texts: Time remap doesn't interpolate cloth simulation properly

texts:
I animated my scene before realising I wanted it at a higher framerate. Oops! Rookie mistake.
So I enabled time remapping and stretched it out to twice the duration (from 100 frames to 200 frames). Everything interpolated smoothly, except for my cloth simulation. That made sense since I baked it before time remapping, and I could see it only generated 100 .bphys frames to disk.
So I deleted my bake, set the simulation speed to half, and baked it again. I could see it generated 200 .bphys files this time, so I thought it was fixed. But when I scrubbed through the timeline frame-by-frame, I could see that it was just repeating the same frames twice (instead of properly interpolating the in-between motion). So while everything else was running at 50fps, my cloth simulation still appeared to be going at 25fps.
I've decided to just stretch the keyframes out on my dopesheet instead of using time remapping for the time being, but I just wanted to know if anybody else has encountered this and can offer a solution? It would save me a lot of headaches in the future.


texts: Line quality issue when exporting grease pencil (2.92)

texts:
When I make a drawing using the circle tool, it looks good on blender (image on the left), but when I export the image it looks kinda low poly (image on the right). It's more noticeable on the eyes. Is there a solution for this?
Thanks


texts: How can I make an object a light source in blender 2.8 Cycles?

texts:
I set the plane to emmision and set the strength to 300, but it doesn't emit light. I just want to use this plane as light source.

Please tell me how to do this.


texts:
Is this a bug or is there a preliminary step I need to take to make the object operators available?
>>> bpy.ops.object.add_named(linked=True, name="Bob")
Error: Object not found

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\modules\bpy\ops.py", line 201, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Object not found
```


texts: Smart UV project creates overlapping uv-coordinates

texts:
I am having a UV-Sphere with 23k vertices and 25k faces. I used the Smart UV project to create UV-Coordinates but I was surpries to see that some of the faces are overlapping.

I was able to reproduce that behaviour with a simple plane, which I subdivided two times and then moved two vertices. The Smart UV Project's angle limit must be 89.00.

Is that a bug? I thought every face should have it's own uv-coordinates as well as texture space.

FYI: The first picture was done with Smart UV project Angle Limit 66.00.

UPDATE

This also happens when I use a Smart UV project on a uvsphere where the vertices are moved along their normal with a value out of a noise function.

This can't be right?


texts: I have around 20 old Sketchup files that need to be converted to Blender 2.9. Is there anyone that would be able to do that for me?


texts: I have a applied a cloth to the blanket and a collision to the matress underneath. when i try to run the animation nothing happens. the cloth does not move at all. i have already seen 10s places but found no answer. the settings in the pysics properties are standard. I have tried and tried again all the day, hours thrown away and no solution at all. No way, the animation does NOT move. I am so frustrated.


texts:
If new_piece = scene.addObject(shape) makes a piece appear, why does new_piece = scene.endObject(shape) NOT make the piece disappear?

if key[bge.events.PAD5] == pressed:              # If 5 key pressed
    target = scene.objects['Empty1']             # Find where it goes
    new_piece = scene.addObject(shape)           # Create the piece..
    new_piece.worldPosition = target.worldPosition  # and place it.

if key[bge.events.PAD0] == pressed:
    new_piece = scene.endObject(shape)
                # 'KX_Scene' object has no attribute 'endObject'

This is the simplest game I could make to figure this out. The entire blend file is here:
https://github.com/quazipseudo/Done-Gone/blob/master/ApDisap002.blend?raw=true


texts: No solution to "Bone Heat Weighting: failed to find solution for one or more bones" blender 2.8

texts: I have this issue but not found any solution working for me. I am new to blender and modelling, and I am aware that my model is far from perfect. But my armature is quite simple. I have tried to clean the mesh, remove some wrong faces...but I still have the issue when parenting...Thank you for any idea !


texts: Is there any technical reason why the denoiser isn't a compositing node?

texts:
I enjoy having the option to denoise renders in Blender 2.79. However, it seems like it would be much more intuitive if there was a denoising node in the compositor for a number of reasons. For example:

One could control the degree to which an image is denoised (completely denoised images seem more fake than renders with a little bit of noise)
One could tweak the denoising settings without having to completely re-render
People could have more control over which parts of the image get denoised
People could denoise images and things without having to put them in the 3D viewport first.

Are there any technical reasons why it isn't a compositing node? If not, where is a place where I can make a feature request?


texts: How to attach multiple objects to an armature?

texts:
How do I move the yellow earrings along with the goblin head movement?
I tried joining them all but it didn't work.


texts:
I've been trying so hard to add this add-on into blender but no matter how hard I try it just won't show up. I've followed all the tutorials, searched through this site, and restarted blender completely but nothing will work. I'm pretty new to blender but from my understanding it shouldn't be this hard, so what am I doing wrong? Here is the add-on I'm trying to add: https://osdn.net/projects/meshio/releases/

(First image) This is the add-on screen right?
(Second image) And this is where I try and add the file. But whenever I click 'install add-on from file', it takes me to the same screen as before, with no changes.


texts: How does texture mapping work in Blender?

texts:
New to Blender last month, I had mapped a rectangular image onto a
sphere using Cycles nodes.  I noticed that Blender put the seam (where
the left and right edges of the image meet) on the front of the sphere.
I wanted the seam in the back.  Rather than rotate the sphere, I decided
to rotate the texture around the sphere.

First I tried a simple Z-axis rotation of the texture.  The result was
worthy of Salvador Dali — not at all what I had expected.

Next, I tried shifting the texture by 50% of its width in the +X
direction and changing the Image Texture node's extrapolation option
from Clip to Repeat.  (See the picture below.)  The result was not
as distorted as the previous attempt but still nothing like my goal.

Obviously I was making some bad assumptions.  So I set out to figure out
exactly how transformation of textures works in Blender.  I built the
test bed pictured.  The Generated output of a Texture Coordinate node was
fed into the Vector input of a Mapping node.  That Mapping node's output
was fed through a second Mapping node (to allow multiple transforms in an
unambiguous order) and then to the Vector input of an Image Texture
node.  The Color output from the Image Texture node traveled through a
Diffuse BSDF shader node to the Material Output node.

I drew a test picture with distinctive regions, edges, and corners so I
could see what was getting mapped where.  I then projected the image
onto five test objects (cube, rectangular prism, sphere, cylinder, and
meta cube) in various ways by adjusting the transforms in the Mapping
nodes and the Image Texture node projection options.  I also did a
simple Flat projection of the image onto a rectangular plaque in the
foreground for reference.

I started with simple Flat projection and tried various multiple
transforms.  Once I had developed a model of what Blender was doing
and tested it on the Flat projection I went on to the Tube and Sphere.

So how was my original thinking wrong?  It took a long time for my
experiments to yield enlightenment because of side issues mentioned in
my answer below.  Hopefully someone else new to Blender can glance at
this question/answer and avoid losing the time I wasted.


texts: How to transform flat face to concave one - model palate?

texts:
I'm relative new to blender.

I'm trying to model palate in blender. So far I managed to create flat face between gingivas as in picture below:

Now I'm trying to curve it to be more realistic, result is expected as:

So far I tried with lattice, but it's giving very angular edges.

How do I bend this face to be concave?


texts: Seamless connection of meshes with different density

texts:
Can anyone advise how i should seamlessly connect to meshes of different density.
This is the best that i have managed to get so far.

The lower part of the image is a mesh from Flipfluids and it is very dense.
The upper part is just a large plane to recreate an infinite ocean

For the big ocean and materials i have followed this tutorial
https://www.youtube.com/watch?v=CwJrb3vjAaA&t=1262s
I really appreciate if someone could help me get rid of those misalignments.
As this is for the purpose of animation i m looking for not a "static" solution as the dense mesh is slightly changing over time.
I m using Blender 2.91 & Cycles. I will upload shorty the blender scene too.
Thank you all in advance


texts:
Are there any tools or options to help troubleshoot performance? When using blender, every few seconds I get a split-second of lag. This interrupts any smooth movements, like transforms, or scrubbing sliders and gets very irritating. I assume the problem is related to a script or addon, but I have a ton of those. I also get a bunch of dependency cycle and constraint errors popping up in my console, so it could also be one of those areas (but the rig isn't actually in use, and I've had the same rig for ages and this problem is new.)

I can of course start trying to figure it out through trial and error (turning things off and seeing when it goes away, then turning them back on until it comes back), but i'd also like to know if there's any tools to help with that. I need to figure out which script is causing it, or what part of my rig(s) is doing something when it shouldn't. Is there anything I can do?


texts: I have group of ~50 cubes, is there an option to rotate them randomly so I don't have to rotate them one by one? And if there Is then is it possible to set by how many degrees and witch axes they can be rotated so they can be rotated only x axes and only slightly?


texts: Walk mode camera "jumps" back when stopped

texts:
I am quite new to Blender and I don't know if this is some setting I messed up or a bug.

When I use walk mode/fly with Ctrl+F it all works fine, but when I want to stop and go inside a wall for example and stop to look at a certain detail the camera always jumps a bit behind where I am and down... I have looked everywhere in the User Preferences and found nothing to change this jump.

When I create a new Blender project walk mode works as it should again. It gets really frustrating since I can never position myself with walk mode, I always end up inside a wall or somewhere so that I can't see the detail I am trying to work with.

Here you can see me trying to look at the edge of the building. When I stop flymode/walkmode, it pushes me into the edge.


texts:
I was rendering this scene (on cycles) to test out the lighting in my upcoming animation project but for some reason the render had blue stuff all over it, I tried to see if it had to do anything with the glossy floor reflection, or maybe the dark setting of the lighting. But I still got the same results.
I also tried the same scene for eevee and the blue stuff was not there.
Here is the .blend file


texts: Render Artifacts (Vertical Lines) in Cycles 2.92

texts:
When I render a scene, I receive black vertical lines only on one part of the scenes (The marble section).
I saw someone with a similar issue and it came down to their graphics card.  I am running an AMD 6700XT.  On blender 2.92.0.  Its running on a brand new machine (about a week old).  In my case, the AMD GPU drivers were already updated recently...

Other user case can be found here:
Vertical Line Artifacts in Blender Cycles 2.83


texts: Blender 2.63 doesn't support playback:'Blender'?

texts:
CtlF12 renderd simple cube movement but CtlF11 responded Blender 2.63 doesn't support playback:'Blender'. What's wrong? I'm just starting to learn Blender from Blender 3D Basics Beginners Guide. The supplied example file gives the same result.

System is Debian Wheezy


texts:
I have this stick figure kind of guy doing a dance. He is clearly there in solid mode and texture mode:

But when I go into render mode or just try to render an image, it's gone:

I can't for the life of me figure out what inconsequential silly mistake I am making. I probably just need another pair of eyes to look at it.

Here is a link to the .blend file. Don't judge me, I'm trying to teach myself rigging and animation: http://speedy.sh/E9MH4/DANCE-2.blend


texts: why does the subsurface modifier create such a harsh edge here

texts:
I have tried various fixes like removing doubles, altering the mesh, the problem persists.
Here's the .blend:
https://drive.google.com/open?id=1OwhsqAuXHCTySSfbciQxV9f1igz4xLQ1


texts: Straighten vertices along a line without changing line lengths

texts: I need to use the circumference of a shape to calculate its height with that circumference as my physical reference. I have a cross section of the shape isolated, but it's a lot vertices in a pretty irregular shape. Is there any way to have them all automatically straighten out without changing the distances between each vertex?


texts: Colours of the mesh are gone after I rendered and saved the project

texts:
I am new to blender so maybe this is something obvious, but I can't solve it:
When I saved my file, the colours were fine. As I opened it again, I could not see the colours anymore but at the menu they were still there.
Left some screenshots to make the problem clearer.
can anyone help me?? thanks so much


texts: Add animation to armature which is already animated

texts: I imported a armature from Daz3d to Blender. This armature has an animation. Next I added another armature into Blender. Can I add the animation from the first armature to second armature?


texts:
I have an issue with the UV editor.
When i unwrap my shape the UV's are all stretched and consequently also the textures are stretched:

I applied all transforms to the object and i set the origin point to the center of mass.
Someone know why this happen?
Thanks in advance!


texts: How to disable Pie menu when holding TAB in Blender 2.8?

texts:
How can I disable Pie menu when holding TAB in Blender 2.8 ?

It appears always using my wacom tablet as blender recognise even the smallest "mouse" movement ...


texts: Increase number of tesselation segments on a curve on model in real-time render viewport, 2.8 and above

texts:
I imported a curve drawn and extruded in CAD.  The elements of that curved extrusion were translated into flat segments during the export from CAD into Blender.
Inside Blender I don't want to smooth those faces, but I would like to increase the number of segments that lie on those curves, reducing their widths.  How is this done in Blender 2.92?
The environment I want to make the adjustment inside of is just the model preview in real time.
Thanks for any help.


texts:
I would like to round corners (surrounded in red) of this shape:

I tried some options:

ctrl+shift+B : this does not work on the surrounded vertices.
Subsurf. It look like I can use this technique but it increase the polygons significantly. But if this is the only solution I'll use it


texts: When I start blender the z axis is going through the center of my part. I need the bottom of the part to be flat with the z axis. I have watch dozens of videos and nobody covers this because when they start blender their part is the way its supposed to be.


texts: How to fill in spaces between voronoi holes?

texts:
I'm trying to model a scene with bone tissue, like in this pic:

I've gotten this far, but I need those nice, rounded holes like in the pic above.

I've ALMOST achieved this effect by going into edit mode, selecting the whole thing, and hitting "Smooth" in the Transform toolbar on the left a few times. But it deforms the part where the bones meet up with a space, as shown here:

How do I get rid of those spaces and make the bones join up smoothly?

Edit: Also, here's the blend file for the first screen shot:


texts: How can I tell if my processor is being fully utilized on renders?

texts:
I'm trying to understand how to check if all cores of my processor are being used to render.

I also will be moving to a computer with 2 processors. Does anyone have any experience utilizing 2 processors to render more efficiently?


texts: Lamp visible in solid shading, but not in rendered mode

texts:
so I'm new to blender. I was following this tutorial and found out I might have done something wrong. In object mode -> solid, I can see my lamp and the effect it has. In object mode -> rendered it's just dark and no sign of a lamp nor light.The strenght of the lamp is high enough.

Can someone help me out and tell me what I might have done wrong?


texts: How to import multiple .obj files and keep the overall structure intact?

texts:
I am doing some research work on anatomy of human body, for which I want to use this project:  http://dbarchive.biosciencedbc.jp/en/bodyparts3d/download.html

This project is a 3D Model of human anatomy, containing hundreds of .obj files. Each .obj file is actually a model of a part of human body. I want to import all the .obj files in such a way that the overall anatomy of the figure is intact, i.e. all the structures are in their right place (so that I don't have to manually correct their position).

Edit:

Thanks @poor and @zeffii for your input. After a couple of hours of head-banging, everything seems to work now.
Here is what I did:

Used the script given in the post mentioned by @poor.
Modified the directory structure given in the script (which is for windows) to work with linux.
Imported the .obj files using the script

The script now looks like this:

#Script to import multiple .obj files into blender
import os
import bpy

# put the location to the folder where the objs are located here in this fashion
path_to_obj_dir = '/home/user/Desktop/brainstem/'

# get list of all files in directory
file_list = sorted(os.listdir(path_to_obj_dir))

# get a list of files ending in 'obj'
obj_list = [item for item in file_list if item.endswith('.obj')]

# loop through the strings in obj_list and add the files to the scene
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)

Note:

There is something specific to this Human Anatomy project (link given above) that I want to share (hoping that it might help someone).

As mentioned by @zeffii, this project is huge. If yout try to import all the files at once, your system may crash.

The project contains some reference files, which have information about the file names and anatomical structures covered in them. This is very useful information because in this way you can divide the whole project into regions/systems and work with one region/system at a particular time.

The image given above is of "Brain Stem" which is made up of 11 .obj files.

Edit # 2:

@poor has written an add-on for blender in order to import multiple .obj files simultaneously in a more user friendly way. I am now using this addon and it works flawlessly.

Here is the link: How to batch import Wavefront OBJ files?

How to add this Addon:

Step # 1:

First of all copy the code of the plugin and create a file named io_import_multiple_objs.py

Step # 2:

In blender, goto "User Preferences" > "Addons" > "Install from file" and select the "io_import_multiple_objs.py" file you created in step # 1.

Step # 3:

Enable the addon

Now you can batch-import multiple .obj files. :D

Thanks @poor for this great addon :D


texts:
I'm following a small tutorial that includes UV unwrapping. It's for a very simple object that's supposed to represent a bench. The object itself is made by taking a cube, scaling in Edit mode and then extruding the ends to create the legs of bench. When I mark seams and unwrap it, I get a pretty insane, for lack of a better word, result (see image). The most common solution to this that I've found is switching from Angle based to Conformal method of unwrapping, but it does close to nothing. It does change the unwrapped map a bit, but it still very closely resembles the one that I get from using Angle based UW.

I've tried changing up how the model is divided by seams and I do get some slightly improved results, but I haven't managed to get to a point where at least part of it isn't skewed.
Anyone have any ideas? I'm completely stumped at this point.
Thanks in advance!


texts: in python load blender file & delete objects

texts:
I have a python file I am using in blender to load up an old file another script saved previously using save_as_mainfile(). I want to delete some objects from the scene, but for the purpose of this question I will try to delete them all. Here is the code.

bpy.ops.wm.open_mainfile(filepath=filename)
bpy.ops.object.select_all(action='DESELECT')
for ob in bpy.data.objects:
    ob.select = True
result = bpy.ops.object.delete()
print("{} objects remain because results={}".format(len(bpy.data.objects), result))

The result of running this is "35 objects remain because results={'CANCELLED'}" .. I do not know why the operation was cancelled, and I am hoping the len is 0. I have checked and I am in OBJECT mode (indeed trying to change modes gave me a poll error of some kind).

Thanks.


texts: Faces look inverted like incorrect normals, but normals are fine. Please Help

texts:
The faces when I'm in Object/Edit mode look... messed up, like half of the normals are facing the wrong way. I checked the normals and they are all facing out like they should be. I was messing with some camera settings when I pulled out of the camera view. When I render the scene, everything looks normal. Let me know if you need more info on anything. Any help is much appreciated.

I apologize if this has been asked before, but I really don't know what to call this conundrum in order to search for it.

Uploaded: Blend File


texts:
Older user of 3ds Max, I am a new user of blender. A friend introduced me to your forum to ask my questions. I'm delighted to be here.

On this moment, I'm trying to learn the rigging on blender and I have a problem de dependency. I looked for an answer to my questions but I do not find. The subject closest to mine I found is this one, Rigging question about Spline IK and having all controls on one armature, but it does not work in my case either.

Indeed, I want rig a bird. To make the rig of the feathers of the wings I have a bezierCurve drived by bones controller with the hook modifier. The bezierCurve drive many empty with a follow path modifier. Each feather have a "track to" modifier to an empty. In 3ds Max, no problem with this rig. In blender like the armature is a single object and it's impossible to add a beziercurve in the armature I have a problem of dependency:

Dependency cycle detected:
  BezierCurve depends on Armature through Hook Modifier.
  Armature depends on BezierCurve through Spline IK.

The only solution I have find is to create two armatures. One armature with the "track to" bone system and the second armature with the bones with the hook modifier. But this system it's not practice because i have two armature to control the rig :/

Do you have a solution to this kind of problem? that it will be the best method?

Many thanks by advance.

Ludovic Habas


texts: Why my blender user preferences input panel is blank?

texts: Can't figure it out why my blender user preferences input panel is blank? I use macbook pro?


texts: Convert Blender Render materials to Cycles

texts:
I am doing the Introduction to Camera Tracking in Blender tutorial by Blender Guru. Starting at 47:20, he does things with materials and textures in Blender Render that I don't understand (I have decided to focus my learning on the Cycles Render Engine). It ends at about 51:00. How do I create these materials in Cycles?

Here is the .blend file:


texts: Specific part of mesh rotated when exporting to unity

texts:
I have a sniper rifle mesh that is divided into different parts (body, stock, scope, etc). I have this magazine mesh that has a magazine bone that it is parented to. I have rotated the mesh and armature so to compensate for the blender-unity rotation (Following this guide), which has worked for other meshes before. Everything is fine except the magazine, which has a weird rotation that is not there in blender. Does anyone know any possible explanations and how I can fix this?
All transforms are applied.


texts:
I'm thinking of buying a new computer for 3d modelling.
I read that there are/were problems with geforce gtx1070.
is this still a thing or is it fixed by now?


texts: I am fairly new at Blender and I am trying to learn how to rig and create a character model. The problem is when I try to move my rig, my character model splits down the middle. How do I fix this? I am using a MacBook Pro Blender 2.91.2


texts: rigid body constraints and animation length

texts: blender offers 250 frames for rigid body object animation. Is there a way to increase this number?


texts: Keyframed animation from csv using animation nodes

texts:
I'm rather new to blender but would like to try to animate flows (in my case movements of animals between herds) using data in a csv file with the following structure:

movement#,Start_time,Origin_x, Origin_y, Destination_x, Destination_y

I've seen an excellent answer (here) with animation nodes to animate objects, but in the example, the location was available for each time step. Wouldn't be possible to do this with keyframes linked to location? The minimum "start_time" of the file could be set to 1 and the end keyframe could be a fixed value added to that or a calculated distance adjusted value in another column in the csv.

I've tried my best to develop it from the other example I mentioned, but I'm probably too "Green" on blender to make it work.
The goal is to animate several hundreds of movements using light streaks, but I'll get to that once (if) I manage to do the basics. Any help would be appreciated!


texts: Why is this character's arm moving when I edit its armatutre?

texts:
I'm working on a custom character for SRB2Kart.

I've finished animating it, but I'd like to change the parent of two bones. I selected the armature, entered edit mode, made my changes, and left edit mode. afterwards, I noticed that its hand was raised:

I undid all my changes until everything was back in place. I realized that even without making any changes, selecting the armature, entering edit mode, then leaving edit mode will cause this, including in subsequent frames.
I've selected everything and remade the animation frames, but the problem persists.
Does anyone what's causing this? How do I stop this?
Update: I've attempted to work from the raised hand, but unable to copy and paste the pose from the left arm to the right arm. In fact, the rotation is virtually the same:

I've attempted making the w and x rotation of the right arm negative, but it just made things worse:


texts:
is there a way to get the dimensions (bounding-box scale) of a selected part of a mesh? Right now I have to do the following steps to get that information:

duplicate the selected part of the mesh
part it
switch to object mode
select the new object
finally read the dimension in the right bar
delete the object (cause I don't need it anymore)
select the other object again
switch back to edit mode to continue work ...

Since I have to do this very often I would welcome a shortcut or something ...

EDIT: the addon presented here comes close to what I'm looking for. Unfortunately the panel closes every time I change the selection and has to be reopened via menu ...
Many thanks


texts: How do you rotate around an object in Ubuntu Studio?

texts:
I had already solved this one before, except back then, I was using Ubuntu 14.04 (with a different Desktop).
Now with Ubuntu Studio 16.04, it uses Xfce. Hence, the fixes I had found before are not working with Xfce :(

Everything seems to be working except for rotating around an object. How do you guys do it?

Thanks,

JDL


texts: Blender Basic Bevel is Flat - Not Curved

texts:
Basic scene with mesh cube.  4 parallel outer edges are selected to round the cube.  A bevel is applied but here is no curve to the bevel.
Why? And what tiny settings do I need to correct?  And where are those settings in this massive UI?


texts: Cryptomatte outputs one or two colors only

texts:
This may be me just being a Blender noobie, but when I try to render a Cryptomatte pass I only get one or two colors, usually green or white, with full alpha transparency for some reason (I had to check in the Image Editor to show RGB only so I could at least see what the pass rendered). The other passes seem to render OK, though.

Is there a setting I need to check or is it a bug? I'm using Blender 2.81a. Thanks in advance.


texts:
According to my understanding, I should be able to set the origin of all object types using Ctrl+Shift+Alt+C, and then choosing Origin to Cursor. This works for mesh objects, but not camera or lamps. The origin point does not move for them, and they continue to rotate around themselves.

Is there a way to set the origin for cameras and lamps? I just want to rotate them around an external point.


texts: Can a Mesh Deform modifier be successfully used with a fluid simulation?

texts:
At the bind event of the Mesh Deform modifier there is no warning yet
When the frame is changed a warning is issued in the Mesh Deform modifier ... verts changed from 8888 to 8800 ... two different numbers
The goal is to change the shape of the fluid simulation.    The fluid is not in the general shape of a box.
This is a narrow ["Yes", "No"] question. A 1 to 4 sentence answer might be sufficient. Conciseness is appreciated. No images, new examples, or mention of other modifiers are necessary in a candidate answer.
There are other issues which may be posed in a separate question.


texts: How do I make a grunge texture appear only on specific parts of a model?

texts:
I'm trying to make a cog with scratches on it. However, when I apply the texture, the scratches appear all over the model.
I'd like to only have it appear in a few areas through a procedural texture, such as a noise texture, where the black parts of the noise will show the grunge texture and the white will not (or vice versa). I am using Cycles Render.

EDIT

I forgot to mention that this is for a bump map, if that makes any difference.


texts: Detect if any edge/edges are selected in a mesh

texts:
How do I detect if any edges are selected in the mesh in context ?
Im trying to enable or disable a class by this polling method which detects the object type and mode of the object but Im trying add detection of any selected edges to the polling
@classmethod
def poll( self, context ):
    return context.object and context.object.type == 'MESH' and context.active_object.mode == 'EDIT'


texts: Why don't i have an option called collection?

texts:
I am a beginner to Blender, and I am watching a tutorial on how to make a donut. This guy has an option called "collection" which he has and I don't. Can someone please explain why?

It happens at 17:25 in this video.


texts: How to completely nullify rigid body bounciness

texts:
A simple question for which I have not yet found a simple answer: why two colliding rigid body objects still bounce if I set both "responce > baunciness" to "0.0"? How do I completely nullify the bounciness in a collision? I'm not using gravity, I have a force field applied to a passive object and another active object hitting it . I don't want them to bounce. Not at all. Never.... I need all physical properties except bounceness ... Is it possible somehow? Thanks.
p.s. I have basic knowledge of Blender, take it easy...


texts: Blender Internal -> Rendering: Stopping surface materials of background objects from affecting volumetric materials of objects in the foreground

texts:
The problem as demonstrated by the images of my animation below is that the edges of the surface material objects in the background (shells of the atomic orbitals in this case) wash through the volumetric materials of objects in the foreground (light trails of my electrons in this case).

The edges of the objects with surface materials (atom shells) create artifacts in the overlying volumetric materials of the electron light trails orbiting along the edges of the shells.

As you can see the from images, I sense that the most obvious solution is to deal w/ render layers. My experience/ability with render layers is practically nil. My results with creating and manipulating render layers have been inconsistent at best from tutorials long past. But, from my rudimentary knowledge of Blender, it may seem to be the most obvious, if not the only way to approach this issue.

So, I look to whomever in the ether that may offer up some concrete solutions to my dilemma, as opposed to me hunting, pecking and, possibly stumbling on some adhoc solution.

Thanks in advance.


texts: Blender Animation running very slow in viewport, but only occasionally

texts:
this is my first post!
This seems like a question that has been asked many times but I can't find an answer to my exact problem.
For me, sometimes, the animation in the viewport has extremely low fps, like 2-7. Even when there are no keyframes set! I have been experiencing this with the Rain Rig, simpler scenes or rigs usually work fine when the issue occurs, but do have some fps drops that normally are not there. I need to fix this problem because I use the Rain Rig for university work and sometimes waste a lot of time.
By "sometimes" I mean, that it does not happen all the time. When restarting my laptop and generally trying around, I somehow manage to fix it, but I never know how I fixed it. Last time it took me about an hour. But when I do fix it, everything is working really smooth and fast, even with a ton of keyframes.
I think it might be some problem with my laptop? But I really don't know what it could be and I'm starting to go crazy, so I hope someone can help me out. Is there anyone that knows what could cause this problem?
It was requested to show that I use GPU for rendering:


texts: How can I add a texture to a specific face?

texts:
I have a cylinder (imported from Creo, in .obj), to which I've added a material, steel and rendered it. It looks great.

I've now cut it in half, and want to see a different texture on the cut face, how do I do that in Cycles?

I tried diffent tutorials from that site but doesn't work with Cycles and imported .obj.

Here is an outside view:

Then, when cut, the blueish part should show the cutting tool path leaving marks in the metal.

Marks or scratches could be like this.


texts:
Trying to parent the Mesh to the Armature I've made for this giant robot we're trying to test poses for in a game I'm making.

I've never done this before, so I've mostly been following tutorials.  I had to join the parts of the robot together to get a single mesh to work with.  I've googled around and none of the solutions I've found for this issue have worked for me, I removed the doubled vertices, and I'm not sure what else to do.

To make matters worse, I accidentally saved after I tried to parent the mesh, and now I'm stuck with this giant Horizontal mesh and my tiny little skeleton and I have no idea how to fix it. Can anyone give me some pointers on this? Or point me to a good video to sort it out?

The problem is that when I try to join the mesh to the armature, the Mesh grows gigantic and rotates 90 degrees to face the sky.  And I get the Bone Heat Weight Error, and it doesn't come together correctly.


texts: Is there a way to make the DPI always sync depending on which screen I am using?

texts:
I run Blender through a laptop and when when I'm at home I connect my laptop to an external display screen.

That means the resolution changes so the DPI I use when working on the laptop is incredibly small on the other screen.

As a result I change my display screen maybe twice a day and would like to know if is there a way to sync it so that I don't have to manually change it every time?


texts: How can I create a "pin and catch" for my 3d print so it will fit in my printer and connect

texts:
Ignore the netfabb program. I wanted to use it to show what I was trying to do in blender. My printer can not fit the whole print so I wanted to print in sections using a "pin" method so it fits right.

What ideas would you guys have to separate the sections? I was thinking a square pin on one side and a square hole on the other? I bet there are better ways also that you know of.

Also, would i be able to keep each piece in the same file in case I wanted to scale it to a different size in the future and export each piece as a different stl file?

I don't know how to do this and could use a walkthrough!

Thanks!


texts: Plane doesn't seem to follow rendering rules, and shadow doesn't touch object

texts:
I'm relatively new to blender. I'm following Blender Guru's tutorial on chairs and made it all the way to the rendering video. However, when I created a plane, the chair sits directly on the plane yet the shadows are offset and don't touch the base of the chair. In addition, the plane isn't reflecting back any light onto the chair. Here are some pictures further illustrating my points.

Perspective view of chair in which you can see the light isn't reflecting off the plane, nor is the shadow connected to the chair.


texts: Rigging a wishbone & piston suspension with bones?

texts:
I ultimately want to export this from Blender to Unity, and I know certain rigging parameters don't translate to that very well via .fbx format.

The wishbone and piston should interact with the z-axis of the wheel. The right side of the wishbones and piston should move with the wheel as the wheel goes up/down, while the left side of them be hinged to the frame.

I believe the piston will have a different constraint setup than the wishbones?

Any help appreciated


texts: Can I extrud multiple faces according to weight of a vertex group

texts: Can I extrude multiple faces each one of them separated ,  according to weight  of a vertex group


texts:
As you can see in the above image, my mesh in edit mode, or at least certain parts of it, exist in the size intended for everything to be. But it sort of starts to "expand" and clips through other parts of the mesh in object mode.

Why is this, and how do I fix it?

edit: here is the modifier tab


texts:
I'm trying to change the height of an inset extrusion on a block mesh, but the object is distorting when I attempt to change the height.  Below is a snap of two block meshes.  Each has an inset of the top face, and an extrusion of the inner face.  One is up, the other down.

I can change the right object's top face (G then Z for the height), with no distortion to the cube.  However when I change the left cube's lower face the entire cube distorts.  I need to do small adjustments to the inner surface depth only.

Before

After


texts: How do I make those rhombic indents in this water bottle? Image in description

texts: I'm relatively new. I know how to make a water bottle starting with a circle and extruding upwards while using a combo of extrude and scaling to make indents, but how would I do something like this? Thanks for your help!


texts: how change mesh and vertex and edges color

texts:
please help change mesh color for object mode and change edges/vetexes color for edit mode because I do not see vertexes and edges because it is black and edges in blueprint is black too !
https://imgur.com/gCV3DCZ


texts: Rescaling/transform affects 2 objects instead of just the one selected?

texts:
Whenever I try to create a new object and scale/transform it in object mode, it automatically selects another object and scales that object too without me selecting that object.
I think this has something to do with the origin of the object that is automatically selected given that it has the same origin as the new object created.
Note: The object that is automatically selected is not highlighted in the scene section and I cannot deselect it.
Any idea how I can fix this problem? Thanks!


texts: Is there a way to store vertex positions in a UV set?

texts: I'd like to set a secondary UV set to store the object space vertex positions. Is there an easy way to do that?


texts: How can I get Cycles to work with NIVIDA GeForce GPU in Ubutnu 18.04 LTS?

texts: I have an older laptop with a NIVIDA GeForce GPU that I would like to use to render with Cycles, and I understand that this is no longer officially supported. So, where do I hire the A Team (IE: with little experience in compiling, how specifically do I get the unofficial drivers or whathaveyou)? I have Ubuntu 18.04 LTS installed.


texts: Steering Actuator Seek Near Sensor Transition

texts:
When an enemy senses a player with the near sensor and starts to seek the player with the steering actuator, is there a way to make the rotational transition smooth instead of instant?

Example: I walk up behind the enemy. I get close enough to trigger the near sensor. The enemy instantly turns around in 1 frame and begins seeking me.

I can't figure out how to make the enemy animation turn slowly towards me instead of instantly the moment it starts to seek.


texts:
I am in a process of installing a local Blender Flamenco server on Debian Stretch. So I first downloaded all the source files for key components:

Flamenco: https://developer.blender.org/diffusion/F/repository/master/
Pillar: https://developer.blender.org/source/pillar/repository/master/
Pillar Python SDK: https://developer.blender.org/source/pillar-python-sdk/

I did this using GIT which I first installed using sudo apt install git and then:

git clone git://git.blender.org/flamenco.git
git clone git://git.blender.org/pillar.git
git clone git://git.blender.org/pillar-python-sdk.git

Then I opened the top directory of the Flamenco using cd flamenco and I opened the README.md file which states that in order to install Flamenco you have to pass these five steps:

  Install requirements with pip install -r requirements-dev.txt
  Install Flamenco Server locally with pip install -e .
  Add Flamenco as Pillar extension to our project
  Give a user 'subscriber' or 'demo' role to obtain flamenco-use capability, or set up your own mapping from role to flamenco-use and flamenco-view capabilities
  Run ./gulp

So I first executed pip install -r requirements-dev.txt which failed when trying to install mypy component. It failed because pip uses python2 which is softlinked to python2.7 on Debian Stretch, but mypy needs python3 which is softlinked to python 3.5 on Debian Stretch. So I had to execute this using pip3 instead of pip:

pip3 install -r requirements-dev.txt

This resulted in an error:

current_app: 'PillarServer' = LocalProxy(_get_current_app)
           ^
SyntaxError: invalid syntax

I solved this error with a help of experts on Stack overflow (topic) where they told me that syntax used is actually Python 3.6, so I installed Python 3.6 from GIT Hub (here) using commands:

wget https://github.com/chriskuehl/python3.6-debian-stretch/releases/download/v3.6.3-1-deb9u1/{python3.6_3.6.3-1.deb9u1_amd64,python3.6-minimal_3.6.3-1.deb9u1_amd64,python3.6-dev_3.6.3-1.deb9u1_amd64,libpython3.6_3.6.3-1.deb9u1_amd64,libpython3.6-minimal_3.6.3-1.deb9u1_amd64,libpython3.6-stdlib_3.6.3-1.deb9u1_amd64,libpython3.6-dev_3.6.3-1.deb9u1_amd64}.deb
sudo dpkg -i *.deb

In order for this to work I had to delete the softlink /usr/bin/python3 which was pointing to python 3.5 and create a new softlink /usr/bin/python3 pointing to Python 3.6:

sudo rm /usr/bin/python3
sudo ln -s /usr/bin/python3.6 /usr/bin/python3

And then I again used command pip3 install -r requirements-dev.txt which worked. The installation of dependancies succeeded so first point of the procedure was done. Next point was to execute pip install -e . (still inside flamenco directory) but I rather used:

pip3 install -e .

And this worked as well. But now I am stuck! Third point is totally indescriptive. So how in the whole universe I should know what these next steps mean:

  Add Flamenco as Pillar extension to our project
  Give a user 'subscriber' or 'demo' role to obtain flamenco-use capability, or set up your own  mapping from role to flamenco-use and flamenco-view capabilities
  Run ./gulp

Well gulp is inside flamenco directory but I can't figure out the two steps preceeding it. Any help from Blender community would be welcome.


texts: how to add collision to a shaked object?

texts:
I used a "shake" add-on for my 3D receiver (phone)
the problem is that I can't figure out how to prevent it from passing through the body of the phone? (these are 2 separate obj)
add collision on obj don't work...
an idea ?


texts: Cycles rendering looks strange and simplified

texts:
Here is my ViewPort rendering (which is good):

But my Cycles Rendering looks like this:

Any idea why this is happening? I'm new to blender so any help would be greatly appreciated.


texts:
I have a big problem: my computer restarts automatically during a render. I haven't received any error messages, but nonetheless something must be wrong as blender shuts down every time I try to render a scene.
I have a good gaming laptop and I render on my GPU. There is still lots of space on my memory card. Can someone please tell me what to do in order to prevent my computer from shutting down!
I've included screenshots to show my render settings.

Many thanks in advance,
Maura


texts: How can I have a strong emission object without it turning white?

texts:
For my project, I need a light source with powerful light, and I need it to take a shape, or at least appear to. Currently I have this :
This is emitting teal-ish light, but with the perfect strength it turns white. Is there a way I can keep its teal appearance, or at least make it look that way?


texts: Subdivision Surface Modifier partly closes holes

texts:
I am trying to recreate a wireless phone charger. And the hole for the USB-C input will partly close itself when adding the subdivision surface modifier.
The hole is created using the knife tool on a sphere. And then modeled by copying the vertices with  E

When deleting the faces beside the hole, the problem is gone. But that is not a solution.

I have spend hours trying to fix this but I can't find a solution for this.


texts: blender renders wrong portions of video strips

texts:
Here is the situation
I loaded several video files, edited the strips, did some cuttings, and made a sequence that I'd like to get rendered, added some audio files, did same kind of work on them.

But here is the thing, after I render this sequence, in the resulting file I get portions of video fragments that I cutted out while editing, And I don't see them in video view in blender.

What can be the reason for that?

blend file


texts:
I'm new to blender scripting and with the api change in 2.56 I'm having difficulty finding relevant information. I'm trying to render 8 non-consecutive single frames to pngs. They are the same scene and camera, I'm just trying to get different angles of an object for creating sprites for a game. I found this tutorial but it's out of date.

I hate to ask for code because it's almost going to be the whole script, but it would be apreciated. I would be just as happy with a some direction on getting started though.


texts: Make Links - Object Data Causes wild results

texts:
I have several low poly objects and one high-poly and want to apply the high-poly now that the simulation is in a state where it looks good for my single frame render.  However, when I use the Object Data (Ctrl + L ), they all go wild.

I have zeroed out the scale and transformations for both the high and low objects, and for the life of me can't find the problem.  I am new to Blender, but I understand to use Ctrl + A  and set the final objects to match their resting scale and location.

UPDATE: I have since figured out they all their origin set incorrectly, so now they all show up in the same place, but they do not rotate to match.  Any ideas there?


texts: Low-level location, rotation and scale for sphere, cylinders

texts:
I am interested in constructing figures of atoms using Blender from an external XYZ file containing atomic positions and species.

I have succesfully read the XYZ and found all atoms and their connections using MatLAB and exported everything as a JSON file, which the Blender Python easily reads. However, as soon as the structures become larger the processing time increases (since I presently use bpy.ops that redraws the scene for each added atom).

I want to change my approach to use a more low-level form of python.

JSON file (here, Benzene)

{
    "camera": {
        "position": [0.0000, 0.0000, 32.4760],
        "rotation": [0.0000, 0.0000, 0.0000]
    },
    "atoms": [
        { "element": "C", "location": [ -0.7150, -1.2384, 0.0000 ] },
        { "element": "C", "location": [ 0.7150, -1.2384, 0.0000 ] },
        { "element": "C", "location": [ -1.4300, 0.0000, 0.0000 ] },
        { "element": "C", "location": [ -0.7150, 1.2384, 0.0000 ] },
        { "element": "C", "location": [ 0.7150, 1.2384, 0.0000 ] },
        { "element": "C", "location": [ 1.4300, 0.0000, 0.0000 ] },
        { "element": "H", "location": [ -1.2150, -2.1044, 0.0000 ] },
        { "element": "H", "location": [ 1.2150, -2.1044, 0.0000 ] },
        { "element": "H", "location": [ -2.4300, 0.0000, 0.0000 ] },
        { "element": "H", "location": [ -1.2150, 2.1044, 0.0000 ] },
        { "element": "H", "location": [ 1.2150, 2.1044, 0.0000 ] },
        { "element": "H", "location": [ 2.4300, 0.0000, 0.0000 ] }
    ],
    "bonds": [
        { "atoms": [ 0, 1 ], "order": 1 },
        { "atoms": [ 0, 2 ], "order": 1 },
        { "atoms": [ 0, 6 ], "order": 1 },
        { "atoms": [ 1, 5 ], "order": 1 },
        { "atoms": [ 1, 7 ], "order": 1 },
        { "atoms": [ 2, 3 ], "order": 1 },
        { "atoms": [ 2, 8 ], "order": 1 },
        { "atoms": [ 3, 4 ], "order": 1 },
        { "atoms": [ 3, 9 ], "order": 1 },
        { "atoms": [ 4, 5 ], "order": 1 },
        { "atoms": [ 4, 10 ], "order": 1 },
        { "atoms": [ 5, 11 ], "order": 1 }
    ]
}

I read in the JSON and contain all elements in molecule["atoms"]. I then loop over every atom and create a copy of a sphere

    # Draw atoms
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.mesh.primitive_uv_sphere_add()
bpy.ops.object.shade_smooth()
sphere = bpy.context.object
for atom in molecule["atoms"]:
    ob = sphere.copy()
    ob.select = False
    ob.location = atom["location"]
    ob.data = sphere.data.copy()
    bpy.context.scene.objects.link(ob)
bpy.ops.object.delete()
bpy.context.scene.update()

But the sphere size (and rotation for when I get to the bonds) confuse me. After having searched for days and days, I still haven't found a simple command to scale, translate and rotate without using bpy.ops.

Am I missing something?


texts: How to avoid obstruction of supposedly parallel sun light?

texts:
I am trying to make a Solar System scene. An obvious lighting for this scene is the "Sun" light, but it is obstructed by a big object even when the position of the light is outside that big object, as illustrated with the following images:

This is how it should look

This are the position of two sun lights, both outside the big object.

First, I don't get why this happens since the lights are located and pointing outside the big object.  Second, I'll appreciate any suggestion to solve this problem. Blender 2.8.7.
Thank you in advance for any help.


texts:
Is it possible to apply vertex colors to vertices that aren't part of a face?

I've tried using vertex paint mode in the Blender application, and also directly modifying a vertex paint object via python, neither or which worked.


texts:
Can't find an relatively easy way to make some very basic post-production clean some unwanted things from my final render video. I can re-render the video from the compositor with mask' and then re-re-render from VSE with sound' but that's not the way I'm looking for (finally I can take the rendered png's and edit them one by one in gimp...)
I'm trying to find a reasonable process for fixing some little errors in video. Example on the screenshot - from the left side there is some part of text that should not be there' for a couple of seconds.


texts: Mesh deforms on one side of model when attaching rig

texts:
I'm working on a humanoid character with a rig setup like shown here

When I attach the mesh model to the armature rig (I choose the mesh first, then the armature, and choose armature deform with automatic weight), the left side of the mesh by the characters hip gets pushed in towards her center. Like here

I think maybe the problem has something to do with using the X-mirror Mesh Option because it actually worked at one time, it was when I made all the bones symmetrical it seemed to break my model ...


texts: Displacement settings affecting the mesh luminance

texts:
I've added a displacement node following along a tutorial. When I use the same settings as the instructor, my object becomes darker in the render settings viewport using cycles render. When I increase the Scale, then it's more visible. What's causing this to happen?

Thank you.


texts:
I have issue with inset feature, works fine on regular shapes, but when the faces has odd shapes, there is a lot of faces overlapping.

I have read that there is an option that allows to auto merge vertices while inseting, but i can't find the option. Can someone help me with this?


texts:
I have been trying to adjust something in the Udemy Blender Classes

In previous lectures, barely into some, the numbers in the lower left are referenced. This is something that appears on the header bar for a moment when making adjustments.

How do I adjust that? I have fixed the font sizes, added in a theme, but this one area remains pretty much unreadable.
CAN this even be adjusted? For me this is barely readable.
For all the times it HAS been referenced I can only think it will CONTINUE to be referenced and I sure would like to be able to read it.


texts: Why is my rendered image in black & white?

texts:
I am trying to get a Glow effect in the compositor. I added Node Math (Add)

And now my render is black&white. What am I doing wrong?


texts: I have a single object with two different UV Maps because it is a complex object and I wanted to unwrap different parts of it separately. I do not want to separate my object into pieces and recombine them because the object will be using bones, and I want the mesh to stay together. How do I combine the two UV maps for the single object?


texts: How can I get a .MTL file to show on an .OBJ model I imported in Cycles?

texts:
I've downloaded & imported several .OBJ models into Blender but they don't always import with the textures automatically in place, even though the model came with them. Here's an example:
https://drive.google.com/file/d/0B_yQeQQ8ImENWWYyb0oxYWZMVjQ/edit?usp=sharing

I assume this is due to the presence of an .MTL file, but I don't know for sure.


texts: Location still the same although it's moved

texts:
I am using the tail location of my bone to calculate a certain distance. So I get the location of the pose bone head then I move the bone to another location and get the new location. But then the two locations are the same. The weird thing is that this only happens if I run the below script from the text editor. But if I run it from the console the difference in location is not zero, which is correct. Not sure why?

As shown below this is what is printed in the system console where the tail location is the same:

while this is what happens if I print using blender's python console:

My blend file can be found here:

My script included in the blend file:

import bpy

myarm = bpy.data.objects['Armature']
bpy.ops.object.select_all(action='DESELECT')
myarm.select = True
bpy.context.scene.objects.active = myarm
bpy.ops.object.mode_set(mode='POSE')
bpy.ops.pose.select_all(action='DESELECT')
b = myarm.pose.bones['Bone']
bOrigLoc = b.tail
print(bOrigLoc)
con = b.constraints.new('COPY_LOCATION')
con.target = bpy.data.objects['Empty']
bNewLoc = b.tail
print(bNewLoc)

I've tried using objects as well instead of bones and still the same problem although the object is moved it still gives the same location:

import bpy

myarm = bpy.data.objects['Armature']
bpy.ops.object.select_all(action='DESELECT')
myarm.select = True
bpy.context.scene.objects.active = myarm
OrigLoc = myarm.matrix_world.to_translation()
print(OrigLoc)
myarm.location = bpy.data.objects['Empty'].location
NewLoc = myarm.matrix_world.to_translation()
print(NewLoc)


texts:
I can not add all the images because the account is new and I don't have enough reputation.

I have an object (a tube of a cream) with three diferent materials, the base "plastic" material and I have created two separated materials to add the front and black labels to the tube.

The front and back label materials is the same as the "base material" but I'm trying to overlay the PNG image on top of it.

For doing that I have unwraped the parts of the object where the labels should go and placed the islands on top of the image.

I have created separated UV Maps for that purpose.

On the viewport view everything seems ok:
As you can see the texture is correctly placed.

Render / Rendered view unexpected output:
When rendering or in the rendered mode of the viewport the material with the UV Map appears as black.

Material nodes:
For further info in case it's needed here are the screencaps of the material of the front label:

How can I solve this?
Thank you!


texts: How can I make particles not rotate after lay on the surface?

texts:
I want to make the falling autumn leaves.
I did a system of particles that rotate in flight.

How can I make them not rotate after lay on the surface?


texts:
I'm trying to delete, as in This Example, but Faces instead of vertices along a particular axis. So, as an example (see image) this cube's face that I have selected would need to be deleted along the x axis using python. From the above link (following mostly the 3rd answer), I don't understand how they're setting which axis to delete by, or how to do the operation for faces.

My code is is different, because my needs are different than the example. It doesn't throw an error, it just doesn't do anything
    def _debug(vert):
    n_selected = len([v for v in vert if v.select])
    n_deselect = len([v for v in vert if not v.select])
    print('\nlen vertices = {}, {} selected, {} not selected'.format(
            len(vert), n_selected, n_deselect))

    x_thresh=0.0
    vert = bpy.context.object.data.vertices
    _debug(vert)
    for v in vert:
        if v.co[2] < x_thresh:
            v.select = True
    _debug(vert)
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.delete(type='VERT')
    bpy.ops.object.mode_set(mode='OBJECT')


texts: How can I delete unused data blocks from my Blender Project?

texts:
I have a project that's 101 megabytes (it's packed).  I need it to be under 100 megabytes to upload it to a renderfarm I'm using.  There are several large image texture files within the project that I know I don't need, but they have false users, so I can't delete them.  How do I get rid of them?

(In the past, I know there was a Shift+F4 data block viewer or something, but that's gone as far as I know post 2.6)

Any help would be greatly appreciated - thanks guys!


texts: Material assigns to the whole object instead of a specific face

texts:
I want to make the windshield on my car a blue colour but when i go to assign a material it just turns the whole car body blue.
How can i make it so it colours a certain couple of faces instead of the whole car?


texts: I am making a character in blender do I want to attach weapons to it do I have to attach them in blender by placing them to right locations or do I have to use sockets in unreal Engine 4 for attaching them to the character?


texts:
I have activated riggify addon. And with armature i have scale and position all the bones. After clicking the generate option i cant find my rig but in the outliner the bones are separated with the names.

I Can't find this rig arrow direction.

Any help or suggestion. Thanks


texts: Why does my mesh deform when I apply an armature with automatic weights?

texts:
Im quite new at rigging so I was following a video tutorial and everything seemed to be great until i applied the armature to my model. When I applied the armature with automatic weights the entire mesh deformed and I tried rotating bones but it made the bones bend incorrectly and weird and deform the mesh even more.
Just some help for a beginner would be fantastic and an answer in a way i can understand, i just want to be able to animate him for a project i have.Oh and if you want to download the file here is the link (and the save starts before adding the armature in):
https://mega.co.nz/#!4ZVgEIbR!9XwuFm5_mOtRP3ImUnwGxSsoQ3zIArLqiV0erQ0iI_k


texts: Problems with Solidfy Modifier for 3D Printing; creating a gap

texts:
I'm having an issue with the solidify modifier. First off, all of my bodies are manifold so I've already been through that drill. However, every time I use the solidify modifier it adds thickness to the model but it doesn't "fill-in" the model. It seems to leave a void gap between the outer layer and the inner layer (see attached images). Can someone explain to me how I create a model that is "filled-in" and why it does this? Trying to 3D print an alien.

Thanks!


texts: how can i get my shading for an image texture back?

texts: I'm making a game and my floor when I was done with the texture is not affected by any shade or light. what am I doing wrong? I set up my image texture like this  what should i add or take away?


texts: Any tips on creating a Dragon/Eagle Head?

texts:
I have been using blender for about 2 1/2 years now, and I wanted to get some more in depth experience in animation!

I figured I needed a cool looking character.

I am basing the design off of a drawing I did a while back, so I want to make it look similar.

I realized that there is probably more than one good technique for creating dragon heads.

If you have any advice on this project, let me know!

This is my model so far:


texts:
What would be a good way of creating the shape of a realistic folded towel?

Would you use cloth simulation or just model it?
I've no luck with either


texts:
I used the Blender Tracker to create a 3D Camera solve and need to export it to another 3D package but can't seem to figure out how.

Neither FBX nor Alembic take the animated camera with it.


texts: Why my monkey is rendered with only a mesh?

texts:
I'm totally noob to the blender world, and I accidentally made my monkey like above.
the monkey was originally a solid not mesh. I managed to find the way for restoring my monkey to solid again in the dropdown list at the Object > Viewport Display > Display As. However, I wonder if there are some shortcuts to do this.


texts: Environment for implementing/testing Computer Graphics algorithms

texts:
I need to code up a computer graphics algorithm for Surface Registration.

Briefly surface registration is the process of finding "optimal" one-one correspondence
between surfaces, where the meaning of optimal depends on the specific problem.

I do not have much experience with Computer Graphics software, and so I was looking around
the web for a good software environment to code my algorithm up in.

One promising option I hit upon was Blender, which to my delight also has a Python interface to it.

My questions are

Is Blender + Python a good software environment for implementing and testing computer graphics algorithms?
If not, are there better alternatives to it (hopefully using a Pythonic interface)?
Are there any particular points from your experience
which I should keep in mind while using Blender (or whatever package you recommend) while implementing/testing my algorithm?


texts: Why does OptiX AI Accelerated Viewport Denoising cause an Environment Texture to NOT render?

texts: In the pics below, you can see enabling the new OptiX AI Accelerated denoising causes the environment texture to disappear from the viewport.


texts: I have some objects, linked from other blend-files. I want to get access to their paths in Python, but I can't understand, how to find this data. Any ideas?


texts:
I'm quite big on using my 3Dconnexion SpaceMouse (I use it all the time for CAD work), but using it with Blender isn't exactly plug 'n play. I can get some but not all axes of rotation to work and on the internet I can only find information that seems either outdated or somehow irrelevant. Help!

EDIT: I use Windows 10, and a wireless 3DConnexion SpaceNavigator. When I plug it in, the following 4 DOF axes work:

zoom in/out

shift left/right

shift up/down

rotate towards/away (from my perspective)

The problem is with the other 2 DOF axes: rotate sideways (from my perspective) and rotate about the object's long axis (my best description: if you model a beer bottle and rotate it about it's long axis you won't actually see something rotate, that's the axis I mean :P).

Now, according to one source (https://www.3dconnexion.com/forum/viewtopic.php?t=1497&start=30) the solution may be in: user preferences -> input -> 3D-view -> 3D-view (Global) -> NDOF Orbit/Pan/Move
but after a short attempt to make that work I concluded I didn't really understand how to do that.

Hope that helps more!

Cheers,
Caspar


texts: Eevee - Crashes on render if render size too big

texts:
If I set the render image dimensions to something too large, then when Eevee gets to rendering the first sample, my screen would black out (backlight still on) and then some seconds later Windows would come back and the Blender window would be white. Checking on task manager, Blender's CPU and GPU usage is at 0% and killing the process is the only way to close Blender. Rendering at a smaller image dimension would proceed as usual (mark that in both cases, the VRAM usage is 100% and some system RAM is used as well.

My config:

A10-9600P
AMD Radeon R5 Graphics
AMD Radeon R7 M340 (which was R8 M445DX before a driver update and Blender sees it in Preferences as 'AMD Radeon R5 Graphics')

VRAM: 512MB
Blender 2.8 in all the betas I've tried (Q4 2018 - Now)
Scene has volumetrics btw


texts: Toon Shader Programming/Noise Generation/Line Coloring

texts:
EDIT: A LOT OF IMPROVEMENTS

The file:

The output will look something like this (but in color):

(Mickey & the ship's wheel are cel objects, and the ship & grass are background objects)

CEL SHADING

Diffuse Frame: Instead of the "Value" node, I would like something that reads a custom property from the light(s) illuminating the object that tells it whether to illuminate the entire object (with shadows), or just illuminate the areas the rays are hitting.

specular.osl:
Can I have the specular shader only reflect lights? (like Blender Internal specular)

Displacement:
How can I add a slight displacement to the model on any frame it moves/deforms, to give it a sort of small inconsistency, like older cartoons?

BG SHADING

Diffuse.osl:
When I try to change the "DiffuseSmoothness" property, nothing happens. The line always stays sharp. Also, how can I add a "NormalMap" to the shader?

Specular.osl:
I would also like the smoothness property to work & normalmap support, but I would like a specific NormalMap that always faces the direction of the specular reflection.

FREESTYLE

Finally, can freestyle line editor make an irregular line that looks like it was drawn with ink (cel objects) or pencil (background objects)? Not only this, but can the color of the line be based on certain material properties, such as reflection, transparency, & emission, with a color ramp defining which colors to map to the properties?

Sorry if that's a lot. I'm really new in the shading area of expertise. Thanks for any help! :)


texts: "Cursor to Selected" Puts 3D Cursor to the World Origin Instead of Center of the Object (STL File)

texts:
This is an STL file I imported to Blender for 3D print. I have similar problem when dealing with most STL files (downloaded from Thingiverse and a like).
I have 3D cursor sets in the middle of selected edges like below:

If I ⇧ Shift +  S then select Cursor to Selected while having the main model selected, the 3D cursor will be positioned like:

How can I make so that my 3D cursor positioned in the middle of the model?
Additionally, when I imported the STL file, the default position of the model is always not in the World Origin. So, that's why the model isn't positioned in the World Origin.


texts:
How to delete the History from python?

When I click the History button in Tool Shelf > Object Tools > History, it shows list of the operations I did.
How to clear this with python code?


texts: I'm doing some basic renders in version 2.9 and they are appearing in black and white after render, but in the render view while editing, they look fine.


texts: How to animate swapping image textures? (I'n a sustainable way)

texts: Ok so, I'm having a problem with changing image textures. Simply put, I need one object to have one texture one frame, and another the next. I know the obvious solution is to use "Clones" with the new texture... but... that has become unsustainable(for context I'm making a piece like Paper Mario where the characters are flat 2d objects) because of the amount of textures I'm creating! So... I require a simple way to  swap textures without using a "Clone"


texts: Python select empty action line in NLA Editor for Blender 2.8 API

texts:
I want my script to add the selected object to the NLA editor, add an empty track, and then add an action strip to that track.

When I call the tracks_add function, I get the error "Select an existing NLA Track or an empty action line first." Here's my code:

import bpy

# find nla editor area for proper context
area = None
for a in bpy.context.screen.areas:
    print(a.type)
    if a.type == 'NLA_EDITOR':
        area = a
override = {'area': area}

# check for animation data
bpy.ops.nla.selected_objects_add(override)

# check for existing animation tracks
bpy.ops.nla.tracks_add(override)

In the UI it's easy to just click the empty action line. But how can I do this using the Python API so I can add the empty track?

Thanks in advance!


texts: Waving artifacts on texture/light Cycles

texts:
In the image below there is a pattern on the material that was not intended. How do I fix this?

I attached image and .blend file. If You need any details, please, ask. I don't know what should I give more.

Could someone be as good and maybe generally correct this blend file? ;-) (nodes, lighting)

Blend file


texts: Is it possible to build my foot brace in Blender?

texts:
Is it possible to build my foot brace in Blender ?
I am building medical foot braces in a software called Geomagic but when i look at Blender and its sculpting options, I'm thinking, it might better or easier to build something like this in Blender.
The steps I would do are:

Smooth original foot scan using sculpt smooth in Blender.
Then create a Solidify modifier to create my brace material.
Boolean remove the original smooth foot from my offset (Solidify
modifier )
Then draw a curve on the new mesh, defining the outline (cut) of
my part.
Split the mesh (no idea how this works in Blender)
Then close the result mesh so its water tight and smooth mesh to
give the edges a soft corner.

Can anyone help me try this out with Blender ?


texts: Create a slider that control a variable that itself control multiple properties all with Python

texts:
I want to create a script that control camera focal length based on the distance of the camera to it's target.

I'm able to create an addon, using operators with custom buttons, but I've never done something that requires a value to update every time the user move an object (in this case the camera). How do you approach this?

Ultimately the user should be able to move the camera and move the target independently, and the camera focal length should adapt to this changes in distance live. I also want a slider that control focal length independently, to choose what my base focal length is.

I don't need help with the trigonometry and math aspect of this, I'd just like some directions regarding how to implement this in the UI. Does this have anything to do with custom properties?


texts:
Any insights on changes to weight painting in 2.81?
I had just gotten 2.8 figured out - how to set it up so that I could pose a bone in pose mode, then click on the mesh to go to weight paint mode, and select a bone in weight paint mode as I adjust weights. Although the overall interface is MUCH better, it was easier to adjust a bone in weight paint mode in 2.79.

And it's changed again in 2.81. So that I have to put the armature in object mode before selecting the mesh, which sure slows the process down. Is there another setting involved?


texts: Im trying to make wax on my surfboard model I figured I would do it with a seperate plane shrink wrapped on and the cloud or noise texture, but I cant figure out how to make the black transparent on the noise texture. Any other ideas would be appreciated!


texts:
Easy question with probably no easy answer: How can I open a blend file just like e.g. a txt or a python file?
I'm not simply interested in the objects of the scene (like here), but the full -let's say- architecture of the script. I had a look at blender-aid and the DNA Exporter, but I couldn't figure out how to use it or rather don't think they are what I'm looking for.
Please be patient, I'm completely new to Blender.


texts:
I understand a normal to indicate the following information:

  normals are intersections which are perpendicular to the plane of your face

I understand this to be a vector. And that a shader uses this information to calculate how to render something to the screen. For instance, whether this plane would reflect light to the camera or not, which of course depends on its orientation. (Correct me if I am wrong).

Then I read that a vertex, by itself, can have normal data. This I do not understand. Maybe I completely miss the point and context, but: How can a single vertex, not being part of a line (or a plane), indicate a normal? I mean, a single vertex is dimensionless right. Would its normal not always come from the planes surrounding it? So it is more of a derived value, instead of an intrinsic value of the vertex itself?


texts: Add additional behaviour to brush when using vertex paint mode

texts:
I am using vertex paint mode to color my low poly mesh.

Additionally I need to set a metallic and a roughness value when the color is brushed on a vertex. The metallic and roughness values are stored in a RoughnessUVMap and a MetallicUVMap (so that they are exported via fbx and can easily read from a game engine).

How can I for example create my own brush via python and implement this behaviour?

Thanks!


texts:
My interior is rendering almost two hours and it shows only 2 samples that have been rendered. I don't quite know how to select properly those render settings to make good quality interior scene.

Here's what I've done:
samples: 2600
resolution: 1920x1080 at 50%
frame rate: 24


texts: Why faces have a dark texture? Already recalculated normals

texts:
When I imported this model into Unity a few parts of the model seem to be inside out. (the wings and the left engine)

I opened the model in blender, selected the relevant components, and recalculated normals. Now nothing is inside out.

However you can see that those parts are now really dark. And I can't fix this.

The problem itself can be seen in blender as dark faces. Similar to the problem seen when faces are inverted.

I have already tried:

recalculating normals on all components (the rest are unchanged)
checking that the normals actually ARE facing outwards by showing the weights of the normal
checking that both parts share the same material

why are these faces darker? how can I fix it?


texts: 360 Video for oculus/ streetview panorama sequence to video / Spherical Stereoscopic Panoramas

texts:
I am new to Blender and am trying to use Blender to make a sequence of Google Streetview shots into a movie to view in an Oculus headset. I used the VSE and put the sequential panoramic photo and produced an AVI file that did run in the Oculus.

Problem was that it was very distorted (like smeared road kill). I obviously need to use the correct settings to get the right Panoramic / Equirectangular view of the photos. I saw that Dalai was working on a patch (https://code.blender.org/2015/03/1451/) that he thought would be incorporated into Blender, but I cannot find the present method for Blender. (The links on that blog page are now disconnected.) Is there a new patch or other download or is it in the Blender present set up.


texts: I selected the 4 vertex and i pressed f but now i have the problem that i want just 2 of that 4 vertex but even if i press "limited dissolve" or "Remove doubles" it doesnt do what i want, in the worst of the cases it ends all broke xD help pls!


texts: 2 Different Rigs, Copy animation using key bones?

texts:
I'm wondering whether it's possible to get a second figure to copy the motions of the first by having the former's key bones (or as many as are logically similar, even!) ?parented? or otherwise keyed to the other's?

Put another way, while I know it's ideal to have one rig for multiple figures, could you still copy an animation sequence by having a second figure mimic the gross movements of the first? You could do the same thing if you moved all bones, keyframe by keyframe to match the original, but it seems like there should be a way to automate this a bit ...


texts: Transform/Scale Pattern over X Axis using Shader Nodes

texts:
I'm looking for a way to scale a pattern over the length of the X-axis using just shader nodes.
The bottom image is the effect I'm going for.
Thanks!


texts: Can a mask hide only one object and not the others?

texts: I want to make the word "SECRET" disappear behind the horizon. That is, I need a mask for the lower half of the image, but if I do this, it also hides the sea..! How can I accomplish this?


texts: How to model separate parts and re-use them?

texts:
I am a new user and trying to determine if Blender can perform the 3D tasks I need for my projects.  I have 4 years experience with other 3D systems.

The questions are:

In creating complex models with many unique parts (2000 part transmission), can separate parts be modeled and then joined to the main part? (Housings, gears, shafts, tubes, etc.)?
Where common parts are used repeatably, can those parts be modeled and saved in a Resource folder?


texts: Copy rotation constraint adjusting influence doesn't work

texts:
In the gif below, I applied a copy rotation constraint to the lower bone of the upper arm. It is copying the rotation of the larger bone directly on top of it. While the influence is set to 1.00, it works fine, but the moment I turn it down the entire bone flips to a completely different direction. I made sure it is copying the correct bone, and the rotation is set to local space.

This is the effect I'm trying to achieve

It may be just a problem with the armature itself. In a separate file, I recreated the shoulder area with the same constraints, and it worked perfectly. The mesh does not get messed up when I add the copy rotation constraint or adjust the influence. If it works here, then what is causing the constraint to fail in my original file?


texts: Is there any way to bring smooth corrective modifier effect to unity?

texts: Is there any way to bring a rigged model with smooth corrective modifier effect to unity?


texts: Is there a way to use python to control the master volume in game. I want that all sounds are controlled by one object so I can do any settings in game.


texts: Bone Heat Weighting Failed, after turning on symmetry

texts:
I have a nice 3D model and a decent rig. However, problems arise as I try to set the armature to the mesh with automatic weighting. I've removed doubles, I've recalculated normals, I've even applied the decimate modifier, as well as removed all modifiers, as well as countless other advice I've come across.

Could it be the way in which I'm making my model? Now, I use Sculptris to make my models, and naturally they're symmetrical. I import them into Blender, and the textures on the right side always come out looking bad, lots of black and white speckles that show up through the texture. (I haven't found a simple way to fix this.) So, what I do is I go into edit mode, I mirror it, then turn on symmetry. The only other method is cutting it in half then mirroring it, and even with hitting 5, 1, then using B to select half the model, it gets very tiring trying to be very precise.

I've tried setting it perfectly in the center, as well as setting it perfectly with the object's geometry origin. Nothing I have tried works. Oddly enough, on other models where I have turned on symmetry, the rigging works just fine. But those I started off by cutting them in half, mirroring them, merging the two objects into one, and then turning on symmetry. What could possibly be the difference?

I'm a complete beginner, so any help would be appreciated.

Here is the file if you wish to take a look at it.
https://www.mediafire.com/?33uo1xeibr5wr9q


texts: Acrylic Material with Light Transmission

texts:
I've tried so many things that I know of and I can't figure this material out. For reference, I have an example of what I want to create. To be clear I'm going for the floor material.

To me, it looks like the floor is illuminated from the bottom, I'm thinking this because the lights hitting floor in the middle are turning the floor white. So I'm assuming the floor is a white acrylic material with just a little light transmission, as you can see it's also very glossy. So I have a white floor material and then I have an emission material at the bottom. In the pictures you'll see a big round shape on the floor, that's the large panel light beneath the floor and the the fresnel keeps doing this. ANyway here are my results.

Then I figured out that GGX will let me transmit light but it doesn't work, this is transmission and transmission roughness cranked. One problem that persists is the fresnel is being really weird or I just don't have the right settings to get what I need.


texts:
"I want to be able to switch my scene between fast and slow motion, or have all of it go into slow motion except the camera so I can pan through."

This is commonly asked for, and while there are some good solutions (How do I animate time?), I thought I would present mine.


texts: Rendering doesn't work on my project, although it used to worked well

texts:
I am new to blender and I was working on the Donut Tutorial project provided by Blender Guru on Youtube. I reached level 6 part 1 of the project (https://www.youtube.com/watch?v=ZTxBrjN1ugA&t=682s). I was working fine and cycles or evee rendering could be switched with no problems. However, I don't remember exactly what I did in the "Compositing" section. But when I went back to my "Lay out", the object doesn't look (cycles) rendered although it should. I tried to switch back and forth between evee and cycles render but nothing happened.
Moreover, the base colours also disappear from all the objects in my project. But somehow when I F12, the image was rendered perfectly with colour as nothing happened. I had tried to do the entire project again but this time rendering ( and base colour) doesn't work from the very beginning. So I thought I did something wrong with the program and decided to uninstall Blender and redownload the most recent one, but that doesn't work too. I hope some would kindly answer this as soon as possible so that I could continue the project.


texts: Baking a Path Animation for Export, Deleting the Path

texts:
I have seen in various online tutorials that it is possible to animate an object along a path (NURBS curve), bake the animation and then delete the path.

Each time I bake the animation and delete the curve, however, the object reverts to the center of the screen and loses all animation.

Has anyone encountered this problem before?

Below is an image of the object and the path:


texts: I have 2 ways to build a brick tower, and that is to make a cylinder and applying textures and bump maps or create the bricks separately and make it as one mesh. Which would be best for a game engine? , I think creating the bricks separately would consume a lot of memory especially if I have these towers in one area(not 100% sure)


texts: How to render transparent background for png image texture with eevee?

texts: I have placed an image texture (on a plane mesh) using a png image that has a transparent background. The transparent background appears as the default material on the plane instead of being transparent. How do I get the transparent areas of my image to display as such? I need to do this specifically in EEVEE.


texts:
I have the following mesh in edit mode:

To which I have applied the solidify modfier. I want to see this object rendered, but when I switch to object mode and change to render mode using z 6, I see the following:

Whereas I expect to see a solid, rendered object. How to fix this?


texts: Why won't the boolean modifier work properly?

texts:
I want to cut out the "cylinder" inside this shape I made to create a coffee cup, but after choosing Difference as the operation and the cylinder as the object, all I'm left with is the cylinder.

The outer shape was originally made using several connected bezier curves, closing the shape and then converting it to mesh using Alt+C in object mode.
I have tried removing doubles as a means of resolving this issue (as suggested on other questions) on both objects, but it always says 0 vertices removed.

P.S: I am not very experienced with blender, so excuse my noob-ness.

EDIT:


texts:
I have used the png image and added the nodes as seen below

After render i cant seen the "CE.png" image on the button
After render

Where are my node missing to view my image
Any suggestion or help.


texts: After render when click Play Rendered Animation, it says 'file not found." What do I do to fix that?

texts: So, I am new to blender. I downloaded a Youtube intro from a video and put it into blender, changed the name, and put the thing that makes it save when it is done. I never closed it and when it was done, it didn't save so i saved it myself but I can't figure out how to save it as a AVI Raw file that way. So then I just saved it as a blender file and went to the file and clicked Play Rendered Animation and it said "File Blah Blah.avi not found" or something like that. I clicked play at the bottom and you can here the sound but the video is just a grey square with a plus in it, like a window. What do I do to fix this?


texts: How to display different layers in each 3D View?

texts:
How can I show different layers in separate windows? For example, show layer 1 and 2 in one window, and show layer 3 and 4 in another window?

I need this so I can see everything I am doing correctly since I do have a messy rig.


texts: I'm a student working on blender and unity right now and I made a copy of a sky island I liked to use as a terrain for me to work on game design in unity, however I'm trying to export it into unity but all the colors turn weird. Anyone know how to fix this? Thank you.


texts: Python API: How to pick the last created object?

texts:
the circumstance is that I trigger "GPencil Convert to Curve" operator
then it creates a Curve Object deriving from selected Grease Pencil Object,

and also change Bevel depth for the Curve Object

but how do pick the Curve Object


texts: How can you make the UV unwrapped islands of symetrical objects be perpendicular to the y or x axis?

texts:
I have a symmetrical face mesh that I want to UV unwrap, however after unwrapping, the resulting UV map isn't symmetrical.
And I want to make the island perpendicular to the axis this way it would be easier to draw the texture for it, however it's also in a weird irrational angle.
Is there any option to make the UV unwraps of symmetrical objects symmetrical and perpendicular? I tried unwrapping both using the angle based and conformal method.


texts: Only one material node is shown and when I try to add a shader or something, "shaders" is gone. My material panel is also messed up, it used to look different but something happened.


texts:
So my problem is simple: My render output is black.
I have rendered correctly before but now fear that I have accidentally changed a setting. I can't seem to figure out what it is...

My file is on Google Drive; hope that's okay.

Thanks guys.


texts: how to turn off x ray in particle edit mode?

texts:
I'm trying to Comb my subjects hair, but it seems as though as if a kind of x ray mode is turned on and I don't know how to turn it off.

As you can see, the hair particles are going right through the bear and whenever I comb, it also counts the movement on the back of the bear's fur too.


texts:
First of all let me just say I'm new to blender and I may be doing something wrong but after an 1 or 2 on google I've haven't found any answers.

Whenever I use texture paint in blender I have 2 consistent problems.

When I use Blender Texture paint the image on the left side is always a blank grey even when my mesh on the right has colour.
If I attempt to use draw and paint on the left or right Blender will freeze. I can wait 20 or so seconds and it will unfreeze and maybe 50% of the time my last action before freezing will show up.

Any help is appreciated, thanks.


texts: Can the Properties Shelf be re-merged in 2.8?

texts:
In Blender 2.8 the Properties Shelf seems to have been split into four different shelves by default, called Item, Tool, Edit, and View.

Is there any way to merge these back together so that you can just hit N to access them? Currently N only opens the most recent shelf you've used, and you have to physically click open a different one if you want it.


texts: My hair particle are pointing upwards and downwards, how do I make it point only upwards?

texts:
I am trying to add sprinkles to my doughnut, but I cannot get my hair particles to face upwards alone, Mine faces both upwards and downwards.

I would greatly appreciate it if someone who knows how to fix this can explain how it is done.


texts: Whenever I make a material and assign it, it turns into solid color in material mode, and when I export it, it's materials are still solid color. How do I fix this?


texts: How do I turn off Motion Blur when cutting the camera (when the camera immediately moves to a new location in one frame)?


texts: My fist atempt on creating something in blender and now there is the dark green which I cant get rif off. Any ideas on how to fix this?


texts: How to achieve a volumetric clouds on earth

texts:
I am trying to achive the result like in the picture:
The clouds should through some shadows on other clouds and they should have some depth (like in the picture)
I have tried to make the flat 2D cloud texture somehow volumetric but I don't get the result I like.
I have tried the volume principled shader with some transparent shader but I don't succeeded.
I have tried like in this post: https://www.artstation.com/artwork/rRJvYm ...
But I dont understand how he has managed to get the cloud texture in the 5th picture from above.
That's what I achived so far:
https://drive.google.com/file/d/1rhufy0HQUaWc0WHNp0PKGwlrN2p_FzET/view?usp=sharing
https://drive.google.com/file/d/15F6KT3bszj6MG44nSF7CQrgmoBNCJxhx/view?usp=sharing
here is my blend file: https://drive.google.com/drive/folders/10oNT1hoALPlmJEKIMFi0SfnbsWnekIio?usp=sharing
I really hope that someone could help me...


texts: How to add custom objects to the "add object" menu?

texts: I want to add things like basic tables/chairs/houses I have made over the past year to my ShiftA menu. Is it possible to do this?


texts: Is there any texture amount limit in Blender?

texts:
I have made a complex scene with over 1 million faces/polygons.
I plan to use substance painter to texture the scene with 1k-4k textures (depending on the size). I need to know if there is any texture amount limit to Blender, for example, say I use 4k textures throughout a scene of 4 objects, but Blender can only support (allocate memory for) up to 3 objects with 4k texture. Is there any such limitation?


texts: What happens if the mass of a rigidbody doesn't match to it's volume X density?

texts: I would like to know what effect does an object have in the rigid body simulations, when the volume x density of the object doesn't match the mass. In most cases the default density is 1.0 in blender!


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To display a special font character (a character that does not have it's own key on the keyboard) in most Windows apps you press and hold the Alt key then enter an ASCII character number using the numeric keypad (located on the right side of the keyboard).

This technique does not seem to work in Blender text edit mode.

Any solutions?


texts: Loop cut not working on my blender project?

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friends, I'm confused with my problem. is there anyone who can fix my project?
I want to do vertical edge like in a photo.

my project:https://drive.google.com/open?id=1vgpIo6qGXz5TJQUaBbO2Pn6IEMUJxGot


texts: Why isn't the perspective/focal length correct in this camera track?

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I'm attempting to use camera tracking on two similar photos to determine focal length and orientation and, subsequently, to reconstruct the scene with geometry. I've tracked all points manually, since there is too large of a perspective change and only two frames. I appear to have gotten a very good solve, with an average error of 0.1334. However, after orienting the camera (set origin, X axis, etc) and trying to match geometry, I realized the focal length was slightly off. The focal length that Blender calculated matches that obtained from fSpy. I also tried a few different focal lengths to verify that I had the lowest error value. I have also tried adjusting the focal length and re-solving to get the trackers to match the geometry, since it's a simple shape with right angles, but with no luck. I believe I've had this same issue after almost every successful camera solve I've gotten in the past. In fact, I think I've only ever gotten one decent camera match, out of numerous attempts over the last few years.
Would anyone be willing to take a look at the file for me and tell me what I'm doing wrong? I would really appreciate it! Here are the images I used, as well as some screenshots.


texts: What are the hotkeys used in this video in Blender 2.69.1?

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I'm watching a video which appears to be quite old: http://www.cgmeetup.net/home/uv-unwrapping-and-texture-painting-in-blender-tutorial/

What I need to know is what the hotkeys he's using do, and what are they mapped to now. Hotkeys such as CtrlA, CtrlJ, CtrlV, AltF, and that's all I can think of right now.

When I tried using some of these hotkeys or pulling up a menu with one on the menu, they didn't seem to work. Perhaps they don't work with the current version of blender?

By the way: I am using Blender 2.72b. Internet connection where I am is slow ATM so I can't just download the latest.


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I'm learning to animate a creature I recently created and I need your help. I know that it's possible to mirror poses by naming the bones of the armature correctly using the following naming system: example.L and example.R

I've named my bones so the mirror pose action would work properly. The body of the creature is also done by using the mirror modifier (so it should be symmetrical along the y-axis). In addition, the weight paint of the bones is also mirrored. Here's also a picture of my named bones - right leg in green and left leg in purple:

Here's also a mirror animation I've been trying to do.. Purple bones show the mirror effect..
The left leg is 30 frames behind the right leg so one leg is on the floor at a time.

EDIT: Added one more problem associated with the glitchy pose mirroring.

I have an IK target that somehow won't mirror the Y-axis location. I don' t understand what may cause it. There's no lock icon next to the y-axis location parameter which is strange. Here's a picture to visualize the problem:

Here's a picture of a graph - the green line shows the y-axis location frame by frame. It shouldn't be constantly linear as you can see the movement of the other leg.

The leg animation.


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i have some keyframes on my object , and i want to control that from an empty , so that when i move the empty forward i plays the forward animation. How can i do that. I know that i must use drivers , but i don't know how to control animations with drivers . don't have to add the driver to the empty but to the object , but there isn't one single object , there are multiple of the
This is my mesh

This is the armature


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I have created a shockwave in Blender 2.79b. I used 2.79 as it was easier for me to follow the tutorial. Now when I open that blend file in 2.80, the render results are not the same as 2.79b. I tried with both eevee and cycles. It seems 2.80 isn't recognizing the material and the compositing I did in 2.79b. Is there a way around this? Thanks

Danny


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Basic question - how do you increment value with keyboard (when you're in a field in one of the windows, e.g., "X" and "Y" coordinates? I assume up or down key but doesn't seem to work

Thanks!


texts: Using Plane as Object transform "final" output

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I have simple scene with wiggle falloff of some cubes.
I would like them to move, but i'd like to place this cube "matrix" on the plane, and have movement taking into account bending of this plane. It can be spline, but i use plane to better visualize effect i want to achive