texts: Why rendering an animated scene all of a sudden freezes computer?

texts:
hopefully someone can help me with this question. As of about 2 weeks ago (where before everything was fine and smooth) Blender freezes my entire computer when i try to render a pretty simple scene of the camera panning through a field. Before, the scene rendered just fine, but i had to delete the png images because i rendered them into the wrong folder. But when i render the scene now, it will only render a handful of images before completely freezing my pc causing me to have to do a hard reset. Also I am rendering using Blender Internal render. Here are my PC specs:
OS- Windows 10 Pro
Processor- AMD Ryzen 7 (8 CP)
Graphics- NVIDIA GeForce GTX 1600 6GB
Blender 2.79
If there's anything else you need, let me know.


texts: Why is Density not showing up as a source option for my Voxel Data?

texts:
I am following a tutorial and I am working on smoke right now. However, it will not render due to the voxel data not having Density as a source option even though I followed the tutorial. This is my screen:

This is the tutorial's screen:

And yes, I do have a Volume material on the domain object.


texts:
I am looking for a flexible way to group some properties temporarily for animation work. Typically, for that kind of fine-tuning work, you'd have, say, 10 values scattered over various objects; you would then work through the timeline of the shot, tweaking values to make them play together suitably. Then, next you'd work through another aspect in yet another "pass". Maybe you want to come back to the fist "pass" later, and tweak and adjust some details to fit.
How can such work be accomplished efficiently with animation curves and dope sheet? I find myself most of the time just digging through the outliner; and when I then select one object, I see a dozen curves, while only one of them would be relevant at the moment.
It seems I am missing some very basic workflow feature of the UI. (I am fairly fluent with Blender, yet up do now, I have not done that much in-depth animation work).

Grouping of curves doesn't seem to be helpful; neither does it remove the clutter (i.e. hide everything else), nor does it work cross-cutting the object hierarchy, as is required to accomplish the task at hand

Hiding likewise does not feel like the right tool for the job; it is indispensable for basic selecting and working with keyframes, but seemingly we can only "hide all others" and "unhide all"

Drivers could get me close, by wiring the group of properties to a set of custom properties on some "controller object" (e.g. an Empty). However, setting up this wiring through Drivers is rather tedious, and most notably it is rigid and needs to stay in place for the automation to work. I can not use this for ad-hoc grouping as needed.

Note: right now I am still confined to Blender 2.79 (however, if the newer versions > 2.80 offer something suitable, I'd appreciate if someone could point out where to look)


texts:
I am modeling a microphone with specific honeycomb pattern.

I have created the honeycomb pattern using Extramesh > Honeycomb. Then applying curve modifier I made it rounded.

With reference to the original image, I have to create holes in the body of the Mic. However, while I am using the Boolean modifier, I face some problem. Modifier doesn't cut holes in it.

Can someone help to understand how to resolve this issue? Thanks in advance!
Blend file:


texts: Setting constraints causes the location of the constrained objects/bodies not be accessible

texts: I set up 2 bodies manually & assigned Copy Location constraint to one with respect to another body. Then I set up the keyframe for the guiding body & then I started to view the change in the location of the constrained body. What I noticed in the 3D viewport was the constrained object moves, but when I look into its real position the values are stagnant. Why is that? I was unable to find my answer in previously asked questions by other people !!


texts: Animation is exported, but does not appear along with the mesh of the object

texts:
I did what was done in this video:

https://www.youtube.com/watch?v=SWKOOoSKFK8

In the video is basically made 5 identical cubes, one on top of each other, and each with a bone.

Result:

In the video is also made an animation with the object. Similar to the movement of a tentacle or gasoline doll:

Object already in the Unreal 4:

I only have problem in the animation, no mesh appears:

Note that bone animation happens, but no mesh appears:

And also from what I understand, all bones are in the same place (paused animation):

Disabling this option, I could see the mesh in the animation:

However the animation does not happen and the bones are now not in the same place, but some are still not in the right position:

Warning that appears in the case where I can't see the mesh, but the bones move and are in the same place:

Warning that appears in the case where I can see the mesh, the bones are in different locations, but not completely correct and do not move:


texts: texture is facing the wrong side of the mesh

texts:
I am making a flower and when I unwrapped the petal the texture was on the wrong side. I tried rotating the mesh and flipping the normal's but nothing seems to work.

Here is the link for the blend and the textures


texts:
My goal

I want to create a radial array of columns like in this screenshot:

Tutorial that I am following

Blender 2.8 Array Modifier Rotate video on YouTube.

My steps

I've create a single column object:

I've create a plain axis:

Added «Array» modifier to the column:

Set «Relative Offset» to (0, 0, 0):

But when I set «Object Offset» around the plain axis, I get this:

What I do wrong? I can not understand what I missed.


texts: How do you animate material transitions (switching mesh object materials in animation)?

texts:
I'm not using nodes, just two materials with two  different EVmap texture to it.
I want to assign material A at frame 1 and material B at frame 2
Pressing I on scene don't give me any option to animate material


texts:
I am currently trying to rig a skateboard as realistically as possible. I want to be able to move and rotate everything with the Root bone (the object / "skateboard" in the picture is parented to the Root bone), but at the same time, the whole rig should also be able to rotate around the two pivot points left and right.
I know of the workaround to manually move the 3d cursor to the desired point and pivoting the object around it, but I need the solution to be based on the armature.
I tried to use the Child Of constraint fot the Root bone with the Pivot Bones as the target bones, but then either the opposite pivot point won't move with the Root or I get double deformations, when I also try to parent the Pivot Bones to the Root.


texts: I'm trying to make a traditional Asian roof, and it's corners should be upturned (as showing in the reference image). I made arrays of cylinders. Then I tried using proportional editing with falloff. Also tried using lattice modifier. They all have a problem, that is, they all change the shape of each roof tile at the corners real bad. The cylinders at corners no longer look like cylinder they're all heavily stretched and not symmetrical. Even the smoothing gets ruined. But in real life each roof tile is of the same shape and symmetrical. They form the curved roof by rotating instead of stretching their shapes. So how to make curved roof in a more precise way please?


texts:
I discovered a video that shows a very quick way to make base mesh (skin modifier as everyone already knows)

but it's a timelapse, so there's no explanation at all.
In 01:00 he starts to scale vertex to change proportion for each part of the body.

the problem is, I don't know how he did it, because I try to scale vertex but nothing happens I used S and alt S.
The video
https://www.youtube.com/watch?v=kFE-NR9623w


texts:
It is possible to change between 3D_cursor and selection_box using python script?
There is no code because I don't have any idea on how to swap 3d cursor with select_box in python and vice versa.
Is there any short method for this?


texts: Strange twisting from multi-chain armature

texts:
I am making a rig that transfers motion from one mesh to another via bones. This is for complex mesh hair strands. The base mesh has a cloth sim on it. Chains of bones are constrained to follow this mesh. Another version of the mesh is then driven by this bone armature.

It works by IK constraining the tips of bones to vertices. Their roots are locked by being Connected to the bones high up the chain. Each strand has 5 vertical loops. There are 3 bone chains per strand, on the edge and center loops.

This picture shows the armature and the mesh it is driving, but not the mesh the armature is constrained to.

All areas of this rig are working, but I am getting strange behavior in some parts. In some areas, mostly at the tips, there is twisting in the mesh being controlled by the armature. It appears to be twisted by 180 degrees. Currently, I can solve it by manually selected the three bones that converge at the tip, and then rotating them by 180 degrees on their local Y.

I would like to remove this twisting. I do not understand where it could be coming from. Inherit rotation is disabled on all bones. I've tried changing the bone's rotation mode off Quaternion, but it makes no difference. This rig works entirely by copying location, not rotation, so I do not see how there could actually be any rotation data on the bones (there is none to reset.) Removing weights from the side bones does not help. I can only conclude that the bones are fine, but the mesh is somehow flipping? What could cause this?

EDIT: Here's a link to the file. It's a .zip because it also contains the .mdd needed for it. Apparently those cannot be packed into the blend file. Load it into the Mesh Cache modifier.

https://www.dropbox.com/s/ki3slubwrpb1j9r/HairRigTwistingProblem.zip?dl=0

EDIT 2: I have found a workaround. If I make a vertex group of the loop that runs horizontal across the tail that is at the top of the last bones in the chains, and give them copy rotation to that vertex group, it seems to fix the problem. I may have to pursue this workaround as the full solution, but it does not explain what's going on in the first place.


texts: How can I expand the area of a 3D map imported using Google

texts: I am very new to Blender (I just found out it existed less than 24 hours ago). Not a designer or anything but follow instructions well. After watching a great video (https://youtu.be/Mj7Z1P2hUWk) on how to make a 3D map I was excited only to be disappointed to find out the area I chose was too large. Is there a way to make the acceptable area larger, or be able to break it up into sections then to combine them somehow. FYI the area is about 750mi/1160km. I was looking to make a 3D interactive map of the terrain which includes water and can be put on a pc and tablet. Thank you to anyone who will take time to help.


texts: Clamp to Constraint Offsetting Bone in Pose Mode, but Snap to Cursor isn't Working

texts:
Recently I have posted a few questions trying to extract an answer, but since I have not. I added a clamp to constraint and linked it with a belzier circle, but it offset the bone in pose mode. I need to know how to snap the bone to the cursor in pose mode. It is not working.

Here is a picture!

I want the blue bone to be on the cursor. Any ideas on how to make it not offset? Keep in mind I extruded that bone directly on a belzier joint, so there should be no reason clamping it moves it, since it's already directly on the belzier. Please help I'm lost :(


texts: What is happening to my object when I split it into 4 to prepare it for 3d printing? If its the subdivision, I need it do what do I do?

texts:
I'm designing an object to 3D print, and when i split it into 4, its not a perfect split. I dont know how to fix it, what do I do?
I split it by using planes, then rotated them along the x and y axis. then I use boolean twice to get a quarter of the object.


texts:
I try to delete Action.005 permanently.

But I don't know how. If I click on the X

then it is still in the list.

I already researched without success, I even managed to loose all my animations by attempting to apply a fix, so I want to be cautious now... How can I do this?


texts: How to create segment a large model of landscape into smaller sections that can be higher resolution?

texts:
I hope to make a 3D model of existing landscapes in blender, with the hope of eventually adding them to video games that allow you to create your own maps. I tried using the following two tutorials with no luck: https://youtu.be/BXDSfrzR0zI and https://www.beamng.com/threads/tutorial-level-building-with-lidar.39370/

With the video, I do have 3D maps, but I think I have too large an area with too low of a resolution. This is because when I try to zoom in, it seems the roads are a bit blurry. I am trying to start out with somewhat large areas, like the island of Nusa Tenggara Timur in Indonesia, with the hopes of slicing out a smaller section that can be used in a game without crashing. I am quite new to blender and while I can follow along the video tutorial, I’m not 100% understanding everything I’m doing and what the alternatives are.


texts: Determining when you've encountered a bug or improvement request: FBX export times

texts:
I posted about experiencing long .FBX export times in a previous post:
FBX export time takes 5 times longer when using mask modifier

To summarize again:

When disabling the mask modifier, the export time is 30 seconds
When applying the modifier prior to export, the export time is 30
seconds (same as #1)
When enabling and not manually applying the modifier prior to export, and selecting "Apply Modifiers" on the FBX export settings, the export time is 2.5 minutes

It doesn't make a whole lot of sense that there would be a noticeable difference between #2 and #3 export times.
This is an on-going issue that is plaguing me with numerous models, and only gets worse as the number of modifiers are added.
Could anyone tell me whether is is a bug or something that could be addressed as some type of an improvement that could be suggested?

I'm at the point where when using method #3 it is taking 10 minutes to generate the .FBX, where #2 is taking 30 seconds.


texts:
I'm following tutor4u's tutorial on blender and he does something under Object Tools, specifically under Object, join. I can't find that on my blender 2.76b.

Attached is a pic of mine and his sidebars.


texts: How to get an object to spawn at a specific location?

texts:
How would one spawn an object at a specific location?

Let's say I wanted this object to spawn in behind another object once the distance was less than 2 blender units.

So the object I want to spawn in behind another object can also be defined as "nearest" (nearest = object)

therefore

nearest.worldPosition.x = (?)

Can someone point arrows towards where/what worldPosition would be? Especially if the location of the object I want it to spawn behind is random.

Not looking for exact units, just a point in the right direction.


texts: Blender is only Rendering the first frame of my animation for Smoke

texts:
So I used blender cycle render to render a quick smoke effect.  I only scaled up and used adaptive domain and high resolution.  When I render, I only get one frame!  I rendered as a avi raw file.

Here is the screen shot of the settings


texts: How to apply a modifier to the part of an object?

texts: How to apply a modifier (for example "subdivision surface"), only to the part of an object, not to a entire object?


texts: Vertex Group affected by noise generated in shader?

texts: Is it possible to have a Noise input in a shader than could modify a vertex group attribute for generating particles in that place??


texts:
i use depsgraph_update_post to update my particle position.
what is the easiest way to  limit the update to a minimal interval of let say 500ms ?

i tried to play with import datetime or time, by surveying time.now(): storing it as a prop and do some deduction about how many ms passed between updates

i did a second attempt by launching a blender timer

But i'm almost sure that there's an way easier way to do this within python am i right ?


texts: Highest quality method of mixing and exporting multiple audio channels in blender?

texts:
I'll try and keep this to the point:

Let's say you import 32 stereo tracks into the vse. Stack them ontop of eachother, occupying all 32 channels in the vse.  You mess around with the volume levels in blender (anywhere from 0 - 9.0) and get it nice sounding on ur earphones in the vse playback. And now you want to mix and render them out of blender as a single stereo track. HOw on earth would you do this in blender to ensure highest quality possible?

You have to use mixdown, that's a given to get acceptable quality.
So is it a case of setting your accuracy to 1 and choosing a high quality format like .wav f32 for your render settings? The only higher format is f64, with ridiculous file size, no?

The big issue though is how do I export it knowing blender amplifies audio waveforms when it combines more than 1 track together rather than doing the merge you can get in programs like audacity. Coupled with the fact that you have no idea outside of guessing and feeling, whether you are clipping anywhere if not everywhere in ur track, as the vse playback gives 0 indication and there is no setting to confirm in the vse.
So would you lower the master volume (or gain, or amplitude, whatever word you refer to it by) to a very low setting and render out that way? (You can do this under properties->scene the mastervolume is available there) But do I damage quality if I render out at say 0.1 or 0.2 of the original 1.0 master volume? Do I need to choose the highest mastervolume possible without clipping to get the best export quality?

Curious if there are any other methods out there or settings I missed.


texts:
The image below by example, in the simulation the "Axis" object was being rotated by a motor ridigbody constraint, I want see the rotation value changed during the simulation, but when I see the "Transform Menu" (opened right in the image below) I can't see the value of the rotation being changed.

So, How to I can see the object rotation value being changed during the simulation?


texts:
There seems to be some ridges protruding from the corners that I beveled when subdividing. The beveled edge is at an angle so I not sure if that's the problem with the mesh.I know this is a simple fix but my skills is still very primitive.

Link to file: http://pasteall.org/blend/index.php?id=50371

After adding loop cuts ridges are still visible


texts: Disable Mouse Drag Transform in properties window

texts:
When clicking properties in the properties-window (or at least I think it's called that way - 'N' to open) it sometimes won't let me edit the values with my keyboard because I slightly moved my mouse while doing so.
How can I disable that?

Since I don't know how to accurately describe it in words, here is an example.


texts: How to start playing the video from the green cursor rather than from the beginning of the time-line?

texts:
In Video Editor mode hitting Alt+A starts playback from the beginning of the timeline.
How to start playing the video from the green cursor?
(I found this question asked on reddit by nightmareFluffy, but it is too late to answer it there.
It's one of the most basic things for video editing and I could not find an answer to it anywhere so I'm posting this question here for others to find.)
My version is 2.79


texts: cross-shaped armature with pushable center

texts:
I should like to create a cross-shaped armature where I can push the center while the outer points stay in their place.

How would I best go about that?

One idea that crossed my mind was that if we can use the Inverse Kinematics constraint to build something like this:

Then perhaps there is a way to build something like that?

When I try, though, I fail because setting the bone with the IK constraint as parent of the second middle bone will detach the middle bone from the bottom bone. When I manuall re-attach it (parent with "keep offset"), I get this:

Which moves the bottom bone rather than rotate it.

I'd appreciate your help with this.


texts: How can I fade in and out between cameras during animation?

texts:
I have a scene with 3 cameras pointing to specific angles on an evolving object.  During the evolution of the  object, I need to switch camera so that the object is still framed correctly.  The cameras are moving as well.
I have used markers but the  switching is too brutal.  I would like to fade out the current camera and fade in the new one..  I know that if I shoot separate sequences I can do that in post prod but doing it  during animation allow me to position the motion of the camera more efficiently..  Is there a way to-do that ?  I use the latest release of Blender.


texts:
I am A Sims4 user and I've been trying to create new hairstyle.
But I seem to be unable to save as .blender so i cant open it on blender

Do i have to download something else to be able to save as .blender?
I'm confused help please


texts: Character forward roll causes reverse rotation with next animation

texts:
I'm creating a forward roll animation for my character, and my problem is that if I put that animation and any other animation after it with a blend, then the character does the reverse rotation during the blend time.
It's because the rotation on X axis goes from 0 to 360° during the animation, so as the next animation starts at 0° the blend does what it is supposed to do by going from 360 to 0°.
Is there a way to tell blender to just rotate to the nearest angle?

Thanks


texts: What does selecting "Normal map" in the image sampling panel actually do?

texts: Whenever I import an image in Blender to be used as a normal map I have to select "Normal map" in "Image Sampling" under "Texture". I remember that this was not always the case, at least I don't remember having to do that in older versions (aroung 8 years ago) though I could be misremembering. I'm also asking because as a programmer I've used normal maps in OpenGL and they went through the usual texture pipeline, no special treatment needed. So I wonder what Blender is doing with this information.


texts:
I have a little red plane above a big green plane:

I have set the red plane for one action, and the green plane for another when i click them.

But when i click one the red (in the game) that click activate both of the planes.

How to deactivate the green plane when the mouse is over the red plane?


texts: Insert Reverse Pose Pasting Flips Everything

texts: I'm working on a simple walk cycle but when I hit Ctr+C on pose I want inverted and then Ctrl+Shift+V it throws the characters arms up towards the sky and flips the joints of the knees backwards like a flamingo. Giving it the appearance of falling backwards instead of walking forward. Is there some way to get this fixed?


texts:
I created a 3d road. My problem is that I use curve path to bend the road,
but the path only bends the inner edges. How can I make it bend the whole mesh? I tried to follow videos to solve it, but all failed and my English is not that great. I used a translator. I hope some one can explain why this happens.


texts: Why do my models have black fuzzy bits on them?

texts:
I've been working on a hmmwv and it was going fine until this glitch randomly appeared on every object in the scene.

The 'Texture' of object mode/edit mode has black fuzzy bits in it and some of the mesh you can see through some of the mesh you can't but their is clearly a face their as when I go into face select mode I can highlight the ones I can see through. I've also tried to fix it by highlighting it and removing doubles but that doesn't seem to do anything.

I have a screenshot of what I mean:


texts: Extruding along y-axis is not working in the expected orientation

texts:
I'm trying to extrude along the y-axis pressing 'e' and than 'y' but it doesn't follow the y-axis as expected (see screenshot). It should connect to a flat surface but it's kinda diagonal and I don't know why or how to fix this. Can anyone help?

Using Blender 2.8 Beta.


texts: Can't add 2D Rig parent to layer's relations

texts:
I've drawn a 2D character with all the limbs in separate layers and created the bones associated with each layers.
But one of the layers won't allow me to Relations > Parent > Armature, as in I've selected the layer and pressed Armature under Parent but nothing happens the box remains blank.
Other layers are working fine in allowing me to parent the armature.


texts: how can i make edge wear and cavity masks on low poly mesh?

texts: I have really low poly models that i want to add wear on edges and dirt in crevices to. The geometry pointiness node works only with high poly, the ambient occlusion node gives me bad results and the bevel node uses both the edges and crevices at once which i don't want, and vertex painting gives me bad results as well. i want to be able to use the two masks separately to have a darker color in the crevices and a lighter color on the worn edges for example. Is there a way to do that in cycles with nodes on a low poly mesh? Or is manual texture painting the only way?


texts:
I'm trying to animate a scene of my character in bed but my cloth keeps blowing around for no reason. There is no wind force or anything that should be causing this. I can't just apply the cloth modifier because I need the cloth to move around while the character moves. What am I missing? Thanks.

Example (https://youtu.be/cFSYUOeiEeQ)

Blend file: https://drive.google.com/file/d/1-99fwbKE0bFlTjav9pPB-VLcm53cgE2X/view?usp=sharing


texts: Why can't I change the active selected bone?

texts:
I am editing an armature object in Edit mode. I have the upper bone selected, and want to select the lower one.

To my knowledge, the last item selected should become the "active" selection. Once I shift-click the lower, it should become active and highlighted yellow. Instead, I get this after shift-clicking.

Both are selected but the upper is still active. I can't seem to make the lower active. What am I doing wrong?


texts: My back foot keeps slipping in my animation?

texts:
So I created a walk cycle for my ATST for it to walk up some stairs. I'm almost done with it, but I am having a problem. Whenever the ATST moves up the stairs, the back foot slides a little bit. Like its on ice or something.

To accomplish the ATST to walk up the stairs, I key framed a stationary walk cycle (where it didn't leave the first step). Then I key framed the root bone to move forward so that it would move up the stairs.

Does anyone know how to prevent the back foot from slipping???

Here is a rendered video of my problem. And here is a copy of my Blender file.


texts: Feed values into Crop Node (Left, Right, Top and Bottom)

texts:
I am a noob at doing this, as I started very recently.
I tried cropping every frame in a video file to my mouse cursor. So, I searched up the Track Position Node and tracked the position of my cursor slowly moving.

Then, I made a Math Node tried outputting variables for my Crop Node's Left, Right, Top and Bottom values. However, there are no input nodes other than Image.

Is there any way I can feed a value output into the Crop Node's Left Right, Top and Bottom?


texts: Material style is not visible when blender model is exported and used in threejs using glTF2.0

texts:
I am new to both blender and threejs. I want to export and use a model developed in blender. I am using glTF2.0 to export this model. The following image is the rendered view of the model I want to use.

Following options are enabled while exporting

But when I load this model in threejs by using following code

loader.load('models/neuron.gltf',
        function ( gltf ) {
            scene.add( gltf.scene);
        },function ( xhr ) {
            console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
        },function ( error ) {
            console.log( 'An error happened' );
        }
    );

An end result is a 3D object without any material

But I want my model to show materials also.  Help me display models with materials from blender.


texts: Sync the active paint slot with the active texture slot

texts:
When you are texture painting in Blender, if you want to change the layer order you have to change the order of the texture slots, and if you want to select which layer to draw on you have to change the active paint slot, in a completely different place. I find this leads to accidental mistakes, for me at least, like selecting a specific texture slot and thinking you are drawing on that layer.

I'm thinking of writing an addon to sync the two. Such that if you select a specific texture slot, the active paint slot will update to the same index. To do this I can just write:

 bpy.context.object.active_material.paint_active_slot = bpy.context.object.active_material.active_texture_index

However I don't know if to run this at a specific interval? Or if Blender allows to run a code on each OpenGL render update? Or if I can get this code triggered in some way? I appreciate any suggestions.


texts:
What is causing this strange shading when adding bump/normal maps?
This happens in the viewport and the final render.

See image below were the sun transitions into shadow.
It should be more smooth.

Blender v2.79
Cycles
HDRI lighting

Bump map close-up:

Also, it seems that adding subdivions increases quality but at a great cost of performance.


texts: make array of objects follow path via curves modifier

texts:
Im trying to follow the blender guru tunnel tutorial.

I have have a tunnel using 4 objects and added array modifiter to then to make the tunnel effect.

I add a path object and add the curve modidifer to the "arch" object, but as soon as i do that the arch object gets rotated.. i have tried all 6 angles and none of them gives the result i want as in the tutorial.

Here is the result after adding the curves modifier


texts: Matching identical objects in two models

texts:
I have two separate collections:
each of these collections both contain an identical object (blue cone). In reality, it is much more complex than this example and the shared object could be like in the middle of hundreds of other objects. How can I select the shared object then merge the shape into something like this:

Found this tool which does exactly what I want but I am looking for a free way to do it that might be a little more work but still does the same job without having to manually line it up: https://www.youtube.com/watch?v=BcGM76dwF_s


texts: UV Mapping a Texture onto a Plane with a Tif

texts:
I have an image.png file that I need to use as a texture for a plane. However, I also have a tif file that stores the coordinates for the UV mapping. Inside the stif the data is stored in a 960x1280x2 matrix, where each of the matrix[x][y] is a pixel in the image.png file. How can I make the image correspond to the tif file.

I haven't been able to find anything on this. Thank so so much.


texts: Scripting a propeller or gear ; the info window python code fails to match success of GUI duplicate and rotate applied to master gear or blade

texts:
Given the master propeller blade or gear already drawn at the desired radius from the rotation axis, the Blender GUI approach to duplicate the original and x-rotate the copy 15-deg is to type shift+D  rx15
But the corresponding Python script which appears in the info window does not yield a copied object.
Here is the latest code suggested by StackExchange, but still not working - thanks much:
import bpy
from math import pi

j = 1          # count 1-to-n blades
while j<= 3:
    bpy.ops.object.duplicate_move()
    obj = bpy.context.active_object
    bpy.ops.transform.rotate(value = j * 2 * pi / 4, orient_axis='X', orient_type='GLOBAL')
    j=j+1


texts:
I have got a problem with rotating. I want to rotate a camera and it is rotating around the world origin, when I want to rotate it 'normally'.
Also when I want to scale an object it is moving from world origin... How can I change it?
I hope the question is understable.


texts: when i try to select a house or the walls or any object that i have made it just doesn't get selected until i click exactly in the middle. it's so annoying because i have to click few times to select the object that i want.  i opened a new project and it works just fine anywhere i click on the object it gets selected. but in my main project file it just doesn't work. maybe i turned on something? i don't know


texts: How to Flip Rotation from Positive to Negative?

texts:
So, I have two eyebrows on my character, both are controlled by bones.  In pose mode, when I rotate the left eyebrow counterclockwise, the rotation goes into the negative (the values are negative).  That's fine, but I want the right eyebrow to also go into the negative but when rotating clockwise.  So that way, when I want to rotate both eyebrows at the same time, they will move in a mirrored way and make an angry look or a sad look.  But right now, if I move them at the same time, they will rotate in a parallel way instead of a mirrored way.  So how do I get the right eyebrow to move in the negative when being rotated clockwise?

You may recommend to just turn the bone 180 degrees but then in pose mode, this will make the forward and backward rotation opposite to the other eyebrow.  I want all rotations in pose mode to be the same between both eyebrows except on the axis that let's you rotate the eyebrows in a normal way (in this case, on the X axis).  Anyways, so how do I do this?  There's a picture below that shows you what I mean.


texts: Animation, I want to alter all the axis at once in the graph editor

texts:
Often times in animation, I want to tweak the handles of the curves of an animation in the graph editor to get the tweening effect I want.(I only move the handles on the x axis most of the time, because I just want to tweak timing, not the positions)  problem:  the graph editor has a curve for the x, y, and z axis.  most of the time, I don't want to alter the curves separately, I want to alter them all at once!  is there a way I can do this?  (meaning that when I select a handle for y rotation, it would select the handle for x rotation and z rotation as well.
Hope this was clear.


texts:
Hair was fine, pivot was fine ... changed view from front to side ... notice how all child objects move on other pivots

some times the rigging jumps out the mesh and becomes all twisted
Sorry it took so long to get this back


texts: Is there a way to fill the area between two circles?

texts:
There's a way to fill with faces only the area between the larger circle and the the smaller one?
I mean.. It's a wheel and I'm trying to fill the rubber part of it.

Using the fill function F it fills everything inside the bigger circle.


texts: How to display EnumProperty control like radio buttons, while keeping the selection exclusive?

texts:
I have an EnumProperty set up on the Scene in the register function:

def register():
    bpy.types.Scene.my_enum = bpy.props.EnumProperty(
        name = "My enum",
        description = "My enum description",
        items = [
            ("FIRST" , "First one" , "Description..."),
            ("SECNOD", "Second one", "Some other description")
        ]
    )

Now, elsewhere in the code I have a Panel, which is to display the 'enum' for selection:

class SomePanel(bpy.types.Panel):
    bl_idname      = "some_panel"
    bl_label       = "A panel"
    bl_space_type  = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context     = "render"

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

So far so good, the control draws correctly, but not the way I want:

Thing is - I wanted a different appearance - I didn't want a dropdown field, instead I want a radio-button like field, as the one found for example here:

... where I can choose one of the options regarding the color mode (BW , RGB or RGBA).

I've found that I can put the "ENUM_FLAG" in the options field of the EnumProperty definition:

def register():
        bpy.types.Scene.my_enum = bpy.props.EnumProperty(
            name = "My enum",
            description = "My enum description",
            items = [
                ("FIRST" , "First one" , "Description..."),
                ("SECNOD", "Second one", "Some other description")
            ],
            options = {"ENUM_FLAG"}
        )

This too worked fine, the result I got now is this:

But now I can activate both buttons at once using Shift, and that's what I want to avoid:

So How can make the selection exclusive? How to force Blender to switch from one option to the other (or in other words: How to disable the Shift functionality)?


texts: Boolean Difference Tool Not Changing Shape

texts:
So I'm designing the head model for a video game character, and my boolean tool stopped working.

I'm trying to subtract two UV Mesh Spheres from a complex shape in order to create eye sockets like so:

When I overlap the shapes and try to do the Boolean Difference, for some reason it does not subtract the sphere from the face of the object (lets call it "skull"), but half of the sphere still exists inside the shape (what would be the back of the eye socket).

Can someone please show me how to fix this? It's really slowing down my project, and I don't want to start playing with the vertices.

Thanks
-K


texts:
i tried to delete/disolve different edges/vertices, but line stays. Helps only deleting half of the object
This line is also in render mode


texts: How can I make it so the move tool is on the object?

texts:
When I import a model from ROBLOX, it offsets the model from the tool if the model was not built in the center in ROBLOX. It is very frustrating to work with parts when the move/rotate tool is somewhere super distant in the world.

I haven't been able to find a solution to make it so that the tool is on the object like so:

What can I do so that I have the move/rotate tool centered to my model?


texts: Pause physics to move camera, then resume

texts:
I'm trying to make one of my first animations. It's the classic wrecking ball and tower of blocks simulation. Everything is working and I've got the camera movement in place but I'd like the physics to pause at a certain frame, let the camera move, then resume the physics.

The way I tried to accomplish this was set everything up for the animation, then when I want it paused, select all physics objects and create a keyframe to turn on Animated, then turn it back off once I'm ready to have it continue. Unfortunately when I tried to bake it, once animated turned on, nearly all the objects just disappeared, and when it came time to turn it back on, blender just froze.


texts: How to cut a piece off a mesh using another mesh/edge as the cut shape

texts:
I want to cut off the bezier curve mesh so it has the same shape as the circle on which it is placed but i can't figure out what tool to use. I tried the boolean modifier but this didn't work. I need to keep vertices on top so i can fill the face later.
Any help is much appreciated.


texts: Is there a way to display the radius of fluid control object?

texts: I wonder if there's a way of showing the radius, because it's pretty hard for me to guess what size it is after i adjust it


texts: Texture goes away when using the explosion modifier

texts: I've been following this tutorial: https://www.youtube.com/watch?v=d59AouNM9lk   Which makes an object slowly dissolve with the explosion modifier. The only difference for me is that I have a texture on the object that is UV unwrapped. When I apply the explosion modifier, the texture goes away. How can I keep the texture on the object as it disintegrates?


texts: Uninterpretablity in depth maps: why the pixel values do not necessarily represent a valid distance?

texts:
I am rendering depth maps from different angles for many meshes by placing my cameras on a sphere with fixed radius. The meshes I use are all normalized (all within a sphere with radius 0.5) and centered at (0, 0, 0). After rendering I load the depth maps in Python using imageio package or scipy.ndimage.imread I noticed that each individual depth map always has a maximum value of 255. However, what I actually expected was to obtain depth maps whose values are interpretable and intuitive. By interpretability I mean a distance of 40 in one depth map rendered from mesh X will be the same as distance 40 of another depth map rendered from mesh Y. But this is not the case as of now, even within the renderings of the same mesh. To make it more clear: if I have a very small mesh whose furthest vertex would be very close to (0, 0, 0) I would still have values of 255 in the rendered depth maps. However, I will still have pixel values of 255 in the depth map renderings of another mesh which is much larger than the previous one. The same issue persists if I normalize the output values of the Z-pass: all renderings have a maximum value of 1. I'm afraid the issue is related to the PNG saving pipeline that might be doing something weird to the rendering results, as discussed here. So I wonder does anyone know if I am doing something wrong? Any thoughts/solutions would be greatly appreciated.

FYI, here's the code I use for rendering:

scene = bpy.context.scene
scene.render.image_settings.color_depth = '16'
scene.display_settings.display_device = 'sRGB'
scene.view_settings.view_transform = 'Raw'
scene.sequencer_colorspace_settings.name = 'Raw'
scene.use_nodes = True
for node in scene.node_tree.nodes:
    scene.node_tree.nodes.remove(node)
renderNode = scene.node_tree.nodes.new('CompositorNodeRLayers')

depthOutputNode = scene.node_tree.nodes.new('CompositorNodeOutputFile')
depthOutputNode.format.file_format = 'PNG'
depthOutputNode.format.color_depth = '16'
depthOutputNode.format.color_mode = 'RGB'
depthOutputNode.base_path = 'somePath/'
depthOutputNode.file_slots[0].path = 'fileNameDepth#'

scene.node_tree.links.new(renderNode.outputs[2], depthOutputNode.inputs[0])

bpy.ops.render.render(write_still=True)

Update: I just did file depthImg.png in Ubuntu and confirmed that the generated depth maps are 16-bit. It's likely that the image packages in Python do not support reading png files with more than 8 bits per channel! I tried a couple of methods and non works. Any solutions for this?


texts: Blender app.timer does not function concurrently with python-osc server thread

texts:
I want to run a python-osc server concurrently with an app.timer in a python script. The problem is that I can get the server and timer to run separately but not together. The dispatcher mappings are contained in an external config file and this seems to work fine. There appears to be something about a running server that upsets the timer. I wonder whether any kind soul can assist? Any suggestions would be most welcome. Thx in advance...  This is the test set-up:

def  DataPathsImport():
    print("Reading in config data...")
    with open("/Users/<path_to_config_file>/linker_config.yaml", 'r') as y:
        dlinks = (yaml.load(y, Loader=yaml.SafeLoader))

def print_hello():
    print("hello")
    return 1.0

class OSC_Server(bpy.types.Operator):
    """Set up server"""
    bl_idname = "wm.osc_server_operator"
    bl_label = "OSCMainThread"

    count= 0

    def execute(self, context):
        global _report

        try:
            self.dispatcher = dispatcher.Dispatcher()
            links = DataPathsImport()
            for link in links:
                dataTuple = (link.get('tag'), link.get('dpath'), link.get('dtype'), \
                    link.get('action'))
                self.dispatcher.map(link.get('addr'), osc_callback_router, dataTuple)
        except: # be specific with error type
            print(f"There has been an error when assigning address: {link.get('addr')}")
        try:
            print(f"Creating server on port: {port}, at ip address: {ip}")
            self.server = BlockingOSCUDPServer((ip, port), self.dispatcher)
            self.server_thread = threading.Thread(target=self.server.serve_forever())
            self.server_thread.start()
            bpy.app.timers.register(print_hello)

        except OSError as err:
            _report[1] = err
            return {'CANCELLED'}

    def cancel(self, context):
        print("OSC server.shutdown()")
        self.server.shutdown()
        return {'CANCELLED'}

classes = {
    OSC_Server
}

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)

def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes): # unregister classes in the reverse order that they were registered
        unregister_class(cls)

if __name__ == "__main__":
    register()
    bpy.ops.wm.osc_server_operator()


texts: Is it possible to assign a shader or texture to certain parts on the mesh where the weightpaint was drawn? just like we would use it with particles + weight paint?


texts: Edit different shader node tree at same time

texts:
When using the shader node editor, I would like to be able to view and edit different materials at the same time.  However, even if I split my view into two sections, both set to view the shader node editor, the views are synchronized. So if I'm initially editing Material 1 in both node editors, I'd like to set the second node editor to Material 2.  But when I do that, both editors change to Material 2.
The best I can do is enter a node group in one editor while the other remains at the top level node group.
How do I edit two materials simultaneously?


texts: How to convert this logic to python code?


texts:
I'm new to blender and I recently made a model by my self and today I‘m finally going to connect it with bones! It looks all right:

But look what happens to the arms and legs:

Why are all right bones not connected with the mesh?


texts:
So i have been working on this scene for a while using cycles and wanted to have a fog with a shape like in the image, the problem is that it looks too cheap, cut out and i cannot think of anything to make it look better, any help? (i took screenshots so thats why the render looks grainy)

Below is my node set up for the fog inside the mesh

thank you!


texts: Make White Transparent shader that is not transparent?

texts: How can I make a slightly transparent white Transparent material in cycles, when making the Transparent shader white makes it completely transparent and invisible?


texts: Eevee render lighting causes to flicker and distorted

texts:
I'm fairly new to blender with 2.83.  I have the shirt and waist objects using point light as an only source for lighting.  I set up shading nodes using diffuse shader in order to light up the object however it cause to mess up the placement of the shading materials.
Whether I move around the viewport or the point light, my material object causes to flicker and blurs out.

When I render, it gave me the exact same result as the render preview.  Only the material previews works when  I rendered it from the viewport giving me the correct result however I don't think this would be suitable to finalize my rendering.
Here's a shot of my shading node that I use.

If I turned off a light, it goes back to normal. The edges or lines of the gradient looks solid and  align perfectly.

Turning light on somehow causes issues for diffuse shader.  There is  even like overlapping lighting which I dunno  what causes  it.
If I hide a shirt leaving waist and lighting visible, it removes the problem.

If I hid the waist, leaving a shirt and point light on, the problem still occurs.

I tried playing around the blend mode and shadow mode but it made the problem worse or nothing have changed.   Also went to the render property to play around the  sampling both render and viewport however it doesn't help.
Right now I'm stuck so I have nowhere else to look for.


texts: Is there a way to use a separate texture for object reflections?

texts:
I've been experimenting with using the default matcap textures in render mode (using Normal or Reflection mapping), and it looks pretty good. However, I'd like to use them as a "reflection map," so that objects with mirror properties use the texture rather than the actual world. Is there a way to do that easily?

EDIT: Probably should've specified that I'm using Blender Render rather than Cycles.


texts: Rigid body physics: Why objects are attracted without any force applied?

texts: I am running a very simple simulation. However, something weird happens at the beginning of the simulations. It looks like the chair is pulling the monitor towards itself. Or the monitor is attracted to the chair. Why is that?


texts: Free (at the time) Addon that gives 20 F-Stops to Blender Cameras

texts:
Months and months ago, I remember seeing someone from a movie company (I think) that made a Blender camera plugin aka addon for free that gave Blender's cameras as many F-Stops as the human eye.  The addon showed how there was complete reduction of blow outs in the highlights and such a better look with global illumination I was very impressed.
Now, many months later, returning to Blender after 2.79 did not do it for me migrating from C4D and Redshift (which now, may be possible, and better), this issue has arisen again.  I have e-cycles but haven't seriously learned it yet...if it's there (added as a native function) that would be as important to me as finding the plugin again.

Does ANY ONE know about this plugin?  Does anyone know if eevee, cycles or e-cycles has 20 F-Stops?  I'd be most grateful.


texts:
I am currently learning Blender on Ubuntu 18.04 for openFOAM meshing. I was going through a tutorial today and the error in the image came up when I clicked on "Build" in the swiftBlock tab. Not entirely sure how to proceed.

Thanks in advance.


texts: Is there a way I can map verts / edges / faces to my 1 2 and 3 keyboard buttons like Modo? Having to go through a pie menu to select different component modes really slows me down a lot. Can't seem to find them under the user preference/input menu. Thanks!


texts: Blender 2.8 startup function working in addon

texts:
I want the addon search bar to be filled on startup:

import bpy
from bpy.app.handlers import persistent

@persistent
def addon_search(scene):
    bpy.data.window_managers["WinMan"].addon_search = "editor"

def register():
    bpy.app.handlers.load_post.append(addon_search)

This works but can I just check that this isn't looping or dangerous?
Do I need to remove the load_post handler after it has loaded?

Also why does it not work in an addon, it adds the handler but never runs.

bl_info = {
    "name": "Test",
    "author": "Test",
    "version": (1, 0),
    "blender": (2, 80, 0),
    "description": "Auto-fills addon search field",
    "category": "3D View"}

import bpy
from bpy.app.handlers import persistent

@persistent
def addon_search(scene):
    bpy.data.window_managers["WinMan"].addon_search = "editor"
    return None

def register():
    bpy.app.handlers.load_post.append(addon_search)

def unregister():
    bpy.app.handlers.load_post.remove(addon_search)

if __name__ == "__main__":
    register()


texts:
I've just been looking at various similar questions and can't seem to find the solution so thought I'd try asking here juts in case someone has had a similar issue.
I've been working with this project for a while now and suddenly the HDRI stopped showing as a background in rendered view. I've been using cycles but changed it to Eevee and still doesn't show. I've checked everything in the world settings and the viewport shade settings and still isn't showing. The lighting seems to be fine, it's just the lack of image.
Apologies in advance if this is a really easy obvious thing! I'm very new to Blender and would appreciate some help from someone a little more experienced than me.

Thanks!
Anna


texts: Blender 2.79 - Fedora 27 - 970GT - Cuda Rendering

texts:
finally decided to move back to linux and wow it's changed!lol

I've installed the nvidia drivers which appear to be working.

Blender just isn't giving me the option to change to cuda rendering.

Any idea's how to do it or a way to test that the driver is up and running properly?

Thanks!


texts:
Is it possible to draw 3d lines/points with X-Ray in BGL?

Here is my custom 3d line in viewport:

As you can see it's drawn behind the monkey head. Is it possible to make it as X-Ray?

Here is the code i use:
https://github.com/mifth/mifthtools/blob/ff2bd836267deb0c0d5f0c0bb28904876068bba3/blender/addons/mira_tools/mi_curve_test.py#L331-L349


texts: Alpha channels in cycles canceling out each other

texts:
I have two images with alpha channels that overlay each other. In Eeevee it works fine but in cycles, the front image's alpha channel blocks out the image behind it. Is this something that can be fixed by some adjustment in the cycles settings?
Thanks,
Rusty


texts: When I import and edit a .fbx file and export with Blender, the file size gets bigger than it was

texts:
I have some files from Unity, they are 3.6 MB and always keep 2 MB more when exporting, I don't include anything extra. Can I save with the same file size? Or can the Unity exporter do this but Blender cannot?
Utilizo Ubuntu 20.04 LTS


texts: How do I 'pan' the camera around an axis for an animation?

texts: I want to be able to have the camera rotate around an axis, while still remaining pointed at the center of said axis. The camera should pan around the model in a circular motion with the model always in the center of the view. How do I do this?


texts: Can you link two mesh objects and keep the UV mapping each one has?

texts: I am trying to link two mesh objects, each one has its own UV mapping, both are using the same texture, how can I link the two objects and keep the UV mapping of both objects? It only keeps the one atm. Or is there a way of copying the entire UV map of the one object and paste it when the objects are linked?


texts: Creating a cardboard cut-out OR How do I make my geometry respect my 2d image import?

texts:
I'm working on a (fun but needlessly complex) mockup for my wife's work. The idea I've had is that I can use my PBR cardboard texture along with the 2d image that will effectively define the boundaries of the plane.
Here is what it currently looks like in the Shader:

Using my more familiar 2d parlance, I just want to mask the eges out, so the cardboard texture is alpha'd wherever there isn't a pixel, thereby creating edges (which I can hopefully solidify to give depth).
Additional Thoughts:

I have been pointed toward the Mask Node, but that's relegated to the compositor, not the shader.
Regardless of what tack I take, I realize that I need a lot of subdivisions to support the geometry.
I also realize I could do this manually, but I'd prefer to figure out the proper way to generate whatever assets I might want.

Solution or no, thanks for your attention. Blender is super fun. And frustrating. And then fun again. And then infuriating. Then you feel like a god. Then I take a week off and forget half the terms. Blender is a mixed bag. Also life.


texts: Problems applying Boolean modifier to mesh using arrayed object to make Colander

texts: I'm trying to make a colander by taking a basic mesh I created using the screw and solidify modifier and cutting out the holes using a Boolean modifier with a cylinder that I have applied three array modifiers to (as you can see in the picture), but when I add the Boolean modifier the mesh just disappears. I've applied all the scales, the objects have a common origin, there are no non-manifold faces and the normals all seem fine, so I'm a bit confused what the issue is. If I add the Boolean modifier before the Solidify modifier I get a result, but it's inaccurate and with horrible artefacts (even with four levels of subdivision before the Boolean). Here's the .blend file, thanks in advance.


texts: Can i track a scene where the floor isn't shown?

texts: For a project, I want to track a scene from Harry potter so I can put some objects in it and In the shot the floor isn't visible. I tracked the walls but it won't let me set a plane wall in the orientation tab without a floor. Is it still possible to set the orientation without the floor showing?


texts: How do I correctly reduce geometry on part of a mesh?

texts:
Good afternoon,
I already know that there are easy ways for reducing face count for the entire model. However I am trying to find a way to reduce faces only on specific parts of my mesh while keeping it deformation and rendering-friendly for animation.

From youtube tutorials I managed to figure that all I can do is to manually dissolve edges and verices and create new edges to form triangles to connect large faces with the smaller ones as follows (I must avoid faces with more than 4 vertices as far as I know):

Is this the "good practice" way of character modeling? Will the model UV unwrap, animate and render properly afterwards? (I know the example mesh from the screenshot is not a character, but I will need to create one and sculpt details on parts of the character). Or is there an easier way of doing this? Please help.


texts: Curve Modifier: Align object to the center of the Path?

texts:
I have a curved path, which is animated from curved to flat. My idea is to have a rectangle in the middle of this path, so it bends flat when animated.
The Simple Deform modifier doesn't give the effect I want, because it bends on the sides only.
If my rectangle is the same size as the Path, it kinda works, but since is right aligned it shows more gap on the left.
I would like to use the Curve modifier and set my object to stay in the middle. Is this possible? Can I somehow select one point from the Path and set it as origin?
I'm using Blender 2.83.

As you can see, here's the animation. It should align from the center.


texts: Is there a way to make freestyle less angular?

texts: If you observe the top of the tail it doesn't follow a smooth curve, it looks instead like someone is using a ruler to draw a curve. Is there a setting to reduce this effect?


texts: Cell Fracture adding unintentional items to object

texts:
I'm trying to use the Cell Fracture add-on in Cycles Render to shatter a wine glass. The final product had added "blocks" onto the final object.

Does anyone know what could be causing this and how to fix it??

Original:

Shattered Object:


texts: Get number of frames in scene from the command line?

texts:
I'd like to know if there is a command-line option (or combination, or a way!) to get the number of frames that are included in a specified blender scene; for example I'd like to use is like this:

$ blender <option> file.blend
$ Number of frames in blender scene: xxxx


texts: Is it possible to create many random people faster than creating each one of them solely?

texts: I am trying to make a scene where I need a crowd of people. It's very hard and time consuming to create each character. Is there any simple way for doing it.


texts: I get an error with a object when I try to make it transparent

texts:
I made a hat that would later end up in a later scene.

so I made it transparent until the scene

But somehow its messed up when I made it transparent. I get a big black blob from the hat

I removed thee doubles, but there is still the same problem. just it's a smaller black.

Its not supposed to show up at all. what am I doing. I saved and restarted it, thinking it was a bug, but i got the same thing


texts: Baking a high poly object to low poly. Parts seem to have not been "baked"

texts:
I have an issue when baking a high poly object onto a low poly object in Blender. The bake finishes although parts seem to have not been "baked"

See image attached - e.g. on the anvil horn the final result seems to have come out with lines on there, yet it is normally smooth? Also you can still see horizontal lines around the bottom of the object?

EDIT: Sorry I'm new to this - see below UV Image

EDIT: Yes I'm almost certain it was set to smooth shading. Could it possibly be because I "dented" the horn too much, meaning there was too much of a gap between the low poly and high poly meshes when baking? (see image below which hopefully explains what I mean)

Many thanks


texts: Posemode: Rotating a bone around something else than its head in pose mode without changeing its relations?

texts:
I have got a rigged character, which author has put the head of the jaw bone to anatomically wrong position.
I don't want to re-rig the head, the jaw the mouth and so on to fix this.
To find a acceptable point around which the jaw bone should rotate I used the 3D-Cursor as pivot point and moved it step by step to an acceptable position.
How can I make the jaw bone rotate around this point permanently (also when animating) without changeing its relation to other bone or to make greater changes to the rig/weight painting?


texts: Aligning and snapping two cylindrical/round objects by their central axis

texts:
What is the sequence to select two cylindrical (or round) objects, and snap together with their central axis aligned?
Thanks!


texts: How do I set the Seed value to 0 under the Sampling tab?

texts: The seed value keeps resetting to the default value after I set it to 0, once I render a frame. I want to eliminate all noise from the final rendered image.


texts: what's the difference between 'repeat', 'extend' in image texture node?

texts: i'm toying with those two options but cannot figure out. with flat mode on, I loaded image texture but they both extend the edge of image at the boundary on the top of cube. all I figured out is repeat extends only one direction of image horizontally and vertically but is there more than that? and what is tiled looking.


texts: Why is my cube looking like this with the glass material?

texts: I'm new at blender and am trying to make the cube look like glass. I'm not sure how to not make it look like a mirror and have this weird texture reflection. The monkey is a better picture with what is going on. It's leaving a reflection of a forest.


texts: In Blender 2.8 i have been unable to find the location of the subdivide button in any menu in edit mode and have only been able to get it using the search key. The lack of any keybind is also making it quite difficult. I am using beta 2.80.41


texts:
I'm using the font 'Birth of a Hero' and suddenly the capital 'T' is partially gone which isn't meant to happen. Not really sure why this is happening. It looks fine in normal documents and both photoshop and illustrator, just Blender doesn't seem to load it properly.

What Blender loads:

How it's meant to look:


texts: How to identify missing collections by Python?

texts:
I found a solution to the library link through other question, but I haven't found a solution to the collection link yet, so I wrote this more specifically in this question.
If the name of the collection in the library changes, the blend file on the side you are referring to shows that the link is broken. When opening the file, the info editor informs you of the missing collection and you can also check the torn paper icon in the outline.
I want to identify these missing collections using Python. Is there an API related to missing collectoin?


texts: Unlink selection in the UV editor doesn't seem to work in 2.72

texts:
I can't seem to get the "unlink selection" functionality in the UV editor to work inside Blender 2.72.

Pressing Alt-L does nothing. I have tried with the "keep selection in sync" -button both on and off. According to the Blender 2.6 manual Alt-L should unlink the selected islands. Has this been changed in Blender 2.72?


texts: Why does my rendered movie clip have no audio?

texts:
I am a Blender newbie, and know that I will have to supply additional info...Please be patient with me :-)

I followed this video by Oliver Villar, https://www.youtube.com/watch?v=nU8zqn091rM. I am using a 54 second video shot with a phone. The rendered AVI video has no audio.

I used a single tracker, placed on the cross on the green parament, to do the 2D stabilization.
The original video is here: https://vimeo.com/229907878
The stabilized video is here: https://vimeo.com/229907728
Here is a screenshot of how my compositor is set up:

Let me know of anything else I can provide. And, thanks so much for the help!


texts: Is there a way to specify where the Transparent BDSF takes effect on the desired object?

texts:
Lets say I have a flat 2D circle (bezier that's been filled). The node setup is simply a transparent BDSF + Diffuse BDSF going into a mix shader.

Is there a way that you can use nodes to make it so only a desired part of the circle appears transparent like in the image?

I don't necessarily want this exact pattern, I just made some random shape for the example,


texts:
So I was trying to figure out how one would go about creating some sort of Minecraft based animation. I am accustomed to Blender's workflow, and I was wondering if you could change the snap units (the ones used when holding Ctrl AND Shift+Ctrl) from 1 grid size and 0.1 grid size to 1 BU (not grid size) and 0.0625 (not grid size and 1/16 because there are 16 pixels in a block in Minecraft, therefore you'd have to move by 1/16 of a unit a lot). I guess an alternative would be changing the grid size to decrease by 1/16ths.

I don't mind having to write a Python script for this. I would assume this would be something that would need a script.


texts:
Help this is so silly is it me? What am I doing wrong? I made of gif of what is going on below, hopefully i'm doing something wrong.
https://gyazo.com/be75d6f44431243bee556584d811efc0


texts:
I am editing the default OBJ exporter of Blender (io_scene_obj) to create my own version which supports bone weights, for skeletal animation.

I now know how to access the bone weights per vertex in the Object, however I need to correlate those Object vertices to the Mesh vertices.

I am able to fetch the "vertex index" of the vertex with this piece of code:

import bpy

arm = bpy.data.objects['Armature']
obj = bpy.data.objects['Cube']

obj_verts = obj.data.vertices
obj_group_names = [g.name for g in obj.vertex_groups]

for bone in arm.pose.bones:
    if bone.name not in obj_group_names:
        continue

    gidx = obj.vertex_groups[bone.name].index

    bone_verts = [v for v in obj_verts if gidx in [g.group for g in v.groups]]

    for v in bone_verts:
        for g in v.groups:
            if g.group == gidx:
                w = g.weight
                print('Vertex',v.index,'has a weight of',w,'for bone',bone.name)

however I am not sure how to use this vertex index.
is it a direct index into me.vertices? (I sure hope it is)
Please note that I triangulate the mesh before I export it. I keep the vertex order though, so it should be the same.

Here's what I'm planning to do:
My file format has a new kind of line:

vc f f f

and it modifies the f lines:

f position/uv/norm/skel position/uv/norm/skel position/uv/norm/skel

the vc lines were originally designed to hold color information like this

#Solid red
vc 1.0 0.0 0.0
#Solid green
vc 0.0 1.0 0.0

However I realized that this exact same system could contain skeletal animation information.
Here are the steps:

1) Get the 3 most influential weights on a vertex

2) Make them add up to 1

3) Divide them by 2

4) Add the Bone ID to it

Here's an example:

#Bone 1 influences this vertex 100 percent, there are no others
vc 1.5 0.0 0.0
#50 percent influenced by bone 1, 25 percent by bone 2, and 25 percent by bone 3
vc 1.25 2.125 3.125

In order for this to work, I need to figure out how much each vertex (3D point, with X, Y, and Z) is weighted by each bone, pick the top 3 per vertex (and if there aren't 3, stick in a fake 0 bone with 0 weight for every missing spot) and write it to file in VC lines.
If I do this for every 3d point, then I can simply use the same indices as the positions for the f lines.

f A/B/C/A

How could I achieve this?

I assume that there is only one armature in the scene called 'Armature' and that the only mesh currently being exported (But not necessarily the only one in the scene) is influenced by it.

I have access to the list of Objects to be exported, so I can access both the triangulated mesh from bpy.data.meshes[] and the object from bpy.data.objects[]


texts: How to exclude vertices from subdivison modifier?

texts: I'd like to have the subdivision modifier connect those 3 points and not interpolate between them. This question is the opposite of this question: How to include vertices to subdivision modifier?


texts: How can I converted a linked collection to a local collection?

texts:
I would like to switch some materials of my linked collection, but how can I instanciate it so I can edit those materials?
Will the meshes remain linked?

Thanks!


texts:
I've downloaded Blender for the first time, version 2.90.0.
I've watched multiple videos on how to create a fluid simulation.
I've replicated the steps and for some reason, it doesn't simulate when I press play.
I've tried the rigid body simulator and it works just fine.
Am I missing a setting or something? In the videos they were using blender 2.8, which had a "bake" feature. I couldn't find that option in 2.9. Could it be my computer isn't fast enough to create the simulation, so nothing appears?
Steps and result: https://drive.google.com/file/d/19VfqVp6HtgplkoIHXLBo2EMv6jsafQCu/view?usp=sharing
Rigid body working: https://drive.google.com/file/d/10j57Pcr2y-wMr6OdAaD0X8Oaie6lmp3S/view?usp=sharing


texts: How can I get these mesh information for exporting?

texts:
I'm trying to write a mesh exporter, which would export vertex position, normal, tangent and texture coords. These would be used in my own engine. But I'm not fully understood the data organization in Blender's mesh.

In a GPU pipeline, primitives are usually limited to triangle lists/fans/stripes. However, it seems Blender meshes are organized in individual polygons, which don't have by-material large-sized triangle stripes? Is there any way to get the polygons by material?

I made a simple test geometry by subdividing twice on one surface of a cube, so this cube has 16 polygons on one face, and each one polygon on remaining 5 faces. When Auto Smooth is selected, vertex on different polygons should have different normals. However, the number of vertices is still 29 (by print C.object.data.vertices), which is not increased. So where are the polygon-specific vertices being stored?


texts: How do I select vertices by material slot in Python?

texts:
I'm trying to collapse some items which have multiple material slots that are unneeded (and when exported come in as distinct materials, which I do not want).  I have the code needed so far to recognize when a material slot shares the same image map (so a candidate to eliminate that slot) if only I can select it.  It does select A material slot, but not all of them, and I'm pretty sure it's because I'm still confused about the way to specify what material slot I need.

Here's the code:

imageTextures = []
# Iterate over all of the imported object's material slots
for m in imported.material_slots:
    if m.material:
        # Iterate over all the current material's texture slots
        for t in m.material.texture_slots:
            # If this is an image texture, with an active image append its name to the list
            if t and t.texture.type == 'IMAGE' and t.texture.image:
                if t.texture.image.name not in imageTextures:
                    imageTextures.append(t.texture.image.name)
                    print ("Image is ", t.texture.image.name)

# Go to Edit mode
bpy.ops.object.mode_set(mode='EDIT')
    for textureFile in imageTextures:
        print ("Our Textures are", textureFile)
        # Deselect all the vertices
        bpy.ops.mesh.select_all(action='DESELECT')
            for m in imported.material_slots:
                if m.material:
                    # Iterate over all the current material's texture slots
                    for t in m.material.texture_slots:
                        if t and t.texture.type == 'IMAGE' and t.texture.image:
                            if t.texture.image.name == textureFile:
                                # Select the vertices of the vertex group
                                print ("Selecting", m.material.name)
                                bpy.ops.object.material_slot_select()

So if someone could just correct me on that last part I'd be very grateful (after this I need to create a new mat slot and assign the selected verts to this, and then delete all the other mat slots, but I think I can handle those chores).


texts:
I have made a render, but the shadows appear to be blocky. I already researched this topic and almost every article says to do more subsurf, but I already did a lot of it and it doesn't work. Does anybody know how to fix this?
Thanks in advance,
Ice.


texts: Calculate surface area of each material?

texts: How to find the surface area of different parts of a mesh depending on the materials assigned with python?


texts:
I am running into an issue that I am unable to solve! I am using blender 2.82a, I have an NVIDIA GT630 installed in my system, and am using Ubuntu 20.04. I want to use my GPU to render my scene, but when I want to activate CUDA in the preference, Blender cannot find any usable device! I have checked as follow:

1 - Additional driver being used

Used both driver but same issue when I try to activate CUDA in Blender preference.

2 - Installed and Re-installed NVIDIA driver

Driver seem to be installed correctly.

3 - Getting the CUDA info from the command line
nvcc --version
nvcc: NVIDIA (R) Cuda compiler driver
Copyright (c) 2005-2019 NVIDIA Corporation
Built on Sun_Jul_28_19:07:16_PDT_2019
Cuda compilation tools, release 10.1, V10.1.243

4 - Uninstalled and re-installed blender 2.82, and 2.82a still cannot activate the device in Blender, even with portable version.

5 - Use Blender 2.79b portable version and it let me select the CUDA device.

I would be grateful for anyone to bring any suggestion as so far I have tried the following links:

How to make CUDA work in Ubuntu so as to enable GPU rendering in Blender?

https://ubuntuforums.org/showthread.php?t=2342538

But still cannot get Blender 2.8x to select the CUDA device.

Thank you kindly

Jean

Additional information:

the nvidia-smi returns the following:

Tue Jun  2 09:11:19 2020

| NVIDIA-SMI 340.108    Driver Version: 340.108

| GPU  Name        Persistence-M| Bus-Id        Disp.A | Volatile Uncorr. ECC |

| Fan  Temp  Perf  Pwr:Usage/Cap|         Memory-Usage | GPU-Util  Compute M. |

|   0  GeForce GT 630      Off  | 0000:02:00.0     N/A |                  N/A |

| 52%   64C    P0    N/A /  N/A |    457MiB /  4095MiB |     N/A      Default |

| Compute processes:                                               GPU Memory |

|  GPU       PID  Process name                                     Usage      |

|    0            Not Supported                                               |

Is the n630gt not supported on blender 2.8x?


texts: Black areas in minecraft render when using Cycles

texts: I've been doing some minecraft renders using Jmc2Obj and McPrep, and have encountered no issues up until this point. However, I think I accidentally changed something in the settings, and now there are black areas around the grass (Which uses a mixture of transparency and color shaders). If anybody has some fixes to suggest, that would be lovely. Thank you


texts:
My model has bones and some of meshes are child of bone. When I import this model, such bone-mesh relationship is broken. Is there any way to import properly or fix these deparenting?

I can use weight painting for restore parent-child relationship but how can I restore transform of mesh?

I'm using blender 2.79.

(in blender)

(in 3Dmax)


texts: Trying to wrap this mesh mask to another mesh

texts:
Beginner here; I'm just trying to figure out how I could get this mask to wrap around and sit on the face, like in the picture below.

I've tried the curve modifier but no joy, also tried the shrink-wrap modifier but that also just went horribly wrong.

I've searched the forum also but maybe I haven't searched the correct terminology so if this has been answered I apologize!

Hoping someone can help:)


texts: Blender 2.8 - Cannot move certain vertices in X and Y (but they can be still moved in Z)

texts: I have this weird problem: impossible to move any of the selected vertices in X, nor in Y (but I can move them in Z). However, I can move any other vertex in any direction I want. I closed the program, started it again, but to no avail.


texts: The torso and skirt texture is distorted yet everything else is fine

texts:
I have been trying to fix this for a while now and I have NO clue on what else to do. Could someone explain what happened and what I did wrong?

Face Texture? Perfect! Leg Texture? Perfect but for some reason, the torso and skirt isn't okay? I don't understand what is going on with the model to make it mess up like that.

I just find it upsetting how it's so close to perfection but the textures are in the way


texts: Blender's progress reports are flooding the terminal, how to disable?

texts:
Import OBJ uses the progress_report module, which prints out a lot of information into the console, how can this be silenced when called from a script?

Asking on behalf of a developer who emailed me :)


texts: Blender Python: Generate custom property (due to error bpy_struct[key]: key "PropertyName" not found)?

texts:
Is there a way to force Blender to generate a custom property ahead of time? It looks like custom properties added to objects are only generated when the user changes them from the default in the UI, which makes sense. But I've defined a setter handler in a custom property that spreads it to other objects (object_b.custom_prop = object_a.custom_prop), and Blender halts execution of that setter when it encounters an object that hasn't had its property "generated" yet.

Edit: After discovering the console output messages, Blender throws the error "KeyError: 'bpy_struct[key]: key "PropertyName" not found' when it encounters one of these objects before I manually prime it by manipulating the UI control for it. Still have not found an answer to this.

So I'm wondering if there is something I can do in this situation that will force the property to be generated? This is essentially the code in my setter that spreads it to other objects:

for obj in selected_list:
   value = obj["custom_prop"]
   value = math( value, active_object["custom_prop"] )
   obj["custom_prop"] = value

It works fine as long as I "prime" the involved objects by manipulating their property first. But otherwise, it just stops when it encounters one that hasn't been primed.


texts: How set the type of node editor window to "compositing"?

texts:
I can change the window type to "node editor" with

bpy.context.window_manager.windows[0].screen.areas[0].type = 'NODE_EDITOR'

but how to set it type to "compositing"?


texts: When i tile textures, every other tile on the y axis renders black

texts:
Clearly the texture should be seamless and it's pretty hard to screw up the mapping on a plane (which isn't the problem, I tried giving it thickness)

Here is the .blend file with just the floor and it's texture


texts: How to move freestyle line sets to another layer?

texts: How do you move blender line sets from the initial layer they were created on to another layer?


texts: Particle Info Node in a Different Object

texts:
So to put it simply, I am trying to create a particle system that emits particles, of course, in a stream and I have a smoke simulation set up so that the particles are on fire. The fire changes color as the particles are "alive" longer. Of course with a smoke sim, you give the domain a material, not the flow object.

My problem is that the flow object has the particle system therefore the particle info node for that system can only be used for that object (if I understand how the particle info node works) but I need to use the particle info from the flow object in my domain material.

Is there any way to do this without any weird scripting stuff or something?


texts: Water simulation hangs over the surface of the collision object

texts:
I created a water particles but they seems to hang over the surface, why is this happening?

Still the water hangs over the ground even with Collision Surface Thickness zero:


texts:
I have recently found a strange behaviour in Blender: sometimes when I delete certain objects in the scene, the JSON exporter becomes unavailable. For example in my actual scene, if I delete a specific plane it becomes unavailable, but not for any other meshes. Impossible to delete that plane.

However I can delete it with certain other specific objects, at the same time, and the exporter becomes available again. This as well only works with certain objects. Also, when the JSON exporter becomes unavailable, the same always happens for Motion Capture (.pvh) and Stanford (.ply) format export options. I have studied parent and material relationships but I haven't been able to find any logic in that behaviour.

What am I doing wrong ?

(This is a copy from this SO question)


texts:
As you can see in image below, I'm using Blender for Video Editing, displaying vse, timeline, dopesheet and graph editor. I have locked time in  all of the windows. You can see the green line set in the same frame at each one of them... Excepting of the timeline, which is set to a different frames interval. If I press play, the line will "come out" of my dopesheet and graph editor, and I will have to scroll to it's new location, in order to modifying what I see. I wonder if there's any way to lock window's displayed frames interval to time, so they kinda move allthogether with the green time cursor.

Thanks!


texts: How to get solid render with wireframes and no shading

texts:
I got this by using the advice here...
How to display the edges of a mesh while in Object mode?

Basically, use object mode and check "wire" and "display edges". Then I adjust materials until I can get it as white as possible. Unfortunately, I still get some shading.

Is there any way to do this with no shading, zero, nada? Here's something along the lines of what I am trying to acheive...
http://www.shutterstock.com/pic-116577055/stock-photo-high-resolution-concept-or-conceptual-d-wireframe-human-female-head-isolated-on-beige-background.html?src=pp-same_artist-116574211-2&ws=1

And to top it off, I'm a total Blender noob. I slog through it once a month to get wire frame images for a regular blog feature.

Any thoughts?


texts: How to align origin's z axis to individual object's normals?

texts:
I have an ico sphere and I need this random transform for the individual faces. I may solve this by using particles (but don't now how either) anyway...

when entering to edit mode and faces I have what I need, individual z axis oriented to normals but the randomize is hugely different and too much random for what I need...
What I want but not on edit mode but on object mode:
What I get with randomize transform on edit mode: .
Now the big questions here are:

How do I orient origin's Z axis to individual normals in object mode?
Does blender have an addon for this?

thanks :)


texts: When Blender can't find an image-based texture in a node-based material, it just replaces that image with purple. Sometimes I accidentally move files on my hard drive, and Blender replaces parts of my render (the missing image-based textures) with purple, which I sometimes don't realize until I've finished a 20 hour render... For example, in After Effects, I can just search for "missing" in the search box and all missing files in that project show up. Where in Blender (2.8) can I find a list of missing files, like image-based textures (JPG, PNG etc.)?


texts: Is it possible to scale F-Curves linearly?

texts:
In the graph edutor, I press S then Y then 2. It doesn't multiply the x location of the key frames by 2. Instead, it multiplies every single key frame by a factor and I don't know what is this factor or what the equation is.
I added the generator modifier to an F-Curve. The original value of the X location = 1 (at a specific key frame). According to the equation in the modifier (Y = 1 X + 0). The, X location should not be changed (remains 1). But now it’s 201 and I don’t know why. I just would like to scale my F-Curve by a linear factor. How can I do this? I tried Factorized and Expanded polynomial but they are the same. Their equations give very high output numbers.


texts: How can I Knife Project only selected polygons, rather than the whole object?

texts:
So I'm trying to knife project a circle here

See the circle? Well I'm trying to cut it into the blue part. But it'll cut it into the pink and green as well

And even still, the circle doesn't even cut correctly. See?

All I want is that exact curve circle cut into the blue area, that's it. Thanks for your time.


texts: how do I join two meshes without leaving a gap?

texts: i'm fairly new to the blender. I have these two meshes, the ragged one i need for the ground surface where the grass will be, the straight one i need for a road, how do i join them together without leaving a gap? Or is there a better way to make it out of a single mesh?


texts: How to subdivide and calculate volume of an object without using operators

texts:
I'm using Blender for an unusual purpose (research) so my issue is probably a bit unusual, and Blender was likely not designed with the flexibility that I may need.
I need to calculate the volume of a bunch of segments of an object. Unfortunately, the only way I have come up with that allows me to do this involves an insane amount of operators, and I need to calculate the volume of ~18 segments in each of a few thousand similar objects. Because the operators will make the loop run very slowly, I would like to know how to replace as many of the operators in the below code with their bmesh equivalences. Although I'm using cylinders here, the models for my actual work are much more detailed, and so a simple equation cannot be used to calculate their volumes. I do not need to keep the model around, so once the volume estimates are calculated from the models, the object is deleted. The below is just an example for one model; you can understand why doing this thousands of times would be terribly slow.

# these are the vertex groups corresponding to the circles in a cylinder with 4 different segments
VGs =['Group', 'Group.001', 'Group.002', 'Group.003', 'Group.004']

for i in range(4):
    bpy.data.objects['Cylinder'].select_set(True) # select the original object
    bpy.context.view_layer.objects.active = bpy.data.objects['Cylinder']
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='DESELECT') # deselect any other VGs
    bpy.ops.object.vertex_group_set_active(group=VGs[i]) # make the VG at one end of the segment active
    bpy.ops.object.vertex_group_select()
    bpy.ops.object.vertex_group_set_active(group=VGs[i+1]) # make the VG at the other end of the segment active
    bpy.ops.object.vertex_group_select()
    bpy.ops.mesh.duplicate() # copy the new smaller cylinder
    bpy.ops.mesh.separate(type='SELECTED') # make it its own object
    bpy.ops.object.mode_set(mode='OBJECT')
    bpy.ops.object.select_all(action='DESELECT')
    bpy.context.view_layer.objects.active=bpy.context.window.scene.objects[-1] # select the most recently added cylinder
    bpy.context.active_object.select_set(state=True)
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.mesh.edge_face_add() # filling in missing face necessary to calculate volume correctly
    bpy.ops.mesh.remove_doubles() # remove extra vertices to calculate volume correctly
    bpy.ops.object.mode_set(mode='OBJECT')
    bm=bmesh.new()
    depsgraph1=bpy.context.evaluated_depsgraph_get()
    bm.from_object(bpy.context.active_object, depsgraph1) # make a mesh from the object
    bm.calc_volume() # get volume
    bm.free()
    bpy.context.active_object.select_set(state=False) # deselect object for next loop

I believe that some of these operators have no lower-level analogs, but I know that there must be a way to convert many of them using bmesh functions; I simply cannot figure out how to do it from the helpfiles and other similar questions.
Any help would be greatly appreciated.


texts: Nope, not vertices to a bone, a bone to vertices. I have an armature already rigged to a mesh, but I want its IK controls to move with specific vertices of another mesh. Is there a way to parent the IK bones to the vertices directly or do I need to use empties?


texts:
I'm back with another question.

I've been working on a particle system, and I have a cube which outputs square particles from its volume without a normal movement value, then, I move the cube around (via keyframing).

My only problem is that particles usually achieve something similar to the right side of this image:

When what I really want to achieve is what's on the left.

Is there any way I could move the particles to form a point at the end?


texts: How to hide an object in the viewport but still be selectable?

texts:
Thought the answer for this was straightforward, but that approach isn't working.

For the Doorway.013 object you can see that 'Show in Viewports' has been unchecked, but 'Selectable' is still checked. However I can't actually select the object and move it, etc. Is there another toggle somewhere to make it work?


texts:
I am trying to create something like volumetrics with a falloff: beams of light that shine visibly into the air from an emissive object, becoming gradually less visible as they get farther from the object.

This strikes me as involving some sort of volumetrics, which Cycles supports (yay!), but extruding the actual geometry out and giving it an emission volume shader either produces extreme blocks of light or none at all (and it doesn't have that cool flame appearance).

Plain text on a plane would be perfect!


texts: Why is inverting the selection selecting all vertices?

texts:
I'm very new to Blender and I'm having an issue in using invert select.

First, I selected these vertices:

Then, I used Select> Invert:

But instead of selecting only those vertices that were not selected, everything was selected:

How can I fix this?


texts: How to render specific frame ranges of an animation in batch mode?

texts:
I have an animation of which I want to render specific frame ranges, such as frames 100 through 340 and frames 765 through 1092.

I saw on another Blender StackExchange question that you can render specific individual frames with the command line, but I need to render frame ranges.

Is there any way to do this?


texts: I messed up with my transform manipulation tool settings

texts:
I didn't have any problems earlier, until I noticed that when I drag some vertices, with the Transformation Manipulators, it doesn't look aligned anymore.

So, instead of dragging the vertices to a straight in front it goes the other side.

I'm new to Blender and I didn't know what I accidentally clicked to cause this.


texts:
I am looking to recreate the object shown below but with a better topology. However, I cannot work out how I would model such a shape.

The important details I am trying to achieve is having the spherical corner be "tight" meaning the spherical curvature all happens around a section that terminates across 1 point on either side of the corner (green cross):
The closest method so far is the following:
Method

Select corner edge and bevel
Bevel the edges around the corner

Outcome
This is close, but it is very difficult to control the start and end point of the spherical section, because the end result depends on the depth of the first bevel.
The first bevel needs to be long enough to not cause the second bevel to collapse at the edges:

And even if you do get it close enough, there is always 2 extra segments that cause it not to be tight:
Is there a more precise and reliable method to achieve this spherical corner shape?


texts: Can vertex indices be transferred between identical meshes?

texts:
I want to transfer the vertex indices from one mesh, to another mesh with identical topology, shape, size ect. As an example, I created two identical subdivided cubes. The only difference is that they do not have the same vertex indices.
To demonstrate the problem I am having, I sculpted some smiley faces on to the cubes as shape keys.
My goal is to have both shape keys applied to one cube at the same time. However, when I try to copy the shape key from the red cube to the green one, it doesn't work. I have tried Transfer Shape Key (left), which doesn't apply correctly. I have also tried Join as Shapes (right), which heavily distorts the cube.
Is there a way I can change the vertex indices of the cube red cube to match the cube on the right?


texts: How does scaling work in Blender, *exactly*?

texts:
Transformation matrices in Blender (skip if you want)

Transformation matrices in Blender are by design limited to a certain type of 4x4-matrix that is less general than just any old invertible matrix. For example, shear operations are not possible.  Blender's transformation matrices are precisely the matrices that satisfy the following conditions, I think:

The first three columns are mutually perpendicular and end in a 0.
The last column is of the form (a,b,c,1) where (a,b,c) represents a translation.

(I'm using the convention that a transformation matrix M is applied to column vectors v as M*v, as is usual in mathematics.)

My question

Suppose that M is the transformation matrix of a Blender object (and therefore satisfied the conditions above). I now apply a scaling of factor 3 along the global x-axis. How is the resulting transformation matrix calculated?

One would naively expect that the first row of M just gets multiplied by 3. (As opposed to scaling by 3 along the local x-axis, in which case the first column of M gets multiplied by 3.) But this is not what happens, as the resulting matrix would not satisfy the first condition above anymore.
Instead, all of the columns of M get rescaled in some way.

  How is the transformation matrix of an object changed when I scale along the global x-axis?

An illustration

Start with the default cube. Rotate it by 30 degrees along the y-axis (ry30Enter).
Now rescale by 3 in the x-direction (sx3Enter). The object gets rescaled by 2.646 in its local x-direction and by 1.732 in the local z-direction. Where do these numbers come from? (They seem to equal sqrt(7) and sqrt(3), respectively. So their squares sum to 1+3^2, which is probably relevant.)

Observations (added)

If we rescale along a global axis by a factor x, and this results in rescaling along the local axes by factors (a,b,c), then we always have a^2+b^2+c^2 = x^2+1^2+1^2.

Also, rescaling along global x by 3 twice is not the same thing as rescaling along global x by 9.

Note: I don't need an explanation of the mathematics behind transformations, matrices or quaternions. I'm familiar with those.


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EDIT:
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