texts: Very strange- sculpt mode hides vertices

texts:
Very weird issue!! Blender 2.90.1
In edit mode my model appears to be as normal, no part of the mesh is hidden (alt + H). If I enter either weight paint mode, vertex paint mode or sculpt mode no changes can be applied to the mesh. I can't sculpt the mesh and I cant weight or vertex paint onto it. If I return back to edit mode, all of the meshes vertices are now hidden, I can bring them back with Alt + H. However the mesh isn't hidden, just the individual vertices...
Example with images:
Edit mode > into sculpt mode > back into edit mode
This is my original mesh in edit mode

This is the viewport toggled to sculpt mode

This is the mesh with hidden vertices when back in edit mode. the mesh can be returned to its original state by hitting Alt + H

I need to be able to sculpt!! Help!
Some details:
The mesh is a character that has an armature applied from mixamo, with weights, however it was previously working so I don't think that is the route of the problem
The Problem applies only to the specific object AND I joined other objects to it (Ctrl + J) and they are able to be sculpted - their vertices don't get hidden when toggling in and out of sculpt mode so it is only specific vertices within that object. This is shown here: (please excuse the terrible topology- I'm not fixing it)
The problem does not resolve by appending the object to a new file.
I will try exposing the object as an obj and re- importing it but that's a quick fix and I would really like to solve this issue.
Thank you for your help I really appreciate any input.
(Computer specs MacbookPro Pro, Processor - 2.8 GHz Intel Core i5, Memory - 8 GB 1600 MHz DDR3 Graphics - Intel Iris 1536 MB. Don't know if this is helpful but the more info the better)


texts: Scaling an object from point A to point C with python

texts: I have three objects in scene A, B, and C. I need object B to stagger between objects A and C. How would it be possible to do this in python? blender game engine'.


texts: How can I add vertices to the edges of this volume? I subdivided a cube, but I only get vertices on the center of the surface.


texts: How do i know if rendering my animation is finished,

texts: So I know my percentage goes from 0 percent to 100 percent and keeps repeating I don't know if its finished or still rendering? SO when I do watch the video that pops up on my windows, its only like a split second of the animation. I've tried clicking render animation but I'm not sure if it ever finished. My problem is I don't know if my rendering works.


texts: Data gets orphaned when grouped into a collection (2.8+)

texts:
Has anyone come across a similar situation where creating a collection using ctrl-g (call it 'Collection 2') then removing that object's 'Collection 1' now results in that object needing to be restored from the Outliner's orphan data view?

Afaict, there is no documentation on how to restore orphan data, but I found out through trial and error that the only way to do so(and without needing to do a referring link to another .blend file which can access orphan data with 'fake user' still attached), would be to use two Outliner views, 'View layer' and 'Orphan data', then do a drag and drop from the latter to the other view.

https://developer.blender.org/T66086

I reported this as a difficult restore task to the blender bugreport as it is not documented on how to do this anywhere..

Adding a new collection with Ctrl-G does not send it to the scene (and is expected behaviour), but users even in this case should also be aware on how to actually "restore" this new collection that is now residing in the outliner's 'Orphan data' list.

A user could be work with other collections, remove them, but leave just 1 collection still left intact, and so that last collection may not have been added to the scene, and that object just disappears without telling the user where...  Perhaps the developers can help improve in this area.

What do you guys think? Is this a bug or a supposed missing feature?

thanks for your feedback.


texts:
I am writing an importer of a new file format, which using a 4x4 world matrix to define bones
now I am using the 4th row column 1-3 to define the head of bone and the distance to the child's head to define the length of the bone. then the tail of the bone is calculated by

bone.tail = bone.head + Vector((bone_length,0,0)) * bone_world_matrix.to_3x3()

this can build the correct shape of the skeleton but the mirrored axis was missing
how can I using this data correctly? OR is there any python API can directly use the world matix when creating bones?


texts: Blender and Youtube seen to be unable to run at same time

texts:
First of all, sorry if this isn't the right place for posting, this is actually my first post here... Anyway, back to the problem:

Started some time ago, I can't exacly remember when, but now it got worst. What happens is that when Blender is running (even a new file without any interation yet) any Youtube or web video enters a "loading loop" and never plays, but the moment I close Blender it starts perfectly.

Well, sometimes I could manage to still watch the video by closing everything and running Blender software BEFORE starting the browser and them open the video, but now it seens that Blender stops responding when I open the video and I can't figure out why!

My setup is:

Blender version: 2.82a

OS: Ubuntu Linux 19.10

CPU: Intel Core i7-7700HQ @ 2.80GHz x8

GPU: Nvidia GeForce GTX1060


texts: How to draw a flat ellipse surface in Blender with the following known dimensions?

texts:
I'm trying to produce the following ellipse as a surface or curve within blender with the following specifications.

The following dimensions, including the position of the origin in x,y,z coordinates will be known. For this image, it will be a flat plane in the x,y direction.

What's the best way or how do you go about coding this?

thanks!

some minor clarifications - the width is a + b = 12.

How about if this was the scenario instead, when it's more skewed and doesn't look like a circle?


texts:
Im using a boolean modifier to make holes for windows on a car, but instead of cutting a hollow hole, it adds to the mesh, making a "dent". Any way around this?

Id like to keep it as a modifier with out applying anything so I can change it later easily if necessary.


texts: Maintaining UV's when downsampling a mesh

texts:
I'm trying to get a high, medium and low poly version of a mesh working in my game, using the same diffuse and normal map texture. However my models don't maintain their UV coordinates when using Decimate modifier.

I'm very new to Blender but I've created an Asteroid object using Subdivision surface plus Displace modifier.

I apply these modifier once I get the shape I want and then use the sculpting tool to make a few modifications.

I have a rock texture which I set to a high X and Y repeat. It also has Coordinates set to Generated and Projection set to cube. When displaying in Rendered view it looks ok.

So I have a very high level source model with over 300,000 faces. In edit mode I select everything an do Smart UV Project. In the UV/Image editor I see the polys mapped to the texture.

I then use the Bake option to render out the high resolution diffuse map.

I duplicate the object and use the Decimate to reduce it down to 60,000 polys and Bake a normal map using the 300,000 poly version.

I then duplicate it again and create 10,000 poly and 500 poly versions.

However then I create materials that use the baked diffuse and normal maps they don't map correctly any more. It seems Decimate doesn't keep the UV's.

So how an I do this in Blender? I need to take a very high res model and create multiple levels of a mesh but use the same diffuse and normal map.

What am I doing wrong?


texts: How to add movie to timeline and start in middle of movie

texts: I am a complete newb with Blender, so please bear with me. I am trying to do some basic color correction/grading on drone footage, but in some cases I want to be able to insert a movie and start at, for example, 60 frames in. How do I do that? When I change the start frame for the movie, it just moves it forward in the timeline. Any ideas?


texts: I get border artifacts when using Cryptomatte or ID Mask

texts:
I tested masking in the Blender compositor.
Please see the GIF below.
The 1st to 3rd outputs are Crptomattes(obj, mat, asset) and the 4th to 5th outputs are ID Masks(obj, mat).
All mattes have border artifacts on the edges of those things.

The following shows border artifacts not only in black but also in normal color correction.

What did I miss?
How to use Cryptomatte or ID Mask correctly without border artifacts in Blender compositor?

I've attached a blend file to help you write your answer.


texts: Find out if Mesh Operator (bpy.ops.mesh...) was cancelled or not via python

texts:
I am using bpy.ops.mesh.extrude_region_move to extrude a selected region along their averaged normal. I don't set the value-component of TRANSFORM_OT_translate, so the operator is modal. The return-value of the operator is not {'CANCELLED'} or {'FINISHED'} it's {'RUNNING_MODAL'}.
The user can accept the extrusion with enter or cancel it via esc (normal behaviour of that operator).

My blender-addon needs to know if the user has accepted a extrusion or if it was cancelled (The addon stores the face-ids of a selected region. If the user now extrudes the face ids are recreated. Therefore I need to update the stored face-ids. But I need to know 'when').

Any ideas how I can find out if the extrude_region_move was cancelled/not cancelled?

Thanks!


texts: Find Blender PNG (or other format) Metadata in Adobe

texts:
Has anyone had luck reading metadata saved in Blender PNGs in Adobe products, or for that matter, any other products?

Reason: I rendered an animation on 5 computers using the non overwrite/placeholder method, but unfortunately on one computer I loaded the wrong version of the file (doh!).  So every 5th frame or so is slightly inconsistent from the rest (different lighting, different hair particle configuration).  Not pretty in an animation.

Luckily (or so I thought) I edited the metadata fields within Blender on each computer to put the name of that computer in the metadata, specifically in the note field for each PNG.  However, in every application I've tried, from Windows, to Photoshop to Premiere to Adobe Bridge, nothing can find that metadata.  I've searched for the computer name, for a note field, and tried to create a not field in Premiere.  Nothing, anywhere seems to see it, but documentation says that PNGs support metadata within Blender.

I realize I'm using mostly Adobe products and while I'd love to be able to use them for this task, I'm open to other software suggestions for sure.  Even within Blender if it is possible.

Can anyone give me a tip on finding this data and filtering it so ultimately I can delete all files created by one computer so I can rerender just those files?

Thanks heaps and bunches!


texts: How to get the addons path using python?


texts:
I'm having a problem with default checkerboard colors used by Blender in the Image Editor for transparent images. They are too dark. When I render something with transparency, I can not evaluate brightness appropriately.

How can I setup those colors and/or checkerboard cell sizes?
https://blenderartists.org/forum/showthread.php?372962-How-to-change-the-image-viewer-color-for-transparent-pixels
The answer given here is "The checker color cannot be changed in the theme settings" so, what are the options?


texts: When I change into edit mode from the default cube it stays in wire frame mode

texts: I'm using Blender 2.83 and I change to edit mode it stays in wire frame mode no matter that it is in solid mode. The mesh does not show up. I turned off wire frame mode in object properties and still no mesh. When I hit f key nothing happens. But I switch back to object mode the mesh shhows up.


texts: How to select a blender rig control using python script?

texts:
I have a rig in Blender, and I want to write a script that selects any one rig control. But I am unable to select the the control. What I am basically doing is copying the python instructions on the top panel and repeat them in the script editor.

Here is the code I have so far :

import bpy
bpy.ops.pose.select_all(action='TOGGLE')

bpy.context.space_data.context = 'DATA'
bpy.context.object.active_index = 0
bpy.ops.pose.group_select()

First 2 lines work fine, then I am going to data tab and selecting a bone group. Here I get the error : SpaceTextEditor has no attribute 'context'

I'm sure this is some silly error but I'm an absolute beginner so any help is appreciated :)

Thanks


texts: Is there a way to make normalized coordinates the default in the UV editor

texts: I have been doing a lot of UV editing lately and have noticed that I am often enabling normalized coordinates in the UV editor and thought it would be useful to turn this on by default as it means I don't need to care about the resolution of the texture I am working with. However, I can't find a way to set this by default, and even turning it on and saving as the default scene doesn't work. Is there an option hidden away somewhere that would allow me to do this?


texts: How to assign a double click as a keyboard shortcut

texts:
I've tried searching for this seemingly obvious topic. The following article has been the most accurate and detailed I've found so far for what I'm trying to do (see Benu's reply):

http://blenderartists.org/forum/archive/index.php/t-376596.html

It's from Jul 2015, so not too old. Except it describes a left dropdown list and right dropdown list in the User Preferences, next to individual shortcuts, which I do not have. Nor a "double click" option. I'm just finding my way around Blender, version 2.76b. Best I can do is selecting "Mouse" in the device dropdown list and enter "Right click" (or left) as event. No other fields.

What am I missing?

Thanks!


texts: How to Bake High Poly Object Details (Shape) to the low poly object?

texts:
I am creating game ready assets using Blender. I heard that it is a good practice to create both the high poly mesh and the low poly mesh for the asset, but instead to using a high poly mesh, one should bake the details of the high poly mesh to the low poly mesh. But I don't know the procedure of doing that.
The Problem
Here, I wish to create a piece of deformed wood in blender. So, I created a low poly cube and gave it a basic shape of a wood (no deformation)

Now, I created a high poly mesh and subdivided it a few times and then added a displace modifier with a cloud texture with 0.010 strength, which gave it a deformed kind of shape. Then I manually deformed it a bit using proportional editing which gave me this result.

Now, is there any way to bake these details of the high poly mesh to the low poly mesh and if not, then how can I give that low poly mesh a deformed shape (like the high poly mesh), without too many polygons?
Just a side note, I use Unreal Engine for game development.
EDIT:
I tried using the bake normals option in blender but it is producing several artefacts of mostly red, green and purple colours.

Those 'holes' in the lower right corner are causing artefacts in my low poly mesh. Is there any way to solve that? Otherwise the distorted portions are appearing fine.
Example of its Use

@hatinacat2000 The requested .blend file

Result
I think @Christopher Bennett's method is the best. I was able to get this result using it. It's only 306 faces. There is a shading issue there, but it's just me bevelling wrong, leading to a triangle. Otherwise, its perfect. 306 faces is much better than 5000.


texts: Is there a way to transform an image texture after it has been created using Cycles shader nodes?

texts:
I want to transform an image after it has been created, like the compositing Distort nodes. However, I cannot seem to find an equivalent in shader nodes. I need to transform the Color output of the Texture node.
I am trying to create a Node Group that takes a procedural image and "symmetrize" it. This basically takes one procedural image Color output as an input, cuts it in half, and combines the half with its mirror. Because I only want one procedural image input, I need to find a way to flip the Color input, and I cannot access the Vector input of the procedural image from inside the Node Group.
This is a prototype of what I am looking for:

Is there a way to do this in Blender, or is it not possible?


texts: Select object and recalculate normals via script?

texts:
I have a script that allows to import and export .obj files which is working fine. However, I'd like to perform some operations in between these calls, for example select the mesh and recalculate the normals (outside). If I try that, I get a context error and I'm not sure why...?

RuntimeError: Operator bpy.ops.object.mode_set.poll() failed, context is incorrect

    bpy.ops.import_scene.obj(filepath=source_to_file)

    print("Starting--------------------------------------------")
    for obj in bpy.data.objects:
        bpy.context.scene.objects.active = obj
        # go edit mode
        bpy.ops.object.mode_set(mode='EDIT')
        # select al faces
        bpy.ops.mesh.select_all(action='SELECT')
        # recalculate outside normals
        bpy.ops.mesh.normals_make_consistent(inside=False)
        # go object mode again
        bpy.ops.object.editmode_toggle()
    print("Ending--------------------------------------------")

    bpy.ops.export_scene.obj(filepath=target_to_file,use_materials=True)

How is it possible to know the object imported by any operator (there is no return value) and how can I recalculate the normals per object that is triggered by a button?


texts: Is there a way to select all faces in my mesh that have normals that point upwards, with a range of how much they need to be pointing upwards to be selected?I have a mesh of a house, and I want to add a solar panel material to all the faces that point upwards but the mesh just has too many faces to do it manually. It also has an inside that I do not want to be selected. I am not sure whether this  will involve scripting (I know absolutely nothing about scripting by the way)Preferably, my selection would look something like this:Thanks in advance for any advice anyone gives me.


texts: About shrinkwrap - Any way to apply it to a vertex group and move the rest the proportional distance?

texts:
it's probably a very basic question but i have no idea how to get it and i have to say that my use of blender is quite basic.
I have this object that I want to attach to the surface of the mountain

I know that with the modifier I can join the object to the mountain, but the whole shape would be lost ... and assigning a group of vertices will only affect them, being this way:
My question is if there is any way to get the remaining vertices to move while maintaining the proportion with respect to the others, something like this:
I'm still investigating, but any help is more than welcome.
Thank you!
Edit: thanks for the answer, but the problem is that there would be hundreds of objects like this, they are simply a plane to create a forest effect
And the interesting thing would be not to lose the UV map so as not to have to map them all. In fact, being different, I could not even transfer the mapping.


texts: How can I use a curve node to shape the edge of this node texture?

texts:
I'm really struggling to understand why the curves layer isn't creating rounded edges in this shader. My goal is to control the shape of tile edges with a curve node (to achieve custom/rounded edges), but I can't figure out what I'm doing wrong.
Here's the basic setup:

Adjusting the Bump node's Distance value sort of resolves the issue, but that lowers the bump's visual effectiveness. Is there a way to achieve strong highlights/shadows and get a smooth, custom edge?
Edit: Also, how would one get ride of these hard edges at the corners?

Thanks in advance for your big brains and generosity!


texts: The Density of Particle System is inverted between viewport and render

texts:
I am following the Donut tutorial by BlenderGuru. I have setup my particle system by weight painting the donut. The Density is set to the correct vertex group, not inverted, and the image looks great. However as soon as I try to render, and only in the render, the density of the particles inverts. It's all good in the viewport as shown in the images.
The image on the left is the rendered image and that on the right is what I see in the viewport.

How do I get them to match up. Thanks for the help.
Here is the other information in case it's useful:


texts: Cycles render not working in viewport render

texts:
After the 2.82 update, Cycles render isn't working in viewport and render tab. In viewport, it looks all white and flickers grey when I move my mouse, in rendering tab, it's always blank but when I save it as image, the output is fine.

I have tried following solutions

Cycles viewport render blank
Blender 2.8 not showing objects in render view (cycles)

How my Viewport & render are looking


texts: I get essentially a black screen when rendering or the colour of the world, I ran a fluid simulation and it looks fine in the rendered view but doing the final render gives no result.


texts:
I have an object property group with a ccustom filepath:
class PROPS_UL_ProxyObjectSettings(PropertyGroup):

    #create string property for Proxy Path
    proxy_path : StringProperty(
        name = "Proxy Path",
        default = "//Proxy.blend",
        description = "Define the directory to store the proxy object file",
        subtype = 'FILE_PATH',
        )

The addon will show this filepath inside the UI panel:
...
row.prop(proxy_object_settings, "proxy_path")
...

When I do it like this the filepath itself works but the box in the UI is always set to the default value defined in the PropertyGroup.
How can I show and update the filepath inside the UI panel everytime the active object changes. It should look like the following:
filepath = "//" + active object + ".blend"


texts: Why does my volumetric light disappear when I disable camera visibility?

texts:
I have been playing around with volumetric lighting and wanted to make a basic render. I create a point light put a UV sphere around it and deleted some of the faces to get the volumetric light. However the cube for which I'm using to control the volume scatter is still visible. I went an unchecked the Camera for ray visibility but the moment I do that my volumetric light disappears. Any suggestions?

With camera turned on:

With camera turned off:


texts:
I was making a fluid simulation, but when I try to bake it, it only bakes the domain. The fluid doesn't appear from the inflow. Do you know why? Thanks.

This is what appears when i render


texts: I can't paint the object rightly in my 3D window, and it doesn't show any unwrapped mesh in left windows

texts:
In texture painting, I can't use draw tool to paint my object in 3D window.

First, I use a circle to build a object. Everything is all good at the beginning.

Finally I started to give it a texture painting. I creat a new material and save it, I can draw in left 2D window, but it doesn't reflect on my 3D object. If I use paint tool to draw colors on my 3D object in the right 3D window, it would not work normally, it would paint the whole object just like the fill tool, and the color is gray, is not like the color I choose.

I check where is the problem, I found in UV editing surface, there is no unwrapped mesh in the left window, I am wondering if this is the reason why I can't paint.

Then I choose the object, Press U to unwrap it, it seems nothing be changed.

Then I try to use another file to do the same painting, and it works, but in my circle object, it just can't be paint rightly.


texts: How to make a ui element without using a blender property

texts:
Is there a way to make a float field or a int field slider like

layout.prop(a, "my_prop")

I want that but without using the prop field is this possible?

This is a example of what I mean.


texts: How to put rotation- and scale invariant labels to three dimensional objects (motion-tracked insert effect)?

texts:
I'm looking for an approach to introduce some informational objects to a 3D scene to be rendered. The effect is similar to motion-tracked inserts, you may know from various video productions. It would be nice to directly include these labels to the scene, rather than to do it in post. This would require kind of 2 dimensional objects that doesn't follow the laws of perspective (doesn't change size or rotation) while the camera moves. My thoughts brought me to putting empties to the objects to-be-labeled and parenting the actual texture planes to the camera. This is how I made the sample GIF. However I'm do not know how to translate the coordinates of the empties (in an automated way) to make the labels appear to be attached to empties. Maybe there is solution already that some of you already use.

Edit: important part set in bold. So not a duplicate of the mentioned other question.


texts: How can i get 'shining' borders to a material in Blender Render?

texts:
I'm using Blender Render right now and i'm trying to achieve something like this picture:

With that i mean, if its possible or is there a way to render the object with Blender Render, but adding those kind of 'shining borders'? (circled in the picture)

I need to make that kind of material, is there any setup to do it?

Thanks in regard.


texts: Get proxies to follow rig generated by manuel bastioni

texts:
I have a model I generated that has a rig. I added a couple pieces of clothing and want it to adjust when I move the bones and shape keys. I'm not sure how this should work at all. Here's a screenshot:

I thought the issue might have been caused by appending, but that appears not to be the case, as metaphor-set points out.

Edit:
Here's the link:


texts:
I have a scene in which I added some smoke to enhance an object's movement. As the scene is set in the clouds I have a lot of volume shaders, which I have had no problem rendering. After adding the smoke I noticed render times go from around 30 seconds per frame to about 50 minutes, and has made the rendered viewport shading unusable. I don't have any problem when not using the density attribute of the smoke simulation (obviously it won't work without it and will just render the domain).

Is this just a limitation with Blender or my hardware? Is there a way to speed up the render? I would rather a faster render time with less photo realistic results if possible.

I am using Blender 2.77a and am rendering with a GTX590 (have tried with CPU rendering and see similar increases in render times).


texts: When I add environment texture to world node object shadow disappears

texts:
When I add environment texture to world node my object shadow disappear.
Do I need to turn off background strength?
I want to make my object to look like background so I lost shadow that I wanted


texts: How can I report a problem when I can't get Blender (2.79b) to even open?

texts:
I recently installed Appleseed and the Blenderseed add-on to Blender 2.79b on my Macbook Pro.
The first time I tried to use the new renderer Blender froze and since then will not even open.
I've tried re-installing, re-downloading and installing a new copy and copying a working version of 2.79b from my Mac Pro to my laptop. None of this made any difference. 2.78 has the same issue but 2.76 and 2.80 will both run.
Any ideas for how to fix this?


texts: Why does my render change the Colour of the strokes?

texts:
I'm new to Blender and use it for 2D animation and I can't figure out why it changes the colour of the strokes when I try to render it.
I want it to look like in solid mode, there everything's fine! When I try to render it it changes the blue and white strokes to red.
Rendered:

Preview (correct):

Never had this problem before.


texts:
I see in a lot of WIP-images people rendering their models untextured, but with a nice looking light. It's like there is a multicolored spectrum in the shadows. How do they achieve this? I see it in almost everyones "clay renders" (or how you call it). When I just render my model with a standard light source everything is completely monochrome.

The only way for me to achieve something like this is to add a 360-image as world background and set the light and image details to reflect in the model. I don't think this is how they do it.

Here is a couple of example on what I mean:

https://blenderartists.org/forum/attachment.php?attachmentid=490894&d=1499709836

https://cdn.dribbble.com/users/24025/screenshots/972539/canon5d_clay_2013_shot.png


texts: Symmetrize seems to be stuck on the wrong axis

texts: I am very new to blender and cannot formulate the question well enough for google to help me. I am just trying to flip my bones around to the other half of my model but I'm getting this issue where it's not flipping across the right axis. Instead of mirroring across my model it does it in front of it. I cannot find a setting to change this and when I rotate the whole model it still does it in a local sense. I am not sure how else to manipulate blender's settings to get it to do what I want. I was watching a tutorial and it seemingly just worked fine for the guy teaching it.


texts:
I'm trying to make a level/levels for a game, and the walls are my biggest challenge, because I have to re-scale textures every time I make a new wall of a different size.

Is there a way to have a texture scale automatically when I change the size? For example, I properly scaled the texture on the middle wall (see image), but the smaller (left) and larger (right) walls have skewed textures. I want these to mimic the scale of the middle wall. Is there a node for this?

Thanks!

EDIT:

New node still doesn't help:

EDIT:

Blend file uploaded here:
http://www.filedropper.com/walltesting_2

Still not working with new texture:

I was playing around with settings, but I can't seem to get it to work (thats why flat was selected). Even with BOX, still doesnt work :/


texts: After making an object, I wanted to extrude it and I got this hole in it


texts: Baking mocap animation to constraint re-target armature

texts:
I have an armature with motion capture animation on it and I am applying it to a target armature using several Inverse Kinematics constraints and some Copy rotation constraints, can I then apply that animation from the first armature to the second similar to how you can bake other stuff

Ultimately i want a easy way of transferring the mocap data from the .bvh file rig to the end program Unity.


texts: Snap transform pivot inside of selection

texts:
I'm a Modo user trying out Blender 2.8. This is what I am trying to achieve:

Make a selection and activate the Transform(Move) tool
Snap the transform pivot to one of the vertices in the selection
Make the the transform pivot to snap to grid(or other snapping options)

The following gif demonstrates this in Modo:

Here is a screenshot from Blender 2.8 where I've been trying with different snapping options and using the cursor. Unfortunately I've not been able to achieve the correct snapping.

Is this possible in Blender 2.8?
Thanks.


texts: How do I make Hinge Joints, like an elbow or knee, restricted in rotation, but have IK?

texts:
I'm fairly new to animating in Blender, so I figured it was about time I learn more about constraints and switching between IK and FK. I just recently figured out how to switch between IK and FK, and began to mess with the elbow and knee bones by adding rotation limits to make animating easier. However, when I switch to IK, the constraints have no effect, as seen here:
https://gyazo.com/6a118a8fa42dae2daa47c08ac4ab6e31
I'm not sure what I should be doing since the limit constraint works in FK just fine:
https://gyazo.com/3fb9db05ad9c6ce57e95be0446034b1d
So, if possible, can anyone show me how to make IK have the same effect as the limiter has in FK?


texts: What's this and how do I Merge them all together into one mesh?

texts: I have all these 'Model's and It makes Blender laggy. I was hoping I could solve it by merging it into one. I tried Ctrl + J but it doesn't work. Can anyone show me some examples of merging it?


texts: How to get objects to show up as one of 3 colors or more

texts:
So if I were to have a particle system and I had it emitting a object that has emission shader on it how would I get the emitted particles to be one of 3 colors with out having to create 3 particle systems and 3 cubes

Giant cow films


texts: Can not use Operator flag(bool property) directly for Panell layout.prop checkbox?

texts:
What I am confusing is way to make panell check box for custom operator class without adding many custom properties for scene etc.
eg now I have one Custom Operator. which clear morph values.
like this
class WIF_OT_clearDazMorphs(bpy.types.Operator):
    bl_idname = "object.clear_morphs"
    bl_label = "Clear daz morph value"
    bl_description = "Clear current rig(obj) morph values"
    bl_options = {'UNDO'}

    #flg_act:BoolProperty(
        #name = "active morph only",
        #description = "clear only active morphs",
        #default = False)

    def execute(self, context):
        scn = context.scene
        rig = context.active_object
        flg = scn.daz_setting.daz_actonly
        morphdic = getMorphs(rig, "ALL", activeOnly=self.flg_act)
        print(flg)

        for key in morphdic.keys():
            rig[key] = 0.0

        update_prop(context, rig)
        return{'FINISHED'}

Then usually we may hope to add checkbox, to decide morphs which we clear.
so I add new boolean property for the Class as "flg_act" (It is my first plan)
but I can not find way to use the flg_act directry to show checkbox for UI layout.
After all, to get checkbox in panell which user change to set flg_act for this Operator. (and the Operator should be locate in panell as button)
I need to set new bpy.types.Scene.Property, when register class.
(I learn there is many way to add new property (propertygroup with PointerProperty etc)
but everytime I serch more simple way, to show checkbox for my Operator in panell.
Is not there more efficent way, which directly set the Operator class flag as check box in panell?
or we must need to use
bpy.types.Scene.newflag = BoolProperty(....) when register, then set the ID for layout?
or I simply missing some basic things?  (there is no need to add new boolproperty, because I already set boolproperty in the "WIF_OT_clearDazMorphs" then can directly show checkbox in layout along with the operator button?

So what I really hope to know is if there is another way, what I currently did to achive it,
I need to add row.prop to get checkbox. (act = bpy.context.active_object)
    box.label(text = "Reset morphs value")
    row = box.row()
    row.prop(act, "daz_actonly",text = "active only")
    row.operator("object.clear_dazmorph", text = "Clear morphs")

And to get it work, I need to add property for Scene or Object (about this case I prefer add new property for object)
Then I need to describe it in
def register():
    from bpy.utils import register_class
    bpy.types.Object.daz_actonly = BoolProperty(
        name="daz_actonly",
        description="clear active morphs only",
        default = False
        )
    for cls in classes:
        register_class(cls)

Though it work, but the more flag or checkbox for current add on, everytime I need to set new props for scene or object. Then I hope to know if there is way to add checkbox from Operator flag property. (current way not add new property for Operator class (I need not))
or if I can add new prop for the Panell , but I can not make it work, without add new prop for Scene or Object etc.. when register.
Or if there is way directly declare new property for panel, I may hope to know.  (I could not edit it work as check box,, if someone can show real code, (it work more efficently, I really apreciate it.. teach me please)


texts:
I am trying to render a layer of Rain with alpha to composite with a train animation. I have done this before successfully with volumetrics, but it isn't working now and I cannot figure out why.
Here is the montage of screen grabs. Sorry the rain is not clearer, it is affected by the depth of field of the camera but it helps to demonstrate that the train carriages are not blocking out the rain in the distance. I have used the "hold out" option in collections, which didn't work, so I also went through every single material for the mesh and switched out to a hold out node. Which also didn't work.
I thought it might be because I had some translucency with rain droplets affecting alpha compositing (though I don't know why it should) but that made no difference. What I should see is a field of rain blocked out by the train save for a few close up rain drops. But the train is not blocking or masking out the rain as it should. Does anyone have any ideas what the problem might be?


texts:
I'm trying to rendering all scene at once
so i'm using this python script code but it won't work
import bpy

for s in bpy.data.scene:
   bpy.context.window.scene = s
   bpy.ops.render.render(animation = True)

but it's not working when i run this code my blender is just freezing
please help me


texts: Black text not showing on model (transparent PNG)

texts:
This is probably a noob question.

I want to add a text texture to a model. I've made the image in GIMP, if I use WHITE for the text color, it appears properly, but if  I change the color of the text to black, it doesnt show up. Everything in the PNG image is transparent except for the text. (Also, I need to give the model a specific color, as in different colors for the buttons)

I'm using Blender 2.80 Beta with EEVEE as renderer. (version date is 2019-04-09)


texts: How do I add weights to a mesh (to be used for a particle system) corresponding to an image?

texts:
It is difficult to recreate weights that exactly look like the image I have.

This picture shows what I currently have. I want to add a particle system using weights.

The black values should correspond to red while the white values to blue.
I'm a beginner to Blender, so don't go about showing advanced stuff without adequate explanations.

Any ideas as to how I could go about doing this?


texts: Why does my lighting look like a glowing dot?

texts: I followed a Ducky3d easy environment tutorial and his lighting looked way better than mine. I followed his tutorial step by step and his lighting looked so much brighter and his lighting WATT was pretty low. I had to turn my lighting up to over 2000W while he was using around 50W or 60W. Even his default WATT was 10W and mines is at 1000W. I looked at some of his other tutorials and even other videos but all of their lighting was super good. Please someone help. I've been searching for an answer for days[This is Ducky3D tutorial screenshot from the video. The one below is mine. He was using eevee and so was I. My computer is too slow for cycles.]


texts: Use of motion constraints for robot's movement simulation

texts:
I am new to Blender with very basic knowledge. I am working on some robotic simulation for which I already have models, for environment and the robotic unit. The robotic unit has to be mounted on metallic frame, over which the robotic unit has to slide. As shown in this video.

Can someone bluntly guide me through the steps for achieving such a simulation. Especially on the use motion constraints. I am aware of the various constraints Blender provides but not sure which one could give me the similar kind of movement of the robot on the frame, as in the video. Please help me out. Thanks !!


texts: I'm trying to figure out how to create a render that accurately represents the effect of applying a clear coat or oil treatment to a wooden artifact such as a box with finger joinery or dovetail joinery such that the end grain of the objects are darkened.  What I've found so far simply applies the wood texture and there's no means of tweeking the faces that need darkening. Is this an easy fix or am I delusional?


texts: Object set to solid but some parts are still showing up as wireframe

texts:
I recently decided to try my hand at making a mask. I was able to follow along with a video but once it came to the proportional part, I realized I could no long follow considering my object(mask) was not entirely solid

I feel as if I'm missing a small step or maybe along the way I just messed something up while following along with the videos.


texts: How to move a bone in pose mode using python?

texts:
Knowing the names of the bone and the armature, I would like to animate the bone by setting the location and/or rotation of the bone starting from say frame 24 to 48. I'm an absolute beginner and I googled but I'm still confused.

I use this code to translate and rotate:

bpy.ops.transform.translate(value=(0, 1, 0), orient_type='GLOBAL')

bpy.ops.transform.rotate(value=1.5708, orient_axis='X', orient_type='GLOBAL')

They work only when I manually select the bone (by clicking it). so I tried to use this code to set the active bone but it didn't work:

bpy.data.objects["Armature"].data.bones["Bone"].select = True

Would you help me, please?

I enter Pose mode using this code:

bpy.ops.object.mode_set(mode='POSE')


texts: Anyone have camera specs for the iPhone 6 Plus?

texts:
I've been having a hard time finding good and consistent numbers for the focal length and sensor sizes for the iPhone 6 Plus and it isn't one of the built-in presets in Blender.  Any help would be appreciated.

This is a hugely popular phone on which a lot of footage is being shot.  Blender ships with presets for numerous cameras for camera matching in the scripts/presets/camera directory, including the iPhone_4.py, iPhone_4S.py, and iPhone_5.py files as well as a number of presets for Android phones.

If we can get definitive values I can contribute back an iPhone_6_Plus.py that could ship with Blender and allow a vast amount of extant and future footage to be matched properly.


texts:
Hello guys,

thanks for clicking this post,

I am trying to make a basic cableway but unfortunately I got stuck at one point. I was trying to put there windows but the glass panes don´t seem to work properly. They are not solid, just regular planes with a material which I´ll put a screenshot of. It looks as if they had different behavior on each side but I don´t understand why. Can you help me find the solution?

One side of the cableway (this one looks good)

and the other side... (Same lighting and everything, just different camera position)

... And this is the material I use for the glass panes.

Thanks for your time, Daniel!


texts: Quad Junctions. Why are some not working the same as identical looking one nearby?

texts:
NOTE: as per Moonboots helpful suggestions. Here is the .Blend file for this problem:

Hello all I am trying to learn Blender. I've read lots and watched lots of videos and kinda understand the need for Quad Junctions to 'steer' the edge loops to make sharp edges in the model etc.

I'm currently trying to make a fairly basic car bonnet/hood. It is almost all flat, except there is a vent in the middle with a rim running around it like so:

So I traced the shape of the bonnet with vertices, keeping it lightweight and simple. I then 'Inset' the inner vent area (without boundaries) and it all seemed to be working fine.

But from the tutorials I watched/read, I gather that I will need a supporting edge-loop around either side (so inner and outer of the actual extruded rim). As stated above the inner one 'Inset' worked great but for the outer one I couldn't use Inset, and so I followed some instruction video and used 'Knife Tool'. But now as you'll see in pic below, the edge-loop doesn't continue all the way around the edge I want it to. It in-fact only goes around the one corner  (pic:)

NOTE: Here is the correct one on the inside of the area... (NB. I'm new so not certain that even that is the correct way to make such edges in my models)..

ADDITIONAL: In trying to debug this, I notice the adjacent faces which I also cut with knife-tool are just registered as single faces still, this obviously what is causing my problem. (another pic...)

ADDITIONAL 2: I know see i could delete those faces and make two new ones in the place of the old ones. This has fixed the problem almost (ie. the outer side, of that outer-rim is now a complete separate edge loop). BUT - I still have issue where the loop carries through my junction on the X-Axis (note I have this problem on the inner edge and outer edge of the vent feature).... final pic attached here:

Any help hugely appreciated. Many thanks


texts: Why is there a depression in my render even though there is none in the wireframe?

texts:
I made a rough model of a 4-legged animal. I did it using a mirror modifier to mirror the left and right sides of the animal. In object mode, I right clicked on my animal and chose "Shade Smooth". Results:
Wireframe mode:

Solid mode:

Why is there a discoloration in the center of the animal?
Rendered mode:

So there is discoloration in solid mode because there is a ridge and depression in that area... But what is the cause of the ridge and depression? According to my wireframe, there is no depression in that area. The render is wrong. The head is supposed to be smooth.


texts: I want to create a jelly bear in Blender, but I don't know how to set the specific parameters. Does anyone know how to make a jelly material?


texts: Objects exported to Unity change orientation depending on my viewing angle

texts:
I'm pretty new to Blender, and i ran into the following problem. I exported a few FBX objects to unity, and they are working fine. But the object I'm working on now rotates and turns depending on my viewing angle. What did i do wrong? I added two images to show the object that changes orientation and the others that don't.

Thanks in advance.


texts: Is there an easy way to re-import / re-append image files in a large quantity?

texts:
My rather (as of recently common) problem is the following:

Every time I download 3d-asset-packs like the ones you can find on Kitbash3D for instance, the image textures are all un-linked in each shader (even though I haven't changed the relative location or name of any image-file).

With "un-linked" I don't mean the nodes in the shader being disconnected, I mean the fact that I have to re-import / re-open every single image file in every image texture node within each shader to get the desired look. As you can see below, all the image-texture-nodes have the correct file-names already added (i.e. the used to be linked), but they only show once i re-open those files.

Manually re-linking all the files usually isn't a problem (although it is rather time-consuming)... at least it wasn't. But this particular 3d-asset-set comes with minimum 100 textures (see below) and re-opening all of those files manually would just be an absolute abominable waste of time.

Now to the question:
Is there an easy way I can re-link all of these image-files?
Maybe some sort of automatic recognition of file-names needed in other nodes, once I re-open one file (similar to what after effects can do)?
Is there something I can do in the .blend file to re-append all the images?


texts: Is it possible to add spring/jiggle physics to a rigify metarig?

texts:
As the title says. I have found plenty of addons to do spring physics for bones.
But all the ones I tried rely on custom properties that wouldn't carry over through the rig generation, and I could add those properties to the generated rig, but it being a much more complicated one and losing the ability to re-generate the rig if I want to add more things to it afterwards is a drawback.


texts:
What should i do with this? I want to prepeare him for animation, by putting ik and controllers. What is important for me to do in this situation and where to start?
Animation will be used in Unreal Engine


texts: Blender renders solid color square instead of image

texts:
I am trying to render an image on Blender but a solid pink square keeps getting rendered instead. I've been trying to figure out how to fix this. It is a simple scene with only one active camera. From what I've looked up, I have view locked my camera, turned off sequencer in post processing. In the viewport shading preview, the camera displays what I want exactly. Under scene properties, the camera is selected however, everytime I press render it switches to an element like a plane in the scene instead.My camera is in the right location and pointing in the right direction.

If anyone could help me figure this out it would be greatly appreciated!
THIS IS THE BLEND FILE. ITS FROM A POLYGON RUNWAY VIDEO I FOLLOWED :

I have attached the file because I see that there is something wrong going on when I do what Marty Fouts has suggested. However, I don't know how to fix it. As I am teaching myself to use Blender this month I have no idea what I'm doing. Thanks for everyones suggestions and help!


texts:
I'm having an issue that whenever I input a normal map into a shader normal node in blender 2.9 it disables smoothing for that object and the polygon face edges become visible in the render.

Any idea why?


texts:
I have a subdivided plane (why I need a subdivide modifier and the primitives don't have poly count option is beyond me but I digress)
that I want to bend 90 degrees on the X axis.

I looked in google and found out (I think) how to achieve this but I get the following result below, the plane won't bend it will just rotate in the most unpredictable way. So what Am I missing?

Thank you!

EDIT -
Thanks guys for helping.
I want to bend something like the image below (side view of the pane)

I tried to to do the same in Edit mode and the plane does bend,
but no matter where I place the 3D cursor I get some weird results.
and it won't really bend they way I want. I don't understand how to control it. I tried many 3D cursors positions and starting view angles. (left, perspective, top) i just don't get it.

Thank you!


texts: I'm preparing to re-model a Table Mat (like a Tatami Mat) tomorrow. I will need to do some baking from geometry onto a plane-texture. I know how to do that, except I don't know how to bake the alpha? I don't see alpha in the list of what I can bake in Cycles. There is transmission, but I think it's not the same. Is there a way to bake alpha? I'm pretty sure I will need it to compose materials in the Compositor. Would it help if I set world color to transparent in the Film tab in the Render properties? Will it then bake with transparent alpha?


texts: How do I center the view at the origin without moving the 3D cursor?

texts:
The shortcut I have always used to center my view is Shift +C, then Alt + Home. This moves the 3D cursor to the origin, then centers the view on the 3D cursor.

However, in some situations, I want to center the view at the origin without affecting the location of the 3D cursor, which I have set for rotation purposes, etc. Is there a different shortcut I can use instead?


texts: How can I change the items of an EnumProperty dynamically through draw?

texts:
I have those two EnumProperty:
fu3dm_model_gender : bpy.props.EnumProperty(name="Gender", description="Choose model's gender.", items= [('OP1', "Male", ""), ('OP2', "Female", "")])
fu3dm_model_head : bpy.props.EnumProperty(name="Head", description="Choose model's head.", items= [('OP1', "Generic Male", ""), ('OP2', "Something", "")])

And I want to do this:
If fu3dm_model_gender is OP1 then fu3dm_model_head items to be like this items= [('OP1', "Generic Male", ""), ('OP2', "Something", "")]. Else if fu3dm_model_gender is OP2 then fu3dm_model_head items to be like this items= [('OP1', "Generic Female", ""), ('OP2', "Something Else", "")].
Here is my code:
class fu3dm_WM_OT_Model_Prefs_Operator(bpy.types.Operator):
    bl_idname = "wm.fu3dm_model_prefs"
    bl_label = "Model Preferences"
    bl_description = "Sets model's preferences"

    fu3dm_model_gender : bpy.props.EnumProperty(name="Gender", description="Choose model's gender.", items= [('OP1', "Male", ""), ('OP2', "Female", "")])
    fu3dm_model_head : bpy.props.EnumProperty(name="Head", description="Choose model's head.", items= [('OP1', "Generic Male", ""), ('OP2', "Something", "")])

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)
        bpy.ops.wm.fu3dm_model_prefs('INVOKE_DEFAULT')

    def draw(self, context):
        layout = self.layout
        layout.prop(self, "fu3dm_model_gender")
        if self.fu3dm_model_gender == 'OP1':
            # Change "fu3dm_model_head" to "Generic Male" and "Something"
        elif self.fu3dm_model_gender == 'OP2':
            # Change "fu3dm_model_head" to "Generic Female" and "Something Else"
        layout.prop(self, "fu3dm_model_head")

    def execute(self, context):
        pass
        return {"FINISHED"}


texts: Procedural displacement doesn't look right, it's very shiny and strange looking. - BlenderGuru's donut tutorial

texts: I'm sorry for the bad explanation, I don't really know how to describe it, but after doing the procedural displacement step, my donut looks almost shiny and not quite right. Does anyone have a solution?


texts:
Im creating a mesh, or more specifically a very detailed robot. I look for modeling suggestions to the following concerns.(see below)

is it suggested that i use a lot of edge loop (for definitions sake), while also using a subsurfice modifier.
for some reason i feel like all of my edge loop are going to bite me right back later on. (has this happened to you? if so what do you suggest)

p.s I'm box modeling.

Thank you!


texts: I am trying to do a smoke/fire simulation.  I can get "ignition" by setting the Start frame for the Smoke Cache bake.  I want the fire to "go out" and the last generated smoke to still drift upwards.    Think of a candle going out.  The last of the smoke still rises for a moment.  Setting the End frame for the smoke cache bake simply freezes the last simulation step.  How can I get smoke/fire to cease being generated without freezing the simulation?


texts: Blender model deforms too much in unreal

texts:
Alright so I created a mesh in blender (okay, i threw some crappy sculpt onto the UE manni, and drew over it)

I keep getting 2 problems.
Finger tips just go where ever they want.... Seems weird as they are weighted exactly to that section... And my character pulls his back through himself.

On these photos the left shoulder is set to ONLY be weighted to shoulder. And the right fades out into 1/2 across back. Results arent very different.
I also tried weighting back to the spine_03 that is right there but that REALLY pulled it making it pass the neck and everything.

Can anyone give some insight on how to straighten that out?

My FBX i made in blender is here:
https://drive.google.com/open?id=1-V...wbODXgvo79ds9h


texts: Posted this on another forum already, but at this point I'm trying to get as much help as possible. I've also already gone through a handful of other forums trying to fix freestyle edge rendering since it will not show up at all. I'm trying to recreate the edge effects in the photo on the right to get my model even more accurate.


texts:
I'm having big problems rigging this characters mouth, it's really simple the mouth itself, and I want to do it with bones and not shapekeys.

The lips and the body are the same object.


texts:
So, I've been learning Blender from courses online at Udemy and through Youtube for a while now but I just cannot seem to make any sense of the tutorials on scripting and I have a very specific situation that I think needs a script for animation.  Can anyone give me a hint as to how to begin to undertake this task:

I have a series of light objects that have a diffuse and emission with a mix shader applied to them in cycles.  There are 40 different materials each with unique names.  I want to be able to run a script that animates the factor between 0 fro the diffuse in OFF and 1 for the emission for ON in a random (ish) cycle.  This is a Burroughs B205 panel in CG for the controls of the Jupiter 2.

Would something like this even be possible with scripting or am I pursuing a hopeless quest here?  Thanks to all for any clues.


texts:
The menu for this code is in the the video sequencer.  It just brings in an image file into the video sequencer.  It works except that I get search for unknown operator 'BPY_OT_OPS_OT_mesh.dissolve_limited()'.  It gives that error 3 times in a row.  I'm not dealing with meshes at all in the code but Dissolve Limited is something that I just started using recently.  So I tested it on an older version of Blender I have and the error didn't show.  I don't know if I saved a default state after I started using it or its something behind the scenes that is beyond me.  I think the solution is to erase whatever traces in memory it resides in or something.  Anyway to remove this error?

import bpy
import os
import operator

class CustomPanel(bpy.types.Panel):
    bl_label = "OpenSource::Classicism XL"
    bl_space_type = "SEQUENCE_EDITOR"
    bl_region_type = "UI"
    bl_options = {'DEFAULT_CLOSED'}

    def draw(self, context):
        def add_label():
        row = self.layout.row()
        row.label("Intro Directory")

    def add_import_button():
        col = self.layout.split().column(align = True)
        col.operator("sequencer.add_intro" , text= "Import")

    add_label()
    add_import_button()

class Add_Intro(bpy.types.Operator):
    bl_idname = "sequencer.add_intro"
    bl_label = "Add Intro"

    def execute(self, context):

        def add_splash_screen():
            bpy.ops.sequencer.image_strip_add(directory="C:\\Users\\....png", "name":"image_file.png"}], frame_start=1, frame_end=26, channel=1)

        add_splash_screen()

    return {'FINISHED'}

def register():
    bpy.utils.register_module(__name__)

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()


texts:
If I create a new object, and then go into edit mode and click on "normal transformation orientation", the z axis always runs along the face's normal, but the x and y are all over the place.

Sometimes the X faces left, other times it faces down etc.
How is this determined, and is there a way to rotate the x/y without rotating the face itself?

A little more info. Blender allows you to go into edit mode, select normal transformation orientation and then rotate around the objects normal (R+Z+Z).
You can also rotate around the NORMAL'S X and Y axis R+X+X for example, and tilt a face backwards and forwards even when it's sitting at a strange angle.

This is really useful. Unfortunately, because there is no consistency in which direction the x and y are facing, tilting multiple faces at once will cause some to tilt forward, and others to tilt back and others to tilt off to the side.


texts: Have mouse wheel move the viewport camera instead of zooming

texts: Is there a way to have the mouse wheel move the viewport camera, rather than just zoom it (currently it just changes the FOV)? Unreal Editor does this and I find it a lot easier to use than Blender.


texts: Rigidbody - Change Dynamic simulation to animatic

texts:
I have an issue with the physics system (as you can see in the title haha).

The problem is : I have an animation where an object (dynamic) rebound on a surface (passive - animate). After a while, the surface drop down rapidly. At that exact moment, I want to activate the animation data of the object to go down with the surface.

I already tried to switch between both of the options (dynamic - animate) and animate the objectf with keyframes and no success.

I already tried to put a constraint (copy location) and no success...

Do you have any suggestions? thank you!


texts: How do I prevent texture stretching while texture painting in blender?

texts:
So im texturing an animal thing I made, and when painting it, it looks fine:

However, when you look at if from any other angle, it is extremely distorted, because of the way the mesh curves from the perspective i'm painting from:

So my question really is, is there anyway to paint a texture from the perspective of the UV map (without painting directly on the UV map)? or should I just spend more time being careful while texturing this to make sure this is no stretching?
(Sorry if this is terribly explained or if I am wrong about anything, i'm new at this kind of stuff)


texts: Sending data from scripts to Python Console

texts:
I wonder if it's possible to send commands/data from scripts (ex from Text editor) to Blender Python Console? I've enabled a Math Vis Console: it draws provided Vector/Line/Etc data in 3d viewport and it'd being a great help, however it requires data to be typed in Python Console. So for example if I want to display an ob.location I have to

print(ob.location) in my script first
then copy string from System Console: <Vector (-1.4095, -0.1780, 1.7132)>
reformat it as a 'proper' Vector: Vector((-1.4095, -0.1780, 1.7132))
paste this along with a variable name (loc) to Python Console: loc = Vector((-1.4095, -0.1780, 1.7132)):

I wonder if there's a faster way of doing that?


texts: How do I drop SVG files onto an VSE timeline?

texts: I have an SVG logo that I would like to drop onto a VSE timeline (organisation logo). How can I do this?


texts: able to see a stroke behind another stroke

texts:
i started making 2d animations in blender but i have a problem , i can see a stroke behind another stroke , here are some pictures
As you can see the blue color stroke behind the black color stroke is visible through the outer grease pencil , but i don't want that , there are  a look from another angle


texts:
I have this bit of wall here:

As you can see, it is a window frame and I want the hole between the wall and the frame to be filled. I have searched it on youtube and so on but all I can find is tutorials for creating circular holes...

Thanks for help!


texts: How to rotate an object from a reference plane

texts:
How can I rotate a plane to make it have the same orientation of another plane. Until now I have:

import bpy
# The object to rotate
ob = bpy.context.active_object
# The object world normal vector
ob_local_normal = ob.data.polygons[0].normal
ob_world_normal = ob.matrix_world * ob_local_normal
print(ob_world_normal)
# The plane to be aligned/parallel with
pl = bpy.data.objects['Plane']
# The plane world normal vector
pl_local_normal = pl.data.polygons[0].normal
pl_world_normal = ob.matrix_world * pl_local_normal
print(pl_world_normal)
# Now I need to rotate the object...

In Python rotate a polygon to face something was also helpful but I need the 2 planes beeing parallel each other.


texts:
I am animating in blender 2.8 and I am in edit mode my cursor is a small white crosshair and i cant select anything, Does anyone know how to fix this?
Thanks, Cozmo


texts: How to calculate for every ray the total distance it has traveled from camera to emitter

texts:
I would like to modify the intensity of a light ray based on the ray total distance traveled from camera to emitter.

In the light path node, ray length gives how far ray has traveled since the last bounce.

How could I get to the total length for all bounces?


texts: Animation jumps as if it isn't interpolating properly

texts:
I have an animation of a character walking, but the arms appear to jump back between two of the key frames, as if it isn't interpolating properly. It seems it should work fine when I look at the animation with interpolation set to constant.

If you watch carefully, you can see the arms jump

Bezier

Constant


texts: Blender (2.91) crashes immediately when I press render because of animation nodes addon

texts:
I am animating a simple scene in blender 2.91 using the animation nodes addon, and everything was going great up until I hit render and then blender suddenly decided to stop working, so now I can't render my final scene and I need some help.   I've tried simplifying my scene as much as possible and still nothing changes.  Also, I know it is the animation nodes addon because when I uninstalled it from my scene everything rendered fine.
Any information about this is very much appreciated.  Thanks!
here is the link to my file:
https://drive.google.com/file/d/1Cz_DH9MCKDe_ABp8Q1vzkr0jZ0_CbXEW/view?usp=sharing


texts: connecting grease pencil drawing to object with armature for animation

texts:
For a project, I am creating an animation. For this animation, I need to be able to connect my grease pencil drawing to my object to then be able to animate both.. with grease pencil I clicked on the "surface" option to draw on my surface, but it did not truly connect to the surface..

If it is not possible to connect the two, is there any other way to give that scribbling pencil effect to my object?

thank you.


texts: In game engine, all texts change color to white

texts:
Before render:

After render:

The render is set to blender game. How do I fix this?

When I want add a material for a text, in first step I'm selected text then set a material color on diffuse option (like green color) for that:

but in the rendering time, this problem is occurred:

This problem only occurs to texts.


texts: How to set custom vertex normals for certain vertices using python?

texts:
I am struggling to set custom vertex normal vector just for certain/selected vertices in an object with python. I searched through the documentation and forums but nothing really helps so far.

This question/answer answers only to how to set split normal to a whole object. However, I want to set custom normals to just some parts of the object. See the picture below:

Q: How can I add custom normals just to certain vertices in and object?

Would be helpful if someone could share something simple as possible.


texts: Blender file and all its backups are corrupted. how can this be?

texts:
Hello all and thank you for any assistance!
Im sorta new and using a imac 27" with a 3.5 GHz Quad-Core Intel Core i5 and have 32 gb of memory. I am not using any fancy UI but i have been using the "bool tool" add-on.
While working on a retopology of a mesh that I sculpted using the poly build tool , the blender program crashed when i was nearly done. (not the mac) Trying to reopen the file instantly crashes blender even though that saved file was saved 5 min before the 1st initial crash. I was even saving the file under a different name every time I saved it and that file crashes as well when opening. The backup "blend1" files with a time stamp that is 10 minutes older crash as well after renaming them with the proper blend extension. The sculpted mesh had about 500k of polygons and the retop layer maybe had 1000 at the most. I have also tried to append the object from the files and it crashes as well. Unfortunately i rebooted the computer hoping that would help before i knew of the existence of temp file that stored multiple backups from over the day.

How on earth can a blender file that was fine when saved and with a different name be corrupted? Am i missing something? This is the second time this has happened and I'm nearly to tears.


texts: How to render parts of the camera view and merge afterwards?

texts:
I watched a video on youtube (I lost it) that shows rendering parts of the screen to combine them in a single image. I followed it to the point where I couldn't adjust the dimensions under the "set render border", but in the video he had dimensions and I have nothing.

I need it for 4K and 8K renders (without anti-aliasing), but my laptop can't handle it all at once and I don't have time for a 4 hour waiting so this feature will work perfectly.

I'm using version 2.76 so is it moved to another place or removed.
Maybe a bug?


texts: Is it possible to animate which characters of a text object are assigned to a material?

texts:
Is it possible to animate which materials are assigned to specific characters in a text object? It is quite easy to assign the materials how I want using this method, but I do not know of a way to animate it. Is this possible at this point? And if not, is there a workaround using different techniques that I could use?

This question is similar to this question and this question, I just want to know if there are other methods that could be used for text objects.


texts: Well I am trying to make a project in blender. And im trying to enable my node wrangler if someone can help me with this problem.


texts: How to compare colour values in Blender using Python?

texts:
I have scripted materials on some objects, now I want to make a simple if/else-comparison like this for only (1,1,1)-white material:

if (mat1.diffuse_color == (1,1,1)):
  # do something
else:
  # do something other

printing the color to the console gives me:

<Color (r=0.0000, g=0.0000, b=2.5000)>

I tried several ways but nothing worked, as you can see in my screenshot I must detect the white cubes by comparison their material-colour to white.

Thanks for any help on this!

Edit:
I read the API


texts: Disable premultiplied alpha on the File output node

texts:
Just after hours of finding what is wrong, i have found that RGB channels are multiplied by alpha channel during output to PNG (and other RGBA supported formats), actually each channel is divided by alpha. Was trying to neutralize this by multiplying on alpha by math nodes but without success.

Is there any working method to store RGBA as it was transferred from the "Combine RGBA" node to the "File Output" node ? ie straight but not multiplied ?

PS. Just encode into the 4 channels very different information, like in B - Quantizing into 1 byte
Thanks for the help !


texts: Active object falls only through parts of the other active object

texts:
i have these red cylinders that should slide into these slots. It works great in the middle of the object with the slots. But at both ends the red cylinders keep falling through the slots and land on the surface of the object underneath. I added some pics.
Maybe someone can help me out. Thank you.


texts: How to make ends of a beveled curve sharp?

texts: I want to make the ends of these curves sharp, and i want it to remain closed even if i move the bevel start and end point of the curves, the curves are generated by ivygen, i want to make it look like they're growing, but i want the ends sharp


texts: I've got an equirectangular photo and I want to add a simple text to the scene. Is it possible to do that easily with Blender Cycles or some other technique?


texts:
I'm trying to create a mesh as shown in the image. The best way I could think to do this was to use the Boolean modifier, which looks nice shaded flat. However, this creates a messy topology with several large n-gons which causes unsightly artifacts when smooth-shaded.

I was wondering how one could create proper topology from this. Or is using a Boolean modifier the wrong way to go about it? I'm pretty new to Blender and 3D modeling as a whole so I would love to hear how someone more experienced than me would create a shape such as this. Thanks in advance!


texts: How can I make a realistic collision bounds in BGE?

texts: I have a planet and I want it to have some terrain, like mountains where the character can explore. I need the planet to have realistic collision bounds, but triangle mesh makes it act like a "No Collision" object, and also it makes the game extremely slow. How can I make realistic collision bounds without slowing the game down?


texts: Python - Iterate over each object and unwrap - Problem

texts:
posting a gif for reference. When I run this script on one object I get exactly what I want, the object is unwrapped and fits fully in its UV space. But when I run the script on both objects selected, Blender treats both objects as one and packs their UVs together creating empty space in each objects UV space. I would expect blender to select one object, unwrap it, select the next object, unwrap it etc but it's instead treating it like it selected both objects and unwrapped them at once. Any thoughts? https://gyazo.com/d15393eec2d782492d02f24a45d966af
import bpy

if bpy.context.selected_objects != []:
if len(bpy.context.object.data.uv_layers) < 1:

    bpy.ops.mesh.uv_texture_add()

sel_objs = [obj for obj in bpy.context.selected_objects if obj.type == 'MESH']

while len(sel_objs) >= 1:

    obj1 = sel_objs.pop()

    obj1.select_set(True)

    bpy.context.view_layer.objects.active = obj1

    bpy.ops.object.editmode_toggle()

    bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.uv.select_all(action='SELECT')
    bpy.ops.uv.cube_project(cube_size=0.333957)
    bpy.ops.uv.average_islands_scale()
    bpy.ops.uv.pack_islands(margin=0.01)

    bpy.ops.object.editmode_toggle()

Any help is greatly appreciated
EDIT: Found a solution but not sure what made it work. I assume setting the UV layer as active is important
import bpy

selection_names = [] #declaring array

for obj in bpy.context.selected_objects: #loop through all the selected
objects
    if obj.type == 'MESH':
        selection_names.append(obj) #add to array

if len(obj.data.uv_layers) < 1:

    obj.data.uv_layers.new(name="UVMap")

obj.select_set(False)

if selection_names != []:

    for obj in selection_names: #loop through array

            bpy.context.view_layer.objects.active = obj
            lm = obj.data.uv_layers[0]
            lm.active = True
            bpy.ops.object.editmode_toggle() #entering edit mode
            bpy.ops.mesh.select_all(action='SELECT') #select all objects elements
            bpy.ops.uv.select_all(action='SELECT')
            #py.ops.uv.cube_project(cube_size=0.333957)
            bpy.ops.uv.smart_project(angle_limit = 66 , island_margin = 0.1 ,
            stretch_to_bounds=False)
            bpy.ops.uv.average_islands_scale()
            bpy.ops.uv.pack_islands(margin=0.01)

            bpy.ops.object.editmode_toggle() #exiting edit mode


texts: How to get all faces based on a certain angle of their normals?

texts:
I would like to create a list of faces/polygons based on the angle of each corresponding normal. I've tried something like board.data.polygons[0].normal > 0, but that doesn't seem to work.

Question: How to pick the normals that are pointing downwards (-z axis) and append their associated faces/polygons to a new list?


texts: Is there a way to control smoothing groups in blender?

texts:
I'm trying to export a model from Blender to FBX format I'm using auto smooth with weighted normal modifier set to 50, and for some reason, I'm not sure why when my client inspect the model in 3ds he gets two different smoothing group, now according to this answer

Blender doesn't have a concept of Smoothing groups like 3ds max, here you define sharp edges, but they should be kept intact when exported to 3ds. Material IDs are called material slots, and should also be exported faithfully by default – Duarte Farrajota Ramos

I only need one smooth group when inspecting the model in 3ds is there a way to control this in blender?


texts:
I have footage of a forward dolly on a door with no identifying markers. By the middle of the shot, the top corners of the door are out of frame, and the bottom corners are never in frame.

I can see the side edges start to finish, however. So I keyed out the door to create a sharper contrast with the walls.

With the sharp contrast between the blue door and white walls, can blender track the edges of the door and create a plane? Line segment tracking or edge tracking? Does it exist in blender?


texts: Dont let world texture affect lighting of objects?

texts:
I've done exactly what they did here to make the background show as a COLOR (for transparent objects in my scene, etc) but not be EMISSIVE, so it doesnt reflect off onto glossy/diffuse objects in scene:

https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=2ahUKEwiZ087M-LjdAhX8wMQHHdZtDN8QFjAAegQIAhAB&url=https%3A%2F%2Fblender.stackexchange.com%2Fquestions%2F60625%2Fnon-emitting-background-in-cycles&usg=AOvVaw2R5w_1ujiDdRrmro8Dq4Fp

Yet I still have definite reflection here. Did I miss something? I have transparent turned off in film.. not sure where else


texts: BGE: How do I hide the player HUD from other players or cameras?

texts:
I'me starting work on a FPS and want it to support two local players. I will be using low poly characters, but I,d like to be able to create higher poly fps arms and a HUD system that would be hidden from the other player. Does anyone know how to do this? my guess is it involves coding and perhaps multiple scenes.

thanks for the help!


texts:
I have worked on plenty of Math operations within Cycles without the need to use GLSL.  The only operation/function so far that I Can't figure out however, is Sign.

Basically, this operation will take in a value x, and return:
if (x < 0): x = -1
if (x > 0): x = 1
if (x = 0): x = 0

I want to do this using existing cycles Nodes from 2.8 without having to download extensions/add-ons.  Any help would be Greatly Appreciated!

Edit:
This is the closest I can come up with, but I need the math worked out.

I'm a little unsure how Blender handles a Vec3 to a Scalar.  The idea behind this is that the top to values of the Greater/Less Than's are inputs, Using the 2 Middle Mixes as booleans, the final Mix will hold the values needed.
Please correct me if I am wrong or if there is a better way.


texts: I'm trying to subtract a mesh with another mesh, in this case a cube from a cube. But every time i use a boolean modifier (difference) it just creates the shape instead.


texts:
I have 3 objects which I have animated separately: the main gun, the magazine, and the arms. As you can see in the image below I have named all of the actions  ReloadUMP, with their corresponding parts:

I want to merge all 3 actions together to create one action called "ReloadUMP", so then I can move on to make the shooting animation and so on. I can't figure out how to merge them without changing the transformation of the arms or the magazine.


texts:
I've generated this COLLADA file: http://ix.io/1kEL

When importing to Blender, it says "Couldn't find a material by UID." 3 times, and I don't understand why. It doesn't show any other errors, but fails to import the model.


texts: Windshield is pink although I have searched missing files

texts: I'm new to Blender and I know something is wrong but I'm not sure how to fix it. The windshield is pink as something has happened with the texture. I looked under the nodes and this is my view. ( Already tried to find missing files ) Any help?


texts: How to quickly jump from one entry box to another?

texts: Is there a way to quickly jump from one input box to another? For example, in the retopoflow menu, is there a way to go from the source object to the target object box with a button instead of manually clicking it? Usually you could use tab for things like this online but it doesn't seem to work in this case. I was just curious because I'm trying to speed up my workflow for retopology with many objects.


texts: Copying pose of one leg to another on a 3 legged creature

texts: Since my character is 3 mirroring on the X-Axis using shift ctrl V doesnt work. Is there a way to copy the pose of a leg relative to the center of the armature to another leg?


texts: How can I make one surface follow the form of another?

texts: I'm trying to make a paceman model based on the one from the Super Smash games. I'm stuck on having his eyes curve on the surface the sphere. For some reason the cure modifier won't let me select anything for the eye to curve to. I'd try using the project knife but it says I've got nothing selected. I do though. I selected the eye then the sphere in object mode then went to edit mode to use the tool but it doesn't work. Can some one help me solve one or both of these problems? Or maybe a different solution to get my end goal. Thank you.


texts: I'm following an old tutorial from January 2006 (Blender Art Magazine). It mentions IPO curves and delta channels. I'm now working in Blender 2.75a and I can't find any IPO curves except the Graph Editor and F-curves. Also can't find delta channels. Has it changed since version 2.40? If so, how or where to find the same functionality in new Blender?


texts:
currently trying to make an outlet as a small little asset for a game, and ive recently learned about making normals of high poly meshs onto low poly meshes for free detail. Following some words from blender guru and applying it to my outlet mesh, my map doesnt have much detail on it despite the meshes being in the exact same place, ive fiddled with the ray distance and extrusion, but it doesn't seem to do me any good.
Heres how it looks currently

heres how i would like it to look.

anyone think they could help me a little?
heres the blend file


texts: How can we change the direction of the Shadow filter

texts:
I am trying to create a cavity map from a normal map. In Photoshop, we can set an angle for the emboss, the red channel of need to be emboss to the right and the green to the top. In Blender, I guess we must add nodes to edit the shadow filter. Also, when I use the shadow filter i don't get a flat color i still get a variation of gray.

The normal map and goal on this link. The tutorial in Photoshop can be found here.


texts: How do I stop wagon wheel effect when a wheel spins at low speed in blender

texts: I am animating a sniping wheel in blender. The wheel rotates at one revolution per second. In the view port it appears okay. But when I render the animation in cycles, it produces the wagon wheel effect. How do I stop this?


texts: Blender to Unity: Animation is wrong applied

texts:
getting animations to Unity is usually not a problem at all, but today I tried something new.

I animated this 4-parted horizontal sliding door by creating ONE armature with 4 bones for each part of the door. Then I parented each door-part-object to the correct bone. Everything is working fine.  Once I export this to Unity, I get a couple of clips, which is fine, but none of them contain the animation.

Instead, each clip moves all 4 door-parts at once. enter image description here Does anyone have an idea how to fix this problem? Thank you in advance!


texts:
I want to make this monkey spinning on its own rotation but something is off. I ´parented´ everything to the body, so it is the object that I´m creating the keyframes on.
When I move  R+Z, he doesn´t move. Does anyone know what can it possibly be? It only works then I move it with G, because when I try to scale it, nothing happens either.


texts:
I'm doing a scene with a room with a table. On the table I have some wine glasses, but I get this strange light from some of them. The glass to the left looks OK, but the other are not OK. It seems like they are affected by the floor texture!? Or what could be wrong?

I'm almost certain I didn't have this problem when I made the first test render. Then I just tested to see how the wine glasses was effected when I activated the Reflective Caustics and Refractive Caustics, then they got this strange light, but despite that I have unchecked the both Caustics options in the render tab, I still have this light and I don't know how to get rid of it? Any ideas someone?

The wine glasses har not solid. I have used a solidify modifier for the upper part of the glass, while the lower part is more solid. I'm only using the Glass BSDF node.


texts: So Blender started crashing whenever I bake fluid for no reason (I mean no reason, discussion here). I'm thinking maybe reducing the amount of RAM it uses could help, but I can't figure out how to reduce it.


texts: I'm trying to write a script that automates the creation of an IK Rig. But to do so I need to know in what order blender appends bones to this list, when I select them?  bpy.context.selected_bones  It doesn't seem to be the order I select them nor the alphabetic order from the bones names.


texts:
Does anybody knows what operation Blender does when it saves the image to .png file?

I am interested in an exact formula, it might be also the source code.
What I found in source till now is RGB->sRGB conversion code but for viewport not final rendering.

I am interesting in the subject since I wanted to render images in exr and then convert them to PNG using python script. After conversion by hand i have slight different results then Blender provides natively. I wonder where this difference come from. I need to be precise since I am going to use this data as training for neural networks so I have to be precise as possible and eliminate all possible problems beforehand.

This is the code I use for conversion in python:

def RGB2sRGB2(RGBArray):
    new_rgb = RGBArray
    higher = (new_rgb > 0.0031308)
    lower = (new_rgb <= 0.0031308)
    new_rgb[higher] = (pow(new_rgb[higher], (1.0 / 2.4))) * 1.055 - 0.055
    new_rgb[lower] = 12.92 * new_rgb[lower]
    return new_rgb

Here I post my images (native blender .png file; conversion from .exr; difference map - each blue pixel means that difference is equal 1 in range 0-255):


texts: 2D- Bounding box around human model with sub meshes and armature

texts:
Mast is the entire model, It has sub meshes as can been seen from the figure, like eyes, clothes, but belonging to the same human model. I need to get the mesh of all of that together, so as to draw a 2d bounding box around the object on rendered image (like in this link 2d-bounding box on images)

My object is a human model with armature , imported. I am trying to get 2D bounding box using the code here . In this only object meshes can be passed? How can I pass the complete model to this?

when I pass armature object, this gives
error : Object does not have geometry data in the line

me = me_ob.to_mesh(scene, True, 'PREVIEW')

Is there any other way to do it?
Could some one please help?


texts: Custom Properties converted to integers and driver links lost after restart

texts:
I have made API defined custom RNA Properties in my Scene automatically added to a selected Object (not the Mesh).

But when I save the scene and restart Blender, they are already visible but the boolean properties where converted to integers and they are no more linked to the drivers where I defined them for.

Example for adding a driver target (property link to driver):

#Define a new Driver Target
SubsurfViewTar = SubsurfViewVar.targets[0]
#Define a new Driver id Type
SubsurfViewTar.id_type = 'OBJECT'
#Define the Object which contains the custom property which drives the Property
SubsurfViewTar.id = bpy.data.objects[GrpName]
#Define the Custom Property of the object
SubsurfViewTar.data_path = "View_Resolution"


texts: I would like to scale multiple instanced objects based on a BW texture so i can get random scale on objects. Can i do it with textures or is there any other way?


texts: i imported an FBX file and want to add bones

texts:
well the title says it all... I am not understanding why the bones won't move the frame.
I imported the file and then used http://blog.digitaltutors.com/how-to-create-your-first-character-rig-in-blender-part-1/ to get it going.
when it got to the setting of vertexes part the skeleton was like 1/100th the size of the fbx file


texts:
I am following this tutorial, but I just can't get past step 10. No matter what I try I cannot select inner vertices.

Here is my mesh after hitting A-KEY, it looks like the inner edges are not selected. They are not bright orange like the outer edges even after doing a select-all.

Blender ver: 2.68

Any idea what's going on?


texts: Object won't move when I add Soft-Body physics

texts: I got the object with the soft-body to work at first but now it refuses to move at all when I press play. The only way to get it to move again is to start a brand new project and redo everything.


texts:
Hello I'm new to blender and my goal is create 3D Countryballs, however, currently I'm stuck trying to make the flag on the sphere appear as it does in a reference 3D countryball I've been inspired by. Am I incorrectly applying the image or do I need to go about the application in a different manner. All help appreciated!
1st image (my work):

2nd image (what I'm trying to imitate):


texts: How to convert from vertex_color to material and export FBX file

texts:
I have some problem with my blender code export to fbx file. I set color by vertex_color and set mode is Vertex_paint. But when I export this object to fbx file and open in Unity it is not include color. I think the reason might be dont set color for material of object. So could you help me to convert ?
This is my code. Thank you so much for your help

import math

# mesh arrays
verts = []
faces = []

# mesh variables
numX = 10
numY = 10

# wave variables
freq = 1
amp = 1
scale = 1

#fill verts array
for i in range (0, numX):
    for j in range(0,numY):
        x = scale * i
        y = scale * j
        z = scale*((amp*math.cos(i*freq))+(amp*math.sin(j*freq)))
        vert = (x,y,z)
        verts.append(vert)

#fill faces array
count = 0
for i in range (0, numY *(numX-1)):
    if count < numY-1:
        A = i
        B = i+1
        C = (i+numY)+1
        D = (i+numY)
        face = (A,B,C,D)
        faces.append(face)
        count = count + 1
    else:
        count = 0

#create mesh and object
mesh = bpy.data.meshes.new("wave")
object = bpy.data.objects.new("wave",mesh)
#set mesh location
object.location = bpy.context.scene.cursor.location
bpy.context.collection.objects.link(object)

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

vert_list = mesh.vertices
color_map_collection = mesh.vertex_colors
if len(color_map_collection) == 0:
    color_map_collection.new()
else:
    color_map_collection.active

color_map = color_map_collection['Col']
i = 0

for poly in mesh.polygons:
    for idx in poly.loop_indices:
        loop = mesh.loops[idx]
        v = loop.vertex_index
        final = (0.1,0.5,0.2,1)
        color_map.data[i].color = final
        i += 1

bpy.context.view_layer.objects.active = object
bpy.ops.object.mode_set(mode='VERTEX_PAINT', toggle=False)


texts: Objects with transparent texture not always show transparency in 3dview

texts:
For some reason objects don't show their transparency all the time.

In this image the circles in red are suposed to be transparent like the ones in green.

When I select the object in the back, all objects in front of it become opaque.

When I select the two objects that are opaque, then they become transparent as they sould be.

The display is in GLSL mode

These are the material and texture properties

I'm not worried about the final render, just the editing view. I would like to see the actual transparency at editing time only, because the scene is to be imported in a third party game engine.

Blender is v2.68

This is the blend file


texts: How to rotate all objects along their local Z

texts:
I have 3 objects. I select all, and would like to rotate each around the Z axis of each object (locally) not global.

I need to rotate each object about its local axis.


texts: Coming from a background in engineering, I have used software such as solidwords and Pro-E where you create each part and then combine them in assemblies with mates. Everything I have been able to find tutorial-wise for Blender is all about manually positioning things so that they "look good" from the angle of them camera (which I have found frequently breaks down if you move the camera). What is this even called in 3D art software (since as far as I can tell the term "mate" is exclusive to engineering modeling), and how does one achieve similar results in Blender, ie positioning multiple objects relative to each other in order to make things out of different movable parts or to ensure that things are actually touching rather than going through each other or floating? Tutorial video links welcome.


texts: Grass texture does not import with .obj file

texts: I'm a complete noob to Blender and the textures for everything I have has imported perfectly, except the grass texture. Instead of the grass texture showing up, it is just a green color blob. whenever I try to make a new texture, the texture is just completely black and no way to import, replicate or even change the black texture at all. I am using version 2.79 as later versions cannot run on my laptop.


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i get these weird pixels when rendering an image here is an exanple i whipped up.

not sure of the cause i'm fairly new


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I need to render an expansive landscape on a render target which lacks the ability to do heightmap-based displacement or mesh subdivision operations in hardware. Thus my only option is to bake the mesh and split it into separate static models to be loaded and unloaded when needed.
As for the landscape mesh itself, being a displaced subdivided plane, there are many relatively flatter/less dense in detail areas in the mesh that don't need nearly as many quads to be represented, but other than going through the entire mesh by hand I don't know how I can efficiently optimize the landscape.
Is there a script/workflow/outside program that can take a mesh of quads and convert it into a mesh of more efficiently-placed triangles/quads based on the shape topology? I don't know if this is the best way to word it so if more explanation is needed please ask.


texts: How to activate shape key by proximity of another object?

texts: Like when you can use dynamic paint to apply displacement on certain parts of mesh and animate it like a brush stroke. My question is, weather you can activate a shape key the same way


texts: wired shadow in transparent 3d rendered materials

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I am new to blender.
Basically i want to show a few materials in transparent.
I made the surface files in Avizo/Amira and exported them as wrl files. I imported these into Meshlab to export as ply files.
Then I imported these ply files and used vertex color paint and Transparency with 0.4 alpha in Material. When i 3d rendered materials in transparent, the transparent material shows some shadow-looking pattern as found in orange material in the attached image.
Since I used the sunlight as light source, the pattern is not actually shadow.
Is there anyway to get rid of this shadow-looking pattern in transparent material? Also what is this pattern problem called? so i can also look into this problem by myself in more detail.
I also tried to show transparent material without vertex paint color but use coloring, but this did not change the rendered figure.

I appreciate your help!


texts: How would you build this exact stone wall?

texts:
What is your suggested way to build a wall with a texture like this.

Or how would you UV-unwrap the modelled wall, to enable the texture of the stripes to work.

Im currently trying around but dont want to manually drag the uv map into a rectangle


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I want to connect the knife with the right hand.
In MAYA I can parent the knife and the hand controller.
But in Blender, I can't don't know how to do it?


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I have a huge amount of .wrl files. They mostly contain a single mesh.
I want to write a small python script that loads each of these files, then reduces the contained meshes and saves it to a new file (ideally again a .wrl, but not necessary)

My script so far

import bpy
import os

for i in os.listdir("C:/PathToFiles"):
    if i.endswith("n.wrl"):
        fullPath = "C:/PathToFiles/" + i

        bpy.ops.import_scene.x3d(filepath=fullPath)

        bpy.ops.object.select_all(action='SELECT')
        bpy.ops.object.delete()

        continue
    else:
        continue

The saving part is missing for now.
When first trying this I got the error message "blendata not defined" in line 2223 of import_x3d.py. I corrected this by replacing all occurences of blendata with bpydata.

Now it crashes with error in line 2044 of import_x3d.py with

  ValueError: matrix * vector: len(matrix.col) and len(vector) must be the same

Since I have no real insight into the script or the .wrl file format I am kinda lost. Any suggestions?


texts: How to Make Earth in Blender tutorial - How to implement the cloud shader properly?

texts: Im following blender gurus How to Make Earth in Blender (Cycles) tutorial, and around the 16 minute mark, when he adds the clouds, mine still end up being opaque. I have followed his exact node setup, but i still dont know where the problem is. I am new to blender, this is my first time making something on this scale


texts: Change the material displayed in the Node Editor from Python

texts:
Would like to be able to change the material node displayed in the Node Editor from Python after running an operator to create a new material node in Python.  In the Node Editor, I can click "New" and have a new node created and displayed (see the image below).  I can also select which material to display.  Is there a way to do this from Python?

Use Case

I am linking the material from another .blend file and would like to display the new material in the editor so the user can immediately start working on it.  The new material node is not linked to any object by default, that is left up to the user.  The code looks like this:

with bpy.data.libraries.load(blend) as (data_from, data_to):
    data_to.materials = ['fancy material']
# Change the Node editor display to show the new node?

While trying to figure out how to change the displayed material node, I found this code that displays the template_ID but do not know how to change it display my new material nodes. (Edited for brevity)

class NODE_HT_header(Header):
    bl_space_type = 'NODE_EDITOR'

    def draw(self, context):
        snode = context.space_data
        # Custom node tree is edited as independent ID block
        layout.template_ID(snode, "node_tree", new="node.new_node_tree")

Realizing this isn't the best "blender" behavior, is it possible?


texts: Is there any way to select everything that is not currently selected?

texts: I want to be able to select certain vertices, apply a texture, and then select the rest to apply another texture. How can I do this?