texts: I have a spot light in my scene and I want to accurately place it. I know there was a way to do this in 2.55, but that doesn't seem to work anymore. How can I look through my light?


texts: Stop hair particles intersecting with the mesh

texts:
I'm not English speaker, so i don't know how to explain my problem correctly, but i'll try

Hello, my friends. I newbie in Blender and modeling in general, and i have problem with hair. I'm trying to make long hair of my character, but when i'm trying to use children with interpolated mode, i see that some children are going through the head and neck.
Of course, i have an separate mesh for hair. Screenshot shows hot it looks like.

(number of children in preview equals 20)

The second screenshot shows particles. Yes, there is so many parents, but i need to make hairstyle looks exactly how i want. You can see that there is no parents intersecting with mesh (with the exception of a couple).

But when i activate children, i see bad picture.

I tried to find answer and did next steps:
1. Duplicate mesh with hair.
2. Deleted all particles from second mesh.
3. Removed second mesh from render.
4. Activated collision in second mesh.
5. Setted outer = 0.500, inner = 0.2, particle damping factor = 0.4;

If be honest i don't know last step and what does it all mean, 'cause i still learning and i have not even reached it yet.

Maybe problem comes from completely different side? I spent the whole day trying to figure out what's wrong, but still got nothing.

Blender's community is my last hope.


texts: How to add physics to the object that already follows another object?

texts:
So I want to make string of lamps. The string has cloth physics, and I want lamps follow it.
I created empties that have constraint to follow string's assigned vertex groups. And it works ok I guess.
But what if I want to physics to the lamp themselves that they could rotate in the wind while still attached to the string. What physic to use and how to pin them to empties/vertex groups?

EDIT
Thank you for answers. I'm sure they can be very helpful for others trying to figure out this same problem. I actually managed to create one solution for this on my own as well after hours of trying.
I extruded string's vertexes towards the lamp (imagine like another string, which is holding the lamp). So there is two vertexes in lamp's position. For each of these vertex I created on empty. Which I vertex parented to the string's vertex. (This mesh has cloth physics in it)
Then I created armature for lamps(each has separate one, with one bone). And parented this to lamp with automatic weight. Armature has two constraints. Copy Location (target: upper vertex) and Damped Track (target: down vertex).
Now the lamps should be following the string. And you can add wind to make them move.
After this you need separate object for string itself. As the one in the beginning works as a guide and you can't add any form in them. For this I created curve with extrude. Curve has points where the lamps are (same position as the guide string). Then I created hooks for each point of curve. Which I vertex parented again to the guide string.


texts:
I am very new to blender but have made some good progress recently. I have a curved surface that I need to cut a precise hole in and from YouTube videos it seems that the Retopo method is the way to go. The problem I have is that I can't get to the menu where I can call upon it.

I am using a MS Surface Pro 3 with a Bluetooth keyboard. It doesn't have a dedicated F9 key but if I push the F key and the F9 multi key it should be the same thing.

Can anyone help?

Cheers
Chris


texts: Why won't blender 2.8 bake more than 250 frames?

texts:
I have changed the cache, and also extended the frames length.
Here is a Video that shows the problem.
It is recorded after baking the animation.
Here is the video.

to me it seems like a bug because nothing helped and I am not that inexperienced in blender.


texts: Merge two different meshes with two different armatures armatures, and their respective animations

texts:
I'm trying to make two different armatures with different animations come together as one mesh and one animation.

Sadly, nothing seems to be working, I've looked for answers online and tried quite a bit myself.

Ctrl + J just deforms one of the meshes and won't animate

Parenting does the same thing when parenting animations

Any ideas?


texts: How can I make a glowing or shiny gold material similar to these pictures?

texts:
You would really help me.
Thank you in advance.


texts: Object in animation not rotating as expected

texts:
I'm trying to make a lamp do a jump with 360° salto. I inserted a keyframe halfway the jump with the object rotated 180°, expecting it would subsequently complete the rotation in the same direction. However, the object would reverse direction instead. Here's a clip: https://youtu.be/izNrIoVZnAg

I figured the reason was that the object chose the quickest direction to get in the rotation of the keyframe at the end of the jump. Hence I inserted another keyframe at around 3/4th of the jump with the lamp rotated a further 90° in the desired direction. However, it would still reverse direction. Another clip: https://youtu.be/0bsV_sZfzOc


texts: Python show rig ui if armature is selected

texts:
I have different characters in an scene, each one with different bone layers numbers. It is possible, using python, to create a rig ui layer panel for each character based on the armature name, and it is only show when a specific character is selected?

I've been using the flex rig code to create the rig bone layers. But with multiple characters, it doesn't work as I expected. For example, if character A has 5 layers and character B has only 2, toggle the button for layer 1 affects the layers for both characters.


texts: What is the difference between "Pose" and "metarig"

texts:
I am trying to learn riggin and I just addeda metarig and selected "parent with automatic weights".

Now I have two very similar things in the object outline "metarig" and "pose".  What is the difference between these two things?

Either way, if I delete one or both of them, the bones go away...


texts: Adding Labels, Angles, Domains on Objects for Making Math Models

texts:
I am very new to Blender.  I have been looking for a program to create a model for visualizing different math concepts.  Blender looks promising as it provides the possibility for not only this, but graphical modeling far beyond as well, so I would like to learn it to build upon this knowledge continually.
To begin I would like to start by making an image similar to this:

I have been able to get some objects and planes created with some coloring and shading, but I haven't been able to find out how to get certain domains to be addressed individually, or how to get angle labels on these domains.
For example, in the image above, the ABC region has a different texture than the whole sphere. Is there a way to select a region where to objects intersect, etc. in blender?  How would this triangle on a sphere be created and labeled in Blender?
Thank you very much for any help, I greatly appreciate it and will continue to update this thread if I find any answers in the meantime.


texts: my sculpting tool is kind a hard to use, anybody knows how to change?

texts:
So, I am new to blender, actually to 3d softwares and started learning on blender, I was watching a "blender guru" video, was working on modeling mode, object mode etc and when reaches sculpting, in the video he does like the easiest thing on earth, but in my pc I need to use the stylus like 30x in the same area to make a bit diferrence.

Didn't found any solution online.
Anyone know how to help?

(Sorry bad english)


texts: How do I make two meshes snap together in uv image editor?

texts:
I modelled an egg and for some reason one half of the egg mesh is a little bit different to the other half as they don’t quite match up when place on top of each other. I want to make them look exactly the same so I can place them on top of each other to texture paint. Is this possible to do and how would I do it?

The meshes look identical but when placed on top of eachother

They don't quite match up ^


texts: How to select multiple images when importing textures?

texts: Is there a way to select multiple textures when applying them to a mesh? I have many maps I'd like to select at once instead of selecting them individually.


texts:
This might be plugin-specific (really hoping that's not the case), but I'm at my wits' end here.
I have a set of shape keys made entirely in Blender that I want to export out of Blender ("close jacket", "tall boots", "high back", and "straight leg"), but only some actually show up in my destination program (MikuMikuDance--relevant plugin here). "Tall boots" and "high back" show up perfectly, but "close jacket" doesn't show up correctly (only one/the "zipper" object is affected) and "straight leg" doesn't show up at all. Is there anything wrong with my setup that could prevent them from exporting, or what in general can prevent that from happening? I have a blend file here. Thanks!

Things I've tried:

made sure every shape key is relative to Basis
removed vertex group targeting (Blend from Shape -> uncheck "Add")


texts: Simulate layers/undo in multiresolution sculpting?

texts: For a final detail pass on my models I add a multiresolution modifier and subdivide a few times, and then paint in details with alphas. However it's a destructive workflow since there are no layers, if you don't like how a panel line turned out later on-- you reset the mesh? Is there anything you can do besides make a bunch of duplicates of the mesh at various points?


texts: Rendering only the highlights of an object in Cycles

texts:
In the internal renderer, it's possible to turn off the diffuse on a light source while leaving on specular:

which gives the neat effect of only rendering the highlights on an object:

To my understanding, Cycles emulates real world physics in that the object's properties control how light interacts with it and the light itself doesn't play as much of a role. So I'm curious if there's a way to manipulate an object in Cycles so that it only shows highlights of any light source to simulate this effect?

I've seen some questions on the topic of specularity in Cycles, but only about adding it to light sources, not as a hypothetical solo source.


texts: I cant get rid of this camera that was set to my armature

texts: I set a camera to my armature by pressing ctrl + b and now in my timeline there Is a camera icon with the words armature next to it. I can't get rid of it and whenever I set another camera as the primary camera, it gets set back to the armature camera


texts: BGE: How do I make a sensor of one object trigger an actuator of another object?

texts:
For example, let's think about a scene where there are two objects: "Door", and "Button". "Door" has an animation which makes it transform and "open" itself. Now, is there a way to program "Button" in such a way that if it collides with a particular material (for example, the skin of the player), it triggers a "Collision" sensor, and a controller attached to the "Collision" sensor activates an actuator in the "Door" object that makes it play the animation?

I hope the situation mentioned above is clear. Thanks.


texts: Baking a diffuse map replaces other image textures

texts:
so i made an appartment with a bunch of materials, and i wanted to make it just one material.
It worked perfictly as expected, i added the image i was going to generate in every material like this (but the texture coordinate at generated);
however when it was baked i wanted the textures with tiles to aling, so i put the texture coordintes on UV so i could that. then we i tried baking it again it just picked a random image in allmost every material.
How can i prevent that from happening?


texts: File format to exporting to After Effects?

texts:
What would be the best file format for exporting my animations to be edited in After Effects?

Thanks!


texts: How can I render my scene with all materials white in Blender 2.8? (Clay Render)

texts: Is it possible to quickly turn all my materials white so that I can render my scene like the following picture? (rather than manually assigning a white material to all objects and then having to go back and turn everything back to its correct material).


texts: How can i randomize the objects that work as particles when moving from a Force?

texts: I made a particle force in the middle of a sphere so the elements moves from the center, but its weird because the elements move around but without rotating, as you can see thay are like lines, is there any form to avoid this? Because they look like bricks or something but not actual particles/random things.


texts: Cycles volumetric object with intersecting mesh

texts:
Hi I'm trying to make a character that looks like he's made of mist or smoke in Cycles. The Volume absorption works pretty much as I'd hoped.
But once the character is posed, any little mesh intersection shows up as a 'hole' in the volumetrics.
Does anyone know a possible solution or is this just a limitation of volumetrics at the moment?

The armpits and elbow here are an example.


texts: Attempting to layer two materials on the same parts of a mesh

texts:
I have two textures ready to apply on a mesh of a space ship.  One is the texture of the hull of the space ship itself, the other is the lighting coming from the ship's windows as well as other light sources on the ship.

I need to have the first texture emit no light and be affected by external light sources, while the second emits light.  Is there a way that I can have these two textures with these two different behaviors in the Cycles Render engine?  I've posted examples of the two textures below.


texts: Possible to fix a broken shape key with a copy of the model?

texts:
I've been using sculpt mode and messed up my horse model's head. I had been improving the eyes and accidently used one brush wrong. I cannot undo it anymore now. Luckily, I have the model before the change found in an autosave file.
Now I want to do one of the following two (which both lead to the same result, however):
Fix the hole in the head with using the shape of the autosave on the new one
OR: transform the eyes so that they got the similar shape as in the broken one.
I already tried to use blend from shape but it doesn't work with other objects.
Do I have to join them? Don't the both base keys collide then?
I cannot just join and replace the mesh because I already got texture on it and I don't want to redo that over again.
Should I rename one basis shape and try to fix it this way before joining both? Or is there any other way to blend from a different object?
 Thanks for any clue about this.

Edit:

 In texture view there is invisibility, too!

I found that there were two little face holes I did not see. The replacement works then, but the mouth texture and some parts of the head (probably more) are deplaced. Is it possible to assign texture(UV) data only for a selected area of verts?


texts: Can you change the font in the Sequencer new Text Effect?

texts: I find the default boring and wonder how to change it.


texts: I have a 1M poly character, and in pose mode any manipulation will freeze Blender for a few seconds. Disabling the armature modifier won't fix it, only deleting the mesh. Is there a way to increase performance for hig poly rigs?


texts: Anti-aliasing of ID Mask is more coarse than Cryptomatte

texts:
The edges of the Cryptomatte are smooth, but the edges of the ID Mask are rough even if the anti-aliasing option is checked.
The anti-aliasing option of ID Mask seems to have a very small difference between on and off.

How can I make the ID Mask's anti-aliasing as smooth as Cryptomatte?

I've attached the blend file I set below.


texts:
I'm working on a feature which needs to be a modal that runs when you're painting a stroke. It then needs to repeat that stroke again.

For this I'm trying to store the coordinates of the mouse when painting and drawing the strokes when the mouse is lifted up again.

My problem is that the modal function doesn't seem to run while the mouse is being held down.
Here's the code:

class LP_OT_RepeatStroke(bpy.types.Operator):
    bl_idname = "layer_painter.repeat_stroke"
    bl_label = "Repeat Stroke"
    bl_description = "Repeats the last stroke for all channels that have a value set"
    bl_options = {"REGISTER", "UNDO_GROUPED"}

    drawing: bpy.props.BoolProperty(default=False)

    def __init__(self):
        self.coordinates = []

    def paint(self):
        for coordinate in self.coordinates:
            bpy.ops.paint.image_paint(
                stroke=[{"name":"",
                "pen_flip":False,
                "is_start":False,
                "location":(0,0,0),
                "mouse":coordinate,
                "pressure":1,
                "time": 0,
                "size":40
                }])
        print(self.coordinates)
        self.coordinates = []
        return {'FINISHED'}

    def modal(self, context, event):
        if event.type == 'LEFTMOUSE':
            if event.value == 'PRESS' and not self.drawing:
                self.drawing = True
        elif event.type == "MOUSEMOVE":
            if event.value == 'RELEASE' and self.drawing:
                self.drawing = False
                self.paint()
        elif event.type == "ESC":
            return {"FINISHED"}
        elif self.drawing:
            self.coordinates.append((event.mouse_x,event.mouse_y))
        return {'PASS_THROUGH'}

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


texts:
I knows lots of people have been having problems with this tutorial but I haven't found anyone with the specific problem that I have (I've been looking for a while).

The script I have so far:

import bpy

rows = 5
columns = 5

r = 0
c = 0

for i in range(0, rows*columns):
    if c == columns:
        r += 1
        c = 0

    bpy.ops.mesh.primitive_cube_add(location = (r, c, 0))
    bpy.context.scene.cursor_location = bpy.context.active_object.location
    bpy.context.scene.cursor_location.z -= 1
    bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
    bpy.ops.object.transform_apply(scale=True)

    bpy.context.active_object.scale.x = 0.5
    bpy.context.active_object.scale.y = 0.5
    bpy.context.active_object.scale.z = 5

    bpy.ops.anim.keyframe_insert_menu(type='Scaling')

    bpy.context.active_object.animation_data.action.fcurves[0]. lock = True

    bpy.context.active_object.animation_data.action.fcurves[1]. lock = True

    bpy.context.area.type = 'GRAPH_EDITOR'

    step = 100000/ (rows*columns)

    bpy.ops.graph.sound_bake(filepath="C:\Users\Stephen\Music\Arcade Blaster - Reboot.wav", low=i*step, high=i*step + step)

    bpy.context.active_object.animation_data.action.fcurves[2]. lock = true

    c += 1

I don't understand any of the error.

Can someone help solve/explain the error?

Thanks!


texts:
every time i open it it says "your graphics card or driver has limited support. it may work, but with issues.
newer graphics drivers may be be available to improve blender support
graphics Intel Intel(R) Hd graphics 2500 4.0.0 - build 10.18.3325 i need  help i'm so confused.


texts: How to remove the upper tabs from the UI?(i.e Layout, Modeling, Sculpting etc.)

texts:
I want to streamline the UI of Blender from the source, so I was wondering where I could find the code concerning those tabs because all of them are very overwhelming and I would prefer to either remove/hide them.

Blender Version 2.8


texts:
This could be a dumb question, but I can't figure out for the life of me how to make a custom python node with a color output. I am working from blender's custom_nodes.py template example, and I just can't figure it out. How do I create an output with a color that I can programmatically change? Here is my current code:
def init(self, context):
   color_output = self.outputs.new('NodeSocketColor', 'input 1')
   color_output.default_value = (1, 0, 0, 1)

But this just gives me a white color when use the node viewer. Please help.
Thanks!


texts: Is it possible to set the default size of the Empty Object? The problem is since I switched my blender scale to metric, the Empty's default size is kinda large for most times I need it.


texts: Can I merge objects without messing up their modifiers?

texts: I have made a character, through several different objects, using different modifiers for each of them. Is there a way that I can combine them into one object, without having the modifiers screwed with?


texts: how to adapt a box to an object with a python script?

texts:
First I create a bouding box around an object with this script :

selected = bpy.context.selected_objects
for obj in selected:
    #ensure origin is centered on bounding box center
    bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS')
    #create a cube for the bounding box
    bpy.ops.mesh.primitive_cube_add()
    #our new cube is now the active object, so we can keep track of it in a variable:
    bound_box = bpy.context.active_object
    #copy transforms
    bound_box.dimensions = obj.dimensions
    bound_box.location = obj.location
    bound_box.rotation_euler = obj.rotation_euler

Then I resize the box like I wish :

bpy.ops.transform.resize(value=(1.4,1.4,3.5))

This is my result :

After that I want to resize only the highest face of the box so that it arrive 5 mm above the object, like this :

I already know this script to select the highest face of the bouding box :

object = bpy.data.objects['Cube']
object.select = True
me = bpy.context.object.data
bm = bmesh.new()
bm.from_mesh(me)
for face in bm.faces:
    center = face.calc_center_median()
    if center.z >= 1:
        face.select_set(True)
bm.to_mesh(me)
bm.free()

I equally know how to get the highest point of the object :

max = -9999
for i in obj.data.vertices :
    if i.co[2] > max :
        max_ind = i.index
        max  = i.co[2]

But I don't know how to position the highest plan of the box 5 mm above the highest point of the object ?


texts:
My computer crashed while I was working just a little while ago and now my Blender file will not open properly. It hangs a while before opening as if it is a completely new .blend file (cube, camera, light). This is a 200mb file with a ton of stuff in it, is there any way to open it up?

Add'l info: I can't link or append the file either.


texts: I am trying to mirror an object and the original is symmetrical along all axis, but when I attempt to mirror across the y axis, the mirrored side is tilted to a different angle.


texts: I need a hint to model a modern heater radiator

texts: Doing it in edit mode, start with a plane and then extrude them at all, use booleans..., the main stopper are the curved blades and how to combine them with the central vertical pipe and the cilinders... the image shows two modules, I only need a half module (mirror modifier and array will do the rest) I apologize if i'm asking this in a wrong way.


texts: When I use View > View Local/Global and I will returning to Global, it will also change my position of camera. It is so annoying. I want stay on same position without any change. Is there any script or something so that camera stay in position?


texts:
I'm having trouble with what should be a simple task: I want to animate a piece of paper being folded. I can make the folds I need easily enough, but I think I need an armature to achieve the animation. How can I snap the bone rotations to the fold axes, and should I use parenting with automatic weights?

Thank you for looking.

Lee


texts: Aerial view of different "floors" of building model

texts:
I have constructed a 3D model of a multi-stored building in Blender, and have managed to obtain a floor plan, i.e. an aerial view, of the first floor of the building (see attached image) by:

Changing the view to be from above using 7 on the numeric pad;
changing the projection to be orthographic, rather than perspective using 5 on the numeric pad; and
enabling Backface Culling on the Multitexture toolbar.

Does anyone know how I might obtain a floor plan of the ground floor. I.e. How to remove all the first floor objects from the view? I have thousands of surfaces to be rendered, so simply selecting and deleting them all isn't possible.

Thanks


texts: Cause of Alpha or Black Artefacts in Render

texts:
This is my Minecraft Animation. It is made in Blender Internal and is intended to be rendered in Blender Internal. The animation consists of me running infront of Minecraft trees. These trees are mapped with UV textures of Minecraft Leaves with alpha turned on so that the leaves are transparent in places. The Animation starts at frame 8 and ends at 40. This is not a case Z fighting.

However when I render the animation I get square alpha (sometimes black pixel) artefacts in the render. Every frame has diffrent result but still has the artefacts. This is what it looks like. The white is the alpha. Open in a new tab for closer inspection.

As I said some frames have this problem and some don't

This one has AA disabled. This makes the alpha only one pixel each. (Open in new tab to see individual pixels)

This problem does not occur in the rendered mode viewport.

Leaves' Material Settings

Leaves' Texture Settings

Edit: I decided to restrict the leaves from render and this is the result I have. Pretty ugly. Also added, glare and vector nodes just fyi.

I then decided to remove the wood as well and now this happened.

And now there's black and alpha.

Here is a link to a video showing the problem.

What is going on here! Is this blend file corrupted? Please if you know the answer or what causes this please mention this down below.

And because you asked here a stripped down version of the file: https://www.dropbox.com/s/4q5qfsmjv7umtbh/Stripped%20Down.blend?dl=0


texts: A working guidance for building blender as bpy python module?

texts:
There are informations on how to build a bpy python module from blender source but, it does not work (for me)
using Ubuntu x64 16.04LTS.

We need a working guidance !?

Building it up with:
https://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Linux/Ubuntu/CMake

but use

sudo ./blender/build_files/build_environment/install_deps.sh

...and at the end:

cd ~/blender-git/blender
make bpy

or: different cmake config:
https://wiki.blender.org/index.php/User:Ideasman42/BlenderAsPyModule

Problem:

building blender bin is fine out of the box.
but  make configs and also "make bpy" throws errors:

requires dynamic R_X86_64_32 reloc which may overflow at runtime; recompile with -fPIC

some solution for this is to:

1.

build up python on your own with "enable-shared" and copy over libpython3.6m.a

sudo apt install build-essential checkinstall
sudo apt install libreadline-gplv2-dev libncursesw5-dev libssl-dev libsqlite3-dev tk-dev libgdbm-dev libc6-dev libbz2-dev
wget https://www.python.org/ftp/python/3.6.0/Python-3.6.0.tar.xz
tar xvf Python-3.6.0.tar.xz
cd Python-3.6.0/
./configure --enable-shared
sudo make altinstall

and copy over libpython3.6m.a from /usr/local/lib/python3.6/config-3.6m-x86_64-linux-gnu/libpython3.6m.a to /opt/lib/python-3.6/lib

BUT the main problem is

sudo ./blender/build_files/build_environment/install_deps.sh

which should behave the way to build python with fPIC right away !

2.

Answered from blendercoders chat:
There is a pending fix for it:
https://developer.blender.org/D3078
But not in master today.

still:

Question:
Is it the purpose not to include folder "2.79" on "make bpy" so there are files missing -- compared to the ^^Ideasman42 config, is there a pending fix or is that "working as designed" - could it be made better!?


texts:
Question:
How to add shortcut to a button or create a new shortcut in User Preferences in Blender 2.8 ?
Problem:
I'm trying to assign Shift + F3 to switch the window space type, to what previously was Node Editor, now "Shader Editor".
Tried:

RMB click over the Shader Editor icon in the drop down menu at
the top left corner of the window. No add shortcut link there.
Main Menu, Edit > Preferences > Input
, Add New, rename to Cycle Space Type Set (following the naming convention of other shortcuts related to space types), Setting the shortcut to Shift+F3, RNA shows Disabled, the value is OperatorProperties and cannot find a way to change it.


texts:
I want to write a script that changes the array modifier, and then inserts a keyframe for the new value.

I got it working, but it only does it on the first object.
Unselecting all the objects, and then only the one I want to set it to also doesn't work.

Googling some more I found I should use obj.keyframe_insert, but what do I set the data_path to?

Here is an example of what I want to do

obj.modifiers['Array'].count = random.randint(1, 5)
obj.keyframe_insert(data_path=???)

I tried this first.
    bpy.ops.anim.keyframe_insert_menu(type='Available')
That works, but only sets it for the first object, the one that was selected; and it was iffy to start off with. I had to manually first set a keyframe, else it said 'Available' was not found.


texts:
I have created the code for each planet seperately as it works better that way but I don't seem to know how I can make it orbit together.

Everything seems to be working fine but the Moon doesn't orbit the Earth

Here is Earth's code:

#earth

import bpy
import math

running = True
earth_orbit_time = 150 # full orbit frames
earth_orbit_size = (15, 15) # elipse if not same

context = bpy.context
scene = context.scene
# cursor to zero
context.scene.cursor.location = (0.0, 0.0, 0.0)

# creation of earth
EARTH = bpy.ops.mesh.primitive_ico_sphere_add(location=(0.0, 0.0, 0.0))

planet = context.object
EARTH_ORBITAL_RADIUS = bpy.ops.curve.primitive_nurbs_circle_add(radius=2)
earth_orbit = context.object
earth_x, earth_y = earth_orbit_size
earth_orbit.scale.x, earth_orbit.scale.y = earth_x, earth_y
bpy.ops.object.transform_apply(scale=running)

if earth_x != earth_y: # get focus of eliptical path
    direction_of_x_y_axis = 0 if earth_x > earth_y else 1
    scene.cursor_location[direction_of_x_y_axis] = math.sqrt(abs(earth_x * earth_x - earth_y * earth_y))
    bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
    orbit.location = (0, 0, 0)

# follow path
follow_path = planet.constraints.new('FOLLOW_PATH')
follow_path.target = earth_orbit
follow_path.use_fixed_location = running
follow_path.use_curve_follow = running
# drive the offset
fcurve = follow_path.driver_add("offset_factor")
fcurve.driver.expression = "(frame / %d) %% 1" % earth_orbit_time

Here is the Moon's code

#earth's moon

import bpy
import math

running = True
moon_orbit_time = 20 # full orbit frames
moon_orbit_size = (15,15) # elipse if not same

context = bpy.context
scene = context.scene
# cursor to zero
context.scene.cursor.location = (20.0, 20.0, 0.0)

# creation of moon
MOON = bpy.ops.mesh.primitive_ico_sphere_add(location=(0.0, 0.0, 0.0))

moon = context.object
MOON_ORBITAL_RADIUS = bpy.ops.curve.primitive_nurbs_circle_add(radius=0.25)
moon_orbit = context.object
moon_x, moon_y = moon_orbit_size
moon_orbit.scale.x, moon_orbit.scale.y = moon_x, moon_y
bpy.ops.object.transform_apply(scale=running)

if moon_x != moon_y: # get focus of eliptical path
    direction_of_x_y_axis = 0 if moon_x > moon_y else 1
    scene.cursor_location[direction_of_x_y_axis] = math.sqrt(abs(moon_x * moon_x - moon_y * moon_y))
    bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
    orbit.location = (20.0, 20.0, 0)

# follow path
follow_path = moon.constraints.new('FOLLOW_PATH')
follow_path.target = moon_orbit
follow_path.use_fixed_location = running
follow_path.use_curve_follow = running
# drive the offset
fcurve = follow_path.driver_add("offset_factor")
fcurve.driver.expression = "(frame / %d) %% 1" % moon_orbit_time


texts:
Is there a way to reliably disable mipmapping in the file itself, so that blenderplayer will respect the setting and not interpolate textures?

And no, I'm not making a Minecraft clone.


texts: No texture showing in cycles render. Good in cycles. Here the picture of problem:


texts: Is it possible to move an FCurve from one bone to another?

texts:
I have 2 bones at the exact same location and in the same armature. I also have an action and a set of FCurves which are all assigned to the same bone.

Now i need to "move" the fcurves from that bone to the other bone. I first tried to simply edit the fcurve.data_path:

original path: 'pose.bones["mHipLeft"].location'
my edit      : fcurve.data_path='pose.bones["HipLeft"].location'

But this did not move the FCurve to the other bone. Possibly i made it wrong, or i forgot an update somewhere?

I also looked into the Blender API and i searched in the release/script folder but i could not find anything about "move an fcurve".

Now the only other idea that i have is to Create new FCurves, copy the data and then delete the original FCurves. But this looks like a lot of trouble. So before i go this way maybe someone knows an easier solution for this?

And in the case when the only option is to copy the FCurves, then is it sufficient to do the copy in this way? (I found this in the addon library):

def copyFCurve(newCurve, oldCurve):
    for point in oldCurve.keyframe_points:
        newCurve.keyframe_points.insert(frame=point.co.x, value=point.co.y)


texts: How to write a bpy.app.handlers handler thats only called once?

texts:
I have a problem with app handlers in Blender and Python. I am trying to write a script that can start a render and automatically upload it when it finished.

So far it works, but now I want to see the render process as well.

I tried bpy.ops.render.render('INVOKE_DEFAULT'), but that doesn't wait until the render is finished until executing the next parts of the code, where the upload happens.

After a bit of search I stumbled across app handlers, which seem to be what I need.
So I tried this:

import bpy

def my_handler(scene):
    print("render complete")

bpy.ops.render.render('INVOKE_DEFAULT')

def register():
    bpy.app.handlers.render_complete.append(my_handler)

def unregister():
    bpy.app.handlers.render_complete.remove(my_handler)

if __name__ == '__main__':
    register()

When I press Alt+P in Blender's Text Editor, it works fine at first. But when I try it a second and third time, it starts printing "render complete" multiple times at once in the console. Each time I run it, it prints one time more.
So I guess something is wrong here, and if the simple printing doesn't work, I rather don't try to use this app handler to upload the render result ;)

Anyone has an idea what's going on?


texts: Merge objects with intersecting co-planar faces?

texts:
I would like to merge intersecting faces of 2/3 polygons:

I selected all objects with A and merged them. I tried the delete duplicate method but that did not fix it. How can I merge these 3 faces so I can apply a material to that side of the object?


texts:
I am building a house, and I mainly work with loopcuts.
I do not delete any faces because that breaks future loop cuts (they would stop where I have deleted a face).
Now my model looks really wild, and I will have to delete many faces when I am done.
I would like to ask if my approach is common and if this happens to anybody or if I am doing something weird here.

Thank you.


texts: Why aren't parented object transformations backwards compatible in 2.8?

texts:
I created some new characters for my animation recently. I modelled them on Blender 2.79 and copied them to 2.8. For the characters' eyelids, I have them applied to Lattice modifiers, and the eyelids and lattices are both parented to the characters using vertex (triangle). My problem is that with one character, in the original blender, the eyelids rotated around different axes normally, but in 2.8 they are messed up, and the rotations and locations are a lot more random and constrained. Some of the other characters' eyelids work fine in the new version, so is it just a bug?.

2.79 Blender, as you can see the eyelid rotates up and down normally

-2.8 blender, rotating on a similar axis but with different results


texts: I've honestly looked at so may tutorials and can not fix this problem. My Projection seems to be completely different to what I'm seeing in the Uv view.


texts:
I am a beginner and I am modeling a technical piece in blender 2.81 and I can't get the same result as in youtube video (2.8) I use:
https://youtu.be/WSR6bVFe5LM?t=974

Either bevel is broken in a newer version or I am doing something wrong...

This is what author of the video has, what I need:

So he selected 2 "bottom" edges, clicked Ctrl+B for bevel filled in amount & segments count = 12, that's all!

What I have in blender 2.81:

I tried to change bevel types & parameters but I can't get the same result!

Also, I can't apply transformations for some reason:

I go to the object mode, press Ctrl+A, select All transformation OR just Scale but scaling numbers are not changing, so it is not applied??

Please help me to get the same results as author of the video has... I am stuck for 3 weeks already with this issue :(

A link to a blender file + reference image in case someone want to try on his PC:
one drive


texts: How do I simulate only part of a object as cloth?

texts: Is it possible to make just part of an object cloth? So for example, I've modeled a trench coat, but I only want the loose bottom half of it to be a cloth simulation. Can I do that?


texts: Is it possible to recreate the Cycles node setup below in Blender Internal? To apply brush texture along the stroke you need to connect the color to the alpha.


texts: How do i stop the normal map from offsetting light?

texts:
I'm making a project in a blender and the road has a normals map. However, when I add the normal map the light is offset. This is really annoying and it ruins the scene. I am using blender 2.8, but this also occurs in blender 2.79 for me. I have the image set as no color data, and I have inserted the normal map node. Hopefully, someone can help me. I'm probably missing something obvious but take a look at the pictures.

!Photos!


texts: Is there a way to save preferences for import/exporters?

texts:
I often use the .fbx export plugin in Blender, and every time I must disable the apply scale and enable selected only options. I realise that not everyone wants these settings enabled by default, but is there a way to save the settings so that I never have to do it again?

Note: I can probably edit the script to change the default, but I have a strong feeling that it can be done and saved with my user prefs somehow.


texts:
Is there an official cycles material preview ball to compare the shader with 100% white? I could only find the following image here. Except of the inner material this looks like what I'm looking for:

Image by David Zerba


texts: is there have any way to use a Virtual numpad?

texts:
I want to press the Q KEY to show the Virtual numpad. and then use left mouse to select the view.just like press the numpad keys.

is there have any way to do like this? or have any addons to do ?


texts: How do I remove the line gap things after separating some meshes? (apple peeling)

texts: I'm trying to turn this apple into a monster like thing. I've marked 4 parts that are showed in the images, which are the parts that will peel off and the apple will move on 4 legs during my future animation. Problem is, when I separated by selection for the meshes, the black lines around the areas appeared, they are not needed and I have no idea how to fix it.


texts: trying to create a bmesh from csv coordinate list

texts:
Hello fellow Blender snakehandlers,

I have a list of coordinates in a csv file and I would like to create a mesh with only vertices from it.

When I run it, it throws the following error, which I can't decipher.
Any ideas on how to make this work? Thank you!

line 54, in <module>
  File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\modules\bpy_types.py", line 429, in from_pydata
    self.vertices.foreach_set("co", tuple(chain.from_iterable(vertices)))
TypeError: couldn't access the py sequence

CSV

id,x,y,z,r,g,b
0,0.30778491,0.12740749,0.04903458,174.0,84.0,118.0

PYTHON

import bpy
import csv, os, bmesh, math

#filepaths
filepath = bpy.data.filepath
directory = os.path.dirname(filepath)

blendname = bpy.path.basename(bpy.data.filepath)
blendname = os.path.splitext(blendname)[0]
if blendname:
    bpy.context.scene.render.filepath = blendname
print(blendname)

some_dict = {}

# DO POINTS
csvpoints= directory+"/csv/3d-points.csv"
pointsReader = csv.reader(open(csvpoints, newline=''), delimiter=',')

#bpy.ops.object.mode_set(mode='EDIT')

obj = bpy.context.object

verts = []
edges = []
faces = []

for idx, row in enumerate(pointsReader):
    #print(idx, row)
    id = row[0]
    print("id = "+ id)
    x = row[1]
    print("x = " + x)
    y = row[2]
    print("y = " + y)
    z = row[3]
    print("z = " + z)
    vert = (x,y,z)
    verts.append(vert)

#create mesh and object
mesh = bpy.data.meshes.new("wave")
object = bpy.data.objects.new("wave",mesh)

#create mesh from python data
mesh.from_pydata(verts,[],[])
mesh.update(calc_edges=True)

#set mesh location
object.location = bpy.context.scene.cursor_location
bpy.context.scene.objects.link(object)


texts: How do I remove a bone constraint in the middle of an animation meanwhile keeping location

texts: Im trying to do a first person animation of unsheathing a sword, i have child of constraint on the sheath with the actual sword as the target, and the actual sword has a child of constraint and target set to the hand bone so that it all moves together. The start is fine but as soon as i try to unsheathe the sword in the animation, after i move the timeline, it clips back. Is it possible for me to remove the child of constraint in the middle of the animation meanwhile keeping its position and rotation ( i tried deleting the constraint after doing the beginning animation but it just reset's its position elsewhere) I can provide any other asked information if needed. Thanks!


texts:
this is a weight paint for "spine_01" (the second bone if counting from the bottom)

when I rotate this bone, the whole upper body should follow, however, I get this:

and, at the extremum, even this:

WHY?
thank you!
EDIT: when I apply automatic weights, everything works perfectly. only fails when I hand-paint the weight for each bone...


texts:
Sorry for this beginner like question, but I can't find the answer since I don't know what I need to type in Google search. I have been learning to use Blender for the past few months, and I tried to make some low poly wooden fence for small houses

At first I created the standing part (I don't know what i should called it, sorry for my bad English)

and then put a plank right through the middle part

While it looks good, there are some parts of the plank that driven into the standing part, while it's not visible, I believe it's still rendered by the engine.

Since it's only a small object and few in number, I believe in won't effect the performance. However, in the future, I was hoping to develop my own simple and low poly game. If I ever used this as an asset for my game, will it affect the performance altogether?

After some thoughts, I separated the plank into parts, and placed them between the standing parts. Since it's a simple type (cube shaped) fence, it doesn't take much time to connect the vertexes together, but what if the fence is round type? I have tried to make a hole in the standing parts, connecting the vertexes, and it's time consuming.

My question is: considering the amount of time needed to work on, and how much it's affecting the render time process, would you rather drive a cylinder type mesh into the middle part, or doing the same thing as I did for the cube shaped fence?


texts: 3D View update when selecting Scene strip in VSE?

texts:
Is it possible through python-scripting to let selecting a scene-strip in the sequencer automatically update a 3D view with the scene and select the camera in the scene, for further editing(see screenshot)?  If so how do I do that?

The aim is something like this: Motionbuilder Camera-Switcher video


texts: How to "glue" a rigged model to an animation?

texts:
In Blender (2.90.1): What steps need to be done to combine a rigged character model (from a .blend file) with an animation from a .fbx file?
What I've tried so far is this:

Open the model from the .blend file.
Import the animation from the .fbx file.

The result can be seen at this screenshot:

The (thin black) stick figure represents the animation from the .fbx file. Pushing play at the timeline plays its animation.
Now the question is, what needs to be done to transfer the animation from the stick figure to the cowboy model? I.e. How can you make the cowboy walk?
You help is very much appreciated.
Thank you!


texts: Make cloth follow linked rigged character

texts:
I've seen a few related answers, but nothing that addresses my particular issue.

I'm trying to have a well organized project, so the mesh characters and their rigging are kept in one .blend file, and the cloth items for clothing are kept in another. The idea is that I may use the character for lots of different clothing designs. So, when editing a garment, I use the 'link' feature to bring the mesh character into the 3D view, so that the garment can drape on it.

I set the mesh character to have 'collision' physics, and I set the mesh garment objects to have 'cloth' physics. When I run the animation, the garments fall correctly on the mesh character.

When I work on a separate garment I do the same thing - instead of using 'append' to bring the mesh character into the 3D world, I use 'link', to guard against inadvertently changing the mesh character or saving it with a garment project.

Recently I edited the .blend file containing the character mesh, and added some minimal rigging to it - just enough to let me reposition the arms. The idea is to see how the garments look on the character, as they move through a few different poses. In that file I set up keyframes and created a simple animation of the character changing its arm position.

After that, I opened a garment .blend file, used 'link' to obtain the character .blend file, and ran the animation. I expected the garment to drape properly on the character mesh, and then to follow the mesh, continuing to drape according to the cloth physics, as the animation modified the position of the mesh character's arms.

Instead, the mesh character moved, but the garment only draped around the original position of the mesh character. The garment didn't change position or location to follow the mesh character over the course of the animation.

I've looked for solutions to this, but all of the videos and tutorials I've found make the assumption that the mesh character is in the same file as the cloth, so that they can be modified together. But that's exactly what I want to avoid in order to keep my project files clean and well organized.

My question is: what can I do to the cloth mesh, to cause it to follow along with the linked mesh character, as that character follows its own rigging, during the course of an animation? My goal is to have any number of garments use this technique to drape properly on that same mesh character.


texts: How to adjust how a mesh looks in-between shape keys?

texts: I'm just learning about shape keys. I created two shape keys, the basis one and one with the tip of the finger bent. I added the bone of the tip of the finger as a driver. It works but, the changes I made so that the bent finger looks better make it so that when it's going back to its original shape it doesn't look quite right. How can I edit the in-between shape?


texts: Bridge edge loops isn't blending together

texts: thanks in advance for any help. I want to combine these two edges smoothly. I have done it before on a similar model and bridging edge loops worked just fine, but when I do it to this model it  doesn't end up smooth it make this weird harsh crease. Any idea why it's doing this? I've tried joining one face at a time and I get the same result.


texts: using IK constraint on a Motion capture Rig

texts:
I was wondering if there was any ways I could use IK constraints on a motion capture Rig to modify a bit the legs and arms movements without damaging too much the MoCap animation? (Or constraint a control rig with the motion capture skeleton)

Thanks for your help.


texts: Remove Info view from import/export helper

texts:
I want to remove the INFO view which appears in the file browser window when I use ImportHelper or ExportHelper  when opening the file browser. I found that they are located in /scripts/modules/bpy_extras/io_utils.py but I'm not sure what to edit in the file so that when my operator is based on the ImportHelper or ExportHelper the INFO view don't show up.

For example this is what currently happens when I call the open file operator which uses the ImportHelper:

I want to remove the INFO view highlighted below so that when my operators depend on the ExportHelper or ImportHelper only the FileBrowser appears as shown below:


texts: How can I mirror an object once in positive and negative X/Y axis?

texts:
I'm working on creating some tilable assets for a project I'm working on.

Essentially I'd like the asset tiled in the positive and negative X and Y axis so that I can easily see if the object tiles correctly. Essentially I'd like the following where O is the original object, and X are mirrors.

   X
X  O  X
   X


texts: Amature slowing down after separating and recombining in a single Armature multiple times

texts:
I’ve been having this problem recently where I’m working on an Armature where I would separate a Bone and later recombine it to make the rigging easier.

This is actually the second time that this has happend where in the first my personal speculation is that a Rigify created Armature adds additional data and duplicates some of it as Armatures gets separated and recombined which bogs down the system (scrolling through the Armature’s Object Data is also slow) prompting me to avoid it in the future.

Now that I’m in a similar situation where I’ve gotten really far with my rig so I don’t want to start from scratch again where the rig may have been from a Rigify created Armature which I don’t remember as it was one of the rigs I’ve worked on before and salvaged some of its Bones to improve upon.

I was wondering if there’s a way to purge whatever it is that’s slowing my armature.


texts: Getting a stack trace when addon crashes Blender

texts:
I am developing an addon for Blender 2.69, and a specific python library call is causing Blender to crash. I have tried to enclose the call in a try-catch block, but it still crashes. As a result, I can't view the error details in the system console.

Is there any way I could print the stack trace to a file before crashing, or any other way I could access this information?

The problematic library call is intriguing on its own, and I've posted it as a Stack Overflow question here: PIL Image.save() function fails in Blender python


texts: How to plot Pasta Shapes with Volumetrics?

texts:
For NodeVember this year, I’d like to try and plot some of the pasta shapes in the book Pasta By Design. The book contains equations that describe the shapes of pasta.

I’d like to use these equations to generate volumetrics.

I’m just beginning with Blender and Maths isn’t my strongest subject. I’ve been racking my brains how to do this, but I’m completely stuck.

I had the idea that I could solve the equations for i and j and then test to see if x, y or z was within the range, but this does not produce the result I want.

I tried using x and y as the i and j components but I could not get this to work either. As I’m doing this with nodes it’s difficult to do things iteratively I thought I could hack it by using x and y from the 3D array.
Is it possible to use equations like this to plot shapes with volumetrics?
pi(i,j)   := 15•cos( i/60 • PI )
phi(i,j)  := 15•sin( i/60 • PI )
kappa(i,j):= j


texts: Sculpted object turns into a cube when I enter edit mode

texts: I have just recently sculpted a Mesh Helmet model and I am needing it to export it for another program. When I switch the mesh into edit mode it turns into its original starting cube. Going into sculpt mode again returns it to my helmet. I didn't think it was an issue, but when I exported it into a .dae file it came out as the cube instead of the helmet. How do I make the helmet show up correctly in Edit mode and the .dae file instead of the cube?


texts: I seem to be having trouble with one of my UV meshes. For some reason, a number of vertices/faces have decided to detach themselves and, not only are there too many, but I can't re-attach them. The simplest thing to do is to unwrap the mesh again, but now I can't get it to align properly. The save I've attached is with the broken vertices... Any ideas what I could do? Thanks.


texts: Color Management Blender geared towards motion pictures ?

texts:
Made aware of Color Management options in Blender I am now diving somewhat deeper in Color Management in Blender. The manual tells me that OpenColorIO is used ...

OpenColorIO (OCIO) is a complete color management solution geared towards motion picture production with an emphasis on visual effects and computer animation.

So I understand that the color management of Blender is primarily geared towards motion pictures / video. Is this correct ? Is this the reason that the default for almost everything is sRGB ?


texts: Create grayscale masks in Blender like Gimp

texts:
I want to create an image only with highlights in Blender using the following method:

Image -> increase lightness = Image 2

Image 2 -> covert to black and white = BW-Mask

apply BW-Mask to image 2 like in Gimp to get Image 3 than contains only highlights and the rest of the image is transparent.

Thanks in advance...


texts:
Is there a way to animate whether or not a particle emitter is emitting particles at a given point in time?  I'm using the particle system to animate bullets, so basically I'm trying to find a way to say: at frame 150 the gun fires a burst until frame 170, at frame 240 it fires a burst until frame 265, and so on.

I've tried key framing the particle render setting between "object" and "none", but the problem with that is that the hidden particles are still there, so when the render setting switches to "object", the particles that were initially hidden suddenly appear.

I've also thought of putting a plane (not rendered) with a collision modifier in front of the emitter and then moving it when I want the emitter to start emitting particles.

Is there a better way?


texts: how i make this texture to have rotation but with a large scale at the same time?

texts: this procedural texture i scale it at 40 k in one axis, but if i try the rotation like for 45 deg or so in that same mapping node it doesn't get affected how i want, it doesnt rotate the whole texture, so how can i make the nodes to work to have a rotation and scale like that? thanks in advance]1


texts:
The advanced students in my class are about to animate the dual paddle wheel steamboat 3D model that I gave them.  I'm wondering if it is possible to attach a 'V' shaped wake behind it, perhaps on a different layer, and animate it across the water that they created. I want to be able to position the camera on the stern of the ship and look aft in the animation and also to be able to see the ship from a distance with the wake behind it.

Any help would be appreciated. The photo seen here is a screen capture showing the Planter Steamship on the ocean. It was rendered by one of my best students. Of course this is a preliminary phase.


texts:
zeffii recently provided a nice demonstration of using Sverchok to loft between edges (Sweep along a path through multiple cross-sections).

I was wondering whether it would be possible to extend this functionality to provide more control about how the loft interacts with each edge .

Here's an example of what I'm talking about...

Using a simple array of vertically-stacked, similar rectangles, I've constructed a series of loft objects (vases, I think), demonstrating some of the different ways the curve of the loft might meet each edge it comes across.

I trust the image is self explanatory, but I'm happy to (try to) elaborate if necessary.


texts: how to create a shiny latex like material in blender cycles

texts:
I'm experimenting with blender cycles and there are a few things I have problems with/ I am not happy with the results.

One is creating a shiny plastic. I tried it on my own, because I found no help for this specific problem online.

My setting looks like this right now.

the blend setting in layer weight is just guessing on my part

and this is what I'm trying to achieve.

But I have no idea, how to make it better.
Hope you can help.


texts:
I'm fairly new to Blender but have done a fair few tutorials and starting to get my head around things.  I've recently watched a Tutorial on Water Physics and had no issues following along and have the water flowing in to an object and filling it up.

I've since tried adding another object below/offset to the first one and cut out a hole in the first object (with the hope that the water would flow in to Object A, through the Hole in Object A and start filling up Object B.  Unfortunately this isn't happening as I'd hoped (and I'm sure it's something I'm missing or doing wrong)

If anyone could shed some light on where I'm going wrong or what I should be doing, that would be great.  After writing this, I've just had an idea of creating a secondary water flow from the hole(/pipe) and having that start flowing once the water from the first one gets to a set point (but would rather take the time to learn and do it properly than hack my way around)


texts: Why does Blender think this driver expression is a security issue?

texts:
I wrote "PI" in a driver expression, and Blender threw up this warning message. I don't understand why it thinks there's a problem, nor what implications any of the choices have.
What is the security issue with using PI in a driver expression? What "unexpected behavior" is it talking about? If I choose "Ignore", will my driver stop working? If I choose "Allow Execution", am I inadvertently allowing other scripts I'm unaware of to run? And what does "Permanently allow execution of scripts" mean, is it saying any python scripts in any blender file can run henceforth, or what?


texts:
I need to create a mesh by reading a custom file format.
I have a list of vertices, faces and uvs.

So far I am able to create a mesh with vertices and faces with the following script:

import bpy
import bmesh

# verts = [...]
# uvs = [...]
# faces = [...]

mesh_data = bpy.data.meshes.new("cube_mesh_data")
mesh_data.from_pydata(verts, [], faces)
mesh_data.update()

obj = bpy.data.objects.new("My_Object", mesh_data)

scene = bpy.context.scene
scene.collection.objects.link(obj)
obj.select_set(state=True)

However, I cannot find a way to assign the UV array to the vertices. UV is a list of pair of floats with the same length as verts.
I have looked online but couldn't find any solution.

Any tips or resources I could read?
Thank you very much!


texts: How can the Levels compositor node be used?

texts:
I was looking at the compositor output nodes, and I saw the Levels node. The wiki says:

  The Levels Node takes an image as an input, and can output a 1D value based on the levels of an image. It can read the input's Combined RGB, Red, Green, Blue, or Luminance channels.
  It can output a Mean value, or average of values, or a Standard deviation, which measures the diversity of values.

However, the wiki says nothing on how to use such a node. So, how can I visualize the data the Levels node outputs?


texts: In sculpt mode, how can an alpha brush texture be projected onto the mesh, instead of being projected from my current view?

texts:
I want the brick brush texture to be applied according to the normals of the mesh(red arrows), not from the current view (blue arrows).
Have I missed something obvious? Thanks in advance.
Current Brush settings below:


texts: Invisible wall that doesnt appear during modelling, but on rendering

texts:
In the blend file attached, I want to render rgb frames at various camera viewpoints.

When I render a frame at the camera pose shown in the screenshot (facing the counter), only a white image is rendered.
However, as apparent from the global view, there is no plane in front of the camera. I get a white image for all camera poses at thetha-z = 180 and y > 3.5 (approx).
How do I get rid of this white 'wall'?


texts: Blender has a lovely system for creating new shortcuts. Can anyone advise me on the code for the "Mark seams" operation? Bonus points for the button-toggle (one button to mark/unmark).


texts: Is there any way to have more than 10 million particles being emitted?

texts:
I have a scene where 10 million particles are emitted over 900 frames. I like the way the simulation looks and wanted to extend the time of the animation, but it appears that the number of particles is the amount generated in the set time span (in the original case, 900). If I extend the emission end frame to a value larger than 900, lets say 5000, then there will still be 10 million particles generated over the course of the 500 frames.

Whenever I try to set the number of particles higher than 10 million, blender automatically reverts the value (after being unresponsive for several minutes) to 10 million.

Is there a workaround which will allow me to generate more than 10 million particles in the particles system?

Would applying multiple particle systems with the same settings to an object allow me to add the amount of particles emitted?


texts: Object showing only in render and not in viewport even though visibility settings are correct

texts:
The fluid sim obstacle is visible at the top of the monitor. Before this render I turned made sure that render visibility was set to off.

Viewport view, the obstacle is invisible whilst the visibility is on.

Something very strange I have noticed is that if I delete the object and then begin to render a frame the object is still present. I haven't a clue what could be causing this.

Perhaps this has something to do with the objects parent/child tree?

Edit:
I have managed to make the obstacle visible in the viewport, however I am still stuck with the issue of it always showing up in my render.

Blend file is included now.


texts:
Is the Image below a Normal Map or it is geometry?

I would like to know if an effect like that is possible to reach with Normal Map or maybe even multiple Maps.


texts: 2.74 Camera Solve failing despite having 8 consistent tracks and matching keyframes

texts:
I'm sure this must be something I have just overlooked or misunderstood, but I cannot for figure out why I can't solve camera motion in this situation.

I have 8 tracked points, with seemingly very smooth motion, yet when attempting to solve camera motion it refuses giving the "At least 8 common tracks are needed on both key-frames for reconstruction". My keyframes are at frames 0 and 67, the same as was set for solving. Yet I still get nothing each time.

Here is a short clip of the situation for additional context.

You can see that the 8 points track from 0 to 67 then stop, yet that range for solving does not work.

Thanks in advance for the help.


texts: If I select a single vertex and drag, the whole object stretches out instead of just the vertex selected

texts: I subdivided the cube and changed to edit mode so I can edit the vertex. The problem is if I select a single vertex and drag, the whole object stretches out instead of just the vertex selected. The proportional editing if off, so I don't know what is wrong cause I am new to blender.


texts: How to make my motion path update automatically?

texts: Whether I'm using an object or a bone, I'd like my motion path to update automatically. How would I do this?


texts: Is there a way to restrict the operation of a driver or even record the action of the driver in Blender

texts: I have a small animation playing and I have made use of some trajectory equations in order to obtain a more realistic jump in the form of a driver, but I also want to add some additional movements to the object, is there a way to record the action  of the driver to form an f-curve and then delete the driver?


texts: Multiple problems: Rigged arm & hand with elbow corrective shape key

texts:
I have multiple Problems. :/

Trying to create a corrective shape key driver for the elbow, I managed to create the shape key itself without a problem. assigning it to a driver I realized, that the value of the driver always remained 0. Even when moving the FK_bone, thus deforming the forearm successfully, the value did not change, so neither did the shape of the elbow. Please help me with that.
Upon trying to figure it out myself, I played around with the roll of the different bones (left arm and left hand) in edit mode. I did this trying to make sense out of why the value did not change on the driver. As a result I can now not move the forearm along the global or the local z-Axis. Please help with this one too.

I am trying to teach myself Blender while I have a full schedule, plus this is my first Character created in this programme, so please excuse obvious mistakes or an unclean file.

Thank you for your help :)

Here is the file:

P.S. His right arm is unrotated or rolled. His right arm is the maximum movement I would like the shape key to have as value 1.


texts:
I'm fighting with my scene where I want to show some kind of portal. All scene has illuminated by hdri №1. The objects behind the 'glass' (object with 100% transparency) should be illuminated by hdri №2. I'm using light path node to separate two 'worlds'visually and it works (according the shadows), but object behind the glass (box) has very weak impact from his hdri. It looks like settings of transparent material somehow affected the image behind or maybe transparency of it is not 100% transparent.

I don't want use compositing for this effect because of realistic effect I'm trying to achieve, so it would be great if someone you guys could share some thoughts or links that might help

cegaton Thank you very much for your help, advice and links! Especially for pointing at sockets colors. Now I'm digging both articles.

I changed the node tree using color mix node and set the Light Path node to Transparent Depth (and glass material set to transparent BSDF), and, unfortunately nothing has changed. :,-( The objects behind the glass now still highlighted poorly in comparsion with hdri connected straight to the output node. It looks like hdri is loosing it's light intensity in this case


texts: How to remove bvh data completely using scripts in blender?

texts:
I'm trying doing bvh retargeting using blender script. After I delete bvh using bpy.ops.object.delete(), the bvh data is still in memory, but I have many bvh file to deal with. So I reopen blender file using bpy.ops.wm.open_mainfile(filepath=bpy.data.filepath), then some errors occur.

This is the framework of my code:

import bpy
import os

def import_bvh(src_path):
    bpy.ops.import_anim.bvh(filepath=src_path, axis_forward='Y', axis_up='Z')

for i in range(2):
    print("------iterating..", i)
    src_path = ["F:/01_01.bvh", "F:/01_02.bvh"]
    import_bvh(src_path[i])
    print("import success")
    bpy.ops.object.select_all(action="DESELECT")
    print("do something with bvh")
    bpy.ops.object.select_all(action="SELECT")
    bpy.ops.object.delete()
    bpy.ops.wm.save_as_mainfile(filepath=bpy.data.filepath)
    bpy.ops.wm.open_mainfile(filepath=bpy.data.filepath)
    print("end")

And this is the console output, any suggestions would help:)

------iterating.. 0
        parsing bvh 'F:/01_01.bvh'...   zero length node found: Hips
0.1406
        importing to blender... zero length bone found: Spine1
        zero length bone found: LeftHand
        zero length bone found: RightHand
Done in 0.5342

import success
do something with bvh
read blend: F:\CAPG\mm_lzj\code\retarget_bvh\test_res\test_open_blend.blend
end
------iterating.. 1
        parsing bvh 'F:/01_02.bvh'...   zero length node found: Hips
0.1446
Traceback (most recent call last):
  File "E:\ProgramFiles\blender-2.78c-windows64\2.78\scripts\addons\io_anim_bvh\__init__.py", line 140, in execute
    return import_bvh.load(context, report=self.report, **keywords)
  File "E:\ProgramFiles\blender-2.78c-windows64\2.78\scripts\addons\io_anim_bvh\import_bvh.py", line 669, in load
    use_fps_scale=use_fps_scale,
  File "E:\ProgramFiles\blender-2.78c-windows64\2.78\scripts\addons\io_anim_bvh\import_bvh.py", line 394, in bvh_node_dict2armature
    bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
  File "E:\ProgramFiles\blender-2.78c-windows64\2.78\scripts\modules\bpy\ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.mode_set.poll() failed, context is incorrect


texts: How to add more polygons in edit mode without using any modifier or subdivision.


texts: How can I create a realistic space ship click based controls like EVE Online using BGE?

texts:
How do I create a realistic space ship controls like EVE Online has using the Blender Game Engine? I'm trying to create a really small space RPG that's like a super-mini-version of (excluding the fact that it is not online) EVE Online. Click based controls; Click anywhere on in the empty areas of space around the ship and your ship will move to wherever you clicked or, for example, if I click in the space when my ship turns it leans to its side a little bit to give a realistic turn as a plane in real life would. I'm into python so that is always an option.

here is a link to my onedrive, be sure to access the untitled7.blend file to see my game and problems of course: https://onedrive.live.com/?cid=FFFC2E073E89A1F8&id=FFFC2E073E89A1F8!118

Here is a picture:

My ship has a red front and blue body. The landing and take off floor is green and my no gravity space is grey for now.

Here is all my controls and stuff below.

This picture shows the controls for the ship to move right that could not be shown from the image 2 above.

This is my physics stuff of my space ship.

Lastly, this is all my game engine status and stuff.


texts: Spine bone influencing model incorrectly

texts:
All other bones move correctly. The spine is supposed to bend the body, but it instead does this: Video of how it moves
Is there something I did wrong here?


texts: I don´t like the rigify in Blender 2.79. I think it generates too much complicated controls and whenever I had to rig a character I have to open the file in an older version, play the rigify generator and then i re-open in 2.79 to continue the work. Especially for the fingers rigging, the old one is way better than this new version. Is there any other method to use the old friendly rigify in version 2.79? Thanks


texts: Joining seperate meshes that are parented to bones to single mesh

texts:
I have a bunch of seperate meshes that are all part of a character, and are each parented (bone relative parented) to their respective bone (the character is a robot, the meshes are simple shapes that make up the body).  My armature is working well and all, but I'm wanting to add a modifier to the whole character, every mesh.

I figured now that they were all parented I could just Ctrl+J to join them, but when I do, they lose their parenting. I don't want to have to do an armature deform and then have to paint each part hard red/hard blue, unless there is some non-manual way to do it (?).

What's my best option to allow me to add a modifier to the whole character but keep my bones working?  Thank you in advance!


texts: Where to find particular colour the theme?

texts:
If you see in the image selected channel' Text is not at all readable.

I am aware of theme colour setting in Preferences panel. But i am not able to find the fallowing

So where do change the colour of background
And where do i change the colour of highlight text colour


texts: Change Viewport Display Color of selection/collection of objects - Only changing one

texts:
Trying to make a simple script to change the viewport display colors of a selection of objects. (I like to keep track of things visually with color codes on objects.)
The script below will change the 'material color' of multiple objects, but will only change the Viewport Display color of the last selected object, which I've sussed out to be 'object color'
(Thanks for any tips, not much of a programmer at all)
import bpy

# Iterate over all the selected objects
for o in bpy.context.selected_objects:
    # Set the active materials diffuse color to the specified RGB
    o.active_material.diffuse_color = (0.8, 0.1, 0.0, 1)
    bpy.context.object.color = (0.8, 0.1, 0.0, 1)


texts: This is the first time I had this problem. When I did automatic weights I had to redo the hands since in I had to clean up the vertices and the fingers were stuck together.  One the left hand I had no problems but the right hand I duplicated and mirrored and simply attached the hand.  I attached the bones and parented them, but when I move the bones it is moving other fingers not attached to the current bone.  I checked the vertex groups and they are .


texts: How to animate particle size (Newtonian Physics)

texts:
I'm making an animation of water droplets disappearing/drying up. I figured the best way to do this was to create a simple particle system and then animate the size so that towards the end of the animation, the particles "disappear".

I've created a keyframe on the first frame, but when I go to create the second keyframe, it will not allow me to change the value...it snaps back to the original value of .04.

Any help would be greatly appreciated.


texts: Is there a way to check a blend file's integrity, and/or see a crash log?

texts:
I have a Blend file (my Yoda model) that I started back in 2005, when Blender was probably still in 2.3 or 2.4 territory.  I've slowly updated him over the last 11 years, implementing new features, refining and what not.  But it seems that more and more often when I'm editing the mesh or just doing random things, Blender crashes, and I'm wondering if it may be that some random feature I've used along the way, or old modifier or some little bit of data that is corrupting the file, or if it's just Blender being Blender (or really, software being software).

So, my questions are:
a.  Is there a crash log that I don't know about that I could try to see why I'm crashing?
b.  Is there a blend file integrity checker?


texts: Why my render doesnt reflect the color and properties of my shaders applied to the object?

texts:
The bronze effect is with the help of quixel textures and there is an HDR image in the background. How do I preserve those effects and bronze texture in a render animation or image?

I'm using the shader mode and I have checked the transparency also, in the film section of the render properties. For the Render, I´m using Cycles with CPU toggled on.


texts: make holes with subdivision surface modifier

texts: I want to model a mobile telephone with holes in it and I want apply subdivision surface modifier. When I did apply it it became just crazy. As images down shows the circular holes became strange and extra mesh shows up. I want to make a hole for the camera as example and then for the flash ant etc...


texts:
I am new to blender and working through a tutorial, but I have a problem. I can not for the life of me figure out how to add a particle texture. I must be missing something in the UI. When I navigate to the texture tab I can not find the button. What am I doing wrong?

in case anyone is wondering the tutorial is here:
http://blenderdiplom.com/en/tutorials/all-tutorials/394-tutorial-dissolve-your-logo-in-blender-262.html


texts: Blender animation different when imported to Unity

texts:
Animation in Blender: http://gph.is/2aCbBB4
Animation in Unity: http://gph.is/2affwlR

Anyone know why the entire model moves in unity but only the vertex group i created moves in blender? Thanks


texts: How do i make a complex shape with one object?

texts:
I know i could just plop a rectangle onto this building to make the shape correct, but I was wondering if there was a better way to make this building out of one object. I am trying to recreate durr burger restaurant, but am finding that things get messy real fast with the sloped roof that is only on one side and not on the other. Here is my dilemna in a picture. Is there a proper way to make a sloped roof like this without using a cube object to work as the none sloped part of the building? Thx for all advice

enter image description here


texts:
I have a 530 MB .ply mesh file that I am trying to import into a Blender project. However since the file is so large, Blender freezes up whenever I try to import it. Is there a way to work around this? Has anyone else tried importing extremely large files?

@Edit: The file represents a single mesh - it just has a very high triangle/polygon count. It also didn't come from a different program - I downloaded the file already created from online. So I can't break it up into separate files.


texts: Display object only in certain animation

texts:
I got two object "Rabbit" and "Knife" with armature.
I need to show Knife armature in "Cook" animation only, and hide in other animation.

Animation:
1. Cook(knife displayed)

Walk(Need to hide knife)

Does anyone know how to do this?


texts: Why is nothing appearing when using the 'Face Set' feature in Sculpt mode?

texts:
Learning Blender with Blender Guru. He used a Face Set feature in Sculpt Mode to define different zones on the sofa. When I use the command nothing appears. When I click on my object there is no colour appearing it stays grey. When I select Face Set by UV Seams nothing changes either.
Is there a setting I am missing. Display Face Set setting or something?

I can see facesets and use the tools but only in Layout mode, then select 'Sculpt Mode' from the top left. If I'm in the sculpt workspace I can't see the facesets. Blender Guru mentioned there is a bug where your cant see the facesets if you have modifiers (subsurface modifier) but this was not the case for me.


texts: View of my Blender file is completely messed up and I cannot seem to fix it

texts:
It seems like I am only able to centre my zoom around the camera and no longer with the object I've made. I can't even really zoom in that far at all anymore either. This is my first time trying to make something on Blender so I am very unfamiliar with the program, but none of the suggestions for solutions I've found online have been of any help.

(Also I am on a MacBook)


texts: Library Override loses position of instance

texts:
Use case: Link a collection from another file. Set resultant instance to arbitrary loc/rot/scale. Make Library Override.
Result: The objects that created from the override are positioned at the origin with zero rotation and 1:1 scale.
Summary:
When I use bpy.ops.object.make_override_library() on a linked collection instance, it immediately moves from where the instance was placed to the origin. Is there anyway to make it stay in place?
I've been trying to write a script to fix this, but I have lots of duplicate named objects (I'm making models with lots of identical elements). It's nigh-on impossible to associate the newly overridden object with its previous coordinates, as there seems to be no rhyme or reason as to the numerical suffixes that duplicate object and collection names are assigned. Furthermore, the afore mentioned operator does not provide any output as to what it actually did, so it's impossible to programmatically discover the objects that were created (or released?) by the library override!


texts: So in edit mode when I export my hand model into unity 3d, the hand resets its position, but when I go into edit mode the hand also goes back to its original position. I have a animation with it, so if I select the armature the hand doesn't animate. Hard to explain.


texts: how to print the centroid/origin of an object?

texts:
I am trying to re-center an object that I have imported into blender.

I have set the object origin to the Center of Mass of the object, now I want to translate the object so its' center of mass is exactly at the global (0,0,0) location.

How can I print the x,y,z coordinates of the object's center of mass? or is there a way to just directly translate the object center of mass to a given x,y,z point?

Thanks!!


texts:
I'm following a tutorial called "Fuel Station - Blender 2.8 Low Poly 3D Modeling Tutorial", and the teacher is adding a vertex typing "Shift+A" that show a Mesh Submenu -> Single Vert -> Add Single Vert, just like this:

The problem is: when I try to make the same, it only shows this:

What can I do?


texts:
We made a car animation in blender - dust animation using blender’s smoke and baked the simulation in our network folder.
We can open the file from any computer, render it locally. Every thing is perfect.

BUT, when we copy and paste the .blend file, path of the cached simulation goes missing. But when we make copy using “Save As” option it’s good.

Can some one tell me how to solve this issue? I want blender to remember proper path “Relative” or “non relative”. Anywhere.


texts: How to add a seam to my cloth bag? Can't get edge loop to shrink in the right way

texts:
I've been trying to make a storage bag but every time I try I just can't seem to get it right. I've followed this tutorial here

But it doesn't seem to be working correctly for me, I may not be understanding it fully. Here is what I want to create:

Here is the result I get when I follow the steps in the tutorial:

Any advice on how to achieve this would be greatly appreciated, or maybe there's a simpler way?
Thanks
EDIT: Was about to upload the original blender file but it crashed and my work was lost


texts: Python: Creating a new / Adding a ptcache to a cloth simulation via python script

texts:
I figured out, how to set the start and end frame for a ptcache of a cloth simulation:
bpy.data.objects['NameOfOblect'].modifiers['Cloth'].point_cache.frame_start=1
bpy.data.objects['NameOfObject'].modifiers['Cloth'].point_cache.frame_end=
...but when it comes to creating a new cache and deleting the old one, I get a runtime
exception, which cause I don't understand:

bpy.ops.ptcache.add()
Traceback (most recent call last):
File "<blender_console>", line 1, in
File "/home/user/.local/applications/blender-2.93.0/2.93/scripts/modules/bpy/ops.py", line 132, in call
ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.ptcache.add.poll() failed, context is incorrect

or:

bpy.ops.ptcache.remove()
Traceback (most recent call last):
File "<blender_console>", line 1, in
File "/home/user/.local/applications/blender-2.93.0/2.93/scripts/modules/bpy/ops.py", line 132, in call
ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.ptcache.remove.poll() failed, context is incorrect

How can I apply the operatora above, if I know the name of the object which has a cloth simulation and what does this "context is incorrect" mean?


texts: Cannot unsubscribe function from bpy.msgbus

texts:
The callbacks still remain after I try to unregister using bpy.msgbus.clear_by_owner, leading to unwanted appending callbacks. Is there something wrong with this code? I do get the expected prints.

    CALLBACK_OBJECT_NAME = "callbackListener"

    if CALLBACK_OBJECT_NAME in bpy.context.scene:
        print("Clearing previous owner")
        bpy.msgbus.clear_by_owner(bpy.context.scene[CALLBACK_OBJECT_NAME])

    bpy.context.scene[CALLBACK_OBJECT_NAME] = {}

    subscribe_to = bpy.types.LayerObjects, "active"
    bpy.msgbus.subscribe_rna(
        key = subscribe_to,
        owner = bpy.context.scene[CALLBACK_OBJECT_NAME],
        args = (),
        notify = selectionChanged,
        )


texts:
l have been creating a scene for sometime now. All of a sudden, the part of blender that has the File, Render, Window ,Help  you know, the part of the blender interface that allows you to switch between blender render and cycles and stuff..
It just vanished and was replaced by a programming window. Now, all I see are codes instead....
Any help?


texts:
I'm trying to make a vfx scene where a mesh I created passes behind an object in real life/the video. I've tried to make a mask around the real object, but that makes all of the objects that are supposed to be in front of the real object also disappear. How would I put the mask into my 3d viewport so that anything behind it disappears/is covered by the video, but anything in front of it isn't. I've heard of id-masks, and think those may be able to help, but honestly I have no clue how to use them. (I'm sorry that is worded so poorly, I'm not sure how to go about this.)

**edit I'm rendering/compositing using cycles render. It would be hard to render the objects separately because what I'm trying to do is make a rubix cube shatter and launch the pieces everywhere using some simulations. Because only some of the pieces fall behind a chair or under a table, it would be hard to select all of those and render them separately because they are all part of the same simulation. Also they all start on top of the table then some move under.


texts: Weird ambient occlusion on back of object?

texts:
No idea whats happening here - in both eevee and cycles, no matter how I angle the light, increase the angle of the light, change material or change light type, I get this shadow/ambient occlusion on the back of my object:

Example with 2 sunlights:

Same happens when I flip my camera around the view the backside of the object:

How can I fix this?


texts: Tracking 2 points in 3D with a known distance?

texts:
I'm wondering, since I have a known distance in a recording (a stick's length) and a starting point (the base) is it posible to track the to points of the stick in 3D? I mean, since I know the origin and a distance between the two points, the second second one can only be in two Z positions. The system should be able to know X and Y in 3d space since the distance from tracking point x1,y1 to tracking point x2,y2 is known.

Is it possible to do that?


texts: I have a cone and I want to cut of top piece of it. How can I make cut face flat?


texts: Eevee viewport exposure (?) different in layout configurations

texts:
Just noticed that I have deeply different lighting in Eevee in different layouts.
This is the UV EDITOR:

This is the same corner, same room, but in a layout that I created:

This is yet another layout I created:

This is the standard LAYOUT:

And this is the SHADING laout:

I really don't know what setting could cause this difference of render in Eevee in different layout vieports.


texts: Drive shape key based on relative camera orientation?

texts:
Let's say (for the sake of simplicity) that this cube with two blue sides is my character...

and the shape key in question raises a few vertices on top.

Whenever the camera views either Blue side, I'd like the shape key to activate regardless of world orientation through the use of a driver. The problem is, I have no idea how to get values I need (or which values I need to begin with) in order to automate this.

TL;DR - I'd like the mesh of a character I have to deform when viewed from the side much like what was done in Land of the Lustrous

*Note: While I do have some experience with coding, I've never used python. Layman's terms would be greatly appreciated. Thank you for your time!

UPDATE: In response to @Leander's post

Would it be possible to have this script work with multiple characters on the same camera? Let's say I have character "Cube2" with shape key "Key 2", would simply adding variables like below accomplish this?

import bpy
import mathutils

cam = bpy.context.scene.objects['Camera']
obj = bpy.context.scene.objects['Cube']

# -----------------------------
# Adding Cube2

obj2 = bpy.context.scene.objects['Cube2']

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

def drive_shapekey(scene):
    obj_mat = cam.matrix_world.inverted() * obj.matrix_world

    obj_eul = obj_mat.to_euler('XYZ')
    cam_vec = obj_mat.to_translation().normalized()
    obj_vec = mathutils.Vector((0.0, 1.0, 0.0))
    obj_vec.rotate(obj_eul)
    difference = cam_vec.dot(obj_vec)

    key1 = obj.data.shape_keys.key_blocks["Key 1"]
    key1.value = difference

# -----------------------------
# Adding Cube2 properties and shapekey 2

def drive_shapekey2(scene):
    obj2_mat = cam.matrix_world.inverted() * obj2.matrix_world

    obj2_eul = obj2_mat.to_euler('XYZ')
    cam_vec2 = obj2_mat.to_translation().normalized()
    obj2_vec = mathutils.Vector((0.0, 1.0, 0.0))
    obj2_vec.rotate(obj2_eul)
    difference2 = cam_vec2.dot(obj2_vec)

    key2 = obj2.data.shape_keys.key_blocks["Key 2"]
    key2.value = difference2

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

pre_handlers = bpy.app.handlers.scene_update_pre
[pre_handlers.remove(h) for h in pre_handlers if h.__name__ == "drive_shapekey"]
pre_handlers.append(drive_shapekey)

# -----------------------------
# Not sure if this'll work, but we'll see

[pre_handlers.remove(h) for h in pre_handlers if h.__name__ == "drive_shapekey2"]
pre_handlers.append(drive_shapekey2)

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


texts:
I'm trying to figure out how to twist a procedural material applied to a mesh.

I have a hollow cylinder like a tube (the two end cap faces are deleted) with a noise texture applied to it.

My nodes are:

Texture Coordinate - Generated output to a Mapping Node, Vector input.
Mapping Node - Vector output to Noise Texture, Vector input.

On the mapping node, I can see that the Rotation ordinates will rotate the texture on the surface of the cylinder. The length of my cylinder runs down the Y axis, so as I rotate the texture on the Y axis it rotates around the barrel of the cylinder. So far so good, but the problem is that it equally rotates the texture around the cylinder barrel all along its entire length.

What I want to do is to fix the material's rotation on one end of the cylinder, but rotate it around other end so that it twists or spirals down the length of the cylinder like the rifling in a gun barrel.

Is there a way to tell Blender "on that end of the cylinder the material's rotation is 0, and on this end it is 360 degrees (or 720, or -180, or whatever)?

This seems as if it'd be a piece of cake, but I'm just not seeing it.


texts: How do i remove distorted vertices inside of my 3D object?

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I used mirror to make a character body from skin mesh and applyes some subdivisions

my character look like this now

i tried to use cleand up but no sucess, someone can help me ? how can i make this smooth ?

sorry for my english ppl


texts: How do I create an oblong torus with a constant thickness?

texts: I've tried making a torus and stretching it and making an oval curve and beveling a circle on it, but with both methods the torus ends up getting thicker on the sides that are stretched out. Is there any way to keep the minor radius constant along the whole shape?


texts: Whats the hotkey for changing viewer rotation?

texts: Right now when I MMB move it rotates turn-table style, whats the hotkey to free rotate around an object and return to turn-table?


texts: How do you create complex character animation?

texts:
Im asking for some general workflow to do some complex character activity animation, like dancing, playing basketball, etc.

Some video tutorial about with will be welcomed too.

Cheers!


texts:
I'm new to blender, and following along with an anvil tutorial. Everything was going fine, but some edges of my geometry look weird.

Any idea on how to fix it? Thanks!


texts: Blender Guru Tutorial - Part 5 - Coffee Cup

texts:
I'm following BlenderGuru's tutorial Blender Beginner Tutorial - Part 5: Modeling

I'm trying to model a coffee cup. I started with a reference picture of the cup, added a cylinder, resized the base of the cylinder to match the cup, and resized the bottom of the cylinder to make the shape tapered.

However, when I add a loop cut to the middle of the cylinder mesh and scale that loop, the bottom edge loop becomes distorted and jagged for reasons I do not understand; it is no longer the nice ring that I want it to be.

What's going on?


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I have previously asked a question on how to have a bullet hit the center of the screen, and I received a .blend. It confused me a little bit, as it included python and I am not familiar with python. The code reads:

import bge

controllor = bge.logic.getCurrentController()
scene = bge.logic.getCurrentScene()

target = scene.objects['target']
ray = controllor.sensors['Ray']

if (ray.hitObject and not 'bullet' in ray.hitObject):
    target.worldPosition = ray.hitPosition

Does this mean the bullet has to always be called "bullet," I have multiple weapons, and multiple bullet shapes, speeds, damages, etc. Would I need to duplicate this script for every bullet type? Would I add commas to the script and show other bullet names? How would I let this script work for all my weapons?


texts: Which software can I use to animate my Blender models for Unity?

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I'm unsure whether this question is appropriate here, but I really need help.

I've made a bunch of rigged models with Blender which have to be imported to Unity.

What I'm wondering is, which software (including Blender) can I use to animate my models which can then be imported to Unity without much trouble? I've done some research online and what I usually see is that Blender might not be the best solution.


texts: How to properly combine Z passes using multiple .EXR files?

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I'm having trouble combining openEXRs (rendered with subframes on multiple nodes) containing Z passes in the compositor.

Whenever I run 1 subframe into the normalize node I get the correct output.
But when I try to combine all subframes through mixing them, I can't seem to get them overlaying each other properly.

What am I doing wrong?

Blendfile:


texts:
Following this tutorial,
when I have my viewport render open beside my wireframe viewport it is displayed in a very dark colour/lighting. I have added 2 lights to the scene (10 and 30 W).
Anybody have any idea how I can get the render from this:

to this according to the tutorial

My Blender file is here https://filebin.net/x0sep7pn8rnebwva


texts: Cannot open newly downloaded blender on my new chrome laptop

texts: I just tried to download the 64 bit linux version on my new chromebook.   It allows me to download it, but says I cannot open it as it does not support his version.  Note that my chromebook has linux beta already on the laptop.  Is there an app that I need to download for it to recognize the files?


texts: Beginner’s help - How to make a disk with perfect semicircular edges

texts:
I have failed for the last two hours in making a disk with perfect semicircular edges like this image

I was trying to make a very short cylinder and then Bevel upper and lower faces, but that produces an edge with a different curvature than a semicircular edge.


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I exported an svg 1.1 file from Adobe Illustrator CS6. I joined all the shapes by pressing Ctrl+J. I set the curve shape to 2D. Then I extruded using the right hand side panel:

So far so good. But when I try to apply even a slight bevel, all hell breaks loose:

It does get less insane if I bring the bevel down by multiple factors of 10... But then I really don't have much of a bevel.

Am I doing something wrong? Am I using the wrong kind of object? Should I be doing this with meshes? Do my curves just need cleaning up?


texts: How do I increase the number of circle vertices? (Blender 2.8)

texts: I have a circle mesh but I need to increase the number of vertices. How can I do that?


texts: How to move an object along given normal after applying rotation

texts:
I know that one can move rotated object along one of the normals' axis by G + Z + Z (or whichever desired axis). I also know that after applying rotation, a face or edge can be moved in similar manner in edit mode. But if you selcet all of that object elements, it can only be moved along its general axis (which is different fro the default world axis, because the rotation was applied and the values of XYZ were reset to 0).

My question is, how to move an object along one of the normals of that object, in object mode, after ctrl + A -> apply rotation. Let's say I have an object, I cut out and duplicate a piece of it, I then apply rotation and want to move it along one of the titled / rotated normals of that object. For the life of me I cannot figure this out.

Any helps is greatly appreciated. I am not uploading a blender file, because I do not think it is necessary in this case, but I will if it is needed.


texts: coconut milk material in Eevee - how do i do it?

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I need to make a semitransparent and glossy liquid coconut material like the left picture. With the ability to tweak its whiteness and transparency, so that it looks like right picture.
If you think you have an answer, please post your material setup.