texts: Property set/get example for operator needed

texts:
Still trying to wrap a property into my Addon where I can dynamically control the values of the resulting variable.  Take the default operator_mesh_add example and alter the  definition of the width FloatProperty to be:

def get_func(self):
    print('get_')
    return self.actual_width

def set_func(self, value):
    print('set_')
    self.actual_width = value

class AddBox(bpy.types.Operator):
    """Add a simple box mesh"""
    bl_idname = "mesh.primitive_box_add"
    bl_label = "Add Box"
    bl_options = {'REGISTER', 'UNDO'}

    actual_width: 1.0

    width: FloatProperty(
        name="Width",
        description="Box Width",
        min=0.01, max=100.0,
        default=1.0,
        set=set_func,
        get=get_func,
    )

this gives:

 AttributeError: 'MESH_OT_primitive_box_add' object has no attribute 'actual_width'

if the get/set functions access the self.width member, there is an infinite recursion.  We really need a tangible example of how to use get/set within an operator setting.

Following How to use set/get property callbacks correctly? and making set/get:

def get_func(self):
    print('get_')
    return self['width']

def set_func(self, value):
    print('set_')
    self['width'] = value

results in:

KeyError: 'bpy_struct[key]: key "width" not found'

What is the right way?


texts: What does "Enable plane trim" in sculpt brush options panel mean?

texts: There is a "Trim" checkbox on the sculpt brush panel that's labeled "Enable plane trim" in the tooltip, but id does not make any difference as far as I can tell. What does it really do?


texts: Stop rigid body objects to shake on the ground

texts: After cell-fractured objects explode and land on the ground, they are still moving for some reason. How to make object act more realistically so they stop moving after a while.


texts: Triangularization problem in symmetric objects

texts:
If I create a symmetric object without the mirror modifier, the triangularizations of the mesh aren't symmetric during rendering.

Is this a feature or bug ?


texts: Is there a method of opening a .blend file specifically as a library for editting?

texts: I have a blend file that's accumulated a lot of junk like hundreds of unused materials and I just want to erase them all. Does blender have a feature similar to append where it opens a .blend file as a library like a file manager, except one where I can select all the materials and just delete them? I feel like it would be pretty useful to have so that you could copy/cut/move/delete all the things you can ordinarily only append.


texts: How do I animate emission with an audio file?

texts:
In cycles,

I want an audio file of speech to cause an emission surface to change the amount of emission strength to match the volume from the voice actor's audio file.
No sound = 0 strength
Loudest sound = 10 strength

How do I connect one event to control the other?
Also, can a specific audio file can be isolated to ignore other dialog and sound effects?


texts:
Recently I have been working on an aircraft that has been a little project of mine, and I have wanted to bake the AO onto it.

The first picture is what happens when I bake it. While the second one is what I want it to look like. As you can see there is a weird black spot and to the right of it a spot that is darker then it should be. The same with the nacelle under it, the nacelle appears slightly darker then it should be. The bottom picture is of the aircraft with the viewing AO in the shading menu, I just want what I see in the shading menu to be perfectly put onto my UV map.


texts:
I am quite sure I've seen someone to disable scale change when animating, for an instance if I enable FK / IK and drag my hand to change position it will stretch like so:

I would like to know how can I fix that. (no scripting)


texts: 'Bone' object has no attribute 'constraints'

texts:
I'm trying to code a script that will copy the rotations of the bones from one rig to another on all the bones
ob = bpy.context.object
altob = bpy.data.objects["Armature.001"]

if (ob.type == 'ARMATURE') & (altob.type == 'ARMATURE'):
    armature = ob.data
    altarmature = altob.data
    for bone in armature.bones:
        for altbone in altarmature.bones:
            if bone.name == altbone.name:
                #crc = bone.constraints.new('COPY_ROTATION')
                #crc.target = altob
                #crc.subtarget = altbone.name
                print(bone.name + " = " + altbone.name)

so if I just have the print names of the bones then I get all the bones matching like this:

but with the other code where I try to make a new constraint and set the other rig as the target and the correct bone as the subtarget then I get the message at the top of the screen shot where it tells me the bone has no attribute 'constraints'.
Can someone tell me what I'm doing wrong? I'm using 2.80 (I need this specific version to make this project work)


texts: Mismatching colors from multiple textures (2.90)

texts:
I feel like I'm missing something simple (newbie here), but in Blender 2.90, when assigning multiple image textures with MixRGB nodes, the colors that are shown on the 3D Viewport don't match the colors from each source image.
I believe I need to be in Material Preview to show multiple textures.
https://pasteall.org/media/a/2/a2992ddf1e76e271d1fa8ffef3aa052c.blend
There're four .png images:

Base color
Highlights (white color on transparent background)
Shadows (grey color on transparent background)
Final image (combined in Krita as reference)

I hope I was clear and thank you for reading it.


texts: poll with select_get gets no attribute error

texts:
I was trying to make the addon button only available when object is selected.
However the Error says:
NoneType object has no attribute 'select_get'
The code as follow, I supposed something was wrong with poll but I am not sure why:
class OBJECT_OT_bakeonly(Operator):
    bl_label = "Bake Only as is"
    bl_idname = "object.bakeonly"
    bl_description = "Bake with current setting."
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "View"
    bl_option = {'REGISTER', 'UNDO'}

    @classmethod
    def poll(cls, context):
        return context.object.select_get()


texts: Render issue - Model doesn't appear to be on any layers and won't render

texts:
Really odd on this... using Blender 2.75... I started modelling and lost the objects from the 3d view, but they were still showing in the object lists on the outlier... I was able to copy them and continued working... when I did a test render I discovered that only the original lost objects were rendering and nothing that I had modelled over the previous 2/3hrs was showing up...

I have no idea what I did but I created another 3d view and the original bits showed up along with the layer buttons which had been missing from the screen which I thought was just a new feature from  2.75...!

Picture to show the 2 screens, top one doesn't render but bottom one does

Any idea's what I've done?


texts: Is there a way to jump directly to vertex/edge or face mode in blender standard keymap?

texts:
I tried the first solution here:
Hotkey to go DIRECTLY to vertex, edge, face edit mode?
But it still doesn't go directly to the desired edit mode (vertex, edge or face) because is stores the last component so if I press "1" to go from object to vertex then go back to object mode then I press "2" for edges it goes back to vertex and I have to press "2" once again for edges.
Is there any way to fix this without implementing a script?


texts:
I was modeling these flowers and I wanted to join the selected parts of each flower, so I can use them as a particle system. When I selected all parts and pressed Ctrl + j I get these strange artifacts. You can see them on the second flower in the picture. All modifiers are applied. I do not know what the Problem is.

Here is the blend-file:


texts:
I am facing a rotation issue in Blender 2.92 and I would like to know if anyone else have the same issue.
Let's say I rotate a triangle at -32.5d and then I want to set it at -45d by typing it on redo panel. If I do that in Blender 2.91 or earlier version, it works fine...
https://www.youtube.com/watch?v=PQ4z4VDb860
But in Blender 2.92, triangle rotates opposite...
https://www.youtube.com/watch?v=9a7s4UcCNa4


texts: As title states I am having the problem shown in the image. Any idea why this is happening and any solution?


texts: Can I use blender as a photo and video viewer?

texts:
I want to know If I can use blender as a photo and video viewer?
Like If I have a photo on my computer I just have to press "open with" blender and blender automatically open on the UV image editor if it is a photo or on the video editor if it is a video.
If not can this be done by a script or something?


texts: Serial data from arduino not received properly

texts:
I was trying to receive some integer data from arduino and rotate the cube based on the value, but when the script was run, it gives the following error.

Can someone help me with this?

The python code:

import bpy
from bpy import context
import serial
from time import sleep
from bpy.props import IntProperty, FloatProperty

value = 0
i=0
j=0
degree = 0
ser = serial.Serial("COM77", 9600)

class ModalOperator(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"

    x = IntProperty()

    def modal(self, context, event):
       self.x = ser.read()
       if x >0:
         value = int(self.x)
         value += 10
         degree = value * 3.14/180
         bpy.context.object.rotation_euler[0] = degree
         print(degree)

       if event.type  == 'LEFTMOUSE':
           return {'FINISHED'}

       return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        if context.object:

            print("hi")

            context.window_manager.modal_handler_add(self)
            return {'RUNNING_MODAL'}
        else:
            self.report({'WARNING'}, "No active object, could not finish")
            return {'CANCELLED'}

def register():
    bpy.utils.register_class(ModalOperator)

def unregister():
    bpy.utils.unregister_class(ModalOperator)

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.object.modal_operator('INVOKE_DEFAULT')

The arduino code:

void setup()
 {
    Serial.begin(9600);

 }

 void loop()
 {
    for(int i=0; i<350;i++)
    {
        Serial.print(i);
        delay(100);
    }
 }


texts: I am new to Blender and Linux in general. I am using Blender on Ubuntu 20.04 LTS. The default system python is 3.8. I have a custom python module built with cppyy and python 3.8 and I cannot use it with Blender because it uses python 3.7. Can you tell me, step-by-step (assume I know nothing), how I can either download or build a version of Blender that uses python 3.8? Thank you.


texts: How to create a net falling on an object (cocoon)?

texts:
I am trying to prepare an animation that more or less shows the operation of the preparation: drops of the preparation fall on the worm and a net begin to form on its surface, the net wraps around the worm like a cocoon and then completely immobilizes it (blocks its vital functions and the worm dies).
I can show it in 2 ways:

one drop falls on the worm and it forms a whole net that wraps around the worm
a few drops fall on the worm in different places, and in these places, a network is formed on the worm, which over time forms one large network surrounding the worm

The animation will show a cockroach, but the preparation is also used for smaller insects of a different structure.
Could you please point me to the tools I should use to achieve this effect? I don't expect a ready-made solution, but rather guidance on what to use and how. As far as I know, I should be using the animation nodes plugin.
My previous methods of presenting this animation do not reflect this mode of action (what I realized after showing the effect), and I am not entirely satisfied with the appearance of the network (it should be the same on the entire surface, and in my case, you can see triangles and squares - more appropriate triangles).
Can anyone tell me something how to do it?


texts: No module named 'bge' - scripting without object dependency

texts:
As I already searched through, there are some complications with bge for me, too. I am trying to program a crude chat system and add a loop that breaks once I click the left mouse button.

However, as soon as I add this if-clause and define the mouse controller, it fails running the script.

import bge
bge.logic.getCurrentController()
Maus=bge.events.LEFTMOUSE
name=input("Willkommen. Namen eingeben und mit Eingabetaste bestätigen. ");
print("Hallo, ich bin %s." % name);
print("Mit linker Maustaste beenden.");
while 1:
    input("<%s> " % name);
    if Maus==true:break;

(Modified the code after some minor updates)
The console says that the module bge could not be found. As I have no objects in my blender file yet, because I just want to script a chat that is working without any dependency on objects, I am quite helpless.

I am kind of new to python scripting and I did my best but maybe there is an error in the code somewhere. I hope someone can help me.


texts: Proper way to show users error info in the UI for addons

texts:
Are there standardized features in the python API for displaying the popup and error message that users typically see in Blender when they're not doing something the right way?

Trying to apply a modifier in edit mode, for instance...or when there is an exception, you get a popup with a red triangle and a description, and there is a message printed in the info header (see screenshot below). From my searching in the API and around the web, it seems like the answer is no.

I can otherwise just make my own panel and popup for this that replicates that functionality. The only thing left to do for this is identify the remaining parts of the API that are relevant to replicate:

UI popup


texts:
I found this old question by "omuverde" on blenderartists[1]

It's there a way to export a ANT Landscape generated terrain from Blender to a heightmap?  I saw a tutorial that did it by positioning the camera above the terrain and rendering the heightmap but i'd like a more elegant way of doing this.
So, is there a way or am I going to have to write a script to sort verts from the mesh in the right order?

I repost it here because the question was never answered, and the suggested method (render the heightmap as an image) may have issues with the choice of lightsource. Also It is preferred that the image is exported in linear colorspace.
[1] http://blenderartists.org/forum/showthread.php?115406-ANT-Landscape-to-Heightmap


texts: In regards to this question he wants to create a steady falloff using weight painting with one bone but according to the way that blender's weight painting system this is not possible. I understand why that is, but that means that with one or two bone armatures it is incredibly difficult if not impossible to do detailed weight painting with the current system. Are there any workarounds for these kinds of problems or is this just a problem with the current weight painting system?


texts: Extract object coordinates on from Keyframes and save in external file

texts:
I wish to create the animation of a robot on Blender and simulate the same animation in Webots to check for feasibility. For this, I'm thinking of extracting coordinate data from all objects in the scene into an external file ('.csv', for e.g.) using a python script. I wanted to create a simple scene initially and followed the tutorial here https://www.youtube.com/watch?v=fDS3xKqrLJo to change cube position and create keyframes.
I'm not sure how to get the coordinate data and save them on an external file. Any help would be greatly appreciated!


texts: Unable to move drone object after adding background image in Blender 2.80

texts:
I have added drone 3D object and trying to move it along axis after adding a background image.
I want to move drone over the background image,but image itself is moving .
I am selecting the drone and pressing i and then selecting co-ordinates.
I was able to move the drone before adding bg image.
Please find the attached screenshot.


texts: Rotating various objects in different axis

texts:
I am trying to model kind of a helicopter rotor like this

I would like to make it so that when I open one of the wings, the others open to. I want to make an animation like the wings are closed like this

and then open to the position that they are in the fistr picture, without having to manually rotate them every time. Any help?


texts: Is there a way to animate a spot light's SIZE and BLEND?

texts: I want to change a spot light's attributes over time: I want to change its "Spot Shape": including both Size and Blend. Is this possible? If so, HOW?


texts: Can I rotate part of the mesh while reserving topology?

texts:
So, I have a mesh (a tie fighter, actually) with this plate on the end:

Sadly, the plate is misaligned with the rest of the spaceship.  I need to rotate it.  However, this drags the vertices that lead from the arm to the plate and leads to some very funny results.

I suppose I could detach it, rotate it, and then reattach it, but then it would no longer truly be connected to the rest of the mesh.. .and I'm ramping up to model for a 3D printer, so I'd like to work this out!


texts: Is premultiplied alpha in Blender Compositor BROKEN?

texts:
I'm rendering an explosion and adding glow in Blender compositor.
I want to use it in a video editor later to composit the explosion on top of other footage.
The premultiplied alpha should let me have the non-transparent parts (thick flames, smoke) cover the backdrop, while having the transparent parts (glow, soft flames) be added onto the backdrop.
I know how the math of alpha blending works, but Blender seems to be somehow always producing broken results, no matter how hard I try to work this around.
This is what I get every time when I export pre-multiplied alpha from Blender and composit on top of other footage in a video editor:

The fire is there, the glow is tehre, but there's a horrible white border around the fireball. Why is Blender doing this? It's clearly miscalculating RGB values when dealing with associated alpha, and I found absolutely no way to work this around.
Is there no way to export anything from Blender having premultiplied alpha working? It seems to be inherently broken. It's hard to believe, but that's what it looks like. If it's an error on my part - I'd be happy to learn the solution.
If I preview my render with added Glow without alpha used it looks like this:

Which is fine.
The alpha channel looks like this:

Which is also what I'd expect.
Somehow Blender takes the two and when I just apply the alpha to above RGB content I get this monstrosity, no matter how I do it (Set Alpha node, Separate/Combine RGBA nodes, routing Alpha directly into Viewer node...):

I am pretty sure I'm doing everything correctly, but somehow Blender compositor seems to be incapable of handling associated alpha material and breaks the RGB values at every step when fed such input. Which sucks, because I won't be able to get the visual results I want out of it.
Now - to get the Glare node work correctly I had to do this:

If I just give it the RGBA output from RenderLayer it obviously breaks:

How is this possible? is that a recently introduced bug of what? I've heard Troy Sobotka complaining about Blender's compositor not understanding associated alpha, but I've never experienced this first hand before.
What is going on? How do I get a nice glow without a hideous white border?


texts: Problem with vertices and unwanted addition of adjacent faces

texts:
I have had this happen before and am not sure how to fix it. Here are the events:
1. Model an object.
2. Select a row of faces that circumvent the entire (cube) object.
3. Create a vertex group.
4. Assign the vertices to the group.

My problem is that sometimes, not always, adjacent faces are automatically included in the vertex group. It seems to occur most often when I have assigned a similar vertex group to faces one row (or column I suppose) away from the vertices I want included in the group. Thanks ahead for any suggestions.


texts: How to use Mesh to paint weight to another

texts:
I need to paint weight on a surface with precision.
Can i put another mesh on my plane and paint it with that?

I have this "gray" plane and this "pink" shape. i want to use the pink shape to weight paint the plane below

Thank You


texts: Equally extrude these vertices inside the shape

texts: I'd like to extrude these faces toward the center of the shape equally - say a 5cm. Try as I might, I can't figure it out. Lots of solutions show inset for faces, but this is just a shape of vertices. There must be a way. I'm in 2.8


texts: How to arrange multiple buttons vertically

texts:
I wrote the following code.
import bpy

bl_info = {
    "name": "test addon",
    "author": "taichi suzuki",
    "version": (1, 0),
    "blender": (2, 80, 0),
    "location": "3DView",
    "description": "test addon",
    "warning": "",
    "support": "COMMUNITY",
    "wiki_url": "",
    "tracker_url": "",
    "category": "test"
}

class TestAddon_PT_Panel(bpy.types.Panel):
    blidname = "TestAddon_PT_Panel"
    bl_label = "TestAddon Panel"
    bl_category = "TestAddon"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

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

        col = layout.column()
        col.operator(TestAddon_OT_Operator.bl_idname,text ='modal start1').number=1
        col.operator(TestAddon_OT_Operator.bl_idname,text ='modal start2').number=2

class TestAddon_OT_Operator(bpy.types.Operator):
    bl_idname = "wm.modal_testaddon_operator"
    bl_label = "Modal testaddon Operator"
    _timer = None
    number = 0

    def __init__(self):
        self.test = None

    def modal(self, context, event):
        if event.type in {'ESC'}:
            self.cancel(context)
            return{'CANCELLED'}

        if event.type=='TIMER':
            print(self.number)

        return{'PASS_THROUGH'}

    def execute(self, context):
        wm = context.window_manager

        if TestAddon_OT_Operator._timer is None:
            TestAddon_OT_Operator._timer = wm.event_timer_add(1.00/60.00, window=context.window)
            wm.modal_handler_add(self)
            print(self.number)

        return {'RUNNING_MODAL'}

    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)
        TestAddon_OT_Operator._timer = None

classes = (TestAddon_PT_Panel,TestAddon_OT_Operator)

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 classes:
        unregister_class(cls)

if __name__ == "__main__":
    register()

After installing this add-on, you will see only one button labeled'modal start1'.

But I actually want to see the 'modal start2' button as well.
Why does this code show only one button?


texts: How do I select a square area on a cube and extrude it into the plane to add depth? I need to make a hole in a cube but I can't affect the cube edges.


texts: im trying to animate this 3 wheels vehicle using rigacar addon and im trying to make this thing move only in z axis (left and right) , (by the way, i included this thing as a front wheel because the addon only has a 4 wheels option) i already tried to limit the rotation in the bone constraint and it worked, it only rotate in z axis, but when i generate it, it still rotate in the x axis, do you have any solution to this ?


texts: How do you add a fog effect or make certain things seem farther away?

texts: Like here in the background you can see the mountains fade out how do i do that?


texts: What do you call modeling complex geometry using very minimal cages?

texts:
I've seen artist using incredibly complex geometry using strategically placed cages with subdivision surfaces applied.
What do you call the technique used to modeling complex geometry using very minimal cages?


texts: How to use select_circle in a modal operator to select faces in edit mode?

texts:
I'm trying to write a small tool where I can "paint" a face selection and at the same time expand this selection to its shell (essentially what select_linked() does.
I have set this up as a modal operator and selecting works fine while using:
self.loc = [event.mouse_region_x, event.mouse_region_y]
bpy.ops.view3d.select(location=self.loc, extend=True)

Sadly I can't seem to get it to work with select_circle.
Simply doing:
bpy.ops.view3d.select_circle(event.mouse_region_x, event.mouse_region_y, 10)

Gives me an exception: 1-3 args execution context is supported exception
I then tried to override the context like so:
override = context.copy()
override["x"] = event.mouse_region_x
override["y"] = event.mouse_region_y
override["radius"] = 10
bpy.ops.view3d.select_circle(override)

but this does not do anything..
bpy.ops.view3d.select_circle('INVOKE_DEFAULT')

selects but then the select_linked() does not work anymore :/
bpy.ops.view3d.select_circle('EXEC_DEFAULT')

also doesn't seem to work.
The complete code for the addon is here: https://gist.github.com/sschoellhammer/bcafcb2cdec2e2aee08c6c0837a88559
I'm sorry, I'm still fairly new to blender scripting. If you have any pointers for me, please let me know!
Thanks so much!
seb


texts: dont see material propeties when i have render engine selected to Cycles

texts:
Hi everyone I have a question, I just started using blender and I'm watching a video of making a donut to learn the basics, on the video they recommend changing the render engine type to cycles and I do that and it makes the 3d donut look better, after changing the engine he goes to material properties and keeps making changes like the color or the roughness, but when I go there I don't get those options the only way for me to change the material properties is to change the render engine back to eevee do any change necessary then switch it back to cycles
The first picture shows the material properties I get for Eevee render engine

The 2nd image is the material properties options that I get when I have the render engine to Cycles

Is this normal or how do I fix this problem I'm having


texts: Blender renders the input video instead of Composite node

texts:
I stabilized a video in the Movie Clip Editor and used the result as a Stabilize 2D block in the Node Editor. But, when I animate it, it is reproducing the original video, instead of the Composite block.

I followed a Blender 2.72 tutorial by the letter, so it could have something to do with the version, but why would Blender get the input instead of the output? What am I doing wrong?


texts: Is it possible to render an equirectangular image in Blender Internal?

texts:
Hear me out. I know there's a "panoramic" mode for cameras now. Thing is, it only works with Cycles. Cycles does not support some things, like particles (halo, line). I need particles, I also need to render an equirectangular render of the scene.

What can I do? Even some mulitple camera setup + external tool would work. Note that I need animations though, an image editor won't do.


texts: Transparent image planes in cycles have strange borders

texts:
I get strange borders on my image planes, even if there is a perfect 100% alpha.

The rendered output looks like this:

I know that this problem was once in the old blender renderer due the "premultiply issue", but now I don't see any premultiply option in cycles renderer.

The node setup is the standard "import image planes" for cycles as shadeless:

Maybe you know a workaround or a setting option in order to fix this?


texts: bit of a beginner here. I'm using Blender to design an electronic Cello. I want to flatten out the faces highlighted here so I can saw from a flat sheet of thin plywood which will then be wrapped to the 3D shape shown. I thought Mesh>Cleanup>MakePlanarFaces might work but sadly not. Any ideas?


texts: Is it possible to select only the faces that form the first "level"?

texts:
I would like to do a mesh cleanup on this object - the blend file is attached down below now.
How can I make sure that there are no other faces under the floor? Exactly meant are the faces under the floor (see attached picture 1) that form squares or the faces that are in the building as in the case of picture 2?
Is it possible to select only the faces that form the first "level" - also those of the tree and building etc.? In other words, the faces that are essential for the highest level of detail in an UV map, without leaving any faces that would only make the UV map unnecessarily large.
I hope one understands what I mean. Otherwise please just ask for more information :)


texts: Body sometimes separates from the clothes during the animation, some times it doesn't

texts:
I'm pretty new to blender and 3D.
Maybe it's my mistake that I can't resolve by myself.
This time that arrive when I play the animation, the body just go down, it must be something that influence it but I can not find what.
Someone already had this kind of strange things.


texts:
When I import an obj file from Roblox in turns grey and I have no way of changing it back how can I do it?
I have tried YouTube and google but nothing comes up I need help! it might be a shortcut or something else I don't know.


texts: I've added the extra mesh objects add on but I can't seem to find the regular solids menu anywhere.


texts: Cycles viewport render different than f12 render?

texts:
What could cause this?
f12:

Viewport:

(the f12 has fewer samples, but even when the viewport is at lower samples it looks different..)

I know about color management, but that is at the defaults..

EDIT: oops.. I know 'log' is not a default, but that is because I was fiddling with it. The image above is rendered with 'default'

The material is quite simple, only a translucent shader. (for testing) I even tried appending everything into a new file to reset all the settings, but no difference.

EDIT2: Uploaded blend
http://www.pasteall.org/blend/22200


texts: Question about the pamameters of Arcto in sverchok's "Profile Parametric Node"

texts:
<2v rx,ry> <float rot> <int flag1> <int flag2> <2v x,y> <int num_verts> [z]

As the syntax above shows，ArcTo has 3 parameters（ float rot, int flag1 and int flag2 ） between the radius vector and the coordinate vecter.
I've found that the third(int flag2) can be used to set the direction of the arc(CW or CCW),but I can't find out what the other 2 parameters( float rot and int flag1 ) stand for and can be used to do.
It will be kind of you to tell me the answer, and thanks in advance.^_^


texts: Blender 2.78a takes ages to import models, reacts slow and freezes on import

texts:
I have installed latest windows updates including Nividia driver. Ever since I upgraded blender, windows and drivers (automatic update) blender 2.78a takes up to 20 minutes to open models in mainly .obj formats but also other formats like Collada etc. Opens start window but as soon as I am trying to import any model blender is "not responding" for ages. Once it managed to open the model after a long time, I can hardly work with it as it keeps freezing and stuttering, blinking etc. I tried just about anything from re-install, deleting blender foundation folders all the way to go back to to previous version with no results.

Any help is highly appreciated as I really like the program but as it stands are absolutely unable to do anything with it.

Asus UX51VZA - Windows 10 64b
Install Path: "C:\Program Files\Blender Foundation\Blender\blender.exe"
Intel Core I7 - 3612QM - CPU 2.1GHZ - 4 cores - Driver version 10.18.10.4425
Nividia 650M - 8GB RAM - Driver version:376.33
Intel HD Graphics 4000

Tnx in advance.


texts: How to create a visible material that does not emit or reflect light?

texts: I need to make a plane in the background that is independent of any lighting in the scene. This means that it does not emit light, and it does not reflect light, but it is visible. It is so I can create a green screen.


texts: I have two videos from different views one moving one steady. I am trying to track character movements for animations. I tried doing just a steady video but there was no depth or rotation. So I figured why not use two cameras one moving so I can track the camera and then I can use depth but I do not know exactly how to get the character rotations all the markers are the same and some go out of seen I had about 40 on me but how do I turn them into empties on a track? I know how to do everything else after that I just want the character trackers to have depth and rotations. I kinda thought about making my own constellation tracking system but I do not know how to implement it into blender and constellations could get expensive.


texts: When I add a Toon shader outline to mesh, the mesh color change

texts:
I use solidify to add an outline, however, when I enlarge the thickness, the outline layer will cover the toon shader layer.
I followed the Lightning Boy Studio tutorial on youtube.

When he changes the outline, the mesh color doesn't change.


texts: How can I get the Float Property displayed in my Addon?

texts:
I've created an Addon which create a standard Light Rig with parameters for adjusting light intensity and color. After executing the code, the parameter of color shows in the addon while the one which associated to intensity doesn't display.
Before creating the script, I used the python console to help me to create the addon.
The code to access/get the color of the light (bpy.context.object.data.color)and that of  (bpy.context.object.data.energy) appear to be similar.
So I created the script below to try to create the attributes to change light intensity and color. But it seems it only works for color but not for intensity. I have looked up the documentation and have been thinking about using PointerProperty to get the intensity by bpy.types.AreaLight from bpy.types.Light and bpy.types.Object. But it doesn't work and it's not displayed in my Addon.
  import bpy from bpy.props import FloatProperty, FloatVectorProperty

class LightSetPanel(bpy.types.Panel):

    bl_label = "Lighting Rig Add-On"
    bl_idname = "LIGHT_PT_PANEL"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Light Rig"

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.operator("light.rig_operator")
        ob = bpy.context.active_object
        da = ob.data
        row=layout.row()
        row.prop(da,"color")
        row= layout.row()
        row.prop(da, "intensity")

def updateIntensity(self,context):
    obj = bpy.context.active_object
    light = obj.data
    light.energy = self.intensity
    light.color = self.color

class LightParamSet(bpy.types.PropertyGroup):

    intensity: FloatProperty(
        name="intensity",
        subtype="POWER",
        min=0, max= 12,
        update = updateIntensity)

    color : FloatVectorProperty(
        name="color",
        subtype="COLOR",
        update = updateIntensity)

def register():
    bpy.utils.register_class(LightSetPanel)
    bpy.utils.register_class(LIGHT_RIG)
    bpy.utils.register_class(LightParamSet)

def unregister():
    bpy.utils.unregister_class(LightSetPanel)
    bpy.utils.unregister_class(LIGHT_RIG)
    bpy.utils.unregister_class(LightParamSet)

if __name__ == "__main__":
    register()

The screenshot of the Addon after executing the Python script.

A big thanks if anyone can help.


texts: Create a configuration window for my add on

texts:
I'm making an add-on that is supposed to take in a lot of user-decided configurations . I know I can create panels and stuff, but I'd prefer to create a configuration window that pops up and fills the entire screen, since there are too many options to select, and I also have to show some image thumbnails.

This new window can have all my configuration options laid out in any way I want, and can take any size, and has a close button. It can be opened using some hotkey or button when the user wants to use my add on.

Is something like this possible?


texts: Everything turns black in Netrender mode

texts: I used Cycles for rendering my scene, and I wanted to render my animation through network render. When I switch from cycles to network render, all of my objects turn black (3D view, no matter whether it's solid/texture/material view). What am I missing? And yes, I've packed everything into .blend files.


texts:
Does anyone know how to make an object gradually fade to transparent in a specific direction. An example would be a person walking through and invisible door. So as their foot enters it becomes invisible and then the arm and rest of the body,etc.

Thanks,

Bill


texts: I'm working on creating a looping rotation and the tutorial I was following had me use the graph editor at one point. I was really confused by the way that new windows are opened so in my attempts to close it i ended up creating several more. I also elected to hide the header because I thought they might be closed as a result. Long story short, I accidently closed the window I was working on and am left with a graph editor window with no heder and no way to switch back to 3d viewport mode. I can still view my models through the other windows like sculpt and model but I can't work on the animation. Is there anything I can do???


texts: Weight painted mesh stays in place when rotated

texts:
I’m new to Blender and trying to rig a head but the head and body are one mesh so I used weight painting to make sure the head bone only controlled the head. When I rotate the head bone the head deforms, with part of it staying in place rather than moving as one unit. The entire head is uniformly weight painted so I’m not sure why this happens. I also checked to make sure none of the other bones have weight painted control over this area in the head.

I am unable to add an attachment so I have a video link of what is happening here: https://imgur.com/a/hJbVS41

Also as a side note I have no idea why the hands move when I move the head (there is no weight paint there).

Any help with these two issues would be greatly appreciated.


texts: VSE: How to crop specific segment of a video?

texts:
I'm dealing with a 1080p workspace and 1080p video footage.
I need a segment where I crop the segment of a specific strip so its just of the girl in the picture below.

So going from picture one...

...To Picture 2 (assume the background is transparent).

How do I do this in the VSE for a video? Using 'crop' in the strip menue scales the image rather than cuts parts out of it. And the transform effect strip doesn't have any options other than zoom in (I don't want to zoom in...I want to crop the video and display it in the 1080p workspace like the 2nd image is, then I'd put other images to the side of it etc).

To Date I've been placing colour strips overtop to make it cropped the way I want (would be 2 white strips in this case if I did id that way), but this is alot of micromanagement when I need to do alot of this stuff in 1 frame.


texts: How do you create procedural bubbles on a surface?

texts: I'm trying to achieve the answer in How to create procedurally generated surface bubbles on a liquid I'm unsure on how to do this in 2.9.


texts:
Blender 2.79b.
Following situation:
New at Blender.
I made a model which is complete. I have create UV mappings for this model, which are complete. I am using multiple texture image files.
In 3D view, I can see the model exactly how it's supposed to be. Now, because I want to export it to Unity, I need to still apply a material, otherwise non of the texture mapping will take.
Currently there are no textures or materials linked with that model.
I just want to take my UV mappings and make it somehow into a simple lambert shader with multiple texture files or whatever. Or maybe multiple shaders, I wasn't aware using multiple textures files makes it more complicated, if true.

But in any case, I can't find a way to just apply all of this and make a material from it.
Also Blender Render shows everything correct while Cycles Render shows no textures. And of course rendering the model does not produce any textures because there is no material.


texts:
I want to export the height-map to a .3ds file. I've tried doing this with export function and get the error

  blender object r cannot be written into a 3ds file.

I have read that this can be caused by having too many vertices (65536) and after much decimating I am now bellow this but I'm still getting the error. Is there any other cause for this error?

Screen shot of height-map:

Link for download of .blend file (http://1drv.ms/1R7sQLq)


texts: Eevee reflections clipping at the edge in render but not viewport

texts: In rendered view(left) displays like how it should, however when rendered the reflection is clipped at the bottom(right). THe plane has a principled bsdf with 0 roughness and screen space refraction turned off. Screen space reflections are of course turned on, half res trace is turned off. I tried reducing edge fading to 0 but it didn't change anything. Anyone know how to fix this?


texts: Inside glass not the same color as the exterior glass

texts: Is there a way to make the glass on the inside of my interior the same color as the glass on the outside? They are the same mesh but for some reason they are both different colors. The glass is blue when outside but see through when inside.


texts: Importing 3DS Patron liquor bottle has no color, texture, glass material or label showing

texts: I just bought a 3D stock file of a Patron bottle from Squid (http://www.turbosquid.com/FullPreview/Index.cfm/ID/779325) and I tried importing the 3DS format in. The bottle OBJECTS import fine and I can see the label, the liquid, the ribbon etc. is there... but unfortunately it's not reading any thing other than the objects. It has ALL the objects there -- but NOT the cork stopper material, the glass material, the color, the label graphic etc. I do have the 3DS add on turned on in user preferences.  Please help if you can. Thank you.


texts: Why is the scaling point not in the middle of my selection?

texts: When I'm modelling, why does this happen? When I want the two faces to scale in the middle, the point from where the scaling happens is on one side, so when I scale it becomes weird.


texts:
i'm using jsdisplacement to generate maps, i would like to know how can i color only some "edges" as in this video ( that he color gold)

The map i'm using


texts:
This is such a dumb question, I'm embarrassed to ask - but I cannot figure out how to modify this simple shape.

The shape comprises a 'fancy' head and tail connected by two straight segments.

All I want to do is add a control point to each of the straight segments so that they can deform along the x-axis - but the deformation should only affect the middle bit. The parts above and below the dashed lines would be unaffected by the deformation.

The parameters for deforming the respective straight sections gets more complicated, and I've added an example of some unacceptable deformations, but really that's a question for another day...


texts: Converting program specific functions to Blender in python

texts:
I'm sorry the title is vague, but I couldn't come up with a summary of my problem.
I am trying to convert a script made for a model viewing tool called Noesis to Blender. I'm stuck on some Noesis specific functions and need guidance.
Now this is the specific line that I am stuck on:
boneMat = NoeMat44.fromBytes(bs.readBytes(0x40)).toMat43()
I have already made a function for bs.readBytes(). I have printed out various values. From what I know, this function is making a vector 44 and converting it to a vector 43, I'll show some values that I have printed out from the original script.
These are the bytes that are from bs.readBytes(0x40):
b'\x00\x00\x80?
\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x80?
\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x80?
\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x80?'

Somehow, they get converted to this vector:
((1.0, 0.0, 0.0), (0.0, 1.0, 0.0), (0.0, 0.0, 1.0), (0.0, 0.0, 0.0))
I imagine this would be linked to bone matrices in Blender as that is what they are called in Noesis.


texts: I want one object to "chase" another object

texts:
So for this example, let's say there is a red circle and a blue circle. The red circle moves in a circular movement. Example here is the red circle moving by itself: https://i.imgur.com/DVwlKzN.mp4
What I want to happen is that the blue circle moves towards the red circle every frame. What I don't want is the blue circle to mimic the red circle's movement like so: https://i.imgur.com/TaOpZnA.mp4 Is there some type of clamp I can use to execute this? (I'm no expert in python, so is there an easier way to do this?)


texts: Constraint to glue two faces of two objects together?

texts:
I am creating an animation of a bending beam. I want the beam to have an object attached to its end, with the proper orientation. Considering that object is, for instance, a cube, the effect I am looking for would be that one of the faces of the cube is glued to one of the faces of my beam mesh, so that the position and orientation is corrected as I change the bending angle during the animation. The effect I am looking for is similar to the snap operation, but I cannot figure out how to snap the objects automatically during the animation, as the beam mesh is modified. Is there a way to do this?

An example of what I am looking for:


texts: Weight painting vertex groups not entire object

texts:
Blender version 2.9.  Advanced noob.
I'm trying to weight paint a tree object for the particle generator which adds small sub-branches containing leaves.  The tree object contains a large trunk with some main branches higher up, so it looks like, well, a tree.
Since I want zero sub-branches/leaves on the lower main trunk of the tree, I made a separate vertex group called "branch growth", which is only the upper portion of the tree containing the large branches where I want the small sub-branches/leaves to appear. So far so good.  However, I cannot for the life of me figure out how to just weight paint this particular vertex group.  I have the vertex group "branch growth" selected in the object properties pane, but when I switch to weight paint, the whole object, including the trunk, is painted blue, indicating to me that I am in fact NOT just painting the vertex group (more evidence to this theory is that I can in fact paint on the trunk, which is outside of the vertex group).  "Fine" I thought, i'll just leave those areas weighted zero and make sure to only paint the areas I want the particle system emanating from.  This approach works reasonably well, except that because of the large number of particles i'm generating (around 800), there is inevitably one or two particles coming off the trunk, which is annoying, even though it is solid blue.  I'm guessing the law of probabilities is going to work it's way into this area given the large number of particles.  Everything else such as branch size and density works great using the "branch growth" vertex selected in their respective fields. One solution I found researching this is to duplicate the "branch growth" vertex group as it's own mesh object, thus ensuring zero bleed over, but it seems that there must be a more proper way to do this, and I dislike using work-arounds when there is a "real" way to do things.  I have tried this in Eevee and Cycles render engines, checked for duplicate vertices, hidden faces, etc.
Here is my workflow.  Select entire "tree" object.  Go into edit mode and select only the vertices I want to have branch growth on, and assign to new vertex group called "branch growth".  Confirm this group by using the select/deselect buttons.  While vertex group is selected under object properties, I go into weight paint mode, and this is where the problem begins (i.e. entire object is blue, not just the vertex group).  I must be missing something at this point, unless i'm not and this is just how Blender behaves.  Any help is greatly appreciated.  I still get a liveable result at this point, but if one was trying to render hair on a face object I can see where a stray hair coming out of the nose would be unacceptable.


texts: I have a long spring modelled using a circle and screw modifier. But I do not want every iteration of the spring to be evenly placed. I want to be able to control where the iterations are dense and where sparse. How could this be easily done?


texts: Animation render: Save plain rendered image AND composite image

texts: I'm looking for a way to save both the plain render layer frame and composite frame in an animation render (PNG sequence output); is this possible?


texts: model a shape something like a raspberry

texts: I am trying to build something like this. Is there a nice way without just snapping spheres to vertices? It could be interesting to look at using the Fibonacci sequence also to distribute the spheres.


texts:
I want to create a set of "distorted" images using python. The images should show possible misplacements of objects. The part of my script for translation and rotation seems to work well, but the scaling part doesn't work as expected. I want to randomly choose scaling parameters (random.gauss(1, 0.33)) to scale in the different axes - so I put the following in a while loop:

# 3 random variables for scaling in x, y and z directions
num1 = math.fabs(random.gauss(1,0.33))
num2 = math.fabs(random.gauss(1,0.33))
num3 = math.fabs(random.gauss(1,0.33))
# scaling with random variables
bpy.ops.transform.resize(value=(num1, 1, 1), constraint_axis=(True, False, False))
bpy.ops.transform.resize(value=(1, num2, 1), constraint_axis=(False, True, False))
bpy.ops.transform.resize(value=(1, 1, num3), constraint_axis=(False, False, True))

Then I save the image and want to get back to the "undistorted" image. So I tried:

# scale back to original image
bpy.ops.transform.resize(value=(1/num1, 1, 1), constraint_axis=(True, False, False))
bpy.ops.transform.resize(value=(1, 1/num2, 1), constraint_axis=(False, True, False))
bpy.ops.transform.resize(value=(1, 1, 1/num3), constraint_axis=(False, False, True))

But this doesn't bring me back to the start. So I tried this in the console window of blenders UI. I have the simple startscreen featuring a camera, a cube and a lamp. For now resize and re-resize works. But if I turn the Cube by 45° round the z-axis it doesn't work any more. Scaling by (2,1,1) gives me a scale of (1.581,1.581,1) which suggests the scaling works in global coordinates. But why doesn't scaling with (0.5,1,1) give me the original cube. It gives me a scale of (1.25,1.25,1) instead.

So the question is, how do I get this to give me the original object back?


texts:
I turn on my axis, but it does show on my every bone
only one shows at the root
Thanks.


texts: Fluid Domain Explosions acting strange with Motion Blur

texts:
V.2.830
EVGA GTX 1070
Intel i7 4.7hz
Win 10
Cycles Render
Can anyone shed any light on this. I have added motion blur to the scene. There is no camera motion at all. No animations on anything other than that of the ship on the right. I have included 3 images, the orange version is the same settings exactly as the one with motion blur, just me escaping and re-rendering. The explosion which is made with a fluid domain particles and flow etc. The particles are not affected by any physics and are baked. The ship is nowhere near the fluid domain.


texts: Permanently redirect output to Python console

texts:
I am on Win7 x64 using PortableApps.com Blender Portable v2.90.1 and for some strange reasons it does not write anything to System Console, so I do not see what error there is when scripting (and I really did try every possible solutions there are).
Thus I thought if it is possible to permanently redirect output that is normally going to System Console to blender's internal Python Console?
I did see it can be done per specific script but I want to set it this way so it would stay like this everytime I open my Blender regardless of script used, so that it would go to Python Console automatically all the time. Maybe to add something to Blender settings?
Also I actually saw there is a add-on that does exactly this but it is not free which completely negates the reason one is using Blender...so if anyone knows about such add-on that would be free and would do just that, please, tell!


texts: Rendering camera to image (ImageRender) not working

texts:
Following the few examples I found on the web, I managed to whip up this code:

import bge

contr = bge.logic.getCurrentController()
scene = bge.logic.getCurrentScene()
obj = contr.owner

texture = None
if "render_to_texture" in obj:
    texture = obj["render_to_texture"]
else:
    camera = scene.objects['Camera']

    # create texture
    matID = bge.texture.materialID(obj, 'MAcam_render_material')
    texture = bge.texture.Texture(obj, matID)

    # create source
    texture.source = bge.texture.ImageRender(scene, camera)
    texture.source.capsize = [640, 480]
    texture.source.background = [255, 255, 255, 255]

    obj["render_to_texture"] = texture

print(texture)                                         # prints <VideoTexture.Texture object at ...>
print(bge.texture.imageToArray(texture.source, 'RGB')) # prints 'None'

# force a refresh
pixels = bytearray(640 * 480 * 4)
texture.source.refresh(pixels, "RGBA")

# print(pixels)                        # just prints an array of zeroes

if(texture.source.valid):              # always 'False'
    print(texture.source.image)
else:
    print("No image available")

And placed this script to be run every few ticks on a plane object with the material 'cam_render_material' on it.
But no matter what, I get empty arrays and None as a result

I've been pounding my head against the desk for the past three hours and heading nowhere. If someone has an hints, they'd be greatly appreciated.

I've added the blender file in question here, if someone wants to check it out


texts: i need to add 2mm thickness all over and i have try it extrude+scale+move, solidify. any idea and guide step by step how to do it? or how to add the file here,will be better and easier for helping me. thanks.


texts: When I quit Blender, I get: "Blender has stopped working, windows is looking for a solution"

texts:
I had to install a new motherboard, and with it, I had to reinstall my Windows 7 OS.

Everything works well, I had reinstalled Blender also.

When I quit with CTRL+Q or from the menu: File/Quit, I get a windows popup:

"Blender has stopped working"
"Windows is looking for a solution."

When I quit by making the console visible (Window/Toggle system console), then closing with the red "X" button, I don't get the message.

How can I make this message go away? It's quite annoying.

Googling shows no results for this problem. I've been using Blender for years (not so much recently), I never had such a problem.

Edit:

hardware: Intel Core 2 Duo CPU 2.80 GHz, 4GB RAM. Motherboard: Asrock G41M-S3

software: 64bit Windows 7 professional


texts: How to get rid of unwanted zigzag effect on edges?

texts:
Due to the Solidify Modifier the mesh appears deformed on certain areas. To fix that, I added the Edge Split Modifier, but around the edges in Solid view, appears an unwanted zigzag effect when zoomed-in/out. How can I fix it?

Unwanted zigzag effect

If any body know a solution to this problem, please help.


texts: stitching uv islands creates sharp edges in new version

texts: so, recentrly this weird thing appeared in blender, whenever I stitching uv islands there is a sharp edge to appear marking boundary of an island that i stitched, but sometimes even random edges


texts:
Let’s say I created a bunch of these cones in my_bmesh object:

c = bmesh.ops.create_cone(my_bmesh, segments=8, diameter1=1, diameter2=1, cap_ends=True)

Is there a way to access a cone’s edges (preferably right after I create it) so I could connect it with other cones using bridge edge loops?


texts:
I created a simple scene with a plane, a mountain and some trees. I added a sun and selected "Ray shadows", but the shadows are created like if the sun is right above the scene. It's not where I positioned the sun and I even tried different positions, but the shadows never change.
What do I need to do to have working shadows?

Blender v2.79
Blender Render


texts: after we sewing a model then I want to export the model, is the model exported before sewing (means still naked without the clothes attached) or after sewing (means the clothes is already attached to the model)?


texts: Make intersection between plane and mesh more realistic

texts:
I have a plane as the ground and a trapezoidal prism as a wooden leg (image below).

How can I make the intersection between the ground and wooden leg more realistic?

The ground is a flat, subdivided plane textured with a normal map and using Cycle's true displacement. The wooden leg is a slightly deformed cube with beveled edges.

When zoomed out, the issue (leg looks like it is floating on top of ground) is more evident:

I am using Blender 2.82 with Cycles engine.


texts:
Yesterday Blender was working fine. Today it isn't recording any history, I can't undo anything. Also, when I add a new mesh, all the options in the Operator section of the Tool Shelf are grayed out, I can't do anything with them.

I checked User Preferences, it shows 32 steps in the Undo section of the Editing tab. I tried undoing by the Ctrl+Z shortcut, pressing the "Undo" button in the Tool Shelf, and clicking on the "Undo history" button, which does nothing. I tried closing Blender and opening it again. Rebooting does nothing. It was working fine yesterday. I have 2.76 running on Ubuntu 14.04 64-bit.

I need to go ask elsewhere how to check the most recent changes to my system - the system's software updater downloaded 40-odd MB of stuff this morning, but I don't know what it was.

Should this be reported as a bug?
Should I uninstall and reinstall Blender? When I open it, the mini-splash screen has a date and time in the top right corner - I'm guessing that indicates the last time the program was changed by an update. That date is a week ago, so that isn't it. Does that definitively mean the problem is with my OS?


texts:
[
So I've been working on this haunted house for a school project and I got a problem.  Whenever I zoom out, the grid would come towards me and block the model


texts:
I have created an animation with this robot, and everything looks fine and normal in the viewport, but once I render it out in any render engine it does this weird thing that you see in the first image. The second image is what it is supposed to look like, and the third is what it ends up doing towards the end. It looks like the IK controls just forget to move forward and instead move up...? Would appreciate any thoughts on what is going on.

Here is my file if that is helpful:


texts: How do I transplant some of the other models to the model?(NSFW)

texts:
(It may sound weird because you're using a translator. Also, English is not my native language, so I would appreciate it if you could tell me clearly what is lacking in explanation.)
It's hard to create a body part of a character, so I'm trying to get and use the body part of another character model. But I don't know where to start.(The license for that model has been verified.)
Some models were triangular in facies and managed to find a square in the model, but I don't know how to transplant it to the character model. There are too many meaningless vertexs to loop cut to the area to be transplanted.
I'm going to use it for NSFW games, so we don't want to use too many polygons.
I attached a photo of my model and the part I want to transplant.
I want you to tell me how to transplant useless vertexs without making it.
If it is difficult to explain in writing, you can recommend a video to refer to in this situation.


texts: AMD Radeon Pro 460 not showing up in sys pref

texts: I'm trying to set up my AMD Radeon Pro 460 for Blender 2.8 but I'm not seeing the Device show up in the system preferences. Is this a bug or not currently supported & if so why?


texts: Face extrusion only working in one direction?

texts:
I need to get a solid object by extruding the face down the Z-axis their normals.

Select object in object mode
Hit Tab to edit mode
Hit a
Hit e

However, extrude only produces a solid mesh up the Z axis

but only a hollow thing toward my wanted direction (down Z axis)?


texts: Where display normals is located in Blender 2.80?

texts:
I would like Blender 2.80 to display face normals in edit mode.

Where this option is located inside the GUI in Blender 2.8?


texts: Blender Game Engine logics sensors and python script

texts:
I'm trying to build a simple user interface in Blender Game Engine. 2 buttons (launch and quit).

Each button got a "Mousse Over" and "Left Button" sensors connect to a one Python controller.

Here my script menu.py:

import bge

cont = bge.logic.getCurrentController()
own = cont.owner

OverLancer = cont.sensors['Over.Lancer']
ClickLancer = cont.sensors['Click.Lancer']
OverQuitter = cont.sensors['Over.Quitter']
ClickQuitter = cont.sensors['Click.Quitter']

if OverLancer.positive and ClickLancer.positive :
    print("lancer")

if OverQuitter.positive and ClickQuitter.positive :
    print("Quitter")

Nothing works as expected. I got the error "sensor not found" for all of them and I don't understand where I'm wrong. I saw as well something strange. My sensor names change like that .Blender add .001 sometime ...why?

And there is old deleted code line in the error message, again strange.

Python script error - object 'Bouton lancer', controller 'And.002':
Traceback (most recent call last):
  File "menu.py", line 6, in <module>
    print (cont.sensors)
KeyError: 'requested item "Over.Lancer" does not exist'

For example "print (cont.sensors)" is not present in menu.py !?!?

If anybody got an idea, it's will be great.

Thanks!


texts: Translate/Scale/Rotate along single axis using MMB jumps around erratically

texts:
I know I can constrain a translate/rotate/scale operation along an axis by holding  MMB and also holding X Y  Z
But when I do that, the selected element jumps around erratically (along and outside the selected axis) when I drag the mouse.
Here is a gif of the problem


texts: How to merge two rendered .mkv videos from command prompt

texts: So I was trying to use video sequencer to merge videos (I have 10 videos to merge) and I have the code. This code uses the line bpy.context.area.type='SEQUENCER_EDITOR'. When I try to run the code from cmd prompt, I get a NoneType Error. Please suggest how to merge the videos. If any changes make the sequencer work it will be great, or any thing that will merge 10 videos using blender python codes run from command prompt. Please help.


texts: How to make a particle system where particles don't emit light?

texts: How can I make a particle system where particles don't emit light ?


texts:
I mostly do video compositing, where I insert objects into a tracked clip. I want it to look as realistic as possible and on closer inspection one can see that the original footage has noise (red, green and blue) but the rendered objects don't. Is there a way to fake that in cycles?
It's supposed to be some sort of hologram table. Nothing fancy, just for testing so far.


texts: Is it possible to create image data and save to a file from a script

texts:
I'm currently trying to extract textures from a binary file, and ideally I'd like to save each texture to a file or embed in the .blend file. However, before saving an image, I need to be able to create an image in memory from an array of pixel data.

The PIL library contains the kinds of functions I need to use, but it is not included with Blender. Is there anything similar to PIL in Blender? bpy.ops.image seems to be close to what I need, but lacks necessary pixel set/manipulation functions.


texts:
I'm trying to make a simple walk cycle. I've moved the armature to a position I want. I opened the dope sheet, then the action editor, changed the name and saved it, selected LotRot, selected the whole armature in pose mode and hit 'I' in the dope sheet. I get a selection of 'All Channels', 'Selected Channels' and 'In Active Group'. I've tried all of them and I'm not getting any keyframes.

What am I missing?

Blend File:


texts:
I have a batch rendering script that could take hours to complete. It would be nice to have a way to abort the rendering loop if the user presses Esc , instead of having to kill the Blender process like we do today.

Is it possible to do this? I already tried Ctrl + C , and it did not work.


texts: How to differentiate clicks on UI-elements and clicks on 3dview (or any region) In modal functions?

texts:
I'm using a raycasting(by left mouse button) approach to create some functionality in my add-on.
The problem is when I click on UI, in addition to the button-operator the raycasting processes still works. Are there any way(s) in modal functions to differentiate, clicks on button(or any other UI elements) & clicks in 3dview(or any other regions) to stop raycasting(left mouse) functionality?


texts: Brick texture with any offset other than 1/2?

texts:
So I'm trying to use Blender's brick texture to create other patterns than the basic 1/2 offset every 2 rows pattern (the default) as shown here:
Basic Default Brick Texture
I would like to be able to have each row offset 1/3 from the previous row, for example.  I would expect, looking at the controls available, that the "offset" and "frequency" values provide exactly that.  But instead it seems that "frequency" only sets how many rows are affected by the offset (i.e. 1 every N rows) and offset determines how much those affected rows are offset from the other, non-affected rows.  So setting frequency to 3 or above leads to "stacked" rows that are all identical.  I've never seen a brick wall built like that so I can't imagine that's very useful, or at least it shouldn't be the primary use case.

How do I create a brick texture that allows offsets of 1/N for each row?  For example, to create a pattern of 1/3 offset for every row, repeating every 3rd row, I would expect to set the offset to 0.333 and the frequency to 3 (although really, I think only one of those two inputs is needed but whatever).
For example, see the layout in the image below in the middle row on the right (with the smiley that says 33% offset).  How can I achieve that?


texts: Is there a dynamesh feature (to sculpt) avaivable like in zbrush?

texts:
In zbrush there is a feature called dynamesh, it recalculates the mesh based on your model. So that you can sculpt with it, just like clay.

Is there a similar tool/function in blender?


texts: How to refresh F-Curve colors via python?

texts:
To refresh colors F-Curves I have to display the Graph editor on the screen.
Blender doesn't refresh colors F-Curves automatically.

Create some animation with the default cube and follow:

bpy.data.actions['CubeAction'].fcurves[0].color

without display the Graph editor on the screen, we get a pure black color:

Color((0.0, 0.0, 0.0))

It the any way to refresh and update colors F-Curves via python ?

Below a screenshot from Outliner, Datablocks.


texts: No matter how much I smooth my mesh in the render it alway has this sharp edges in the cup


texts:
I am trying to export from Blender to Collada .dae and seems that textures are not exported

Here it is a video with the steps

https://drive.google.com/file/d/11ELOeZovAhHoxm92P1poLjDk5EUdXZ8l/view?usp=sharing

What am I missing?


texts: Everything moves, not just the selected vertex

texts:
I go into edit mode for an object, select vertex mode, select one of the squares, then pull the arrow it moves just the square like it is suppose to. If I resize it then go into edit mode it no longer does this.

When I select vertex select a square, then go to move that square everything moves now, not just the vertex. Why?

I have already reset everything back to default settings and it is still doing this. It wasn't doing this yesterday, but today it is.


texts: Blender won't select the object I want to select

texts: For some reason I can't seem to select a sword that I duplicated from a previous one. The previous sword is still selectable but the duplicated one is not. For some reason blender selects whatever is behind the object. However I dragged a box over it about 20 times and found that it worked once, but it selected everything with it.


texts:
I want to clear UV seams on a object and remake them myself, but neither UV Mapping > Clear Seams nor UV Mapping > Reset Seems to work. Please see attachment images.

This is my mesh before i do UV Mapping > Clear Seams:

This is my mesh after I did UV Mapping > Clear Seams. Seams still present:

How do I fix this problem? I can't clearly cut my mesh while those seams are around.

Here is the scene:

I think this model was originally created in 3Ds Max.


texts:
I am trying to model a series of meshes that are connected by hinge points. The idea is that, with some sort of sideways force applied to the first mesh in the chain, the other meshes in the chain will move around and swing on their hinges. Kind of like a toy wooden snake:

The closest I have gotten so far is by placing cubes underneath the location of each hinge point, setting them as 'Passive', and then using them as the hinge for the meshes on each side of the hinge. However this limits the movement of all of the middle meshes a lot (because they are locked by a hinge on each side) and only the first and last meshes move how I want.

Basically I need a method so that the hinge joints can swing about while also causing their own rotations. Does anyone have any advice?


texts: how to make an object blend with the background without looking fake?

texts:
i use blender 2.79
if you look at the object in this case the moon, it looks so fake compare to the background
i used a plane with an image of fog on it
does anyone know how to make my object blend with the background ?


texts: How can I apply IK rigging with a different kind of rig

texts:
I've gone through a lot of IK rigging tutorials on YT, however, all those video are only compatible when the bones are close to each other,
However I imported a model from SFM into Blender, and that model uses a different rigging style, I could not apply IK to this model because of this different style

The original model rig looks like this :

But I could only add IK after I changed the rig to look like this

If there is a way to add IK to the original rig, I'd be much obliged if someone would tell me how.


texts: How to get realistic glass within glass look?

texts:
I've modeled a Klein bottle, but the glass inside the glass never shows up properly.

As in, the glass 'weld' part on the inside of the bottle (where the tube meets the base) never shows up. I've tried all sorts of combinations of nodes for the material (Glass, transparent, translucent, diffuse, fresnel...) but nothing seems to work.


texts: I'm doing some sculpting in a first-person type of view. I'd like to rotate the camera, as opposed to orbiting the focus point, or rotating the world. I've searched, and gone as far as editing the bindings, but despite the name of  bpy.ops.view3d.rotate, that just orbits, like bpy.ops.view3d.view_orbit. Is it possible to rotate the view camera in a first-person style?


texts: I have been trying to render a starry night animation with blender. While the stars look fine when rendered in a single frame, but when they are in a sequence, some of the stars appear to flicker in and out of existence randomly. I have tried two different ways of rendering stars, the first using an emission texture and the second with a particle system of emitting objects. https://giphy.com/gifs/7epE5LW1ChYqc is the video file of what they appear like, and some stars seem to wink in and out of existence between each frame. I don't know what is causing this, or if there is a way for me to remedy this.


texts: How to achieve a flat colored render pass from material id/index for masking

texts:
I'm trying to get a render pass that splits all different materials into flat shaded objects (like material id in 3ds max) with anti aliasing.

The output colors aren't important. (random colors are just fine as they will be used as masks)
Render engine: cycles
 NOTE: I do NOT want to use python for this.

What is the simplest way to achieve a result like this?
And...should I use seperate render layers to get the best render time?


texts: How do I know the path to the file in the Blender Game Engine?

texts:
In BGE, in an initialization script, I have these instructions:

var=bge.logic.expandPath("//")
print("====== path=",var,"=======")

and now the variable "var" is set to the path of the Blender file.

Ok, but when I export the game (Save As Game Engine Runtime) and move the saved file to another path or another PC, the "var" variable does not change, i.e. it remains the one it was before moving the file.


texts:
I'm new to blender and I was interested in using it to develop game mods.
I started with a simple one and am having problems with the mesh of the personage's legs.
I edited the right side of the leg and then used Modifiers> mirror to mirror the other leg. But the other leg appeared with cuts in the mesh.
I used the remove double and the mesh has dark spots. How can I solve this?


texts: Rotating Objects In the Direction I want

texts: I've been working on some weapons for my game, some of them having objects such as Crystals that will be rotating in game. I'm working on a staff which has 4 crystals, 3 at the top and 1 at the bottom. I want them each rotating in the direction that leads from the bottom vert to the top vert, meaning more of less the bottom and the top vert wont move much if any ( In the picture I selected the verts I'm referring to ). Its easy to get that to work on the crystals that are facing straight up and down, but some of the crystals extend outwards at around a 45 degree angle and thats before the weapons in the characters hand. I've probably spent 20+ hours trying to figure it out, many times I thought I was close or on the right track but always came up short. I've also created a dumbed down version of my staff and uploaded it so you can better see / understand what im referring to.


texts: How can I upload Blender videos to Youtube?

texts:
So I'm trying to upload videos to Youtube, but it says it doesn't recognize the file format.

I made a simple edit with the video sequence editor. I imported a picture and gave it a longer duration.

I'm just saving the file as it is, and then uploading it.

What should I do?


texts:
I have a zig-zag figure I want to import and manipulate in Blender, preferably on a segment-by-segment basis.

The canonical method for doing "line art" in Blender appears to be to create a curve object then, in the Properties, crank up the Bevel Depth to a suitable value.  The problem is that, for "curves" having hard, acute angles, you end up with a very thin, distorted shape.

Here's an example curve.  All handles are set as vectors:

Here's the same curve with a bevel applied.  Note how the generated tube is flattened, making it nearly invisible when viewed along the Z-axis.  The sharper the angles, the thinner the resulting tube:

I'd like uniform "thickness" no matter what angle I view it from (particularly along the Z-axis).  How can I best achieve this?


texts: How to clean up mesh after using Knife Project on a curved surface

texts:
How can I clean up this Knife Project operation so the bad shading disappears?

The edges created by the Knife Project operation will be used to create a hole in the mesh using the Inset operation.


texts: I have several File Output nodes in the compositor that point to the same directory. I would like to set the path only in one of them and have the others read that value by setting an expression or token or whatever you want to call it. Is that possible?


texts: Subtract tool in Weight Paint doesnt work on one specific point

texts:
When I try to subtract this particual vertex it doesn't work . It's weird becos it used to work before.
It happens for all other arms as well.


texts:
i'm using a UE4 mannequin model that i downloaded on web because it's a pain to reconstitute that mannequin bones since it was rigged on Maya. Problem is there was an animation inside that file with a length of 40 keyframes.
I deleted this anim, made my own anim (with a new length of 20 keyframes) but now when i want to EXPORT this animation, I still have my new animation but with the length of 40 frames (20first frames are good but 20 last are just no movement, copy pose of 20th frame)...

My setup :

Maybe i forgot a parameter somewhere? Please help

The file was downloaded on this link (there is 2 Rigs, one original(parented to other Rig bones) and another for animating)


texts: Two meshes close together are breaking apart in view and render. Possible fix or built-in feature?

texts:
this specific problem is something that I knew about for quite a long time but have been able to work around until now.

There is a wall behind the set of bricks, and since both objects are very close to each other, (though not touching), the view presents a choppy and ripped up version of the mesh I need.

Is there a way to prevent this? In the settings of the camera or blender at all? Is it a built in function or is it something I can turn off?

Thank you for any help.


texts: How can I access cloth properties via python?

texts:
I want to manipulate options like Disk Cache with python:

Any Ideas?


texts: Transform panel. Quaternion mode. What is the 4L button good for?

texts:
When you switch the rotation mode to Quaternion in the Transform panel, then you will have four values available. W, X, Y and Z. That's a quaternion, which prevents gimbal lock.
Switching to quaternions also reveals a button called 4L. What it does is to show or hide the lock behind value W. The description of this button is rather cryptic. And i cannot figure out what is meant.
So what is this button good for?


texts: Should I be concerned about this pivot point?

texts:
I'm done modeling this figure, and I'm fixing to UV unwrap it. But before I do that, I want to make sure that everything is neat and ready. So I tried to apply the scale, rotation, and location of the objects. This is my first character I've ever done in Blender, so I'm not sure if this pivot point is behaving as it should or not. Here's what I mean.

So This beret type hat is parented to the main model. And it's location and scale and whatnot are applied. But the pivot point matches the model's pivot point. I tried to make the pivot point of the hat in the middle. Like this.

I set the origin to geometry, but that messed up the location. But if I apply the location, then the pivot point snaps back to the bottom of the model as it was before... Is that normal? When people model characters and parent objects to the mesh, is it okay for pivot point to be the same for every object that it is parented to, to be the same?
Well, thanks in advance everyone! I want to make sure that the UV unwrapping goes well, because it's the only thing in Blender I don't like doing. Is there anything else about applying location I need to know about before unwrapping?
Thanks again, and Godbless you guys!


texts: why is beveling working differently on these objects?

texts:
so i have these two objects, which are structurally basically the same.
If i select the first object, tab into edit mode, select the highlighted edgeloops (shown on the left), and add a bevel with Ctrl + b with the shown settings, I get the result on the right.
Now, if i tab out of edit mode, select the second object, and apply the same procedure with the same settings, I get the result on the right, as you can see, the results are different.
Now, in object mode, if I had selected the second object first and first object second, hit Ctrl + J to join them, tab into edit mode, and apply the procedure again, I would've gotten this in this case, the result is similar to that of the first object.
If i select the second object first and first object second when joining the objects, the result is reversed:

Any idea why this is? Both of them are simple objects made using the same procedure.

thanks!


texts:
I must be missing something obvious.  I am in the texture tab, set up the file paths to the image but I am not getting anything.  Engine is Eevee, Viewport = layout, shading = rendered.

Here are the settings:


texts: How the mass is calculate with 3D print addon

texts:
I have 2 mesh with same size and same verts, Why the mass is showing different. To right it is showing 5Kg and To left it is showing 20Kg.

Before What i did is i put the value 5Kg in rigid body -> mass and in object -> rigid body -> calculate mass i have selected custom and put the value of 7200.
In the 3d Addon -> Transform -> I click on Scale to Volume. A pop-up with some value just click on OK. This way i have got different value. 5Kg and 20 Kg.
Without changing the size and same verts how the mass is set? Any suggestion. Did my mesh scale but it did not how the mass is set to different values. Thanks


texts: Change camera start tracking time / change values

texts: How to make the camera start tracking the object for example in the 80 frame of the animation and stop in 200, and how to do that influence value in "Track To" also changes over time?


texts:
My question seems obvious but I did not understand why I could not disconnect the path light node for other node. I have never had a problem with other node.
To disconnect any node ,I press the left button of the mouse on the output extremity of the link and I drag.

Exemples:


texts: Why is working with material on eevee so slow?

texts:
I have been moving to Blender 2.8 and am really impressed by how accessible the software got now. Initially it also was quite responsive and swift, but for some reasons I am running into trouble lately. Working with materials in general and with the BSDF Shader in particular became so sluggish recently and sometimes the system completely locks up even in absolutely basic scenes in Eevee.

The first days I could render scenes in an instant, but now Windows 10 does often not respond any longer.

I had re-installed 2.8 already, but no change.

My system is an Intel Core i5-3470 CPU, 3.20 GHz
16 GM RAM
NVIDIA GeForce GTX 1050 Ti

I am sorry, if this has been asked before, but I am researching for weeks now and still couldn't find anything similar regarding 2.8. It seems there had been such an issue on 2.79, but not for 2.8.

Thanks in advance for any hint in the right direction.


texts: Seeing holes in mesh while in texture mode

texts:
I have just started teaching myself 3D modeling so that I can start making some simple 3D games in Unity. I am already familiar enough with code to start making things, but I lacked the 3D model assets. I been teaching myself Blender and created some very simple models. The problem I am finding is that I get what appears to be holes in the mesh. For example if I put the model into Texture mode I see what looks like a Face that is see through or another color. If I start moving Vertices in Edit mode I can make the hole disappear.

Just wondering what I might be doing wrong to cause this problem. I know you are suppose to try and keep all faces quads so that is what I continue to do.   Basically all I am doing right now is making a flat model in a Top Ortho view and then extruding to add a 3rd dimension to the model. Am I doing things wrong? Just making a simple model of a ghost yet I somehow have this other section that appears to be a different color when viewed in texture mode.

Here is the same model in Solid Shading mode

Thank you in advance for any help with this.


texts:
So I'm attempting to weight paint a model that has six arms floating away from the main body. My issue is that I satisfactorily weight painted one of the arms, but now I want to copy that arm with its weights to all of the other arms. Unfortunately, the weights don't seem to be copying correctly, and I'm unfamiliar with how to go about transferring them. Does anyone have some tips on how to go about doing this?

I've copied all of the arm meshes, so they should be exact duplicates, and I've copied all of the skeleton bits for the arms, so they should also be exact duplicates, it's just a matter of transferring weights from one arm to another.

In this image, the selected arm is the one I weight painted:

Trying to attach the Blend file through BlendExchange, but it's giving me an error, will keep trying if the file is necessary.


texts: How to reset local orientation / frame of reference of object created from array modifier?

texts:
I have the following setup:

A bezier curve and an object, originally with all its transforms cleared to identity.

I then proceed to do the following:

Add an array modifier to the object to replicate it along the curve.
Add a Curve modifier to have the array instances follow the path of the curve.
Apply both modifiers to the object.
In Edit mode, I separate the object by loose parts, so that I end up with individual objects all along the curve.

At this point what I notice is that each object's local origin / frame of reference is no longer orthonormal to the object in question but rather, each object's origin is the center origin of the original object I used as the source for the modifiers.

For example, here's one of the objects along the path. Notice how its origin's position / orientation are really the one of the original object in the center of the world: This is before doing Origin to Geometry (Ctrl  + Alt + Shift + C)

And this is after trying to center the origin on the object:

Notice how the origin is now 'centered' on the objet but still oriented to the center of the world.

In other words, I now have this:

But I need something like this: (I achieved the origin pointing this way by switching from 'local' to 'view' mode, but the origin itself is still wrong in reality).

That is, the origin should be pointing along the path.


texts: Mapping out sculpted details from a high-poly

texts:
I need to bake a map in order to separate different colors and materials on the low poly model.

The padding part is easy because it is a separate object. But the scratches are sculpted and I don't know of anyway to create a uv map of those details(alone from the rest of the object). Is there a way for me to do this without painstakingly painting every small detail manually?

EDIT FOR CLARITY

I need to generate a map from sculpted detail (from the Highpoly) in order to have different material proprieties on the same object (the lowpoly).


texts:
If I turn a bezier curve to 3D the surface will disappear. But I need 3D curve because it uses all the 3 axis to define the shape. I tried all the Fill options (Half, Front, Back, Full) but none of those do anything for me.

So how to fill a 3D bezier curve? What do those Fill options do using 3D curve?


texts: How to make an object be sensed if it is No Collision in BGE

texts: I am making a space game, but I need to make a boundary. I have four cubes and I'm using a property sensor to detect them and then display text, but I don't want the spaceship to collide with them and when set the physics type to "No Collision", the ship doesn't sense the boarder. How can I fix this? Thanks!


texts: Get vdb motion blur in blender (from embergen)

texts:
I made a basic fire and smoke simulation in embergen and exported it as a vdb sequence (with the velocity data). When I put it into blender I get three velocity float values instead of one float vector value.
The  problem is that I don't get any motion blur on this sim when I render it.
Any Idea how to get it right ? I tried using the vector pass to get the motion blur in the compositor but it doesn't seem to do anything, which doesn't surprise me that much ...
Ps : second screenshot is from a tutorial where it shows how my vector is supposed to look


texts:
I want it so that I can make rigidbodies fall then make them go in reverse back to their original places without doing any video editing. So I'll be able to see them fall back into place from different angles. Is there also a way of just animating a rigidbody reset. What I mean by that is so something falls and then X frames later they'll teleport back to where they were so I can do something different with them. Is reversing and resetting during the animation possible?

Thanks!


texts: Boolean Problem with not generating new Difference faces

texts: I am not sure if something I changed is creating this problem (maybe something to do with culling faces?) but when I have an object and I attempt to use Bool Tools to cut the first selected item out of the second selected item and I hit [CTRL]+[numpad +] it cuts it out, and shows my cutter as a wireframe, but it doesn't generate faces in the shape of my cutter on the object being cut. I am including a screenshot of how it looks. I turned on normals so you can see that it is showing the inside of the object that is being cut out rather than showing new faces where it should have been cut.


texts:
I just started using Blender and I wanted to recreate a viral creepy pasta. I have seen many tutorials and they all say for the armature to parent the mesh with automatic weights but nothing happens.

I cant seem to solve the problem, the bones move but the mesh wont move along with it

Project File


texts: Rotating collection objects together with python in blender 2.8

texts:
I created a character. The character has a body, skeleton and clothes. I want to rotate all of these object together.So far I have been able to select the objects in the collection. Below is what I have so far

col = bpy.data.collections.get("ManuelBastioni_Character")
if col:
   for obj in col.objects:
       obj.select_set(True)

I would like to do something like>>>>>>>

bpy.context.selected_objects.rotation_euler = (0,1,0)


texts: Why Do I Get This Error Message When I Send A Job to The Render Network?

texts:
I'm trying to use the render network on a Windows 8.1 PC with a local network, but I keep on receiving the error message shown in red when I select "Animation on Network".

Just to explain what I have done, I set up my master and 1 slave which is ready to go. Then I assigned a client instance with an assigned directory path to send the temp files and the rendered files. I had saved the file before clicking Animation on Network.

Could someone please explain this error message and how can I fix it?

![Blender Network Render Error Message][3]

![enter image description here][4]


texts: The pupils of my rigged model don't move with the Eyes

texts: I have been 3D modeling a character for a VR game. But after I made it and then imported it to Unreal I realized that the rigging dosen't work as expected and the pupils weren't moving even though I parented it and I did the automatic weights and even joined it with the character as one mesh.


texts: Converting mesh to curve i have made the shape. With the circle im making a bevel shape. One end of the curve is been twisted. I have selected all the verts and set the radius to 1. Applied rotation scale. Still the curve is twisted. Any suggestion or help.


texts: Can I adapt UV map after geometry change?

texts:
Is there any way to repair a pre-existing UV map after deleting some unnecessary faces and replacing them by a simpler geometry? Everything of the old mapping works fine. Unfortunately my new vertices are all positioned at the bottom left of the UV map. This leads to rather odd textures in the front of my car model. (See screenshot below reference.) Unfortunately I don't understand yet how customized uv-mapping works. I just want to adapt pre-existing models.
I expect I would need to add the new faces to the proper selection group. But how can I do that?


texts:
I am new to python and blender.. But an old c/c++ dev years ago with working knowledge of c#.
So concepts are OK.. But knowledge poor lol.
I have a script that creates some text then rakes a screenshot and stores in file.
All works but the screen shot doesn't have the object in it.. Lol..
If I run again without deleting the first it's in there (obviously I now have 2 objects)
Do I am guessing the blender did api accepts the request and returns immediately without finishing? Or at least finishing and not updating the viewport until the script ends!?
Tried time sleep but that's prob on same thread so doesn't work..
Any ideas how to wait?
Thanks


texts:
What is the best way to animate apple pie box folding from die form to folded view?

I need rather technic then solution. In my case I should be able to fold abstract apple pie box from die form, not vice versa.

These type of box seems to be pretty easy, but on close view no so... I spent whole day and still have no idea how to start folding...

Does blender has any tools to fold and bend faces keeping it's UV geometry constant?

UPD: moonboots thank you for the answer, but...
I think it's a bit dirty and tricky way... I would like (if it's possible) to make it more realistic way...
First of all, applie pie box is not trivial geometry. It's a cross section of bunch of cilinders, you can see them on the gif:

Actually I created that cross section, and applied bones. Going try to unfold it (at least):

For now I have problem to pose bone in parralel to XY-plane (the goal is to unfold box). I think I tested all kinds of snapping, but has no luck (
I would be very grateful if someone would explain to me how to rotate a bone parallel to the XY plane?

UPD2: here is my version, pure bones, as much real as possible, but not strict real... It can be used for cartoon-like animation, but not for packaging production visualization and preview...

Finaly it seems there are should be more dedicated software for package modeling. Paper and folding cardboard physics should be considered much more precisely...

note that box flaps has arc form when box is folded:


texts: Sorry if this is a silly question but I am terribly new to blender. I have created a material and applied it to a sphere. I then added an array modifier. I expected the material to apply to the entire array, but it only applies in material view and in render view to the original sphere. All of the tutorial videos I have watched state that the material automatically transfers to the entire array, so I am at a loss.


texts:
Is possible to paint clone a 360 photo environment?

I have it mapped as environment (jpeg) but i wish to match some geo to it. But i would like to paint some areas of interest.

Any idea how to set up this? Please.

its similar to this but i already have it modeled:

https://www.youtube.com/watch?v=RSC40B8kHT8


texts:
My problem is about uv mapping. My model has multi parts. I unwrap my model parts then i create uv map image for every single part. In texture painting mode i painted every uv map image but after paint 3 images first and second is gone.
I clicked first image and it's just show black color not other colors that i painted. I solved this by save as image but i have to do for all uv map images Is there a other way to do this ?


texts: Why can't I use Loop Cut on certain parts of my mesh?

texts:
This is a recurrent issue for me and it's been bothering me for quite some time.

I can't seem to add vertices with Ctrl+R on some faces on my meshes, and it's always the faces which I have filled in with F.

Here's an example, in which I have extruded my mesh into four directions and then filled in the corners, making an octagon, but I cannot add vertices to the corners, or the faces that are "open":

I am using version 2.72b, on a Mac.


texts: Model error apparent when uv uwrapping. How can I locate and delete errant faces?

texts:
I have a model which looks OK in the various 3d etc views but which produces 2 odd faces in the UV map. These are completely separate from the main map so I am assuming they are being caused by some kind of geometry error.

If I select one of these faces in the UV map and go hunting for it on the model then I simply cannot find it. Its quite a simple model so this again suggests they are being caused by some odd vertex/face error.

How can I select these faces in the UV map so that:

They are the only faces shown in the 3d view or...
the 3d view snaps to their location or...
I can simply delete them?

I have tried the last by selecting in the UV view but of course pressing delete deletes the whole model as the whole model is selected. All I want to do is find or get rid of these errant faces.


texts:
So I have a uv,unwrapped cube, but when I use the extrude tool to make part of it stick out, the sides of the extruded segment have different uv wrapping, which causes issues:

It looks like that because those sides are exactly between a red and transparent pixel. Is there any way to fix this? I need to extrude about 120 of these faces.


texts: Rendering ocean scene, but ends up as a cube

texts: I am new to blender, and I am trying to render my animated ocean scene. However, when I render only the cube I started with is visible, not the ocean. And the cube does not show in my viewport. Any suggestions on what I can do to render my ocean animation?


texts: i'm getting weird shaped faces when trying to retopology my high poly model into lower poly . I'm using shrinkwrap and weird faces happen on the ear. I tried subdividing but it didnt work. What do you guys think it is?