texts: How to bake Normals map without low poly Hard Edges

texts: Please help me get around this issue. Ive baked the normals map and it seemed okay but when i applied it to the mesh i got that dark edge all over the corners. Ray distance and cage differences didnt change a thing. Or is it the blender software??


texts: Can I make the X-Ray mode even more transparent?

texts:
I am currently modeling a small cabin using a reference photo.
My problem is that my objects are projected over the top of my reference photo, and even in X-ray mode it is hard to see my photo. Can I change the opacity of an object in X-Ray mode to make things behind it more visible?
In this case, I need to make my objects more transparent so I can use my reference photo to model it easier.


texts: Empty animation makes Transform Inspector yellow, model without animation has keyframes

texts:
I have 2 models in my blender scene.
One model has animation, the other one doesn't.
When I click the one who doesn't have an animation, it shows keyframes in the Action Editor.
Also, when I scrub through the animation, the Transform Inspector flashes its color from Green to Yellow.

My 2 questions would be

Why does the model without an animation show keyframes?
What causes the Yellow flashes in the Transform Inspector?

I have uploaded a video here.
And this is the blend file:

Thank you!


texts: The Texture on a mesh moves in animation

texts:
I am making an animation with two texts converted to mesh that have wooden textures.  When I animate this, the textures on both move for some reason.  Even stranger, I have two other meshes, a cube and a floor plane, whose textures don't move.  Anyone have any ideas?  Here is a link to the animation for reference:
https://drive.google.com/open?id=0B5WX5WPaU3pHUndFN3dVTVdrbkE&authuser=0


texts: Blender inbuilt render engine black spots

texts:
I started using blender for render a little time ago and today i'm experimenting this odd black spots/dots/zones issue when rendering with blender own render engine but not with the cycles one as you can see on the image attached.
Can you help me?


texts: texture is fine in the material preview but is purple in the render mode

texts:
I was using April tools for tracking but the texture which I was thinking to extract by baking became purple but is fine in the material preview

this problem is not there in eevee


texts:
I've imported a FBX model (made by someone else in Blender), but the textures are inside the model. Recalculating your and reuploading the textures didn't help.

UPD: the model itself https://drive.google.com/open?id=1Btqvb60qj4HtmpKEWG0E-dG--hYd7dR6


texts: Is Blender 2.82 compatible on Mac Mini (half 2010) and macos High Sierra?

texts:
I have a Mac Mini (half 2010) and macos High Sierra.
I see only black surfaces when use eeve render.
Also a simple image texture do not appear.
Instead, the same blend file on 2.79b is ok.
Is Blender 2.82 compatible on my old mac?


texts: Pros and Cons of different-geometry variants of a character model

texts:
I'm a graphics programmer but I like to dabble in modelling just to better understand how artists use the tools. For the first time, I've modelled and rigged a human character. So far I've modelled them in a SFW way, lacking genitalia, but I'd also like to use the model to render realistic nudes. How can I get both uses from my character? Ideally I'd like to be able to use the same pose on both variants.

I can think of a few options, but they all have pros and cons.

Model the genitals, then use a shape key to flatten them into the mesh. This seems most flexible, but my SFW version will have bad topology in that area because you can't change topology with shape keys.
Have the genitals as a separate object. This keeps the SFW version clean (pun intentional), but the realistic version will have intersecting geometry. Maybe that's not hard to handle if it's parented to the rig well.
Just save the two versions in different files. Then when I want to put them into a scene, I can link whichever version I want and switch between them. It seems like doing it this way I wouldn't be able to make any further changes (e.g. to fix up rigging problems that show up when I pose the character) because I couldn't make the exact same change in both files. This is a big issue for me because I'm not confident I've done a good job of the modelling and rigging.

Is there an option I've missed, or have I misunderstood one of the options? Maybe some pros or cons are much smaller than I've described and one of the options is clearly better to an experienced artist.

To answer comments: it's not an incredibly realistic model because I'm just not that good, but I'm modelling for offline rendering with a particle system for hair so I'm not worrying about polygon count. Baking the shape into a normal or displacement map might be fine for a female character but male genitals have more effect on the silhouette. I'm not really thinking of animations - more stills of static poses - but I'd like to keep open what I can try out as I go.

I know that workflows aren't really designed for going backwards and I have to commit to the polygons at some point, but I do keep having to go back when I find errors so I'd like to minimise that pain even if it limits me in other ways.


texts:
I'm following a tutorial and I can´t go forward and finish the tutorial. My problem is that when i click on run script it gives me a problem saying "Python script fail, look in the console for now..."

I use the recent blender and blender 2.69 and both of them give an error.

The problem is in the top red line. The tutorial I'm following is https://www.youtube.com/watch?v=jipaKhQWDeg Can't pass from the 15:00 minute.


texts: I would like to bend an object by hitting it with another object but I don't want the first object to just fling about after getting hit. I would like to know how to "pin" and object, say a long board, like a diving board. That's actually a perfect example, a Diving Board, how would you make a Diving Board?! Thanks! :)


texts: Can I get the video texture cycling without freezing? Eevee

texts: I am using video files and image sequences to make some interesting textures onto object, I set up the frames number, checked Auto Refresh and Cycle. But before repeating it freezes for like 10-20 frames and then starts over again. Is it some sort of render limitation? I am mostly working in Eevee


texts: In rendering, I need to periodically get objects with their shadows or emission. A shadow can be made using a shadow catcher, but how do I get the ability to capture light reflections along with a transparent background if the light is not only white but also colored?


texts: How to fill a hollow object to make it whole inside?

texts:
I have a model of tooth which is empty inside. I need it to be filled.
Solidify modifier doesnt work correctly. How can I fill it?

I have a camera script which makes camera slowly move forward, so it makes a result similar to DICOM files. And to achieve more realistic result I need it to be filled


texts:
Is it possible to have same (single) material object applied to different objects (mesh or curves) but have different key frames for each (mesh or curve)?
I want to fade-in my text (which is curve) like a window so the text appear fade-In gradually character wise. I have created a material slot, added TransparentBSDF and MixShader Node, but separate Material slot for each Character (curve) because each character fade-In start time index is slightly greater than the previous.
Currently I am doing this using Python Code (Blender 2.83)
fade_objects = bpy.context.selected_objects

frame_dif = 2
frame_length = 40
frame_start = 0

fade_frame_start = frame_start
fade_frame_end = fade_frame_start + frame_length

for fade_object in fade_objects:

    # Create Material Object and Apply to character curve
    mat = bpy.data.materials.new('Fade')
    fade_object.data.materials.pop()
    fade_object.data.materials.append(mat)
    mat.use_nodes = True
    mat.blend_method = 'BLEND'

    nodes = mat.node_tree.nodes
    links = mat.node_tree.links

    #Creating New Nodes
    node_transparent = nodes.new('ShaderNodeBsdfTransparent')
    node_mixshader = mat.node_tree.nodes.new('ShaderNodeMixShader')
    node_bsdf = nodes['Principled BSDF']
    node_matout = nodes['Material Output']

    #Linking Nodes
    links.new(node_transparent.outputs['BSDF'], node_mixshader.inputs[1])
    links.new(node_bsdf.outputs['BSDF'], node_mixshader.inputs[2])
    links.new(node_mixshader.outputs['Shader'], node_matout.inputs['Surface'])

    #Adding Key Frame for MisShader Node (Fade In)
    node_mixshader.inputs['Fac'].default_value = 0
    node_mixshader.inputs['Fac'].keyframe_insert('default_value', frame = fade_frame_start)
    node_mixshader.inputs['Fac'].default_value = 1
    node_mixshader.inputs['Fac'].keyframe_insert('default_value', frame = fade_frame_end)

    #Add frame difference for next character for sliding effect
    fade_frame_start += frame_dif
    fade_frame_end += frame_dif

This code create n number of material slots as my n number of curves.
Can I do this with single Material Object with different values for MixShader node for each curve?


texts: Hi so I was wondering I am thinking of making a space ship for my game but I would want it be rather large around 350m long and have versus floor so my question is , based on my understanding if I want to make that to scale in blender I would need to make it in separate parts ? or should I make it smaller and then enlarge it in my game engine ?


texts: Is there an addon that shows the NumPad on the screen when entering numbers like object size in Blender?

texts:
I want to show the NumPad on the screen like this image when I enter a number such as object size. (I made the NumPad in this image by myself using Python's Tkinter, but it doesn't work well yet due to my lack of ability.)
I want the NumPad to appear automatically when I enter the number input mode (when I click on the number text box), not after I press some button by myself.
Is there any add-on or extension that can do this?


texts: Transparency of whole image at the position of an object

texts:
Is there a material or render setting which makes the whole rendered image transparent at the spot of an object? I.e. not to create only a transparent object where the background is visible, but a transparent „hole“ with Alpha=0? I know that this can be achieved post-rendering by the Compositor and e.g. Cryptomatte, but I would like to define the transparent areas before rendering.
Greetings from Germany, Tschöbbel


texts: Encoder Timebase is not set - audio duplication error, FPS problem

texts:
I understand this question has been asked but I cannot find a solution to my particular problem.

When I try to animate my video project I get the error 'The Encoder Timebase is not set' - through this forum I found out that when I imported my video Blender changed it from 60fps down to 59.96fps.

Before animating I changed the fps back to 60 which allowed the animation process to begin. When my video had rendered I found that the audio tracks seem to have multiplied and overlayed each other. I also found that my Movie sequencer had lots of extra audio in it. In addition to this I found my outputted video had severely dropped in quality from the original 1080p.

Please see here for examples of what I am referring to -

Thank you so much for any help, total beginner here having a meltdown!

Paul


texts: Blender 2.49b: Loop animation between selected markers

texts:
My question refers to an example .blend file supplied with the Mount and Blade: Warband trf exporter. In it, one can find the following Action Editor set-up:

Note the WalkLoop1Start and WalkLoop1End pose markers; When I play the animation from the beginning, the full 150 frames are played, following which the animation jumps to WalkLoop1Start and loops between those two pose markers indefinitely.

I would like to have a similar set-up, but I have been unable to find the right buttons to do such a thing. Looking at the example does not help, as creating the pose markers is not the issue; Telling the animator to loop between them, is.

Please note that I am NOT talking about the NLA Editor cyclic extrapolation functionality; this .blend file uses none.


texts:
i've been trying to make some cc for the sims, but when i export my obj from marvelous designer to blender, the obj like this

i tried to make it fit the model manual but i just can't, i need it to go directly to the model and not move


texts:
I'm doing the Blender Guru donut tutorial as I'm learning blender. I've texture painted my donut dough in brown but when I render it with cycles, it has a greenish tone.
Here is the project uploaded to OneDrive.
Here you can see the material preview

Here you can see the render preview

Here you can see the final render

I would appreciate some help very much. Thanks in advance!
P.D.: before starting this question I touched something (don't know what and now the background is white and everything "has more light" and the icing looks faker. How do I turn it back?


texts: Baking/UV issue - I thought i had a done a good job! :)

texts:
I thought i had done a good job retopologizing my highpoly mesh,
and i expected a decent bake, but i have some pretty terrible things
going on. what's going on in the pic?do i merely need to move these verts along the y axis?

Here is the normal

Here's the UV


texts: Outputting full length of video node to scene

texts:
I've got a video node that I've applied some coloring nodes to for effects; output nodes to both composite and view; and I've added the scene into my VSE. Once I had this all configured I then configured my properties so that the End frame was correct and my output was going to mp4 and the my framerate is correct.

For whatever reason the video node is still only outputting the first 250 frames of the video clip. So if I render I get a video with the first few seconds and then the rest of the video is frozen on frame 250.

See in the screenshot how my scene spans the entire length of my video, but as you can see there is a green portion which is the 250 frames.


texts: When moving things, it almost seems like it's lagging or I'm moving in specific grids, it's hard to explain, watch the gif:


texts: I have this black line that can't be pressed on and not connected to anything, and I don't know how to remove it

texts:
I have no idea how to remove it , or if it will affect the project.
help, thanks T.T


texts: Why can I not subtract objects from each other?

texts:
I have created two objects.
The second one was derived from the first one by selecting everything in edit modeAand then using Extrude Alt+E -> Region (Vertex Normals) with the value 1 to extrude it inwards.
Then I separated this object with P.
I then selected this new object, entered edit mode again, flipped normals with Ctrl+N -> check "Inside" and extruded the faces (Individual Faces) by -1.5.

Then I want to subtract this by picking a boolean modifier and selecting "subtract" - first I pick the extruded object, then in the modifier tab the old object.

It almost looks like it worked, however, the faces are still closed and there is no way to open them. Can anyone help me?

And one last question: some people upload some sort of gif or short video loops here. How and where can I do this?


texts: Front, back and bottom orthographic view do not match

texts:
I found this starship blueprint on internet:

I would like to start working on it from the warp drive.

I am using the blueprint as background image, but front, back and bottom  orthographic view do not match. I will try to explain my problem with an example.

A good starting point to make the warp drive is from a cylinder, using the cursor as point of view. I made it match the blueprint using the bottom view.

Then, since front and view were "broken", I rotated the cylinder again to match the blueprint.

But, as you can see, front and back view are perfect, but bottom view is broken.

I cannot make my cylinder match the blueprint position- and rotation-wise.

How can I solve this problem? Am I misunderstanding the meaning of "front", "back" and "bottom" in Blender?


texts: Artifact when DOF is applied to layered render

texts: Notice that the background follows around the skin of the body and cuts through the hair, which is on a separate layer from the body


texts: Transparency shader causing problems (Viewport render different than final render)

texts:
I've set up a shader to render a fire/explosion looking material, which ended up quite good when rendering in the viewport. When I hit the render button it looks completely different and I am convinced it has something to do with the transparency, but I couldn't figure out what I'm doing wrong.

I've attached some screenshots to make it easier to understand what exactly is happening. Here is some additional information (if it makes any difference):

using Blender 2.78b
using Filmig Log Encoding Base color management
using a hair particle system which creates multiple transparency layers
using Cycles render engine
rendering on GPU

Thank you for all answers in advance!


texts:
[![The "ear" bone is not showing up anymore and its causing error in one of my nla strips
I have no idea what I did but trying to scale the bone or pressing Alt+A to try and unhide does not work]2]2


texts: Python system version vs python Blender internal version

texts:
I use Blender 2.79 downloaded from original site: "https://www.blender.org/download/". If I install Blender from the system repository (my system is Void Linux), I don't see the Nvidia graphics card.
The version of Python distributed inside the downloaded archive is 3.5.3. The Python version installed in my system is 3.6.4, where I installed all the modules I use.

How do I use Blender 2.79 with the Python system (v. 3.6.4)?
Thank you.

Translated with www.DeepL.com/Translator


texts: Scalp's hair is NOT affected by "wind" forcefield effector but cube primitive IS

texts:
I am trying to move my hair using a wind forcefield object.
It does not have any effect.

However, when I create a new cube mesh and attach identical hair to that and place it within the same wind effector, the cube's hair is effected.

What am I doing wrong?

Please see my blend file for a simple recreation of the problem.

Thanks in advance for any help!


texts: How do I make an Npr shader that responds to lighting

texts:
I am trying to make an anime shader kind of like the one in the video below
https://www.youtube.com/watch?v=m52k-WP5HHQ&t=128s
However I want it to react to external lighting unlike what is shown in the video
I want it to be able to show the shadows of whats over it like how shadows of the hair will appear on the face when the strands are hanging down in front of the face.

This is the setup I have tried but when I use it I only get this

How do I make the shading to the spotlight I have on the left here?


texts:
This question has a solution, but it doesn't work properly. It looks like a mesh is splitting randomly.

Can you help me to fix the script, or indicate me what I'm doing wrong?

Code by TLousky:

import bpy, bmesh
C = bpy.context

ob = C.object

bpy.ops.object.mode_set(mode = 'EDIT')
bm = bmesh.from_edit_mesh( C.object.data )

faceGroups = []
bm.faces.ensure_lookup_table()

bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE')
bpy.context.scene.tool_settings.use_uv_select_sync = True

for face in bm.faces:
    allFaceIndices = [ i for fg in faceGroups for i in fg ]

    if face.index not in allFaceIndices:
        bpy.ops.mesh.select_all( action = 'DESELECT' )

        face.select = True
        bm.select_flush(True)

        bpy.ops.uv.select_linked()

        faceGroups.append( [ f.index for f in bm.faces if f.select ] )

bpy.context.scene.tool_settings.use_uv_select_sync = False

for g in faceGroups:
    bm.faces.ensure_lookup_table()
    bpy.ops.mesh.select_all(action='DESELECT')
    for i in g: bm.faces[i].select = True
    bm.select_flush(True)
    bpy.ops.mesh.split()

ob.data.update()
bpy.ops.object.mode_set(mode = 'OBJECT')


texts: Is it possible to register to the redraw event in Blender?

texts:
I would like to run a script before the 3d viewport is redrawn. I know its possible to register to "Frame changed" events using

bpy.app.handlers.frame_change_post.append(myfunc)

but is the same possible for a redraw?


texts: How can I remove the part of the object that is inside the (hollow)cylinder?

texts:
How can I remove the part of the object on the right that is inside the cylinder?

I also want to remove the part that sticks out:

How can I do that?

EDIT:
New screenshots to show the objects:


texts: Can the grease pencil draw on a plane axis in the perspective view?

texts:
I would like to draw on an axis plane while in the 3D perspective view (not front/side views, ect.) The only way I've found to do this is with an object plane (which MUST be visible... no wireframe view). I would like to do it on an adjustable invisible plane which can be quickly targeted.

My desire is to have the ultimate concepting tool for level design, by drawing on an invisible plane in the x, y, and z. I lack the programming skill to make this tool but I'm studying.

What I'm hoping is that there's already a way or addon to do this.[![Level concepting in 3D with grease pencil][2]][2]


texts: Exported model (done with cloud generator a-o) not showing probably

texts:
I am new to 3D design; and all my experience is with programming.
I used blender cloud generator add-on to produce a cloud, then exported it in (.dae) format. Instead of a cloud; I'm getting the raw shape only.

i.e if my cloud is composed of metaballs, the metaballs appear only.
Destination is Three.js project.

Screenshots:
-Blender:

-Imported Output in javascript:


texts: Mesh is warped when I add subdivision surface. No amount of loop cuts gets rid of it

texts:
I am modeling something in blender, and I used a subdivision surface to make the edges smooth.  however, I have parts of the mesh that are deformed at sharp corners (See image below)
I tried adding loop cuts, and it doesn't really do anything.  Does anyone know how to fix this? any help is appreciated.  (PS, the link to my file is below)


texts: Create a linear brush stroke with weight paint?

texts:
So, I'm trying to edit weight paint data in Blender, and I want to create a gradient to create a smooth bend in the rig I'm going to edit (I'm editing a rig I downloaded so that the legs and arms don't just move at a direct, unrealistic angle), but I don't just want to hold LMB and hope that I move my mouse in a somewhat horizontally straight fashion. How does one draw a stroke that is completely strait and linear by just clicking and dragging? The Blender manual says you can create a linear gradient by holding Alt and dragging with LMB, but my result is pretty useless.
http://pasteall.org/pic/show.php?id=88490
As you can see, what happened in the GIF wasn't very useful.
Does anybody know how to draw a line in weight paint mode?


texts: Can you draw in 3d from orthografic projections?

texts:
Im drawing a orthographic reference for my character, and then I would like to trace it in blender with grease pencil so I have a 3d-ish reference instead of several images.
Now, grease pencil only draws on a plane or the surface of an object as far as I know, so that's the question, is it possible to draw a stroke in front orthographic, and then again in left orthographic (for example), and have blender turn it into a single stroke in 3d space that looks like both?


texts: Why can I not access the custom EnumProperty which I added to my Panel class?

texts:
I'm working on a Panel where a user shall be able to choose between different options using a dropdown box. What I'd like to do for convenience reasons is to define an EnumProperty directly in the Panel class. Here is an example, I modified the UI Panel Simple template that ships with Blender slightly and added Addon definition:

import bpy

bl_info = {
    "name": "Hello World Panel with Enum Prop",
    "author": "Rainer Trummer",
    "version": (0, 1, 0),
    "blender": (2, 76, 0),
    "description": "Enum Property is registered, but cannot be accessed",
    "category": "Interface"
}

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "VIEW3D_PT_hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_context = "object"

    # EnumProperty definition
    test = bpy.props.EnumProperty(items =
        [
            ('ONE', 'one', 'first one'),
            ('TWO', 'two', 'second one')
        ]
    )

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.label(text = "Hello world!", icon = 'WORLD_DATA')

        # the following line fails when hovering over the panel
        # with the mouse cursor
        row.prop(self, 'test')

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

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

if __name__ == "__main__":
    register()

You can run this code from the text editor. There are no errors thrown at first, but the Property never appears in the UI. When you hover over the Panel in the 3D View, the console prints the following error:

However, I can happily access the property from the console:

but only if the panel code is within an addon. Running JUST the panel code without the bl_info block does not register the property.

I know I can put the Enum somewhere else, like into bpy.types.scene, but I don't understand why this approach here would not work. It DOES work with operators, doesn't it? Why not with Panels?


texts:
Hi could anyone help me with this roof? i am having trouble making it look good(Specifically applying the texture to it properly) any tips would be appreciated if the problem is with the way i modeled it then tell me what i could do differently.This model is for a game with the normal maps applied in engine it looks alot better with a dark realistic feel to it, but i am currently stuck on the roof this is my first time trying to model and texture a thatched roof of this sort.

Thanks,


texts: Animating car wheels, Separating object, Splitting a UV map

texts: I'm animating the wheels of a car. I can select the wheel in edit mode as shown but not in object mode.  When I separate the wheel from the car to rotate it the uv map for the wheel disappears but the rest of the uv map remains. There is one uv map for the car parts. I hope I'm being clear. Can anyone help please? I want to rotate the wheel with current uv mapping.


texts: How do I find words in Blender online manual?

texts:
Looking for a manual that I can search and find words.
A big pdf book.  Or instructions on how to find words within the online manual. Or maybe   I have visited the online manual many times now and used search and found nothing relevant.
Does the online manual for blender have an index someplace.   Can anyone recommend a nice book that has a large searchable pdf file?


texts: Automatic update of the image in the UV/image Editor

texts:
Is there a way, in Cycles render context, to have the UV/image editor's image automatically update to match the image texture selected in the material node editor? (like the 3D view does in textured view mode)

It remains fixed on the same image, regardless of the object/material/texture selected and I have to search through all the images and manually select the good one every time I have to move a couple of UVs.

Note : the pin button in the UV editor is deselected, but the UV editor seems to behave like it is selected.


texts:
I'm having trouble making, and meshing cylindical-like objects. In both cases below I drew some vertices in the XZ plane and used screw to rotate. Except screw did not seem to like me having objects on the axis of rotation, so I deleted those nodes and filled. In the example on the left, I have filled with a cylinder. I then applied a metallic texture. Cool. Almost perfect, except you can see that remnant on the top that was rotated by screw has left radial sector marks.

So then I deleted the cylinder and deleted all of the faces along the top, and bottom, and replaced with GridFill. The mesh looked not so bad at all. But the texture [on right] is not better. Maybe worse. I tried adding a seam, which you can see here:

The unwrap did not look like what I was expecting. I thought I'd get two circles and a mesh, but all I get is a mesh
Grrr....


texts: Building of Blender 2.73 as python module fails

texts:
Currently, I'm trying to build the latest Git version of Blender 2.73 as python module under Windows, like described here: http://wiki.blender.org/index.php/User:Ideasman42/BlenderAsPyModule. Finally, I want to use the python module together with an appropriate Python IDE, like PyCharm for example.

I've tried both the compilation with mingw64_gcc49 and the compilation with win64_vc12. With both toolchains I've came up with the following build error:

Error   44  error C1083: Cannot open include file: 'utfconv.h': No such file or directory   blender-dev\blender\intern\ghost\intern\GHOST_SystemPathsWin32.cpp  38

This leads to the problem that it is not able to build/link:

Error   141 error LNK1181: cannot open input file '..\..\lib\Release\bf_intern_ghost.lib'   blender-dev\blender-build-win64_vc12\source\creator\LINK

For building blender, I just followed the detailed wiki guide.
It seems that there had been a similar bug in the past, like I figured out reading this mailing list: http://lists.blender.org/pipermail/bf-python/2012-June/005887.html

It would be great if somebody can point me into the right direction for solving this.


texts:
Is there a way to change the hue of texture image through composition and then saving out the image?

Added this information
Hmm, let me elaborate abit of the issue i'm facing. Currently i'm using texture painting inside blender to output the diffuse texture. So after i'm done painting, i wanted to adjust the hue of this texture so that i can see the end result on my model. I have a feeling its something to do with the texture node under compositing but i have no idea how to set it up. Any ideas?


texts: What are the best ways of designing sword topology?

texts:
I'd like to model the sword in the reference image below, but I'm not sure how to design the topology of the blade while avoiding the use of (1) a triangle at the tip or (2) a quad with two vertices on top of each other at the tip.
I've tried to model this sword about 20 times now with no success. The topology always turns out really messy and difficult to manage. Is there a "standard" way to approach modeling something like this? I've tried to watch some videos about it, but usually they just leave the tip as a triangle, which I don't want to deal with.
I really appreciate any help!


texts: Importing FBX into Blender 2.9 results in warped mesh

texts:
I'm new to Blender and want to try to edit an animated fbx file. Upon import the Rig is looking good and is animating fine, the mesh however is warped beyond recognition. How do I go about fixing this. Will I have to disconnect it from the bones and repaint all the weights or am I missing something? I've been playing with the fbx import settings but couldn't find one that would import good.
The model is supposed to be a bird, I noticed that the helper objects are also quite a bit off...

Best,
-martin


texts: Is is possible to decouple x and y zoom factors in the fcurve editor? I'd like to grow to y-scale without affecting how many frames are visible.


texts:
every time whem I'm rendering my picture it is very dark.

But my Layout looks like this:

Maybe the Problem is that I rotatet the light in the viewport shading?
Without rotation it looks more like the picture that I rendered
If I rotate everything about 180 degree it looks the way I want but that wwould mess up my animation :(
What can I do to fix this.


texts:
I'm working on a looping character animation, but no matter what I try, the "seam" of the loop is always jerky and clearly visible. The keyframes are all set to vector and I made sure to make the animation 1 frame shorter, so the 1s.
Video to illustrate:
https://youtu.be/7yZ_QMZVdKQ


texts:
What is the best option to create glass with Substance Painter and PBR render with Cycles?

I made nice glass in Substance Painter but when I put it in Blender with Principled BSDF and plug opacity roughness (textures from painter) my glass look two times worse because I don't see any dirt and reflection.

This is my shader glass :


texts: Strange granulated black triangles after texturing

texts:
Im rather new at Blender and i have a little issue when i render my model. As you can see in the next image:

When i render my model after applying textures, only these two parts of the complete model (villager7_eyes and villager7_mouth) show strange granulated triangles and some of them are black. I've checked the normals and all of them are pointing outside the triangles, so what am i doing wrong?

Thanks in advance for replying


texts:
I am trying to composite two render layers, but compositor is acting a little odd. I unchecked backdrop for a moment and the image completely disappeared from compositor as well as the image editor.

I have also noticed that I had to fiddle with the zoom level for the renders to show up, I'd have to reset zoom levels and still use ALT + V to zoom.

I am using Blender 2.74. Rendering on Phenom(tm)II X4 965 CPU. Any help? Can not afford to rerender.. Thanks for help in advance.


texts:
I'm trying to bake the normal from high poly to a low poly model. I made a cage that perfectly fits outside the high poly but when baking I get weird artifacts that don't look like a ray distance problem (see screenshot).
The baking texture is set to noncolor, ive tried with 32bit as well and there are no intersections. The strange thing is that only a part of my model gets these artifacts, the rest is fine.
I separated the part of the model that doesn't bake correctly so maybe someone can help me understand what i did wrong (the shared file has the same settings I used to bake).

Blend file:


texts: How do I extrude faces from vertices as "center line"?

texts:
The blue annotation is my goal.
See here:


texts: I'm trying to model this sword, and I'm having trouble making the base of the sword (the grip). How would I go about doing this?


texts:
I install vtk with homebrew (brew install vtk --with-python3 --without-python) on my MacOSX system.
Now I go in the Terminal shell, I start python3. Then I write import vtk and it works.

For the record, this is the python version installed with homebrew.

Python 3.5.1 (default, Apr 18 2016, 03:49:24)
[GCC 4.2.1 Compatible Apple LLVM 7.0.2 (clang-700.1.81)] on darwin

And this is the one shipped with Blender 2.77a

PYTHON INTERACTIVE CONSOLE 3.5.1 (default, Feb  1 2016, 13:40:14)
[GCC 4.2.1 Compatible Apple LLVM 6.0 (clang-600.0.57)]

So I'm confident this will behave the same in Blender.
I launch it, go in the console and write the following:

import sys
sys.path.append('/usr/local/Cellar/vtk/7.0.0_2/lib/python3.5/site-packages/')
import vtk

And that's a guaranteed crash

This isn't the first library I try to use which crashes at import time even if it works just fine in any other python environment. I doubt there's an easy solution (don't mention recompiling please). At least people reading this will know there's a problem and won't waste too much time on it...


texts: What complex index of refraction values are used in metallic input in the Principled BSDF

texts: The Blender documentation states that the metallic input in the principled BSDF when set to 1.0 uses a Fresnel equation, (or approximation), with a complex index of refraction for a metallic surface. What are the values of the complex index of refraction being used and can they be changed? Also,, what is the "Fresnel" equation being used?


texts: After applying the boolean modifier for the cut, I need to clean up the scruffy looking concave section of this object.  There was a method on youtube using the knife tool plus some additional shortkeys to get a really nice smooth surface, but that video no longer exists. How can I achieve that smooth look on this surface?


texts: Why isn't my chain following the bezier circle?

texts:
I'm trying to make a necklace. I did find some similar questions and attempted to copy the answers (e.g. put object origins at the same point in space, mess with array/curve axis settings, Edit mode -> N -> Transform -> Mean Radius = 1), but I can't seem to identify what's going on here... Unless maybe I used the wrong curve type, but the YouTube video I followed also used this circle. Help me out, please? Thanks!
(Also, a curious question: Is it done or would it be better to model half the necklace chain and add a mirror modifier?)


texts: Baking normal map results in lighting artifacts

texts:
I've been kinda busy and haven't had time to look into baking that much, but watched a blender guru tutorial and gave it a try. I get these triangles and edges at different places, here at both front and back legs.

I am using 2.8. I tried tweaking the ray distance to no avail. Also recalculated normals to make sure they where pointing the right way and applied scale and rotation for both high and low poly mesh. I am guessing it may have to do with the fact that I was lazy and did an auto uv unwrap? Any ideas?


texts: Particle Collision Object for some particles but not others?

texts:
Newb here. I have particles coming from two different emitters inside a sphere. I want the particles from one emitter to collide with the sphere, staying inside it, but I want the particles from the other emitter to pass through the sphere to the outside. Can this be accomplished?

Thanks for your help.


texts:
I have a model imported to Blender from Fuse and want to adjust the angle of the arms. I'm not sure how to connect the armature to the model so I can move the arms. I installed Rigify and created a rig and had the same problem.
Thank you for any help


texts:
I have a problem. I've made a model (a gatling gun), and now I need to add another model (a cowboy) to the scene, but the second model is rigged and has animations, and I can't copy both the mesh and armature! Whenever I try, only the mesh copies, and I can't see any bones at all.

I've looked around, and I can't seem to find any solution to this that actually works. I can work around it by copying the gun into the cowboys scene since the gun isn't rigged, but the thing is that I'll be making a rigged horse model soon, and then I'll need to have the cowboy and horse in the same scene. So I need a proper solution to this problem anyway.

Hope you guys can help me. Thanks a lot!


texts: How to update 2d-shader coordinates when camera moves

texts:
I'm drawing some lines using a 2D_UNIFORM_COLOR shader based on object location. When I rotate my view, the lines update only when the rotation is done: I thought that I can just put a function that updates my coordinates in modal() but this didn't work. So I wonder if there's a way to update the regions while the view is rotated?

P.S. I realise that a 3d shader would work better for drawing axes, but axes here is just an example
My code:
import bpy
from mathutils import Vector
import bgl
import gpu
from gpu_extras.batch import batch_for_shader
from bpy_extras.view3d_utils import location_3d_to_region_2d

def draw_callback_px(self, context):

    # do I really have to create a separate shader for each line? Ugh

    shader_X = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
    shader_Y = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
    shader_Z = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glLineWidth(2)

    v_x = (self.axes[0] - self.ob_location).normalized()
    v_y = (self.axes[1] - self.ob_location).normalized()
    v_z = (self.axes[2] - self.ob_location).normalized()
    batch_X = batch_for_shader(shader_X, 'LINE_STRIP', {"pos": [self.ob_location, self.ob_location + v_x*100]})
    batch_Y = batch_for_shader(shader_Y, 'LINE_STRIP', {"pos": [self.ob_location, self.ob_location + v_y*100]})
    batch_Z = batch_for_shader(shader_Z, 'LINE_STRIP', {"pos": [self.ob_location, self.ob_location + v_z*100]})

    shader_X.bind()
    shader_X.uniform_float("color", (1, 0, 0, 0.2))
    batch_X.draw(shader_X)

    shader_Y.bind()
    shader_Y.uniform_float("color", (0, 1, 0, 0.2))
    batch_Y.draw(shader_Y)

    shader_Z.bind()
    shader_Z.uniform_float("color", (0, 0, 1, 0.2))
    batch_Z.draw(shader_Z)

    # restore opengl defaults
    bgl.glLineWidth(1)
    bgl.glDisable(bgl.GL_BLEND)

class ModalOperator(bpy.types.Operator):
    """Move an object with the mouse, example"""
    bl_idname = "object.modal_operator_test"
    bl_label = "Simple Modal Operator Test"

    def modal(self, context, event):
        context.area.tag_redraw()

        self.update_region(context, event)

        # Navigation
        if event.type in {'MIDDLEMOUSE', 'WHEELUPMOUSE', 'WHEELDOWNMOUSE'} or event.alt:
            return {'PASS_THROUGH'}

        elif event.type in {'RIGHTMOUSE', 'ESC'}:
            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        self.ob = bpy.context.view_layer.objects.active
        if not self.ob:
            return {'CANCELLED'}
        self.update_region(context, event)

        args = (self, context)
        self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')

        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def update_region(self, context, event):
        self.region = context.region
        self.rv3d = context.space_data.region_3d
        self.ob_location = location_3d_to_region_2d(self.region, self.rv3d, self.ob.location, default=None)
        self.axes = [location_3d_to_region_2d(self.region, self.rv3d, self.ob.location + Vector((1,0,0)), default=None),
                     location_3d_to_region_2d(self.region, self.rv3d, self.ob.location + Vector((0,1,0)), default=None),
                     location_3d_to_region_2d(self.region, self.rv3d, self.ob.location + Vector((0,0,1)), default=None)]

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

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

if __name__ == "__main__":
    register()


texts:
When spawning an object into a game, I check its hit objects from my master python script, accessing the object spawned in.

For some reason, the "Collision" sensor does not exist in the object, although I can put any controller into the object and that is accessible.

Heavily simplified code to explain what's going on:

c = bge.logic.getCurrentController()
o = c.owner
s = o.scene

sph = s.objects["Sphere"]

col = sph.sensors["Collision"]
# doesn't work

a = sph.controllers["And"]
# works for some reason

col = a.sensors["Collision"]
# also doesn't work

The code worked a few days ago, but has mysteriously stopped working and I am at a loss as to what's going on. Any ideas would be greatly appreciated.

When looking at the object, it may have controllers, but the actuators and sensors both return an empty list.

Edit: I had disabled collision on the object, please do not make the same mistake as me.


texts: Displaying video texture on object but hiding background colour/transparency?

texts:
Say I want to apply a video texture of a bunny to a plane. The video is of a bunny tilting his head back and forth in a stationary position, and the rest of the background is a solid colour or transparent.

What I would want is to apply just the bunny part to a 3d object to display it upon render.

So atm I have say a cube, I can apply a material and then texture as video. And display the video on a single or all faces of the cube. But I want the background around the bunny deleted and a cookiee cutter effect done to the object if possible so it doesn't overlap other objects, so just the bunny is being shown up. How should I go back doing this?

My end intent is to apply a particle effect to text that disappears. And have the particles be the video of the bunny applied to them. So as you can imagine I can't have black background overlapping particles so close together.

I mean the obvious solution would be to just sculpt the bunny in 3d and make it itself the particle object. But I don't know how to do that kinnda stuff....so an oddly shaped object with 2d plastered image on it is my intent atm.


texts: I want to create a kite. Four triangles and one rope but without a connection. Now I want to add a Force Field (Force) but all objects are flying confused. How can I create "one" object without connecting this five parts?


texts: How do I merge these individual components into one solid object?

texts:
I used the blender osm to import a map and I find that the terrain becomes a grid of smaller rectangles when in edit mode. See picture below:

I'm very new to blender so I'm not familiar with controls, but how would I go about merging all of this so it ends up being one solid object?


texts:
I made a non-manifold selection, to select my border, but I don't need the entire selection. To automatize my flow, I wish to deselect the "nonuseful" vertices with another mesh.
The intention is to position every kind of mesh on this "Deselection mesh" and deselect the vertices inside. Is it possible?


texts:
I have a problem on Blender:
I select an object, I switch in edit mode, and then in the "viewport overlays" menu, I click on display normals (at the bottom of the menu) but nothing appears.
The other thing is that when I want to display other types of normals ("vertex normals" and "split normals") it works.
Can someone tell me if there is something that could explain this issue ?
Thanks


texts: How to bake with Blender 2.82 and keep shading information?

texts: I am having issues baking in blender. I'm new to blender so I don't know what I am doing wrong. I have the UV mesh unwrapped and a blank image-texture selected for it to bake to. But whenever I bake it, it always bake as a flat color with no shading. Also, I am only trying to bake the skin. I have tried the bake types, diffuse, normal, and combined and still have the same issue. I've also tried different setups with the nodes. I was able to get a white highlight around the islands of baked UV mesh by playing around with the nodes, however when I imported it into Unity, it showed up completely flat colored just like the ones I did before.


texts: Texture brush doesn't make clear or smooth geometry on sculpture

texts: I have a fairly dense sculpture over (1.5-2 million verts). I downloaded a texture! And assigned it to one of the brushes textures! When I tried sculpting over the sculpture,even with dyntopo and applying scale to the model, it kinda made a lowpoly stroke rather than a smooth stroke, what could be the problem?  Isn't it how you add details to your sculpts?  Thank you!


texts: How close can blender simulations get to reality?

texts: can blender be used to simulate the real forces that are present in a model and can it be used to optimize model shapes? i have tried looking for examples online but found nothing that is satisfactory. to simplify my question how realistic can blender simulations get to real life?


texts: Blender 2.8: any alternative for changing between modes other than the (uncomfortable) pie menu?

texts:
I seem to have finally switched my brain to using 2.8 shortcuts. However, the switching between weight paint/object/pose mode when painting weights for armature still gives me a lot of trouble.

It used to be so simple and elegant when Ctrl+Tab was just for Weight paint. Now it enters a confusing pie menu where I have to manually click/point towards the correct section. It adds a whole new step into what should be a very quick operation. Sure, with time I guess I could get used to it, but it seems regressive to actually ADD another step to an previously single-step operation.

I know I've got the option of using 2.79 or even the 2.79 hotkey scheme, but I don't wanna get stuck in the past. Generally I'm up for re-learning interface, it's just this single change that's really bugging me.

Is there really no single-step method to select weight paint mode now?


texts: I'm using gpu shaders for a custom face selection tool. When activated it shows center points for all faces. The tool is passthrough so these should all be visible, however I want the draw that are occluded by the actual mesh to have a different color. How do I check if the gpu draw is behind a normal mesh?


texts: When im In the shading its ok but when return to layout it dosent appear

texts: i did some modification on my project on the shading section but when i return to the layout section the modification dosent appear can anyone help me please?


texts: What is the difference between a path and a bezier?

texts: What is the difference between a path and a bezier curve? I started to use blender and I was wondering what is the difference between those curves?


texts:
Is there a simple way of triangulating all faces in a mesh in the python API? I am already aware of that you can do it in blender by selecting an object in edit mode and pressing ctrl+T, but I need to do so in a python script.

Thank you in advance!


texts: Inserting keyframes from node editor is not working

texts:
I followed the following post to try keyframing assigned material to an object
blender.stackexchange.com/questions/64986/keyframe-objects-active-material-from-material-slots
I followed the steps mentioned there exactly and got the same results, however when i insert keyframes for any value in any node i get no keyframes in timeline or fcurves, only there are keyframes in dope sheet, and no animation could be run in the viewport. I'm currently in blender render, and i wanna run it only in the viewport, i don't need to render it using blender render.


texts: How can i close a hole with two perpendicular planes?

texts:
first of all. Sorry for this dumb question. I'm relatively new to blender and i've been learning troughout tutorials but i hit a wall and i would appreciate so much a little help.
I'm trying to fill the hole of the mesh (the mesh is an .stl file imported). The thing is i can't fill it with just 'F' because i need to close this mesh with a vertical plane and "ground/floor plane" meaning those planes are at 90º one another.
I've tried to do some boolean operations to get this done but i'm keep failing anyone knows how to get it done?
(i would need to fuse the part of the wall that is touching that stockpile and the floor too and erase the rest of the wall and floor)
I've edited the original post to a better understanding. The second image shows that i know how to fill the hole (i created a tons of vertices and fill with individual edges) but i'm asking a fast and better way to do this


texts: Convert follow path animation to keyframes

texts:
I have multiple cameras on the scene, each camera is parented to a path using follow path method. So when I play the animation all the camera moves at same time. But I need to convert this path animations to keyframes so I can change the timing of animations.

So how do I convert follow path animation to keyframes?


texts: Inset while keeping part of the shape intact

texts:
I would like to know if it is possible to use the inset function while keeping part of the shape intact.

Circled is the part I don't want insetted, and I tried to show a global idea of what's the result I want to get with this. This knife/sword edge is one use case I can think of, but that would also be useful when insetting at the border of a mirrored object, to inset the global shape instead of just the half you're modifying.


texts: How can I show the Search Area box on a tracking point?

texts:
This has never been an issue until just now but consulting the official documentation it appears that there should be a search box which is distinct from the pattern area.

https://docs.blender.org/manual/en/latest/movie_clip/tracking/clip/marker.html

Only... I don't seem to have it. I can see, rotate, deform etc. the pattern and I can resize the search area but there's no box to see the defined search area.

I've got some fairly fiddly tracking to do and to save time, I figured there's no point having huge search areas around each pattern, but the patterns are varied and organic in nature...

Maybe I've missed something but none of the videos I've caught seem to have it either. Did they removed this or is it disabled somewhere?


texts: Help for creating a radar sensor with python - bge

texts:
I would like to know how it is possible to create a radar type sensor with only python in bge.
To specify, he would have to fire at the Y + position up to a distance of 100 meters, starting from the cube.
The radius has to be 0, it will stay as a line.


texts:
Good day i have another question.
I'm making a good progress in rigging. thanks too the this community
but i encountered a problem

When i move the character the collar doesn't follow.
The character is downloaded here
http://animium.com/wp-content/uploads/downloads/2013/09/dog.rar
And sorry for asking too many question. i learn from doing things than watching all the stuff. if i watch a whole series of tutorial i got distracted and lost interest.
And this is the blender file
https://drive.google.com/file/d/1Z8w2fywYMyjfPUaNaG9Ot5J_t4EzT--A/view?usp=sharing
This question is different


texts:
I'm on blender 2.90, trying to attach an end cap with a texture to an Array that's following a curve.
Though for some reason in the array the texture is not displayed.
I have no idea what's going on. Scale is on 1.0 for both objects, texture is mapped to the UV coords and I even tried adding the textured material to the Array.

what it's supposed to look like

what it looks like in the array


texts: Why are bpy.ops.transform.rotate() and resize() missing black arrow visual indicators?

texts:
When I select an object and press R I get the black double-arrow indicator:

However, when I run bpy.ops.transform.rotate('INVOKE_DEFAULT') from an operator (e.g. the built-in Tools -> Rotate) there are no indicators.

This applies to bpy.ops.transform.resize('INVOKE_DEFAULT') too.

Is there a way to get these indicators to show?

Edit:
It is strange that even though I'm placing the mouse pointer into the WINDOW region with cursor_warp() before calling transform.rotate() I do not get the visual indicator. The mouse pointer does get placed correctly and the operator performs as expected - but without the indicator showing up.

Update:
The problem is that cursor_warp() changes only the mouse pointer position and does not update anything else (i.e. does not update the active region).
The transform operators always do work with the correct region ('WINDOW') but the UI part does not (it works with the region from where the operator was invoked).


texts: How to assign a new material to an object in the scene from Python?

texts: How can I assign a new material to an object in the scene via Python?


texts: How do I improve a uv mapping (mirrored)?

texts:
I'm a modder and working on a car for a game, but I'm struggling to find a suitable solution for the mapping. The current model  maps both sides of the car on one isle, which means that in the game one of the 2 sides is mirrored.  The results are not acceptable.

I'm trying to avoid a complete remap, but I seem to be stuck.


texts:
In this render, the butterfly is an Image imported as plane with Alpha.
The non-transparent parts of the image have an Emission material with 18 Strength.

The Sphere above the butterfly has Emission material with 18 Strength.

However, once composited, the Glare effect from the Compositor seems to only work on the Sphere and not on the Alpha PNG.

How can I change my Node setup so that the Image-Plane also be taken into consideration by the Compositor?


texts:
(First Post Here so sorry if I did something wrong while posting) I recently decided to render a car, but when I pressed the render button I was greeted with a Grey Screen. I've been to many other forums and tried their solutions but none of them worked. So I thought maybe I did something wrong and I decided to render the default cube in a new project and nope the same thing happened again.
I tried reinstalling blender and even updating it from 2.82 to 2.83 but nothing worked. And before you ask, Yes the camera button in the layers menu has been selected. After a bit more digging around I found out that a project I made a few months ago might've been the cause for it because every other project before that one renders perfectly. But every project after that one gives me the grey screen.
Link to the project I want to render:
http://www.mediafire.com/file/1mjexg43uugbla3/Honda_Civic_2003AT.blend/file
Link to the project which I think might've caused a problem:
http://www.mediafire.com/file/u4rfu8i8hesxv2n/ElonHuman.blend/file
Thank you


texts: How Do I Make A Perfect Uv Sphere For Water (Not For Equirectangular)

texts:
Hello so i have a water texture i'm trying to uv map to a sphere without hard lines and stuff i managed to unwrap it pretty good then my old version but there's still just 1 hard line in the middle how would i get rid of it take a look

here's how the uv's look

all i'm trying to do is get rid of that middle hard line if anyone knows please let me know thanks


texts: How do you pan zoom rotate the viewport while drawing with the grease pencil tool?

texts:
I'm an illustrator and I use photoshop to create my work on a flat surface. At least there, I can zoom, pan, rotate my illustration to completion.
How the heck do you pan zoom rotate the viewport while drawing in blender use the pencil tool?
I use a stylus and have a pen display and I freehand draw with my right hand. how can I pan zoom rotate the canvas with my left hand?
Are there any hot keys? or do I have to drop my stylus just to press the numpad?


texts: Kinematic bones move all the mesh as if was mirrored

texts:
I move an elbow from my IK bone and the other arm moves too. Why is that? how can i solve it?
Help =(


texts: Imported a rigged mesh from mixamo into blender. Fixed the animation because I wasnt able to see the actual animation, including keyframes by deselecting the option "import with skin". But now I`ve got the rigged bones only. These plays the animation but without my model which should do the anim. How can I attatch the model to the bones? Tried it with a child but didnt work.


texts: How long will a 10 second youtube intro take to render? I have had it rendering for hours upon hours and it all seems too much!

texts:
I am not asking for a solution to speed it up, i simply want to know how long it should take!

I would also like a way to speed it up but not something technical, im new to Blender!


texts:
Hey so i want to do a straight slope between the cubes, as shown by the black drawing. Any easy way of doing it? My solution of creating another cube cute it in half and try to get it to fit but that cant be the easiest way?

Thanks :)


texts: How affects the final result baking diffuse from high poly?

texts:
I have created a pickaxe and have already textured it.

I have textured the low poly mesh and used the high poly mesh just for baking the normal map. Should I texture the high poly and bake on the low poly like I did for the normal map?

If I do this what will be the differences?


texts:
I am struggling with setting bones of eyes in a model. I followed some eye riggings tutorials and applied it on my model.

I can change the direction of eyes with IK's. And when i rotate my model's head, eyes follow the position properly. However when i move another bone like hip bones, eyes moves non-propotional to head. They move fastly. How can I arrange that?

Here is what i did:

i added two bones to both of eyes. and added their IK's. Then i connected the eyes ('n object mode) to bones (in pose mode) with bone choice. Lastly i connected both bones of eyes to head bone with keeping offset.


texts: Is it possible to add a custom property on bpy.types.Sequence?

texts:
I am in the process of writing a tool that makes uses of Sequences in the Sequence Editor. I was trying the following in my add-on (register() method)

Sequence.active = BoolProperty(name='Active',
                               description='Is the custom property group active',
                               default=True)`

After I launch Blender and try to assign a value to my custom property, I get the following error

>>> C.scene.sequence_editor.sequences[0].active = 1
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
AttributeError: 'SceneSequence' object attribute 'active' is read-only

So my question is: Is it possible in anyway to add a custom property to a Sequence?


texts:
At first, I had a simple text object:

Then I pressed Alt+C and selected Mesh from Curve/Meta/Surf/Text in order to convert the text object into a mesh.

Now I want to apply the Remesh modifier, however, it hides my text in normal mode and in the rendered image (it is visible in the edit mode though!).

Screenshot (normal mode):

Screenshot (edit mode):

Why is my object invisible in the normal mode and when I render it?


texts: Where did the 'World/Surface/Strength' setting go in 2.8?

texts:
When I go to:
World/Surface/
the Strength setting (available in 2.79b) does not exist. Google was not helpful in trying to find where this setting has gone.


texts:
I'm trying my hand for the first time to do some masking on video footage. I have created my mask and keyframed it as necessary to correspond with the movement of the subject. However, I have found that in a couple of the frames (one of which, frame 109, is demonstrated in the screen capture below), the mask seems to "clip", not filling in the mask outline fully. Note that these frames do not have keyframes for the mask.
This does not appear to be a oneoff glitch. The clipping occurs in the same manner and on the same frames even when I re-open the file, and even if I render out the mask layer (in other words, it's not just a movie clip editor issue).
I've found that if I move certain control points on the mask slightly on the affected frame, the area will fill in correctly (but if I move them back to approximately where they were, it will "clip" again).
Does anyone know what is causing this or how to avoid it?
Note: This issue demonstrated in the screen capture below by setting the movie clip editor to mask mode and setting the mask display to Overlay/Alpha Channel.


texts: Can I drive multiple drivers with a Vector from one procedure call?

texts:
Suppose I have a Python function get_loc() that returns a Vector, which I want to use to drive the location of an object interactively (e.g., triggered by me moving another object).  I can set up a scripted expression on each axis, e.g. "get_loc()[0]" for X, "get_loc()[1]" for Y, "get_loc()[2]" for Z.  But I assume this is calling get_loc() three times.

Is there a way (maybe using custom properties or bpy.props) to have the function called just once?  I can do it the "easy way", but it seems inefficient.

[My real application is a little more complicated than this.  The procedure actually returns the location and rotation for one object and the Z translation for another.]


texts: Is there a recommended way to put a copyright notice in a ~.blend file?

texts:
Suppose I have just created a ~.blend file, and I want to include in the file a copyright notice. Two ways I can think of to do it off the top of my heard are to create a plane mesh object, and assign an image texture to it, where the image is a copyright notice; and to create a text object, where the object itself is the copyright notice. I'm sure if I think about it more, I can come up with several other methods, too.

Is there a recommended or generally accepted way to put a copyright notice in a Blend file, perhaps in the file's metadata?


texts: Mask only the front faces with lasso mask tool in sculpt mode

texts: Is it possible to mask only the front faces in blender 2.82 with the lasso mask tool in sculpt mode without the need to hide all the underlying faces?


texts: Access toolbar buttons clipped in small window

texts:
When my Blender toolbar (or menu etc.) doesn't have enough screen space, the right hand side get's clipped so it starts losing buttons...

Is there a way to customise the toolbars so that all buttons are visible?
Typically in Windows this would be done via draggable/floating/wrapable toolbars, changing their orientation or an overflow dropdown button - but I haven't figured out how to enable any of these for Blender yet!
I've had a poke through the Python API, but can't see much support for customising the interface. Is this a possibility?
I've rearranged the workspace as best I can to maximise horizontal width of each area, but don't have enough vertical height to stack areas vertically, so as soon as I have 3+ areas I start losing buttons (eg: UV Editor, 3d view, outliner).
To compound the problem, I need minimum UI scale of %125 to see everything clearly (ideally more!).
Any suggestions welcome.


texts: Different viewports showing different things?

texts: When ever I switch the viewports, it shows different things. This only started after I scaled the uv maps. I never touched touched the actual objects itself. In the solid everything disappears except some cropped objects. In matpreview, everything is normal. In rendered, the bricks are scaled for some reason. If you have any ideas as to why this is happening, please tell me.() Thank you so much![


texts: On evee works. Shadesmooth is on. It looks that's broking my uv idk...


texts:
I am modelling the London Eye and I have run into an array problem.

How do I get the capsules to line up accurately in place? I modelled the frame from the same origin but the copies are hard to put in place.

I can't see how to align the floors of my capsules correctly to ground level either


texts:
I am trying to render a model with the Cycles render on my GPU (GTX 1650) but the rendering fails. I am using Blender 2.79 and I have Nvidia driver 418.56 version. I am also using Ubuntu.

This is what I get from the console:

  CUDA version 10.0 detected, build may succeed but only CUDA 8.0 is
  officially supported. Compiling CUDA kernel ...
  "/usr/local/cuda/bin/nvcc" -arch=sm_75 --cubin
  "/usr/share/blender/scripts/addons/cycles/source/kernel/kernels/cuda/kernel.cu"
  -o "/home/<USER>/.cache/cycles/kernels/cycles_kernel_sm75_78F3CD3A6B833245ABFC15B6E5CDBEE8.cubin"
  -m64 --ptxas-options="-v" --use_fast_math -DNVCC -D__KERNEL_CUDA_VERSION__=101 -I"/usr/share/blender/scripts/addons/cycles/source"  <built-in>: fatal error: when writing output to : Bad file descriptor compilation
  terminated. CUDA kernel compilation failed, see console for details.

I tried compiling kernel.cu file with nvcc, and this is what I get:

  kernel.cu:21:10: fatal error: kernel/kernel_compat_cuda.h: No such
  file or directory  #include "kernel/kernel_compat_cuda.h"
            ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~ compilation terminated.

The kernel.cu file is in /usr/share/blender/scripts/addons/cycles/source/kernel/kernels/cuda.

At a first glance, it seems that the problem can be fixed by replacing the #include with the following: #include "../../../kernel/kernel_compat_cuda.h".

But that'd require a lot of changes in the source code of each file. Is there any easier way to fix it?


texts:
I'm very new to 3D modeling and StackExchange. Forgive me if I make any missteps.
I'd like to take these edge loops, extrusions, and vertices and copy them along the mesh, without creating a new mesh or screwing up my topology. I know that I could repeat the operation by hand, but is there an automated way to perform this copy/paste scenario quickly and accurately?
I've tried searching, but I can't find anything quite what I expected. My vocabulary for 3D Modeling is still very limited.
Thanks for any guidance you can offer.


texts: directX exporter not exporting animation

texts:
How to reproduce:

Open blender 2.72, with default cube scene
'n' to open properties panel and switch rotation to Quaternion wxyz
press 'i' , Rotation - to save rotation at keyframe 1
move to keyframe 30 (right arrow key)
rotate about x axis 90 ( 'r', 'x', 90, enter )
'i' to save rotation key
export .x file
edit .x file and see rotations, all keys are the same ? thats a problem!

Can someone atleast confirm this?


texts: Correct settings for baking texture from vertex paint (low poly game asset)

texts:
I'm a newbie in blender 2.8 and made a model for a low poly map. Then colored the map with the vertex paint mode so the coloring fits the polygons of the model. I need to import that model and its texture to unity, and for that I followed a lot of tutorials. I finally found the following method:

Shading tab: created new image to bake to (2048 x 2048 res) all other settings left on default
Shading tab: created node for the image
Shading tab: created node for vertex color
Linked vertex color node output to main (principled BSDF) node "base color" input [Now model in object mode appears with my vertex painting]
Now in Render: using "cycles" rendering engine, "bake type": combined, all settings in default

Here's where I hit some troubles,

The baked texture turns out really dark
FBX model imports just fine but when importing the texture to unity and assign it to the mesh, aside from importing with the darken colors, it appears out of place and distorted.

I'm probably doing something wrong but I can't put my finger on it
Attaching screenshots of my settings and results, any help would be appreciated.


texts: How to rig a shirt with buttons so that the buttons follow the mesh of the shirt

texts:
I didn't address this in a while because I was busy with something else, but now it has cycled back into my schedule.
Right now I have a shirt modeled and bones set in place. It's already technically rigged, but the only issue is the buttons.

I'm not entirely sure how to go about connecting them to the shirt's deformations.
I tried to combine them and the shirt into one object, but because of the shirt's modifiers, (Solidify and subsurf, which I don't want to apply yet), the buttons become extremely deformed.
I've tried to match the weight painting intensity where a button is at in correspondence with the shirt, but that doesn't seem to work, maybe it has to do with the specifics of where the button is?

Is there a way to make the buttons follow the shirt's deformations without deforming the mesh vertices of the button?
I know that if I probably apply the modifiers on the shirt and combine it with the buttons, it would be okay, but I'm not okay with doing that just yet with the shirt.

I rigged the shirt by deleting all vertex groups, assigning empty groups to the mesh from the armature, and then assigned automatic groups in the weight paint menu.

Is there a way to do this?


texts: Black patches appear on baked Normal Map

texts:
I baked a normal map for my 3D model, but it seems it has some shading issues like black patches with sharp margin and different shades of grey on the two sides of a seam, there is a black patch under the groin around the inner thigh.
There is no stretching in the UVMap.

Is there any fix to these?


texts: First time using bevel tool, doesn't bevel evenly. What am i doing wrong?

texts:
First off I'll let you know I'm a total noob at blender I've used 3ds Max up until this point, but the company I'm working for at the moment needs me to use blender so I'm trying to make the transition over.

Literally all I'm making at the moment is a simple book and cannot understand how the bevel tool isn't working similar to how the chamfer tool would in 3ds Max.

I want a nice curved edge for the spine of the book however when I press control + B and try to bevel it bevels the edge unevenly with the new bevel pushing forward.

Is there a way I can get it to bevel evenly like it does in Max?


texts:
I'm trying to get something like this

Now I'm struggling with extending this curly spring on a circle

When I try to use array and curve modifiers it doesn't work the way I want.

For example, if I use fixed count with array modifier it works better, but the problem is that the final mesh is divided into independent parts.

I guess, if I was able to modify(increase its length) this curly spring after its creation it would be much easier to do. Is there a way to do it somehow?

These both object is periodic by themselves.
And if I use "Array" and "Curve" modifiers I get something that is not periodic

Should I manually make it as a whole?


texts:
I am rotating an 3D object around a point that is not the origin.
To do this I perform this I create a combined matrix transform by following https://www.euclideanspace.com/maths/geometry/affine/aroundPoint/

[R] = [T]-1 * [R0] * [T]

This was done in a Left Hand system.
What do I need to do to [R] to use it in a Right Hand system (basically Blender)?


texts:
Short question:

blender -b knob.blend -s 1 -e 2 -a -o //__targets/knob_#.png

Does not write to the desired files, but 0001.png, and 0002.png. I want the files __targets/knob_1.png and __targets/knob_2.png. It appears that blender ignores the target option in this case. What should I do to make it work?


texts: Unable to properly Import OBJ file in Blender 2.8

texts:
How does it happen and a solution for this?
I'm learning how to animate in blender and I'm using 3d files i found only for free because i can't draw to create a mesh.
So i found this at https://grabcad.com/library/jeepney-1
When i imported it in blender it became like this

But i open it in meshlab it look like this

In mesh lab i tried to save as obj again to check if it solve the problem but the problem is still there. Blender doesn't properly Import the file.
What is the solution for this? Thank you


texts: I'm looking to try and implement a feature in my game where a keyboard press sensor would reverse the gravity of the scene to -9.8 any ideas on how I could do this? I tried playing around with force fields which didn't work and material force fields which didn't have the desired effect. Is there someway that I could edit the gravity value with python scripting?


texts:
I exported my model as an extended glTF file but the glTF file looks wrong. The arrays do not exist (there is only the initial object displaying) and they appear above other objects.
What could cause this?
I realise that (it seems to be) related only to exporting to extended glTF which is an addon (msfs toolkit) but I wondered if someone reading this has any ideas.
Here are images of the original 'project' and the object imported from the glTF file.


texts: How to get Property Panel attached My Panel?

texts: I want to get "Use Count" Panel to attach to My Panel, what should I do? I know its Class is "PARTICLE_PT_render_collection_use_count", as shown below. Hope to get help, Many Thanks!


texts:
I swiped my menu's on the right all the way over to the left side of my window, and now I can't get it back, the menu window is blocking up the whole screen, and I can't get it back or remove the menu, or move it back to the right.

The extremely annoying thing, is that I somehow managed to set this as my default interface setting, so everytime I open a new file in blender, or even start up blender, this is what I automaticly get...
I might be a noob mistake, or somtehing like that, but I can't use blender anymore!


texts: Problem with multiple FBX files imported into Unity

texts:
I imported into Blender a couple of FBX files from Mixamo.com. The problem is that both animation are one over the other. I want to have them more order to work with them and to use them in Unity. What am I missing?

Thank you.


texts:
This is my first post. I am new to scripting and I'm facing the overwhelming information of the api, python, etc.
I just want to know if it is possible to add a new entry on the file menu of blender or in any other of the header


texts:
I'm new to blender.
When whole mesh's shading is weird.
I can notice that.
but how you determine small part's shading good or bad?


texts:
I have a Minecraft character.
I will wish to work the pixels of my character.
How to get the selection of these pixels ?
As you see, I have the selection of the judgments of characters only.

Here's what I will wish to obtain:


texts: How to add custom property to bone in pose mode with python?

texts: I want to create custom property for a bone in "pose mode" and then make it drive a shape key on mesh. As there are lots of shape keys and I need to apply this to every rig I want to script it.


texts: Blender VSE - How can I just render the audio to do some editing to it?

texts:
I realize that I can use other programs to render out the audio of a video. But I'm trying to keep it all inside Blender for simplicity.

I've just tried deleting the video strip and rendering the audio strip. But that seems to be confusing Blender.

It's also taking about 30 seconds to render one second animation time when I do this.

Thanks for any help


texts: How can I make indoor lighting less uniform?

texts:
I will try and make this question as specific as I can. I have this room:

However, the lighting in this room feels very flat and lifeless. This should be a dark and sinister room - home to the occult and demons.

I attempted to light the room using multiple lights around the room

however this does not manage to create the sinister lighting I am looking for. I also tried using shadows where possible, which had a limited improvement.

Below is an example of a well-lit, occultish room taken from the web which has a similar atmosphere to what I would like to achieve.

What can be done to make the lighting in my room more sinister and less uniform?


texts:
Does anyone know how to do a texture like this?

I tried to do with a voronoi texture and overlay it with another voronoi node, but the problem is that the voronoi has always the same distance to each cell. I want the texture to be more dense in some areas and total white in others as it is in this shirt.

Thanks for any help!


texts: Weird scaling constraint on 3d model in edit mode

texts: so im in edit mode with my model however when I select a face and try to scale it it scales the model not just the face please help?


texts:
As part of a larger project, I created a simple human mesh in MakeHuman, enabled MoCap with it in MakeHuman, and imported it inro blender as an FBX file.

When I 'Load and Retarget' the .bvh file I want to use, the model/rig dosn't go into a t-pose as it's supposed to, it is bent at the hips. This totally screws up the animation, as it looks like the figure is always leaning over. This happens with all the MoCap files I try.

I tried going into pose mode and bending the hips back into a normal position, but because the hips are constrained, I can't find a way to do that. I've re-made and exported the .fbx file, and re-downloaded the MoCap files with the assumption that it was just the files that were corrupted, but the problem persists.

Here's a screenshot:

The guide I've been using to do all this is this video by Remmington Graphics.

The MoCap files I'm using come from this site.

What is causing this issue and what can I do to fix it?

Thanks in advance!

Here is the .blend with the extra files packed into it:

EDIT: Here is the MoCap file, a FBX file and a DAE file.

https://drive.google.com/file/d/12RfzXPWZ-7SgoaRTD9LNmtk_bEmFIk0q/view?usp=sharing

https://drive.google.com/file/d/1MD2nwFtcIBvpLKuFYxUMyYAmB6oMREla/view?usp=sharing

https://drive.google.com/file/d/1konpJ3EGeyZH47Zf7OtbTI41O_fSxfqP/view?usp=sharing


texts:
The edge slide function for example is only available through edge tool menu (CtrlE) or the search tool (Space)

When searching for "slide" in the preferences / input-tab no reference is found. When I try to add a new one I'm not able to map that function to a shortcut.

Can this be achieved another way?


texts: I'm working on a school assignment in Blender, I was following a Cycles tutorial to create a bear with fur (hair) on it. My problem is that since I applied that material, it takes minutes to change selection in object mode, even if I apply wireframe viewport, the fur lines remain there. Can I somehow hide it while I rig the character? Thank you in advance!


texts: Model doesn't appear in Solid Sculpt mode

texts:
I am a blender newbie here trying to sculpt this model but it doesn't show in Solid mode and also can't do anything in other shading mode .

What am I doing wrong ?


texts: Rigid Body Constraint must be toyed with after Append

texts:
If I run the timeline in this  file, my Balloon object Rigid Body Contraint is held by the Grip (doesn't rise).  However, if I Append this file (Collection "balloons") into a New file, the RB Constraint doesn't work until it is re-created.  Any idea why this is so?
And yes you are welcome to this balloon blend; just animate the RBC "Enabled" to release the balloon!


texts: How to quickly position many different objects (not copies of a single object) in rows with an offset?

texts:
Does anyone know a tool or an addon to quickly position many different objects (not copies of a single object) in a scene in rows with an offset?

Why do I need it? I make a mod for a video game. The script for exporting models from the game is not very convenient, all models are placed in one scene at the origin. There are several hundreds of objects on each map, and what object does it represent, as we say, "you can't figure out without half a liter")). With the help of this solution, I can pretty quickly place all the objects in the scene so that I can navigate to what is

The question is closed, thanks


texts: How can I smooth an edge from a cut-out?

texts:
I have a rounded "onion looking" shape and have used a Boolean modifier to cut a hole out of it:

Now I'm trying to smooth out the edges so there are no harsh corners on the shape. How can I do this?

Here I have highlighted the area I'm trying to smooth out:


texts: Hair particles will not appear on specific faces?

texts: I wonder why when I try to add hair particles to a specific face, it wouldn't add. Is there a way to make it work?


texts: In one small city exists underground, two level, tunnel system, partly overwhelmed now, ~200 meters longest diameter. I modeled it by meshing curve. Now I'm looking for idea how texture it with stone and some brick's walls. It is for Unity engine and first person model with enigmatic camera texture working ably so speed should be right with more advanced walls. Additionally how smart work inside tunnel - cameras setup?


texts: Detect if object data is associated with a scene in any way

texts:
I'm making an addon for the NLA editor, and I need to know precisely which strips are selected in the NLA editor.

Unfortunately this means checking every single data object in the blend file, because there are 20 other data types with animation data to consider beside Objects - materials, nodetrees, armatures, worlds, etc...

The problem however is in telling whether or not one of these non-Objects are associated within the active scene, because if I have 5 scenes with NLA tracks in each one, I may have multiple NLA tracks selected in one scene's summary dopesheet,  but I just want to know the selected nla strips in the active scene's summary dopesheet (ignoring filters and such).

Simply put, I need to know which non-Objects (ie, material, armature, world, etc) are associated with a scene in any way.

Any ideas?


texts:
This is a Q&A so I answer it myself. I searched for an answer to this question for ages and didn't find anything so I'll add this here if anybody else struggles with the same issue.

So, how can I merge two edge loops to one? I do not want to connect them (I have seen many answers that suggest to just bridge the edge loops), nor do I want to merge each vertex by hand. I just want each vertex to be merged with the closest opposing vertex.

Also, I find it highly unpractical and in most situations useless to remove doubles after moving the vertices to overlap each other by scaling and moving the edge loops. This is another common suggested answer.


texts:
I'm introducing myself to the Blender community via a problem. I use Ctrl+B to use the beveling tool on a cylinder (LEGO head), and everything looks like it's working, only no bevel. Just straight orange lines across the shape. I made sure to apply scale, so I don't know what the problem is.

Any help would be extremely appreciated! Maybe a LEGO statue in your honor. :-)


texts: Soo i have started using texture in blender and i want my textures to look real like they have depth i have download textures and i know there are various type of textures like ambient, roughness etc. But i don't know how to connect each of the in shader node soo plz help me out with this


texts: How to sample Image A with coordinates from image B, using compositing editor nodes?

texts:
I need an operation, mathematically written as

ImgOut[x,y] = A[ B[x,y].red , B[x,y].green ]

Is it possible to implement this with blender compositing editor nodes?


texts: Better way to join bezier curve to bezier (half) circle?

texts:
Conceptually, I am trying to achieve what Merge can do with a mesh: select an end vertex from each of two bezier paths and merge them together with only one vertex as the result.

This is the only way I've come close to acceptable results, but there are still imperfections, so I'm wondering if more experienced modelers have techniques to share.

Add a Bezier Circle
Select all the vertices
Change the handle types to Free (in essence, lock in the vertex control point parameters)
Select two adjacent vertices, hit X, choosing to delete Segment (giving you a hemisphere)
Add a Bezier Curve
Position the curve so one vertex is near an end vertex in the hemisphere curve
Select the two vertices that you positioned close to one another
Press F to Make Segment

When I do that, no matter what my normals are doing, I get a loop as a segment between the two vertices.  To minimize this, before step 8 I have tried changing the handle type at the end of the bezier curve to be free and then scaled down to near zero its control point on the side towards the hemisphere, and doing the same to the corresponding control point on the vertex of the hemisphere that I'll be joining.  But I still get an additional segment (to be expected given the method, but not what I want).

This is in Blender 2.6, if that matters.


texts:
I'm trying to bevel a curve with another curve.

I've been using this tutorial: https://www.youtube.com/watch?v=F2SIbAxLftc
and was successful with my first few attempts like this:

I'm redesigning the curve now though and trying to bevel the curve again but am getting a weird output that doesn't follow the curve path at all and doesn't match my first attempts.

Here are the new curves (highlighted one is the path, the other is the bevel shape):

And the output when beveling:

I've tried changing the orientation and dimensions of the bevel shape with no success. I've also tried the different curve spline types for both.

It seems like there is a weird offset. You can kind of see where it's following a similar path, but much wider than it should be.

I'm all out of ideas of what could have gone wrong and hope someone sees this that can help.

I'm attaching a blend here that also includes the original curve after its been converted to a mesh.

Update: I loaded an old saved blend and tried applying the bevel again and it worked fine. So I think my problem is solved, but if anyone has an idea what could have caused the issue I would like to hear it so I can avoid making the same mistake in the future. After making a new curve in the old blend file I'm seeing the same issue. The only global blender changes I can think that I've made since the last successful bevel was curve add-ons. Going to go through that list until I find the culprit.

Update: Solved: The issue turned out to be the scale factor of the path curve. Applying a scale reset before beveling fixed the issue.


texts:
I'm making a building for Unreal engine. This building has many small parts, and when merging all the UVs i noticed how small certain UV's get. In substance painter, these small UV's become a problem. What is your suggestion for something like this?

I would rather not break it up into multiple objects, and have to piece the building together in Unreal... but is that the best route for complex objects?

This last image is the problem I've been getting with the smaller UV'd objects.


texts: How Do You Select Only Part Of a Timeline To Be Rendered?

texts: Let's say I only want a section of the timeline to be rendered, and I want the final output to be in RAW AVI format.  How would you do that? Thanks guys!


texts: Good practice to import character with animatable clothing and hair meshes

texts:
I am still a unity newbie although I have tinkered on and off over the years. I realized I wasn't happy to only use art provided by others so I went away and learned a lot about character creation in blender.
I can create some acceptable characters in blender now and I am almost ready to import an example into unity.
I have separated clothing and hair meshes from the main character body as I'd like to play around with unity cloth physics before I build my next 'real' character.
I am planing to create a single set of textures for my entire character (including hair and clothes) where each mesh is UV mapped onto the same image.
From reading through forum posts etc it seems that if I want to animate clothing etc they DO need to be separate objects.
My question is: Is it OK to import the collection of objects (character, clothes and hair) as a single .fbx file (my understanding is they are still separate objects), OR do I literally need to export these as entirely separate pieces i.e. an .fbx file for each separate piece?
To me it seems logical that they should be separate meshes in a single .fbx because they 'belong' together, but I am interested to know if I am on the wrong line before I put the time I continue further.
Thank for your time and input


texts: How to guide grease pencil interpolate/sequence when it goes wrong?

texts:
We successfully created simple animations using the workflow in "Your First 2D Animation In Blender 2.8".  When we create more complicated animations, interpolate/sequence sometimes gets the wrong 'destination' for the animation (e.g. a shin section of a leg animates to a thigh).
So the question is:
How can we help Blender (2.83) get the correct target especially when we've already drawn the keyframes (on the same layer)?
(I include that last part since I figure moving the parts to individual layers might help but I can't seem to move all the parts in the different keyframes to the same layer.  Happy to hear that if that's part of the answer :) )
I've included a GIF showing the problem and the .blend file that produces this in case it helps.

Thanks!
p.s. the attached animation uses single strokes for each 'part' that were copied then merely moved and rotated so point count is identical between parts.  We've had the same problem on more complicated drawings too.


texts:
How to make an edge loop that is parallel to one of the sides of the face loop?

Not this -

But this -


texts: Using realistic materials in a Game Engine

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I'm using Blender to create a game level for my Game.
But the Problem is that My game Engine doesn't support PBR, also, it doesn't support import in Cycles mode.
I'm using Godot Engine 2.1.4.
Fortunately, it supports Blender Render mode. I know its outdated renderer, and I can't create everything realistic there.
So, Is blender Render Capable of doing realistic projects.
Thanks For the help in Advance!! :)


texts: Blender 2.8 UV unwrapped regular shelves shows triangluar faces instead of squares?

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As you see in the picture, the faces of shelves are shown as triangle faces w/ 4 vertices.

What did I do wrong in modeling phase?
How can I avoid this mistake in the future?
Is there a way to fix it instead of manually moving the vertices?

Thank you.


texts: Both an area light and an emissive polygon can be used to create lights. What is the difference between the two?


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TL;DR What is this damn thing, and how do I turn it off?

I'm trying to work out a smooth workflow for using the new grease pencil object on an NTrig based convertible laptop.

The first problem with this setup is the lack of a keyboard in tablet mode, which I am working around by using an external keypad (old Nostromo n52, really handy!).

Second problem is that the stylus only has LMB (tip) and RMB (side button) which are not re-programmable, which means there's no MMB for orbiting (emulate three-button doesn't work). Luckily Blender has had alternate view control bindings forever: Alt+LMB to orbit, Ctrl+Alt+LMB to zoom, Shift+ALt+LMB to pan.

Now I have a new problem, there seems to be a new (to me?) feature for view-snapping. It is very hard to search for, and I've found no actual documentation of the feature. Unfortunately the shortcut is Alt-Orbit, regardless of how you orbit. The result is I can't orbit without the view randomly glitching/snapping around.

So the question is: does anyone know what this feature is called? And more importantly how to disable it?


texts: How can I create a toggle 'view to selected' hotkey?

texts: I've changed my 'view to selected' hotkey and would like to make it a toggle shortcut that allows me either to focus on the selected object or toggle back to the whole scene. Can anyone help me with that?


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I'm trying to use weights from a vertex group in cycles nodes to change the transparency of the mesh. But as far as I know this is still not supported.

Is there any workaround that I could use?

This is what I want to achieve:

As you can see, I use a VertexWeightProximity modifier, to paint the vertex group, and I would like to use it in the node tree to affect the transparency of the mesh. The attribute node doesn't seem to read vertex groups yet.


texts: Issue wish visualization / Jagged faces at cube edges

texts: When I createa a solid, this is the way that it appears on the screen. Actually faces are planes but this is what I see, the edge seems to be jagged from far and as soon as I zoom in it becomes perfectly sharp. It never happened to me before. I use 2.9 in solid mode. Maybe I have done something wrong?


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(first picture is normal, and in the second if I click the second viewport it turns like this. I can't work with colorful models, bcs its transparent/invisible. Also same with the third viewport but its darker...)
How do I fix it to make it be visible. Because if I try to work with colorful models. It turns like this too. Maybe I pressed something? Help.


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I am making a Reloading animation and I want at first to Parent the mag to the gun when it moves, then Parent the mag to the hand.

So to do that I though of creating 2 Child of Constraints and then somehow animate the disabling and enabling of the two Constraints.

So, how do I do that, if there is any way?

or maybe it would better be to do so somehow else.

& please no python


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i want to move my parent object (=empty) but without moving the children.  Is that possible ?
I saw the answer from 20/02/18 11.56u IPv6.  But it doesn't work.  I'm on Blender 2.8
Mayby i do something wrong.


texts: I can't remove or delete a curve from an object

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I have an object made up of a collection of curves (that I created from a mesh), and I need to move one of them into its own object so I can style it individually. Failing that, I want to delete it entirely.

Nothing I try seems to work. I've tried separating it out into a new object, but it doesn't go, and the new object is empty. I've also tried "delete segments" and "delete vertices" (I don't really know what those two options mean), but nothing changes.

Can anyone tell me the super-simple thing I need to do to separate it and/or remove it, please?

Thank you very much.

-- Dunstan


texts: my background image is not visible in render mode and I need the HDRI to still be visible

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So I'm trying to render some lightning striking on a building (the building being in the HDRI) and I want to add a rain overlay to it. But in the render, the overlay won't show and there are no tutorials on this exact situation.
Here are some pictures:
Here it is in viewport mode:

And here it is in render mode:

I want the render mode to look like the viewport one.
EDIT: Here is the .blend file: https://ufile.io/blvc9t4z


texts: Does anybody know if you can export to .3ds with smoothing groups in your model? I am trying to export to .3ds because of the fact that Battlefield 1942 has a tool called 3ds convertor (yes, it's name is spelled like that) that converts .3ds to .sm which stands for standard mesh, and is the native 3D format for Battlefield 1942. Also, Battlefield 1942 standard mesh models uses the material ID feature in 3ds Max for this to define different materials for what kind of surface the model should have.


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I have more than a thousand places where this happens in a single mesh object. As you can see in the image, part of the faces are overlapping. I want to delete the overlapped part of the faces.
Boolean modifier won't work because it's a single mesh that has many places where this happens.
Remesh modifier won't work because it creates big blobs of new mesh were there doesn't exist anything.
Blender doesn't recognize that as an "interior face" too so the seletect "interior faces" and delete method won't work either. How do I delete the overlapped part of the faces?


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I've been experimenting with making planets in Blender with Cycles. However, I've run into this strange issue that I'm not even sure if it is an issue with the way that light is falling off of a sphere in Blender. I'm using a sun with a strength of 10. I've tried setting things up using just a blank sphere with no difference. I've also tried just starting over with no luck. I've messed with the max bounces, step size, and max step options. It seems as if these things aren't changing anything. Even if this is how it's supposed to work I would like to make the light fall-off more gradual. Especially in the render included, I think it really harms the look with the dramatic fall off. All hep is appreciated, thanks!
No atmosphere (Sorry I had to crop)

atmosphere