texts:
I am making a character, for game, making the UV mapping, the final question is at the final of this thread.

at the beggining I used traditional "t" mark's seams from the top of the head to the back of the neck , then press "unwrap" and gives me the classics UV, how ever I used "edge split" just to separate the head, as in this picture.

consider that the picture above , I ve "edge split" the face, the round form. then in edit mode I ve remove doubles (whenever use edge split, doubles vertices appears, always, so I ve removed them from the mesh of that area).

some cg artist would say me "just put few seams and if you want to get more resolution or pixel's density, just use whatever tool you need to get a good strectching ,reduce the island space" ...

but consider this experiment xD :

in the second image , I try to make the face larger , so the pixel density gives me more details. but I had Isolated the nose, mouth and part of the neck, I ve never seen this or made it , if seams will be visible, I will try to remove it in gimp or photoshop .

edge split for uv mapping? can this seams clever ? or method ? separate the nose, the mouth .


texts: How to load a photosphere for panoramic extraction

texts:
I'd like to import open a jpg photosphere in Blender exactly as someone does in Maya https://www.youtube.com/watch?v=xzO9kXtIs04

Is that possible?

I'm new to Blender and having some problem in working with UI.

Thanks


texts: How do I find the controls after adding in an object?

texts: Where else can I find this after adding in an object?


texts: How can I offset the start of a fluid simulation

texts: How should I offset the start of a blender fluid simulation? I have a short video with different cameras at different points, and I only want 1 fluid simulation at a time. Adjusting the start / stop times did not help, and the fluid simulation type cannot be keyframed. How should I get about to doing this?


texts: bmesh - extrude face and end up with closed mesh

texts:
When you extrude the only face of a plane via the GUI you get a (closed) cube. If you do the same thing using bmesh you get a cube that is open on the bottom side.

I am trying to achieve the normal result through bmesh. (using regular operators is not an option because the mesh is still not linked to the scene). Right now I duplicate the original face before extrusion, extrude, and then remove doubles.

allfaces = bm.faces[:]
bmesh.ops.duplicate(bm, geom=allfaces)
r = bmesh.ops.extrude_discrete_faces(bm, faces=allfaces)
bmesh.ops.translate(bm, vec=Vector((0,0,height)), verts=r['faces'][0].verts)
bmesh.ops.remove_doubles(bm, verts=bm.verts[:], dist=0.01)

This however doesn't strike me as a very elegant way to do it. Is there some other way?


texts: How do I halve the width of a mesh while keeping it parallel to other edges (locking to an axis doesn't work)?

texts: I want to flatten this cube and keep it a rectangle, all edges parallel.


texts: Invoke the File Browser inside an Add-On but wait with the rest of the script until it's closed

texts:
I'm writing an Add-on in which I create a new Collection and then invoke the ImportHelper to load an FBX file. After that I would like to process the loaded data.
My Problem is, that my script doesn't wait until the ImportHelper is finished.
I defined the Import Helper like this:
class ImportFBXData(bpy.types.Operator, ImportHelper):
bl_idname = "import_fbx.read_data"
bl_label = "Import FBX"

# ImportHelper mixin class uses this
filename_ext = ".fbx"

filter_glob: StringProperty(
    default="*.fbx",
    options={'HIDDEN'},
    maxlen=255,
)

use_setting: BoolProperty(
)

def invoke(self, context, event):
    context.window_manager.fileselect_add(self)
    return {'RUNNING_MODAL'}

def execute(self, context):
    bpy.ops.import_scene.fbx(filepath = self.filepath)
    return {'FINISHED'}

I start this inside my Operator:
bpy.ops.import_fbx.read_data('INVOKE_DEFAULT')

Everything in front of this call gets executed properly.
The File Browser comes up and I can select a file which is loaded properly.
Because the File Browser runs modal, everything after it's call runs immediately but there is no data yet. How can I make the rest of the script to wait until I select a file, the FBX conversion is done and the data is loaded in to Blender?
I don't mind if the UI is locked up until the conversion is finished but I definitely need the file browser to select the FBX file.


texts: (Scripting) Import & assign material from another blend file

texts:
I am trying to import materials from another blend file and assign the nth material to the active object.
I have tried multiple solutions but I always hit errors.

Approach 1

Here the error is: "list indices must be integers or slices, not str" (in the approach shown below):

with bpy.data.libraries.load(path) as (data_from, data_to):

     data_to.materials = data_from.materials
     mat = data_to.materials
     cnt=0
     for m in data_to.materials:
        cnt=cnt+1
        if (cnt>1):
         break
        # Assign material
        obj=bpy.context.scene.objects.active
        material1 = data_to.materials[cnt]
        obj.active_material = data_to.materials[material1]

Approach 2

When I try to assign the material by using an index instead the error is: "bpy_struct: item.attr = val: Object.active_material expected a Material type, not str" (in the approach shown below):
obj.active_material = data_to.materials[cnt]

I guess, I haven't fully understood what data_from/data_to objects are and how to use them. Can somebody help me here?

Thanks in advance,

Gemor


texts: Where can blender splash scenes be downloaded?

texts: I need the .blend for the blender 2.76 splash screen. If it's available, where can I download it?


texts: I am trying to attach simple model (cloths in my case) to rigged and animated character model. I am following this tutorial, but I am not able to attach my object to my character. I recorded short video where I am showing details what I am doing. What am I doing wrong? Thanks for advice


texts: How to smoothen out a pit in a curved surface

texts:
TL;DR: What is the best way to make the selected part in the image an as smooth as possible extension of the surrounding curved surface?

I've been searching extensively the past hour, but cannot find the Q&A that I am looking for. I am trying to smoothen out pits in a curved surface. This is my mesh:

I have been asked to create a snap fitting for an airpod from this 3D scan. To do so, I am gonna subtract the shape of the airpod out of a bigger block. But to to that, I need a smooth surface to start with. I can not make a snap fit from an airpod with pits (you wouldn't be able to press the airpod in the snap fit).

I tried doing a limited dissolve, after which I deleted all the surfaces that were part of the pit. The hole that is created this way I tried to fill with the Fill and Grid fill functions, but this either gave non smooth or irregular surfaces.


texts: How can I find all the vertices/faces inside a 3D sphere in script

texts:
**** The original post wasn't clear enough, so I've edited it ****

Is there a way for finding all the vertices/faces of objects that their coordinates are inside a given 3D sphere via script?


texts:
I've been struggling with hair for some time and I didn't find any solution to my problem, so I decided to try and find a solution here. I'm having a problem when I add a line of hair to scalp that they render in a strange way(out of place).

I'm not sure if this is the supposed to happen but it looks strange to me, even more hard way to make a hair style since when I add more hair to scalp they start to come out of chin, forehead, cheeks, etc.

I would really appreciate any help or insight.


texts: Duplicating ALL of a Hierarchy - selectable or not

texts:
Heres what I need help with.

Say I have an Object in the Outliner, it has children. Some of the children in the outliner have the pointer (object is selectable/non) turned off. I need some of the objects selectable and some not for animation purposes

Right click>Select Hierarchy only selects the children objects that have "selectability" turned on.  Same for Shift-G

When Duplicating the parent object, I want a way to have ALL of the children involved in the duplication, without having to go in and manually turn on "selectability" for the children objects who have it turned off. (and then have to manually revert all the ones who need to be reverted.)

I often forget that there are children objects and sometimes end up with duplicated objects that are missing some pieces...

Does this make sense?

thanks!
jd


texts: Blender render preview (cycles) show black background, the object is not clearly visible.


texts: What is the best export format from AutoCAD -> Blender?

texts:
What format can AutoCAD export and Blender open in one go with no further conversion, just open it?

I have a project at which one party uses AutoCAD and we use blender. There are plenty of information out there about the import of a DWG file into blender. My question is a little bit different: What export format does CAD supports that blender can import without any further conversion? I have to tell the other party "export into XXX" and I must be able to open it (in blender). I'm aware this is not a CAD stackexchange, but I couldn't find any information about this out there.


texts:
I'm somewhat new to Blender and I've been working on a project for the past couple of months. However I've got to the point where the file is practically unable to be opened without crashing (I have an 8 core i9, 32Gb XPS).
Looking at the file size it is almost 13GB, which is way bigger than it should be, from what I've seen. I've appended it and gathered the size of different objects and they all seem to be quite bulky in size.
The project is just a series of objects with some shaders. There are lots of spheres (which have something like 320 vertices) and cylinders. There is also a terrain I generated which is below 100MB.
As I said I'm quite new to Blender and I really can't find why these objects occupy to much file space, stopping me from being able to continue the project.


texts: How to copy material texture settings between faces

texts:
I'm currently trying to create a scene in blender based of minecraft (because why not) and I'm having difficulty with texturing objects. I split the faces of the objects to that each face would be 1 block. I added a png image as the texture of the face and adjusted the uv to fit the face of the object. Is there a way I can copy the uv settings between faces? Because manually going in and fixing the uv for each face would be a nightmare.

Thank you for your help.


texts: Import looks fine in texture preview but not material preview--why?

texts:
I'm new to Blender. I've imported an OBJ scene and am using Blender Internal to render. The preview looks fine in "texture" mode. But a single object (the door) becomes the default color in "material" mode and when rendered. I've compared the settings between the objects and they look the same to me but obviously are not. What should I be looking for and why would this happen with an OBJ & MTL file?

Thank you,
d. vyd


texts: I baked Ambient Occlusion on top of a texture. Every area receives the matching colors except for the front legs below the knees. When in UV Editing Mode, I see that the legs are indeed in the texture and should reveive color -- but they don't. What is the reason for this? I already checked for interior faces and whether the normals face the correct direction.


texts:
I have a strange problem with addon called BLAM. I watched a lot of tutorials about using BLAM, but I can't figure out what is the problem. It isn't first time when I'm trying to recreate a real scene into Blender and lines just doesn't line up.

Here are some screenshots from Blender.

Of course I'm trying to best match perspective lines to image. In this case it's not actually that bad, but still it makes harder to fully recreate our scene without dimentions.

Am I doing something wrong ?
Sorry for English, Matt


texts: How to change the frame index for rendered animation frame names?

texts:
I need to render the same animation multiple times, changing a couple of things in the scene (like camera placement). So while the animation is 24 frames (1-24), I need the second round of rendering animation to create frames called "anim0025.png", "anim0026.png", ... "anim0048.png" instead of "anim0001.png", "anim0002.png", etc.
How can I automatically boost the index for the filenames by 24, so this happens?
I tried setting the prefix to "anim0025" but Blender didn't interpret anything from that, it outputted "anim00250001.png".
Using 2.83


texts: Scale, rotate and align 2 similar models

texts:
I have 2 models, one done by photoscan and one done by 123dCatch.
Is there a way to fit the 123dcatch model inside the photoscan one?

I tried doing it by hand but my result are very shady.

Thanks.


texts: How to render Wireframe for the entire scene not just one object?

texts: Sorry if this is a daft question but in all the tutorials I've watched it just shows how to do a wireframe for one object not an entire scene and I don't really fancy having to select every single object and apply the wireframe mod to it. I know about the wireframe material that I could apply to the scene but that displays it in triangles and I want it in Quads.


texts: Rendered vs Lookdev problems with appending model

texts:
Newbie issues.  I downloaded a couple of free blender models of the earth and moon.  When I attempt to append the moon to the earth blender file, there is a big problem with the renders.  Would appreciate advice on how to correct the issue.  Thanks in advance!

Link to free moon model: https://free3d.com/3d-model/moon-photorealistic-2k-853071.html

Link to free earth model: https://blend-exchange.giantcowfilms.com/b/900/

This is what it looks like in Blender 2.8 beta (recent)


texts:
I was trying to make a pipe with rounded cap or ends. Something like in the image, where I just added to spheres as "ends".

I've already surfed the internet a little and it looks like an uncovered issue, as simple as it seems.

I need to do this because I want to animate it later, like some type of growing body of water.

So, the method I'm trying out now is using a Bezier curve and applying some bevel, because of the "start bevel factor" and "end bevel factor" parameters which can modify the length of the pipe from its start or its end. Very handy.

What I've tried later, was to select a sphere for the bevel object, so it would return a pipe with rounded caps... but it was impossible.

So I'm totally open to new approaches, if you have any ideas!


texts: Texturing on a circle with "Ngon" as the filling not working?

texts:
I am making a table and the top of it is a stretched out circle with Ngon as the filling. I have tried to import a Image Texture but it will not work. I am using cycles and the most recent blender version. This is what it looks like in preview using 32 samples..

How i fixed this: i used a sphere and stretched it out to make a circle. now my texturing works.


texts:
I am experiencing the following problem and can't seem to figure out the reason or solution to it.

I want to add an object as a start and end cap to the array modifier. However the results are not what I wished for - I do not want a space between the start/end caps and the middle object.

I made sure to apply scale properties to the mesh (strg + a -> Scale).

What am I not considering or aware of?

Edit:

The origin of the obj. to use for the caps is at the obj.'s geometry (origins to geometry), see:

Appreciate the help in advance guys!

Aldin


texts: Why is this rigid-body constraint allowing the object to be partially pushed away?

texts:
This question was prompted by the results of this question:

For some reason, this rigid body constraint is easily pushed aside, despite seeming partially constrained. Why is this?

How can I make the wheel support the tail properly?


texts: I am starting with the animation nodes and I am trying to replace as many nodes as possible with Python code; it is especially nice for the math. However, now I am stuck with the looping. Is it possible to replace the Loop Input and its generators with Python code plus other nodes? thanks


texts: Blender Linked Materials Names Not Showing

texts:
In the Windows version of Blender 2.90.1, I noticed that linked materials don't have their name carry over correctly in the materials dropdown. Once a material is selected, the name displays correctly.
However, when using the dropdown, it shows the name of the linked project file, not the material. I imported the materials by going File -> Link -> ProjectFile.blend -> Materials -> selected material.
Is anyone familiar with this problem? I need to be able to browse the materials I've linked/imported.

Update: It turns out, the name shown in the search menu was the file name of the .blend it was linked from. Because the file name was so long, it was filling the entire search bar. Using a shorter file name allowed me to see my material names.


texts: Api throws context error when adding UI tool to sculpt or particle mode

texts:
I have a problem with adding a workspace tool to particles.

import bpy
from bpy.types import WorkSpaceTool

bl_info = {
    "name" : "ToolX",
    "author" : "Author",
    "description" : "",
    "blender" : (2, 80, 0),
    "location" : "",
    "warning" : "",
    "category" : "Generic"
}

class MyTool(WorkSpaceTool):
    bl_space_type='VIEW_3D'
    bl_context_mode='PARTICLE'

    # The prefix of the idname should be your add-on name.
    bl_idname = "my_template.my_circle_select"
    bl_label = "My Circle Select2"
    bl_description = (
        "This is a tooltip\n"
        "with multiple lines"
    )
    bl_icon = "ops.generic.select_circle"

def register():
    bpy.utils.register_tool(MyTool)

def unregister():
    bpy.utils.unregister_tool(MyTool)

if __name__ == "__main__":
    register()

I get the following error:

RuntimeError: Error: Traceback (most recent call last):
  File "/home/janez/Software/blender/2.80/scripts/modules/addon_utils.py", line 384, in enable
    mod.register()
  File "/home/janez/.config/blender/2.80/scripts/addons/temp_scripts/__init__.py", line 63, in register
    bpy.utils.register_tool(MyTool)
  File "/home/janez/Software/blender/2.80/scripts/modules/bpy/utils/__init__.py", line 755, in register_tool
    item.idname for item in ToolSelectPanelHelper._tools_flatten(tools)
  File "/home/janez/Software/blender/2.80/scripts/modules/bpy/utils/__init__.py", line 754, in <setcomp>
    tools_id = {
  File "/home/janez/Software/blender/2.80/scripts/startup/bl_ui/space_toolsystem_common.py", line 219, in _tools_flatten
    yield from item(context)
NameError: name 'context' is not defined

This code works fine if I change bl_context_mode with "OBJECT" or "EDIT_MESH", but this is not the result I want.
However it fails for "PARTICLE" and "SCULPT".

Am I supposed to call things differently?

The goal here is to add a button into "T" side menu in "PARTICLE" mode.

I am using the latest version of blender 2.80


texts: Python, Bool property without Load UI behaviour?

texts:
I have a bool property. I can save the state of the bool property in the startup file. And it will load in this state when you start Blender.

The problem is when i load a new blend file then this bool gets reset to its default status. Or to the state in which it gots saved to the blend file.

Both is not wanted behaviour. I want to keep the state in which it was saved in the startup file when i load a new file. It is a setting of my addon. It is a bit cumbersome to turn the checkbox on (or off) every time you load a new blend file.

Is there a way to prevent to load the status of the bool with loading a blend file? But just with the startup file?

Examplescript to test the problem. Run it in the scripting layout, turn on the checkbox in the properties sidebar and load a new blend file to see the problem:

    import bpy

class MyData(bpy.types.PropertyGroup):
    checkbox_bool = bpy.props.BoolProperty(name="A checkbox", description="Do this or that", default = False) # Our prop

class CheckboxpropPanel(bpy.types.Panel):
    bl_label = "Checkbox prop"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

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

        scene = context.scene # Our data is in the current scene
        layout.prop(scene.my_addon_data, "checkbox_bool") # Our checkbox

        # Example useage of the bool.
        if scene.my_addon_data.checkbox_bool:
            layout.label(text="checkbox is on")

        else:
            col = layout.column(align=True)
            col.label(text="checkbox is off")

def register():
    bpy.utils.register_class(CheckboxpropPanel)
    #Our data block
    bpy.utils.register_class(MyData) # Our data block
    bpy.types.Scene.my_addon_data = bpy.props.PointerProperty(type=MyData) # Bind reference of type of our data block to type Scene objects

def unregister():
    del bpy.types.Scene.my_addon_data # Unregister our data block when unregister.
    bpy.utils.unregister_class(MyData) # Our data block
    bpy.utils.unregister_class(CheckboxpropPanel)

if __name__ == "__main__":
    register()


texts:
I'm trying to make a Game of Thrones-style map scene. The roads are defined by curve objects. I'm trying to extrude the roads in the x/y plane, but it seems to only go in Z:

Is it possible to control the extrusion plane for curves?


texts:
I have an image and I need to assign it to a particular slide. I have successfully assigned a unique material to all six faces but this image showing tilted doesn't make sense

The settings I am using are: Right panel > image mapping > extension > clip
and Mapping > Coordinat , Object > cube, Projection > Flat

I have added an image for clarification. Could anyone please tell me why it's happening.


texts: How to Turn follow path off and on, on specific frames

texts:
I am trying to get an array of objects to move from the ground and rise into the air then follow a circle around then land back on the ground.
Can i turn follow path on and off within the frames or is there another way to get the outcome?

Many Thanks


texts:
I'm trying to create a mesh with faces that are semitransparent in such a manner that I can see the back faces through the front faces.

Setting the transparency of the material allowed me to see a completely different mesh if it were behind the "transparent" mesh, but it didn't allow me to see through to its own faces.

The mesh as a whole got transparent, but the faces all kept an opaque appearance (if that makes any sense).


texts:
I would like to make a bent cylinder with varying radius. Taper and Bevel seem like a good way to do this, however, I would prefer that the Taper curve is not a spline but a polyline, so that I can make sharp edges.
Ideally I would like it to be a profile function R(t).
EDIT: Below is an example of what I'm not really interested in. It should be a lot more... edgy...


texts: I'm relatively new to 3D modelling, I'm doing the BlenderGuru's Donut tutorial, I had to mess around with render properties, typically with the light paths' max bounces amount and the transmission, because the cup was really black and the light reflections looked unnatural (it looks better now, but still something is not ok). Also, the volume density looks nicer in viewport shading, there the coffee looks more like coffee without those weird gray gradients on top of the liquid like in this photo...


texts:
I have a model rigged in blender and I'm trying to get it to animate it  with respect to
OpenGL coordinates (-Z front, Y up) so I can put it in my game engine. I tried hardcoding everything in blender by translating/rotating the model to the correct coordinate space and everything seems fine.. animations playing well and all that.. but then when I exported it to .dae (collada) The Mesh was rotated in a different direction (although the Skeleton was fine). Why is that and how can I fix it ? (I'm a total beginner btw.)Thanks!


texts: how to display loaded objects during session of batch load .obj file in Blender using script

texts:
I can load *.obj from one directory using python script in VSCode, using sth like:
for item in obj_list:
    path_to_file = os.path.join(path_to_obj_dir, item)
    bpy.ops.import_scene.obj(filepath = path_to_file)

but Blender updates viewport only after all objects are loaded. During the whole session, it seems all objects are loaded into cache? Is it possible to load one object then display it in the viewport ?then load 2nd object,.....
ThX


texts: I was using Renderman in 2.76, but am unable to use it in 2.77. When I try to enable it in the user prefs it can't find the DLL but it's there.


texts:
Hi
I have a question: is there any easy way to extend only the bottom edges of an irregular model (such as in the screenshot) and create a flat base of the model to get the effect shown in the attached drawing?
Thanks in advance for the advice!


texts:
I am trying to create a lightspeed scene just like this.

I have tried using particle systems with motion blur, but i could never get it to look right. Let me know if you have any ideas.


texts: How can I rename bones that have certain prefixes in their names in a script?

texts:
I have a script made for 3dsmax that renames bones in batch like this:

(
    local nameMap = #( \

    dataPair "Bip01_" "",
    dataPair "Neck01" "Neck",
    dataPair "phy_anchor_Skirt_00" "Pelvis",

And so on and so forth. How can I make the same for blender? Does anybody have something working, so I can just change the name of the bones, and press 'Run Script'?

Because as far as I can do, it only change exact names and not part of the name, this is what I've got:

import bpy
context = bpy.context
obj = context.object

namelist = [("Bip01_", "")]

for name, newname in namelist:
    # get the pose bone with name
    pb = obj.pose.bones.get(name)
    # continue if no bone of that name
    if pb is None:
        continue
    # rename
    pb.name = newname

What I would like that script to do is change ALL 'Bip01_' for nothing, like deleting a prefix.


texts: Is there a way to animate the pivot point of a bone?

texts:
So I have a bone where I'd like there to be 3 points of rotation, and depending on my animation, I'd like to be able to switch pivot points easy. I can't seem to figure out a way to do this where all 3 pivots will follow each other and also rotate on each other.

Being able to animate the origin of a bone would solve this, but I'm not sure that's possible.

Any help would be appreciated,

Thanks!


texts: What are the shortcuts for vert, edge and face selection in edit mode?

texts: Can you help me? I dont know the shortcuts for these buttons.


texts:
All I'm looking to do is union join two meshes together. They're not overly large or complex and I can't find any faults with them (Mind you I'm new to this). If anyone can help I'd be very grateful! It shouldn't take long at all for anyone with experience.
The file is linked here.


texts: Why do some bones in my armature disappear when I go into Edit mode?

texts:
I made a rig for a model of a dragon and for some reason,
when I go into Edit Mode, some of the bones disappear:

I don't know if this is relevant or not, but I created the rig using the standard release of 2.69, but now I'm using the standard version of 2.70.

Here is my blend file.


texts: Is there a way I can export a cavity map as a texture so it will appear in other programs after I export?

texts:
I made this rock and it looks a lot better with the cavity shading enabled. Is there a way I could somehow generate this effect on a PNG texture so I could apply it in another program?

Before:

After:


texts: I can't select objects and my bottom toolbar is missing

texts: It disappeared when i accidentally hid my bottom toolbar in the node editor, but when i clicked the transparnt "+" button to bring it back, all i got was this. Now, i cant select objects.


texts: Why is the wrong texture showing when I switch from texture paint to object mode?

texts:
I've just finished texture painting this model, and I wanted to start rigging it and whatnot, but when I try and go from texture paint to object mode, an older version of the texture appears. I have the right texture selected, I have no idea why the wrong texture is showing on the model.

Another weird thing is that I've already done this exact model once before with a different texture paint, and that one went perfectly fine. Unfortunately, I can't remember what I did with the first model that I haven't done with the second model.

This is what it looks like in Texture Paint, and this is how I want it to look:

This is how it looks in object mode, with an older texture that I've since painted over:

Any suggestions?


texts:
Is there a faster shortcut than Alt+M for merge?
I have seen video examples where it was shown a line dragging from point A to B resulting merge.
It may be an add-on?

Thank you for any of you who will help me!


texts: Evaluate FCurve without keyframes won't work

texts:
i'm stuck here, i'm trying to evaluate a newly created FCurve to get the current value of associated property, and keep getting "0". Here's an example working code with scale:
import bpy
# getting the object
obj = bpy.context.object
# the active object have action but no scale fcurve
# let's create it for x axis
fc = obj.animation_data.action.fcurves.new("scale", index=0)
# evaluate the current frame
value = fc.evaluate(bpy.context.scene.frame_current)
# print the result
print("value is %f" % value)

This returns "0", but the active object is "1" in x scale
(code can be run from console with selected object with action and no scale keyframe to test)
I don't really know how to get this "1" value programatically with object and data_path only.
The getattr() method could work, but i'm also using this code on pose bones, with these kinds of datapath : 'pose.bones["Bone"].location[0]' and this doesn't seem to work with getattr()
Any clue out there ? thanks in advance guys ! cheers !


texts:
I made an animation with Blender + Ni Mate using the Kinect v2, i have followed this tutorial: https://www.youtube.com/watch?v=1UPZtS5LVvw

I have my own armature that is copying the ni mate armature, but when i record the animation, blender puts the animation movement on the bones of the ni-mate kinect armature, so when i export the animation in a fbx file and import on unity there's a lot of animation files.

Is it possible to do this animation in to my own armature and export as an fbx or other type of file and import into Unity?


texts: Access Bone Coordinates using Python API

texts:
I'm trying to export bone coordinates using ob.find_armature().data.bones.

I made a test file that has two connected bones, and set these position values manually in the UI.

Bone 1 Coordinates

Head: (1, 1, 1)
Tail: (2, 2, 2)

Bone 2 Coordinates (connected to Bone 1)

Head: (2, 2, 2)
Tail: (3, 3, 3)

So I go to access the bone data in python, and here's what I get.

Bone 1 Coordinates

Head: (1, 1, 1)
Tail: (2, 2, 2)
I guess these are absolute world coordinates.

Bone 2 Coordinates (connected to Bone 1)

Head: (0, 0, 0) These must be relative to the last bone's tail.
Tail: (-0.00000, 1.732051, 0.000000) What are these?

Proof and test Blend file: https://app.box.com/s/olb6hzi3p0z4ejqbtyfk


texts: How to delete all animation from an appended file?

texts: So, I have appended a file to a blender scene, and now I want to delete all the animation from the previous appended scene. I have tried going into the dope sheet, selecting all keyframes with A and hitting X, but to no avail. Any tips/is this possible?


texts:
I have made triangular face and extrude and then array. With extrude face i have added a loopcut. I want to extrude the top part but when i extrude there is a gap between the corner of the edges. I apply rotation scale yet same problem. May i know the reason why there is gap and why its not extruded in same shape.

Gap between


texts: Export files do not have carriage returns

texts:
I have Blender 2.77 installed on 2 vms, xubuntu 15.04 and win7. (Parallels 10). In the linux vm there are no problems with exporting -- everything works okay.  In the win vm I can only export .ply or .stl files in Ascii. If I try to export .obj or .fbx, the output files do not have carriage returns. (All options unchecked, z-axis up). Can someone tell me why this happens? (Zip version of Blender).

thanks,
Whiffee


texts: I'm having trouble with this project of mine, I wanted to make this cloak fully fluffy but the sides become inverted.


texts: Is it possible to change the default transparent color when texture painting?

texts:
It seems that when exporting layers as png images in Photoshop, some elusive semi-transparent pixels may be saved as white and become quite apparent when imported as planes into blender.

This could be easily remedied by erasing their alpha in the texture paint mode; however, transparent becomes white:

This makes it very hard in most, and impossible in some, cases to tell where these stray pixels are and when I've gotten rid of them ("erasing alpha" is basically painting "white" over white).

Any way to get rid of the transparent white by either replacing it with a different colour, hiding it completely or replacing it by some Photoshop-style grid?


texts: Rigged fbx model deforms when exporting to fbx

texts:
Before and after pictures, mesh deforms when I export it as FBX to Unity. I am using Blender 2.79, the model deforms in blender after it exports to fbx and when I import it to unity it is deformed as shown below. Any help is appreciated.

before

after


texts:
Just a quick one - I've created an array of objects by transforming instances of a mesh along the x axis but need to reset the origin of each object back to the grid centre.

How can I do this?  I can't see a node that supports that kind of reset.  I'd need to embed it in the subprogram so that each instance would be reset as it's created.

Thanks for your thoughts.


texts: Does Blender support any form of collaborative editing?

texts:
I remember there was once a project called Verse, which allowed (or at least was supposed to) collaborative editing in Blender, even using Blender collaboratively with other applications.

Is anything along these lines (I.E. collaborative editing across a network) supported in the current version?


texts: Texture looks good on some faces but not others

texts:
I'm using a procedural stainless steel texture in Cycles.

I've Smart UV Projected all faces ("Correct Aspect" is checked, "Stretch to UV bounds" is unchecked).

After unwrapping, some faces look right but others don't - as you can see below.

What's going on here and how can I fix it?

Cheers.


texts:
I have a problem when I try to mirror my run animation, the IK bones on the foot go completely out of control on the mirrored portion of my animation.

The white keyframes are what I copied, and the yellow are the keyframes are the ones I pasted with (shift ctrl V)

The IK bones go completely out of control in the mirrored portion of the animation.

I used sebastian lague's amazing rigging video

https://www.youtube.com/watch?v=Q9f-WVs3ghI


texts: Invisible faces problem in Game Blender Engine

texts: How to fix the error shown on screeshots ? Thank you for your answers.


texts: Using a vertex as pivot point with multiple vertex selected

texts:
I am try to transition to Blender 2.8 from Maya. Would love to move but running into so show stoppers for me. Am mostly doing modular assets so grids and snapping are essential.

Example. I have a modular wall piece. I need all the vertices on the left and right to be snapped to grid so I can easily snap the modular pieces together later. At current the vertices at the left side are off grid. However I need to keep the interior vertices of the wall looking symmetrical with the right side. The interior vertices won't be on the grid and do not need to be.

In Maya I can select any number of vertices, activate move /rotate / scale, press D, select a vertex, edge or face to use as my pivot, and then if I move the selected vertices with grid snapping on the vertices will all stay in the same relative location compared to each other but the vertex used as pivot, plus any vertices on the same exact axis position, will snap to the grid even if they were off grid to begin with.

I can't replicate this behaviour in Blender.

I can select a vertex, snap the 3D cursor to it and then use that as my pivot, but then when I move my vertices the 3D cursor being used as the pivot is in a fixed position so my vertices move in grid units, but do no actually snap on to the grid.

I know there is a snap to grid command but in this scenario I only want the outside vertices of the selected vertices to snap to grid, so from what I can tell this won't help me as it will snap all of them.

If I were to just selected the outside vertices and snap them I would then have to try and eyeball moving the other internal vertices that I wanted to move with my original snap so would likely not end up with symmetry . I could maintain symmetry by halving the model and mirroring it, but this assumes the center vertices are on grid, which the might not be and might need to not be, and is a lot of steps for a simple task.

I could lessen the severity of this road block by ensuring my outside vertices were on the grid to begin with. But I can't find a way of having the edgeloop or knife tool snap to grid during the process of creating my loops and cuts.

I have found the settings for ensuring the knife tool cuts in a straight line but not how to keep that straight line on grid during the cut. I have also found the tool for straightening vertices so I can easily straighten my edge loop vertices, but again now ensure they on grid to begin with.

I have to make my loop / cut as close as I can get it and then try and use the method above to get the outside vertices on grid, which I am failing to do.

Am I missing or misunderstanding a tool(s)?

Thanks


texts: Shadows not reaching all the way to the ground in Eeevee

texts:
Take a look at the shadow cast by the leg on the sofa in the foreground. Even though the object is touching my shadowcaster surface, the bottom part of the leg casts no shadow.
Larger objects seem to cast shadows just fine, but table & chair legs pose a problem! Any suggestions as to how to approach this would be MUCH appreciated!
(This is some virtual staging for a real estate listing.)


texts: How can I make vertices on a cylinder create a circle?

texts: How can I make vertices on a cylinder create a circle (like in this tutorial https://youtu.be/cHbOCSkqmo8?t=2m43s) ?


texts:
I have a mesh which has a clear outer structure but is pretty complicated "inside":

How can I separate ONLY the outside part? Is there any better way than selecting the vertices manually in edit mode?


texts:
on this car tire model, the nurbs curve is not bending the mesh (surface of intended car tire) correctly:
It is obvious what I mean by looking at this screenshot, and feel free to inspect my blend file:  https://app.box.com/s/s7vi3l06lf9vv6ir9j5ysfz9t0v9qhka

what i want is the mesh perfectly (smoothly) aligning, bending exactly right together at each end. I've been trying for hours to manipulare the nurbs curve, and since i'm a newbie to blender, still don't know how to fix the curve just right.
Any tips?
Cheers / Dan


texts: How to stop blender from recalculating normals?

texts:
I have a mesh (a rock wall) that I would like to split into pieces and export each piece for a game engine.  The mesh has a smooth, undulating surface and when all the sections are merged into a single mesh, it looks the way I want it to.  However, when I split the mesh into pieces, Blender recalculates the normals along the edges causing a very visible change in shading.

I would like Bender to leave the normals alone, or maybe give me some way to edit the normals manually.  Can I do this?


texts: Subdivision makes one part of my knife thicker than the other

texts:
https://gyazo.com/0378ac77fdd3d4756cea85b0990cb684
https://gyazo.com/2646c6698b74b056077a73a3347fec11
Any help?
When I try to subdivide this edge it seems to make the width uneven with the rest of the models width.


texts:
I have a wooden crate with textures and all. Its hard to explain. I want to turn this (figure1) into this (figure2) the only way i can think to explain it would be projection baking. Where i project my 3d view into a new image to get my desired image. Im trying to lower my poly count so i need to take the second images 3d view and actually turn it into an image so that i can use a single poly on it instead of multiple. Its hard to explain.  So like if you just finished making a hight poly model with textures and its unwrapped and everything. Then you make a low poly. If you switch to the high poly front view and were to take a picture then that is what i would want the image to be for the low poly.

Fig 1
Fig 2


texts:
I've made a model from a copy of another object, but now it's done I just see now that it's rotation angles weren't set to 0.
And now it causes me trouble when I mirror it.
Is there a way to "Zero-ing" the current rotation as if it's a normal one?


texts: How to display measurement lengths in Blender 2.9?

texts:
I want to get this result in Blender 2.9:

However for all the tutorials i searched online, all i could find were how to achieve this in Blender 2.8 as shown:

I assumed it would be under the gizmo panel in 2.9, but i can't seem to find the checkbox for it. All i get is this:

Where is the option to show measurements in Blender 2.9?


texts: As near as I can tell, there is only one vertex in this corner, but when I try to bevel the edge it seems to let go and run wild.  What can I do to make it stay put during the bevel?


texts: Python code for Edge Data Bevel and Crease Weight?

texts:
Anybody has an idea what the python code is to draw the edge data bevel and crease weight sliders?

It seems not to be part of "space_view3d.py"


texts: Transform (Rotate) with 4x4 matrix via python

texts:
I have imported geometry that I am rigging for showing assembly of a product. The driving curves have been imported from rhino, from which I have built up the model further in Blender.

As part of the animation, I would like to show how all the parts fit in a box, when they are flat. However, rotating each part by eye is proving difficult as each part is quite 3 dimensional. Thus, via Rhino, I have calculated the transform matrix needed for each part in order for it to be flat on the ground.

I would like to use the data from this matrix to transform objects via python.

Update: Here is a simplified version:

, where the orange is the target.

Here is the output that I get from Rhnio python going from A to A':

R0=(-0.470458022353494,-0.807963312121372,0.354773921630525,-6631.4567921258), R1=(0.645229984870226,-0.589232780440685,-0.486295174846007,3943.31281557432), R2=(0.601953084407421,0.000129305847915359,0.798531444247745,2890.46728702281), R3=(0,0,0,1)

I make the following output into a python list and then set it to the updated matrix from above

import bpy
from mathutils import Matrix, Vector

obj = bpy.data.objects['Untitled'].pose.bones["topfrontleft"]

m =  (0.879972675860339,-0.0926548147745,0.465900391755896,-1329.45963312555), (0.443132751289856,-0.193193761313235,-0.875391075647866,1124.19004435354),(0.171118247050034,0.976775949687925,-0.128946848111055,3977.30420903923),(0,0,0,1)

m_new = Matrix(m)

obj.matrix = m_new

Here is a ling to the Blend file: http://1drv.ms/1X8vHXO


texts: Is there any way to only symmetrize the masked part of and object in sculpting mode? The Remesh->Symmetrize in dyntopo option will symmetrize the whole object even when some part of it is masked or hidden.


texts: animation nodes - point distance fallof - not able to keyframe falloff

texts:
I tried to set a keyframe to the falloff width of a point distance falloff node. It turns yellow which normally indicates that the keyframe is ok. (or not?)
If i then set the keyframe on another frame to another value, both values change.
Am i missing something? or can't it be keyframed?


texts: Rendering image with lens distort node and transparent background

texts: I try rendering my image as a png with an rgba channel but when I put on the lend distortion node in the compositer it makes it have a black background.


texts: Cycles Compute Device: None (Not even CPU option)

texts:
I was trying to enable CUDA under Cycles Compute Device to enable GPU rendering but realized I don't even have the CPU option. Just none.
I just want to enable GPU rendering.

OS: Ubuntu 18.04 LTS |
Version: Blender v2.79 |
CPU: I7 4790 |
GPU: GTX 960 |
NVIDIA Driver Version: 390.77


texts: suddenly right click selection does not work

texts: suddenly i cannot select anymore with right click (or example objects in object mode or faces in edit mode). I was doing this tutorial and they asked me to change a few things in user preferences and now i cannot select anything.


texts: I am working on a project and I am using the Cycles render engine. Denoising usually seems like a good option but the image does become a little blurry when I use denoising with the default settings. Is there a way I could tweak it so that I could get a crisp and clear image without fireflies without spending hours on the render?


texts: Is it possible to render smoke into the Z-Dpth pass? I did a setup following the advices found here but it renders only the domain as geometry no smoke.


texts: Donut tutorial: Condensation for coffee cup not adding

texts: I'm doing the donut tutorial. I'm on Part 5, Level 3: Condensation. At 18 minutes Andrew adds a condensation tuxture. I've added a material and the faces I select can change color and I assigned it. I've watched and retried this 5 times, but the texture will not add to the cup. My nodes are exactly like his. A download link to my project is below. Can anyone help?


texts: In the game engine why do variables link clists from globalDict instead of copying them?

texts:
#initial globalDict entries
bge.logic.globalDict["integer"] = 1
bge.logic.globalDict["clist"] = [0, 1]

#variable assignment
integer = bge.logic.globalDict["integer"]
clist = bge.logic.globalDict["clist"]

#variable modification
integer = integer +1
clist.append(2)

Result:
original integer: 1
manually modified integer: 2
integer in globalDict: 1
original clist: [0, 1]
manually modified clist: [0, 1, 2]
clist in globalDict: [0, 1, 2]

The code above shows how changing a different type of variables may or may not change the source of the variable.
Is there a particular reason for that inconsistency?
Is there a work-around?


texts: How to create a Low lying fog in fields slowly rising up?

texts:
I wan't to create a Meadow Scene and there is a lot of low lying detailed fog that is moving and rising very slowly like these in reference pictures
If I adds simple principled volume shader it will not have such details like this mist is rised to some level or height in picture 1 after that it disappears

Mainly Picture 1 is the correct reference picture for the result what i want

how can i create that can any one show me the node setup ?


texts:
I've used a multi-layer EXR to stash a Mist Pass, along with others. To test it, I've used it in a Displacement modifier on a subdivided plane. The Texture tab allows me to select the relevant layer, and everything works as expected.

But if I try to use the Image data-block in a Cycles Image Texture node, I have no access to the layers, and all I get is missing-texture-magenta. This seems inconsistent. Am I missing something? Can I somehow reach the texture I successfully created for the displacement from a Cycles node-tree? I'd like not to have to split my EXR's up to use them in Cycles nodes.. maybe it's a format problem?

(Version: 2.79b)


texts: How to scale multiple objects in Blender 2.82+ without a plugin

texts:
Blender 2.82+ question. Imagine you have 3 cubes. You want them scaled to exactly 42% on the X axis. I cannot find a way to do this without a plugin.
I mean not scaling by dragging the scale handles, but scale using value input.
What I end up is that I get only one object scale, the rest do not change.
EDITED.
Apologies, seems I've posted the question strangely truncated.


texts:
I am trying to make an environment (using a plane for the ground) and I need to hide the ends of the plane. I have tried adjusting the size but i need to make it ridiculously wide to hide the ends.
Currently:

What I'd like to achieve (without changing the scale of the plane):

The above image is if i scale the plane a lot by the y axis. What could I do?


texts: How do you import a rigged character from one blender file to another?

texts:
I have multiple blender characters in different blender projects and I want to bring them together in one single project, I already googled this and saw that you have to use append and link.

When I do that, the meshes appear with the rigs and everything but when I try to move the bones and rigs, they have no effect on the character, they just move independently.


texts:
I have a black and white image which serves as a template for my game.
Non selected country borders are white, and selected country borders should be outlined by solid black lines.

Each country border is represented by a mesh which I position over a country.

Meshes are created in Blender using BezierCurves and convert to mesh option.

Is it possible to create a material in a simple manner, which would make my 2d mesh render as solid black lines, to achieve select/deselect effect?

I'm quite new at Blender and didn't manage to achieve it via FreeStyle component for mesh outlining.

QUESTION UPDATE

Managed to render solid lines in Blender render view.

When you export your mesh from Blender, is your material exported also?

Because when I imported the mesh into Unity, the mesh was not rendered.

Meshes without faces aren't visible in Unity, so I expected my material to
make the mesh visible.

Every advice will be appreciated :)

CONCLUSION

The outline effect can be achieved in Blender relatively easily, but you cannot export
it in my case.

The mesh must be shaded with a Unity compatible shader and materials used must be built
inside Unity in most cases.

Sadly, free version of Unity doesn't allow writing shaders in OpenGL, Unity shader syntax must be used.

Thx, everyone!


texts: Blender 2.8 create viewport similar to startup user perspective

texts:
In CAD programs there are usually standard viewports that have buttons so as to find or easily return to a viewport. When you start a new blender file, it opens up in a somewhat isometric view of a cube. I am trying to return to this view or recreate it with an easy way to return to it as a default reference.

Thanks in advance.


texts:
The spotlight is not showing up on a plane. This issue has been raised in previous posts, but the individual was using an older version of Blender. I couldn't make sense of the answers to post as I am using a newer version of Blender.

1st image: View from camera mode. Rendered with Cycles

2nd image: Rendered image view. No spotlight shown.

3rd image: Plane (ground) selected to show the settings for it.

Any suggestions what changes I need to make to have the spotlight appear on that plane (ground) ?


texts: Modal operator and opengl drawing update issue

texts:
For this question, I've coded a little script that draws mesh's elements indices with opengl.

All is working well, except when in edit mode, some grab, scale, rotate is done. In these cases the drawing needs to come back to object mode to work properly:

How can this be fixed? (I don't want the drawing to follow at runtime the transformation, but at least find a way to update it when the transformation is validated)


texts: Send blender simulation to another computer for processing and caching?

texts:
I have two computers, one I use for working and the other I want to use for rendering and doing any other task that require lots of CPU usage. I have a decent knowledge in Python and the Blender API, but I've never done any kind of networking. There is also a big lack of information online regarding distributed rendering with Blender 2.8.

The easiest way to calculate a simulation on another computer would be to write a small addon that would send my current .blend to the 'slave' computer and automatically start the calculation/render. Fortunately this is quite simpler than a render farm with multiple computers which would require some load sharing but still I'm not sure where to start exactly.
I think the .blend sharing will be easy but then I'm not certain how I'll start Blender on the other machine from my main PC and start the simulation/rendering process without having to manually do anything.

This should work online as well, if I'm abroad I'd love to be able to harness the power of my slave PC at home from my laptop.

I guess it's more of a broad question on how this things are approached by people who know what they are doing!

Relevant post: How can I run blender from command line or a python script without opening a GUI?


texts: How the Fresnel effect works and how to construct Physically-Based shaders in Blender?

texts:
In this youtube video Cynicatpro explains how Fresnel works and builds a shader for dielectric materials. In explaining how roughness has an impact on the fresnel effect and how to simulate that in Blender he built this Fresnel node group:

When introducing the Geometry node he loses me. I think I understand why the "standard" Fresnel node has the Normal as an input (EDIT: I now think I don't). And I understand why roughness has an impact on Fresnel. But I don't understand why the Geometry - Incoming should be a "good" approach for simulating the effect of roughness on Fresnel. Who can explain ?

BOUNTY QUESTION:

The answers of @Leander and @lbalazscs were certainly helpful but I still don't truly understand how the current Fresnel node works and why CynicatPro is constructing a Fresnel node group with the "average normal" and the "Geometry - Incoming".

I did some reading like this about microfacet normals (and also papers on that like this one and this one), but most of these papers are full of math and are too high brow for me. This document about PBR was really helpful and it makes me understand things like diffuse, normal reflectiveness, roughness, fresnel and even microfacets.

But I cannot make the switch to Blender. Why is the standard Fresnel node using the average normal and does the Fresnel node group use this average normal and the incoming rays. I think I understand what he tries to accomplish but I don't understand the model. Who can explain and not use high-level math ?

What I am looking for ...

A) an explanation on a conceptual level (without diving into the math) how things like diffuse, normal reflectiveness, fresnel, average normals, incident light and reflected light, microfacets and roughness relate would be very nice but

B) an explanation of the "CynicatPro Fresnel node group" is maybe the most important part of my question.

I am not asking a complete syllabus ... I have done some readings.

I think a real understanding how to construct Physically Based shaders is crucial for photorealistic rendering and this starts with a real understanding of concepts and the tools of Blender. I am happy to raise the Bounty is someone feels that this is adequate.

EDIT: Now I better understand how the normal input is used I understand that the Fresnel node is fed with a normal input. This normal input comes from the Mix node. Now ...

A) what is Geometry - Incoming ? Is this the incoming ray like shown in the image below ? Or is it the incoming ray into the camera ?

B) What is exactly what the Mix node produces ? What normal ??


texts: Is it possible to render animations on server, with input from other server, changing the animation?

texts:
I have an animation, which needs to be altered using data from another server. And i then need to send it to a render farm. The animation contains armature with IK rig, which needs to move dependent on the data from the other server.

I want to know, if it is possible.


texts: How to create a visible spotlight without fog?

texts:
I know if we add a volumetric shader, the spot light act like this.
But I don't want to be a foggy atmosphere, just the light should look like the volumetric like the below image.

I am looking for the exact result in the YouTube video - https://youtu.be/6wQynvx9y6g?t=47


texts: Normal Map difference in blender and other soft

texts:
I created a low poly object, and a high poly object (beveled).

We bake the normal map in Blender. When displayed in Blender it works well, but in other programs (3ds Max / Substance Painter) the low poly mesh and its normal map are displayed poorly (bent faces).

There is a difference in shading. Why is this happening and how to fix it?


texts: Composite nodes being ignored when rendering from command line

texts:
I am trying to render an animation using cycles from the command line but my composite nodes are being ignored. The images look ok, just the denoising and glare are missing. In blender on my other machine when hitting f12 the nodes are being applied correctly.
I am running the command blender -b file.blend -t 8 -o renders/frame_### -a
This is my node setup for compositing


texts: Sometimes, when I add a shader node render times for a single object are reasonable but, whenever I try to render sets of said object (e.g. tree --> forest) rendering takes up days or even weeks for relatively small scenes (garden with ~100 trees). Is there a way to profile render so that I might have a clue which node's pegging the (C)GPU?


texts: boolean multiple meshes without fusing and keep faces

texts:
i have a bunch of hexagons all in one object, but I want them to form to a point while staying separate like this
when I try to use a boolean to do this all the hexagons fuse together in odd patterns and almost none of them have faces, is there an easy way to do this?


texts: Simulate folding paper using cloth modifier

texts:
New User here. I seem to be having issues getting the cloth modifier to simulate paper folding over itself. At a point the cloth becomes stiff and does fold at a given vertex. I would like the paper to fall as it would under gravity in nature. Any help is appreciated, thanks.

The vertices on the left side of the plane are pinned, but I would like the paper fold over itself somewhere along the line below.

Cloth Modifier Settings.

The book cover has also been given a collision modifier.


texts: Distance between parallel face or constraining width of cube

texts:
I'm using blender to create simple shapes I want to cut out of wood (not what Blender is for I know). The wood is 18mm thick so I created a cube that was also 18mm thick. The problem is that as I move certain vertices and faces, the 18mm isn't maintained.
The two faces are still parallel and I can drag them along their axes using the Normal option in Transformation alignment, but I've no way to drag them to exactly 18mm because their is nothing to snap to.. because the object is warped, I can't see width in the transform box either. Likewise, the measure tool doesn't work because again, there's no appropriate snap point.
Below is one example shape. The measure shows the two faces that need to be 18mm apart. But, because the edges that the measure is snapped to are actually bevelled, this is not acurately giving the actually perpendicular/parallel distance between the two faces.
This was a 18mm cube where the face at the lower left of the image has been dragged downward to snap to another object in the scene. Doing this throws off the 18mm. I could try rotating the cube instead, but trying to align it this way, rather than dragging faces/edges/vertices is just going to be insanely difficult.

and this is the final intended shape of the whole thing. How do I keep the wood at 18mm? :/


texts: How to make translucent glossy soap-like material?

texts:
Hi thanks for your help!!
I spent 4 days trying to make this soap but I don't feel satisfied with the result. What can I do?
I tried to add volumetric absortion but it didn't provide good enough result either.

Reference photos:

Rendered result:


texts: Extract particle age info as render layer

texts:
[.blend file here]

The problem

My problem is related to node editor and multiple render layers, as far as I'm concerned. I have a simple particle emitter and an icosphere serving as a single particle object. Thanks to the Particle Info node I can easily get the info about particle age. But what I want is to render some kind of alpha channel map (or B&W bitmap) based on particle age info, where only particles of certain age are visible. The math part is not a problem for me. I can combine some math nodes to filter out the value I need. The only problem is how to extract this to the compositor (in parallel with the rest of the scene)?

My current node stack for the particle object looks like that:

The "what I'm trying to achieve" part

My big goal is to render an animation of welding sparkles.

I watched a few videos of some real ones and noticed that most sparkles at the end of their life usually emit something like a small glare. Here's an example:
YouTube video

If you pause the video you'll notice that some sparkles at the end of their life emit a 'subset' of smaller sparkles for a fraction of a second. I want to emulate this with a glare node but unfortunately it is only available in the compositor. What I'm missing is a separate render layer (aside from the whole scene) which consists only those sparkles which are about to die.

Completely different approach

Maybe I'm doing everything wrong and maybe there are some other ways to achieve such effect? Please let me know if you have better ideas.


texts: Looping animation of an FXB imported character

texts:
I have looked at some of the answers given here and it does not seem to fit my situation.

The suggestion of using the NLA editor only repeats the animation as if it was a gif. In the attached clip I set the repeat to 2. I want the character to continue walking.
The other suggestion was to insert "Cyclic F-modifier" using Shift + E.  I tried that and no popup appeared.
The online video by Olaf which uses the node editor does not make it clear how to simply movement continues.

Any suggestion will be followed up on.


texts:
This is how my character looks in Blender:

After importing him to Unity, the eyes are no longer positioned correctly:

What could the problem be? How do I fix it?


texts: Is there a working extension to import Kinect skeleton data as animation into Blender?

texts:
I already tried Bloop which would end in rewrite lots of C++ and Phyton code. The issues with bloop are described here im-so-annoyed-im-resurrecting-this-blog.

For other things like RGBDemo the dependencies to OpenNI are no longer available.

It wouldn't be necessary that the import is done in real-time.

Is there any working module/add-on, external converter?


texts: Interpolated particle hair are spread all over the object

texts:
I cannot figure out how to use interpolated children with hair particle systems correctly. Simple children behave more or less as expected, appearing near the parents, spread distance being determined by the radius parameter. But when I switch to interpolated, the chldren are distributed randomly all over the mesh, the locations seemingly completely uncorrelated with the ones of the parents. The manual says:

  Children are emitted between the Parent particles on the faces of a mesh. They interpolate between adjacent parents.

Whatever that exactly means, to me it doesn't sound like what happens in my example, below. What I am doing wrong?

This is the way the parents are placed:

So it looks with simple children:

And this way with interpolated ones:


texts: How to create an air distortion/blur effect in eevee?

texts: I would like to recreate an air distortion/blur effect like the ones seen in marvel vs capcom 3 to give more "punch" to my animations (images attached to give an idea of what im looking for)


texts:
Today i was doing some texture painting, and when i saved and closed blender everything seemed fine, but when i opened the blend file later, the body mesh was completely off.

The body was in a different location, alot higher, is even a bit smaller, and two of the fingers are horribly stretched out. Together with this all were broken, and if i tried to fix this by relocating the mesh to the position of the armature all the animations stop working at all.

In the image there is the body i was working on (female), and the armature of the female body in the middle (both were at the position where the male body is)
The male body didnt change location or size randomly, but just got his fingers stretched.

How can i fix this? i have no idea how this happened, and i cant seem to find a solution that does not involve losing ALOT of progress by reloading a backup.


texts: Molecular script addon permanently stuck in simulating state

texts:
I stopped the molecular simulation and... it's not stopped.
It just says that there is time left and when I play the simulation it's in its "slow mode" state.
I have no clue how to fix it and the other post on the forum doesn't help.

NOTE:
I have tried restarting blender, and that didn't help.

This is my first post on this forum so if you need any more info, ask.

-Grimtin10


texts: Volume absorption boosts light levels of scene and messes with shadows

texts:
The first has a volume absorption node that is set to full white and 0 density for the water, it also has a glass BSDF set to white and an IOR of 1.33. The second image is the same, except the volume absorption node has been removed from the water material.

Here is my node set up:

I have tried recreating this effect in a simple scene with as few objects as possible, but I can't recreate it at all. (Additional information: I was having this same issue with a hair particle system in this scene, but that has since been removed from the scene.)
Why is the volume absorption node messing up my scene?


texts: How to turn up light bounces to infinity

texts:
I'm trying to make an infinity mirror in blender. I've managed to make a two way mirror by using the back facing geometry input to apply two different materials to either side of a face. Everything works OK but I only get 6 layers of bounce between the two mirrored layers before it stops.

How can I turn the number of bounces up to infinity so that the light pattern continues on indefinitely or until it fades to black?

Thanks. Here is an example rendering:


texts: Exporting animated low poly water into Unity

texts:
Recently I created low poly terrain with river in the middle. I want to import it into Unity, but I can't do it properly.
I used vertex groups to connect few vertices together and used shape keys to create waves animation (I just move vertices from vertex group up and down).

When I imported it into Unity there was no animation. Should I do this in any different way to work or did I just messed up somethig with importing? Please note that I'm still learning Blender and Unity, and I could make some stupid mistakes.


texts: How to install molecular 1.1.2 Addon at Linux Blender 2.91

texts:
In Blender 2.91 on Ubuntu 20.04 (Kernel 5.10.6-051006-generic) I can not install the Addon Molecular from: https://github.com/scorpion81/Blender-Molecular-Script/releases
It works fine in Windows 10 with Blender 2.91.
The problem might be something missig in python, but I don't know how to fix it.
I found this line migh be giving a hint on the problem: https://github.com/scorpion81/Blender-Molecular-Script/blob/60385f589d3d31261cfb51802a915dd0355d500c/make_release.py#L29

#TODO, blenders (or a compatible) python bin needs to be in $PATH, and if you use blender's you need to copy the python includes from SVN
#into the include folder of blenders python, too

The Blender system info says Python 3.7 is in place:
=====================================

= Blender 2.91.0 System Information =
Blender:
version: 2.91.0, branch: master, commit date: 2020-11-25 08:34, hash: 0f45cab862b8, type: Release
build date: 2020-11-25, 08:51:08
platform: Linux
binary path: '/home/p/3d/blender/blender-2.91.0-linux64/blender'
build cflags:  -Wall -Wcast-align -Werror=implicit-function-declaration -Werror=return-type -Werror=vla -Wstrict-prototypes -Wmissing-prototypes -Wno-char-subscripts -Wno-unknown-pragmas -Wpointer-arith -Wunused-parameter -Wwrite-strings -Wlogical-op -Wundef -Winit-self -Wmissing-include-dirs -Wno-div-by-zero -Wtype-limits -Wformat-signedness -Wrestrict -Wnonnull -Wabsolute-value -Wuninitialized -Wredundant-decls -Wshadow -Wno-error=unused-but-set-variable -Wimplicit-fallthrough=5  -fuse-ld=gold -std=gnu11   -msse -pipe -fPIC -funsigned-char -fno-strict-aliasing -msse2 -D_GLIBCXX_USE_CXX11_ABI=0
build cxxflags:  -Wredundant-decls -Wall -Wno-invalid-offsetof -Wno-sign-compare -Wlogical-op -Winit-self -Wmissing-include-dirs -Wno-div-by-zero -Wtype-limits -Werror=return-type -Wno-char-subscripts -Wno-unknown-pragmas -Wpointer-arith -Wunused-parameter -Wwrite-strings -Wundef -Wformat-signedness -Wrestrict -Wuninitialized -Wundef -Wmissing-declarations -Wimplicit-fallthrough=5  -fuse-ld=gold -std=c++17   -msse -pipe -fPIC -funsigned-char -fno-strict-aliasing -msse2 -D_GLIBCXX_USE_CXX11_ABI=0
build linkflags:  -Wl,--version-script='/home/sources/buildbot-worker-linux_centos7/linux_291/blender.git/source/creator/blender.map'
build system: CMake

Python:
version: 3.7.7 (default, Jul  9 2020, 12:52:49)  [GCC 9.3.1 20200408 (Red Hat 9.3.1-2)]
file system encoding: utf-8:surrogateescape
paths:
    '/home/p/3d/blender/blender-2.91.0-linux64/2.91/scripts/startup'
    '/home/p/3d/blender/blender-2.91.0-linux64/2.91/scripts/modules'
    '/home/p/3d/blender/blender-2.91.0-linux64/2.91/python/lib/python37.zip'
    '/home/p/3d/blender/blender-2.91.0-linux64/2.91/python/lib/python3.7'
    '/home/p/3d/blender/blender-2.91.0-linux64/2.91/python/lib/python3.7/lib-dynload'
    '/home/p/3d/blender/blender-2.91.0-linux64/2.91/python/lib/python3.7/site-packages'
    '/home/p/3d/blender/blender-2.91.0-linux64/2.91/scripts/freestyle/modules'
    '/home/p/3d/blender/blender-2.91.0-linux64/2.91/scripts/addons/modules'
    '/home/p/.config/blender/2.91/scripts/addons/modules'
    '/home/p/3d/blender/blender-2.91.0-linux64/2.91/scripts/addons'
    '/home/p/.config/blender/2.91/scripts/addons'

Python (External Binary):
=====================================

binary path: '/home/p/3d/blender/blender-2.91.0-linux64/2.91/python/bin/python3.7m'
version: Python 3.7.7

Directories:
scripts:
    '/home/p/3d/blender/blender-2.91.0-linux64/2.91/scripts/modules'
    '/home/p/3d/blender/blender-2.91.0-linux64/2.91/scripts'
    '/home/p/.config/blender/2.91/scripts'
user scripts: '/home/p/.config/blender/2.91/scripts'
pref scripts: None
datafiles: '/home/p/.config/blender/2.91/datafiles'
config: '/home/p/.config/blender/2.91/config'
scripts : '/home/p/.config/blender/2.91/scripts'
autosave: '/home/p/.config/blender/2.91/autosave'
tempdir: '/tmp/blender_Yjx2oy/'


texts: Why is part of the object a different color than everything else?

texts:
So today I got on blender for the first time in a long time and decided that if I was every going to get better I would need to start practicing modeling and such. I decided I would model a Pagani Zonda to see what I could do. One of the mirrors on the car is a different color from everything else and I would like to know why. I haven't started texturing yet (though I'm not sure if I will because the model isn't that good). I wish I could describe it better. Is there a way I can post the file? I don't know how to do that sorry. I'm pretty bad at computers. Thanks in advance!

Update I figure out how to add an image at least. It's kind of hard to see but the left mirror is a weird color and I don't know why.


texts: Python command for selecting bone groups

texts:
So I wanted to create a python script to make my animation workflow quicker. So I made a script and it works great. But then I thought about making a pop-up menu for it. I found a tutorial online that showed me how to do it but in his example, he used the command:   layout.operator("mesh.primitive_cube_add")

I tried it out and it worked fine. But I don't want to use the add cube command in my script. Instead, I want to change the active bone group on my armature object but I can't find the command for doing so.

How would I find that command? I tried looking in the info window, but the command that shows up there results in a bunch of errors.


texts: Procedural Generation of object with random transformation

texts: I am new to blender, so what I am asking may be a very simple thing to do. I am trying to procedurally generate multiples of an object and apply random transformations to it. I have a simple curve and want to generate multiple copies of it while also varying the copies scaling and translation. I have been playing with the particle effects option, but it doesn't seem to be working to what I want. And the array modifier has each of them spaced apart. I am trying to have them overlayed on top of each directly so that when the transformations are applied I have more control over the anchoring point for all the curves, and I not been able to find something that generates objects between two points of anchors.


texts:
I have a procedural texture node group that is being commonly used by a lot of materials as part of a global shader setup for a project. For a few objects in the scene, I want to use a image texture instead. It would be convenient for my setup if an object defaulted to using the procedural textures in the group unless another texture was plugged into the group. In that case, I need it to use that new texture and ignore the procedurals.

This could be accomplished by adding a mix node between the two, and giving the Fac as a group input. But is there a way to automate this? It seems it should be possible with some sort of math that controls the mix Fac based on the texture input itself. If the input was Black by default, then math with Greater Than could be used to set the mix fac to 1 if the input is anything other than solid black. But then if the new input texture has solid black pixels, I'd still get the procedural texture on those pixels.

Is there a better way?


texts: Separate distinct internal closed volume (automated)

texts:
I have an object containing multiple interior faces defining closed volumes.
I'm looking for a way to identify each of those volume and separate them in different objects.

The object is in "one piece" all the faces intersection are edges. This result could be reproduce by taking an object and applying multiples bisects with "fill" option enabled, exept that some faces are missing giving concave geometries.

Here is an example blend file: Example

The green and red parts are two examples of the pieces contained in the main cube (in transparent grey). I want to get all of them, like a puzzle of piece that fit together to form the initial shape.

So obviously the internal faces will be duplicates during the process since each internal face makes the separation between two volumes. I'm trying to figure out how to do that using blender built in functionalities or a python script with a decent complexity.

Here is an 2D view to simplify the undestranding of the problem:

(The red line represent an internal faces that needs to be duplicated)

We can see from that side that 7 shapes are forming the square, and I want an automated way to identify those different shapes. It is easy in 2D but more complex in 3D.

A partial solution would be to use raycasts to find the faces of a box, but it's more difficult when taking the concaves geometries into account.

Any idea would be welcome.


texts:
I’m a 3ds max user trying to migrate to Blender 2.8 but having some problems setting up my 3dconnexion SpaceMouse Pro device. The 3D mouse settings that show up in Blender (when pushing on the SpaceMouse menu button) seem to provide everything needed (at first glance) but eventually every combination of settings I try does not get me to the desired navigation behavior.

What I would like to get is a comparable behavior like in 3ds max, Side FX Houdini or 3D Coat. Those apps (and most of these apps) seem to be using a target camera and the target always moves to the tings active or selected, resulting in a form of selective orbit guided behavior.

Blender seems to provide two main options, a free floating camera behavior (having no target) or a fixed center point orbital rotation mode?

With the free mode I’m having problems keeping the objects centered in the view-port while smoothly rotating around them, however this mode allows me to move to different parts of the scene although not very smoothly (its erratic without guidance of selective target locking and reducing sensitivity makes moving slow). When I try the orbit and trackball option the behavior is comparable to a locket target camera but in this mode I cannot move to different parts of my scene (not able to zoom in to different objects and rotate around them) due to a fixed center.

I tried locking the view to the 3D cursor and then manually move the 3D cursor, this brings me a bit closer but panning sideways or up/down is not possible and eventually manually moving a rotation point is just not what I’m looking for, preferably having a target camera with auto-lock to selection behavior but camera and target are still able to move up/down or sideways withing the perpendicular viewing plane of the camera.

If someone knows right combination of settings to make this happen then pleas let me know?

(using Windows 10 pro 64bit)

PS: big shout-out to Blender developers, its unbelievable what this community have done so far.


texts: Missing polygons and texture oddities with imported models (Cycles viewport/render 2.92)

texts:
I recently decided to try my hand at posing rigged models for fun, so I just grabbed some 3d models off of mihoyo's official downloads and imported it into blender using MMDTools, since that was what they were originally for. However, after setting everything up and converting all shaders for use with cycles, texture oddities occur in thin objects and polygons are missing not from the viewport cycles render, but the final render. The texture oddity in the viewport cycles render is acceptable, as most people won't notice that it is particularly different and it feels just like a pattern, but it gets worse in the final render, becoming more splotchy. Everything works fine in Eevee except for the hastily-made hairBSDF shader I applied to the hair since I couldn't find out how to modify the rest of the shaders on the model. As demonstrated below, there are missing polygons in the render once you press f12, specifically just in the hair. This is consistent no matter the shader I use, meaning that even if I took off my own hastily-made custom shader and used the auto-generated "toon" shader, it will still provide the same result. I am running cycles on CPU compute only, cpu is a Ryzen 9 3900x running at stock with a boxed cooler (will get something better at some point, opencl doesn't work properly with my GPU due to known issues with AMD gpus)
Images (top/bottom): Cycles final render at 1024 samples (no denoise), Eevee final render at 64 samples, Eevee viewport render at 16 samples, Cycles viewport render at 128 samples


texts: How do I add a curve to a vertex to bend an edge / face

texts:
Context: I'm extremely new to Blender (using Mac) and 3D modelling in general and I'm trying to add the final touches on my first model.
For my model, I am aiming to construct a 3D model of a box packaging for a product using the die cut I have received from the manufacturer. I intend to import my final model into Adobe Dimension so I can texturise it and add my mockup label.
I have managed to create my box ~90% with as accurate dimensions as I can. I have achieved this by starting out with a cube and extruded faces and adding edges. My issue lies in the remaining 10% whereby I need to add some curves to my model.
This is my model so far ~90%

What I need to adjust are the curves on the side and back to be similar to the die cut as illustrated below

Essentially, I need to adjust my faces/edges of my model to look something like this:

I come from a graphic design background and so am used to drawing objects and shapes using Pen tools and adding curves via handles. As such, I would greatly appreciate the a full walkthrough to the solution as if you were to explain it to a 5 year old :)
Thanks in advance!


texts: Why do I get a invalid syntax error on this statement?

texts:
The script was working fine, until I added the screech.volume property. I didn't edit the 'if' statement in any way, but somehow I get this error on the line of the 'if' statement:

File "D:\Users\Jens Hendriks\Documents\Blend-files\Bobsleigh car.blend\pitch n volume", line 17
    if radar.positive:
            ^
SyntaxError: invalid syntax

location: <unknown location>:-1

the code:

    import bge
import math

cont = bge.logic.getCurrentController()
own = cont.owner
sound = cont.actuators['Sound']
radar = cont.sensors['Radar']
wind = cont.actuators['wind']
screech = cont.actuators['screech']

speed = own.localLinearVelocity.y
xspeed = math.pwr((own.localLinearVelocity.x), 2)
sound.pitch = (math.sqrt(speed)) * .06 + .3
sound.volume = (math.sqrt(speed)) / 20
screech.volume = math.sqrt(math.pow((xspeed),2) / 400

if radar:
    cont.activate(sound)
    wind.volume = (math.sqrt(speed)) / 20
else:
    cont.deactivate(sound)
    wind.volume = .2 + (math.sqrt(speed)) / 20

cont.activate(wind)
cont.activate(screech)

What happened to my "beautiful" code!? :(


texts:
I cannot figure out how the blender unit is working. The width and height of the plane does not correlate with the displayed units. How is this possible ?
Here is a screenshot of my work.


texts: Cycles is not rendering caustics, even though "No Caustics" is disabled?

texts:
I am having difficulties with the Glass shader because there are no caustics and the shadows that show up in the glass shaded object look as if they are blobs of ink.
I do have the 'No Caustics' option disabled, and from the research I've done, this one checkbox is the only one that people seem to be mentioning when it comes to caustics.

Does anyone have advice on how to deal with this issue?  Here's a screen capture of the scene setup that I'm working on.


texts: Tools to fix surface of model subducting into interior surface

texts:
So my frustration is primarily that I don't know the terminology to search for a solution on my own, and every variation of key phrases tend to lead me nowhere.

The key problem is that my model has a detailed outside surface, and a simple mirror interior surface. I was using a custom brush to bring up the shapes I wished to texture the surface. Unfortunately, a side effect was that several sections of the exterior wall subducted (dropped below instead of rising), crossing the interior surface. The external layer is subdivided 5 or 6 times, and these sections that drop in are 10 to 30 faces worth of vertices on asymmetrical levels.

My intent was to maintain a .125 scale difference between the two surfaces at minimum.

Can I find out what this occurrence is called in blender terms to aid my learning process, And what methods are recommended for a. bringing the subducted sections back out, and b. Maintaining that minimum distance?


texts:
So continuing from my many Earth posts, I've now come to the dilemma of my night side. I'm currently using a texture that's around 52000x32000 which is perfect, can't go lower than that, and it was pre stitched together, however, the land is dark blue. I want this to be completely gone with just the lights showing. I remember seeing someone post on Blenderguru's Earth tutorial that they managed to do it but they couldn't remember the process.

Is there any chance anyone out there would know how? Rule out photoshop or finding a new texture as I've tried both. Other textures online are either of a lower pixel density or need stitching which my computer can't handle. I've tried removing the darkness and keeping the lights in photoshop with the already stitched image but my computer can't run it with such a high amount of pixels.

I've also tried messing with the image adjustments within Blender but have had no luck.


texts: How to get rid of white and black border on PNG

texts:
I am importing images as planes for a 2D animation in blender, however all the PNGs have a white outline and what looks like a drop shadow around the images. Any idea on how to get rid of it? Any help will be much appreciated!

Below are the screenshots. I'm not sure which settings I should be looking for. Import settings, Materials or Textures?


texts:
I have a bird eye view of a site as well as accurately modelled topography and houses. I would like to get a perfect match of the bird eye photo and a blender camera. Fspy wont do the trick I don't have any clear axis and it isnt accurate enough. Ideally I would select a bunch of point on both the model and the image and a program would do the rest. Do you guys know of such a tool?
Ludvig


texts:
I'd like to know how to create a holographic material using nodes/texture maps to replicate a security hologram like this:

I cannot seem to find any information regarding this anywhere. I have tried myself numerous times to replicate this effect using gradient/metallic nodes and texture maps to make the reflection look convincing but I cannot seem to get a good result. Any advice would be greatly appreciated!
Thank you.


texts:
System: Windows 64-bit, 32gb RAM, Intel Core i7-9700 CPU, NVIDIA Quadro K2000 graphics card
Latest Blender doesn't open, it just gives the error message "EXCEPTION_ACCESS_VIOLATION" I really have no idea what's going on.
I tried downgrading to 2.7 and even 2.0 but those didn't work either. I also tried the Steam version, and each time made sure there was only 1 version installed at a time.


texts: How to rotate direction of empty plain axes

texts:
I'm trying to follow this tutorial to make a lighthouse: https://www.youtube.com/watch?v=mlqvf0cPk9c&t=487s
I am stuck on a part where I have created a support geometry (the curvy triangle in the screenshot), and want to duplicate the support to go around the lighthouse geometry I created. In the tutorial, it says to center the origin to the middle of the lighthouse, and then use an empty plain axes and array modifier to duplicate the support. The video also says to rotate & scale the railing object. I did all these things, but I believe something went wrong along the way because after increasing the count on my array modifier, nothing happened.
My hunch is that my plain axes is not oriented properly. In the screenshot below, you'll see that the plain axes is centered around the origin I set, but it rotates vertically instead of horizontally (along the lighthouse's platform). I'd appreciate any leads on how to fix this. Thanks so much!


texts: Weight paint, I can subtract but can't add

texts: When I try to add weight paint it does not do anything, but when I subtract it works fine. How can I add weight paint for my rig?


texts: Bug in addon to Change header color dynamically

texts:
Bug in addon to change header color dynamically

I made an add-on that changes the theme color of the header if the automatic keyframe feature is enabled.

The color change function works fine.

However, the following bug occurs in the object gizmo transform gizmo.

Mouse hovers no longer highlight
Drag operation is delayed a little

Why do bugs occur in Gizmo by changing the theme color? I have no idea.

python

import bpy

bl_info = {
    "name" : "header_color_change",
    "author" : "Bookyakuno",
    "version" : (1, 0, 0),
    "blender" : (2, 80, 0),
    "location" : "hoge",
    "description" : "hoge",
    "category" : "UI"
}

def TEST_HT_header_color_change(self, context):
    layout = self.layout
    layout.label(text="")

    if bpy.context.scene.tool_settings.use_keyframe_insert_auto == True:
        bpy.context.preferences.themes[0].topbar.space.header = (0.4, 0.000000, 0.000000, 1.000000)

    else:
        bpy.context.preferences.themes[0].topbar.space.header = (0.137255, 0.137255, 0.137255, 1.000000)

    return {'FINISHED'}

def register():
    bpy.types.TOPBAR_HT_upper_bar.append(TEST_HT_header_color_change)

def unregister():
    bpy.types.TOPBAR_HT_upper_bar.remove(TEST_HT_header_color_change)

if __name__ == "__main__":
    register()

'''


texts: Config blender to save backup files in subfolder

texts:
Blender is by default config to save backup file from previous saves like .blender1, .blender2 and this is a good thing in case you mess up. What i want is to config blender to place this specific files in a subdirectory. Right now they show up in the list of blender files and make the list really long if you have a few scenes. Is it possible to config blender to do this?

Illustration of the structure.

.blender_folder
..Backup
...file1.blender1
...file1.blender2
...file2.blender1
...file2.blender2
..file1.blender
..file2.blender


texts: UV wrap a rectangular texture on a circle mesh

texts:
I'm a programmer who's trying to get into modeling, but i'm having a hard time achieving the effect i want, in the way i'd like to.
I have a circular mesh, on this i'd like to project a square texture. Using a custom shader i can easily overwrite the UV values to roughly what i want, namely the length of the local vertex positions xy.

However i'd like to just export the mesh with the correct UV's, but i cant wrap my head around how, what they should be. This is roughly what i got going at the moment:

I think i want the top vertices to have V 1, and the bottom vertices V -1, same with X. But i dont know how to set the correct value for each vertex. How do i know what selection in the UV view corresponds to what vertex in the world? Is there a better way to go about achieving the effect i want? Maybe the mesh should be triangulated differently, with a vertex in the center?


texts:
Have they done away with the Save/export option in 2.91? It isn't in my available features under image, and ⌥ Alt + S does not work either.
The only way I could get a image save was with my screen snipping tool. If anyone has any ideas of something I'm doing wrong please feel free to speak up.


texts: Need help rigging basic low poly rifles for animation

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I am in the process of rigging a rifle to animate and to export to unity. However for some reason either the world location of the object im rigging does not seem to change properly, resulting in the animation being implemented in unity and subsequently teleporting.
Or the object itself tears apart and does not move as required whenever in pose mode.
The parts of the weapon are parented to a single armature bone, and I need all the parts of the weapon (that do form a solid) to move when the armature is moved.
Anyone that knows what could be the problem?
I've tried : weight painting the blue areas, parenting the side parts of the rifle (stock etc) to the main body while the body is parented to the armature


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I have a couple of wave modifiers on a mesh.

As you can see, all the values in the modifier options are exactly the same, apart from Offset.

Is there a more convenient way of changing one value for all of the modifiers (e.g. increasing Speed) without manually doing it for each one?

Thanks for any help given.


texts: How do I stop curves from changing shape when joining them?

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I have made hair for my avatar using this tutorial: https://www.youtube.com/watch?v=Nn7mISvVzJk

I followed it to make hair by using a bezier curve and shaped and tapered it with a bezier circle. I used multiple curves and circles, and as a result ended up with like 50 strands of hair. I need to join them together to have one manageable piece, but when I try to join locks from different circles, one of the locks will distort.

Can anyone please help stop this from happening??? ASAP!

Also, I tried to join a lock to the head instead, but it says no mesh data to join. Is this because I have mirror or subdivide modifier on? If I select the skin and then the lock of hair, ctlJ won't do anything at all.


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I have a model of a vehicle that contains a ton of objects. seats, seat belts, etc down to individual screws and such.  All I want is the "skin" really but not sure how to do it.  Is there a way to quick select all visible objects ignoring what i cannot see?

Thank you for your time/help!


texts: Spherical / Custom projection at code level

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This question is identical to Custom nonlinear distortion lens

With one difference: I'm only interested in a solution at the code level. Because that gives a fine-grained control.

How does one go about doing this?

Here is the setup:

For each square on that grid, a ray is shot out through each corner, returning a colour.  The four corners are averaged, and the resultant colour is given to that pixel. (if there is more than a certain maximum allowed amount of variation between the 4 values, the square is cut up into 4 little squares, and so on, recursively)

That's the standard projection model I'm familiar with.

What I want to do is manually fire out rays myself.

I'm guessing that somewhere low down in the C code level, there is some routine that performs this operation.

But where? Can someone direct me? I would be very daunted to have to hunt it down myself through the Blender source code.

And can this be done in Python? Is there some command for firing a ray and retrieving the colour? If this is the case then I could in theory write my own ray projector, and save the resulting 2D RGB array to file.


texts: 2.8 evee - can I "mask" a mesh/material outside of a container (like a domain)?

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Is there a way to easily define a volume where an object is visible, and hide it elsewhere ?
Thanks.


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yea this seems super basic but it just isn't working.
i've used displacements before and they've worked fine.

set feature set to experimental in cycles, switch the material to displacement or both, use the displacement node in the editor, make sure that there's enough geometry, result!

but my texture seems to have no affect on the mesh other than applying the texture as if it were a normal map.

and in case you cant see theres 512 vertices in this plane

i realise that the noise texture is plugged into the normal instead of height in the screenshot above but belive me when i say it literally did nothing when i changed it so...????

and this screenshot is just to show that displacements using the modifier does work

(the displacement modifier works fine but I * NEED * to use it in the node editor.)

edit: oddly enough when looking around some for for an answer, i found out andrew price apparently had a similar problem but no one in the tweets seemed to actually answer the question asked.

https://twitter.com/andrewpprice/status/1017715665032003587?lang=en


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is there a way to disconnect the eyes from a mesh to become a separate object?
I've imported many sfmlab models that look great but the eyes are part of the mesh and using a addon
I got called AutoRigPro, it needs the eyes to be disconnected in order to rig the model. Is there a way
maybe in edit mode or something to disconnect them from the main model? I'm pretty new to blender btw.


texts: Blender 2.80 displacement texture bug(?)

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I thought I better seek help from others to make sure I'm not making a user error here before placing a bug report.

In using greyscale displacement maps (textures) in blender 2.80 I've noticed something seems to be going wrong with the way 2.80 reads the information in the image files.

As you can see image the comparisons below, 2.80 using the same 16bit tif displacement image results in what looks similar to bitdepth gradation banding lines/artefacts. 2.79 renders the displacement smoothly whereas 2.80 no matter what I do always has those ugly ridges/lines.

A bit about the setup:

1 plane,
gloss shader (nothing plugged into it, roughness at 0)

world hdri from HDRIhaven "greenwich park" 2k

displacement map from poliigon freebies "TilesRectangularMirrorGray001"

displacement map plugged straight into displacement output
(note: also tried in blender 2.80 plugging disp map into 'displacement' node then into displacement output, no improvement)
(note: tried both color and non-color options for image-file node, no help)

material set to "bump only" in 2.80
(note: also tried displacement+bump , displacement only in 2.80, including turning on experimental adaptive subivision, did not fix)

Note: 8bit 2.80 vs 2.79 appears similar in level of banding


texts: How to move root bone non-independently of others

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Here is my model right now; there is a root bone at the center and 4 'arms' spanning a circular mesh:

When I use the G hotkey (in pose mode) and move it up the Z axis, all of the bones move equally and there is no distortion in the mesh:

When I go to edit mode and do the same movement, it looks like this:

I thought this might be because I have removed "inherit rotation and scale" from all of the 'arm' bones, but applying those has no effect.

I want to make a connection between the bones such that moving the root bone upwards keeps the outermost point of the arm bones in the same position, but moves the intermediary bones. How could I accomplish this? Thanks


texts: Blender 2.8.2 Hair simulation - Pin hair to itself

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I'm attempting to create a braid that I can enable Hair Dynamics for to simulate it as opposed to animating by hand. So far I've managed to create a braid with three hairs, each with simple children:

(This is just a test so it's obviously not great, but that's not the issue.)

I've enabled Hair Dynamics and the hair flings around as it should. The issue now is that the three strands separate from each other as they're moving, especially towards the bottom. The structure and stiffness parameters of the simulation seems insufficient to get them to stay together.

In real life most long/loose braids have a band or loop of some kind at the bottom that holds them together. Is there a way to do something similar in Blender, where the strands are "pinned" to each other at a certain point? Or is there a better way to accomplish this?

One thing that didn't work was using the Weight tool in Particle Edit mode, but increasing the weight at the ends seems to hold the points relative to the root position, not relative to each other.

(I would upload a gif of this not working, but Stack Exchange doesn't seem to want to let me.)

As a clarifying example, what I'm trying to accomplish is essentially the small knot at the end of this braid (Anna from Frozen).