some automatic way to perfectly align and distribute the UVs in this way.

By the way: If you look closely you can see that I already placed a uv seam (aligned with the green y axis in the screenshot) but that didn't really help.


texts: How to hide light shape source through transparent window in Cycles?

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Shape of area light becomes visible through the transparent window in Blender Cycles.
I would like to keep the lighting effects, but hide the source shape.
On 1st screen: we can see the steam and droplet I want to keep
2nd screen : unchecking transmission disable all lighting through window.
3rd screen : window is hidden; square shape is not rendered.

Any help will be appreciated !


texts: Weird lines reflected in my glass amaterial

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I have weird lines reflected in my glass material.
I made some attempts with different glass materials found on the internet, same results.
I checked my mesh and it is quite simple. No modifiers, no duplicate points, no thickness.
Any idea of what this could be ?
Thanks


texts: Object becomes unaligned after constraining and moving objects

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-I was trying to follow this tutorial on Blender constraints. I tried to simplify it to two objects and two empties. The cylinder at the origin works fine. With the smaller cylinder, I added a Track To constraint to the Empty on the origin, and I added a Child Of constraint to the outer Empty. However, when I move the outer Empty down, the smaller cylinder becomes unaligned with the setup (the empty and cylinders don't make a straight line like the piston in the tutorial does). Does anyone have ideas on fixes?

-What I think is the problem is that the Child Of constraint in the smaller cylinder keeps it -5 units in the y direction from the outer empty, causing problems. I thought the the tutorial used the same  constraint and did fine.


texts: Undesired sharp edges with smooth shading

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I'm trying to achieve smooth shading on a model with subsurface. It worked pretty well until recently, now smooth shading works only with edges under certain angle. I don't use the edge split modifier.

Edit mode:

Object mode:

Disabling the subsurface mod:

Joining another object with smooth edges:

You can have a look at my blender 2.8 project here


texts: GPU Compute in Cycles Fails to Render When Using CUDA and GTX 1660 Ti

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GPU Compute used to work fine but has only functioned for a few seconds at most in the current blender versions. Is there a workaround for this issue?
Nvidia Drivers have been updated to the latest available version.
Pictured below, the default cube appears to render without lighting when GPU Compute is selected.


texts: Need help separating two meshes that I accidentally put together

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I'm new to blender and following the 2019 donut tutorial by BlenderGuru on youtube and i'm on part 4 modelling where you put icing on your donut. I accidentally duplicated two icing tops and didn't realize it until I almost finished modelling the icing.
They're stacked together and the one I haven't modeled is sticking out and I can't delete it or move it away. I may have accidentally merged them together somehow?]2


texts:
Okay so I have a project my 12 yr old did, so the project was completed but now he wants to continuously rotate a planet. We have did practice in new projects and it worked beautifully. Here is how we are rotating an object: 1. Toggle Camera view 2. Make final frame 90 3. press record 4. press "i" on highlighted object and select rotation for frame one and frame 90. 5. set "z" axis for frame 90 to 360 degrees.
NOW the only step I can't get to work in the project is the toggle camera view. it does not show the whole object in the camera view it only shows a 1/4 of the planet that he is working with. I am not sure if that is the problem. If I apply all those above steps to the project there is no rotation no movement at all. Can someone please help me I have looked all over google for this issue and have no clue. He did not use rotation prior to this and all the objects are just spheres with texture applied or objects pasted to the project from blender market.
Thank you!


texts: How to convert pose bone's global position to bone's location or bone's matrix?

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When I try to set pose bone's head in keyframe, I knew that the bone's head is just read only, so I have to convert the bone's head to bone's location or matrix, after searching a lot of information,I know this furmula:

(pbone.matrix*armature.matrix_world).to_translation()=pbone.head

now I want to change pbone.head and keep armature.matrix_world constant, so how do I get pbone.matrix?


texts: Is there a way to adjust the radius for AutoMerge welding verts?

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I'm retopologizing a mesh I created in Blender and I'm trying to use AutoMerge to merge verts by dragging them close to each other. Unfortunately, the radius of effect that AutoMerge uses is very tight and I have to fiddle with moving the vert around so much before it merges that it's wasting time. If I could adjust the distance that AutoMerge uses to decide when to weld verts my workflow would be so much smoother. Any ideas?

Thank you


texts: Multiple materials on one exported model in UE4?

texts: I want to have two meshes that can have their own material applied in Unreal Engine 4, and have them be exported as the same file. Example: A chair that can have a material for the seat itself, then a different one for the legs of the chair but still be the same model. I tried just exporting with the multiple meshes in the same scene, but the material gets applied to the whole object rather than the specific part I want to materialize. Any info regarding this subject is appreciated. Thanks in advance and have a great day :)


texts: How can I use local rotation on objects created with geometry nodes?

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I have geometry nodes to spawn in objects all over my mesh. Currently they rotate with the mesh, so on a sphere they all point outwards, which I want. But I now want them to be rotated around their 7 axis, so they aren't all lined up. If I use an Attribute Randomize node set to rotation then it resets all their rotations, and they are all pointing directly upwards.
How can I make them rotate on their local axis?


texts: How to cut out a box from within a larger box by all faces of the inside box?

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I duplicated and expanded all the faces of the inside box, then set a boolean modifier to difference on the outside box. This was in hopes it would cut lines in the outside box that lined up with all the faces of the inside one (first picture). I hid the inside box to get a look at the result and it has created a mess of diagonal lines but I can see it kinda made the shapes I wanted (image 2). Although, it did not cut the outside box and create additional faces in edit mode like I had hoped it would (image 3). What is the correct way to achieve the cut-outs that stay true to the measurements of the inside box?

Thank you in advance.

(edit: Image 4, shows all the unwanted diagonal lines in edit mode after applying the difference modifier)


texts: Every time I try to create a blanket and bed with cloth simulation, my blanket goes crazy (see picture). Can someone explain why this happened and how to fix it?


texts: Holdout on view layer in Blender 2.8 causing white edges around alpha

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I was wondering if anyone could assist? I am attempting to place an astronaut in a phone booth and render the booth and astronaut as separate render layers.
They are each on their own view layer and in their own collections.The result of my render and node graph below is large white boarder around the astronaut. Any help would be appreciated. My hope is to be able to render the layers separately for colour correction. Motion blur seems to make the white border worse.I have included rendered images and the compositing node setup below. I have set the astronaut to have a holdout on the Phone Booth View layer.


texts: Subdivision + Solidify + Bridge Edge Loop

texts: I try to create a chair following the youtube tutorial. Could you guys tell me why the object seems like broken, not a smooth rectangle after I use solidify. Also, the same happen again when I use the modifier in order Solidify > Subdivision and then Bridge Edge Loop to connect two faces. Below images show the problems and the file link is also added Blender file. Appreciated if you can help me out of this trouble.


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I am making a tire. The treads on the left and right side of the tire need to be offset from each other, ie, rotated about 10 degrees.
Is there a way to rotate the result of a mirror modifier? I tried using an array modifier with the array object being an "empty" that is scaled -100%, but the result is an inverted side.

Here is the half I have:

Here's the mirror result:

And here's how I want the mirrored portion to be rotated:

The way I produced this result was by applying my modifiers, but I need to be able to rotate the mirrored half without applying, if possible.

EDIT: I thought I was onto something when I realized that you can mirror using a  "mirror object", and the mirrored half will rotate when you rotate the mirror object, HOWEVER, it will only rotate in the other two axis: If I mirror over the X axis, I can only rotate the resulting half on the Z and Y axis. Seems like that should be an update to the feature.

EDIT 12-22-15: My workaround:

What I hoped to accomplish was to model an entire tire by simply only making the mesh for 1 tread on 1 half of the tire and using modifiers for the rest. That doesn't seem doable. For now at least, I modeled 2 treads, 1 on both sides of the tire, and will array that.


texts: Blender not exporting Ambient Coefficient in .MTL?


texts: How to make a camera rotate on the spot?

texts:
what I need to do is so simple, it seems, I can't find anyone who has made a tutorial on it, and as such, I am quite stuck, as I'm new to blender.

What I need to do is rotate my camera 360 degrees on the spot about the X-axis as an animation (not just rotate it and move it about in 3D view, I know how to do that :P). The goal of this is that my camera is in a circular room-like environment, and I want an animation of the camera getting a complete look at every bit of the wall, not sure if that's relevant.

First time posting, any help is very much appreciated :-).


texts: mesh collision rigid bodies acting very strange. (bouncing, shaking, etc...)

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I am currently using blender version 2.92.2, and I am making a simple rube Goldberg physics simulation, however, for some of my objects I will need to use rigid bodies that have mesh collision instead of convex hull.  My problem is that whenever I do this, it doesn't behave like it should at all.  Some things just started bouncing uncontrollably while others just shook violently.  I turned the solver iterations and substeps per frame over 1000 and I felt like that just made it worse.  All my other objects that have convex hull collision behave normally, it's only when I switch it to mesh collision that it starts acting weird.
Here is an example I have, where I want this hammer to swing around the pivot point, and come swinging down.  However, it doesn't do that.
Here is a picture on frame 1:

And here is a picture on frame 100:

Instead of swinging down like I want it to, it starts bouncing around the center pivot point incredibly fast that it starts rising instead of dropping.
Here are the rigid body settings for my hammer object:

I will give the link to my file below to anyone who wants it.  Any help is appreciated.


texts: In many models, many objects have vanished and just appear as dots. Why?

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My GPU is an Intel HD Graphics 530 - driver: i915 v: kernel.
on Linux Cinnamon.
A bunch of my models suddenly look very different in Blender. Some objects look unchanged, but most of the objects in any given model only show up as an orange dot at the object's center. In these cases the object itself is invisible, and yes they are all marked as visible and renderable.
Some models have dozens of objects and almost all of them have this useless behaviour. Closing and reopening Blender did not help. All the objects are meshes of simple shapes, combined with boolean operators (just about always Difference.)
I assumed I'd somehow corrupted Blender, so I deleted it and installed 2.91 (Linux). I opened models and the problem still exists. I can only assume there's some strange setting that's sticky across installations and models, but I'm still moderately new at Blender so I'm only guessing.
I have a lot of complicated models at this point that I do not want to lose. I don't want to try editing them (not that I could see what I was doing) for feat of doing more damage. Can someone walk me through fixing this?
This should look something like a vacuum tube (and used to):
Blend file: Something like a vaccuum tube


texts: In Material Preview is it possible to render only scene lights and not textures of objects?

texts:
When trying to place lights in a scene it can be frustrating when Material Preview (Lookdev) mode is lagging when there are a lot objects with a lot of textures, transparencies etc. Often when you switch to this mode there is a brief lag where, it displays the objects as MatCaps, but with the lights bouncing and casting shadows. But then eventually it processes the texutures and everything slows down which can make it difficult to place lights accurately for a desired look.
Is it possible to switch off the textures in Material preview and just render light and shadow with a Matcap on the objects?
Thank you.


texts: 2.81 Transparent Background Shadow Catcher

texts:
I have a fairly simple setup in Blender 2.81a.

A model, light source, camera, and a simple plane beneath it. I am attempting to render an image which renders the plane as a transparent background, but also has the shadow of the model cast onto it. In prior versions of blender this was do-able simply by allowing shadow casting onto the object and then making the object transparent, but this seems insufficient now that I have updated.

I have tried Eevee, and Cycles, but neither worked the way I'd like.

Currently I am messing around with a Mix shader comprised of a Transparent BSDF and a Diffuse, but while setting the Fac to 0.1 gets a "close" result, it still brightens the background slightly (since my diffuse color is white), which ruins the effect that I'm going for.

Any help would be appreciated. I am still very much a beginner with Blender.


texts: How to turn off mirror to Image texture in UV editor

texts:
I'm a programmer trying to put an image texture on the face of my character model. I used the mirror modifier to model my character. When I UV unwrap the face the image is mirroring on both sides of the face. When I turn the mirror modifier off, I can only see half of the body of my character. Can anyone guide me on how to turn this mirror texture stuff off?
I'm using blender 2.8.
Many thanks in advance


texts:
I am trying to use python to script to change the settings of the Network Render addon. I am attempting to change the tags in the slave that way I don't have to change my blend every time. I am using a python script to enable CUDA but I can't figure out how to properly reference the settings for addons. Any help would be appreciated.

Here is my slave.bat

blender -P script.py -b slave.blend --addons netrender -a -noaudio -nojoystick

Here is the script.py

import bpy
bpy.context.user_preferences.system.compute_device_type = 'CUDA'


texts:
I need to model the white hemisphere on top of the telescope tower of this observatory. As you can see, the hemisphere is not smooth, but it has some regular reliefs (I think they are called creases, but I am not sure). I have tried to use insets, blevels and creases, but I cannot get the desired results. Moreover, I didn't find anything in Google, but I am not sure how these reliefs are called, so probably I didn't search properly.
How would you proceed to create the reliefs of this hemisphere? (I have already made the hemisphere, it is just these regular edges in relief that I don't know how to model).


texts: How can I make an infinite loop in Python in Blender？

texts:
I ran a simple program like this:

while True:
    print("test")

If I do so, nothing will be output with the screen frozen.

With other software, this is not the case, and it is printed properly.

Is Blender not able to do this?

Is there any workaround?

The reason I want to do this is because I want to communicate with an external application using Blender.

For example, “while true:” appears in the program as introduced in the following video.
https://www.youtube.com/watch?v=4xZRfzOtxzA

However, there is no error in the sample program in the video.

I also tried running the following program.

i = 0
while True:
    print("test")
    i+=1
    if i == 1000000:
        break

Then, the screen does not freeze, but "test" is not printed every time a while loop.

But "test" is printed all at once after all while loops have finished.

This does not happen when you run Python from Autodesk Maya or the Windows command prompt.

Normally, "test" is printed for each while loop.

Why is Blender such a specification?

I want to know under what conditions I can turn the while loop without freezing.


texts:
So after using the Ctrl+J method to make 1 object out of multiple ones I first thought: oh. nice.

In edit mode I sadly realized that the 1 object is still made up from several different parts. It is not like I think its looks ugly or anything. But editing and sculpting is really annoying when its like that. Needing to select the faces one by one etc.

How can I make my object just actually be 1 object without being made up from several parts?

Notes:
- I don't have the object non-combined any more. that means I saved after doing Ctrl+J and I can't undo it.


texts: Scale a face to always fit the same point in global space in an array modifier

texts:
I'm new to Blender and trying to learn how to create very basic geometric objects for development in Unity.

I thought it would be a fun project to attempt to build a roller coaster rail using an array modifier. This worked fine, except I would like the main support cylinder to always be set at a set world space, or for lack of a better term 'the ground'.

In the image below, the brown line represents the ground.

I would be willing to rebuild the model and start again if necessary.

Sketchfab File


texts: Cycles GPU CUDA out of memory - How to identify the problem objects?

texts:
Rendering a large environment scene (also with multiple smoke and physics simulations) in Blender causes my GTX 980ti to run out of CUDA memory. (I've baked all the simulations but am unsure if this makes a difference to memory in rendering)

Is there a way to identify which particular objects / materials / textures / simulations are using up the most amount of memory?


texts: 2 parallel planes, the front one is rotated, when view is rotated, portions of the plane on the back is visible through the plane on the front

texts:
Any idea why the purple plane is showing through? These planes are parallel. Using Eevee. If I create this topology fresh I don't see the issue. But in this particular blender file, I somehow arrived at this problem and I don't remember what all I was trying. Which setting may be causing it?

good file
bad file


texts: I am trying to move a character to a different place in the scene, is there a way to move its original origin point (armature) with it.Thanks for any help.


texts:
I have this image (the background is transparent):

I was wondering if there is a way to only render the shadow of the ball, while rendering the rest of the ball transparent?


texts:
What's going on here?

I had done all my weight painting but I ruined it by using symmetrize. As you can see in the pic, the selected bone is moving the other arm too. I already made sure it's not weight painted and I fixed the vertex group to not include that arm. What else do I need to fix?

Also, can anyone give me a quick way to mirror weight painting already applied to one side to the other? I asked it here a while ago:

https://blender.stackexchange.com/questions/47671/how-to-mirror-weight-painting-already-applied-to-one-side

Thanks


texts: Lighting objects passing through a portal in Cycles

texts:
I've created a portal based on this method. Here's what it looks like:

Light passing through the portal is not handled accurately; instead I've faked it by baking the light from the outside onto the outer side of the portal, and then applying the baked texture onto the inner side.

Now, the problem is that, as you can see, the two parts of the cylinder sticking through the portal do not match up, since they are lighted differently.

Is there any way I can get the light on the cylinder to work correctly?


texts: When I import an OBJ it won't show up, does anybody know how to fix it?

texts: When I try to import wavefront .obj, it won't show up. It appears in the explorer, but I can't see it when I try to edit. Does anybody know how to solve this?


texts: Why can I make clothes in Blender that in MakeHuman don't fit in?

texts:
I make clothes in Blender and those clothes fit in the model but when I export them to MakeHuman don't fit in the model.
Why?


texts: Does keyframe 0 have a "special" use case in blender?

texts:
In computer programming indexes are (usually) 0 based but the default frame range in Blender is 1 - N which makes me think there could be a reason behind it - similar to last layer being used as a "trash layer" for helper objects - by convention.

So does keyframe 0 have such common "special" use case in workflows (eg. maybe storing default pose) or is it just a UI design choice ?


texts: Use skinning and cloth simulation at the same time

texts:
I created a skinned animation, but I have no idea how to make use physic simulation and skinning for the cloth at the same time. When I use skinning, physics doesn't work, when I use physics, animations make cloth drops.
Here is the link to the blender file

Link

Screenshot :


texts: Render has more objects than camera view

texts:
I'm a novice Blender user, and I'm having this really strange issue where my render has more cubes than my camera view

I used this tutorial (with a couple small changes) to make the cubes in this pattern. I have grid with a hair particle system to create this pattern of cubes with the original models being for them being on layer 2.

Any ideas as to what's causing this issue and a way to make the camera view the same as the rendered view?


texts: I'm having a rigify problem, it's causing a strange distortion

texts: so, as you can see in the images, rigify is causing these holes in the mesh ... can someone please help me solve it?


texts: How to set grease pencil to draw as raster ? if i'm doing fast curve stroke, i hate when blender convert it into segmented curve (stepping curve). Is it possible to have a smooth line like doing a sketch using raster app like sketchable etc.


texts: Display Value of a nodes RGB input in a panel

texts:
I have a Mix RGB node and want to display the input in a normal panel in the UI.
I can show the color widget by using layout.prop(input,"default_value"), but what I want to do is to just show the Value of the input. This would then show a float input instead of the color widget.


texts: I have a VMD but I don’t want to import the MMD models, instead I want to apply it to a character model on blender is there any way to actually do this?


texts: Clothes simulation- rigging a ribbon band to a figure's hand

texts:
I am getting a bit confused here with my work and need help.
I've successfully rigged a full outfit clothes to my figure bone.  But in addition to that, I want to attach a long ribbon band (see pic) to the figure's hand.  So that when the figure is animated, the ribbon band's clothes simulation will follow the hand, but flow like a realistic band of clothes.

I am confused about how to parent the band of clothes to the hand.  Any quick suggestions???

Thanks!


texts: Can linked objects with physics constraints interact with other objects?

texts:
(Newbie to list:  1st post.  Hello everyone)

Specific question:  How to make linked objects with physics constraints interact with newly created objects.

I am trying to use Blender2.8 to animate off road vehicles driving over terrain.

Each vehicle is created in it’s own .blend file, with suspension and wheels made using physics constraints (e.g. motors, hinges).  The vehicle physics work fine within their own .blend files.

When linked into a overall .blend file, these vehicles either pass through local objects (when the local objects are in their own collection), or linked objects won’t move (when I placed everything in a single collection).   Note: I am creating a rigidbodyworld to include the relevant collection, but it’s not working quite right.

What is the best strategy for doing this? For a static object many approaches work - but these are physics-enabled objects which need to bounce and roll properly within the overall scene.   I tried different methods: link, append, instances, proxies.  I would like to use link because then I can go back and edit the individual vehicles and everything will update.  Does this make sense?

Basically I’m unable to have the linked objects with their physics constraints properly interact with newly created objects - even when I put everything in the same collection, and enable a rigidbodyworld.    That’s the question.

( I tried to find other posts on this question and found some useful info.  Sorry if this has already been answered.  Using Blender 2.8 2019-01-12)

Thank you for any suggestions.
Matt


texts:
I'm new to Blender (2.9), just getting through the docs, and also new to animation.

An annotation is extra information associated with a particular point in a document or other piece of information. –Wikipedia

It seems like Grease Pencil can do everything that Annotation can, and more, and I'm hoping for some insight as to the role and practical usage of Annotation, as opposed to Grease Pencil.


texts: Object clips into floor in material preview, but floats above it in render

texts:
it's me

I'm back with another problem that is probably super easily solvable but with which I'm still struggling.

My object (in this case a person's robe) clips through the floor in material preview, which I did on purpose to try and compensate for what happens when I render it: namely, that the robe appears to levitate an inch above the floor. It didn't work, obviously, because even when I do that it's still offset in the render. I have the robe parented to the person it's on. At first I thought it was a midlevel thing on the displacement; they're all at their default .5 though and editing them makes it worse. So I'm stumped... Here's an example of what the robe looks like in both material preview and the render


texts: Modifier Keys using multiple windows of the same file

texts:
I have split my layout into two windows using Window > Duplicate Window.

I am working in window1, then want to pan the view in window2. I pan the view with the default Shift MMB. Just as window2 gets focus due to  MMB the Shift key doesn't register and I end up rotating the view.

How can I force modifier keys to be registered even if I just switched windows?Alternatively, is there a better way using Blender fullscreen on two monitors?


texts:
I have used a cube and applied a principled volume/volume scatter on it. When I render an animation in Eevee with a still camera it renders just fine. But when I apply keyframes to the camera with a simple location movement, the volume fog starts moving.
Here's the GIF Preview of the render

My project settings are as follows:
Render Engine Eevee -
Sampling Render 128 -
Viewport denoising on -
Ambient Occlusion off -
Bloom off -
Frame rate 25 -
Res 1920 x 890
Blender 2.92
Cube

Setup

Can anyone help what might be causing this?
Thank you


texts: Is it possible to increase the dynamic range of 'External Quick Edit'?

texts: I use Tools -> External-> Quick Edit in the Texture Paint mode to enhance baked textures. While the renders I overlay are in 32-bit dynamic range the Quick Edit image is 8-bit. Is it possible to increase dynamic range of the Quick Edit exports into Gimp/Photoshop to 16 or 32 bits?


texts: Why won't the pivot point/3D cursor move to center of object anymore?

texts:
When I started using Blender whenever I clicked an object the pivot point would immediately be at the center of whatever I clicked.

Now it just stays where it was last put and doesn't move until you manually do it.

How do I fix this?


texts:
Good day!

When I use Emission material on objects - reflections turns out very grainy in rendered results. This does not happen with lamps. What is the best solution to remove fireflies in a situation like this?

Here is an image rendered with 1000 samples and reflections still doesn't look good... I am making an animation, so I can't render with 10000 (but it looks good with that many) samples because it will take ages..


texts: Black lines through every part after importing GLTF

texts:
I'm new to blender and need some advice.
I have imported a GLTF file of the render/animation I am trying to make (robot for a competition, want to show off capabilities in animation), and when I import the file, it ends up looking like this. Originally the model is a .step file, but I used the CadExchange program to make it compatible with blender. The lines do not show up in the rendered images or animations, but they make it really hard to work with, especially selecting items to parent to each other, which I need to do a lot of. Any help with this is appreciated, thank you!


texts: Baking a curve animation so it can be imported into unity (Blender 2.79)

texts:
So here's what I've done in order:
I've modeled a spraypaint stencil, to be used in the title animation in my unity game.
I made a bezier curve, and gave the stencil the Curve modifier.
I turned on the AnimAll addon so I could animate the curve changing shape.
I animated the curve "rolling up", as if the stencil is being pulled off of a wall.
I found out unity can't handle blender curves, or blender modifiers.
I want to bake the animation in such a way that it doesn't involve a curve anymore, so unity can handle it. My current idea is that I need the movements of the vertices on the stencil to be stored as keyframes, rather than have the movements be dictated by the Curve modifier. This is my first time having to do something like this, so I'm not particularly sure how I'm going to achieve that.
Here's my project, good luck. Go into the timeline and press play and you'll see what I mean.


texts: How Can I Rotate a Bone by More Than 360 Degrees?

texts:
I have downloaded a model from Sketchfab. It's a space ship.
This ship was not rigged, so I've tried to rig it myself. But I have a problem: I would like to rotate the rotors of the aircraft. So I tried to rotate the bone that I attached to the rotor, but I found out that when I try to rotate the bone it rotates only by 360°.
Can somebody tell me how I can rotate my rotor by any amount?


texts:
In the video sequence editor, dragging a box selection over the body of various strips produces different results.

As opposed to video and audio strips, meta strips don't get selected.

[EDIT] I would rather not drag a box aroundt the whole strip, because I'd be selecting adjacent strips. I use the multicam strip for cutting, which results in many multicam strips being next to each other seamlessly.

Can I set this behaviour to be more consistent?
[All strips beeing selected, multicam strips as well.]


texts: bsurfaces gpl edition , script version throwing an error

texts:
Looks like the bsurface addon is not supported officially according to this answer. It works fine when I am clicking on "Add Surface" button from GUI , but when I execute from script

bpy.ops.gpencil.surfsk_add_surface(edges_U=50, edges_V=20, cyclic_cross=False, cyclic_follow=False, loops_on_strokes=True, automatic_join=True)

AttributeError: 'GPENCIL_OT_SURFSK_add_surface' object has no attribute 'is_fill_faces'

This definitely doesn't feel like a context error, but more to do with the addon.

I would like to know if there is a fix for this problem ? Or otherwise please suggest what alternatives to look for bsurfaces addon that go well with scripting as well ?


texts:
I can't find a solution to my problem anywhere on the web.
Maybe I don't know how to search for it.
I have this 2D character that is set up the same way that
those cardboard cutout puppets with pins for joints are.
The idea is to give it a ragdoll behaviour from the neck down, its head being the only thing animated.
I need this character to be on a 2D plane while in a 3D environment, its head floating around, always facing the camera with its limp body following the movement.
I cannot find a way to combine those tutorials I found about ragdoll physics, 2D physics, bone constraints, armature affected by gravity and make it work.
I guess it's a fairly simple issue to solve but it's become clear that I cannot do it on my own.
Thank you for your future help.
EDIT :
Following the comment of moonboots, I did this simple animation on Moho to show you what I mean.
EDIT II :
Following the comment of Rich Sedman, I used hinge rigid body constraints witch works pretty great. The only issue left is rotation constraints for the body parts so I can avoid things like the elbows bending the wrong way.

EDIT III :
I've solved the rotation constraints issue, I think. I use the angular limits of the Z Angle of each hinge point. I wish there were a way to display those limits in the viewport so it wouldn't be so tedious to adjust.
But another issue showed up. I can't find the good way of moving the puppet around.

I tried to parent all puppet parts and hinges to an empty but only the latter move with the empty
I tried parenting the parts of the puppet between them (shoe to calf, calf to thigh…) but the all thing goes haywire
I tried parenting each part to the corresponding hinges but it doesn't work either and the articulation points are displaced

I understand that the hinge points are supposed to stay where they are at frame 0 while still affecting the puppet, wherever it is but it seems to upset my understanding of how to, ultimately, parent the whole puppet body to my already floating around head.


texts: Splines Animated by Sound - Animation Nodes

texts:
I've just made the change from Blender 2.79 to 2.81a. I've also updated my Animation Nodes to 2.1.4. Both are installed and working as expected except for the Sound Baking function in AN. Some Googling revealed that the Sound Baking functionality has been deprecated. Since I'm only at a beginner level with AN, I'm at a loss for how to redesign the set up for this change.

My project files give me animated splines for audio visualizations that look like this (rendered in Cycles):

Each frequency range is represented by one of the lines. To achieve this, here is the original node setup:

The workflow was to first bake the sound, then run the render to a folder. I'd then load them into a VSE track in a new file with the original sound file and other elements.

In 2.1.4, there are two nodes that are no longer available: the Evaluate Sound (Step 2) and the Bake Sound (Step 3) nodes. I've tried replacing the Evaluate Sound node with either of the available Sound nodes, but they don't connect (yellow nodule is on the output side only). I've also tried connecting the new node Sound From Sequence directly into the Sound nodule of the Invoke Subprogram node, but that doesn't do anything either.

Any help / guidance would be very much appreciated, though I'd love to know the why as much as the how so I can improve my understanding of AN.


texts: Cycles device settings "GPU Compute" Setting greyed out

texts:
As described in the title I can`t my rendering device to my graphics card (gtx 980) since the option is greyed out.
I am using Blender 2.8.0 (Also tried to use 2.8.1/ same problem)


texts: How can i import an image sequence with transparent background (no smooth) on Blender 2.91.0?

texts:
I need to import a short image sequence (PNG) that has alpha channel to Blender (Eevee) on the version 2.91.0, also selecting the frame rate (30 on this case)
I'm planning to use the Emission node for not losing brightnes/color of the image when having it working.
How can i do this? i'm a little lost since i used older versions of Blender and this changed a lot.
Also, maybe my 'clip' is working but not showing when i press 'play' on the timeline, do i need to activate something else?
Thanks in advance.


texts: Where is Wrap option in UV/Image Editor view?

texts:
In older versions of Blender, if you wanted to draw a seamless texture, you could enable Repeat under Display tab to make the texture square repeat in the UV/Image Edit view, and also enable Wrap checkbox option under Paint Stroke(right under Jitter setting). This would allow you to draw with brushes past the UV box's boundaries and "connect" the seams to make texture essentially seamless(like Offset filter in Photoshop).

Repeat seems to be still available in the Tools panel of Image Editor view, but I can't find Wrap. Somebody mentioned that it's the Tiling setting, but I tried enabling both X and Y and it won't let me draw/paint past the UV box boundaries.

In this question there's an answer with GIF example: Missing Wrap Option in 2.76

When I try enabling Tiling, my brush seems to stop a short distance after I pass the borders on the other side and doesn't go any further, unlike the GIF in the linked question.

Where is the Wrap option now?


texts: Can I create buttons in a blender panel with big icons?

texts:
I'm creating a panel with several buttons that start modal operators.  I'm finding the default UI layout creates very small icons that are hard to see, even if the source image is rather large. Is there any way to make things larger or include spacers and images?
class NormalToolPropsPanel(bpy.types.Panel):

    """Properties Panel for the Normal Tool on tool shelf"""
    bl_label = "Normal Brush"
    bl_idname = "OBJECT_PT_normal_tool_props"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_context = "objectmode"
    bl_category = "Kitfox"

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

        scene = context.scene
        settings = scene.normal_brush_props

        pcoll = preview_collections["main"]

        col = layout.column();
        col.operator("kitfox.normal_tool", text="Start Normal Tool", icon_value = pcoll["normalTool"].icon_id)

...

#---------------------------

preview_collections = {}

def register():

    bpy.utils.register_class(NormalToolSettings)
    bpy.utils.register_class(NormalPickerOperator)
    bpy.utils.register_class(ModalDrawOperator)
    bpy.utils.register_class(NormalToolPropsPanel)

    bpy.types.Scene.normal_brush_props = bpy.props.PointerProperty(type=NormalToolSettings)

    #Load icons
    icon_path = "../icons"
    if __name__ == "__main__":
        icon_path = "../../source/icons"

    icons_dir = os.path.join(os.path.dirname(__file__), icon_path)

    print("icons dir: " + str(icons_dir))

    pcoll = bpy.utils.previews.new()
    pcoll.load("normalTool", os.path.join(icons_dir, "normalTool.png"), 'IMAGE')
    preview_collections["main"] = pcoll

def unregister():
    bpy.utils.unregister_class(NormalToolSettings)
    bpy.utils.unregister_class(NormalPickerOperator)
    bpy.utils.unregister_class(ModalDrawOperator)
    bpy.utils.unregister_class(NormalToolPropsPanel)


texts: Why is my second particle system affecting the first

texts:
[Blender 2.8, Windows 10]
I added a particle system to generate hair for a human head, based on a vertex group for the scalp. Styled & cut it, it worked fine.
I then decided to try creating eyebrows, so created a new vertex group, and a new particle system. I set the new particle system to use the eyebrow selection. But it affects the hair system, causing it to go crazy (particles emitting in different directions and separate from the mesh itself).
I’d rendered the hair and it rendered fine, but when I added the second particle system, the hair rendered randomly & with bald patches.
I’m new to blender, and I tried searching for a solution to this but couldn’t find an answer. Thanks.


texts: How do you add single free floating vertices as primitives at a given XYZ coordinate postion

texts:
I am sure this question has been asked before but I have searched and searched and I can't find it (I even vaguely remember asking it in 2013 5 years ago).

I am easily fooled by perspective illusions, and prefer to plot rather than to sculpt, in 3D, because of this.

Is there a way I can make single vertices a primitive in the primitives menu, like that darn monkey (long live suzie), so that I can place a bunch of points in a row with minimum effort, and then connect them and create edges and faces at the end?

I vaguely remember reading about a potential plug-in solution, but that was quiet a while ago, and I can't find my source, so I'm totally lost


texts:
I need to get Pixel coordinates of an image. Here is explanation:

In the Image Editor, I can see the coordinates in the bottom left corner by clicking on the image. Is it possible to get the coordinates with Python? Solution for this question Pixel Coordinates of Rendered Image with Python doesn't help, because it works only for rendered image and I need this for any image.


texts:
I want my character to stop walking in frame 240 until 600.
But when the animation playing after frame 241. it keeps walking and then the character become weird


texts:
I've tried to preview my final render, however I've noticed that the shadows are casted incorrectly. The problem isn't the positioning. Moving the lights doesn't affect shadows and only makes already illuminated areas brighter if the light source is near them. But even if I put the point light in front of the face, the shadows aren't modified at all.
I've tried strenghtening the light and changing its size, however the shadows are still wrong.

Is there any step I've missed? How can I fix this?


texts: Objects Evade or Repell eachother in Animation Nodes

texts:
I'm trying to achieve this. Sphere's displacing the position of other objects as they move through them. Sorta like someone pushing through a crowd.

I've managed to get this far in AN but adding more than one effector is where I'm getting stuck.

It was easy enough to displace the arrows based on an effector but I couldn't get them to choose the most efficient direction to travel. That is why I made them point towards the effector so they could be pushed back on their local X-axis. This adds complexity to the setup that I can't solve now that I need the arrows to "point" to more than one Effector.

Thanks in advance


texts:
In older versions the way is the
following

But in 2.80 beta by default there is no even option "Display" which should contain "Scale".

So how to find it?


texts: Why do I get 'addon not found' errors when starting blender from the command line?

texts:
I installed blender with the source code and when I start from the command line it shows:

addon not found: 'io_scene_3ds'
addon not found: 'io_scene_fbx'
addon not found: 'io_anim_bvh'
addon not found: 'io_mesh_ply'
addon not found: 'io_scene_obj'
addon not found: 'io_scene_x3d'
addon not found: 'io_mesh_stl'
addon not found: 'io_mesh_uv_layout'
addon not found: 'io_curve_svg'
addon not found: 'object_boolean_tools'
addon not found: 'space_view3d_pie_menus'
addon not found: 'render_auto_tile_size'

How can I fix it?


texts:
I wan't to create a segmentation map for machine learning.
For that I have a list of colors like:

clouds  #aaaaaa
cow     #4f445b
grass   #1dc331

It is from absolute importance that the render has the exact same colors.

I tried:

And:

But in the render the colors are off.
How can I get a render with the exact colors I give?


texts: Unable to change animation interpolation or extrapolation

texts:
I'm new to Blender and I have a simple animation consisting of an empty object changing orientation around its Y axis about 30°. The steps to animate this:

Opened up timeline and set position to 0 (pos of keyframe 1)
Hovered over object's Transform > Location values box and hit I key (so that it highlights yellow), thus placing keyframe and pos 0
Moved to pos 60 on timeline (position of keyframe 2)
Changed orientation of object as desired
Hovered again over Transform > Location and hit I, placing keyframe 2.

When I hit play the object rotates with a bezier ease in and out. I want a linear interpolation, so I go to the dope sheet, highlight all keyframes, and hit T then select linear interpolation, but the animation remains with an ease in and out. I also go to Channel > Extrapolation Mode and choose Linear with no visible change.

My graph editor is completely flat and shows only 2 points (presumably the keyframes).

Screenshots for clarity: 1, 2, 3

Any ideas what I'm missing? Thanks in advance.


texts: Was i misinformed?. GPU vs. CPU rendering

texts: I was told that my AMD RX580 should be compatible with cycles render. But when i choose cycles and then GPU it becomes grey'ed out, If it's not compatible i need to definitely stay way from cycles renders until i get a proper CPU cooler as the temps get really high during a cycles render. But if my GPU is supported then what am i doing wrong that it won't let me utilize my GPU over the CPU?


texts: How to make a (photorealistic) material similar to tomato placenta and inner circle similar to this?

texts:
I'm trying to create a completely synthetic tomato slice, any suggestions on how do I achieve it to look more similar to a real tomato slice via only nodes setup? I’m trying to get a more realistic render. I feel that my biggest issue is my lighting and then my materials. However i’m not quite sure how to go about improving both.

synth:
real:


texts: Why does my mesh have a dark outline on one of the edges?


texts: Create a custom operator for renaming input socket in compositor

texts:
i'm working on a little script to get the right file output name automatically in the compositor, so far so good, my little script works, but i can't turn it into a custom operator to make it executable from a ui panel.
Here's what i've got so far (thanks to several people in here :) )

import bpy
import os

# Get absolute render path:
filepath = bpy.context.scene.render.filepath
absolutepath = bpy.path.abspath(filepath)

# Split it
path = os.path.normpath(absolutepath)
parts = path.split(os.sep)

parentpath = os.sep.join(parts[:-2])

# Add rename operator
def rename (context):
    # set the path for all file output nodes:
    for scene in bpy.data.scenes:
        for node in scene.node_tree.nodes:

            if node.type == 'OUTPUT_FILE':
                #gets the link from the input
                link0 = node.inputs[0].links[0]

                #returns the name of the socket the link is from
                socket_name = link0.from_socket.name

                node.base_path = parentpath
                node.label = socket_name
                node.file_slots[0].path = "\_" + "nom" + "_" + socket_name + "\_" + "nom" + "_" +  socket_name + "_"

    class RenameFO(bpy.types.Operator):
        """Tooltip"""
    bl_idname = "Rename.F_O"
    bl_label = "Rename File Outputs"

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

# Create custom panel
class FOM(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "File Output Manager"
    bl_idname = "File_output_manager"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "render"

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

        row = layout.row()
        row.operator("Rename.F_O" , text = "Rename")

def register():
    bpy.utils.register_class(RenameFO)
    bpy.utils.register_class(FOM)

def unregister():
    bpy.utils.unregister_class(RenameFO)
    bpy.utils.unregister_class(FOM)

    register()

Does someone know what i'm doing wrong ?
Thank you very much !


texts:
So I've tried everything I can think of (which isn't much, still pretty new to this), get figure out a way to get a loop shape on the top of this figure.

This is for the top of an earring that is going to be 3D printed, so I'm having trouble with a few different things (non-manifold and keeping it big enough are 2 of them).

I cut a torus in half, shaped it and merged it with a bunch of the axes at the top of the figure. When I subsurf it, the shape gets a little wonky. And when I try to remove non-manifold geometry, it just completely removes the torus from my other shape.

Is there another way to do this type of thing (add loops onto tops of earrings and such). Particularly if you are going to be subsurfing and making a lot of curved figures. Any insight appreciated, thanks!


texts: Can't change positioning of item after keyframe

texts:
So I'm video editting and I keyframe a translation of an image. The property value turns yellow, showing that that frame is the keyframe for that certain value. However, when I go to any other frame and try to keyframe to a different value, the property value is green and I am not able to change the value at all. Whenever I attempt to change it, the value reverts back to the keyframed value. I don't know what to do or how to revert this issue. This happened randomly. Deleted and re adding the image doesn't help and this is happening to anything that I try to keyframe.

I've tried to insert new keyframes and clear the keyframes, but those aren't working... the problem keeps on happening as soon as I add the keyframe...

The issue is similar to the one posted here, except there is no solution to the issue that has worked:

What does it mean when a property is highlighted in green?


texts: Best strategy for hiding an object in a scene

texts: Please excuse my newbie questions. I have a scene that has chairs. I don't want to delete them (in case I need them later), I just want to make them not visible at render, so I can composite a chair shot in green screen with an actor into the scene. (keeping them in edit also helps me know where my chairs will be). Thanks!


texts: Can we render a collection on top of another collection? (for overlays?)

texts:
can we render multiple collections together to do things like animated infographics / overlays?

in realtime not in the compositor / render time

edit:
example - Collection 1 is a camera pointed at a few planes with UV / alpha / text objects (like a game UI)

collection 2 is a 3d world with a few actors in it and a camera

the ui collection would be rendered on top of view of the 3d worlds camera.


texts: How to fix stretching issue with Image Mapping?

texts:
I'm having trouble of trying to fix this as I'm still new to Image Mapping, does anyone know why stretching happen? I'd be very grateful for someone to help as I've been stuck for several hours on trying different ways to solve this.

This is what I was expecting it to be but when it comes to the bottom part or upper part, the texture starts to stretch

Here's the screenshot of my issue as I've pointed an arrow for clarity, the nodes I've used can also be seen here.


texts:
say, an animation clip has one piece animated, which moves along one axis, but keyframes will be created for other two axes too. should i delete those?

example: should i delete keyframes in red box, blue box or should i not touch anything at all?

//edit: does having these affects performance?


texts: How do I create a material for Batman's cape? I have already tried a black diffuse shader, but it is not good. I need some lights highlights so I tired glossy, too much highlights. So I made roughness higher, still bad.


texts: I can't seem to import a model that I downloaded from the internet

texts: I know about User Preferences. I know about enabling the different file formats. What I don't know is why I am not seeing any model in the viewport despite using File-Import-Wavefront(.obj)...


texts: How to slide some vertices along a slant, until it lines up vertically with another vertex

texts:
I started out with the default cube. I went into edit mode and moved the two top, rear vertices up a bit. That's the two positioned in the positive Y-direction. Go to face select mode and select the top face. Press E to extrude and drag up just a little. You now have a "birdbox" with a nice roof. I want to have that nice angle in the front end of the roof (negative Y), but I want to have the top, rear end (positive Y) of the roof aligned with the rest of the rear wall. Using S Y 0 on the two rear faces distorts the roof.

Normally when creating roofs like this I also select the front and two side faces (3 faces total) of the roof and use Alt E then Esc, Alt S, drag to create "overhang".

Is there a way to slide the top, rear end of the roof until it lines up with the rear wall?

This is just one example, but I find myself often wanting to either move or extrude until it lines up with other geometry.

The above example can be solved by creating a double roof (mirror) and then delete one half later, but that is not really interesting. I hope there is some modeling trick I have missed.


texts: Is it possible to make a non-animated rope for game engine?

texts:
I need a wire rope (cable) for my crane in BGE. Multi-segmented rope of capsule-shaped pieces as rigid bodies continues to stretch, pull apart, and deform despite my efforts. This rope will need to wrap around a winch, over a pulley, and down to a hook. A keypress activates the winch, reeling in or letting out rope, allowing the hook to travel up or down.
The rope doesn't even need to look like much...a straight line is sufficient, since it will be viewed from a distance.

Alternatively, a single line from the winch (Top of the crane on the right side) to the sheaves (Pulleys on the left, at the end of the boom) would work...IF there is a way to make a single line expand and contract the distance between the sheaves and the hook when the hook is lowered or raised. This would be a way to 'fake' the look of the rope.
Any ideas would be greatly appreciated.


texts: After applying location, origin not at 0,0,0

texts:
Noticed this thing, wondering if its a bug of new blender(2.83.1).
After applying location (or all transforms for that matter) objects origin is not at the grid center, nor 3d cursor. Its fixable by just setting origin to cursor, but that's an extra step.
Here's a screenshot with all transforms applied and mirror modifier.


texts: How to re-link files which have paths that have become invalid (can't be found)?

texts:
I have a Blender project with planes with image textures on them, but the images aren't being loaded. I'm pretty sure I have the images as well, but the person who uploaded all this apparently didn't keep the original folder structure. Where can I see (or edit) the file location for the images?

Note that I'm a new user.


texts: Save PSD (or TIFF) with passes as layers?

texts:
I wonder if there is any way in Blender for saving render results in PSD (from what I can see it is not supported) or TIFF file with layers from passes (for example refletion pass, object id, material id pass and so on)?
I know that it can be done with compositor, but the problem is that I`m looking for a fast workflow for hundreds of files and in general I need to put all those passes into photoshop layers anyway. So struggling with compositor is not an option for me.


texts:
How do I join this two arcs in a way to connect the vertices (a vertice that connect and join these two objects). (on top and bottom).

(zoom of the picture on the top pf the object)


texts: Baking Textures Results in Completely Black Texture

texts: I'm following Dikko's tutorial for baking UDIM textures (https://youtu.be/G7ZNLJMEn0Y) because I want to bake a multiresolution sculpt's details, with the use of a material, into a diffuse texture for UDIMs, but every bake attempt results in a completely black image. I am using Blender 2.9.0, using 4 levels of subdivision for the multiresolution, 16 samples in Cycles for rendering, world light for lighting, I recalculated normals, selected the appropriate UV map and selected the UV input node + image texture node in the material editor to which I want to bake. Why does Blender still bake black textures like the one on the upper left?


texts: Is it possible to render a single image on multiple machines (split the render load)?

texts: Since rendering breaks up an image into separate chunks for each thread, would it be possible to offload some of those threads into the network and have other machines do the work?


texts: How to display a text value in the 3dview that shows the value of the width in the bevel modifier while I'm changing it?

texts: I wanted to draw a text value on the screen when I change the value of a modifier, for example I need the value of the solidify thickness to show up on the 3d view screen.


texts: Help with smoke simulation scaling and appending

texts:
I am putting together a preset pack of different types of smoke simulations (explosions, candle flame, after burner, exhaust etc... )

I would like the user to be able to append any of the smoke scenes to their scene. The only problem is if their scene is not to scale, when they resize the smoke sim to fit their scene it will drastically change what it looks like.

Is there some sort of Simulation scale feature they can use?

Or can anyone think of a creative way to help the user be able to scale the smoke sim and have it look the same at any scale?

Here are some examples:

Let's say this is the original sim that I always want it to look like.

This is a brand new blend file with the smoke scene appended, with the smoke sim copy and pasted to the new scene and scaled down (or up doesn't matter), the scaling has NOT been applied.

This image is the same but WITH the scaling applied.

In these examples there is not much of a difference between the NON-applied and applied samples (but even between these there are differences, especially with some of my other sims).

I understand that the scale affects how the smoke looks. The solution I am looking for is to have my original smoke sim to look the same no matter what scale the user uses.

I am using openVBD.


texts: Change property of a set of multiple objects with python script

texts:
I am assigning a landscape's LoD models, of which there are about 100, and I need a way to change the value labeled "Distance" for all of these objects.  The naming convention for the objects I want to modify with this script is X##, where X is a letter and ## is a two-digit number.

Pretty much this (in pseudocode because I can't do Python for the life of me):

if name_of_object has 3 characters
   set bpy.data.objects["name_of_object"]LodLevel.distance = (some number I enter in)


texts: How to render video with sound? (VSE has audio)

texts:
I am having an issue where my audio is not being included with my final video file. Online it says to make sure there is an audio codec. So I have selected MP3 with my MPEG-4 video encoding. Still, it won't render with sound. The sound in the VSE is perfect.

What seems to be the issue? How do I render video with sound?

If it helps to know, I selected 9 FPS for the frames per second. This has not affected the VSE audio/video sync, so I would think that's okay.

.blend file


texts:
I just want to know if this osl file, for a 3ds max, works in blender cycle.
 link: http://www.racoon-artworks.de/?p=773
 osl:http://www.racoon-artworks.de/DownloadableScripts/ParallaxOcclusionMapping_v001.osl
tutorial:https://learnopengl.com/Advanced-Lighting/Parallax-Mapping


texts:
After importing a file, the resulting mesh is covered in pink and blue hair looking lines.  I'm not sure why this happens and would like to make them not visible so I can actually manipulate the mesh... Any help would be appreciated.

[

Please see this link


texts:
I'm trying to render a sequence in the video editor but the textures disappear when I go into the video editor and add the strips I need. I'm in blender render with the strips on the bottom track

Has anyone encountered this? If so, how did they fix it?


texts: How to flip normals with python in blender game engine?

texts: Is there a way to flip or change the normal vector of a face using python in the blender game engine?


texts:
Is it possible, without adding vertices to the model, to more accurately shape the uv of an object to match the curvature of a texture?

Example


texts:
I just finished the walking cycle for a Horse inspired model and tried to apply the Follow Path Constraint which caused a weird behaviour:
The armature follows the path but the mesh stays put, deforming more and more as the armature moves away from its starting point...

What am I missing?


texts:
I have stumbled into another problem. For some reason, the camera or the rendered image will come out like this 3D (blue and red) imitations which I never intended. What can I do to fix this issue?

https://www.dropbox.com/s/ib034p3w8qs3hqk/OutHausBackground.blend?dl=0


texts:
I have made a model for 3d printing, I knowthere are some checks I need to do in order to have a good print, but I cant find a place where to see all the bullet points to check.

Is there a page or document where i can see all the things i should have in mind when sending a model to print?

Thanks.


texts: How would I texture this lamp, especially the lamp shade?

texts: How should I texture this lamp so it looks like this?


texts: In Blender 2.80, you have options now to set a file template with it's own set of workspaces. Is there a way to rename, or better yet create a new file template?


texts: Ceil or floor keyframe's time with blender API with python

texts:
I would like to ceil or floor all the key frames of an object in a manner that happens when you drag and drop them slightly in the Blender UI. Example images of what I mean:

Then I drag and drop the keyframe of one (all are selected, so basically all) slightly to left, and it floors them to:

This is exactly what I desire, but I would like to do this programmatically with Blender API. I wonder if there a simple way to do this, given that the frame rate is set for example to 60fps? I tried removing extra interframe keyframe_points from fcurves, but without success.


texts: Startup script to reduce primitive vertices no longer works in Blender 2.80

texts:
I don't like to always have to reduce the overly high vertices count on the primitives (no, really! 32 vertices for a circle which I'll subdivide a couple times anyway?).
Therefore, I used this script for a while to get rid of that.

# To be saved in
#    scripts/startup/
# with a .py file extension.

from bpy.props import IntProperty
from bpy.props import EnumProperty
from bpy.types import (
    MESH_OT_primitive_circle_add,
    MESH_OT_primitive_cone_add,
    MESH_OT_primitive_cylinder_add,
    MESH_OT_primitive_uv_sphere_add,
)

# Circle (12 vertices, no fill)
MESH_OT_primitive_circle_add.vertices = IntProperty(name="Vertices", default=12)
MESH_OT_primitive_circle_add.fill_type = EnumProperty(items=[('NOTHING', 'Nothing', 'Tooltip'), ('NGON', 'Ngon', 'Tooltip'), ('TRIFAN', 'Triangle Fan', 'Tooltip')], name="Fill Type")

# Cone (12 vertices, no fill)
MESH_OT_primitive_cone_add.vertices = IntProperty(name="Vertices", default=12)
MESH_OT_primitive_cone_add.end_fill_type = EnumProperty(items=[('NOTHING', 'Nothing', 'Tooltip'), ('NGON', 'Ngon', 'Tooltip'), ('TRIFAN', 'Triangle Fan', 'Tooltip')], name="Fill Type")

# Cylinder (12 vertices, no fill)
MESH_OT_primitive_cylinder_add.vertices = IntProperty(name="Vertices", default=12)
MESH_OT_primitive_cylinder_add.end_fill_type = EnumProperty(items=[('NOTHING', 'Nothing', 'Tooltip'), ('NGON', 'Ngon', 'Tooltip'), ('TRIFAN', 'Triangle Fan', 'Tooltip')], name="Fill Type")

# UV Sphere (24 segments, 12 rings)
MESH_OT_primitive_uv_sphere_add.segments = IntProperty(name="Segments", default=24)
MESH_OT_primitive_uv_sphere_add.ring_count = IntProperty(name="Rings", default=12)

I hardly put it together by gathering sparse information here and there.

And it worked great, until Blender 2.80 came out.
Now, due to heavy API changes it no longer works.

I'm banging my head through the web in search of information, but it seems to be very a well kept secret.

Hopefully, this topic is of some interest for someone else.

Update

I found these instructions to work in the console:

# Circle
bpy.ops.mesh.primitive_circle_add(vertices=12, fill_type='NOTHING', enter_editmode=False, location=(0, 0, 0))

# Cylinder
bpy.ops.mesh.primitive_cylinder_add(vertices=12, radius=1, depth=2, end_fill_type='NOTHING', enter_editmode=False, location=(0, 0, 0))

# Cone
bpy.ops.mesh.primitive_cone_add(vertices=12, radius1=1, radius2=0, depth=2, end_fill_type='NOTHING', enter_editmode=False, location=(0, 0, 0))

# UV Sphere
bpy.ops.mesh.primitive_uv_sphere_add(segments=24, ring_count=12, radius=1, enter_editmode=False, location=(0, 0, 0))

But they do not set the properties for the primitives.
Instead, they draw them immediately.
And this would be even worse: having to delete 4 primitives each time you load a new file.


texts: Near bezier curve nodes affected when moving a node

texts:
I have a simple bezier curve. When I move one of the nodes the other nodes near it move too (like I had proportional editing but I don't!). How can I turn this behaviour off so only the node that is selected is moved when I move it? The nodes are not even tracking to each other.

No proportional editing, no modifiers, no constraints. Just a simple bezier curve. Here are the settings of it:
https://i.imgur.com/3surjuX.png or http://i.imgur.com/3surjuX.png

First image below proves that the nodes are not lined up to other node:
https://i.imgur.com/exoNC4p.png or http://i.imgur.com/exoNC4p.png

Second image shows what happens when I move a node, the other node in the pic sort of rotates towards it:
https://i.imgur.com/2Ay6FVD.png or http://i.imgur.com/2Ay6FVD.png


texts: Automatic Weights doesn't work well on a cloth simulation mesh, but works perfectly on a handmade one

texts:
I have created a mesh using a cloth simulation and sewing, after I applied it, I merged all sewing points and applied an armature deform using the auto weights. It works badly, like this:

After trying everything I decided to try the auto weights with this armature with increasingly more complex meshes until I ended up replicating the mesh manually (magnet + extrude + F) so that I have the exact same mesh, and I applied the auto weighting, and now, it works much better:

Both meshes are the exact same and still, the auto weights work badly on the first one: why does this happen? Is there some king of atribute in the original object which is disrupting the auto weights system?
Thank you for your help!


texts:
After I exported my animation as an avi file, I came back to Blender to do some tweaks on my animation only to find the keyframes for the armature have completely disappeared. When I put the strip into tweaking mode from the NLA, the frames still do not show up in the action editor. The armature still follows the animation that I made; it simply happens to be that I cannot interact with it in any way, even after opening and closing the file multiple times.
Frustratingly still, the keyframes for the camera movements that I have are still visible and editable. I don't understand why one of these is perfectly fine and the other is completely intangible.


texts:
I am a beginner in blender and I made a quick animation of an object that does not move and the camera pans around it. When I press the play button in the camera view, it pans around fine. But when I render it, all the frames are the same. Every object is there and all but the camera does not pan. Please help as soon as you can.

http://pasteall.org/blend/33664


texts:
So I'm creating roads for my game.
When I create 90 degrees turns with the Spin tool, the road spin perfectly and everything, the only thing is that the texture gets stretched out, and I was wondering how I could fix it by saving time. I know how to fix it if I take 2 verticies and straighten them up and doing this with all the others, but I was wondering if I could save time by doing this.

Here is where I want to start the UV mapping :

http://prntscr.com/fesnhl

Any short-cuts or anything I could use to do this fast and easy ?


texts: Changing the name/icon/function of menu/pie menu/panel with a condition?

texts:
for example in this pie menu below

import bpy
from bpy.types import Menu

class Pie_menu(Menu):
    bl_label = "Some Pie Menu"
    def draw(self, context):
        layout = self.layout
        pie = layout.menu_pie()
        pie.operator("wm.call_menu_pie", text = "Some Other Pie", icon = "RIGHTARROW_THIN").name="Pie_menu"
        pie.operator("mesh.primitive_cube_add", text = "Some Operator", icon = "BLENDER")
        pie.operator("mesh.primitive_cube_add", text = "Some Operator", icon = "BLENDER")
        pie.operator("mesh.primitive_cube_add", text = "Some Operator", icon = "BLENDER")
        pie.operator("mesh.primitive_cube_add", text = "Some Operator", icon = "BLENDER")
        pie.operator("mesh.primitive_cube_add", text = "Some Operator", icon = "BLENDER")
        pie.operator("mesh.primitive_cube_add", text = "Some Operator", icon = "BLENDER")
        pie.operator("mesh.primitive_cube_add", text = "Some Operator", icon = "BLENDER")
        pie.separator()
        pie.separator()
        other = pie.column()
        gap = other.column()
        gap.separator()
        gap.scale_y = 7
        other_menu = other.box().column()
        other_menu.scale_y=1.3

        if len(bpy.context.selected_objects) == 0:
            option = "option if nothing is selected"
        else:
            option="defaultoption"

        other_menu.operator("mesh.primitive_cube_add", text = option ,icon = "BLENDER")

def register():
    bpy.utils.register_class(Pie_menu)

def unregister():
    bpy.utils.unregister_class(Pie_menu)

#if __name__ == "__main__":
    #register()

    #bpy.ops.wm.call_menu_pie(name="Pie_menu")

there is a button with different functionalities, name, icon, (here its just the name) depending on a condition.

it work fine if i register this addon from the script, by removing the three # at the end and Running the script, but as soon as i register this as an addon, its not working anymore. Why ?

also in this same idea, how can i put a vaiable like that not in a form of a button but a simple text ?


texts:
I'm doing an outline effect in blender cycles using a displacement modifier, duplicate mesh, and the backface option on a geometry node.

Here is a picture of my set up:

The displaced duplicate mesh is placed directly on top of the original mesh. The original mesh has a red transparent shader, but isn't transparent at all.

How do I get it so that internal mesh becomes transparent? Any advice would be appreciated, thank you.


texts: How can I get my texture to show in render?

texts:
When I switch to render view, the texture doesn't show on the model. It only appears as black. It's happened with other models like this before. What should I do? An image and the file are below.

https://www.dropbox.com/s/6bl65ygek9dfy1k/Grievous.blend?dl=0


texts: When I rotate A mesh, B mesh will rotate too, but I don't want it, how can i do?

texts:
I made 2 mesh（cylinder.001 & cylinder.000, separate mesh）, the inside mesh is made by duplicating the outside mesh. After that , when i rotate one of the 2 meshes ,the other one will rotate too. I don't know why? how can I cancel the link between two meshes?

Hope someone can help me to solve this problem ,thanks


texts: Does blender have a UV relax like 3ds max: so it relaxes the entire UV island with the border vertices including ( Minimize stretch doesn't effect the border vertices)?


texts: Movements done in script do not show in game view

texts:
I am attempting make change spatial properties of a cube by using a Python script which is triggered by keyboard logic. After pressing W the following script gets executed:

import bpy
import mathutils

Cube = bpy.data.objects['Cube']
Cube.location += mathutils.Vector((1, 1, 1))

print(Cube.location)

As seen on the console output in the screenshot, the cube's location gets updated correctly, but in the game view nothing happens. Whenever game mode is exited, the cube is suddenly at the location that the script has placed it.

Am I overlooking some setting or connection here? Using the keyboard modifier to simply change the cube's location in the logic bricks does work, but using a script which changes the location has no result in the game view.


texts: texture-displaced mesh with another texture for color

texts: I am using BlenderGIS for GeoTIFF mesh import (DEM as displacement texture / subsurf) and would like to further add aerial photo to the mesh as another (RGB) texture. GeoTIFF data and the photo are alread aligned. Is it possible to define a second texture on the object which would be used for coloring the surface and retaining the elevation texture used for displacement? I am fairly new to Blender and even searching around here did not give me an asnwer. Thanks!


texts:
I am trying to upload a model to Sketchfab and I always lose the texture.  I have tried uploading a .blend file directly, as well as exporting to .OBJ and uploading to that.  In both cases, the model is not maintaining the texture / coloring.

Any idea what I might be doing wrong?

Thanks in advance.

Edward


texts: In the 3d viewport I am using a border region to only render things inside the selected region. I did this with CtrlB. I cannot get rid of the region. How can I make the border disappear?


texts: Error, region type missing in..? What is this?

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Keep getting this error message amd would really appreciate your help.

Any idea what this means?

I've edited some of the original code, changed around some of the parameters such as changing the name of the objects. I don't know if that had an effect?

If it did/would, vaguely what can I do to ensure this error message doesn't keep propping up.

Any suggestions? Thanks.


texts: How to create concentric circle ripples in an upright emissions image plane, in cycles?

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I would like to create a concentric circle ripple effect in an upright emissions image plane.  I have already tried a haphazard method using an invisible torus and sphere, and making the image plane a pinned cloth, which has created a modest ripple.  I have a screencast video of this but I am currently not sure how to imbed the video in this question, and the ripple really is not even noticeable in a still image:

Here is the setup:

There is a torus that becomes larger, and then a sphere is sent through the image which has a cloth modifier.

I was unable to figure out how to use displace modifier, wave modifier, or fluid to achieve a good effect.  But i am sure there is a better way to do this, possibly using nodes.

I would prefer if the edges stayed within the original confines of the image, but this is not 100% critical.

The ripple could be 3D or 2D (some kind of image disruption using nodes, or maybe something I know nothing about yet!).  I am interested in any possible solution!!!  The more I can learn, the better.

EDIT:

The difficulty here is making the ripple visible on an emissions image plane, from the front.  The 3D ripple would have to be at an outward angle to obscure the image as the wave expands, or it would have to stretch the image visibly as it moves outward...and be visible from the front!  Right now the wave modifier is not visible from the front even at its most extreme, but perhaps there is a way to make that work, and I am not aware of it yet!

Thank you!


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I have a small issue when trying to merge two objects together

I am trying to add the following selection...

to be part of the rest of my mesh by using CTRL +J, see below...

However when I do, it splits the first selection in half, see below in yellow. Is this because the first selection no longer has a mirror modifier applied?

On a slightly separate note, when I used shift/click to select both objects - shouldn't the first selection still have a darker outline? (see above second image, showing no outline...)

Many thanks


texts: Why doesn't Bendy Bones' Easing property work in pose mode?

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i was just familiarizing myself with the new Bendy Bones to plan a rig when i ran into this problem. ...gif below. it's unlikely that i caused it, cuz what you see is a really simple setup and the problem persisted every time i recreated the setup: add a bendy bone, add a mesh, weight. it's disappointing - i could really use that property.

edit: what i mean is that it's not affecting the mesh like Curve XY Offsets or Scale :]

however, you can see on this youtube video: https://www.youtube.com/watch?v=nQCo2AGRT6o, it actually works as it's supposed to. he's using 2.77.1 and i'm using 2.78.


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How can I sharpen this subsurf (without creating a separate object and parenting it to the current one)?
I'm trying to model this tank :p:

What I tried:
Adding loop cuts to the mesh but they cut vertically creating ngons (I only want the lower thread "fenders" to be sharpened).
Increasing the crease creates an ugly, broken, deformed mesh.
Is there a better way than creating a separate mesh and parenting it to the current one?
Right now, I'm insetting the lower faces of the fenders and extruding them; the end result is an extruded elliptical plane.


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So I made a 3d model of a sword, and when I try to render it, the program automatically smooths everything out.

Basically, I looked around online, and made sure everything smoothing related discussed there was turned off, and they all were, what should I do?


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I'm new to blender and I want to create more things with the fluid simulation but it's not coming out like a faucet, instead it comes out in these globs is there a way to change this?

P.S: I also noticed that whenever I increase the resolution of the final the amount of liquid that comes out of the inflow decreases is there also a way to fix this?


texts: "Assign" one image to multiple faces no longer working

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Up until recently I was able to select multiple faces of a mesh, even faces with different images selected in the UV/Image Editor tab, and select for them  them a different image all at once by selecting that image from the linked image dropdown.

Right now if three selected faces have three different images "assigned", I have to go to each one and change it to the new one instead of all at once.

Is there a setting I accidentally changed to make it work like this?

Edit:


texts: How do I get Cycles to use GPU on a linux server?

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Inspired by this question: Enabling GPU rendering for Cycles?

I have access to a Linux server that is equipped with GeForce GTX TITAN X. Now Cycles still renders everything with CPU. How can I get it to exploit the GPU?

Since I am talking about a Linux server, I guess there are two steps towards this goal:

How to get the GPU ID or identifier with Unix commands so that I can refer to it in Blender?
How to use Python to enable GPU computations?


texts: Why do I get a 'context is incorrect' error when trying to use Python `bpy.ops.nla.tracks.add()`with the NLA?

texts: I am trying to use bpy.ops.nla.tracks.add() but I get this error:


texts: How are bpy.data.node_groups linked to the node_tree?

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NodeGroups

How are bpy.data.node_groups linked to bpy.data.materials.node_tree and what are the NodeGroups used for when the inputs there are also available bpy.data.materials.node_tree as there will be a "Node Group" node of type GROUP.


texts: How do I extrude a vertex group in Python, the same way that the 'E' shortcut does it

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Been smashing my head against this all day. When I select a vertex group and press E on the keyboard, I am able to extrude the selection to a locked axis/direction that is in line with the geometry.
How can I do this in Python?
I made a quick video: https://www.youtube.com/watch?v=f5fW5Ug2ZPU&feature=youtu.be