texts:
I am solving this problem in all my animations. I need to use same linked group of objects multiple times (characters and vehicles). But it looks that Blender can link group only once and after Make Proxy my object is jumping between proxies.

My workaround is, copy Blend file to another position and link it as another file. Is there better solution?


texts: Node single property variable not working?

texts:
I am making a node group,and for this node group I want to make an input connected to a value in the bokeh image node,but unfortunately the node has no inputs so I had to see another way to make an input (If you know how to do this please tell me),so what I did is adding a math node and add a driver to the input in the bokeh node with the variable the 1st input in the multiply node (math) while the 2nd input equal 1,but when I add a variable to the driver (single property variable) and select the scene and copy the RNA of the 1st value in the multiply node nodes["Math"].inputs[0].default_value it didn't work and value is not updated and it is marked in red as you see here

so how can I get it work?


texts: Importing 3d objects from blender in unity results in distortion

texts:
We created a 3d object (molecule of HCL) in blender with its bonds, but when we imported them in unity, the bonds position was displaced from its original.
As shown in images below


texts: Blender workflow with glb extension for web

texts:
I got a big problem. I work as producting 3d modelled objects after I create one of them I need to upload into a web 3d viewer. Now one of them is a semi-transparent plastic spectacular. I created the model in Blender and the material aswell. The material is too complex to bake it to glb instantly. I tried it and as it is expected the web viewer cant handle my material.
Is there a solution with Blender to create a useable material? I looked all over the internet but I didnt find any good solution for this. As I know it can be solve with Substance painter but I never used that before. I would appreciate if someone could find me a solution in Blender.
This is the spectacular I want to export basicly. (The nosepads material haven’t been finished yet but now it doesn’t matter.
The main thing is the temples and frame material. As you can see on the temple where it’s not black it’s semi transparent and the wire inside of the plastic can be seen.
I attach the node too. I know it’s not a glb/gltf compatible this way I created it. But I couldn’t figure anything out with the same result what can be baked. And foremore if I put away the transparency and I bake it without it I put the opacity for alpha blending or cliping or hashed after baking the temple in the background will be seeing first through thecloser parts of the spec. Any idea?


texts: blender texture paint problem: color combining with texture during stencil painting

texts: i was just texture painting using stencil and it was working fine, i dont know what i pressed or what happened but colour is mixing with the image and i cannot turn it off, if i turn color to red or whatever, that color strokes will i get, i just want to project image onto my model like it was just working before.


texts: Restoring 2.79 click functionality in Blender 2.8 particularly with respect to lasso select

texts:
I am really used to using the lasso selected in Blender 2.79, but for some reason I cannot seem to figure out how to get similar functionality out of Blender 2.8.

Note that I have the "Keymap" option set to "Blender 27X".

My particular issues are:

When I have the lasso select selected in the toolbar and ctrl+click, Blender refuses to select anything.
Under certain circumstances, Blender changes the lasso select mode back to box select mode. I have tried to debug what these circumstances are but cannot figure it out. It seems related either to switching modes (e.g. from Edit to Object) or maybe to switching tools (which I avoid, as I never want a tool selected other than 3D cursor).

Essentially what I'm trying to recreate is the Blender 2.79 controls of left-click for 3D cursor, ctrl+click for lasso select, and right-click for select. If there's just an option somewhere to do this that would be the best solution.

Otherwise what I've been doing is changing the select tool to the lasso select, and then trying to leave the tool selection on the 3D cursor tool. This however is not sufficient due to the issues listed above. In order for this to work for me I need to know how to prevent Blender from switching my tools without me clicking on them.

There are some promising looking options under the Keymap options but I'm afraid I cannot decipher what exactly they all mean, although I've looked at this documentation.

I've been searching for solutions to this for a few months now and have not found any. Perhaps my google-fu is not strong enough but I figure it would make sense to ask here at this point.

Thank you for any help you can give me.


texts: I am creating a three-strand rope in blender using the screw modifier and was wondering what might be best practices for making a long rope. Essentially it is a choice between iterations or degrees. I typically set my degrees to 360, and then add a bunch of iterations to it, but I am not sure what uses the most memory.


texts: No particle button available (EVEN WITH MESH)

texts: created a brand new mesh object, still can't use particles. I've tried every mode and such and it WONT let me use particles. Please help.


texts: A better way to mix colours ( image ) + mix node going into shader colour input

texts:
As you can see in the picture , I am mixing a colour from the image editor (for real time texture painting )  with a colour picker going into the mix node .
The image editor has alpha enabled and it's background is set to transparent .
Just mixing these colours together with the mix blend type is obviously not enough , since the mix attenuates the colour values .
So I used the alpha out of the texture node , inverted it and used this to control the fac input of the mix node .
So this is the kind of behaviour one would expect , like the photoshop layers
the only issue I am having right now is that the anti-aliasing filter is  pretty obvious were the colours are mixed , like s soft edge surrounding the colours .
Especially noticeable on the red line
I tried adjusting the brush curve , also set the image node to NON colour data ..but it is still obvious
Does anyone have a better method for mixing colours ( of which one is from the imnage editor ) , or is this the best method
cheers


texts: Animation gets broken into separate action for each bone on FBX import

texts:
This is what happened when I imported an FBX with animations from Akeytsu with the "Fully Baked" option:

Each animation became an action and all is well!
But when I try to import an FBX without a "fully baked" animation, this happens:

The animation has been split into an animation for each and every bone for some god forsaken reason.
Unfortunately for me, all of my newer animations are using UMotion in Unity, which does not have a bake option on export. Is there some special way to import animations that fixes this problem? Also I'd love to know why it's doing this to begin with!
Thanks in advance!
Edit:
My back and forth with the UMotion creator seems to debunk the theory that the animation needs to be baked.
https://support.soxware.com/en/communities/1/topics/823-is-it-possible-to-bake-animations-on-export#


texts: How to make fluid stay inside a container?

texts:
I want to create a real life like painting a wall(you know where paint in a bucket is taken using a brush and is painted on the wall),but I am stuck in the first step to make fluid stay inside the can and not move so vigorously without the touch of another object.Thanks in advance.

BTW I tried changing the viscosity presets to oil and it made the whole block look like a cheese block.


texts: can the bone become a 'child of' a parent object?

texts: I want to make the hands of the person 'track' the handle of object and I can't make the hand bone the parent using 'child of' constraint because my object is not fully merged together and when i tried the object just messes up. (different parts are just parented tgt to enable free rotation). Is there a way to do this properly?


texts: I want to take an object that I have scaled in object mode and set the current scale to 1. I can find the current scale, clear the scale with Alt+S, and then switch to edit mode and scale to what it was before I cleared the scale. Is there a built in way to do this? Modifiers build off of the object scale, so it would be nice to set the current scale as 1 rather than just clearing the scale and resizing in edit mode.


texts: How to grey-out 1 item in enum property?

texts:
I learned here how to grey-out an item in a menu with the poll function, but this time I need to grey-out the first item in my enum property, whenever a bool property is False...

Is it even possible?

Thank you guys.


texts: Rotate camera around animation with separate motion blur?

texts:
Hopefully I'm asking this question correctly. Essentially I would like to animate a scene (baseball player hitting ball), add motion blur, and then animate a camera rotating around the player, but with only the ball blurred. In the final video composition, I want the motion blur applied to the ball to not be affected by the movement of the camera, but just the movement of the ball.

I want to capture this as if it were a still movement of an action scene, not something in motion. So I don't want the ball to actually move in the animation, just look blurred.

In real life I think you would stage a bunch of cameras around the scene and take a photo with all of them at the exact same moment, so when you string them together it looks like the camera is rotating around a single moment in time.

What would be the best way to pull off something like this?


texts: Try use option Freestyle in script for Blender

texts:
I'm about to write a script that allows to make "true" the options (Freestyle in Blender):

Here is the python script I 'm writing to try to use options Script python

import bpy

sceneR = bpy.context.scene

freestyle = sceneR.render.layers.active.freestyle_settings
linestyle = bpy.types.FreestyleLineSet
sceneR.render.use_freestyle = True
sceneR.svg_export.use_svg_export = True
freestyle.use_smoothness = True
freestyle.use_culling = True
linestyle.select_by_visibility = True
linestyle.select_by_edge_types = True
linestyle.visiblity = 'RANGE'
linestyle.select_silhouette = True

I found it in the window "info" Blender indicating each action done in Blender

my problem is that when I run the script it that nothing happens , and options (circled in red on the first picture) are always off or False .

Do I put the wrong way , is there a different way to activate this option in a script?


texts:
I want to render towel in blender using hair particle.
I have selected object in Particle Render instead of path, but want same color on particle as on towel. Issue is that particle-(object) is using different shader. Is there any way to render particle object in same way as path gets render. Hope attached image will clear what i am asking for.
thanks


texts: Insert Edge Loop without modifying underlying weights?

texts:
New to Blender here!
Just a quick one: I'm wondering if it's possible to insert an edge loop on a mesh that already has weights painted without modifying the underlying weights. What I've discovered is that inserting an edge would change the weights corresponding to the newly inserted edge. Is it possible to have the edge exist without having the weights modified? Thanks.


texts: Which matrix to use to transform children local coordinates to global?

texts:
Setup
I have an object Plane with 6 vertices. To each vertex I assign another object as child.
Then I apply two keyframes on location to object Plane:

In frame 0 it goes to Z = 5
In frame 81 it goes to Z = 0

I want to know correct global x,y,z coordinates of each Sphere during frames 0 to 81.

Problem
I do not understand which matrix or matrix combination to use to achieve coordinates in this case.
For example for frame 81 I know that Z = 0 for Plane. It is also Z = 0 for all spheres.
I would like to know object Sphere global coordinates. If I code in Blender console:
>>> sp0.matrix_world.to_translation()
Vector((-1.0, -1.0, 0.0))

>>> sp0.location
Vector((-1.0, -1.0, 5.0))

If I write python script and run it I have:
obj = bpy.data.objects['Sphere']
x,y,z = obj.matrix_world.to_translation()
print("x,y,z ", [x,y,z])
print("setpoint_location ", obj.location)

>>>x,y,z  [-1.0, -1.0, 5.0]
>>>setpoint_location  <Vector (-1.0000, -1.0000, 5.0000)>

Additional info
Code I use to create Spheres and attach it to Plane as child objects on each vertex.
import bpy

def create_objects():
    for i in range(6):
        bpy.ops.mesh.primitive_uv_sphere_add(radius=0.25, enter_editmode=False,location=(i*2., 0, 0))
def allocate_objs(plane, objects):
    bpy.ops.object.select_all(action='DESELECT')
    for i, vert in enumerate(plane.data.vertices):
        world_matrix = plane.matrix_world
        vertice_coords = world_matrix @ vert.co
        objects[i].location = vertice_coords
        objects[i].select_set(True)

    plane.select_set(True)
    bpy.context.view_layer.objects.active = plane
    bpy.ops.object.parent_set(type='VERTEX')

#create_objects()
objects = [obj for obj in bpy.data.objects if "Plane" not in obj.name]
plane = bpy.data.objects["Plane"]
#allocate_objs(plane, objects)
obj = bpy.data.objects['Sphere']

for frame in range(0,100):
    bpy.context.scene.frame_current = frame
    if frame in [0, 81]:
        x,y,z = obj.matrix_world.to_translation()
        print(bpy.context.scene.frame_current)
        print("world matrix \n", obj.matrix_world)
        print("matrix_basis \n", obj.matrix_basis)
        print("matrix_local \n", obj.matrix_local)
        print("matrix_parent_inverse \n", obj.matrix_parent_inverse)
        print("frame ", frame)
        print("x,y,z ", [x,y,z])
        print("setpoint_location ", obj.location)
        print("======================")


texts: How to copy material settings from one object to another

texts: I have a huge amount of image planes, each has a different image linked to the base color, the texture applied is a png with alpha, in order to make the alpha work in EEVEE I need to change the material settings Blend Mode to Alpha Blend, and Shadow Mode to Alpha Hashed, by default both are set to Opaque.I changed this for one of the materials, but going through this manually for each image plane is not pratical, is there a way to copy the material settings only without having to copy the whole material?


texts: Restricting surface area for snapping to other objects

texts:
Sorry, new to Blender, but not to CAD or other 3D programs, but not familiar with terminology used with Blender.
I would like to be able to define "snap points/surfaces" that would allow me to place two different 3D parts together, but only snap/connect together in a predefined area of the objects surface.
A simple example would be a cup with lid and a straw. You would want to be able to restrict the straw to snap to only the hole in the cup lid, and no where else on the cup object surface; likewise the straw would only be able to snap on either of its two ends and no where else. Is it possible to define a point/area on a 3D object to implement this functionality?


texts: Removing connection line between origin of curve and last point of curve

texts:
I'm new to Blender 2.8. I want to display a curve based on x, y, z data I got stored in a file. To load the curve I am using the following script, which I found in this forum.

With TS_0084.dat being the file, only holding the x, y, z data. The factor 1000 is for adjusting the units. The script works and loads the curve.
However, when I load the curve, it always adds this orange connection line between the last point of the curve and the origin. I shifted the curve using Transform and the orange line and origin point just shift with

I want to delete this line or atleast it not to be shown, because I want to generate a graphic. Selecting the line and delete the segment does not help, the line turns black and cannot be selected anymore. Also when I switch of Origin in the Curve Display in Viewport the reference point vanishes, but the line stays. How can I remove this line?


texts: (v2.90) What are these thicker blue lines, and how do I quickly remove them?

texts:
I can manually remove them by deleting the surrounding faces and remaking them, but there's got to be a faster way.
I get these lines after joining Ctrl + J two separate objects (e.g. two mirrored halves of the body via Duplicate + Scale by -x) and they don't always appear at the fusion points. I'd thought they meant duplicated vertices, but merging them M at center doesn't do anything. Could it be a duplicated edge, though?
If it means anything, the horizontal thick-line was a former UV seam.


texts: Is it possible to join separate armatures after weight painting?

texts:
I have weight painted my bones exactly how I want them but they are separate. I now want to join them while keeping their respective weights. The problem I face is that when I join the leg armature to the torso armature, the leg object moves to the torso while the armature maintains it's correct position. I have tried ctrl+a to apply rotation/scale/position but that doesn't seem to work. I have also made sure my armatures and their bones are named differently.

You can see the before and after joining images attached. Is there a way I can join these armatures while retaining the positions and weight for each separate object?


texts: Smart UV Project: the sequence of the faces is wrong and has inconsistent width

texts:
I’m new to Blender, been using it less than a month. I created a small tower, and am now trying to apply a texture.

My issue is in the Unwrapping, I get the best result from Smart UV Project. When it unwraps however the sequence of the faces is wrong and the width of the face panels in the UV/Image Editor are incorrect. It makes my seamless texture not so seamless.

Scale is set to 1.000 for X,Y & Z. The doors and windows were created using a Boolean Modifier.

Seams Layout and Face selection order

Unwrapped Cylinder

So how do I go about unwrapping it in order and scaled correctly? Any help solving this would be greatly appreciated.


texts: can i lock my zoom in position while sculpting?

texts:
I have a tendency to zoom in a lot in blender, but while trying to sculpt this "zoom in" habit can get annoying. Is there a way that i can lock the the zoom in position while sculpting in blender?

Thank you!


texts:
I am having a problem to see one of my mesh objects through camera. I have 3 components that I imported from sketch up dad format. They are cup, handle, and saucer.

The outliner looks like this:

I have a camera and light set up like this:

When I render the scene the handle and saucer will show, but not the cup body:

peach_cup_body mesh looks like this under material tab. These are all the same to handle, and saucer.

Could anyone have an idea why this is happening? Any help will be greatly appreciated it!!
thank you.


texts: I've made a simple animation which moves an object along one axis back and forth. Now i want to change position of this object, to fit the rest of the model - but after playing animation, it goes back into place that it was previously animated. Is it possible to animate in local space? (to be able to change global position of animated object, and keyframes will not overwrite it)


texts: I am trying to bake the normals from a high poly mesh onto a low poly mesh. I am trying to select the high poly one, and then shift select the low poly one, but for some reason, whenever I do that, the node layout for the low poly one do not appear which I need so I can select an image texture. I will attach photos of what is happening.


texts: Render colors do not match the reference picture

texts: I have come across this problem that I am trying to make an exact model of a product by a client and their demand is to have an exact rose gold color (golden color with pinkish hue) for their product. But when I give the color using eyedropper tool from the reference image, the color turns out to be quite different from what it looks like in the  original photo. Can someone please help me? I need to deliver the product pretty soon. enter image description here


texts: I made a lamp rig and but whether I use the bulb or a circle in front of the bulb as an emissive surface it casts a shadow in the middle of the lit area. What might be causing this?


texts:
how to make a transparent cube so that my character walks inside a building or house and you can see the interior partially, where my character is walking ?

in the reference image i make a blender render with transparency

the house is complete no have cuts
the character is inside the house
the cube is transparent

NOTE:
Now ... I have a basic idea to start from, but I do not know if BGE accepts the same form that I use to render, since I use a Boolean Difference modifier, and I do not know completely if these modifiers can be applied to blender game engine

I have seen it in some YouTube videos but I do not know if it is in BGE, and I would like to know if I can do it, it would be great, in logic bricks please, preferably, I'm still a python brute, I have a hard time not thinking about c / c ++

reference Link reading


texts: How to Save OpenGL Viewport Animation in Blender 2.8?

texts: I am able to create the viewport animation, and then play it back from the render menu, but there doesn't appear to be any option to save it. When I render from the camera I have, it saves to the path specified in the render options in the properties panel. However, viewport animations don't show up there. Very confused as to where that file is going to allow playback from the render menu at the top of the viewport.


texts: Is it possible to execute copy/paste operations using Blender interface?

texts:
this may be a weird question. I started rendering my animation on my school computer and I left it overnight. How forgetful I was! I set the rendered images to save to the tmp folder not the folder I created. So now when I go to the 'output' section on the render tab and clicked on the folder icon next to it, I see all my rendered pngs but the thing is that I can't drag all the pngs to the folder that I created. I also can't access the tmp folder on the windows computer manually itself as I don't have an administrator password. So I'm wondering is there a way to drag all the rendered pngs out from Blender program itself to the folder I created?

The 'output' section on Blender I know it does say 'tmp' now that is because I'm now starting to render again.

Rendered PNGs


texts: How To Make a Radial Gradient Sky in Blender Internal?

texts: I am using Blender Internal. I am trying to achieve a sky like link in the  following picture, but I could only make a Linear Gradient.


texts: How do I navigate to external drives using the file browser?

texts:
How to navigate to external drives using this blender nav system?

For example, if I'm in the "C" directory, how do I use use the navigation buttons to go to the desktop or external hard drives without typing it in?


texts: Part of shadow disapear in Render. (Smoke domain problem?)

texts:
I get smoke shadow on to my plane until fram nr 149(of 650) Then the yellowed lined box from the smoke(smoke spehre in my smoke domain)goes past my plane/ground.
Then the shadow disapper from my plane.

Question:
Whats up with that?

Extra info:
On screenshot:
in my 3d mode you can see the bottom yellowed line from the box that followes my smoke downwards untill its supposed to crash with my plane, like a surface. But when the "box" hits the plane, the shadow goes away.

PS. the smoke and the "invisible box goes downwards towards the plane.
I will upload the file to blend-exchange...

if i havent explained my self good enough, let me know


texts:
I want to parent my character's pants to the armature, by pressing ctrl + P -> with automatic weights, but there's a problem with the pants after doing so...
What I tried so far:
Removed doubles
Recalculate normals
clear sharp
and also by manually painting weights, but when I brush weights, it still producing same results.
By the way I'm using blender 6.77a

Here's pictures

Can someone tell me what's wrong?Thanks!


texts:
I was following a tutorial on how to make realistic trees. In one part, the person makes a leaf and uses nodes to make a material. He uses a color ramp and the leaf turns black and white, but the person was able to view it in color when he clicked on  Diffuse BSDF. However, I still see it as black and white! I fear I have done something wrong and if I continue without trying to fix it, I will mess up my mesh later on.

I searched everywhere on Google, but I had no luck.
Here is a screenshot:


texts: Python: process mesh so that longest edge length < x

texts:
I need to process a mesh so that all of the edges are below a certain threshold, say x units.

(I am throwing a mesh into an acoustic simulator, which requires the longest edge length to be < 1/3 of the maximum wavelength)

How can accomplish this with a Python script?


texts: Removing internal geometry before 3D printing

texts:
I am pretty new to Blender but I looked at some tutorials on how to build my own structure etc. I found one Youtube video at about 2:05 minutes, where they select all inner vertices with some clicks and removes them afterwards.

Can somebody help me to redo this on my objects? I have for example two cubes and they intersect each other. My next steps are joining these two cubes, I click in edit mode on Mesh > Faces > Intersect
Then I choose Self intersect and now I am losing track of the video, where he does Link select and inverts the selection and then magically he just removes the selected parts...

Can somebody help me on this a little.

If I let the internal geometry stay, my printouts in the printer get holes and other ugly stuff...

EDIT

Since I got now an answer where some people up voted but it is still not working in my example.

I added a screenshot
Here I have two cubes moved against each other. The answer from Gwenn suggests to use Select > Internal Faces but in my case there is only Select > Interior Faces. I guess this is a typo but it is also selecting nothing. When I click on Select > Non Manyfolds there is also no selection :-(

After following some links and checking the '3D Printing Tools' add on, I found the check function there which tells me how many problems where found in before printing (visible in the screenshot). It says no Manyfolds, maybe thats the reason. But I still have the problem of empty spaces within the 3D print where the two cubes overlap.

Again, I just created two cubes and moved them against each other until they intersect.

The only possible solution by now is to use a boolean modification, Difference and select the second cube. In this case the overlapping part gets removed from one of the cubes. Not very handy but by now the only solution which works.


texts:
Hi guys!
I have a illustration project in my school where I explore the possibilities of using 3D-object in traditional drawing. In the image below I have some objects which I have stumbled into the photoshop-file, but the objects loose their textures and I can't control the lighting as I please. The objects are changed in photoshops 3D-space, but textures would be nice, and a more direct approach to the lighting. As it is now, I have to work in a 2Dspace and 3D space in photoshop.
My question is: Is it possible to place my image file into Blender and place my .obj in 3D space and light/texutre them without affecting the underlying image?

Hope you guys can help and that I have expressed sufficiently what I would like to do (I´m from Norway).

Sincerely
Andreas


texts: create a full featured product in blender using only the python language

texts: Modeling polygons in blender using mouse and keyboard is relatively easy, but it takes a a lot of time. I would like to know if I can sculpt/model/texture/paint/move/animate objects in blender using only the python language with a lower interaction with the mouse. Do you have some kind of how to and tutorials? Thanks.


texts:
I know I could be feeding a movie file to the Compositor, but then it would take 2 steps (1. render video with color correction from VSE, 2. feed it to the Compositor to rotate it -90 degrees and render the result.)

So I am trying to feed the Compositor with a render layer instead. But it's not working. I have both Compositor and Sequencer check-marked in Post Processing in the Render tab.
Is there something wrong with the nodes, or something else?


texts: Using alpha data on one material to mask a texture in another material

texts:
I am currently working with a model that has two different kinds of materials, each containing a texture and each having their own mapping, I want to be able to "hide" the eye texture behind the eyebrow texture and independently move it around using the UV editor.

The model without the eyes.

After I add the eyes, which have separate materials.

And the resulting outcome(edited in Photoshop)

How can I change my node setup to mask the eye material with an alpha texture from the eyebrow material?

And here's the link to the blend file, textures have to be reapplied individualy


texts: What causes this glitch in this mesh? How do I remove it?

texts:
There seems to be a weird glitch in subdividing the mesh at the vertex along the mirror axis. Although, only in this one place.

Any idea on what caused this, and how to fix it?

Thanks!

Edit. Blender file: https://we.tl/t-yjIh6LZgs4


texts: Why I can't import/export collada (.dae) files?

texts:
That's the way it looks at me:

And it should look like:

Xubuntu v16.04 Blender v2.76 (also tried 2.78 from launchpad).


texts: How to open 2.90(2.80+) blend file in 2.79

texts:
I can't find solution how to open .blend file that are 2.80+ version, into 2.79 version.
I tried with Ctrl + C and Ctrl + V -> it works only for object, the textures are missing.
Any solutions?


texts: Altering transparency / thickness of rising smoke

texts: How can I create a more transparent, thinner bottom area of smoke, then rising higher to be much thicker and opaque? It will not need to be animated.


texts: Eevee - Material Shader - "Ray Length" or Z-index equivalent?

texts:
Is there a method of controlling EEVEE shader node values based on distance from the camera? (Something like "Light Path > Ray Length" provides for Cycles shaders.)

I know you can render a Z-depth pass for compositing, but I would like to use this information in a shader node.

Any suggestions?


texts: How can I delete a UV unwrapping to start again?

texts: I unwrapped everything automatically and it endend up being really bad for painting. How can I delete the unwrapping and start again?


texts:
I am trying to join this rig with this mesh and no luck.

What am I doing wrong? All I get is an error message that says no mesh data to join even though I can clearly see the mesh.
still having an issue the file can be found here.
https://drive.google.com/open?id=1ThmLzTIZvY4pbW_cmrk5B5CqjYMlXXvC


texts:
Scale is working when I hit the transform hotkey then press X, Y  or Z (to lock to axis) then follow with a defined size to precisely edit the object.
But the same behaviour does not apply with I use the rotate hotkey and press X,Y or Z.
I do want to find a solution, as manually rotating objects is a dam pain! xD
hope this makes sense!
(The function works if I grab an axis with my mouse, then I may type in a number)


texts: Wierd faces after I moved one vertex of quads

texts:
I am new to blender. I searched the forums for an answer to my question. I couldnt find any.

I loop cut a cube (vertical center)
I Pushed the loopcut on the Y Axis so the whole shape became like >>.
I pushed down the upper vertice of the head on Z axis.

This means I should get a VALLEY shape.

Problem : The side left tf the screen divides into 1 raised half and one proper half. This means i get a ^ shape bend instead of a / shape bend which joins in at the vertice. Please tell me how it can be resolved.
[


texts:
When I render my animation, I see the render frame by frame perfectly in the viewport, but when I access the PNG or JPEG files upon completion, they are either all black or completely transparent without the mesh.

This is my first time rendering an animation in blender so it can be a very simple fix.

Thanks!

Background:
Using HDR as lighting - checked transparent under "Film" so it doesn't render.

Baked the rigid body animation into keyframes.

I know it's ideal to render as PNG or JPEG, but h.264 isn't even an option, idk if it's only rendering first frame over and over?


texts: Out of ideas - Is there a way to roll a string on a spool?

texts:
I can't find any answers or solutions that match what I need.
Think of a roll of toilet paper - and as it's rolling, the spool fills up. I need that, but it needs to be string, so it would fill left to right, and look organic, with the string rolling from the bottom.
Are there ANY ways to do this?


texts: Playback skips and plays frames slowly with new audio?

texts:
I have a video in 1080p and inserted audio. When I play this back, the video preview window is lagging and skipping frames. The audio however sounds normal. This problem does not happen when I only play the initial audio.

My computer has not had this problem when I previously replaced the audio in Blender and I tried restarting my computer with the same problems.


texts:
First of all, here's the blend file:

I'm trying to recreate the "flip table" animation: I have two rigid bodies (three counting the floor), a table and a cube.

The table is resting on the floor, it is simply put a flat parallelepiped with four slim as the legs. I've set it as an 'active' object (50kg) and the shape is a 'mesh', since I want to interact with the zone between the legs.

Then there's the cube which it is the one interacting with the table. I want it to hit the border in order to give it a rotation, like somebody actually "flipping" it. It is an 'active animated' object (1kg), with shape 'convex hull'.

I set the cube as being under the edge of the table at t=0, and sometime later I shift it on the z-direction until it surpasses it. I insert both framekeys, start the simulation, and... nothing.

The two objects don't interact. The cube passes through the table and each goes its own way.

Does anybody have any idea about what's happening? What do I have to do in order for the two objects to interact? I will post further details if needed, on the file there is my simulation btw.

Bonus question: I tried to raise the table and rotate it to see how it would fall on the floor... and it kinda bounces off. What's causing it? How can I make it behave like a real heavy table?

For the rotated table, here's the blend:


texts: I don't know how to use flipanimation correctly

texts: I have an issue with "flip animation" add-on, I flipped my animation, but it doesn't flip it well, it's kind of deformed, like the X axis is rotated off 90°, just look at this image... this is before and after I used flip animation add-on...


texts: How to capture leftmouse up event by python?

texts:
After seeing bpy.types.Event https://docs.blender.org/api/current/bpy.types.Event.html, and some code examples, I cannot find the event of leftmouse up, only LEFTMOUSE is available. (correct me if it is wrong)

I want to ask how to capture the leftmouse up event using python. Thanks.


texts: Blender 2.82 viewport and tab selection lag

texts:
So I downloaded Blender 2.82 for Windows 10 and right away noticed lag in the 3d-Viewport. Just grabbing and moving the cube was noticeably laggy. Other basic functions like rotation and scaling were also delayed. I have used Blender 2.78 without any such lag in my old laptop that had i5-6xxx and 4 GB ram. My current laptop has a i5-1035G1 with 8 GB ram with built in graphics and it shows the lag!!. I monitored the CPU usage, it was about 4% at idle and 25% while moving the cube and 315 MB was the memory usage.

I read another article Blender viewport lag were it was
suggested that I download Blender from steam but that too did not
help.
I have also tried loading factory settings but that was a fail too.
Could someone tell me what the fault  is...Is my computer not capable to handle this software or is there some bug in the software.
Here is the system info obtained from blender...

    version: 2.82 (sub 7), branch: master, commit date: 2020-03-12 05:06, type: Release
    build date: 2020-03-12, 15:41:08
    platform: Windows
CPU device capabilities: SSE2 SSE3 SSE41 AVX AVX2

OpenCL device capabilities:
Number of platforms: 1
Platform #0
    Platform Name: Intel(R) OpenCL
    Platform Vendor: Intel(R) Corporation
    Platform Version: OpenCL 2.1
    Platform Profile: FULL_PROFILE
```


texts: I'm somewhat sorry if the answers to my questions seem obvious, but I've searched for, and couldn't find, a way to seperate the bones. I extruded them and now they are ONE object. I can't move them or change the position individually.


texts:
I created a towel using a hair particle system. When I appended the file into a bathroom scene the particle system shows up when viewing through viewport shading, but when I go to render the object the particles don't show up.
The towel was created at scale for the bathroom scene, but I tried to changed the particle size anyway with no luck.
Any thoughts? I'm relatively new to blender, so any insights would be greatly appreciated!
Here is the original towel file.

Here is the appended version using viewport.

Here is the appended version rendered.


texts:
Forgive me if this is a silly/easy to figure out question, but I couldn't find anything... I tried the clear all restricted render option and had no luck so figured I would inquire here as google was of no help.
Camera view:

Post-rendering:

Thank you in advance.


texts: Vertex normal issue after separating and re-merging

texts:
Hey fellow Blenderers,

I created an asteroid mesh, bisect cut it 3 times (for each axis) to get 8 parts out of it. I need these parts later for animation purposes. After cutting and separating these parts into individual meshes I remerged them, because I only need the parts separated from each other (no connecting faces).
The issue I discover now is a different normal on the vertices at the cutting edges as you can see on the image. I think it's normal behavior?  Idk.
So my question is either "how can I fix the normals to appear the same" or "how can I cut the mesh in parts without influencing the normals"?

Thanks so far


texts:
I'm trying to get an outline shader to work in Blender 2.8/2.9 but the results are not like expected. After I tried it several times on my own, I followed this tutorial:
https://www.youtube.com/watch?v=hp4V-9oFmnM
It also includes an examplary .blend file:
https://drive.google.com/file/d/1EffSaNaOWk53MCzr2RFK8SBHegBE1UmP/view
First, the results I get never yields a proper outline. Instead it either appears transparent or makes the object completely black. Results are the same in viewport and when rendering. Results seem to change arbitrarily when switching from Eevee to Cycles but both do not work. It seems like the backface of the solidified object is either not transparent or the whole solidified object is transparent.
Here some images from viewport in render view:
With Eevee

With Cycles

These are the steps of the tutorial which I also followed:

Create object and assign arbitrary material to it
Add solidify modifier, increase thickness, invert normals and assign second material slot
Create an outline material, in this case it is just an Emission BSDF of black color assigned to surface of the material output
In material settings, apply Backface Culling

Here the graphs for the outline shaders I tried:

In the example, Blend mode is set to opaque, but it doesn't make a difference if I switch it to Alpha, same for Shadow mode.
Here an example of the settings I used:

I tried everything but nothing works. Do I miss a secret setting somewhere? Rendering is done on CPU only - is it maybe a general hardware/software issue?


texts: I'm not sure what exactly happened.  But I was working on creating a walk cycle for a rig and I guess I mistyped something and now I cant use the insert keyframe hotkey whilst in pose mode.  I can use it in object mode, and I can still use the manual "insert pose" buttons in rig mode, but the i hotkey refuses to work when any bones in pose mode are selected.


texts:
I am trying to figure out how I can spawn rigid body objects, one for each frame. Imagine cubes falling down from a point orderly, sort of like a particle emitter. My problem is that all the 250 objects keep spawning in the first frame when I run the script. How can I make sure they appear at different frames?

import bpy

number = 250
frame_num = 0

for i in range(0,number):
    bpy.context.scene.frame_set(frame_num)
    bpy.ops.mesh.primitive_cube_add(location=(0,0,0))
    bpy.ops.rigidbody.object_add()
    frame_num += 1


texts: 'unicodeescape' codec can't decode bytes in position: truncated /uXXXX escape

texts:
I know that the way to do this is either add an r at the front or change the \ to a \ or /. But none of that seems to be working. (I'm running on ubuntu)

print(homedir)

import socket
hostname = socket.gethostname()
print(hostname)

with open(f"{homedir}/.config/blender/2.81/scripts/addons/Renderpresets/presets/presets.txt") as presetsfile:
    presetsdata = presetsfile.read()

with open(f"{homedir}/.config/blender/2.81/scripts/addons/Renderpresets/presets/uirow.txt") as uirowfile:
    uirowdata = uirowfile.read()

with open(f"{homedir}/.config/blender/2.81/scripts/addons/Renderpresets/presets/register.txt") as registerfile:
    registerdata = registerfile.read()

with open(f"{homedir}/.config/blender/2.81/scripts/addons/Renderpresets/presets/unregister.txt") as unregisterfile:
    unregisterdata = unregisterfile.read()

with open(f"{homedir}/.config/blender/2.81/scripts/addons/Renderpresets/presets/namemain.txt") as namemainfile:
    namemaindata = namemainfile.read()```


texts: Problems with GPU rendering in Ubuntu on a Macbook Pro Intel Iris 6100

texts:
So I know that it's impossible to use GPU on a Macbook Pro, running OSX, with Intel Graphic card in Blender 2.8 (I'm using 2.82). So I tried running Ubuntu on my Macbook with a USB booteable stick, blender works, but still says that Cycles will render from the CPU. So, is it possible to work? maybe it's because I'm running Ubuntu from a USB? Should I install something else?..thanks!

Macbook Pro 13 2015
Intel Iris Graphics 6100
OS is Ubuntu 20.04 LTS
Blender 2.82


texts:
When creating a point light, there is a "radius" value in the properties panel.  This works perfectly.  However, I can't find any way to change this afterwards, in the properties panel or search bar.

https://youtu.be/oRRpTdY5g0U

In this video, I create a couple of lights with different radiuses and test that they work as expected, but cannot see a way to change those radiuses.  Can anyone please tell me how to do this?


texts: How to glue one selected face of a mesh precisely to a selected face on another mesh?

texts:
I found some sort of answer to the question here, but did not understand the procedure at all. May be some on can help me understand it.

I have one mesh with a face of it selected and I want to "glue" that face to a selected face on a different mesh. For example, suppose two cubes are facing each other and I want to glue the faces that are facing each other to one another, or suppose I am modeling a starship. The wings are one mesh, and the body is another mesh. Now I want to connect the body and the wings  permanently at a very specific place on each. I thought to choose the faces on the wing mesh and on the body mesh that should be glued together and then blender glues them.

Something like this.


texts: The back portion of model is not visible while rotation

texts:
If you see in the below image I have pointed the area with red arrows where the surface is not visible.

I thought that that portion will not have the face so I rotated thee image whenever I am rotating the image it's back surface seems to be invisible. For reference see second image I have pasted.

Can you please suggest why is it so?


texts: Is there a shortcut to set up project file folders so that you end up with a folder of folders that are pre-named? Like for Maya, you would choose File-New-New Project. You would then name the project folder, but the folders inside it would be pre-named "scene" and "textures" and "renders" etc.


texts:
I have a simulation with some nice bubbles floating in the water. I am very new to the Blender community and by reading about it a bit (and also performing some tutorials) tried to render my simulation result first on paraview and then render it in Blender.

I have a left and right wall and then the bubbles floating around in the fluid(the space between the walls). The red and the blue wakes are the volmetric rendering of the temperature in those cells with the mid range blanked out. What that means is my left wall is cold and right wall is hot. I selectively set some the mid range as transparent and I am only interested in the boundary layers at the walls.

When I export the x3d file and import it in Blender (say for one snapshot) I do get the walls and the bubbles but I dont get the volumetric rendering of the temperature field. My paraview file and blender files after import looks like this

How do I render the temperature field (the field that appears colored in the paraview version) ?
The view always appears to be rotated in the blender, i guess the orientation of axis in paraview and blender is different.
How do i import more such snapshots to create a movie out of this ?

PS: Link to download the X3D file hosted on pcloud


texts: How can I display only one camera view option in a custom pie menu?

texts:
pie.operator_enum("VIEW3D_OT_viewnumpad", "type") - this gives list of views.
 I want only one "camera" button , not all from the enum (front, left, right etc.). How can I do it?

bpy.ops.view3d.viewnumpad(type='CAMERA') - this isn't right.


texts: Any idea how to get the location and bounds of object in the image?

texts:
I am drawing a line of vehicles on the image, how could I get the coordinates and bounds of each vehicle in the image, since I want to crop the these vehicles one by one from this image?

I found a snippet, but the values (x , y, width, height) seem to be like the global coordinates rather than the pixel position on the image.

def get_bounds(ob):
    mat = ob.matrix_world
    bbox = [mat * Vector(b) for b in ob.bound_box]

    min_x = min(b.x for b in bbox)
    max_x = max(b.x for b in bbox)
    min_y = min(b.y for b in bbox)
    max_y = max(b.y for b in bbox)

    top_left = Vector((min_x, max_y))
    bottom_right = Vector((max_x, min_y))

    # make flat tuple, x y width height
    return top_left.to_tuple() + tuple(map(abs, (top_left - bottom_right)))


texts: two textures: painting on one of them while the other is still visible (2.8)

texts:
I have a model with two UVs and two textures: first set is a projected UV with paintover from Photoshop and second UV is a generated UV to paint on top. They're mixed using the Alpha of the second texture.

UVs:

Textures:

Result in Lookdev mode:

I want to be able to paint on the second texture while seeing the first one and sampling colors from both first and second. Is this possible?

At the moment when I switch to paint mode and make several light brush strokes my first texture looks very dark and brushstrokes look like they're opaque. When I switch back to Object mode everything looks like it should.


texts: When i am rendering my scene in 1920×1080 at 100℅, and with a sample value of 500, I am getting a low qulality image which got rendered in just 8 seconds. How can I fix this!


texts: addons User Preference and custom properties

texts:
I'm using the addon preferences to store some props (bool, filepath ecc...).
But this prop are saved only in the global preferences of blender.

I want that some of these props could be saved in the working.blend file.

So I've create a specular prop in the bpy.types.Scene.ecc...

and I want to use as default option the prop from the user preferences.

But don't work because Blender don't find the prop in the user preference when I'm create the prope in the  bpy.types.Scene.

I'm working on a complex script, so the Scene props are create in init.py and the preference are created in the setting.py.
The script work fine keeping the props direct from the user preferences, but don't if I try to put the props in the default option of the scene props.

Sorry for the complexity of the message, I don't speak English very well.

Edit:
This is an example of the code:
the init.py:
http://www.pasteall.org/blend/31637
The settings.py:
http://www.pasteall.org/blend/31638

I want that the default of "color" in the RandomizeColorSettings Class is the "color" prop in the ColorPreferences class


texts: Conforming New Edge Loops On a Curved Mesh to the Curve

texts:
Let's say I have a curved mesh and I add a loop cut:

The new loop cut does not touch the curve as the others do.

My question is, is there a tool/addon for achieving the following result in a more precise manner than just translating the loop cut by eye:

This is a simple example, but I'm hoping to apply it to more complicated meshes.

Thanks.


texts: Problem with exporting FBX file with multiple materials and UV Maps

texts:
I'm trying to export FBX file to Substance Painter with multiple materials and multiple UVs merged together (merged under one name) I have vertex groups for them and materials.

When I'm trying to export selection only this Error pops up : https://imgur.com/a/8YAAB

Heres link to blend file: https://mab.to/aXVEW8bPC

Thanks in advance for any anwsers


texts: Why can't I animate the 'Dimensions' property of an object?

texts:
I am trying to animate/make a bar chart in Blender, but every time I try to add dimensions alongside location, rotation and scale this message pops up at the top of my screen: "Dimensions" property cannot be animated"

How do I fix this, or in any other case how can I finish my chart?


texts: texture sky doesnt work in blender 2.8 (Eevee render)

texts:
when i want make sky and sun i just use sky texture but with new render everything convert white, like this.

so can i fix it? or can i do another way to make sky and sun(with new render)
and sorry if i not speak English very well.


texts: Is a render farm suitable for using high-res stills?

texts:
This question is primarily for curiosity. I'm aware that render farms are used as a method to speed up rendering time for animation sequences. Is it a good alternative to use for high-res stills that would take a lot more time to render by just using a standard computer to do so?
If there is such an option, where can it be found?


texts: Part of my object doesn't show it's texture in cycles

texts:
Hello, I'm a beginner in Blender and i found this problemm while trying to preview my object's texture in cycles. Part of my object doesn't show it's texture. I have checked the normals and there is no problem in it. I tried Eevee rendering and the texture shows up, it also shows up in material preview.
Maybe you guys can find some solution. Thank you in Advance :)


texts:
I just finished editing a video, and I realized that some video clip files used are still in the client's USB flash drive :( Is there a way (like a python script) to tell Blender "gather all the material used in this .blend file in this directory"?

How can I give him his drive back, without risking coming back to this .blend file later to find files missing?


texts: Exporting PNG Animation With Shadows On Transparent Background

texts:
I'm doing an animation and trying to export it as a PNG. I need to export it with the shadows, but on a transparent background. Once the render finished I imported of on the PNG sequence to see if the shadow was included but it wasnt. Is there a method to have the shadows exported with my PNG animation?
Thank you.


texts: Grease Pencil textured strokes transparency issue with other layers

texts:
I used different grease pencil objects for different elements of my animation (to move/scale them independently) but there's some kind of transparency issue on the strokes. I'd like to have a smooth blending.

However, textured strokes blend nicely when they're on the same GP object.

Is it normal ? If so, is there some workaround ?

Or maybe some rendering issue ?

I searched for individual layers move/scale options, but couldn't find any. I guess there's no such thing.

I'm using Blender 2.82 (same issue on 2.80) and macOS 10.13.6 (17G8030)

Blend file link : https://gofile.io/?c=3jIdCi

Screen capture of the behaviour : https://gyazo.com/7c6f3de424572ec6bab5fc5436e73339


texts: subdivision surface modifier very weird behaviour

texts:
so this happens when I use the subdivision modifier. any explanation?

mesh without any other modifier:

after subdivision surface modifier:


texts: How To Add The Same Shader/Material To Multiple Objects?

texts:
I want to apply or use the same material for multiple objects. How can I do this without doing it per object ? The target objects already have their own materials and I don't want to override them. I just want to add new material slot  and same material across multiple objects.
I can't use Ctrl+L to link material because it will replace existing material.
Any solution ?

The real case is, I'm building a house (3 floors) with basic furnitures. So I got many walls, floors, windows, doors, kitchen set , fence etc.
All these objects has their own basic material setup :

wall : concrete, white paint
door : wood panel, inox, black frame
window : glass, inox ,black frame, alluminium
etc.

There is a unique wall (wall A) has a material i want to copy.

wall A : concrete, white paint, SECTION

So I want to use this section material into all other objects on the scene (those other walls, doors, windows, kitchen set etc). There are many objects so I'm looking a way to apply this section material without manually applying per object. And I want to keep the existing material :

wall : concrete, white paint, SECTION
door : wood panel, inox, black frame, SECTION
window : glass, inox ,black frame, aluminum, SECTION

I can't find a way to apply selected material to multiple objects without replacing the existing material.
Thanks


texts:
As soon as I do my model "Shade Smooth" I get all kinds of weird distortions.
How is this possible and how can I solve this?
What I've already done is the following, Delete loose, Merge by distance and Tris to Quads.


texts:
I have many objects which are parented to an empty object 'A'. Later, I want to change the parent position. I want to move the parent 'A' without moving the children. I need to temporarily disable parenting then move the parent and then enable parenting. This way i can 'reset' the parent to new position.
How can i do it ?


texts: Blender Game Engine - Trigger something to happen in the future

texts:
I'm somewhat new to BGE.  I've read some doco and played around a bit.

What I want to do is have an action trigger an event that happens in the future.  The task I was working on was to make a button that moved inwards a little when it was clicked (pressed), but then it popped back up again some time later.

I have no trouble moving the button-block down when activated by the mouse sensor, but I'm not sure how to get the button to move back up again (i.e.: "un-press" itself) after a short time.

The common form of this problem, is how to trigger something to happen in the future?  For example: how does one make an automatic door that opens when triggered, but then closes itself a few seconds later?

So far I've looked at all sorts of logic blocks, and python programming.  I'd really like a "Delay Controller" so I can catch the sensor-action, delay for /N/ frames in the controller, then invoke the actuator/whatever.  Using this idea, I could trigger both the door opening and closing (with delay) at the same time.

The only way I can think to do this is to run a python program every frame and check on counters or the system clock, etc.  But this doesn't feel like the correct approach for BGE.


texts: How can I animate the pinning button on / off (cloth)?

texts:
I do not find the way to insert a keyframe on the pinning button (cloth).
It would still be better to have an animate pinning weight.


texts: I'm new to blender and just want to know if there is a modifier or technique in edit mode that gives a kind of brick wall indentation. You know, the space between the bricks.


texts:
I have some glare effects on my image that looks fine on some places but ugly on others, in fact I don't even want it to appear on certain parts of the image.
Is there a way to just mask out this effect using a black-white texture map for example, so that the image's lower parts get glare while the upper parts don't?


texts: I'm having trouble finding the fluid Viscosity bar in Blender 2.83

texts: I was watching a fluid tutorial, but it was using blender 2.8 while mine is 2.83 and I am having a trouble finding the Viscosity bar. Can you help me solve this problem?


texts: Animation Nodes - Can I make this a loop?

texts:
I've been playing around with simple 3D fractals in Animation Nodes and have
worked out how to do this for example.

I could keep adding Replicate Matrices nodes to add more levels, but I've
been trying to do this as a loop, and not quite getting it to work.

In this example, if (M1, M2, M3, M4) is the list of matrices coming out of the Compose Matrix node,
I need the loop to add the following to the loop output at each iteration:

Iteration  Add to Matrix List                  Combined List Length
0          M1, M2, M3, M4                       n
1          M1*M1, M1*M2, .... M3*M4, M4*M4      n + n*n
2          M1*M1*M1, M1*M1*M2, ... M4*M4*M4     n + n*n + n*n*n
3                                               n + n*n + n*n*n + n*n*n*n

where in this example n=4
Any clues?


texts: Move/rotate object depending on another object

texts:
I have an object Cube with copy transforms constraint targeting another object Empty. The constraint is disabled, so when I enable it the Cube's rotation, location (transformation) is copied from Empty to Cube, which is correct. I have another object Arm, which I want it to be transformed and rotated with the same value as Cube so that the relative orientation of both the Cube and Arm remains the same as if they were both shifted and rotated with the same value, not sure how this can be done? I tried adding a copy transform to Arm targeting Empty but it didn't give the correct results. Any advice? Ultimately I want to do this with python but I'm trying to figure a way to do it manually first then write the python script for the steps needed.

My .blend file can be found here


texts: I definitely chose one object and I don't know why it's all moving together. I want to move one object, and I never set up a parent.


texts: Bones: Connect moving spheres with strechable pipe

texts:
I want to connect some of the spheres below with pipes/lines.
These spheres should move around a center with varying distance.
How can i add bones to them and the pipes so that:

the spheres can be controlled by the bones
the pipes stretch according to distance
the spheres keep their form
the start/end of the pipes stay in the center of the spheres


texts: Merge bezier curves without deformation?

texts: So I've been working on the hair of a character, and I need to merge all the hair strips together. But whenever I do that, everything is deformed after doing so. I have tried applying rotation and scale, but this also deforms the hair.


texts: How to create an operator to show and select multiple items?

texts:
I want to create an Add-on with Python.

It should contain an operator that shows several string entries. Each of them can be selected/deselected individually. This is pretty much what happens with Properties/Texture:

I do not need the icon, but the string and the checkbox. I already have a list of strings to be presented to the user.

Similar controls are used for vertex groups, shape keys, uvmaps.

How can I create my own one?

Thank you

Edit:

the modification to the proposed solution is this:

class ULLibraries(UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
        layout.prop(item, "name", text="", emboss=False)
        layout.prop(item, "enabled", text="", index=index)
    def invoke(self, context, event):
        pass

with following data:

class CustomProp(bpy.types.PropertyGroup):
    name = StringProperty()
    enabled = BoolProperty()

Result:


texts: Need help with soft body physics for noodle legs character

texts:
I've been trying to figure out how to recreate this character animation in Blender.

https://www.instagram.com/p/BU8x8TNhQbW/?taken-by=laurierowan

But I just can't figure out how to do it.. I have made the noodle legs with "Bezier Curves" and added "Soft Body" physics to them, so they look pretty much identical to the video I linked above.

My main problem is that I don't know how I can make the character's body attach to the noodle legs, and should the character's body be a "Soft Body" or "Riggid Body"?

Is it even possible to connect "Soft Bodies" to "Riggid Bodies"? Or is there another way to recreate this video?

Any help is highly appreciated!

I've been using Blender for modelling for around 1 year now, but just recently started experimenting with animation physics.


texts:
Summary: I need to make an object which can be changed using parameters. Changes include less or more elements in the object and the position of each. Is this possible in Blender?

For my work I use currently Sketchup, but I am interested in changing to blender.

The question I have is whether it is possible like in SketchUp to use dynamic components. We use this to draw roller conveyors. We have a component where you can change the length and width etc. with parameters.

More easy to understand is an example with staircases. If I make the stair higher, then automatically more steps are generated. If I increase the height of the steps, less steps are needed. Sometime I want a guiding rail on the left or right or both. The steps can be thin metal plates or thicker wooden boards.

Is it possible to create such an object with parameter inside Blender. Is there an video or tutorial available online to see how things work?

An example of what we make can be found here: https://www.youtube.com/watch?v=JmNGK_-BJrE


texts:
So, I want to add some details to cylinder and I've been struggling with this for awhile and can't find a proper way to do this.

First method on the image is with autosmooth and this is basicly what I want but I need also to use node geometry > pointiness which isn't working as needed.

Second with subsurf and some loop cuts gives me good looking pointiness but the shape of this detail isn't what I am looking for. When I'm trying to add more loop cuts to hardness the edges cylinder is breaking (horizontal bulge under this element, or vertical strip along whole cylinder).

I've tried adding small bevel on edges, high density base model and what not. This driving me crazy.

Any ideas how to make it right?

UPDATE:

Here it's a blend file:

UPDATE 2:

Method proposed by @Róbert László Páli is by far most correct, I need to check how this will behave with PBR Metallic material, because there are some geometry, I don't know, glitches?

UPDATE 3:

I've tried it with some PBR material and sadly it's visible with light reflection.


texts: I have a problem with modeling with Shrinkwarp

texts:
I am modeling using ShrinkWarp. by the way after applying Shrinkwarp to some part of modeling rather than the whole part using Vertex Group, if I set the modifier order to Subdivision>ShrinkWarp, the face breaks.

Modifier order : Subdivison>ShrinkWarp

Modifier order : Subdivison>ShrinkWarp – If the modifier order is like this, the face will not break. However, if the order is this, it will not exactly match the modeling face of the ShirnkWarp Target.
Why does this cause? Is there any solution? I Attach a blender file.


texts: Repeating objects along a path without altering geometry

texts:
I'm trying to line up duplications of one and the same object using an Array Modifier and a path/curve. You can think of a line of dominos: They are repeatedly lined up behind each other with some space between them (Array Modifier).

I tried using a Curve Modifier, but the problem is that the modifier will alter the objects geometry by making it bend; that would be perfect for a road or train track, but I just want my dominos to follow the curve, not to alter their geometry.

So, is there any easy way to do this that I totally missed? I never worked with curves/paths before, so I'm pretty unaware of their options.


texts: Free Compositing video tutorials in blender

texts: Where can I get indepth tutorials about compositing in blender for Free? Any channel I can get such videos about compositing in blender?


texts:
I have a i7 with 32 GB RAM & an Nvidia 1070, Windows 10.
My GPU shows up in Blender, but when I try to render a still jpeg, it crashes 100% of the time.
In my Task Manager, my RAM maxes out before the crash and my GPU stays at 0% usage.
After about 10 crashes, I updated my Nvidia driver and I've had 4 more crashes. I even tried just checking the 1070 alone under CUDA - same result: 0% usage.
What is going on here?


texts: animatable soft transition between sphere and cylinder

texts:
I'm searching for a good way to animate a molecule-like structure with nice transitions between the spheres and the cylinders.
So far, I'm using a skin modifier for the structure and a particle system to generate the spheres, but I'm afraid in this setup it would be hard to built in the tapering effect. I also tried to model the transition, but that resulted in a lot of z-fighting between the different links.

Here is a simplified setup to start with. On another layer, you can also find a modeled link, with the desired transition softness for reference, or to use in a different setup.


texts: Custom Fresnel Node for Specular Workflow

texts:
In this video CynicatPro talks about the Specular Workflow that should be of interest especially for game developers. First he starts with constructing a custom Fresnel node (using the Physically-Based Fresnel node developed in an earlier video).

In this custom Fresnel node he includes a group of nodes to remove the lowest fresnel reflection (F0). Why is it so important to remove this lowest reflection ? I mean why is this relevant especially for game developers ?

Secondly, this Metallic Rim ... is this because metallic rim can have a color different from the normal reflection ?

Basically I want to understand WHY he first creates a Physically-Based Fresnel node and then sort of "destroys" this Fresnel node to have the advantages of a specular slider.

Also why is this Specular Workflow especially important for game developers ? What would be the relevance for other artists ?

EDIT: I think it is not very clear what my question is about. I think I understand why CynicatPro makes this custom Fresnel node. He wants to have the full specular range from black to white. Therefore he wants to remove the lowest reflections at F0. I get that. But now - in my eyes it is not a physically-based fresnel node anymore. So my question is why would you want that ? And why would this be important for game developers and not for other artists ?


texts: How to bake one texture for one mesh with multiple textures blender 2.8

texts:
I'm trying to perform material merging into one texture in accordance with the solutions:

Baking two textures into one
and
Baking multiple materials into one texture

But due to differences in Blender 2.8 interface I can't find 'bake' option in Render menu. And 'Texture atlas' wasn't found.

Could you kindly provide some steps to perform this task?

Thanks,
...I feel that it should be simple but hours spent and I was not lucky in this...


texts:
Is there any way to override “object_bases” and “active_base” in order to limit snap to some objects ?
Looks like those vars are no more available in context in 2.8x

From snap source code

act = view_layer->basact;
for (Base * base = view_layer->object_bases.first ...

But looks like python context “view_layer” doesn’t expose any of them.


texts: why bgl meshes flip when nothing is selected?

texts:
As described in API the following script will create a mesh from active object using bgl module:
import bpy
import gpu
import bgl
import numpy as np
from random import random
from gpu_extras.batch import batch_for_shader

mesh = bpy.context.active_object.data
mesh.calc_loop_triangles()

vertices = np.empty((len(mesh.vertices), 3), 'f')
indices = np.empty((len(mesh.loop_triangles), 3), 'i')

mesh.vertices.foreach_get(
    "co", np.reshape(vertices, len(mesh.vertices) * 3))
mesh.loop_triangles.foreach_get(
    "vertices", np.reshape(indices, len(mesh.loop_triangles) * 3))

vertex_colors = [(random(), random(), random(), 1) for _ in range(len(mesh.vertices))]

shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
batch = batch_for_shader(
    shader, 'TRIS',
    {"pos": vertices, "color": vertex_colors},
    indices=indices,
)

def draw():
    bgl.glEnable(bgl.GL_DEPTH_TEST)
    batch.draw(shader)
    bgl.glDisable(bgl.GL_DEPTH_TEST)

bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')

But the created mesh flips when nothing is selected:

Please help!


texts: How can I create a water material in Cycles?

texts:
I'm creating a scene with large amounts of water that will be readily visible, containing refraction and at various angles. The scene is an indoor long-course swimming pool, about 50 meters, all of which would be seen by a camera above 5 meters above the water's surface. This is being fluid-sim'd, but there are no quickly-moving objects or people, so any water movement is slower and in bulk. The "remove bubbles" option is enabled.

I've tried using a Mix Shader of Refraction BSDF and Reflection BSDF with the factor coming from a Fresnel node, but the results appear either too glossy or too transparent and overly colored. How can I make the water appear realistic? Changes to shaders (refraction to glass)? Or is tweaking colors sufficient?


texts: Macro operator children are not called from python

texts:
The Macro operator in the following code calls two other operators that log the calls of their invoke and execute functions. If the macro operator is called from the spacebar menu, the console output is what is expected:

TestOp1.invoke
TestOp1.execute
TestOp2.invoke
TestOp2.execute

However, if TestMacro is called from a python context (a script / addon / interpreter window), it returns {'FINISHED'} without calling the children operators TestOp1 and TestOp2.

What is the proper way to register a Macro operator ?

import bpy
from bpy.types import Macro, Operator
from bpy.utils import register_class, unregister_class

bl_info = {
    'name': "Test macros",
}

class TestOp1(Operator):
    bl_idname = 'wm.test_op1'
    bl_label = 'Test Op1'

    def execute(self, context):
        print('TestOp1.execute')
        return {'FINISHED'}

    def invoke(self, context, event):
        print('TestOp1.invoke')
        return self.execute(context)

class TestOp2(Operator):
    bl_idname = 'wm.test_op2'
    bl_label = 'Test Op2'

    def execute(self, context):
        print('TestOp2.execute\n')
        return {'FINISHED'}

    def invoke(self, context, event):
        print('TestOp2.invoke')
        return self.execute(context)

class TestMacro(Macro):
    bl_idname = 'wm.test_macro'
    bl_label = 'Test Macro'
    bl_options = {'REGISTER', 'UNDO'}

def register():
    register_class(TestOp1)
    register_class(TestOp2)
    register_class(TestMacro)

    TestMacro.define(TestOp1.bl_idname)
    TestMacro.define(TestOp2.bl_idname)

def unregister():
    unregister_class(TestOp1)
    unregister_class(TestOp2)
    unregister_class(TestMacro)

if __name__ == '__main__':
    register()

    # This doesnt call TestOp1 or TestOp2
    bpy.ops.wm.test_macro('INVOKE_DEFAULT')


texts: How to lock object rotation along a path

texts:
I'm a little new to Blender and I have an object traveling along a path. However, I need the object to stay locked in a specific orientation while it traverses the path from start to finish. Think of a camera dolly except on a curve.

In Top view, create a S-shaped 2d curve from left to right (say about X axis). Create an cube object with a more vertical aspect ratio (oriented in Y axis, top is pointing to +Y). Add Follow path (if that's the best choice) to the cube in order to travel along the 2D curve.

In the top view, I would like the cube to remain in it's original +Y orientation (aligned parallel to the Y axis), yet animate along the 2D curve from start point to end point of the path. No matter what options I set in either the Follow Path constraint or on the object, the object always wants to snap the original Y axis of the object normal to the curve.


texts: I want to be able to maneuver around my project. I'm trying to apply a texture over the top of some objects that I made. However, I can only view those textures when I am in rendered view, which does not allow the movement around the object that I need, particularly in the "flight mode." How can I have it appear as it will be in the end in real time? I'm using cycles.


texts: How do i go from my object displaying mesh to smooth

texts: I was wondering why my object displays vertices lines and the other doesnt im not sure how that happened.


texts: Why won't it let me save my rendered image?

texts:
I am completely new to blender however have to use it for a university project. Every time I render my image its not giving me the option to save (as you can see in this screenshot). Can anyone please help/tell me why this is happening? There is lighting in the scene so I'm not sure whats going on.

Thanks in advance


texts: How to apply compositing after stopped rendering?

texts: It's often the case that it's not known how many samples are needed to render a picture. So I usually set a higher value and when the result already suits me I stop rendering. But if you applied compositing to picture, it doesn't apply when you stop rendering. So how do so that compositing apply when I want to stop rendering before it reached max samples?


texts: Switching to different animations does not work

texts:
For some weird reason I am in my walk pose.

But when I am in my running post, as you can see it has changed.

But for some reason he is still doing the walking animation, he is not running, nor are the other animations working. He is just walking, I don't know why is this happening?


texts:
Hi im new to blender (started about a month ago) im trying to make a coiled cable for my so called imaginary "desk setup"

Heres what im trying to make

Ive tried using screw modifier but the thing is I dont know how to make it like a cable as you need the ends to not be coiled. I searched all over the internet on how to make this but i cant find them.

If you could just direct me to what I could do and explain in detail so that i can follow step by step on how to do this.

Extra, and if, just if you can help me with rigging the cable so that I can move it around to make it more natural in the scene, example photo below:

Thanks in advance for any help.


texts: How to eliminate transparent line on a rendered textured mesh with solidify

texts:
I'd really appreciate if someone could help me with this, it's been driving me nuts.
I've been making a stylized hair mesh with solid a solid texture (purple-ish like the one below) and applied a solidify modifier with a node setup in order to simulate contour lines (I'd rather use this method vs Freestyle). It was all good but then I wanted to add a texture to the hair, like the red one below.

But then when I tried to render the scene using BI, a transparent line appeared between the mesh and the solidify modifier (Note that the previous purple mesh doesn't have that)

Now, when i switch to rendered viewport this problem is not appearing

So if anyone could help in any way it would be much appreciated!

I'll leave the blend file


texts: How to import odeint python module from scipy into blender

texts:
I need to import odeint module from scipy.integrate in Blender.
I successfully imported scipy copying in

  blender dir\2.80\python\lib\site-packages\

the scipy directories from Anaconda's site-packages dir.
I tried to import odeint from scipy.integrate and I got an error:

>> from scipy.integrate import odeint

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "C:\Users\mcrim\Downloads\blender-2.80.0-git.9315cc443b1d-windows64\2.80\python\lib\site-packages\scipy\integrate\__init__.py", line 89, in <module>
    from .quadrature import *
  File "C:\Users\mcrim\Downloads\blender-2.80.0-git.9315cc443b1d-windows64\2.80\python\lib\site-packages\scipy\integrate\quadrature.py", line 10, in <module>
    from scipy.special import roots_legendre
  File "C:\Users\mcrim\Downloads\blender-2.80.0-git.9315cc443b1d-windows64\2.80\python\lib\site-packages\scipy\special\__init__.py", line 640, in <module>
    from ._ufuncs import *
ImportError: DLL load failed: Impossibile trovare il modulo specificato.

I am running this configuration:

Blender:

version: 2.80 (sub 45), branch: master, commit date: 2019-02-20 13:47,
build date: 20/02/2019, 06:10
platform: Windows 10 64 bit

  EDIT: I followed this procedure:
  https://blender.stackexchange.com/a/122337/71402 but it installs scipy
  in system-wise python directory, not in blender python directory


texts:
Blender 2.8 will not set a video key frame location with i,I, l, L,\or|. I even changed the preference to another key. No luck. Also, my keyboard is working and I re installed Blender.
Any suggestions?


texts:
my question may sound too small.

I want to create or export the rendered object, for example a cube in such a format that, I will be able to interact or rotate it in the same manner I do it in the object mode in the blender.

Thanks in advance


texts: How to add metalness to a specific color on a card

texts:
Hey there :D I want to make a little card. So far so good: I imported the image as a plane in blender but now I want more texture on the card like roughness on the white paper, metalness/ shinyness on the orange color.
Btw: The card is for history class about the Communism. Could someone please help me? Thank you :D


texts:
I have no texture image but colors and shading in materials. I want to export it in fbx so those materials(no image texture) with my shaders will be applied in the result. I'm absolutely new to shading and baking stuff so I would like you to explain it to me if you could. There's also a little bit of glitter on the material made by Voronoi texture just for the record.
here's the .blend file of model


texts: Rigging a driving belt moved by a rotated wheel

texts:
I have made a classic steam engine, with a big wheel.

I want the rotation of this wheel to move a driving belt and then, apart from the steam engine, the small wheel on a generator.

I've made the belt as a long, thin cube on a path with the curve modifier. And this part work well. If I move belt (cube) on x-axis, it follow the path around the 2 wheels, simulating a drive belt.

How can I transform the rotation of the big wheel to movement on the driving belt, and after that, the moving from the belt to rotation of the small wheel?


texts: Trying to make a single "shockwave" ripple through a mesh, triggered multiple times by audio. Seems like I'm missing a simple solution

texts:
I'm doing a music video and I'm trying to figure out how to have a shockwave ripple outwards from a certain location on for example a mesh plane, but triggered by audio.  Picture a basic wave modifier on a plane, creating circles of distortion that spread outwards from a point.  I want that, except triggered by the kick drum.
Pretty good reference here at 1:10:  https://vimeo.com/279951059
On the snare drum hit, there's a single fast ripple.  That's basically what I'm trying to do, triggered by audio.
I've tried using the audio as a driver on some of the wave modifier parameters, for example controlling the height of the effect, but the problem is that I need the wave to start in the center at a certain time.
One other thing I tried was using the dynamic paint wave simulation, and having the audio trigger an invisible brush object that would strike the plane in time with the music, creating waves.  It works but I really want more consistent, controlled, pronounced waves like you can get with the wave modifier.
I figure there must be an easy solution to this.
One thing I was imagining was using the displacement modifier, making an image sequence of a ripple, and having the image sequence triggered by the audio.
I guess the core problem is that I don't know how to get the audio to trigger an action (as opposed to just mimicking the values from the audio keyframes).  If I could keyframe the effect I'm looking for, and then have each kick drum hit trigger that set of keyframes, that would be the solution to a lot of other things I'm trying to do as well.
Is there something obvious I'm missing?  Something with the NLA editor?
Thanks for your help!


texts: Set Resolution Automatically on Video File Load

texts:
When I add a video file to the timeline in Blender's VSE, the frame rate will automatically adjust to match that of the video (usually). The resolution will not automatically adjust.

Is there a setting or a Blender add-on that will enable automatic resolution adaptation on video file load?

Currently, I have to check the resolution using Mediainfo and change the setting manually.


texts:
What difference does it make if I texture the low-poly model directly or texture the high-poly model and bake the result onto the low-poly model?
 What i want to say is in which cases i should bake the textures from the high poly mesh to the low poly mesh ?


texts: does more processors and cores help performance?

texts:
These are my specs

-i3 @3.70 Ghz 2 cores 4 logical processors

-8 Gb Ram

-147 gb C: Drive

-1.81 Tb D: drive

when I use rendered view in blender the sampling is really slow (like 1 sample per second)
also, while using rendered view and moving around in the viewport, changing lighting, textures etc. the fps gets pretty low and there is also some lag.

will getting a pc with more processor sockets(2 maybe) help??
does ssd make a difference??

do processors with more cores help speed up sampling??

I watch youtube tutorials and they have really smooth movements in the software.

can someone suggest what sort of pc might help fix my problems.
what sort of budget should I have??

Cheers!


texts: Calculating the covariance matrix of an object's points - Rotation of an object

texts:
I am trying to calculate the axes of largest variances of an object's points. As you might know, the eigenvectors of the covariance matrix of the points should yield the result.

For a cube (which is made out of 8 evenly spread points) I would therefore expect to get the three axes of the cube. However, this is only the case when I did not rotate the cube, but when I do, my method yields axes that are not correct.

Here is some code I use to calculate the axes:

import bpy
import numpy
from numpy import linalg as LA
vertices = bpy.context.active_object.data.vertices
matrix_world = bpy.context.active_object.matrix_world
verticesArray = numpy.zeros((3,len(vertices)))
counter = 0
for v in vertices:
     world_coord = matrix_world * v.co
     verticesArray[0,counter]= world_coord[0]
     verticesArray[1,counter] = world_coord[1]
     verticesArray[2,counter] = world_coord[2]
     counter = counter + 1
convMat = numpy.cov(verticesArray)
eigenvalues, eigenvectors = LA.eig(convMat)       # the eigenvectors determine the axes I want

As you see, I firstly transform all vertices to world coordinates. I guess somewhere there has to be an error that does not account for the rotation or something...
Do you have an idea what I am missing?


texts: How can I get rendered animation to video instead of a bunch of pictures

texts: I made a blender animation, and when I rendered it, it just became alot of pictures and no video. How can I make it a video instead of having a bunch of pictures?


texts: How to slice an object depending on whether it is in camera or not

texts:
I want get that part of the model, that is within the angle of the camera. For the current solution I use a script that selects the vertices. It works ok, but isn't good enough for what I want to do with it. The issue is that a zig-zag pattern is created when vertice A is within the camera-angle and vertice B isn't.

I imagine a tool that works similar to the knife project and bascically better approximates the edge with more vertices. If you know properties of the camera that might help or similar scripts please let me know.

Because I have to do it a few thousand times, doing it by hand isn't an option.

Ideas:

Convert the camera object to a different one,
extrude it far enough and actually use the knife project. If that
doesn't work maybe I can convert or use an object as a camera
Remodel the camera


texts: Artifacts appear when I use the subsurf modifier

texts:
I'm (almost) a complete newbie in Blender. I thought that modelling a greek column would be a great exercise for me. My mesh doesn't look so bad, but when I subdivide everything, some strange artifacts appear :(

Here is an example:

Also, here is a link to my .blend file, so you can see the mesh:
.blend file
Could you give me some advice how to remove those strange things? :/


texts:
I have modeled a house and have already placed windows in different parts of the house. Each window consists of several objects. These windows (consisting of several objects) are identical and are only moved in their position. Now I want to texture only one window and all windows should get that texture. So if I change something on my "main"- or "master"- window/object all windows should get that change in texture as well. I don't want to have to texture each one individually.

Did I had to do something before copying or is it still possible? What I don't want is to texture it first and then copy it.

Feel free to contact me if you have any questions. Thank you in advance for the answers!


texts: I've been messing around with the new particle nodes in 1.90.1 alph and I can't find a way to render them out, can it be that this wasn't implemented yet?


texts: Material preview/eevee 3d view glitches and no compatible GPU found

texts:
Blender recently started crashing when trying to use cycles with my gpu, and then when I'm in EEVEE or material preview the 3d view goes weird colours (mainly grey) and duplicates visuals around.
I updated my gpu and blender and now it lets me use cycles with my gpu but it still says "No compatible gpu found for path tracing" in preferences despite that, and I still have the 3d view glitchyness. Also my gpu still runs games fine.
Here are pictures of what my 3d view looks like, and what happens when I move my mouse around and scroll in and out in eevee with this cube and glowy circle.


texts: Rendering a 3D shape by positioning the camera on equidistant points on a dodecahedron

texts:
I wonder, how can I render a 3D shape by positioning the camera on X number of equidistant (or almost equidistant) points on a regular dodecahedron in Python and using Blender's API? What I want to do is similar to the picture shown below as done in a paper we have in a computer vision conference:

The code used for our previous project was written by my co-author and is in C++. However, for my new project I cannot use the C++ code he wrote for our previous work and my knowledge is limited in computer graphics. More specifically, I need help to write code for the following procedure:

Suppose a mesh like this is loaded into Blender. I first want to compute the camera distance to the centroid of the mesh. The centroid should be computed as the average of the mesh faces' centers, weighted by their area. How can I do that in Python? Then I want to compute X number of, equidistant, points on a dodecahedron so that I can position the camera using them and render the shape. X could be any even valid number for a regular dodecahedron (e.g. 20).


texts: Batch-Process Video Watermarks in Blender

texts:
Is it possible to use Blender to batch-process video files?

If I have twenty 1080p, 30fps vid[01-20].mp4 video files of varying 20-200 seconds duration and one 1920x1080 wm.png watermark image file.

How would I go about using Blender in the command line (in Linux) to render a version of each video that has the watermark baked into it while at the same time not using the user interface or at most using it to create one template project?

I was not able to find an answer but imagine there might be some options:

Is there a way to use Python with Blender to batch-process videos and then call the script from the command line, providing parameters like file names and durations?
Are Blender projects accessible as XML or some other format and could be extracted and modified with text processing tools (grep, sed etc.)?

I am aware of non-Blender solutions, however this needs to be solved in Blender.


texts:
I have another problem,
I started a new model for animation, but I don't know why bones don't follow anymore the cloth modifier?
Previous model works fine, in this model I cannot find a solution, can someone help me where I forgot to apply something?
https://www.youtube.com/watch?v=WXmAsbhc6fk&feature=youtu.be
How to make it work and follow the armature
https://www.youtube.com/watch?v=Q0KMj4zwO8c&feature=youtu.be
again I followed this tutorial
https://www.youtube.com/watch?v=r1w4VoVPixg&t=14s


texts:
I've recently tried rigging for the first time, and it seems to be working fine, with one exception. When I change the right arm, it effects the left, but not vice versa. This also is not a problem with the legs, both move independently just fine, it's specifically the arms, and I'm not sure why. I made sure to check through the weight paint to make sure that the right isn't controlling the left, and it wasn't. I even made sure to subtract it from the left anyways just in case it wasn't showing up. Mirroring doesn't seem to be on, so I'm not sure what the problem is. Here's the blend file
https://drive.google.com/file/d/1KXs7VfyT4T3ggIR00GHaK-14M0KcGKzw/view?usp=sharing


texts: Volume scattering is limited by the fire simulation domain

texts:
I have a scene with fire and smoke simulation, adaptive domain enabled .
Fire is placed inside a cube with the volume scatter shader .

But the light scattering around the fire appears to be limited by the adaptive domain.

1) Why is this happening (the "air" should scatter light within the cube with "volume scatter" shader, instead of simulation domain)?

2) Can I fix it without removing the adaptive domain and stretching the primary domain to the size of the cube with the volume scatter shader?

(Imagine, if I have the torch in a large cave, it will take much longer to simulate the torch fire, if the domain will be extended to the whole scene, and taking into account the resolution of the simulation, which need to be increased because the domain is so big!)


texts: Middle verts snapping to other side of the model

texts:
I have encountered problem with middle edge loop of my model.
Some vertices of that edge loop are snapping to other side along Y axis when I'm trying to move them.

Model was previously sculpted a bit, and I was using mirror and multi resolution modifiers.

I first time noticed this problem when I was weight painting chin of my human, the weight paint was appearing also on the neck of the character. I also checked previous versions of my project, and weight paint has nothing to do with this issue.

I'm stuck on this, please help ;(

On the image I selected whole edge loop and moved it along Y axis, ofc. there should be no gaps between vertices.

EDIT: After further checking it looks like whole mesh is weird, random parts are mirroring on X axis, even when I deleted all vertex groups, and have no active modifiers.


texts: Local variable referenced before assignment in script node?

texts:
I am doing a little project using animation nodes and I used a script in the node tree but it keep saying "Local variable referenced before assignment",I used global before the variable and it say "Syntax error".

My code is just as simple as :

if Bool == 1 :
    Always = 1

here is my node:

So what am I doing wrong?


texts: Why isn’t my sphere turning metallic? (beginner)

texts: why isn’t it turning metallic? i’m doing exactly what the tutorial guy is doing, our viewport shading is the same, i added my render setting in the next slide. i tried screen space reflections and it just makes a tiny pixelated bright spot but the rest is black. his is reflecting the hdri that comes with blender the one in the viewport and mine is not even though we have the same settings, why is that?. also on his screen he has a ball on the bottom right that shows the automatic hdri, and i do not


texts: UV map appears as circular shape instead of conical shape on UV editor

texts: i am trying to make unwrap to this conical plastic pot, it coming like this shape instead of normal layout for conical label. anyone can help me in this issue thanks in advance.


texts: Much noise when reaching a certain frame

texts:
I'm working on a project of my own, maximum detail as possible (it's to see how far I can reach details in a render optimizing the maximum possible)

To the question. I have a video right now on 1024 samples. (291 from 1440 at 56 minutes per frame) Very slow. Originally the video was 169 samples, more than enough for what I want (5 minutes). The problem came when upgrading to blender 2.78c (I think) I use the Steam version. All good until on reaching the frame 707, the render was made with a lot of noise, like if had gone from 169 samples to 32 samples. To match this loss with 169 samples I have to increase at 750 samples approx. and still see a small difference, so I started from 0 with 1024 samples where the difference is not noticeable.

I have a GTX 660, the render takes much time, for that reason I had the limit on 169 samples, is like a camera of 5Mpx (1280x720).

Soon I will buy a GTX 1060 6GB to improve the speed and memory VRAM and be able to increase the quality of the render.

I would like to know what produces this error and how to solve it. (I leave a capture of the difference between frame 706 (top) and 707 (below) render is a camera that moves linearly with blur effect at 169 samples at 1280x720P 24Fps and random noise).

EDIT 1:

Information:
It's a stage (racing circuit, with grandstands, sand, some fences and a car in the middle). Specifically, this video builds the stage using the BUILD tool of blender. The only thing that happens at that point is the BUILD in (car and grandtands) the car goes from beginning to end of the video, the grandstands start at frame 700 and ends at 1200. The rest is built (or should be already built ). (Uses 1.7 Millions of Vertex, 1.5GB of VRAM + 2.6GB of RAM, Blur 0.5, Full GI, 1280x720 at 169 Samples Path-Traking)

In previous projects doesn't increase the amount of noise (backups that don't  have the BUILD tool). It looks like 144 samples. (Little more noise), I suppose it's because it has fewer objects and optimization than the last save.

Thanks in advance.

EDIT 2:

Solved: Thanks to Duarte Farrajota Ramos
The problem is Path Tracing. Changing to Branched Path Tracing problem is solved.

PS: My English is not very good, sorry.


texts: Why is symmetry not working in Texture Paint with my posed character?

texts: I have a model that I am using texture paint on and I have it posed with an armature. I turned on Texture Paint and have been painting along and realized that some things are not lining up, so I backtracked to document this for others. Here you can see the initial problem with a multiresolution model being painted while in pose and the way the paint doesn't seem to respect the placement regardless of the use of symmetry in paint.


texts: Why i cant see volume in Render but can in preview?

texts:
Why I cant see volume in renders, just the light.

Preview looks ok, but render not. Not even in EEVEE or Cycles.


texts:
Is it possible to create a glittery material that is emissions-only, that has "shadowy" areas and depth?

Thank you!

Edit:

Here are some images:

The material might be a mix of these, or just one of these.  I would be happy to just have a starting point, for a glittery emissions material!


texts: So I’m participating in a game jam where I can only use two colours to make a game. I wanted to try and make it in 3D, but I’ve run into some problems (don’t worry this question isn’t about game development). If I’m already using both colours to differentiate between the different sides of the room, then the player’s arms/gun will blend in with one of the coloured walls, and you won’t be able to see it. Is there a shader that can get the colour of whatever is behind the object relative to the camera, and change to the opposite colour? Or is there maybe some sort of post-processing mask that I can put over everything? Any help is greatly appreciated :)


texts: How do I import an obj with hair and have the hair look like hair?

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I am trying to import an obj into blender and the hair looks more like sheets of paper then hair. How do I fix it into a model with hair that is more like a mesh (not reliant on a picture to add texture/definition)? I don't need it to have color or anything, just look like model hair, not paper sheets.

I am taking blender classes, but still a noob. Please use small words when answering :)

Thank you in advance.


texts: How to Set Shape or Direction of Particle Trail

texts:
I can't seem to make the trail into a cone shape.
Right now, the particles spread out from the emitter.
I want them to start at the emitter radius and move closer to each other - to have a cone shape, with the smaller radius being the path the Ball is taking (there's an actual hidden line the ball follows).

Please help