texts: My hinge simulation is not working correctly

texts:
I am trying to simulate this hinge inside this model of bottle. But when I hit play button on animation it acts weirdly and is pushed out of the bottle. I want the separation to swing down inside the bottle. How can I fix this.

PS: The mechanism and hinge is working fine when I drag the whole hinge system outside the bottle into open space but not working inside the bottle like showed in the wireframe view above.

Hinge settings.

Bottle settings:

2 parts liquid system inside the bottle:

The separation bridge, and the two liquids together:

My end goal is to make bridge opening in the bottle that is two separate half semicircles which will be opened when the fluid from the bottom chamber of the bottle will be pushed upward and will open the bridge. So that fluid will basically apply the force on the two bridge gates or flaps and it will open them in upward direction inside the bottle (/ \ like this in shape). And then then both fluids in the top and bottom will mix together (say lemon juice in bottom and water in top). And yes, I want the gates/flaps to collide with the bottle inside when the bottom chamber water will be pushed upwards when a force will be applied on the bottom base of bottle.


texts: how do i export multiple .fbx, with one material, and one texture map?

texts:
i’m using blender to create a bunch of assets for a mobile game in Unity.
Sometime ago we adquired the Sinty Studio´s Simple Port assets, and I realize that they use only one material, and one texture for all the assets, with separate meshes for every object.

How can I do the same that Sinty does with my own assets(have multiple uvs, on multiple objects, but just one material and one texture)? I need to create different .blend archives? If so, how can I use the same material for each one of the different archives?

Exporting on fbx was a kind of solution, cause now I have my meshes separated and still with only one material, and one texture. But the method I used was to elaborate, cause I have to delete two of my three objects in the .blend, then export the .fbx, hit ctrl+z twice, and repeat whit another object. I don’t believe that´s the most efficient method, and since blender has a limited amount of undos, It won´t allow to do the process with has many objects as Sinty´s package has in a row. (sinty´s package has 84 models)

On other hand, i think another method will be to model every object in their own .blend, then have a material-and-texture-mapping.blend to pass every object trough, manually adjust the uv map, assign the material, and export from there in order to keep the one-material-one-texture-many uv's thing I’m looking for, but then again, I think that’s to elaborate, do you think of another way to solve that particular issue? it is an atlas-related problem?


texts: Adapt dimension axis of an object to viewport

texts: i run into following problem: i try to make a wheel out of a cylinder. after creating the cylinder i rotate it 90° on x-axis. now i want to adapte the width of the wheel. unfortunately the object dimension axis is now not the same anymore like the viewport axis. when i reduce the width by changing the values in the dimension tab i have to change z instead of y (like it is in the viewport) to control the width. how can i change the dimension axis of the object (so that it aligns with the viewport again?).


texts:
It's been a little while i'm using Blender now, but I never did try to simulate smoke yet.

I have to work on titles for a little movie and I was wondering if it was possible to make a picture projection on a smoke simulation (using Cycles) and if you had some directions to handle this?

Thanks!


texts: Vector motion blur and Reelsmart Motion Blur

texts:
Is it possible to add vector motion blur to a rendered image sequence without using third party software like Reelsmart Motion Blur (RSMB) in After Effects? If not, is there a way to render a motion vector pass in Blender that's compatible with Reelsmart Motion Blur?

What's the advantage of RSMB?

Thanks!


texts: I've been working on a character and somehow I ended up with some keys on the timeline. I've checked the drivers and fcurves with everything selected, but I'm unable to locate these rogue keys. Is there a way to make these visible?


texts:
I would like to tweak the BGUI, so the text_input widget would swap the color from highlighted to inactive after it has been deactivated by the mouse.

I realized that the color changes to inactive after pressing the enter key, but not after klicking with the mouse somewhere else on the screen.

Could you help me with that, please?

Thanks in advance.
Eugene


texts: Can't make cloth collide with object when cloth mesh is vertices & edges (no faces) [video example included]

texts:
See this video for example: Watch video on YouTube.

When I try to create a scene with a mesh that has no faces (removed faces from a plane so that it is a line: edges with 5 vertices). It has a cloth modifier. Below it is a plane - subdivided a few times - with a cloth collision modifier. When I run the animation playback and move the cloth object, it passes through the collision object without being affected by it.

Is there a way I can make the cloth line be affected by the collision plane?

Thanks in advance!


texts: Animate restriction of viewport visibility/rendering of a group of objects

texts:
I want to animate various parent objects (and their children objects) appearing and disappearing in a rendered animation.

This is currently possible with single objects by keyframing the Restrict Rendering and Restrict Viewport Visibility options in the outliner. (They're the little camera and eyeball symbols next to each object.)

I want to do something similar, but with multiple objects, preferably under a single parent object. The main goal is to be able to do this without having to set the keyframes for each object in the group manually.

This has been brought up before in a previous Blender StackExchange question, but it has no confirmed answer, and the only information it does have is some extremely confusing writing about some feature called drivers.

Another option I tried to think of would be to put each group of objects on its own layer and animate the layers' render restriction, but according to this other Blender StackExchange question, keyframing layers isn't recommended.

The latter question even mentioned my problem, saying "the animation of the visibility of groups of thousands of objects (with various materials) is not easily or practically possible."

I think neither of these questions got enough exposure, and there might be someone with a simpler solution to this problem. (Or maybe even a clearer explanation of the whole "drivers" method.) This is why I am bringing this up again, despite it already being asked on here.

How can I easily animate groups of objects appearing and disappearing for a rendered animation?


texts: No painting strokes showing when Texture painting

texts:
I have done texture painting before a few times, so I'm not totally unfamiliar with it. This time it's just not working and I can't figure what I could be missing.

I am using a testing file with a simple plane.
1. UV mapped the model already.
2. In the Slots tab of Texture Painting switched to Image in Painting mode. Then created newtexture. It seems the recommended size is 2048.
3. Created its respective Image Texture node and plugged it to the Diffuse node. And left it selected.
4. Opened same texture in an UV/Image Editor window.
5. Go in the Texturepaint mode and stroke on the object.
6. Just in case I saved changes in the UV/Image Editor window.
Yet nothing happens, nothing changes, basically no changes were registered.

Any ideas?


texts:
Is there any way to show all layers (paint slots) at the same time in texture paint and solid mode like in most painting apps?

Currently the default behavior in 2.72 seems to be that only the selected layer is shown even though there are transparent parts on the layers.


texts:
I have a list of all multi user objects per layer:

multi_user_list = []

for obj in bpy.data.objects:
    if obj.layers[0]:
        if obj.data.users > 1:
            multi_user_list.append(obj)

How I can sort the list by objects with the same user?
E.g.: [(cube, cube1), (cube2, cube3)]


texts: Missing Node Editor Header Bar at Bottom

texts:
I'm looking at the node editor and somehow ended up losing the header bar at the bottom of the node window (e.g., it had the "add" menu to add nodes). This was done when I dragged part of the window to try to resize it, but instead it was the menu bar and it reduced it to size zero instead of moving the window I was interested in.

Many suggestions say you can split the window and simply select the info or other bar you want...but the menu to do this has itself disappeared and a split window is a duplicate of the original with the missing bar:

How do I get the "add" and other node menus back if splitting the window never provides the menu to select what is viewed? Any new window has the same empty bottom bar as the bad window and no means to tell it to select anything different.


texts: Is it possible to use one action for multiple objects?

texts:
Just as the title says,
imagine you are building a glass sliding door,but you need to move both parts in the oppsite direction, but that creates 2 actions, is it possible to fuse these two into one?
To be neater.


texts: Menu position for skin modifier resizing (Ctrl + A)

texts:
Ctrl + A allows you to resize vertices with skin modifiers applied.
You can also search for skin resize in f3.
But I didn't find this feature in the top menu.

Do you know the menu location for this feature?


texts: Adding objects to an animation/0 sized object is still being rendered

texts:
I am trying to create an animation in Blender and I need to add objects to a scene during the animation.
I am quite not sure, how to do it. Any suggestions?
I have tried to work around it with setting object size to [ 0, 0, 1 ]. I thought that I can achieve required result with scaling this object and then changing its position. However, the object (zero sized - before scaling) is still being rendered as a black line.
Thank you for the help in advance.


texts: How do I get a clean slate after every run of my add-on?

texts:
So I have been working on an exporter as part of my Google Summer of Code project. As I am new to Blender add-on development, I was under the impression that my code would get a clean slate every time it ran, specially when the register / unregister methods were implemented.

Unfortunately my code has been exhibiting some very weird behavior! It is basically as if all the data structures are being cached by the Python interpreter, and all code is being executed several times.

As GSOC projects are open source, you can check the source itself on Github, but it is far from complete yet.

All runs of the exporter produce a debug log with some of the operations carried out. It also helps convey my problem more precisely. Here's the successful output after a run on the default scene. Now here's the incomplete output on the second run of the same scene. Even though it crashes, it is clear that all lines are basically duplicated.

For the record, I am using vscode with this add-on for development. Please let me know if any more details are needed for this question!


texts: I am creating short educative animation in Czech language. And I ran in the big trouble with title scene. In the scene I need insert text with character "ř" and blender refuses insert "ř" without error message I doesn't find help in the manual of blender. (I am using blender 2.92)


texts: Change node links based on which Render Layer is rendering

texts:
I am trying to make a setup where a different node is connected to a node group's output depending on what Render Layer is being rendered. For example, if layer 1 is rendering, then RGB is connected. If Layer 2 is rendering, then RGB.001 is connected.
I already have a setup that let's me use a Driver that outputs a different value based on which layer is rendering, so I think this ought to be possible.
Here is that script:
def layer_number(depsgraph: bpy.types.Depsgraph):
name = depsgraph.view_layer.name

try:
    layer_no = int(name.split(':')[0])
except:
    layer_no = 0

return layer_no

This is based on this feature that was added in 2.9(scroll to bottom) that allows things from the dependency graph to be accessed in Drivers.
To use it, you create a Driver on a value with the expression layer_number(depsgraph). The value will then be a number you put at the start of the Render Layer name. This can then drive a mix node, or whatever else. It will update when switching layers in the viewport, or when F12 rendering. (The script needs to be registered or run of course.)
For various complex reasons that are too long and specific for this post, I can't use just this method of mixing between two different nodes. I need to plug in one or the other. I have a script that removes or creates links as needed, but I need to be able to trigger it and feed it the proper value based on which Render Layer is currently rendering.
So, the script needs to do something like this:

Run each time a new Render Layer comes up, either in the viewport or during a full F12 render.
Get a Value from the Dependency graph based on the Render Layer that's about to be rendered.
Run the script/function that changes the node links.
Proceed with the Render.

Is this possible? I am aware that there are ways to trigger things at the start or end of a render job, but generally that means before and after rendering all layers, and won't let you change things per layer. But since the above Driver feature was added, I am now thinking that you can change things per layer, even during a larger render job?
(I am aware that you can write command line batch render scripts that do a render job of an individual layer, then change something, then do a render job of the next layer. I am looking for solutions beyond that, as I want this to work when switching layers in the viewport, or rendering only individual layers in the compositor, etc.)


texts: Array modifier does strange things with mesh

texts:
I am attempting a very simple (or so I thought) mesh to make the base for a laser cutter table. It is simply a tweaked square with an extended base.

I used the solidify and bevel modifier to give it a little depth and rounded edges.

When I went to put the array modifier on it to duplicated it, the first piece of the array didn't show up. And the second piece gives me both together for some reason. See the gif for the behavior.

Also, the problem seems to go away when I unclick "merge". But, it doesn't really merge them so the bevel modifier still makes them appear to be separate pieces.

What is the best practice here?

Any idea what is going on?


texts: Sculpting a photorealistic human face for animation: use the multiresolution modifier?

texts:
I'm locking down a production workflow for sculpting photorealistic human faces for animation but having a conceptual problem about whether or not to involve the multiresolution modifier

the sculpt workflow is: character sculpted in actual real-world clay > form captured via photoscan to an ultra-dense triangulated mesh > clean-up, sharpening, additional details and skin textures done in blender > mesh retopologized to lightweight animation-friendly all-quads > wrinkles and details recovered via normal maps and displacement maps plus a subdivision modifier

there seems to be no reason to use the multiresolution modifier in this process - is there a strong reason to use it that I'm missing? - it's a very powerful modifier, it obviously must have some important uses

a related issue: I have sometimes had difficulties with data loss when relying on the multirez modifier to preserve high rez sculpt work, especially when trying to save/restore multirez data using the .btx format - I suspect I'm not understanding the place the multiresolution modifier occupies in a professional sculpt > animation pipeline - can someone clarify?


texts:
In order to solve an other question of mine, I'd like to know how to adapt this script (contributed by @zeffii) in order to show (in edit mode) the indices of vertices for a lattice.

The N-panel with the bpy.app.debug = True trick seems to work only for meshes.

I would be curious to know if the rationale for assigning an index to a lattice vertex is more simple than for a mesh one.

EDIT

Regarding this last question, assigning an index to a lattice vertex seems to be simple. In the source code of blender, one can find the following:

int BKE_lattice_index_from_uvw(Lattice *lt,
                               const int u, const int v, const int w)
{
    const int totu = lt->pntsu;
    const int totv = lt->pntsv;

    return (w * (totu * totv) + (v * totu) + u);
}

void BKE_lattice_index_to_uvw(Lattice *lt, const int index,
                              int *r_u, int *r_v, int *r_w)
{
    const int totu = lt->pntsu;
    const int totv = lt->pntsv;

    *r_u = (index % totu);
    *r_v = (index / totu) % totv;
    *r_w = (index / (totu * totv));
}

So it is possible to define some handy functions in Python:

import bpy

def lattice_index_from_uvw(lat, u, v, w):
    totu = lat.points_u
    totv = lat.points_v
    return w * (totu * totv) + (v * totu) + u

def lattice_index_to_uvw(lat, index):
    totu = lat.points_u
    totv = lat.points_v
    return (index % totu, (index // totu) % totv, (index // (totu * totv)))

lat = bpy.data.lattices['Lattice']

for w in range(lat.points_w):
    for v in range(lat.points_v):
        for u in range(lat.points_u):
            print('u = ' + str(u) + ', v = ' + str(v) + ', w = ' + str(w) + ', index:' + str(lattice_index_from_uvw(lat, u, v, w)))

for i in range(len(lat.points)):
    u, v, w = lattice_index_to_uvw(lat, i)
    print('u = ' + str(u) + ', v = ' + str(v) + ', w = ' + str(w) + ', index:' + str(i))


texts: I am new to Blender but have created one elaborate texture painting on a 3D object I imported in with great success. Months later, the object shape needed adjustment and the painting design needed some tweaks, so I imported the new 3D shape and discovered the stencil tool to paint perspective snapshots (from the first project) onto the same perspective view of my new model/project to save time. I was nearly done but was having some crashes when I browsed for additional perspective shots to stencil. Upon reopening the program, my painting had disappeared but the 3D shape and background texture color were still there. I then tried opening autosaved recovery files from earlier in the day and all of them were missing the painting only. Have I hopefully just managed to toggle off some setting/workspace/window that allows me to view the paint or did I some how permanently delete the "paint file?" from the project. I seem to recall hitting shift+tab around this crash and thought that might have hidden my work? I could use some suggestions Please!!! I've attached a shot of my work environment from the previous successful file and the new file missing the paint in case there is some setting changed that I am not noticing).


texts: Why chain icon right side of the object showing up? How should I disable this?

texts:
I'm worked on my project in Blender 2.79. Then I decided to transfer this to Blender 2.8

I appended successfully after I append.
I cannot move, add a modifier or edit materials.

How should I rid this thing and how is this works?
( I DON'T USE LINK BUTTON )

This is the picture (If you don't understand what I'm trying to say)


texts: What firewall settings are necessary for a render farm?

texts:
I don't use Blender myself, but it is installed in our teaching labs.  I'm the system administrator for these labs, and I'm trying to configure the computers so that one of our students can use them in a render farm configuration for a special event.  Specifically, I need to know how Windows Firewall should be configured.

In the old manual for Blender 2.6 I found a page titled Networks in Blender rendering.  This seems to imply (but does not state outright) that only the machine running the Master server needs the firewall configured, that it requires only a single port to be opened, and that you can choose whatever port you like.  (There is no mention there of a default port, though I found some other posts suggesting that 8000 may be the usual choice.)

I couldn't find an equivalent page in the current manual.  If it makes any difference, we are running Blender 2.77a.

Will it be sufficient for me to open a single port, say 8000, and advise the student to use that?  Or is it more complicated than that?


texts: sparkling shadow, sun glass shader reflects the plane

texts: attached please find an example. thank you for Support in advance. And thanks to members Rivera and Cegato. How can I remove the SPARKLING orange shadow (Plane remove reflecting?)


texts:
i was working on some heavy projects and my pc isn't that strong it keeps crashing a few times if i do some heavy work. but past few days whenever i do a heavy project it shows error DNA block missing (Loading 'E:\Darshan\Blender\khadvasla vfx.blend' failed: Failed to read blend file 'E:\Darshan\Blender\khadvasla vfx.blend': Missing DNA block
)and iam unable to reopen the saved file. what can i do to recover my files and why is this error showing me up?


texts: Ugly stripes when rendering with GPU, even with high samples

texts:
I came across a problem which I couldn't find any solution through google.
With my new GPU (R9 390X) I get when rendering with it, distinct stripes, especially in darker areas.
Does anyone know the reason for this?

Thanks a lot!


texts: Help with rigging 3x3 bones and root in blender

texts:
recently I started Blender and I want to recreate a simple rig I already did in Houdini. Unfortunately I am not able to recreate my setup so I am seeking advice on several issues.

First of all I have no idea how to add an IK chain for 3 bones. When I get the workflow correctly I have to edit my Armature in Edit Mode, then select the last bone -> Pose mode and there I can assign a Inverse Kinematics Constraint. But how does it work with three bones?

I have robot parts, so I don't need any envelope or weight. My geometry could be straight parented to a bone. How does that work in blender (does it?)

Root
   - Chain Goal (drives the very end of the bonechain)
   - Bone1
   - Geometry1
      - Bone2
      - Geometry2
         - Bone3
         - Geometry3

But how am I supposed to bind a chain end to an empty/circle for animating?

For a better understanding I enclosed some images what my rig needs to do. Any help, tips or links to tutorials would be highly appreciated. All I find is basic IK or guys trying to rig biped characters in 10 seconds ..

https://i.stack.imgur.com/kmGQG.gif
https://i.stack.imgur.com/n95wp.gif
https://i.stack.imgur.com/H5Zq4.gif

Thanks!
M


texts: Adjusting the the number of Vertices in a non-manifold edge

texts:
I have two separate objects. Object 1 (Grey) has 154 vertices in the Non-Manifold Edge and Object 2 (Orange) has 112. I would ideally like to have an equal number, so when I join these two objects and perform a Bridge Edge Loop, the result will be an even mesh of quads.
Perhaps someone could help with a python script to reduce the 154 to 112?
Merging by distance is not possible, as the edges in both objects are different in length.


texts: The Mesh is Blending With The Background

texts:
I haven't used blender in a while and the last time I did this wasn't a problem but for some reason, it looks like the background is "blending?" with the mesh. This only happens in Eevee, cycles work just fine. The mesh is completely invisible in the viewport shading mode too. I tried resetting the settings and reinstalling blender but that doesn't work, it might be something wrong with my computer.

This is how it looks in rendered view, I moved the camera around a bit and the background color started "blending" with the mesh

This is how it looks in the Viewport Shading mode, the mesh would be completely invisble if i turned off the overlay.


texts: My texture isn't working with my baked normal

texts:
I created my own normal but when I add a texture from Poliigon, it looks really blotchy and weird. How do I get my texture to look more natural with the normal I baked?

Here's a copy of the file https://drive.google.com/file/d/1CaOtMp7PLY_wtZe7TV00ynI1tMJTXoDK/view?usp=sharing


texts: I’m having an issue where some of my animations are not exporting with my model/armature. I designed everything in Blender and I’m trying to export as FBX to import into Unity. For my main character I designed 19 animations. But for some reason, when I export as FBX, 6 of those animations disappear. The file is too big to upload here but I would gladly send via email (briankenny718@yahoo.com). Any help would be so greatly appreciated!


texts: not rendering metaball particle collisions

texts: I have a animated figure that has two particle systems,...one is a hair, the other is an emission,. Both use the same meatball instance object....the hair particles are used to define the figure shape. the emission particles emit from the figure and collides with a ground plane and accumulates. the total effect is a figure made of jelly is dancing and globs of jelly fall from the figure and collect on the ground around the figure. the issue I'm having is the collisions do not render in the animation, but render properly in the viewport render view. individual frames render correctly, but not in animation renders. included image single frame evee render.


texts: Why are the normals of this primitive circle pointing upwards, and how to reset them?

texts:
Using Blender 2.8, when creating a primitive circle using the API like this:
import bpy
from mathutils import Vector, Euler
bpy.ops.mesh.primitive_circle_add(vertices=8, enter_editmode=False, location=(0, 0, 0.03), rotation=Euler((0,0,0.3927)), radius=0.05)
bpy.ops.object.transform_apply()

It ends up with normals like this, pointing upwards a bit:

I noticed when not setting the location of the circle, like so, it does not happen.
import bpy
from mathutils import Vector, Euler
bpy.ops.mesh.primitive_circle_add(vertices=8, enter_editmode=False, location=(0, 0, 0), rotation=Euler((0,0,0.3927)), radius=0.05)
bpy.ops.object.transform_apply()

I have failed thus far to understand why. In any case, I would like the normals to be pointing outwards, like so:

Is this possible? If yes, how? Thanks.


texts:
How to write unit tests in blender and how to compile them to see there are running perfectly.
note: unit tests to test add-on. Thank you.


texts:
I am using Blender 2.83 and want to create a scene with a lot of fog, so I've been using the Mist pass. However, this makes the HDRi invisible. Is this a limitation of the Mist pass or are my settings wrong?
These are my mist pass settings:

And my compositor looks like this:


texts: Distorted highlights when rendering microscratches (bump map)

texts:
I'm trying to create a 'spiderwebbing' / 'swirl' effect caused by microscratches around highlights, but for some reason get triangular rays instead of a round halo. I've tried loads of scratch textures and they all have the same problem, even with different sizes/strengths.
The only solution I've found is to use a normal map instead of bump, which isn't ideal as I would need UVs for 100+ objects (or find a way for triplanar normal maps). I've seen other people create this effect with just a bump map, in cycles as well as some other render engines. One solution I've seen for 3dsMax/Vray was to change the "bitmap filtering to Pyramidal or Summed area", but changing Blender's texture filtering doesn't do much (it fixes for eevee, but not cycles).
(The screenshot is slightly exaggerated, but the rays appear with any bump value or texture size. From 2.92 cycles viewport)
EDIT: New images to show difference between normal and bump map. Both use the same texture and mapping setup:
Thanks for any help or tips you can offer
Using bump map:

Using normal map:

Nodes:


texts: How can i attach objects to a mesh that has been displaced, without applying that displacement to the new objects

texts:
I've created a simple displacement animation of a character with a body and two eyes.

I want to attach the eyes to the body but because the body is displaced, the eyes follow that same displacement if i attach with CTRL-J.

How can i attach these two spheres to my main body without them following that displacement? It's almost like i want them to just sit on the skin of the object and move with it through the animation, but not change size or shape?


texts: How can I check if the Active Object has a specific modifier so that when I run my code, it doesn't add the modifier again to the object? It should add the modifier only to the object which does not use that modifier.


texts: Particle system domain box deforms the character (smoke effect)

texts:
I've been trying to create an animation for a creature where he slams the ground and there' s shockwave effect right after the animation.

However, I moved the domain box, where the smoke effect takes place right under the creature that slams the ground and it suddenly deformed the creature (so the creature fitted right in the domain box somehow).

The domain box seems to have animations saved somehow. Maybe this might cause the problem.

I am not sure what causes it.


texts:
I'm using the sapling tree generator which creates many branches as "separate objects" but in reality they are joined into one object (sapling uses curves which i then convert to mesh). I am able to select a vertex on a branch, do a Ctrl+L and get a whole branch selected. That is what I mean by "linked object", a branch.
What I am trying to do is take all those branches and do a boolean type operator on each other to create one object that does not intersect itself. Or at least create many objects out of the branches with "Cuts" along the intersection. Is this possible?


texts:
I found nice looking house and wanted to recreate it, used fSpy instead of BLAM, but found it works well. I placed cubes instead of normal models. My problem is, that there is second and third photo of this room and i can't match perspective of the second camera to the ready scene. I tried fSpy, but it hasn't fitted it properly.
What should i do if i want to fit 2nd camera to both scene and reference by hand?


texts: How does the Inset Boundary option work?

texts:
Insetting the two faces shown on this mesh (which has a mirror modifier) and pressing B seems to work as intended, toggling whether the middle edge is inset or not.

However, when insetting the face shown here, toggling the Boundary option does nothing.

Why is this?


texts: Blender hiding all object but one in everything except default edit menu

texts: I am trying to create a character, while trying to render out the image to a png, it hides all objects besides the head, and a side issue, the object is pitch black. I have tried restarting blender and turning on and off their render-ability. but neither worked, I don't know where to go from here, it would be nice if somebody was able to help. :I


texts: There's a strange shadow on the skydome (Blender 2.8, Eevee)

texts: First one is the skydome in other CG software however, in blender, there's a strange shadow. How can I fix it?


texts: Why half of those particles (red balls) going through the collision (white plane)?

texts: The particles are falling on the collision but half of them are upside the collision and half are down the collision plane.


texts: How to apply subdivision surface to this geometry?

texts: I have this simple geometry (I'm using also a mirror modifier) and I want to apply a subdivision modifier. When I add it the geometry gets all messy. I added some loop cuts but the result is not clean. The issue is in the zone where I made a bevel. What am I missing here?


texts: I'm modelling a curved shape, and I'd like to bevel the edges. When I try to do that, the faces pucker. I've tried smooth shading the model, but it prevents any bevels from showing. Do I need to fix the topology?


texts:
I'd like to emphasisze the '3d-ness' of my object, by applying a rectangular mesh to it, as if it were a white object in a black room illuminated only by a (far away) laser that scans horizontal and vertical lines.

I manage to get as far as this picture:

Now, instead of the 'black' lines, i would like them to be solid green. And instead of the green gradients, it would be nice if these would be black.

Conceptually, what I'm looking for (I think I am): I'd like to tell the node editor something like:

if your input value is smaller then 0.9, output 0. If it is between 0.9 and 1, output 1.

How do I achieve this?

I used the following setup of my nodes:

My question looks a bit like: How to make a mesh look like it was 3D printed


texts:
I would like to scale this pair of hands:

But when I try to do so,this happens:

The fingers don't scale,I think this has something to do with the bones,(forgive my ignorance,it is all morning that I search for an answer). It would be also fine if I could just scale the posed model,It has already got the pose that I need.


texts: Trying to output a video using python script

texts:
I'm trying to run this open source script which renders a scene
https://github.com/leios/simuleios/blob/master/visualization/fourth_dimension/fourth_dimension.py
and then output it to an mp4 file but when I run it I get this error


texts: Collapsing Verts without creating triangles

texts:
enter image description hereI have modeled this fork and have no idea how to finish this end.
I would love to have the curvature just continue without ending where all the verts are.
If I collapse the verts, I create lots of triangles and this causes further problems especially with modifiers.
Maybe somebody has an idea.
Thanks!

enter image description here


texts: Can I achieve orthographic lighting in Blender?

texts:
I define orthographic lighting as a single light source that cast a shadow at the same angle no matter where the shape is? Either in front or behind the lamp shading is at the same angle.

Conditions: Blender render, toon shading (non gradient shading), and you cannot node any objects only the lamp.

Can this be done?


texts: Principled Metalic shader in 2.79RC2 is not influenced by the Specular value. Bug or feature?

texts:
In 2.79 RC2 when using the Principled shader, increasing the Specular value of dielectric materials (Metallic = 0.000) gives you a boost of reflection. In the case of metallic materials (Metallic = 1.000) the Specular value doesn't have any perceivable effect on the material. Whether Specular is 0 or 5000 the appearance of the surface is the same.

Should I report that as a bug or is this how it is supposed to work (because it's physically correct or whatever)?


texts: What steps should I take to speed up an Eevee render?

texts:
I have a pretty beefy PC: RTX 2070, I7-9700K but somehow my Eevee animation ends up taking more than 1 minute per frame yet can render at around 10-50 FPS in the viewport with minimal quality loss compared to the full render, at around the same resolution.
So, are there render settings that I should change to make the animation render faster? or is the Eevee render just super broken?
It seems like this is a fairly common problem, brought up in many unsolved questions:
Why are my Eevee renders much slower to output than they are in a viewport?
Will it soon be possible to render an Eevee animation in realtime (2.8 Beta)?
Eevee Preview Render from Python
Many have come to the conclusion that either the normal render does more calculations to make a more realistic image, or that it takes time to save the image to the disk.
If it is the first case, what settings can I change to make each render take the same time?
I highly doubt it is the second case as it should not take more than a minute to save a 1mb file to my solid state drive.
And yes, I have tried the viewport render, which does speed things up substantially (like more than 50x faster than the regular render), but I'm still struggling to understand why the regular render is taking so long.
Here is a picture of one of the more demanding frames of the animation:


texts: After applying the texture form UVimage editor, the model looks extremely dark and blue

texts:
Good afternoon, I did not know where to open the topic, I hope not to disturb
I do not know what happened but the model after applying the UVimage editor the model looks extremely dark and of a blue hue, being that the texture should be applied to itself, once it worked, but I do not know what happened but since that time already He did not succeed.
PS: apparently the texture was applied, but very dark and of that blue tone.

I leave photos thanks in advance.


texts:
Background: I am importing (appending) a new scene to an existing .blend file. The new scene has only compositing nodes and is only used for compositing renders created by the original scene.

What I want to do is to specifically address an image node in the compositor node tree, and then assign an image to it. That's it. So, for me, pseudo-code would look something like:

set the context to the compositor node tree
set the filename of the image node "Fred" to "E:/myimage.jpg"

I've been referred to: How do I edit an image node in blender using python? but can not get it to work properly. How to load and assign an image to a specific image node in the compositor?


texts: Context is incorrect when calling from a timer

texts:
Eevee in Blender 2.8 is so awesome that just saving the viewport (view > Viewport Render Image) looks really good.

I'd like to save the viewport periodically from a timer script using the operation bpy.ops.render.opengl()

Here's some code that gets close:

# viewport_loop.py

import time, bpy, functools

def render():
    timestr = time.strftime("%Y%m%d-%H%M%S")
    print(timestr)
    # uncomment below line for error...
    # bpy.ops.render.opengl(animation=False, sequencer=False, write_still=True, view_context=True)

def loop(data):
    render()
    return 2.0

if __name__ == '__main__':
    bpy.app.timers.register(functools.partial(loop, ""), first_interval=5.0)

I'm calling the script from the command line on osx

blender ./file.blend --python ./viewport_loop.py

When the render line is uncommented I'm getting the error:

  RuntimeError: Operator bpy.ops.render.opengl.poll() failed, context is incorrect

bpy.ops.render.opengl() does work, but not in this timer (or in a thread incidentally).

Any thoughts, is there any way to override the context for this operation?

Perhaps around the 'view_context' parameter of bpy.ops.render.opengl() because I've seen in other answers that a context needs to be overridden. For example the following, which enlarges the viewport...

for window in bpy.context.window_manager.windows:
    screen = window.screen
    for area in screen.areas:
        if area.type == 'VIEW_3D':
            override = {'window': window, 'screen': screen, 'area': area}
            bpy.ops.screen.screen_full_area(override)
            break


texts: Is it possible to edit 2 nodes at the same time ? In 2 windows

texts: In each window one different node to edit, im trying to, but when i switch one the other one switches too...


texts: Distance driver not working in the rig to switch images (2.5D animation)

texts:
Working on a 2.5D character rig set up for an animation production. We move the controller up and down axis to switch between different shapes.  We are using a distance driver in the blender rig to switch mouth shapes. Gif attached to illustrate the point.
Animation is being done on a rig which is linked in the animation file. The switching worked initially but stopped working after some time. It is working in other animation files though. Could there be a linking issue? Is there a process that we should be following to make this work?


texts:
I've added a sphere into my project and it moves with the other object in my project!

How can I stop this? Now and in the future, as I'm relatively new to Blender.


texts: How would I go about making variations of the same model?

texts:
For example, say if I had a character model that had wings and I wanted to have a version of that model that did not have them. Would I have to model the character a specific way in order to achieve that, or use some kind of shape key or other method?
I'm still semi-new to blender at the moment so i'm not sure.


texts: Issue with displacement in 2.8 but working fine in 2.7 (Cycles)

texts:
Why can't I get the same result I achieved when using blender 2.7?

2.7:

2.8:


texts: Rotate object or move object to certain position by clicking custom UI button

texts:
I'm hoping to 3D print a simple robot controlled by an Arduino microcontroller, but first I am prototyping the design in Blender — I'm experimenting with controls, movements, actions etc. How do I move/rotate part of the robot in Blender — let's say "Robot_Arm_Lower" — to a predefined position? It only needs to be a simple button somewhere that just executes a basic command along the lines of "on button press move 'Robot_Arm_Lower' by rotating xyz and moving to location xyz". I'm guessing I need a simple Python script but I'm not sure where to start.

Hope that makes sense? Thank you.


texts: How can multiple people work on the same file?

texts:
I can't find any new answers to this question. I was just wondering if there is any way that multiple people can work on the same project? I don't mean at the same time. An example of what I am talking about is with the Unreal Engine, there is something called Perforce I think and it when one person is done working on it, they update it on their end, and the next person can "checkout" the file and it updates the changes the other guy did.

Any help will be appreciated!


texts:
I want to bake highpoly tangent normals to low, works fine for 4k textures, takes about 4 times longer for 8k (as reasonable) but gives me some wierd colored texture thats definitly no normal map. Yes, I also changed the texture in the node editor. What am I making wrong?

PS: Do you use TexTools? Why is it so damn slow (exponential, takes forever for a 8k tex) compared to the cycles internal "render button"?

My system: Blender 2.79 (regular build), Windows 7, GTX 980ti, i5
Sorry for the Inglisch ;)


texts: While using UV Editing I wanted to use stretch found in the display menu but it is not there.


texts: I've been working on my own Pokémon animated movie for a month now. Everything works great except for the elements. I'm going to be using fire a lot in my movie, but whenever I render a scene with fire in it, the render turns out like the following. Any idea why this happens? I noticed that when I change the smoke domain from volume to any of the other options, that the pixelated area goes away, but then there is no fire and it only shows the UV sphere that is my emitter. There has been no help on any other help forums and I'm dying to finish my project; this is my only setback.


texts: I'm asking how to make my camera see a lot more without having to zoom out. Because if I zoom out everything is smaller, I want it just close enough but I want it to see everything. I don't want it to look further away, but I want it to see more.


texts: Should I just quit Blender when after two weeks of learning and watching tutorials I cannot model anything?

texts:
I really wanted to start with Blender a long time ago but I was addicted to games and I didn't have enough time. Now, I do have time and I need to know Blender to get onto University so I've tried to dive right into it.

I have been watching videos and recreating the things that the people were doing. I really enjoyed it but now, when I wanted to do something on my own, I feel like I forget everything and the things I've learned are just gone.

I wanted to model but everyone just keeps talking about Mesh and how to add stuff but, at the end of the day, I am just not able to model anything. I only know how to add things. But when I am trying to model things, it always looks like some kind of spaceship.

I hope you know about something that could help me. I tried CG Cookie and the tutorials from Blender Guru, and some other individuals, but it's basically all the same. I even memorized like 50 Blender shortcuts but I still feel like I am unable to create anything.


texts: Why does Blender crash when I append this group?

texts:
I have made a group composed of four mesh objects and a curve object. Two of the objects have array modifiers, one has a mirror modifier. I have tried several times to import it to another file, and Blender crashes every time.

This group was first built as part of a larger file, that I then decided to split up into a set of assets. The group was first created in that larger file. When I tried to append it in a new file, Blender crashed.

Lazily, I decided to simply delete everything in the larger file that wasn't in that group and save it as a separate file, but then when I decided to append the new asset file in something else, Blender crashed again.

I found that there was data for several other groups in the file, so I selected everything, pressed Shift-Ctrl-Alt-G, and deleted the objects from all groups. I saved the file, closed it and reopened it, and set up a new group. Then I tried to append the group again, and Blender crashed.

So I opened a new file, appended the objects for the group, and created a new group for them, and saved that. I tried to append that new file's group to another file, and Blender crashed.

Appending other objects works fine, including ones that also have mirror and array modifiers. I can't see anything wrong with this file. How do I solve this problem?

Blender 2.78c running on Ubuntu Budgie 16.10.


texts: Anisotropic shader not working with new file

texts:
so I tried following this (somewhat dated) tutorial to create an anisotropic material.
Unfortunately no matter what I do, the objects don't look anisotropic at all.
Here's my attempt at following the tutorial:

Even if I just open a plain new file, add a geometry, an HDR map as the background and set the Anisotropic shader, it doesnt work:

The only way I could see any anisotropy, was by downloading the example blender file from the docs.
What could be missing from a plain new file, that the example file has? The cycles nodes look exactly the same.


texts: Armature won't deform mesh after applying the modifier

texts:
enter image description hereI'm a bit of a newbie, but I was following a detailed tutorial about importing FBX items into Unity, so I exported a mesh and armature I made, but after finding out it wouldn't move in Unity, I poked around with it in Blender to see what was up. After some research and trial and error, I realized my armature modifier was missing. Since this happened after export, I assumed it had applied itself during the process, and since I had already saved and exited, I couldn't revert back to the file before all of this.
I added a new armature modifier, but regardless of it showing the correct weights in weight painting mode it doesn't deform the mesh. I figured I could play around with Blender to see if I could fix it, but I was wrong. The closest I got was determining it probably has something to do with the vertex groups (that category is unfilled because adding a single vertex group causes insane deformations and what can only be described as spaghettification of the mesh), but that's only a wild guess taken off the fact that everything else in the modifier didn't work.
Does anybody have any ideas?
Edit: Sorry, this is my first time on Stack Exchange

I'm new to 3D modeling but I think that's all the relevant info? Let me know if there's anything else I can screen, or if you need to see the blend file and where I can upload it


texts:
I've been trying to find a tutorial for how to animate bullets firing successively (including shells ejecting) but all the tutorials seem to be in the game engine.  Is there a way to do this in cycles?

Thanks


texts: Texture not showing correctly on specific faces

texts:
The front of the box the texture dont work on all sides, but the lid has the right texture.

Blenderfile and texture here

Best regards

Melvin


texts:
I have the following terrain and road (extracted from OSM) i want to combine them so i can have 'nice' quads for the road and borders mixing nicely with the terrain; and combine everything in a 'single' mesh'.

I've tried different techniques; knife project, shrink-wrap

But i always end up in a mess of vertices; is there a 'clean' way to end up nicely clean other than spending countless hours adjusting each corners and vertices ?

Thanks


texts: Is there a hotkey for moving whole collections around?

texts:
pretty basic question:

Does anyone know of an easy way to select a collection and use a hotkey to move it to it's desired location?

I have tried a lot of different ways involving (M, ctrl + M, ctrl + G) and I can't seem to figure it out.

I just don't want to always have to drag and drop collections around, I want a way to move them around as fast as I can move objects around.

THANK YOU!


texts: Adding keyframes while modifiers are active

texts:
I've come to learn that if you disable all f-curves *Modifiers on an active bone, you can insert new keyframes for that bone by moving things in the pose editor. Once you reapply the f-curve modifiers by clicking the checkmark box in the top right corner of the modifier window for each f-curve, both the f-curve modifiers and keyframe movements are preserved.
My question is, is there either:
a. a way to insert new keyframes while an f-curve modifier is active
b. a way to uncheck f-curve modifiers in bulk (for animations that have many modifiers applied)
And I know that you can just click the wrench icon in the left pane, but that doesn't work the same as disabling each of the f-curve modifiers manually. Also, why is this the case? Is there some alternative purpose that I don't know about? Or is it just a bug or currently unimplemented feature?


texts: Using Cycles, I am trying to make a procedural rock hair particle system.  I have my ICO Sphere on another layer that has some random texture displacements.  However, I want to apply a random deform to the overall shape of the rock, is this possible?  Hair length doesn't really do it.  Is  it maybe possible to put an empty in the main scene that would affect the hair shape?


texts: How to export a file as .msh using the io_orbiter addon?

texts:
I tried the solution I found here (blender 2.6 is used here, I use blender 2.82) Mesh file in Blender to export a file as .msh. However I get the following error when I try to use this addon to export my file as .msh file:
bpy.context.space_data.params.filename = "cube1.msh"
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_orbiter_msh.py", line 826, in execute
    export_msh(self.filepath,self.convert_coords,self.apply_modifiers,self.delete_orphans)
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_orbiter_msh.py", line 653, in export_msh
    me.update(calc_tessface=True) # Create tessfaces before export
TypeError: Mesh.update(): was called with invalid keyword argument(s) (calc_tessface), expected (calc_edges, calc_edges_loose)

location: <unknown location>:-1


texts: How to wait for bpy.ops.wm.alembic_import to finish?

texts:
Quite a simple question I hope, I've been tearing my hair out with it for over a day now though. I'm trying to write a background python script that will import an alembic and then perform certain actions on it.

I can get the alembic to import by calling bpy.ops.wm.alembic_import with the filepath, however this import appears to occur in a separate thread which means that the code I immediately move on to still sees an empty scene.

Is there a way to make the python script execution wait until the import is finished, or insert a callback that will be called once the import is finished? I've tried the load_post and scene_update_post callbacks with no luck.


texts: Why is my mirrored object in blender lighter/darker than the original object? Even with a simple cube?

texts:
EDIT: I Figured it out!
I just hollowed out part of the mesh, on the side that would touch the mirrored object.

Hopefully this can help others having the same problem.

Dunno how that worked, but it did.

Original post:

Whenever I try to mirror an object, the mirrored object is always lightor or darker than the original.

For example...

Is there a way to fix this? Originally I was using this mirror method to create a lightbar (below):

But as you can see, one side of the triangular bit is CLEARLY different from the other in terms of shading..

However this only seems to be the case on smooth shading, flat shading looks just fine.

However, when I export it, to be used in a game, it reverts to smooth shading and looks awful.


texts: How can I blend a moon/planet (textured sphere) into the background (procedural sky texture)?

texts:
I've been trying to tackle this challenge for a week or two now and I'm still somewhat stumped. I am trying to create the effect of a moon or large planet seen in orbit from the surface during daylight, when the darker values fade behind the blue sky and the brightest values shine through.

I'm trying to make this effect with RenderLayers compositing nodes, which I still don't really understand compared to shader nodes. I know the solution should involve mix nodes and color ramps, but I haven't  been able to get anything close yet. I've tried mixing the environment socket of the layers node with the image socket in various ways but I'm still stuck. Can someone point me on the right path?


texts: How do you fix opacity to a reference image in blender 2.81

texts: As the title says, how do we adjust the opacity to a reference image brought in the viewport? I can't find the Opacity in Properties Window of the respective image. I've seen some older versions of blender with the opacity available. Is it gone in 2.81? Thank you for your help.


texts: How do I get transparency to work with the Principled BSDF shader?

texts:
How do I get the Cycles Principled BSDF shader to support a base color image such as a 32bit png with alpha or a tga with an alpha channel, and get the transparency to work. I don't see anywhere on the Principled BSDF shader that handles transparency.

Without success, I have tried:

Properties Editor>Render tab>Film rollout>Transparent
Properties Editor>Material tab>Settings rollout>Viewport Alpha (changing to other than Opaque).
Adding a Transparent BSDF and Diffuse BSDF after the base
color image node and using a Mix Shader to combine them.


texts:
I have a question, how do i delete the selected face ?
"Delete faces" doesn't help as the face is still there as soon as i go into object mode - i considered using the knife tool but that seems a bit too "clumsy" for me - as i want some kind of curve to be preserved.
i would appreciate any help, thank you
Cheers


texts: Blender hangs on exit with console window open?

texts:
Has anyone run into an issue with Blender randomly freezing/hanging when you attempt to close while the console window is open? I can't say for sure that the console is the murder weapon, but after a lot of testing, it seems likely. I've tried disabling all non-official add-ons (including my own) with no change. I'm running into this on two Windows PCs with very different hardware.

Nothing prints out in the console when I press the Windows "x" button. It just instantly freezes and doesn't respond until I force it closed with task manager. It randomly hangs maybe once every 4-5 times I close it. Sometimes much more frequently.

I'm curious to know if this is happening to others, but mainly I'm looking for any type of solution. Maybe a way to force the console window closed before exit? I don't think it can be done with atexit, because it never seems to get executed in my add-on before Blender locks up. If nothing else, it may be possible to create a custom hotkey that closes the console window, then requests Blender to close?


texts: How do I get the path my script is running in?

texts:
I am writing a Quake 1 .BSP import script with python and I want to extract the textures from the .BSP so that the mesh can be textured. However, the textures are paletized (instead of a color, only an index into a palette is stored for each pixel) and the palette is not contained in the .BSP.

I'd like to include the palette in a file with my script, and load it from the script at run time. However, I don't know how to get the path to the palette file, so I can't load it. Is there a way to get the path my script is running in? I've tried using just the file name of the palette, but it didn't work.

p.s. I know I could store the palette in a python file, but I'd rather use the original .PAL format so that users can swap it for another palette if desired.


texts: How to get started with Python Coding in Blender?

texts: I want to start programming to help me in my artworks, and don't know python. However, I can pick languages quite easily. Where should I get started and what's the software I need? Plus, if I want to develop the Game Engine, will I need C++ programming knowledge? I want to become a developer for the game engine.


texts: Can Blender build proxy files with transparency?

texts:
I'm editing multiple sequences of png with transparency, but the preview is very slow (8fps).
I tried to use proxies, but it seems that Blender can only generate jpeg files with black background.
Is there a way to use png files as proxies?
Any help is appreciated!


texts: I press somewhere in rendered image and color hue is changed. I close the project and reopen it but still same. how do I fix this?


texts:
In the First-image, I fill the hole, then by default its looks triangulated

In the second image, now I want to make this into quads. So I have to do Tries to quad via Alt J lets me do this.

In the last image it did not work completely, some tries are still tries. I tried to increase or decrease the angle property. But No solution found.


texts: How do you texture paint on a sphere? I want to paint without it repeating... But I get sharp shards of the color I'm painting with all over the object when I'm not even painting there.


texts: Child object doesn't stay relative to parent

texts:
I've been experiencing trouble when parenting two objects which the child have rotation actuators and lot of constraints. The problem is that on the desert camo plane (VTOL) the engines are supposed to stay in place and rotate on the x axis only. But when I roll the plane left or right the engines rotates at a different speed and dont follow the plane.

Here is the blend file : link here


texts: how to animate complex origami folds in 2.8?

texts:
I've reviewed the questions regarding origami animations in this StackExchange and I've not quite found what I'm looking for.

I have tried using shape keys to animate complex folds in a plane, such as inside-reverse folds, sinks, etc. To start off with something relatively simple in my project, I am trying to create the Skeleton Hand origami model by Jeremy Shafer; this has very few complex folds but I'm still having trouble using multiple shape keys to deform my plane.

I'm looking into how to use armatures and hooks, but I'm a complete beginner when it comes to animation and I could use some guidance if anybody has any ideas. Thanks!


texts:
I have an animated character, and I would like to pin a separate object onto its belly. The object is made up of a couple parts: a soft body and a cloth hanging from a shape key'd mesh, all parented to an empty so I can move it around easily.

I'd like to pin this empty to the character mesh, so the object moves with the character and stays on its surface as it animates. How can I do this?

[edit]: I've seen a few similar questions that are answered by simply parenting the object to a bone in the model. As the surface of my character's belly deforms as it animates, I don't think this will work for me.


texts: How do I access a custom transform orientation by name in Blender 2.8?

texts:
bpy.data.scenes['NameOfScene'].orientations['NameOfSelectedOrientation'].matrix.to_euler()

Can't figure out new structure of file. Need to convert tiny add-on to 2.8 and i am not programmer.


texts: I have this building model and I want to have a sphere flying through the air destroy part of the building.  The building model I have is only a outside mesh with no interior.  I tried making a particle system on the building with the selected vertices that I wanted destroyed in a vertex group as the density.  Turned off physics and set start and end to 0 with a long lifetime.  Then I added explode with the same vertex group and the particle system.  Then I added a vertex weight proximity and set it to geometry with the sphere as target.  I then added a rigid body with the collider set to mesh.  On the sphere that flys through the top half of the building I added a rigid body set to animated.  The sphere moves through the building but nothing happens. How can I fix this or start a new method for doing this. Thanks!


texts:
I am trying to achieve a Babylon.JS model viewer which allows for configuring various aspects of the model. Whilst I have JavaScript experience I am new to Blender and 3D modelling in general. This is in the context of interiors so for example for a kitchen one might want to switch the meshes which are visible (for example displaying different cabinet handle shapes) or the material (for example choosing a marble or wood floor).

I am exporting my models as a glTF file (using glTF-Blender-IO) and importing it into Babylon.JS which is working successfully. I can see how I can go about changing the meshes which are visible by having multiple meshes in Blender and selectively showing/hiding them in Babylon so that only the desired mesh is visible at any one time. The issue I am having is thinking about how I can export alternate materials from Blender.

I am able to switch the materials used between meshes easily in Babylon.JS easily by simply changing the material for the mesh to one of the other materials in the scene. The problem is that I am only able to export the materials which are assigned to a mesh and can only export one material per mesh. Ideally I would like to be able to export a large number of materials from Blender so that they are available for use in Babylon.JS but at the minute the only way I can think to do this is to create a dummy mesh for each material which is not visible when rendered. I wonder if anyone knows of a better way of achieving this?


texts: how do you accesses the properties of an object in another scene?

texts:
Here is what my code looks like.:

scene =bge.logic.getCurrentScene()
S = cont.actuators['s']
print('now')

scenes = beg.logic.getSceneList()
for scene in scenes:
    if scene.name ==  'scene':
        back = scene.objects['back']
        print("here")

if 1==1:
    back ['phase'] =2
    print('baby')
    S.activate

The only printed command is 'here' and I get an error that says I referenced 'back' before I assigned it. I'm trying to change a property called 'phase' that is on an object called 'back'. 'S' is an actuator that ends the overlay scene that the python running object called 'cube' is on. The scene is already loaded so that is not the problem. I'm just not sure where to go from here.


texts:
is it possible to create a scrollable interface in blender UI ?
let say in this code below

... ui code ...
box= layout.box()
for i in range(999) :
    layout.label(text=str(i))

that the box have a fixed size with a scrolling ability ?
 does that exist in blender ? i don't remember scouting this in the api

something more simple than an UI list. as Ui list require collection or group properties that need to be constantly updated. the code need to stay procedural.


texts: I am modelling a cushion. As in the picture, I connected vertexes on beveled edges but I want to extend them to the outer edges too. How can I create a vertex on the outer edge to connect it to the existing one?


texts: I'm trying to make a leather belt but can't seem to find a good way to make realistic looking stitches. I'd love to have my stitches look like the image below. Any ideas how to make realistic stitches?


texts:
I have modelled a coat here, and using a few point lights and some flat colors in photoshop, i was able to bake the texture as seen on the picture. However i question if it's possible to create even more layers of detail like reflections, subsurface scattering and so on, making a more detailed texture.
Do node setups carry onto the baking in the first place? I haven't learned how to do materials in blender mainly because i assume they only serve a purpose within blender and that i can't really have that fancy resulting texture bake into my model in the end.


texts:
Hey guys i'm working on a nature scene and test a lot of ideas. I came to a point where a bigger plant would overgrow a way smaller one. Like a dandelion plant would do with normal gras. Everything is ready so far, but i don't get everything to collide with each other. Do i have to animate things with the timeline, to get a collision to work? The grass still pokes trough my dandelion leaves. So i guess i have to let the bigger leaves of the dandelion plant "fall" on the gras particles to get some sort of suppression to work?
I also ask myself the same about plants, sticks, rocks and so on in general. Just to simulate a little more the nature. But the other way around, by dropping everything on the gras particles.
Would something like that work with multiple particle systems - collections or objects?
I hope you can see what i mean in the picture. Most of the time only the gras makes it look odd. I would not even notice one or two dasie flowers poking trough a leaf if it would not happen this often with the gras.


texts: Vertex doesn't move correctly while in "normal" transform orientation

texts:
I've had a re-occurring issue. When a vertex is selected, and the transform orientation is set to "Normal", the vertex does not move in the same direction that the transform manipulator is oriented.

Blender file:

To see what I mean:

Open up the file.
Select the vertex (it is added to the vertex group in the file)
Select Normal transform orientation
Grab the green y-axis and move the vertex.
Notice the vertex does not move in the direction of the displayed green arrow.

Is this an issue or am I doing something wrong?
I am using latest version of Blender.


texts:
why is playback really slow, but scrubbing really fast?  This is in a scene with nothing but a single character and armature.

i'm getting 4 fps when using alt a or pressing play, but when I scrub by hand,  everything updates just as fast as I scrub up to around 80fps (for a guess).


texts: how to ad a panel in the properties/data Speaker specific

texts:
I can't find anywhere how can i add the panel of an operator in the Speaker properties data tab only.
it appears in all other objects data tab and i can't find a context list

class HelloWorldPanel(bpy.types.Panel):
"""Creates a Panel in the Object properties window"""
bl_label = "Hello World Panel"
bl_idname = "OBJECT_PT_hello"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"

Thank you.


texts: Python to switch visibility between multiple objects (game engine)

texts:
Let me begin by saying I'm okay in python in general (and a half-decent programmer in some other languages), but I am very very new to python in Blender.

What I want to do

I have multiple objects all right on top of each other - say, a cube (1), a sphere (2), and a cone (3). When the game begins, only the cube is visible. The player can cycle through the objects by using the M and N keys, as in, when you cycle forward the cube becomes invisible and the sphere becomes visible. The player hits M to cycle forward, N to cycle backwards. When you hit the cone (the third object) you can't go forward anymore. Similarly, when you hit the cube (1st object) you can't go backwards anymore.

If you're curious, the application is I'm making a scientific visualization tool where you can step forward and backward through time while looking at datasets.

My hypothetical approach

I believe (but may be wrong) that I want to have some integer variable V that begins at 1; when you hit M it counts up; when you hit N it counts down; a statement checks if it goes below 1 or above 3 and corrects it back to 1 or 3 if so.

So here's a sort of code skeleton, which is incomplete and doesn't work yet, that gets at what I imagine the solution to look like:

V = 1 #initialize the variable V as 1 at game start

#Here would be some code to use the keyboard tap controllers M and N to
#increment/decrement the value of V, INCLUDING a check
#that if V < 1 you set it back to 1, and if V > 3 you set it to 3

#I think it would look something like this
#except I know I'm missing something:
if cont.sensors['m_key'].positive:
    V += 1
elif cont.sensors['n_key'].positive:
    V -= 1

if V < 1:
    V = 1

if V > 3:
    V = 3

#Now we check the value of V and set visibilities accordingly
#(which I also don't know how to do)
if V == 1:
    #set cube visible
    #set sphere invisible
    #set cone invisible
elif V == 2:
    #set cube invisible
    #set sphere visible
    #set cone invisible
elif V == 3:
    #set cube invisible
    #set sphere invisible
    #set cone visible

The tricky parts (for me)

All I know how to do so far in Python is scripts that only affect the parent object (the controller's owner) like so

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

if cont.sensors['space_key'].positive:
    own.visible = not own.visible

This script, connected to a keyboard sensor called space_key with spacebar in tap mode, will toggle the visibility of the object in which the keyboard sensor resides. That doesn't help me handle multiple objects though.

I also don't know how to initialize V as 1 just at game start, and have it count up and down. Just for fun I tried this code fragment:
    import bge
    cont = bge.logic.getCurrentController()
    own = cont.owner

V = 1
print(V)

if cont.sensors['m_key'].positive:
    V += 1
    print(V)
elif cont.sensors['n_key'].positive:
    V -= 1
    print(V)

and the output looked like "121" when I hit m once, and "101" when I hit n once

So I guess my main questions are:

How do I change the visibility of multiple objects (perhaps using the object name) from one script?
Where should this script reside, along with the M and N controllers? Should it be attached to the cube, or to some empty object somewhere? Or is it going to have to be multiple scripts?
If it has to be multiple scripts, how does the variable V get initialized properly, and how does it get globally recognized by all the different scripts?


texts: adding vertex custom data for game engine shaders

texts:
I would like to know how you can add data to each vertices so that in unity I can access that data to perform shader calculations?

I was reading a article. https://www.alanzucconi.com/2018/09/17/shader-showcase-saturday-10/#more-10187. on how to perform the fortnite procedural building animations.

There are several data values added to each vertex in the article.

a extra bit (0 or 1) for left and right
pivots and rotation axis are stored in the vertex data
a additional integer for timing calculations

How would I add this data to a model in blender 2.7 or 2.8? Additionally what is this known as in blender? Vertex Data is blank in the blender manual. https://docs.blender.org/manual/en/2.79/modeling/meshes/properties/custom_data.html
So I'm not sure what topic to search for using blender.


texts: Importing from CAD - how to have correct normals?

texts:
Importing CAD models into Blender.  SolidWorks -> Rhino -> FBX -> Blender.  Works fine for rendering in Cycles.

But on export to .html, I get invisible patches in the model, due to the normals being flipped in that location.

Flip normals doesn't work.  Make normals consistent doesn't work.

Even Shift+G (select similar normal) and then flip those ones doesn't work.

Seems to be watertight.  How can we just make it point the normals away from the interior of the object?

Ref post 1

Ref post 2

Ref post 3

Updated Blend File Here:

(source: giantcowfilms.com)


texts: How do you texture with a photo taken from an angle without distorting it based on the polygons?

texts:
Recently I ahve been trying to take a more "quick and dirty" aproach to 3d design, and one of the problems that I have encountered is that making uv projections without much thought (aproximating the position of vertices a lot) in an image taken from an angle produces distortions because it is calculated in a per-polygon basis, which forces me to make a lot of subdivisions (which I have seen done in the tutorials I have watched, but it makes it hard to modify geometry later). Using the subdivision surfave modifier and extra vertices in edges (to keep them sharp) doesn't work (or I'm doing it wrong), as it makes the corners stretch. How should I aproach this?
Quick example of what happens:
How it looks:

With subdivisions:

With subdivision surface:


texts: Why I can't cut there with the knife tool, I want to make a quad out of this n-gons


texts: I have two edges that intersect, how do I get a vertex at the intersection point?

texts:
I tried adding this edge with the knife tool to no avail, it won't add in the desired vertices. Is there any other way to add these vertices and have them connected to both edges like the ones above?

blend file


texts: How to render a shadow without the object in the scene

texts: So I am rendering a scene with a train and landscape. I want to render the train separately from the landscape, since it is too extensive on my computer. The down side is that the train wont render with shadows on the landscape. Is there a way to render the landscape with shadows already on it? Any help is appreciated. I am using cycles.


texts: How to get fluffy material like this - do I need hair particles or just material?

texts:
Alright, this is a Blender x Substance question but all ties back to Blender materials. Ive been trying to nail something like this (NOTICE the little stray fluffy hairs on the surface of the cloth material.

Ideally I'd like to achieve this with material alone, and I know this material was made in Substance. I've looked everywhere and can't find a great cloth material for Substance or Blender that has these fuzzy hairs, and actually looks realistic.

How can I do this? Do I need to incorporate a hair particle system?


texts: Incorrect scale when importing .Obj files

texts:
IM trying to import a character created in 3ds Max.
It has 7 cm in Max, but when it is imported into Blender it interprets it as a  700 cm model.

How does Blender handle scale?


texts: How to copy key frames to multiple cell fractured objects while object stays in original position

texts:
Previously, I wrote on "Blender Best Car Crash Problem".
Blender Best Car Crash Problem.
I posted quite a few questions there. The thread has been closed. This is the first time using such forum. I will try to be as detailed as possible. Please bear with me.
Thank you Schamph, Ray Mairlot and Eric Xue for the replies.
This problem is with regards to glass shattering.
I think I figured out how to shatter part of the glass upon impact, leaving part of the circumference of the glass attached to the window frames and the frame of the windshield.
I added a flat shape that I want to shatter (can be a plane or circle, or modify it yourself) that is smaller than the glass. I then added a modifier to shrink wrap the shape to the glass as I do not want any part of the glass to be protruding out. (Actually if both the glass and shape are completely flat and flushed, shrink wrap is not necessary.) Next, I clicked on the shape, and then click on the glass, and Ctrl+P set to parent object. I selected "object (keep transform)". I then added the cell fracture quick effect to the glass and selected "Child Verts". Following that, I selected the circumference of the glass to be shattered and joined them to the glass frame (or the main body of the car) so they will not move upon impact, leaving only those un-joined parts to fly out. I shall not touch too much on rigid body settings but remember to check "deactivation", expand that and also check "start deactivated" so the glass will only shatter upon impact.
My question now is this. Under rigid body, one frame before the crash, I need to select each glass fragment (that will be shattered) one at a time, with "animated" box checked, move the mouse cursor a bit to the right, and then click on “animate property” to add a key frame. Then move to the next frame (this is when the crash happen), un-check "animated" and insert another time frame by clicking the “animate property” again. I can do a CTRL + L to copy “animated data”. However, all the fragments will be clustered together as the location will be copied too.
Is there a way to just leave the location untouched and just copy the “animate property” part?
Thank you.
John
Update on June 15, 2020, 2:15am ET:
I think I found the solution.
Before adding any key frames, parent all the fragments and all parts of the car (wheels, body, head lights etc.) to the same "empty axis".
In doing so, animation data can be copied for multiple objects all at once without displacing the location. Without the "empty axis", all the glass fragments will be clustered into the same location after animation data is copied over. When positioning the car to a particular key frame, I don't just select the "empty axis", I selected everything that is linked to the car (glass fragments, body, wheels, headlights, etc.) including the "empty axis". The wheels will still rotate from frame to frame if you have already added drivers to them.


texts:
In my current project, made in Cycles, I would like to be able to use the same color for two completely different materials. That way, I can tweak the color easily and everything will still look fine. Is there any way to do this?

They are emissive materials.

Thanks in advance


texts: What is causing this deformation while using Boolean Union on all objects?

texts:
So I want to prepare my 3d model for printing but when I try to merge it with boolean it all gets pretty messy. I'm beginner and I really don't know how to fix this problem. Here are some images:
https://i.stack.imgur.com/da6hz.png


texts: How to fix a face that is breaking because of the verts

texts: I am trying to create this form. The images explain my problem exactly. How do I fix the break of the faces?


texts: How to import multiple objects, meshes, textures - and end up with one model and texture

texts:
Alright, please bear with me, I still consider myself a Blender newbie and am really hoping that I can provide enough detail to get my hopefully very simple question answered.

Here is my scenario, which has to do with UV textures.

I am learning Blender to assist with making video games.  I have several model pieces of a character that I did not make it myself.  It is composed of several meshes and texture files which make up its legs, feet, arms, chest, and there are even several meshes for the head and hair.  When I import all my files (they are FBX), I get my whole character model.

However, my game engine will only accept models that have one texture, regardless of whether the model is a stationary object or a playable character.

Now, I know how to combine objects with CTRL+J, and I've even observed that my several different meshes have three active UV maps (stack under UV Maps in the Object data tab) and if I make sure all of these maps across all the meshes have the same name when I combine the meshes, the textures will display on the viewport-rendered model appropriately.  Everything looks like how I want it to at this point, in the viewport.

My issue is that even after joining the meshes, I have several texture / material files.  I want to just have one so I can use the model with my game engine.

If I UV unwrap the model myself, the unwrapped UV looks nothing at all like the supplied texture file (unwrapped face meshes aren't laying over the face portion of the supplied image, things like that).  So I don't think Blender was how the model was created, but that's not important.

Searching for "How to merge textures" and "how to merge materials" do not give me results that help -- simply due to already having texture files.

I really need to be able to take these model files and end up with one FBX file, with one texture/material, and stay looking the way it looks in the viewport -- is this realistic at all?


texts: Set a white background color for rendering

texts:
I want my rendering to have a white background. Is there a simple way to achieve this?

Under world properties there is a Surface section where one can set the color for the surface "Background". Does this do what I want? And also is it a good way to do this?


texts: Particles to spawn from only selected faces (refined question)

texts:
How  to spawn particles from only selected faces on the object ?

I want to select only a few faces which spawn particles?

I selected vertex group but still does spawn from all faces. I set this Group under the field weights in partile settings. I want it to spawn from only selected ones (yellow).


texts: Is there no way to remove grease pencil outline problem?

texts:
I converted a cube to a grease pencil.

But if I zoom in the grease pencil, it's outline is damaged by the 'white' face.

I want it to look like a neat outline.
Is there a good way?


texts: Texture Synthesis as a plugin for Blender

texts:
I Googled but there doesn't seem to be an add-on or tool for Blender that can synthesize textures from a small sample texture. From my experience with Blender, sourcing tileable or high-quality textures usually requires a good bit of effort.
This paper shows a technique which could be adapted as a plugin for Blender and I was wondering if it or any variation of it already exists because I want to implement it as an add-on for Blender.


texts:
i am trying to build something like a primitive 3D printer in blender using fluid dynamics . I am having real problems to control the fluid dynamics .
i was looking for something like this as a start but better if the fluid is a little less viscous when reaching the print bed ...

https://www.youtube.com/watch?v=Se4v-QRWtYA

the idea is to build a fun low polly structure then actually print the results .
any pointers would be great thanks.


texts: How to Delete Camera "Track To" Constraint, But Keep Transformation Settings?

texts:
I have the camera tracking an object with a "Track To" Constraint.  After the camera is done tracking the object I want it to continue, but I want to delete the constraint at a certain keyframe and keep the camera set to the exact same coordinates.
When I delete the constraint the camera jumps back to it's state before the constraint was added.  How do I get around this?
In other words: Can you apply a Constraint?


texts: Import external py script into blender script?

texts:
I wrote a py script for a custom export. I'd like to append that script to my blend file and call it using some parameters. The following script is one folder above my blend file:
from sys import path
path.append('//../fbx_collection_export.py')
from fbx_collection_export import export

When running it, I get the this error:

ModuleNotFoundError: No module named 'fbx_collection_export'

Q: What am I doing wrong and how can I fix it?


texts: Draw grease pencil over render without live rendering

texts:
I am drawing a grease pencil layer over my subject based on a specific camera angle. The camera is locked, and the grease pencil strokes are being drawn while looking through it.

In order to draw the grease pencil layer properly, I need to be rendering the subject. However, if I viewport render, it impacts performance too much to comfortably draw. So I need some way to run a render and paint the grease pencil over it. I could render the subject and then paint over it with grease pencil in post, but I'm trying to keep the whole thing dynamic as there are other grease pencil elements that are not camera specific.

Is there a way to project a render back within the camera bounds so that it exactly lines up with the subject? Is there some other way to handle this issue?


texts:
I'm trying to get a single function mapped to multiple hotkeys.

Specifically, I want to rotate the 3d view by holding shift+middle mouse button or the * key on the num key. (Pan has been moved to middle mouse)

Either solution works independently, but I have a problem that if I use the knife tool with * (my preferred solution because I cannot make a macro to press shift+middle mouse on my mouse) it will not rotate, so I would like in that instance to be able to press shift plus middle mouse even though normally I would like ot press *.

I see multiple "View3D.rotate" I can change the hotkey of, but only the first actually works.

Any advice? (Even telling me how to Macro my Naga mouse would be helpful ahah)


texts: Is 3d look from contours possible in Blender using Grease Pencil?

texts: I've recently started working with blender and was curious if it was possible to use the grease pencil tool in blender to achieve 3d look contouring as shown in these images. I've been trying various methods to try to achieve this but I just cannot come up with "b", where the cross-hatching provides concavity and convexity on the normal map. So I was wondering if I was just wasting my time or if this is possible in Blender using Grease Pencil at all.


texts: Gaps appearing in rigged humanoid model form zbrush?

texts:
I imported an .obj model of my character from zbrush into blender.
After import I joined all the different objects using Ctrl+J and started rigging, all went well until I saw that the deformation cuts the object at the strands where they were joined while animating.

Any advice on how I can make the character into one piece so that it doesn't cut or separate?


texts: How Can I Take A Small Portion Of A Displacement Mesh Without Changing The Displacement

texts:
I am currently trying to render out a mountain scene animation with the camera passing through the mountains. The problem is that I need the middle part of the scene (about the middle tenth of the plane) to be actually geometry.  If it is possible, I would like to be able to "cut out" the middle of the plane but keep its current displacement so that I can bake a smaller texture. The problem I run into is that whenever I try to scale the mesh in any way, the new geometry is scaled and/or changed.

Heres the Dropbox if it helps: https://www.dropbox.com/s/w7ektonnqbp27ev/The%20Flower.blend?dl=0


texts:
I modelled the back of a bee using subsurface modelling.

I want it to have 'bumps' like this:

I did the above by duplicating the object a lot of times and then made shapes to use as a cut for the boolean modifier.
While the result looks 'ok' to me. Making changes is a real pain.

I also tried using a latice but  that didn't turn out well either.

What would be a good technique to do this?

Here the file in case it helps to try on the actual model.


texts:
How do i fix this kind of shading after using boolean mod?

EDIT:

I can make the shading better by applying the modifiers and fixing the topology this way.


texts: My Rig Changes Position in Edit/Object Mode?

texts: I have a rig, and when I select the Armature or the Model, and go to edit mode, they move position. They just go to the left, and they come back in object mode.


texts: How to find quicly a duplicated bone name

texts: I'm rigging the tail of the bird Piero training course of the CG Cookie and I made again and again the episode 29 : piero rigging spine. I created a new bone and I renamed it "MCH_mindsEye",as indicated by the tutorial,but that name has been converted immediately to "MCH_mindsEye.001",so probably already exists a bone with the first/same name. I tried to look where it could be but I didn't find it. What can I do ? I have also unhide all the bones that I had previously hidden,but that doesn't help.


texts: star-like patterns formed by arrays of cubes in viewport

texts:
I noticed these patterns:

The mesh you see is just the base cube duplicated 1000 times in x and y directions using an array modifier, spacing is 1.2.
This is no problem, I am just curious what causes this. Would I see this in real world as well, if I had 1000000 little cubes evenly spaced in front of me, or is this the result of the computing. I tried rendering this view, to see if this remains in the render as well, and it does, but the effect is way more subtle.
I know this question is kind of off topic, but I am really curious...


texts:
I would like to sort objects faces with the Python API based on their normals, and more specifically, the orientation of the Z axis of the normals.
What would be the easiest way to do so? Comparing the normals directly does not work because I want to overlook the rotation about the z axis (that is to say, I am only interested in whether the face normal has its z axis parallel or perpendicular to the z axis of the world frame).

Thank you for helping


texts: I tried to join the two selected loops by pressing W and LoopTools and selecting Bridge but it came out distorted. Please see attached .blend file.


texts: How to initialize the Sound class in Python

texts:
I am trying to set a Speaker's sound using a Python script and I was able to find that this should be done by assigning to the data.sound attribute of the Speaker object instance.

I also found that the appropriate value type for the attribute is Sound, however I have trouble instantiating it. From the documentation it looks like it has a constructor which takes an ID. When passing an empty string, I get a confusing error:

sound = pby.types.Sound('')

  TypeError: bpy_struct.new(type): type 'Sound' is not a subtype of bpy_struct

The documentation would have you believe Sound indeed is a subtype of bpy_struct, because that's what it says in the base classes line.

However, clicking further through to bpy_struct, one finds this note:

  Note that bpy.types.bpy_struct is not actually available from within Blender, it only exists for the purpose of documentation.

Blender seems to be well aware of it though as it throws an error at me for not instantiating a correct subclass of it.

What gives? How come Blender is aware of this type and how come Sound is not a proper subclass of it?


texts:
I'm trying to use the mirror modifier in blender, but when I do, the duplicated half won't change with the normal half. I made a video about it

https://www.youtube.com/watch?v=UtCjKHoL2uw&feature=youtu.be

Please help


texts:
Hello all blenderheads !
i'm trying to write a simple tool to split a frame in piece with the great animated render border addon ! so far so good, all's working but i need a way to delete the created keyframes of the border render, i can't figure it out !
so far i've got :

for scene in bpy.data.scenes:
for fcurves in scene.animation_data.action.fcurves:
    if fcurves.data_path.startswith("animated_render_border"):
        fcurves.animation_data_clear()

The startswith method work to change interpolation of the keyframe, so my problem comes from the

fcurves.animation_data_clear()

I tried several other ways, nothing works... any idea out there ?
Thanks you all !


texts: How do I export textures in Blender that are not in UV image editor?

texts: So I made a tree and tried to export the material as a PNG, but it is not In the UV Image editor? The textures are from Blenders color mixer thing, they are not something I imported.


texts: Minecraft render animation skin not working

texts: Im trying to animate my Minecraft character with a template, however when I click replace image with my own skin, this happens:


texts: How do I make it so something will go when collected, then re-spawn after awhile?

texts:
So in Game Engine, I have been trying to make an empty that after a message gets sent, AND after 30 seconds, the object will come back, but as I can see, the message only sends once, and the logic brick does not remember it being sent, so after 30 seconds, the message isn't there. Is there any better ways to do this, or any way to make the message sensor remember that it has been sent
The message is for, when it gets deleted, it gets sent to an empty to spawn there, but I want it after 30 seconds


texts: Compositor: dilate/erode except on predefined edges?

texts:
A cube with 2 materials and their respective passes. Each ID mask is dilated and then subtracted from the original mask to create the black outline. Notice the only input is from the material pass.
How do I remove the black line between the two materials?

Here is my character, see how each finger has a different material.

After compositing, I have the colors and outlines I want.

How do I remove the black line between the two materials?
The goal is to get an outline around fingers but not where the finger is attached to the hand.... And I need to keep the material outlines separate for when the fingers clench into a fist, or cross boundaries in any way.


texts: How can I loop animation in Blender through Viewer Node

texts:
I've got a model running through a pixelate filter using the node editor, and am trying to figure out how to loop it.  I know how to loop it in 3D view, but when I click "render animation" it doesn't loop it in the Viewer node.

Is there a way to do this internally in Blender without having to export it?  Am I just missing something?

I can view and render the image, and I can view and render the animation, but it only goes for a single iteration in the Viewer node.  It will loop continuously in 3D view, but it doesn't use the pixelation effect, as it is not being viewed through the viewer.


texts: Is it possible to stack two or more materials with transparency for textures?

texts:
I have a model I want the "base" material to be Blue, and I want to apply a material with an image texture to some selected faces only. The image I want to apply has transparency, and I'd like that transparency to show through to the other (base/blue) material. I've had no luck with mixing a transparency shader using the alpha channel as the factor. I'm doubting whether its possible this way. If it's not possible, how should I go about doing this instead?
I wanted to use the material node, but that doesn't seem to be in blender any more.
Thanks in advance :)

My mask image:
White mask with transparency


texts: Objects not showing up when in render view. Only the background shows up

texts:
I have this weird glitch where I can see my objects and scene just fine in object mode. But when I switch to rendered mode or just render my scene nothing shows up except the background. I have tried everything. Enabling the objects in render view, add a new camera and adding new lights. I tried to clear all restric render. But nothing is working.

If anyone wants to take a look at the files go ahead. Please go ahead because I want this to be solved.

Files: https://drive.google.com/drive/folders/1xYwxF4vDiq1QDnN9_UMIqz3PRo__zAqm?usp=sharing


texts: Lagging sculpting with over 1 milion polygons on a High-End PC

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As in the title I have the problem with non responsive scultping while I’m working on my T-Rex.
The brush is so delayed that I can’t sculpt, sometimes I have to wait like 5 seconds to see the effect, I tried to serach on the web how to resolve the problem but I couldn’t find anything, I will add that I’m not using any modifier and my PC specs are quite good:

CPU Ryzen 3900 12 cores
GPU RTX 2080 Super
RAM 32 Gb 3600 Mhz

(I have the lattest drivers)
Please help me I’m quite newbie, I was searching how to resolve it since yesterday and still nothing :(


texts: Sorry i'm new to blender so i dont know how can i word this question better. I just learned that these dotted lines relationship lines. So i guess they show parent-child relationship between objects but in this case its not what i expected it to be. I have this door here whose relationship line goes to the origin even after i clear its parent (alt+p >> clear right?). even if i set parent of the door the doorframe object which is around it (select door>>then select frame>>ctrl+p>>object), the relationship line from the door still keeps going to the origin. This looks and works ok in blender for some reason but i want to export this model as fbx to unity. In unity, these doors dont show up at all.


texts: How to deal with this mess to make this mesh smooth. I was using circle to make it


texts: Can I have a scripts folder relative to my portable Blender, but outside of its folder?

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I'm currently on Windows 10. I have a portable version of blender 2.80, and I would like to use relative paths for the scripts folder in order to keep my addons separate from the bundled ones. My solution so far has been symlinking my addons folder to the AppData/Roaming/Blender Foundation/Blender/2.80/scripts folder, and that works fine, but it's not fully portable. In the preferences > file paths, for scripts, putting // followed by anything seems to not work at all. Only direct paths seem to work. Optimally, it would be //../../stuffhere/addons. The shift click on the folder icon in the preferences page brings up the correct folder, but no new addons show up in the addon section.

Edit: I found this answer, but it still relies on direct paths.
Multiple paths to BLENDER_USER_SCRIPTS

Edit: I also found this one which seem relevant. How do I change the location of the "Temp" folder to be a relative path??
Unless I'm reading it wrong, this one means that some file paths in the Blender settings don't work with relative paths.

The relative paths would just be a convenient way to get a portable separate addons folder. If there is another way, I would love to know. The end goal is to make updating portable versions easier. It's a pain to have to dig around for only the files related to my addons in the main folder and move them to the new versions.