texts: Bone controlling eye texture movement not moving straight

texts:
I have no idea how to phrase the question, sorry for that.

I'm completely new to blender, I've followed this tutorial to a T to create a bone that controls the movement of a texture (in this case the eyes, as I have a cartoony anime style head and spheres don't work with their shape) and it works exactly as it does in the tutorial, but I'm having a problem with the eyes not moving "straight" together horizontally - they move almost along a curve. Vertically they seem to move fine.

This appears in the tutorial as well however it isn't addressed. Is there a way I can make the eyes follow the bone exact rather than how it follows above? (and yes the eyes move in the opposite direction of the bone.. I tried to fix this as the person in the video did but for some reason it doesn't work.)


texts: I don't want to render from the Video Sequence Editor

texts:
As soon as I have a strip in the Video Sequence Editor it renders from that.
How can I choose between rendering from the Video Sequence Editor and rendering the actual Scene?


texts: I have two layers that have a purple circle around the visiblity "eye" icon in the outliner.  Every time I hit undo, these two purple layers re-appear.  How do I mark them as un purple?


texts: Exporting from blender to Marvelous designer?

texts:
I have a character with an animated armature.
I want to export it to marvelous designer5, with animation.
What would be the right process?


texts: How to cancel Constraint "Track to" for a specific keyframe

texts: So I'm having my camera follow my spaceship around and at the end of the scene I want it to stop. On that keyframe, I want it to stay at the view it was positioned at before I cancelled it but when I do, it just goes wherever and I have to manually position it, which doesn't get too good of a result and looks funny when I put the image strip in video editing.


texts:
Being relatively new to Blender and 3D modelling in general, I recently made a low-poly female character using video tutorials by PXstriker (Linked below). The model itself is made using the mirror modifier, as to only need half the work.

After I started rigging and posing this model, I noticed that the model rips open at the back, particularly near the legs. Whether the mirror modifier is applied to the mesh or not doesn't seem to make a difference.

Is this a normal problem using the mirror? I've looked around google and other tutorial sites, but nothing similar to the problem seems to be mentioned.

YouTube Channel Link: https://www.youtube.com/user/PXstriker/videos

Front view of the model:

Back view of the model, mesh is visibly opened whenever the legs are posed:


texts: Is it possible to determine the UI panel class that is parent/host to an operator when its button is clicked?

texts: I'm dynamically registering a variable number of panel classes, all sub-classed from a custom panel class that includes an operator. Thus all the new panel sub-classes contain a button that executes this common, ancestral operator code. When the button on one of these new sub-class panels is clicked I would like the operator code to be able to determine which of the panel/button instances invoked it. Is such a thing possible? My apologies if I've not described this very clearly. Basically I'm trying to recreate the same functionality as the 'X' button that sits in the header of modifiers sub-panels. In my example, the code behind the X button needs to know which panel class the clicked button belongs to in order to unregister the correct panel. Any advice is greatly welcomed and appreciated. Thank you!


texts:
I can't seem to be able to apply a texture to an extruded .SVG.

Note: How do I put an image texture on a material in Cycles? does not solve the question as it relates to an older version of Blender: there's nothing like a "grey dot icon on the right side of the Color selector" in my Blender version.

Here's what I do:
1) Import SVG and extrude

2) Transform to mesh (Mesh from Curve: Alt-C, 2)

3) Import texture file, and set texture coordinates as "View"

4) Set the viewport shading to Texture

5) Notice the the mesh does not get textured properly
6) Go to edit mode to check if something is weird
7) Notice that there IS something fishy

What am I doing wrong?
Thanks
AC

My materials look like this:

@cegaton:
This is how my blender looks like:

If I click on "New" this is what I get:

While this is what YOU see:

How can I do it with my GUI?


texts: World: Nishita (2.9) is too blown out and values don't work

texts:
I thought I had this figured out, but I guess not.
Here is my world settings for a little scene I mocked up:

Changing the Sun Elevation achieves nothing. In fact, adjusting most of these values does nothing. Even Sun Intensity. Is there some crucial node/checkbox I'm missing here?
Thanks for your attention.


texts: Vertices stand out of object while animating!

texts:
Hello blender community.
First, sry for my bad english, hope you understand it anyway.
Second, I have a problem animating my object.
Everytime I use the foot IK controller, my mesh deforms in a weird way.

Or when I move the whole mesh

I already tried weight painting but that doesn't change anything.
Can someone help me please?


texts: Using Animation Node to get modified mesh

texts: I'm currently using Animation Nodes to check a mesh and see if any vertices lie within that mesh. This all works well. However if I am doing an animation and modify an object using armatures only the original mesh is seen by Animation Nodes, not the modified mesh. The original object is parented to the armatures using "Armature Deform with Automatic Weights" . Is there a way in Animation Nodes to get the modified mesh into Animation Nodes rather than the original mesh.


texts: Can I display two language for ui in Blender at the same time?

texts:
Some of my students are learning blender right now, and English is not our first language, they prefer using Chinese for the UI.

And I know I can change the UI to the Chinese for them, but at the same time, I recommend my students to watch some awesome video tutorials on Youtube.

So, I try to find some way to display both the English and Chinese at the same time which will make my life much easier. And I think some features like displaying two languages for UI, can really help newbies to learn blender really fast, and this will be good to the blender community.

So, if you guys have any information that can help to do this, it will be great! And a big thank to anyone can help me~


texts: non-outlined mesh in Blender 2.92 shows up in boolean modifier

texts: There is an mesh in my Blender 2.92 file, which does not appear in the Outliner but somehow appears as a possible selection in a Boolean Modifier.


texts: How can I make a mesh copy the same shape of another mesh?

texts:
I know I have already asked a similar question before, but I just can't seem to achieve the result in such a perfect way.

Is there a way that I could have the green mesh transform its shape to be exactly like the shape of the grey mesh without losing any data or quality all around.

As you can see on the picture, the green mesh is deformed and I want to be the same shape as the grey one without effecting the quality of it.

Thank you for your help


texts: Is there any way to undo merging in blender?

texts: I joined two objects in blender by selecting them and pushing CTRL + J. I was wondering whether there is a way to undo that and separate those two objects again. ( CTRL + Z didn't work. )


texts: Can a Script node using OSL have a checkbox?

texts: I made a Cycles script node using OSL. Works great.  To modify what it does, is it possible to add a checkbox, like for example the "Clamp" checkbox in math nodes?


texts: Basically I am following a Ducky tutorial and for some reason when I try to use a Color Ramp with any texture connected to it, it doesn't recognize it and just acts as if there is no texture connected at all.


texts: Customizing the Rigify meta-rig, Constraints & Custom Drivers, what's the solution?

texts:
basically as the title says I am interested in two things:

How do I add constraints (Copy Rotation, TrackTo, etc.) to bones in the metarig, and then have them created/applied to/copied to the appropriate bone layers when you click the generate button.
Similarly, same for drivers. If I add a driver to a bone in pose mode on the meta rig, I see that it appears in the ORG layer when I click generate. How would I go about adding custom drivers so they appear on the appropriate working bone layers? Ideally for following this tutorial here: https://www.youtube.com/watch?v=LnsYKGDpBtQ I basically would prefer not to redo this if I need to make a change to the meta rig.

If there are some alternative solution or workflow to get the end effect, I'd be interested. I am tempted just to make my own rig, but some of the template subrigs like tentacle are very useful though, especially the IK/FK setup and that seems to be a pain to learn how to make.


texts: Is there any difference in mesh generated by Bool Tool addon vs default Boolean modifier?

texts: Let's imaging that I have two meshes and I want union/diff/intersect them. Probably the default way to do that is to apply a Boolean modifier. The other way is to use the Bool Tool addon. Will these two approaches always generate the same output mesh (if I apply modifiers)?


texts: I was messing around with blender and hit Shift+F and a little cross hair thingy popped and then I hit G and it was like I was playing some first person game what is the purpose.


texts: What is causing these black spots and how do I get rid of them?

texts:
What is causing the odd black spots and how do I get rid of them? Any ideas?

(Here's a picture of what I'm talking about circled in red)


texts: Active camera have a short view distance,how do I increase it?

texts: For some reason when I render or turn into active camera mode the mesh obj disappear as I move farther. I need help on how to increase that view range.


texts: How I can emit Hair particles In arranged ( Grid ) Way?

texts:
I want my hair particles Not To Be Placed in a randomly places as default In Blender but, To be placed in arranged Way (Form) .

Here Is My Problem  :

If know how To Solve this Problem
So Please tell me.THANKS


texts: Speed up Cycles Render: Only calculate whats visible to the camera

texts:
I remember reading an article not so long ago about a node setup to significantly speed up render times in Cycles by telling the engine to only calculate materials based on the portion of the object visible to the camera and not the entire object.

I think it was posted on the official blender page/ blender nation but I cant seem to find this information anymore.

Does anyone know where that article/video is? Does anyone else remember this?


texts:
I've made some simple cuts using boxcutter, but when I export as an OBJ and open up the mesh in octane, the mesh has some bizarre errors.
There are some triangular pieces of geometry jutting out where I beveled the cutter, and there is some remanence of another cutter, even though I applied all modifiers and made sure the changes were final and no longer live.

Any idea how to fix this, or do I just need to redo all the cuts and re-export?


texts: Blender lags with 40,00,000 faces in my Laptop with 8 gb ram ryzen 5 4600h cpu , gtx 1650. What must be the reason ? Is it my Ram?


texts: Remove individual instances in an array?

texts:
Hey guys

I'm somewhat new to blender and modeling in general.

I'm trying to find a way to remove some instances in this array without having to apply the modifier. I want to have just the twelve spikes (marked green) but still have the benefit of only having to edit one to change all of them.

Is there a way to do this?


texts: Mantaflow simulations causing strange diamond artefacts

texts:
I've create a fluid simulation with mantaflow and am rendering the FLIP particles themselves (no mesh). The simulation looks great (with a resolution of 96) but when it becomes quite turbulent there are strange "diamond shaped" artefacts appearing and disappearing sporadically.
You can see it here:

And it's very noticeable in video (in the center where the two fluids meet):

Is there a way to get rid or reduce these artefacts?


texts: Why is my rig showing up without colours?

texts: I'm learning rigify, and something that I can't work out is how to get the colours shown on the widgets. At present every widget that is not selected is black, and even when it is selected it's just the same cyan colour. I've probably checked a box that I shouldn't have, but I can't work it out.


texts: I broke the new Alpha (GP/sculpt/tablet)

texts:
I have no idea what's happening!
I did something a couple of days ago that broke 2.92.x and every new version since has the same issues.
I can no longer draw in Grease Pencil, it just makes one dot when I try to draw anything.
I checked everywhere to see if it wasn't some stroke mode, ALL setting are similar to the Okt22 version which still works like expected. Tried deleting all materials / layers.
Simple annotation Pencil also has the same behavior now.
Sculpting also no longer works. I can't drag/add/shape my mesh but I can somehow change the resolution if dyntopo is on and I go over it, but that's it.
Also I can't change the strength or radius boxes anymore, I can click them now and a value box pops up (needing keypress confirmation), it should be just click and go left/right, done.
So it's seeing the tablet, it's just very confused what to do with it?
I tried factory settings.
Also tried pointing Wacom menu to the newest Blender version, though I never had to do this, it always worked it out with new installs.
The Oct22 version doesn't have any of these issues, so it's probably not the Wacom/drivers (at least not for any Blender release up to that one), just the new ones.


texts: Using the False Color look in combination with the CDL Node to work on Wide Dynamic Range scenes

texts:
The color management for working in cycles can be enhanced to work with wide dynamic range scenes. The idea is to enable working with scenes containing values that exceed the conventional 0-1 range.

Instead of using the default sRGB display transform, the OCIO color management configuration and LUTS are replaced with those of the OCIO configuraition pack created by @troy_s

As part of the Looks available on the mentioned pack there is a False Color Basic look. It is designed to help visualize the intensity of scene referred values and how they will be converted for the final picture.

on the documentation is described as

  A false colour "heat map" of exposure.

To control the levels of those values, the use of the CDL node is proposed.

What is the workflow to use that tool, in combination with the ASC-CDL node?


texts: Reducing noise in interior Scenes caused by many lights using Cycles

texts:
As mentioned in the title of this post I am just struggling with the noise in my render result. I am not talking about fireflies, I am talking about actual noise.

I read a lot about how to improve the result by increasing the amount of samples and stuff, but for the following result I already sampled the image 2500 times.

As you can see, the scene is quite simple. I modelled a room with multiple spotlights in the ceiling.

In full resolution I have a lot of noise in the darker areas, even after 2500 samples.

The target of the project is to make 3-5 sec camera animations, that lead from one hot spot in one room to another (the showroom isn't finished yet btw).

This image took me about 12 minutes to render on renderstreet. And regarding the finished project, it would take me about 74 hours to render only one animation with this noisy result.

So my question is, how can I get a cleaner result with less samples, so it will render faster?

I added my .blend file for you to download. I deleted the glass stuff in the middle of the room because I want my client to be anonymous).

http://www.file-upload.net/download-9405390/main.blend.html

Thanks in advance!
-Marten


texts:
Been struggling with this for a couple of days now and can't seem to find any answers online. Lots of people claiming to have solved the problem but still getting many problems trying to render in eevee.
My process is as follows:
Open new file,
create circle with ngon,
apply quick smoke to circle,
change domain to adaptive,
change circles flow type to fire,
Enable volumetric lighting (enabled by default)
That is literally it. It renders perfectly in solid view but in eevee it only shows the smoke. Tried this on two machines with the same result. I did manage to get it to work once by playing with settings but then it seemed to trip up somehow and stopped rendering. After searching online this seems to be a very frequent problem for a lot of users so seems like something has to be up with it.
I have tried it on version 2.82 and version 2.83.4. My home build is as follows:
windows 10 pro
32gb ram
Nvidea 2070 rtx
intel core i7-7700k cpu


texts: I have a problem in rigging (rigify), it happened in face bone deform. In edit mode it looks normal, but when I switch to object/pose mode wierd thing happens. any suggestion?


texts: How to create a 3D figure with turtle graphic style commands

texts:
I'm new with Blender and I want to know if Blender has some "Turtle Graphics" style box.

I mean: the old Logo programming language used some commands like:

SETX=100 (put the cursor at X=100),
SETY=100 (put the cursor at Y=100),
FORWARD 45 (move the cursor 45 steps forward),
RIGHT 90 (change the forward direction to the right, 90 degrees)`,

etc.

Is there something like this in Blender?


texts: Render Preview in Blender Shows Hair as Transparent

texts:
I'm sort of new to Blender, and I'm having a problem where I want to render a free hanging tress of hair but the tress appears almost transparent against the HDRI background. The ends also look wispyv and thin.
Is this a result of a setting in the particle system being wrong or in my material. I attached an image with the material preview and the 3D view port. Thanks!
Some more info:
There are 4972 fibers, 4.00 hair length, and 500 children
In Cycles Hair settings: size=-0.4, root=0.7, tip=0, close tip
enter image description here


texts: How to make a specific area of a soft body behave like rigid body (or vice versa)?

texts:
Is it possible to make a part of a soft body mesh behave like a rigid body without pinning the vertices of the object? For instance, following this answer I painted some of the vertices of the soft body object and set the soft body goal to the painted vertex group. However, this will make the object immovable and instead of the whole object, gravity will only affect the unpainted vertices. This affect could be shown better if the object weight is set to a high value. The main issue here though is the pinning; I do not want the object to get pinned to the painted vertices. Here's a gif depicting the issue:

Instead, I would like to make some parts of the soft body behave like rigid body without having the pinning behavior. In other words, I would like to vertices' weights somehow make the springs between vertices become pretty stiff so that the entire object will still fall down due to gravity but the weighted vertices won't move.

So I wonder if you guys know a way of achieving what I want with weight painting? If achieving this with weight painting is hard, would it be possible to simply assign soft body to some of the vertices of a rigid body instead?\

Here's a .blend file that you can begin your work with; I used Blender 2.79b for this work:


texts: Need Help figuring out Autimatic Weight Painting

texts:
Working (slowly) on my first character rig.  In Blender 2.79 I was able to generate a rig using the Rigify Cat(Meta_Rig).  I added thumbs to each paw by copying the adjoining finger.  The wing bones were added with the basic_super.copy from the Rigify Buttons in the Metarig properties pulldown.  After a bit of trial and error Rigify generated what looks to be a usable rig for the figure.  Time to move on to weight painting.  I would like to use Automatic Weight Painting to start out, though I know a lot of hand painting will also be needed to get it all working right.  Grabbing my main mesh and then the metarig in Object Mode before hitting Ctrl-P and selecting With_Automatic_Weights generates the error Error "Bone heat weighting: failed to find solution for one or more bones".  Checking everything in the mesh I can think of I'm guessing it might have to do with the wings being outside the main mesh.  I understand it should be possible to apply Automatic Weight Paints from a few bones to the mesh at a time.  Say a leg or the spine.  After several days of reading files and watching tutorials I am only more confused than when I started and do not even have a start to a weight map.
Any help that can be offered will be much appreciated.

BLEND FILE


texts: Network Render appears to only use one slave at a time

texts: Blender 2.76rc3, I setup a single master, 6 slaves and one client. The processing properly distributed jobs across the slaves, however only one task is active at a time. When one slave completes another usually gets the next chunk. So there are never more than one active slave processing the task. Is it possible to have all slaves active processing portions of the render job? I may have missed something in the configuration or setup? Thank you.


texts: How to easily add cloth seam channel to a model

texts: Hi i made this tabi sock model but now I would like to know an easy way to add that seam like I did to the right, the right one is sculpted but retopology doesn't seem to work with such small seam channels at least with retopoflow. I tried knife project with a nurb curve but it just looks weird. I tried boolean which isn't like expected. Any help is much appreciated!


texts: Display popup of sculpt brush in a pie menu

texts:
Is it possible to display directly the sculpt brush popup using a pie menu?
If I add the template_ID_preview in the pie menu I have to click on it to display the popup, but it's not exactly what I want.


texts: Is there a Unity coordinate system export option?

texts:
I have created an animal-skull-like mesh in Blender.
In Blender, forward is negative Y.
This is what it looks like in Blender:

And this is what it looks like when I import the .blend file in Unity:

As one can see, the model appears upside down in Unity.
Once dragged into the scene, the model is rotated -90, 0, 0.
I guess this is some "hack" that Unity automatically applies to make it look well-oriented.
I have read about this problem, and the problem seems to be that Y is not up in Blender.
While it now looks correct, the rotation gives me headaches as I'm doing some calculations with it, and I expect a rotation of 0, 0, 0 by default.
I know that many people suggest to simply put the mesh into a container and work with the container only, but I would like to avoid this if possible.
I would like to ask if there is perhaps a special export option (for example for .dae format) that would make the model appear perfectly normally oriented in Unity without any rotation tweaks.
Thank you!


texts: Smoothing out surfaces obtained through displacement modifier

texts:
I'm inspecting ways to smooth things correctly in Blender. I've created this structure out of a cube and displacement modifiers applied to every side. As you can see, results bear some grid artifacts:

My question: is there a way of smoothing that out of the usual subsurf modifier?
I've used procedural textures over vertex groups to create displacement.
Maybe there is a way to obtain smoother geometry by using finer textures in the beginning...
I could resort to some smooth modifier, but there are three of them and the difference is not really clear to me...
Thank you in advance.

the .blend file


texts: blender color management and compositing problem

texts:
i have a question about color management in fusion:
what should I do if I have a blender render in exr, and I want to blend that with stock footage and pngs in srgb color space?
i know I should convert the stock footage to linear first then blend with the blender render. BUT after the compositing i have to convert the blender render to filmic srgb by adding the ociocolorspace node at the end, then problems appear, the stock footage seems washed out.  if I convert everything to regular srgb then the blender render is overexposed and oversaturated,
so what I usually do is convert the stock footages to srgb and blender render to fimic srgb separately then combine them in the end. that way I get the correct color. but the limitation is I can't do any complex blending between them. because they are all in the srgb space now and all the srgb problems will appears if I try to do anything to them.
so what should I do here?
thanks


texts: Color ramps with normals, 2.8 Eevee Style

texts:
See screenshot of my implementation

In the previous blender versions, I would often create a backlight effect by using a color ramp and normals modifier in the default material settings.

The idea is to create a backlit effect or in some cases a color-based-on-angle effect that you see in some car paints.

I believe it is judged relative to the camera, so I have been unable to reproduce this effect in Evee.

How is this implemented?


texts:
little help needed here if you don't mind?
So, in 2.79 I was very used to lasso selecting in edit mode - select, move, select, move etc.

But in 2.8 we now have a 'select' button and a 'move' button and I really haven't found a way to do both things at once in the seamless way I was able to in 2.79?

Do I really have to go all the way up to the top left corner of the screen and PRESS the select button, then go all the way back to the model (which is where I'd rather stay) to select it, then go all the way back to the top left corner of the screen again and PRESS the move button, then go all the....you get the idea?

In 2.79 I would hold ALT to drag a lasso around a bunch of verts then be straight back to moving those verts around, but in 2.8 I'm trecking all over the screen?

I know that personal work flows are very different and always hard to explain, but is anyone else feeling that the flow here isn't quite as fluid as in 2.79?

Cheers

Wayne


texts:
I was thinking of an idea to edit full HD videos in mediocre hardware. Firstly downscale entire video clips to a lower resolution eg. 640px. Edit and play around with these low res clips. Then let the computer repeat these on high resolution clips overnight (undisturbed).

This there such an option or is it possible using a python script ?


texts: how to remove a default menu in blender using python?

texts:
I'd like to remove some toolbar from the blender interface to simplify that for a potential customer, but I'm not able to do that using python.
I know that it can be set up as default saving all the settings in a startup.blender file, but it doesn't work in every PC.
For example, how to do the "Ctrl+space" over the "Layout" view with python?

My aim is illustrated in the following picture:


texts: How do I toggle the view between perspective/orthographic with out a numpad in 2.8?

texts:
In 2.8, I'm trying not to use the emulate numpad option since that replaces the [1,2,3] selection modes in edit mode.

So far the '~' pie menu is pretty quick for switching views, but there's no option for changing the perspective. It looks like the action still only responds to Numpad 5, is there no other way without emulating the numbers?


texts: How to make an object transparent in the viewport?

texts:
I would like to make one of my objects transparent in the 3D Viewport. When I look around I get tons of answers - all different, and some of them a lot more complicated than others and also older from versions of Blender. I can't get any of them to work. I just want the simplest way to make anything transparent; like descreasing the alpha channel or checking an x-ray parameter or something like that. Any ideas?
I tried bpy.context.active_object.show_transparent=True but I'm sure what it does, but it seems like what I want.
Here are some of the links I found:

Blender view-port transparent objects How to This illustrates the effect I would like and it is only a few simple commands, but I can't find the functionality he describes.

Show transparent viewport image (via script) - Very complicated and incomplete

https://www.katsbits.com/tutorials/blender/scene-view-alpha-transparency.php - Very long and comprehensive.

Material Opacity in viewport? - Just what I want, but I can't find the functions.

I also think I read something about an x-ray setting. But this might have been an addon. But that would be fine for my purpose.


texts: How to move points along their rotation in geometry nodes?

texts:
I would like to do something like this: randomly rotate points, place object instances, move points to new positions by a set amount BUT in the direction of current rotation, (and then repeat).
But I can't figure math needed to rotate the translation I want to perform.
Any idea how I can rotate translation (0.3m up along z-axis) using rotation information from points?
There is no Rotate Vector node in geometry nodes btw...


texts: What is the difference between a curve-based object and a mesh-based object?

texts: Is a cylinder that is created using a curve + extrude different from one that is created by mesh? I guess rendering would look the same, but what would be the difference when they are exported to obj files? Is it recommended to convert curves to meshes?


texts: Why is my camera irregular and how do I fix it

texts:
I need it to match the grid's width for a shot.
I don't see anything wrong with the render:


texts: Delete all materials on all meshes and only add one default material to all meshes?

texts:
I want to delete all materials on all meshes and only add one default material to all meshes? I tried the "Copy Material to Others", but it's not working.

I still have some materials somewhere. Like this in the box:

EDIT: OK, I got it now. The problem was, that some objects were hidden. So the "Copy Material to Others" didn't worked. When you open the file, then first press "Alt + H" to unhide all objects. Then do the "Copy Material to Others". Save file and open it again.


texts: Compositing Workflow/How to compose a render after restarting Blender?

texts:
I'm new to Blender (coming from C4D) and currenty working on an architectural visualisation like this:

The Image is a placeholder because I can't show the project.

I made three view layers

Clay Render
Texture Render
Freestyle Layer

After rendering I combined all the view layers to my final render and everything is fine.

After restarting Blender the render was gone.

Now I need your help:

How do I continue working on a composition in Blender 2.80 after restarting?
How do I save the Render with all passes and cryptomattes to work on
it later?
How do I compose multiple renders with the same composition node system? For example a different camera.

Normally I compose my images in Photoshop, but I want to try it in Blender, because it seems so much easier and quicker.

Thanks in advance!


texts: Blender is rendering all file formats with transpancy as boxes without the rest of the image

texts:
I followed this tutorial to render fire. But, for some reason when I render the images, any image format with transparency just shows a box instead of the image. I can render the image with a background, but not without one. Any idea what would cause this, and how I can fix it? I'm using blender 2.92 by the way.

It should look like this, minus the background.

Edit: Here's the blender file:


texts: Stop creating new collection if there is one with the same name already in the scene

texts:
I have a script that creates a new collection but if I run it again it adds a new collection named "Personal Collection.001" and so on, what I would like to tell to the script is that if that collection name is in the scene then don't make a new one.
import bpy

myCol = bpy.data.collections.new('Personal collection')
bpy.context.scene.collection.children.link(myCol) #Creates a new collection

for myCol in bpy.data.collections:
    if myCol.name == "Personal Collection":
        print ("Collection found in scene")

Cheers,
Juan


texts: I am using a Volume scatter node to get a foggy effect, but I get these lines showing up on the floor.


texts: Animating the camera's focus during a render with motion blur

texts:
From another perspective: "Focus tracking during exposure"

OK, so this is probably pretty obscure, but it looks like the motion blur system in cycles isn't taking into account camera focus over time.

[EDIT] Just to clarify, I'm using motion blur to refer to the renderer integrating over time. I'm not asking about an image space selective blur or approximation, but a physically accurate render and effect.

I haven't had any luck with either setting a moving object for focus tracking or setting keyframes in the distance field. In both cases focus does change correctly when moving between each frame, just not in a render with motion blur.

Attempting to focus track a moving cube (with a static one for reference):

Is there something I'm doing wrong or is this on the todo list?

[EDIT]
In regard to what this might be used for:

Case 1. You actually want to integrate objects transitioning out of/in to focus such as in this photo: Fireworks refocused quickly during an explosion

There may be none or little actual movement for the motion blur but changing focus during an exposure can add interesting effects. Here, I'm use the name motion blur to refer to integrating over time which is what the effect actually does, rather than literal blur from motion.
Case 2. You have a shallow depth of field (and still want the effect that gives), but you want motion blur of a subject moving perpendicular to the focal plane without the defocusing effects of Case 1. Tracking the moving object (with focus only and the camera remaining stationary) would give this effect. In doing so the background will not be blurry from motion, but may change focus a little.


texts: Adding 2 masks with (math Add) node gives strange result

texts:
I can't find a way to explain this problem. I'm trying to add two masks with the math node in the material editor. The picture should explain very well. As you can see the addition of the two masks makes a completely unreasonable result. I appreciate any help I can get.

https://imgur.com/a/lNdlo#bTjfVir


texts: How would I make a painted model glow? All the tutorials I've found only let basic materials glow , like making a blank cube glow, etc. Currently, I make my model glow by changing its material to Emission shader and Transparent BSDF, but in that way, my model is either completely dark, or glowing, but I can't find a way to keep the paint (ie the character's face)...


texts: how to have render layer only to render shadow catcher?

texts:
I have a building model with complete material and uv setup. Everything is fine, but now i want to render separate shadow layer. HOw can i have seperate layer which only turn on shadow catcher ? when i turn shadow catcher it will apply globally. Is it possible to have 2 render layer in sama scene where first layer render all object while the second layer render only shadow ? THe only thing i can do here, is to duplicate the project into another file just to render the shadow.

Thanks


texts: Selecting the Texture in Texture Paint Mode

texts: I added a shader and use 3 image textures which are combined with mix RGB. How to choose the texture I want to paint in the 3d viewport when doing texture painting?


texts:
Okay so I have a slight problem.

I can't figure out how to get rid of the animation panels? Please help, I'm quite new to blender so sorry if this is quite simple.


texts:
How can i set value of referenced variable but not the variable?
Hard to explain, here is example:
Var = bpy.context.object.pose.bones["Forearm.L"].constraints["IK"].influence #I saved influence into Var
#influence of that bone is 0.5
Var = 1 #But it didn't set to actuall influence, its just set to Var in code memory
#influence of that bone still is 0.5 but Var is 1 now


texts: When i Import an obj it imports far away from the origin

texts:
Title says all
how do i make it so the obj is imported to the origin, it was working fine yesterday...


texts: I want to make a bread shader so that it is darker on top than on the bottom. I know how to make color, bumps and everything else, I'm only interested in a black and white mask for mixing colors. Of course, I can use the usual gradient texture, but I want this transition to be less direct. So far, I'm not doing very well. I hope that I clearly wrote, you can see in the picture what I want.


texts: Yes, I know that I can google it, and I did. My problem is that I've opened files using Blender 2.78c so I can't copy previous settings. Tried the other versions of 2.78 as well but the option isn't there anymore. Is there anything I can do?


texts: Animated object-scale with another object for growing leaves on a tree

texts:
I like to animate a growing tree. I already done the tree trunk and branches via curves and a Taper Object (used Map Taper an Fill Caps). The leave growth I like to do via the object scale. Scale 0.01 to 1.

But the problem: The growth of the single leaves should only start when the branches reach the leaves. Is there a way using an object as a "activator" for the scale of the single leaves?

As an option I was thinking about using particles and Dynamic Paint. (Scale a Spehere as activator for the growing leaves).

But is there a way to do it without a Particle System too?

Some suggestion would be great! Thank you for any tips.


texts: Rendered frame doesn't match what is shown in rendered viewport

texts:
There is 1 single frame out of a 1500 frame animation where the rendered image doesnt match whats happening in the scene. every other frame looks fine and is working as expected. As a result there is a noticeable stutter due to this 'dodgy' frame. I cant work out for the life of me what is causing it.

The frame just before it looks fine and so is the one after.

what ive tried:

disabled rendering on all objects and re-enabling them one by one to see if there were any overlapping geometry or object.
checking the graph editor for any mistakes in the animation of objects.
restarting blender multiple times.

So as i was writing the first part i tried to see what was going on 'behind the scenes' and i discovered something which makes me scratch my head till my scalp falls off.

The following renders are from the exact same frames as seen above but from the view of a different camera. ill let the images speak for themselves...

What you see in frame 451 actually occurs to frame 452 aswell but its flipped vertically.
The rectangles are emissive on one side and the backface is set to no material so it cant reflect or absorb any light.

And you'll just have to believe me when i say that everything looks normal in the rendered viewport. I can provide screenshots of the rendered viewport if you want proof.

edit 1-
Here is a screenshot which hopefully displays most of the info about the scene.
I believe it may be something to do with the way i animated the rectangle to spin. Its just supposed to rotate around the Y-axis at a constant rate. If my guess is correct i would still like to understand why this happens?

this screenshot should show that there are no modifiers on either light source and that the rendered viewport displays the image correctly. Rendered image is of frame 451

Many many thanks to any replies.


texts: Hey guys i am building a city and i want to make a loopcut into every single building from the bottom in the exact same point! Lets say i want every building to have a loopcut at 3 m from ground ...do ihave to do it in every building manually or there is a quicker way?


texts: Extrude Region (Vertex Normals) stopped working properly

texts:
in one file i used to be able to create bulky pieces like these

by applying extrusion along normals on the loop of faces like that:

at some point in started working like the regular Extrude Region, giving results like these:

also, as you can see, creating new object in the same scene does not help, only creating new file does.

link to the file: http://www.pasteall.org/blend/43119

i would like to know how to restore the usual functionality and what i might have done to cause this.


texts:
I tried to search similar topics to no avail. I am a fairly new user to blender. I have been using and learning the program for 4 months now.
Blender has been horribly slow to the point that i can get no work done, I simply get the spiral of death until I have to quit the program.
below are some of the things I have done to help or might have caused this.
I had another issue with a program so I updated that program and went from Catalina to Big Sur on my Macbook. Not sure if this upgrade effected blender. Has Big Sur been ok for others i thought about trying to go back to catalina.
I uninstalled and re-installed blender - no help
I went through my computer and freed up more hard drive space and I checked the status monitor and I have at least 6 GB of Ram not in use
I use adobe lightroom, photoshop, illustrator and indesign alot and I have had no problems. Since I began blender no problems untill recently
my computer is a macbook with 90 GB left on the hard drive; 16 GB of Ram; a NVIDIA GeForce GT 750M 2 GB and a 2.3 GHz Quad-Core Intel Core i7
I am running blender 2.91
I usually find my answers through searching the forums but this has me very perplexed.
Than you for any help or suggestions
David


texts:
When using displacement modifiers, you can use the resulting mesh normals of the first displacement as the base for the second, such that the end result is a 3 dimensional displacement.
For example, these 2 modifiers only use grayscale gradient textures :

The "Vector Displacement" node allows for that but what would be the node setup to stack 2 grayscale textures to get the same behavior ?
In case you want it, here's the file used for the above gif :


texts: How to make things easier to tell they are selected?

texts:
My issue with Blender is that sometimes it is very difficult to see what meshes have been selected. Blender outlines the mesh with a thin orange line, which is sometimes impossible to see when viewing the meshes.
How can this be changed to make it easier to see what has been selected?

In this view the plane is selected. As you can see, it is almost impossible to see that the plane has been selected in this view.


texts: Multiple TEXTURE Displacements (mapping) in one scene

texts:
This might be a bit too special but I thought I'd just give it a try on this forum:

I have a meadow scene. And I want to have a trail running through it. I did use a displacement modifier on the small hills in the scene, and on the trail itself.

I did paint in the texture of the trail, because it should be a different one than the texture "under" the grass (as seen in the pic).

Now I want both textures ("brown soil under the grass" AND the "trail texture") to have a normal, displacement, occlusion, specularity and a diffuse map. But...

I only have ONE displacement connector in the material output node where I would have to put in the normal map(s)...

When I use a displacement modifier I can't place it in reference to the coordinates I already set up for the general seamless texture - so the "bumping" applies to the whole mesh and is way to big.

How can I apply multiple textures AND THEIR MAPS to certain areas on a single plane with the same texture coordinates as in their nodes??


texts: many objects float and rotate on a large scale ocean

texts:
I made these bowls with many ears around them like a sprocket. The idea is to make an animation with many of these bowls (something like 60) floating in an large scale ocean (200m) and let them rotate like sprockets.
What is the best way to do this? Now I made an ocean with the ocean modifier and add a lot of subdivisions to it. Now animated the rotation of one bowl with keyframes, copied the bowl, and changed the direction of the key frames of the next bowl. In edit mode I changed the rotation of the bowl a little bit so the ears would not collide. I have made a
I would like to let the bowls make some waves, so I added a dynamic plane to shrink-wrap to the ocean so I can copy the rotation (except from the z-axes) and the location to the bowl. I made a cylinder for the inside of the bowl. So I added a Boolean to the ocean and linked it to the cylinder. Otherwise, the water of the ocean would flow into the inside of the bowl. I added Paintbrush to them and added a dynamic paint canvas to the ocean.
This altogether is hard for my computer. Often blender shows not responding by every simple step. I even have not really started with shading the ocean and did not changed things in the ocean modifier. How can I make this easier to handle for my computer? Or are there other better ways to realize my idea?


texts: Is there a way to make something like in the picture? I prefer using EEVEE and no compositing. Basically just a glowing orb with light rays.


texts: How To Replace Data From New Data Coming From Another .blend?

texts:
Here's a simple example,

I have a .Blend with 50 objects, all appended inside my .Blend, they each have their own materials. Now I created my scene with those assets and did some work etc...
My client gave me an updated version of their assets with new materials, now I need to replace every material data in my scene with this newly updated material data, both data have the same name.

Is there a smart way to replace data in blender?
I know that I should have linked the assets at the first place, but sadly this is not possible (the client asked to avoid linked data in this case)
While I could doodle around in python, I'm sure there's something already existing to do that? Isn't it?


texts: How do you create an infinite ground plane?

texts:
How would you make a ground plane that goes on forever?

Here is an example, but it is from a very very old version of blender.
http://vimeo.com/8107842


texts: My knife tool (with Maya presets) will not introduce a vertex with LMB, but automatically introduces them on edges when I cross them (despite not pressing LMB). When I switch to Blender presets, the knife tool works as advertised (clicking introduces new vertex, and not automatically when I cross an edge). How can I properly use the knife tool with Maya settings?


texts: sculpting - Everything is edgy and sharp, but I want it smooth

texts:
So I get interested in sculpting lately and tried some of the tutorials for beginers on youtube.
The thing is, in every tutorial I have seen, brushes are more smoother and more "plastic" than in my blender. Like on the screens below, when person in tutorial uses "F Clay Strips" brush, he get nice striped line, me instead, get a line of triangles and pixels without stripes at all. Same with "F Crease" brush, instead of nice concave line, I get a line of sharp polygons, which is really hard to work with it.
I want the same visual effect, as in tutorials, but instead everything is just too sharp and too edgy, compared to the models from tutorial video. what can I do about it?
Even If I use subdivison modifier it's still too sharp.
And smooth shading option in dyntopo makes it too smooth instead...

Everything is edgy and sharp like razors.


texts: Does anyone know how to get rid of the automatic HDR on Blender 2.8

texts:
Hey so I'm new to Blender 2.8 and am creating an eye ball.
I just got finished with the outer eye and created a glass BSDF material for it to give it that shiny/glossy eyeball look. The only problem is that instead of the outer eye being transparent so that the inner eye is visible, the glass shader is reflecting, like a mirror, the HDR that automatically comes with Blender 2.8.
Does anyone know how to get rid of this HDR?


texts: Why aren't objects generating along this curve?

texts:
I was trying to generate some objects along a curve, so I did all the standard process: add object, add curve, set origin of the object and the curve to same, and origin to geometry of the object and origin of 3d cursor to one point of curve and set the selected object's origin to 3d cursor, then add an array modifier.

Then I used Object Offset and selected the BezierCurve, but the objects aren't following along the curve and are instead in a straight line.

I don't know what's happening, can anyone help me? Thanks


texts: How to copy an object from one blend file to another via python?

texts:
I want to copy an object via python from one scene to another.

Scene with the object:

Scene where i want to copy it to:


texts: How do you hide parts of a sculpted mesh while "Textured Solid" is checked?

texts:
I have an application where I'm trying to sculpt a complex mesh to match a textured plane. The problem is sometimes I need to hide parts of the mesh I'm sculpting, to access inner parts, but with the "Textured Solid" box checked, the entire mesh is shown, even the hidden parts.

Right now I need to toggle the "Textured Solid" on and off while I'm sculpting in order to get what I need to do.

This first picture shows how it looks with "textured solid" off, and the next with it on. Hopefully this makes it clear what I need and what the problem is.


texts: Rigging Issue, that is effecting animation

texts: I notice whenever I make a model and rig it that whenever I try to rotate the head. Which is the very first bone I make, it rotates the whole model instead of just the head. I went through all the weight paint and made sure it was only the head painted but this did not fix it. Does anyone have an idea of what it is?


texts: The left is the color I paint in Texture paint. The right is the color shown on my model. It is so different. Please help why the two-color are different.


texts: texture mapping in cycles for game model

texts: Hai following is a texture painted map I created for my character. how can I use image texture for each part of my uv, like cloth texture for cloth and leather texture for bag, without using multiple uv maps.


texts: selecting many objects inside blender and export them as seperate .obj with one click?

texts: I am currently working on a huge scene with modular building blocks and for the moment I have to export one object at the time which is extremely time consuming. Is it any way to select say 30 objects inside Blender and use the .obj exporter/some kind of script to export each object separate instead?


texts: rigged character's hair/particle system doesn't follow the movements

texts:
I created a simple male base mesh and put some fur and hair on him. However, whenever I rig the character and try to pose him the fur doesn't move along with the body, which confusing me.
Here is my blend file.


texts: Bezier Curve: Bevel Object is creating a flat surface

texts:
I'm using a bezier curve and want to create a specific bevel edge shape to it in 3D.

The shape I want the bezier circle to be along its length is attached below. I created it by converting the edge of a mesh into a curve and turning it into a Bezier Curve (called Cube). I then created a Bezier curve circle and added the Cube curve from above to the Bevel Object.

The result was a perfectly flat circle when I want it to be the 3D shape of the Cube Curve I created from the mesh.
How do I get the Bezier Circle to bevel in the shape of the Cube Curve in 3D not flat?

Note: When I added another smaller bezier circle to the original bezier circle path with the Bevel Object function it created a cylinder, so I assume it has something to do with the mesh conversion but I don't know what.

I have selected all points and tried Alt-T with now luck, and scaling the curves.

This was the result:


texts: How do I get the image index that matches the material texture? I see that the index order changes depending on the image name

texts:
I have used a small script that Atom had published online, and it uses the index 0 for the image editor to then get the sizes of the image for setting render resolution. That art works great until you have more images loaded in blender, and then the index order may have changed. I want to get the index that matches the selected object's texture so that the operation doesn't mess up and use the wrong pixel resolution.

Any ideas here?

image_index = 0

    rnd = bpy.data.scenes[0].render
    rnd.resolution_x, rnd.resolution_y = bpy.data.images[image_index].size[:]


texts: I've hit something now I can't see textures in viewport

texts:
I've been following Imphenzia low poly styles. I'm trying to view the texture in the "non-material" viewport. The "solid" viewport.  The option to click in the drop-down box is here:

However, it is no longer working. The object does have a material.
Any thoughts on what I have done differently. The texture is visible if I click on the materials preview.


texts: Render layer causing image "shearing" in video sequence editor

texts:
I'm having an issue where black "v" shapes or jagged lines show up in my render.  They almost look as though the image is being ripped apart and the black background underneath is showing through.

Through process of elimination I've narrowed down the source of the problem to be the Render Layer titled "text shadows".  This layer consists of duplicate text objects that I've added a blur node to in the compositor to create a shadow effect.  I've tried to troubleshoot the problem by removing nodes in the compositor, hiding or deleting my mask object in each scene, and adjusting the position of the text shadow objects in y space.  The only way I've found to remove the black shapes is to turn the "text shadows" render layer off altogether in the Render Layer panel.  After doing so the render turns out fine, but I can't achieve the look I'm going for without the shadows behind the text.  Any insight into what is causing this issue and how to prevent it would be extremely helpful.  Also, I'll include the .blend.  I'm using Blender Internal.


texts: How come my exported (fbx) files are weird and transparent?

texts: After exporting an fbx file, and reimporting it, the models all look weird and look transparent, and I think it has to do with the material.


texts:
Being a newcomer to cycles, I couldn't find a shader that does such gloss type which I used to make using Diffuse > Ramp in blender internal .

So what shader should I use in Cycles to achieve that knowing that the Glossy shader reflects the surrounding environment and not just light and it doesn't have that "Ramp" option.
The desired goal is an effect similar to this:


texts:
I'm new to Blender, I'm looking to create synchronised animations for adjacent video screens of the same scene.
It's sort of an 'aspect ratio' of 4 x 4K video screens x 1 video screen showing the same landscape.
Each screen is centrally controlled so they can work as a coordinated whole.
What would be the best way to render and set this up ?
For example one enormous render with a ridiculously wide aspect ratio (note they're all 4K) ? Or 4 separate renders of the scene - is there some way of splitting up portions of a camera view ?
Thanks.


texts: build html documentation by sphinx fails!

texts:
I developed an addon and I want to create a html documentation out of docstring using sphinx. but I receive this error message running the make html command:

WARNING: autodoc: failed to import module 'AddShapeOp' from module 'ShapePanel'; the following exception was raised:
No module named '_bpy'

Reading the error message and some other forums, my guess is because bpy can not be run outside/without blender running.Am I correct?
I thought of these solutions, thoug still  no luck:
1- should I try the blender python module?
2-add a dummy bpy module to silence the error and sphinx to run?
But still can not generate a proper html with docstrings in it!
Any hint or similar experience would be appreciated!
Thanks,
Kaveh


texts: The cloth looks funky. I don't know how to fix that. Help! The more I subdivide the plane, the more I lag so Thats not an option here.


texts: How to change studio light image via python script?

texts:
In the editor, I find the following commands:
bpy.context.space_data.shading.type = 'RENDERED'
bpy.context.space_data.shading.type = 'MATERIAL'
bpy.context.space_data.shading.studio_light = 'sunrise.exr'

can you suggest me how to translate it in a functioning python script?


texts:
I was doing some destructive work in Blender when it frustratingly crashed on me. I was just testing a few things.

I was trying "Dissolve vertices" on my mesh, and ended up with this when I reloaded the project again:

I tried F to join each edge, but it made a strange tugging-looking mesh.

How can I fix this grid mesh, by adding the point in the middle and all the other edges?


texts: controlling the number of edges in a "object in curve" (Sverchok)

texts: How I might control the number of edges in the "X" direction for this surface? The edges in "Y" axis are controlled by the "Float series count"


texts:
I've heard that x-mirror option is supposed to mirror the weight paint that I do on one side to the other. But it isn't working with my mesh for some reason, it still only paints on side at a time. Any help why?
https://drive.google.com/file/d/1neePPk9PlKjhpp8AIbUOF94m1KHws7hX/view?usp=sharing


texts:
I have enabled smooth shading with and without auto smoothing, played with the normals, and tried a million other fixes but i after many hours of trying have made no process, i also searched online and didn't find any fixes to this issue
how can i fix this? any help is much appreciated! :)
link for file here!


texts: If you accumulate 100 identical spheres into a sphere shape, how many will be on the surface or touching a sphere on the surface?

texts: I have asked this question in physics, math and chemistry (see my other sites). I have gotten some good advice but no definitive way to determine this. I am surprised there’s not already a program to determine questions like this. I thought I would reach out to you guys and see what you thought. Anyway if I knew anything about programming or the capabilities of engines like Blender I would imagine Each sphere having a repulsion to each other at close range but overall a strong attraction to each other so that overall an accumulated symmetrical and spherical shape forms. Then once the accumulation forms could there be a way to count the surface spheres and the interior spheres?


texts: can blender auto remove materials and textures if not used over time

texts:
is it possible for blender to remove files/textures/materials if they havent been used for awhile?

i ask as i got back to looking at models i worked on in blender, but i discovered that one file in particular which was saved, and exported seems to be completely gone, there is a version which has none of the progress done to it but im almost sure i had the file saved as both a .blend and exported as an obj.

i do have the model in another blend file, along with several other models all originally with materials/textures yet even that file seems to have lost them, the names still exist but the colors are gone.

i would check to see if perhaps my files got messed up but as i dont move anything around in the files i use for blender and havent changed anything that could do that i doubt that is the issue. its not a big deal to reassign materials to some things (such as the swords of which i mentioned before, but many of the items are imports from other programs, and have been edited in some way or other (and were textured fine at the time either by default or by me) and those items are far harder to re texture/material as im not particularly skilled with blender even though ive had it for a few years now.


texts:
I have an armature whose envelope view shows some of the joints grotesquely out of whack so as to obscure the others, and I'm trying to visually scale the joints as per a video's illustration.

While entire bones will scale in edit or pose mode, the individual joints don't seem to scale visually in edit mode with the same data tab settings even in a new project:

Am I missing something?


texts: Equivalent of Set Inverse in ChildOf constraint

texts: I have an object, A, with ChildOf constraint whose target is B, Set Inverse is applied to keep A's transformation. In the middle of the animation, I needed to disable this constraint( B is transformed without affecting A) and enable it again much later. When enabling the constraint again, A's transform should be also be kept but Set Inverse is not an option because it would ruin the initial setup. So I guess I have to set the object's matrix via console but don't know how, any help?


texts:
Hey guys I have a question about SVG to blender. I have been having a good deal of success with exception for the letter Z in the particular font that someone chose.

I am able to see the curves and outline when in x-ray mode but when I go to Edit mode it comes out all wrong. I would appreciate any suggestion to help me out to get it modeled, thanks guys.


texts: Weird radial pattern on texture in cycles render, but not viewport rendered

texts: I am having an issue with what I believe is the anisotropic shading on my object. It's causing this weird radial pattern on the texture beneath it in an actual render, but it looks good in the rendered view inside the viewport. In the image, the bottom is the viewport rendered view, and the top is an actual render with the same amount of samples.


texts: Atmosphere (Rayleigh/Mie) Scattering in Cycles

texts:
I'm currently trying to create a photorealistic model of planet earth. Texturing and "modeling" is of course no problem. More interesting is the question how to obtain a realistic looking atmosphere.
In most tutorials it is done in the compositor by applying blurs to the render, but as a physicist I cannot be happy with those results as they obviously look fake in 99% of all cases.

There is one blend file in the internet, that implements ideas from GPU Gems that accurately recreates the atmosphere effect and looks realistic: http://www.blendernation.com/2009/11/05/atmospheric-scattering-blender-game-engine/
However, it was written for the Game engine and therefore cannot be used for Cycles renders.

With the introduction of volumetric rendering in 2.7 (which has a test build online) I would like to know if it is possible to create similar shaders to get a realistic atmosphere. I am aware of the fact that this will slow down the rendering time significantly by using volumetric rendering. Or does anyone else know a method to get realistic renders?

Thanks for your help!


texts: How to make operator (button) use my properties on execute?

texts:
I'm trying to create a simple panel for exporting models to fbx. After going through the templates and getting to grips with the layout etc. I'm struggling to actually get the properties I've created in the panel to work/apply when the button/operator is pressed.

For example, when the button is pressed I'd like to have the export directory set to use that custom panel directory and when Pivot to Center is checked have the objects Pivot to Center on export etc.
Here's the current Properties and Operator code I have:
class MyProperties(PropertyGroup):

    my_bool: BoolProperty(
        name="Pivot to Center",
        description="Allow to Export objects with the correct pivot point without have the object at the center of the scene",
        default = False
        )

    my_coll: BoolProperty(
        name="Export with Collision",
        description="A bool property",
        default = False
        )

    my_string: StringProperty(
        name="Custom Name",
        description="Export Objects with a custom name",
        default="",
        #maxlen=1024,
        )

    my_path: StringProperty(
        name = "Custom Path",
        description="Choose a directory:",
        default="",
        maxlen=1024,
        subtype='DIR_PATH'
        )

class WM_OT_HelloWorld(Operator):
    bl_label = "FBX Export"
    bl_idname = "wm.hello_world"

    def execute(self, context):
        scene = context.scene

        #atm the directory is set to blendfilepath - took from batch export template

        basedir = os.path.dirname(bpy.data.filepath)

        if not basedir:
            raise Exception("Blend file is not saved")

        view_layer = bpy.context.view_layer
        obj_active = view_layer.objects.active
        selection = bpy.context.selected_objects

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

        for obj in selection:

            obj.select_set(True)

            view_layer.objects.active = obj
            name = bpy.path.clean_name(obj.name)
            fn = os.path.join(basedir, name)

            bpy.ops.export_scene.fbx(filepath=fn + ".fbx", use_selection=True)

            obj.select_set(False)

            print("written:", fn)

        view_layer.objects.active = obj_active

        for obj in selection:
            obj.select_set(True)

        return {'FINISHED'}


texts: Filling a Void between two 2D objects (Meeple)

texts:
I am trying to create Meeple in Blender.  I have the portrait of the meeple(s) designed as 2D images.
How far have I made it... I have an image inserted into Blender, I put a copy of that spaced away from it... I just want to know if I can fill the void in between those objects to quickly make a 3D object instead of shaping objects until it matches the shape...


texts: Scale Multiple Verts At Once To Line Them Up (like Maya)

texts:
Coming from Maya, if I have some verts that are supposed to be lined up on an axis but become unaligned slightly, I can just select them all, then scale them all at once and they all line up. This does not work in Blender. I searched for answers on this, but they seemed really convoluted (like 5-10 steps). Is there really not a simple equivalent in Blender to accomplish this?

Thanks!


texts: Would 1 million faces/vertices be too much for Blender?

texts:
I am working on an interior design which might end up with having 1 millions faces. I already have about 40k faces/vertices so far. While loading Blender in solid mode only takes seconds, it takes about 70s to render the whole scene in Material preview mode, which greatly slow down the efficiency of doing texturing. My strategy is doing the modeling and texturing for each single object in a separate blender project and append it once the object is complete but manipulating the whole scene is still inevitable, plus that I've only done about 1/20 of the whole work, I am just worried that the performance won't be acceptable then. The machine I am using is Microsoft Surface Book 2, below is the specs:
Intel Core i7-8650U CPU 1.90GHz
CPU cores: 4
16GB RAM
Intel® HD Graphics 620 integrated GPU (on Intel® i5-8350U model)
NVIDIA® GeForce® GTX 1060 discrete GPU w/6GB GDDR5 graphics memory
I am wondering if I need to get a better machine considering the fact that I might have 1 million faces/vertices in the end. Do you have any recommendation for the machine based on this requirement (or a better strategy)?


texts: Diagnosing why a file now causes Blender to crash

texts:
I was working on materials just before this file started causing Blender to crash when it tries to open it. By moving it to another folder, which causes all the many files it's linked to to no longer load, the file can be opened.

When it does, the last material I worked on is in the shader editor, but missing some changes so maybe I forgot to save them. Without those changes, the material is identical to another one in all but name, pulling the same image textures. I think making those changes to the material was the last thing I was doing before it stopped working.

I have disabled all add-ons besides the standard ones, and it still crashes.

When I move the file back to the folder where it is supposed to be and open Blender from a terminal, these are the errors listed at the end of the loading log:

ERROR (bke.anim_sys): /home/sources/buildbot-x86_64-slave/linux_glibc217_x86_64_cmake/blender.git/source/blender/blenkernel/intern/anim_sys.c:4153 BKE_animsys_eval_driver: invalid driver - nodes["Mapping"].max[0]
ERROR (bke.anim_sys): /home/sources/buildbot-x86_64-slave/linux_glibc217_x86_64_cmake/blender.git/source/blender/blenkernel/intern/anim_sys.c:4153 BKE_animsys_eval_driver: invalid driver - nodes["Mapping"].min[0]
ERROR (bke.anim_sys): /home/sources/buildbot-x86_64-slave/linux_glibc217_x86_64_cmake/blender.git/source/blender/blenkernel/intern/anim_sys.c:4153 BKE_animsys_eval_driver: invalid driver - nodes["Mapping"].use_max[0]
ERROR (bke.anim_sys): /home/sources/buildbot-x86_64-slave/linux_glibc217_x86_64_cmake/blender.git/source/blender/blenkernel/intern/anim_sys.c:4153 BKE_animsys_eval_driver: invalid driver - nodes["Mapping"].min[0]
ERROR (bke.anim_sys): /home/sources/buildbot-x86_64-slave/linux_glibc217_x86_64_cmake/blender.git/source/blender/blenkernel/intern/anim_sys.c:4153 BKE_animsys_eval_driver: invalid driver - nodes["Mapping"].max[0]
Writing: /tmp/MoonTown_Master.crash.txt
Segmentation fault (core dumped)

And the end of MoonTown_Master.crash.txt is:

# backtrace
./blender(BLI_system_backtrace+0x1d) [0x14ee85d]
./blender() [0x12cbb79]
/lib/x86_64-linux-gnu/libc.so.6(+0x3ef20) [0x7f0a2f158f20]
./blender() [0x2cff8c6]
./blender(workbench_deferred_draw_scene+0x70) [0x2d2d690]
./blender() [0x2d2a31b]
./blender(DRW_draw_render_loop_ex+0x274) [0x2cf8b64]
./blender(view3d_main_region_draw+0x77) [0x2fd70f7]
./blender(ED_region_do_draw+0x8f1) [0x304b991]
./blender(wm_draw_update+0x496) [0x16a0696]
./blender(WM_main+0x30) [0x169dcf0]
./blender(main+0x2fe) [0x1237f7e]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0x7f0a2f13bb97]
./blender() [0x12c849c]

The file is over 300 MB and is full of links to other files. I don't know that it would be useful for me to strip it down, I will if that helps diagnose this and can be done in a way that doesn't erase the issue that's causing this. How can I proceed to get this file working again?

Though, if you are willing to make a 450 MB download, you can get this repo and it should have everything to exactly reproduce the problem:

https://github.com/briligg/Moonwards-Assets/tree/test-broken-master-file


texts: Parenting spine bones with an IK inside - dependency loop issue

texts:
TL;DR  How can I get around the dependency loop between parented bones with an IK in between, without having to delete the IK element? The rig should be switched between IK and FK by changing the influence slider.

I have a body with an IK set up. I have a driver which changes the influence of all IK elements (and some Child Of constraints) between 1 and 0 so that the IK and FK can be switched between. This works in all places apart from the spine.
I cannot get 'Spine 3' to be the child of 'Spine 2'. Spine 2 is the part with the IK applied to it.
This method works in other places because, when the influence is at 1, the IK takes over; with the FK taking over when influence is at 0. The lower arms and lower legs still parent to the upper arms and legs, but this parenting is not allowed in the spine - even though, to me, it appears to be the same as parenting the arms and legs.
I'm aware of the issue of a dependency loop which Blender is preventing from happening. But how can I override this/what is the work around? It works if I just delete the IK in the spine, but this is essentially what is happening when I set the influence to 0.


texts: How to add windows in a workspace which has no handles?

texts:
I am using Blender 2.75a, and usually use the handles very often to create a  workspace that is relevant to the models I am creating.

However, I have recently downloaded models that were placed for free on the internet, and I was surprised to see that when opening some models, the windows of Blender (still the same 2.75a version) didn't have handles, which was making it hard to work.

Were they disabled by the person who made these models, or did these handles appear later? In any case, is there a toggle that turns them on/off?


texts: How to get rid of transparent pixels in cycles?

texts:
I'm trying to get rid of transparent pixels in cycles. In Eevee you can set pixel filter width to 0, and it will work. In Cycles you can't set it to 0, only to 0.01.

Here's what I'm talking about:
'Blackman-Harris', if that matters. But same thing was with 'Gaussian' and 'Box' pixel types. I've also tried to change 'Linear' to 'Closest' on image texture node. Still doesn't work.

Width = 1.5

Width = 0.01

Is there any way to fix this? I need a pixel perfect masks for objects.


texts: How to Seperate divided mesh to seperate meshes

texts:
I'm new to blender and i have a problem,
Say you have a rectangle which is seperated to n even rectangles (as can be seen in the picture).
How can I seperate each small rectangle to its own mesh?
(I am using the shading nodes to make some of them light up as can be seen at the bottom of the image).
the reason this is a problem is becuase the amount of rectangles that i have, i have over 20 building which everyone of them has lots of windows, so doing it by hand isnt really an option.
There's probabply a better approch than what im aware so im all ears, Thanks in advance


texts:
As you can see on the image below, I got a lot of vertices after converting the splines to a mesh. The splines a drawn manualy from an old map.

I already started with the filling process. Selecting two edges and fill them with Fwas not a solution, since it causes weird looking artifacts.So my second attempt is to select "nearest" vertices manualy and fill a edge between. This seems a bit tedious and a lot of work.
Does anybody have a good approach to this?
I have a silly Idea in mind: Using a clothing simulation to fall down on my splines and use the fianl result as my shape. Does this sounds like a good Idea?


texts: Mirror modifier using global axis instead of local

texts:
I'm very confused. The Blender documentation states :
The Mirror modifier mirrors a mesh along its local X, Y and/or Z axes, across the Object Origin.
Referring to the image, A is the result I would like to see, but B is what I'm getting. Both the origin and the local axes are in the right place but it still appears to be mirroring across the global axes.
I've also attached the Transform and Modifier settings for B.


texts:
Can anyone help with a node setup for the plastic and the fluid inside it?

This is my reference picture:

I have already modelled some of the containers and the liquid inside, but I wanted to create a more photorealistic render.

Here is what I have so far:

As you can see, the material is either too transparent (and it looks glassy) or too opaque (and you can't see the fluid inside). Any help is appreciated.

Here's my .blend file:

EDIT: Here's my render after playing with Michael Ben David's setup:

Still figuring things out, but it already looks pretty good!


texts: Scaling UV map to bounds but preserve mesh proportions

texts:
I am doing Project from view with scaling to bounds, but it doesn't take proportions into account. There is a checkbox about correct aspect ratio, but it is useless.

Is there a way to do it quickly, without messing in UV editor with enabled snapping to pixels, to prevent unnecessary stretch when scailing to bounds.


texts: How would I make the back of this chair?

texts: I'm having a difficult time trying to figure out how to create the back and bottom part of this chair (not the legs, just the outline of the chair). I thought about doing some extruding from creating the bottom but then I got very confused on how to create the circular backing and its seams. I'm still learning each day and this chair might be too advanced for where I am I guess but any pointers would be appreciated!


texts: How to transform a mesh with many objects?

texts:
I want to transform (location, rotation, scale and deform mesh) a triangle with 3 animated objects, each vertex of the triangle follows one object.

On this screenshot there are one tirangle whose follows 3 animated cubes that move from position 1 to position 2.

Is there a simple method to do that.

For example by join (or set parent ) each vertex of triangle with each object, but I don't know how to do this!

Thank you !


texts:
I wanted to know how can I bake my normal map.
I have high-poly and low-poly object and I unwrap only low-poly.
Next I create texture and material for low-poly object and I turned texture on Image texture node.
When I select this node, high-poly and next low-poly objects and clicked bake I see information "no active UV layer found in the object "high-poly".
Do I also need to unwrap high-poly object? I don't understand because I'm doing it for the first time.
I never saw anyone unwrap high-poly object so I don't know what can I do and how can I unwrap this.
Could you explain me this proces? I will be gratefull. :)


texts: Sketchfab dragon doesn't appear correctly in blender

texts:
I downloaded a rigged an animated dragon model created in sketchfab, I imported the model into blender, but it doesn't appear properly, wings appears to be twisted. I need help fixing the wings
The wings are meant to look like this
I attached the Blend file below


texts:
i'm trying to figure this out for a while...
I want to texture paint 3 animated objects plus background in one go with the option to keep animate them after painting (just like spray painting irl)

presumably I would need all these objects to be joined? any ideas? I have managed to do it with one cloth and a background

but now I want to do it w/ 3 objects.
Thank you!


texts: How to add/remove Properties to/from existing PropertyGroup in Blender 2.91?

texts:
How to add/remove bpy.props Properties to/from existing PropertyGroup in Blender 2.91?
Let's say I've done the following:
import bpy

class MyProps(bpy.types.PropertyGroup):
    test1 : bpy.props.IntProperty()

bpy.utils.register_class(MyProps)
bpy.types.Object.my_props = bpy.props.PointerProperty(type=MyProps)

How can I add "test2" IntProperty() to bpy.types.Object.my_props after that? And how can I remove it afterwards if I need to? I've tried to find something inside bpy.types.Object.my_props,  bpy.types.Object.my_props[1]['type'], bpy.context.object.my_props - but there's nothing which would look like adding/removing methods.
Basically this is the same question as this:
Remove from CollectionProperty
but the described solution doesn't work for 2.91 anymore. I can't find .remove(), .clear(), .add() and any similar method which would allow to dynamically add/remove Properties to/from existing registered PropertyGroup.
Am I missing something?


texts: Attempting to assign faces, why isn't the material showing?

texts:
I'm trying to assign different materials to parts of this mesh. I've cornered off the areas and unwrapped them, but can't seem to get the material to show up in the UV Map. How do I assign/bake the texture so I can see it as a flat image on the map?

bear in mind, I'm by no means a seasoned user:


texts: Image Editor does not show RGBA output from composite viewer

texts:
blender 2.91, I have a problem with Composite viewer node - I'm trying to preview contents using Image Editor however despite having all checkbox set Image Editor does not shows full output, particularly excludes alpha channel.
Any idea what's happening?
As you can see in the picture below I have "Use Alpha" set everywhere, Image Editor is in RGBA mode, yet there's alpha output lacking in the image editor. I tried to disconnect/connect nodes in the compositor, to force refresh, but no result


texts: How to drive a value with linear fcurve on both positive and negative axis?

texts:
Like for example:

I have a constraint on object A,
B is driving the constraint influence.

If I move B in +X axis 0 to 1, the influence on A is going 1 to 0 on a linear fcurve.
I want to add the same thing on object B's -X axis with linear fcurve
I am not very well versed with scripting but I am trying to get some math right to give it gradual decrease using scripted expressions, but would there be any other way to achieve that?
Thanks
(attached image just for an understanding)

Added blender sample file
Sample Eye Brows created in the file:
Main Controller -> (AnimConstraint) BrowsIn, (Copy Location) MCH.Driver
MCH.Driver -> (AnimConstraint) BrowsAngry,BrowsSad
So when you take the main controller straight on z axis to the right, it triggers brows in. Take the main controller up/down while being on the right, it affects MCH.Driver to go up/down.
So when my MCH.Driver is on Y : 0 and Main Controller goes right, Brows in gets triggered
Now I take MainController to bottom , angry gets triggered and BrowsIn reduces
(because i have set driver on the influence of BrowsIn. When MCH.Driver goes down, it reduces the influence; same way if it can be applied when it goes up, problem would be solved)
Now I take Maincontroller up (topright) its goes BrowsIn + BrowsSad where I only want to trigger BrowsSad and reduce BrowsIn again like the BrowsAngry trigger..
I hope it wasn't confusing ^^


texts: Can I temporarily replace an object with a "placeholder" to help with multiple high-detail objects?

texts:
I have an object with a great many polys, so many it causes significant slowdown in the viewport.

I need to arrange several of these objects for my final render, but this would be awkward, given how slow they make my computer.

Is there a way to temporarily de-polyify the objects, or replace them with a low-detail object (with roughly the same size and shape), so that I can arrange the low-poly objects, then easily switch them out for the high-poly objects?


texts:
I have the following problem: I have modeled a simple robot consisting of an armature with some bones and some CAD parts parented to the bones. During modelling, I applied several transforms to obtain the desired shapes. Now I just realized that all these transforms have only been applied to one specific keyframe somewhere in the timeline. For all other keyframes, all transforms are lost.

Is it possible to delete the timeline except that one frame or to copy the keyframe to all other keyframes?

Any help is much appreciated!


texts: This is meant to solve this problem once and for all. What is every reason an object isn't showing up in a render or viewport in when using the cycles render engine?


texts: Blender has closed when I re-openig some files

texts: when I open my saved file it's opened... but when exit the rendered show in uv view and went to the 3D view,  my left click and middle muse work correctly and when i Right click on my object to select it, the program get closed without any error. This Happening is for some saved files, not all of them... and I do the same saving method for all of them. what should i do?


texts: How can I make and animate a laser beam looking like an HOURGLASS in blender?

texts:
I need to make a laser beam that when it goes out from its source it looks like an hourglass. The strongest density of the beam is where the beam is more thin (basically where the sand clock is thinner - the middle part).

Is there a way to do it with particles? If not show me another way, no problem :)

Thanks in advance!


texts: How do I rotate a Multilayer EXR file in Blender's compositor?

texts:
It would seem that rotating an image is a trivial task, however I face this problem when working with Multilayer EXR format files in Blender.
But why?
I find it convenient to set my archvis scenes up as animations so I can change objects in different stills and render all camera angles at once as animation. I sometimes need landscape and portrait orientation images of the same interior and use a small script to quickly switch X and Y resolution dimensions and then rotate the camera when I am done framing so some frames render out rotated. It's then very convenient for me to do compositing on a sequence of images.
Recently I rendered a scene in a few batches and ended up with 1 8K panoramic image, 5 4K living room images in landscape orientation with one of them rotated and 5 images of stairs that are all portrait orientation all in a sequence and to my surprise when compositing I can do that with all the images at once as one sequence despite the difference in orientation and resolution and output them to files with File Output nodes to their correct resolution and orientation from that one sequence. So now I know, I can have different orientation in the same sequence which is amasing.
It would be even more amazing if I could always look at all the images rotated correctly while compositing instead of rotating only the output as I have done until now.
It would require me to rotate all the rendered Multilayer EXR files that need rotation in my sequence of files.
What I have tried
I have no problems connecting every output of a Multilayer EXR to File Output node with Python and also inserting any Compositor nodes to edit them automatically so any solution that works for one layer is convenient for me, however I cannot rotate the image in compositor as far because the image is cropped to original dimensions when rotated:

The question
Is it possible to rotate every layer of a Multilayer EXR and output it to an image with rotated dimensions as well with Blender's Compositor nodes, if it is - how?
My solution detailed in and answer below has issues with Cryptomatte. I am starting a bounty in hope to find a solution without those issues. I am starting to think of a solution with Python, but have no idea how it would be simple and easy to use from Blender...


texts: Making a custom list of Kinect Data for later assignment

texts:
I am adding Kinect data capture into a MakeHuman Blender add-in, through a small .dll I have written.  I am getting data (JSON text) fine, which I hope is close to being correct.

The REALLY great thing is KinectV2's can capture up to 6 bodies at a time.  To take best advantage of that, I am trying to delay actually making the action(s) when the person hits the 'Stop' button.

Instead, I want the data for however many bodies were just tracked stored somewhere, and a list of what just got recorded displayed.  An 'Assign' button below it creates the action for the selected animation buffer on the selected armature.

The number of examples of using UIList on web is pretty small.  Many just point to existing Blender data.  My data also does not extend the data of any Blender types.  I see those calls to template_list where the same value is supplied for multiple arguments, and I am just totally lost.

Here is the current UI, with a mock-up of what I want to add in red.  Any help would be appreciated.


texts: Color beveled nurbs path according to the x-y-direction in the final camera view

texts:
My question is very similar to this one, but the answers there don't capture the essence of the problem imo. Assume you have beveled paths in Blender, then every location on the path has a tangent vector that points in the direction of the path.

In the coordinate system of the camera, assuming the z-axis is our viewing direction, we are only interested in the x-y-portion of the tangential vectors. What you want to achieve is that path-parts that go into the same x-y-direction have the same coloring. This also means that a vector that points into the opposite direction another vector, will get the same color.

For people working with visualizations of vector fields, this is nothing new and besides coloring the magnitude of the vectors, one major application. A good test-case is a ring viewed from above because it contains all directions and one can easily check the correct coloring. I came up with the following solution in Blender 2.81

This is a simple nurbs-circle. I used the Geometry node to get the tangent vector and after converting the coordinate system, one can calculate the direction using trigonometry. I have 3 questions, but the first one is the major problem I'm trying to understand:

In the small rendered view, one sees that on the blue and red spots, it almost looks as if the coloring changes too fast. It doesn't look so severe in the preview but I have the feeling that the color between blue and red on the left side takes a too large portion. Did I do something wrong or is there a reason for that?
Is there a simpler node-structure that achieves the same?
Is it a bug that the "Hue Saturation Value" doesn't work if the second color doesn't have the saturation set to max?


texts:
I've been trying to get a pretty noise free image from this scene for a while. And nothing seems to be working.
I've been trying to use 3000 samples, then rendering different noise seeds and composite them together, but the base images are to noisy to even use this.

I've never really had this much noise before, and I'm not sure what's wrong with it. It already takes around 5-6 hours for me to render it at 3k samples (Laptop, so I cant use GPU rendering). Any help?
I've attached my render settings as well if it helps.

Here's a link to a bigger version of the photo if it's not large enough
https://www.dropbox.com/s/r3swgloty4rt2ef/1430608690119.jpg?dl=0

Someone on another forum suggested I use Luxrender instead, but I'd rather save myself the time in learning a completely new renderer and converting everything.


texts: motion tracking : how to extract 3d position from selected 2d tracker

texts:
I already solve my camera and created 3d scene successfully. Now i want to do 2d track the original clip and by using solving data, i want to extract that specific point into 3d coordinate (as empty object or plain axes). How can i do this ?

Thanks


texts:
I have a set of 500 .obj files that are about ~200MB each in size.
I need to reduce these files to ideally ~50MB each in size.
I understand that this can be achieved by reducing the number of triangles in the object's mesh and have found ways to do this manually through Blender.
However, I want to automate this process as I do not have the time to manually reduce all of them.
Is there a way to automate this process with Blender?
Thank you in advance


texts: Set the color of faces in python efficiently

texts:
I have two cubes obj1 and obj2 and I have a list which has a pair of face numbers of each object. So for example, mylist looks like that [(1,5),(2,5),(2,3),(1,4),(2,1)], where (1,5) represents face number 1 in obj1 and face number 5 in obj2, and (2,5) represents face number 2 in obj1 and face number 5 in obj2 and so on.

I wonder how using python I can assign a material of color red to those faces in the list, while the rest of the faces not in the list will be assigned a metrial of color green.

I figured a way to do it in my below answer but it's very slow, so I wonder if it can be more efficient and done in a more efficient way as I run this function every frame.


texts: Can I change the speed of an image sequence?

texts:
I'm using an image sequence in a material, it draws a series of incremental model outputs for a flooding on a landscape. However it's moving too fast for the rest of the flyover animation. It doesn't have to be completely smooth, so I'm hoping I can slow it down by say only using 1 frame of the image sequence for every 2 frames of the animation, or some other ratio. In other parts I would like to speed it up again. Is there a way to do this?

I can think of one way to hack it and that would be to write a python script which duplicates some interval of the image files and then changes the sequence numbers, but I'm hoping there is a more elegant way.


texts: Using Mix Shaders for Texture Paint Layers, Black Colours Do Not Show

texts: I'm trying to set up a layering system like in Photoshop using Mix Shaders for when I texture paint in Blender. But when I use a black colour on the 2nd/top layer, it doesn't show up. It acts as an eraser. Black will show on the 1st/bottom layer, though. Every other colour shows fine. I've also tried the same approach with a Mix RGB node, but still black does not show.


texts: Where can I download the production files for Big Buck Bunny?

texts:
I would like to download the production files for Big Buck Bunny (one of the most famous movies created with Blender) but I am having difficulty finding the files.

This page on the Blender website contains a link to a .torrent file titled "Production Repository from DVD". However, the tracker is offline. The page also includes an "Entire Studio Backup", but the website hosting it (http://blender-mirror.kino3d.org/) is offline.

The Web Archive only seems to have a copy of the video, not the production files. This website offers some files but none of them seem to include the models for the characters or the textures.

Where can I find these files?


texts: AlT R Key In blender opens Windows Run command

texts: When I use the alt R key in Windows 10 Pro it opens the Windows run command. How do I fix this?


texts: How do I connect a bone to another bone via python script

texts:
I'm trying to make a chain of "segments", meaning I have 3 bones in a setup and I'd like to replicate them along the z-axis. I use a for loop to duplicate the entire armature, my object and then rename the bones of each segment. Which works best for vertex groups assignment.

I then use CtrlJ to join the meshes as well as the armatures. When I go into Edit Mode for the mesh, I can just use Remove Doubles to connect the pieces, but here is my problem:

When I join the armatures, I have a chain of bones that are not parented, so I was trying to find a method that does something like this:

for bone in arm.pose.bones:
  i += 1
  bone[i].parent = bone[i-1]

(pseudocode, but I hope you know what I mean)

But bone parent is read-only and the ops.pose.parent_set() only works if there is an active bone, but I could not figure out how to change the active bone. bone.select seems to always be True, so I'm not entirely sure how to us the ops. I hope there is a better way, like with objects, where you can just assign your parent object/bone.


texts: How to transfer materials on object from material indices in Animation Nodes

texts:
I am trying to pass thru some tutorial from youtube
https://www.youtube.com/watch?v=uv8FzbaxAw0
At 15:30 the author said that currently (7 Jun. 2018) Animation nodes cant work properly with material indices in version 2.1 of Animation Nodes. The question is how I can transfer materials from meshes to combined one from material indices? Thank you!
blend file is here:
https://cloud.mail.ru/public/3ytg/2FJmrP6hV


texts: Procedural texture on moving hair particles

texts:
I have hair particles with procedural texture on it. When I animate the particles, texture does´t move with them and this looks odd.
How could I make texture move with hair particles? Is it possible?


texts: Rotating/translating the motion path itself

texts:
What I'm trying to do is to create a motion path for my camera by assigning keyframes, and then modifying this motion path by changing its global location, rotation and size.

I'll give a more concrete example.

I have a camera that performs 3 times of motion (translation, rotation, approach) towards an object. I want to perform these motions at different locations surrounding the object at the origin. Each time, the camera's start location would be a point on a large sphere surrounding the object, and all the motion paths would be rotated towards the object.

I hope this isn't too abstract. I already have functions to place the camera on a given vertex of a large sphere and orient it towards the center (by looking at surface normals of the sphere). However, I can't find a way to make my 3 types of motion (translation, rotation, approach) conform to the new location and orientation.

I think the easiest way would be to rotate/transform the motion paths themselves, instead of the object.
Any ideas?


texts: Snap scaling doesn't behave like expected

texts:
For some reason I can't snap to a specific point.

I want to snap the orange line (with scaling) from the first image, to the line below it.
But as you can see in image 2 it scales way too wide.

I think I have searched every forum, but couldn't find an answer that helped.

Hope one of you can help me :)


texts: Export 3D model along with UV map: how to convert UV image into a material before exporting it?

texts:
I am planning to export a 3D model for a Unity project. I did save the 3D model along with the unwrapped skin onto the UV editor and edited the UV map with color and preview it in texture view. When I exported it straightly and preview it via Unity project and the 3D model is white or blank. I even tried exporting 3D model again and the UV map (in .PNG file) separately. While in Unity, I slathered the UV map image file (texture) on the material and still nothing happens.

I was thinking...if exporting as is wouldn't help to create a 3D model along with a mapped texture, what should I do in order to make a UV mapped texture as part of the material? What should I do and how to transform a UV Map texture and turned it into a material before exporting it?


texts:
While I'm very familiar with most of Blender's tools, I'm fairly new in regards to using it for character animation so forgive me if I come off as ignorant. Currently I am playing with the Ivan rig and trying to animate a scene for a university assessment, and there is a problem. See, while the hands are on an IK setting, they still appear to be connected to the hip controller, or rather any of the main controllers on the torso for that matter (excluding the neck and head controllers). I am trying to figure out how exactly I am able to separate those IK handles so that when I move the torso, the hands do not follow along and remain where they are.

I am also trying to figure out how to attach a prop to a character's hand on a pre-existing rig like this one. I understand you have to go through the bones to do so like in Maya. But I'm not too sure how to do it here. Again, I am ignorant to this so apologies if this is frustrating to some of you professional folks that know what you're doing, haha.

I've tried to search for solutions for these issues and yet I still haven't found any that truly sort me out. Any assistance regarding this would be very much appreciated! Thank you! :)