texts: Easy manipulation of transparency in BGE

texts:
I'm making a video game from concept to finished piace (still a  big noob) where there's this holographic screen. I want to be able  to manipulate it as easy as I do it in cycles. It doesn't have to  be by using nodes, but once I have it one way in the game engine I don't want to recreate the hole screen  just because the text is too small, or too transparent. In cycles  I have control over everything. Here's an example -

Nodes - http://www.pasteall.org/pic/91298

The text is too big? - No problem, here's the mapping node. The  blur is too pronounced? - Here's the slider of the Mix Shader. I can also overlay other images or another text the same way the blur is on the screen and the text on the blur.

To what extend can I do all of this in the GE? as I  said, it doesn't has to be with nodes. Easy manipulation is the  problem.

Update: If alpha textures are the only way to go, Is it possible to control each element on the screen as a separate alpha texture. For example - if the text is too pronounced, I can make it more transparent, without effecting anything else. Is that possible?


texts:
I would like to make a wireframe solid when using a specific Material and be a wireframe when not. Right now I have a normal Wireframe:

And I would like to have it look filled with the same color, but a different material:

This is just in edit mode but I would like to have it look like this. I found something about this already but since I'm fairly new to blender I don't understand what they do at all. How to make a material switching from Wire frame material to surface material?

I will keep on trying to understand what they are doing, but if there is a better way to do it, please let me know.


texts: 1adding object constraints to 2 animation

texts:
I have a dish attached to the one end of a bar. when the bar pivots up and down on the Z axis, the dish with copy location on, remains horizontal. Which is what i want
at the end of the bar, I parent it to a circle lying flat. so that when i rotate the circle on the Z at 360, the bar will swing around like a clock hand. which is what i want
But the problem here is the dish also rotates on the z. how do i prevent it from rotating?


texts: I'm new to blender and while I was working on my doughnut the right sidebar disappeared


texts:
I have been trying to weight paint an umbrella to rig bones. However, I haven't been able to resolve the edges furthest away from the bones. They overlap when the umbrella is near closing. I have looked at this post for rigging an umbrella including the weight paint and I have tried to replicate it but I have not been successful. Would be really happy to hear suggestions of how to properly rig an umbrella and/or assign vertex weight paint colors.

link to my rig file: rig file link

Here are screenshots of my current weight painting vertex weights as they are in the screenshots above.

and here are working vertex colors from the link. Although, the umbrella I am working is upside down in normal open position, I don't understand why it doesn't work


texts:
So I'm very new to blender and I'm trying to work on learning more complex shapes, and I want to make a ring (like the letter O not like a wedding ring) and I just learned how to make semi circles, and I want to make a full ring. The way I'm doing this now is by making a plane the length of my radius, and slicing off the portion I want to use to make the ring, and using spin to make it circular, so I have it circular but I'm not sure how to do this without the squares I used to get the radius. So either how do I remove these squares, or what is a better way to do this?

Here is a picture showing the leftover squares I'm talking about, thanks for any help


texts: It's possible to create a 3D or 2.5D video/animtation using the alembic file from photogrammetry?

texts:
my interest is about how create fast renders with the images aligned by photogrammetry. I think it's appropiate to use the alembic file (*.abc) from a a photogrammetry software such as meshroom.

I found examples with meshroom using the alembic file to create a sequence of the photogrammetry model, but my interes it's use the parallax between this images that are already aligned to create a 3D/2.5D animation.

Could be a possible solution to use all the images as background images? Can I render as background hundred of images?

Thanks!


texts: How can I get a remote computer to automatically render a blender file

texts:
I have a computer at home that I want to use for rendering so I can continue using my laptop.
Is there a way I can send a blend file to my Desktop which will automatically be opened and rendered for me.


texts: How to get transform delta values when moving an object

texts:
When I move an object the transform delta values (Dx, Dy, Dz) are displayed in the top left of the 3d context window. Can those values be captured for use in scripted driver functions?
edit: It is the live delta information I want to try to access. These numbers are displayed and updated as you move the object. I want those values to be affecting the object with the driver, in the same way that the 'single property' var for x location (for example) does.
edit edit: Not sure if adding edits helps or a whole new question is in order, but I found a pic in the api of what I mean:

These delta values update "live" as you move the object. Is there a way to access these live values as they update. The answers posted don't address this issue but offer solutions to getting the result of the translation at the conclusion of the action.


texts: Is it possible to Generate a Master Shape Key from different objects?

texts: I have Two objects in the scene, Each One Of Them has a shape key, is there a way to generate a master shape key to Control Both of the shape keys in those Objects at the same time.


texts: Is it possible to float an object on a fluid simulation?

texts:
This question is related to Physics cross-simulation interactions?.

Is it possible to make an object float/interact with a fluid simulation?

It doesn't have to be full two way interaction, but I want to know if it is at least possible to affect anything (particles, rigid bodies, etc.) with fluid.


texts: Inherit color on hair particles emitted from vertices (Cycles)

texts:
Using the simple technique shown here, I could inherit hair particle colors from an image.
But as the following image shows, once I select "Emit from Verts" instead of "Faces", the hair particles don't inherit the color anymore. Is there a way to re-enable this functionality while still emitting from vertices and still using hair particles ? (In Cycles only)


texts:
I'm not entirely sure how to explain this so I hope this makes sense to someone.
Essentially, I have this illustration which I have projected from viewport onto a concertina-folded plane. The idea is that this will be printed and folded in such a way that from a certain perspective it'll be visible as normal, but when flattened out or viewed from the wrong angle it'll be intentionally distorted.

Currently the only method I can think to export the distorted texture from Blender would be to manually unfold the mesh into a flat plane and do an orthographic render of that. Is there any other method that may be more simple?

Is there any way to export a texture which warps to a uniform rectangular UV where all the edges are parallel, which could then be printed onto the physical concertina, perhaps?
I suppose I'm asking if it's possible to perform the opposite of how UVs are meant to be used, warping the image to fit a UV, instead of warping a UV to fit an image. The image below shows the current UV map with the zig-zag shape, can Blender somehow bake the texture to this UV map and then warp the texture with the UV, allowing me to straighten out the UV and therefore distort the texture?

Also, I'm wondering if there is any way to make the projection more accurate, at the moment it seems to still have some degree of distortion as opposed to looking exactly like the original texture once projected.


texts: Low Poly to High Poly, Quad Based Meshes

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I'm pretty new to Blender, so I apologize for any obvious questions. My usual workflow when building simple structural, non-organic assets is..

Build a quad based low poly version
Duplicate, sub-divide, add control loops for high poly version
Optimize low poly version into triangles (feels like removing the support structure from under a new house right after you build it) for game export.

The problem with this workflow is when you have to go back and make changes to the structure - Have to convert low poly triangles back into quads, or remove all of the control loops from the high poly.

I've tried keeping a copy of the quad based low poly, but having 3 meshes to update adds even more work. Typically the updates are so simple that it is easier to update all 3 meshes than to recreate the optimized low poly again. Especially when the optimized version becomes radically different, due to an excessive number of removed edges.

I was wondering if anyone has found a better workflow that generates less work. One idea I've considered is using a modifier to optimize the low poly instead of doing it manually, which would make it non-destructive, but that is giving up a lot of control, and I'm not sure how good the optimization modifiers are at this. I've also thought about finding some type of add-on modifier that allows stacking control loops through its modifier to make them non-destructive.

Something that would really help would be a mesh-edit modifier. Something that preserves a specific stage of mesh editing while stacking new edits on top.

Anyway, I'm looking for better methods or a simpler workflow. I appreciate any advice!


texts:
Can someone tell me why this code doesn't work?

I would like to use my object "Camera" as a projector in my modifier "UVProject"

import bpy

bpy.ops.object.modifier_add(type='UV_PROJECT')
bpy.context.object.modifiers["UVProject"].object = "Camera"


texts:
I simply cannot launch blender 2.79a whatever I do! I have reinstalled 4 times and done the same with older versions. I have also updated my drivers and installed an older version of Python in case it would fix it. Here's an image of the console just before it crashes:

https://i.imgur.com/8fCiglQ.png

After that, it launches the grey screen, holds for 1-2 seconds then just closes. I have tried using a zip and exe and neither work.

Text:

AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
found bundled python: C: \Program Files\Blender Foundation\Blender\2.79\Python
Fatal Python error: Py_lnitialize: can't initialize sys standard streams
Traceback (most recent call last) :
File "C:\Python\Lib\io.py line 52, in <module>
File "C:\Python\Lib\abc.py line 147
print (f "Class: {cls. module } .{cls. qualname}", file=file)
                                                ^

SyntaxError: invalid syntax

Note: Spelling errors are due to my OCR software not being great


texts: Are there any critical drawbacks of rendering animation on per frame basis?

texts:
I have a scene, where rendering is controlled by python script which takes a still image on each frame. After test run I can't name any "problem" except inability to abort rendering without crashing Blender.

Will animation output (image sequence) be the same as with default "Animation Render" or it's not that easy?


texts:
I'm new to blender and have been fooling around with weight paint and armatures.
Now when i rotate my character, the arms drag while rotating. Not sure how these specific pieces got stuck nor can I edit in pose mode to grab the corner which is stuck.
I'm having a difficult time researching a solution because I'm not sure what is really happening here or what's caused this.


texts: How to apply scale to a multi user object

texts: I have two cushions, and one of the cushions is an instance of another(object data synchronized). So I wanted to unwrap the cushion, but it came out odd because the scale is wrong.So I am wondering: How to apply the scale to this object which is an instance of another one?(basically to a multi-user object)


texts:
I'm trying to convert a 2.79 add-on to 2.80. I'm running into a problem with openGL function glRectf(). The code that's currently in the add-on draws the menu as follows

bgl.glEnable(bgl.GL_BLEND)
if item['highlighted']:
    bgl.glColor4f(0.555, 0.555, 0.555, 0.8)
else:
    bgl.glColor4f(0.447, 0.447, 0.447, 0.8)

bgl.glRectf(x, y, x + width, y + height)

FYI: the original addon is here: https://github.com/BlenderAid/Asset-Flinger

Looks like in the latest OpenGL library blender 2.8 is uing glColor4f() is not there and neither is glRectf().

I'm guessing that I can use glColorBlend() instead of glColor4f(). But I can't figure out how to draw a rectangle without glRectf().

I understand the comment about openGL drawing can no longer use deprecated functions. But I'm wondering if anyone is aware if the API was added. I see that there is an add-on archipack that used to used glRectf(), but now uses another method... been trying to reverse engineer it, but having a difficult time.

any ideas would be much appreciated.


texts: How Blender uses the command line to detect missing texture files

texts: How does Blender use the command line to detect missing texture files and display prints? I am not very good at English.


texts: Setup automatic rendering of different blender files via python scripting

texts:
I want to achieve following functionality using python in blender -

I want to open blender files located at a given path.
Change textures of some objects in that blender file
Set angle of the camera
Render the scene and save the render at a given location. This will go in a loop for many blender scenes with proper lighting.

From above points I have achieved all points.  But my problem is when i open a blender file using following script -

obj_root = pathlib.Path("I:/PythonBlender/first.blend") bpy.ops.wm.open_mainfile(filepath= str(obj_root))

the old file running the python scripts is closed and this new first.blend file is opened in blender. I want my python scripts to keep running and the scenes should load as an addon. and remove the addon scenes after rendering is finished. I also want to know what approach you will follow to achieve the above functionality with proper memory management and loading, unloading of textures and other files after rendering is done.


texts:
I am new to blender. I am trying to make a simulation of a fluid that comes out from a pipe. However, it looks like it's stuck at the pipe, even though some of fluid comes out. Its weird.

My pipe has the solidify modifier and one face deleted for the fluid to come out. It has only fluid physics enabled, with the following settings:

Type: obstacle
Volume initialization: both
No export animation
Slip type: partial slip (amount:0.2), impact (factor:1)

My icosphere has physics enabled for fluid:

Type:inflow
Enabled
Volume initialization: volume
No export animation
No local coordinates
Inflow velocity: (x:-1, y:0, z:0)

The Blender file is available for download.


texts:
I want to make a stream of fire where drips of it fall off, and then it turns into thick smoke.  How can I do that?

.


texts: How to combine 2 planes together into 1 object

texts:
I'm new to blender and I'm running into an issue that's keeping me stuck for the past hour or so. I created 2 objects, a plane that I distorted and a circle, and I want to combine them into one object. I tried pressing i to inset, but that didn't work.
Here's what I have right now:

and here is a side view:

This the the goal I'm trying to get (from a tutorial video, where the circle and plane are attached together):

I'd appreciate any help on what I can do achieve this effect. Thanks so much!


texts:
I have a Json file that has, for each frame, a cam coordinate and the poistion of each bone from a skeleton (see screenshot). I was wondering what was the quickest way to import it into blender ( like applying it to a skeleton for instance).

Thx.


texts: Since Blender doesn't create new edges when 2 faces intersect I wonder how can do this: I have a roof on both sides of my house but i want to join the top faces of the roof together at the center. See the red arrows. How


texts: Adding the percent symbol on the end of a number sequence in animation nodes

texts: The picture above shows the animation node setup I have currently. It is controlled by the movement of an empty. But I want to add a percent symbol on the end of the number. How can I do that? TIA


texts: How to retrieve context after a outliner.orphans_purge()

texts:
I've got a script that joins several object into one at every frame and then do several operations on the duplicated object.

However, I know that when a object is deleted in blender, meshes are stored as orphan data until next start up of the file. We can force the use of blender's garbage collector but I have a strange behavior when the script is interpreted. Here is the script :

def main(context):
    selectedOBJ = context.selected_objects

    for i in range(context.scene.frame_start, context.scene.frame_end+1):
        context.scene.frame_set(i)

        for obj in selectedOBJ:
            obj.select = True

        bpy.ops.object.duplicate()
        context.scene.objects.active = context.selectable_objects[0]
        bpy.ops.object.join()
        bpy.ops.object.visual_transform_apply()
        bpy.ops.rigidbody.objects_remove()
        bpy.ops.object.transform_apply(location=True,
                                       rotation=True,
                                       scale=True)
        context.selected_objects[0].name = "mergedRigidBodies__" + \
                                               str(i).zfill(5)
        selectedData = context.selected_objects[0].data
        bpy.ops.object.delete(use_global=False)
        bpy.data.meshes.remove(selectedData)

        context.area.type = 'OUTLINER'
        context.space_data.display_mode = 'ORPHAN_DATA'
        bpy.ops.outliner.orphans_purge()
        context.area.type = 'VIEW_3D'

After line bpy.ops.outliner.orphans_purge(), i've got an error that "Nonetype" doesn't have an attribute type, so I guess I've lost the context somehow. However I tried to print something after the orphan_purge() and it worked so I know that the script is not stopped after the said line.

Thanks for your help,


texts: not able to add a curve, the popup menu only lets me add meshes

texts: I am brand new to blender and trying to make something and I want to add a circle curve so I pressed shift+a to add it but the popup menu only lets me add meshes. If anyone could help me I would be so happy :)


texts: How can I get Sculptris textures to work in Blender?

texts:
So, a long time ago I asked if it was possible to convert Sculptris files into proper Blender files... with proper texture maps, are able to be baked and re-used. At best, importing the Sculptris object leaves a corrupted texturemap that only half-exists, and cannot be edited much without causing problems.

However, I have managed to find a solution that helps resolve a LOT of this.

The problem is that imported Sculptris objects retain the Sculptris texture/mapping data, which is incompatible with Blender.

All you need to do is copy the geometry and make a new object. The result is a proper BLENDER object that coincidentally has the same vertices as the import.

Keep in mind my tests have been limited; but I've managed to successfully create proper displacement maps in the UV editor using this technique when previously I could only create a UV mess, so I'm confident this resolves a lot of the issue. I haven't had a chance to experiment so thoroughly.

However, there is still an issue with textures. Please see my reply below for some possible solutions.


texts: is there a better way to smooth/flatten specific areas of a mesh than the tools or modifiers?

texts:
i have a model that im working on which has very detailed boots on the issue ive run into is i need the treads in the center of the boots to be completely flat without flattening out the arch between the heel and front of the foot or without flattening the outer treads however none of the smoothing tools or modifiers seem to work for the purpose or at all in general, if i use the default settings the smoothing has no effect if i go even slightly higher the entire area is warped or imploded upon itself.

I have actually gone and removed the treads by hand and added faces where they were but even that still needs some refinement but again smooth still doesn't work and i don't know of another way to quickly and accurately flatten/smooth the area i need but the modifiers and tools have little to no effect in general and with specific areas it messes them up as stated above.


texts:
I'm trying to create a random array from a group of objects and have used animation nodes as show in the screenshot.  It works perfectly well and allows adjustment of the 'assortment' using the random seed.

My problem is that i would like now to act on the array items to make individuals rotate at random - in all likelihood, the final objects will all be spheres with a variety of images textured onto them - but i can't separate the array from the original group, they remain resolutely as instances.  I've tried 'separating loose parts', Ctrl+Alt+A and other techniques gleaned from then net but none of them work.

Am i missing a point - can they not be separated into individual objects?

Thoughts and advice much appreciated.

https://www.dropbox.com/s/i44t757z4rlui4i/AN%20array%20-%20v1.blend?dl=0


texts: Make Cycles materials transparent but present in BI

texts:
I am using a multi-scene setup to render out some passes in Blender Internal for anti-aliasing purposes. I have a primary scene with Cycles materials, and a secondary Blender Internal scene. The Cycles materials do not work in BI of course, and instead come up transparent.

However, some materials behave differently than others. I have Solid and Edge enabled in the BI render layer, as my goal is to get Normal pass and edge lines. For some materials, it renders out the Edge and has the normal pass, while otherwise only having alpha. For others, it is only alpha and the objects are missing entirely. I want only the first behavior.

When I have the second behavior, if I remove the material, then I get the Edge and Normal Pass, but also the regular Solid render instead of transparency. Using a material override of a material with the first behavior does not help.

In the material preview, materials with the first behavior show a sphere. For the second, it shows only their shadow.

What causes this different behavior?


texts: Best way to transfer weight groups between two meshes with same topology?

texts:
I have a very tricky-to-solve issue. I have two meshes, both with the same topology, but one is male and one is female. I have rigged one, done the poses and the pose groups, done sliders, and all. Now I want to apply the same weight to the vertices of the other mesh. How can I do that?

I see that Blender, unlike Maya, has no tools to save weights to a file and then load them to the selected mesh used for the binding on the same bones.

1) - I have been trying the weight transfer weight tool from the tool shelf with different options, but the result has not been what I want. The second mesh has ended up with ugly distortions here and there. That transfer weight in Blender somehow tries to emulate what V.A.M.P does in C4D even if V.A.M.P does better jobs.

When the two shapes are equivalent, transfer weight does a fine job, but, when they have the same topology but a different shape like in this case (male and female with same topology), then the result is not as nice as you'd expect.

2) - Another method that I used is to bring in my scene just the male mesh as a non-rigged object, then duplicate the rigged female mesh (the one with poses and sliders), then to the copy of the female rigged mesh I apply the shrink-wrap modifier using as target the male non-rigged mesh.

The result is quite acceptable, but doing it this way, it transforms my rigged female copy of the mesh into the male shape, and the weights of course aren't the best either, and I'd need to remake them on that copy. In this case, though, if I compare the position of vertices in edit mode I can see that the male non-rigged mesh and the female turned into male by shrink wrap have the vertices positioned differently, so maybe this is what is affecting the rig behaviour. So maybe this method is worse than the previous one.

Any other way to do this?

Would it be an easier solution to just roughly apply those weights the way transfer weight does and then adjust the weight on the male mesh so that I can keep the same sliders to deform both shapes (on different layers of course)?

I know you might say "Why not just rig from zero the whole male mesh?". I want them both to have weights similar enough that the sliders can control both the male and female for the various poses that I made with deform bones.


texts:
When I make something in logic bricks, I try to have everything always neat. I always end up with a lot of bricks that lead to a brick way upwards and/or way downwards. When I make edits, I would usually erase everything and start again. I would like to organize this in any way. Is there a way you can put a little divider to just store a certain function? This way, when I start a new function, everything would be leveled. Is there a plugin for this if this does not exist? I know you can do this in programming in just about every language. Any help is appreciated, thanks!

EDIT: I have been given a question that, in some ways, can be seen as a duplicate. I am not looking to have my logic bricks behind the scene, by unselecting the link button. I am looking to have layers of logic organized by what can be a divider; this feature is most likely not in the engine, so I am probably looking at an addon.


texts: Can’t fix jitter effect on a moving character with a smoke simulation [mantaflow, blender 2.82]

texts:
I have a moving character that is to be replaced with a “smokey” one. However, no matter what I do (I think I fiddled with almost every possible combination of parameters), I always run into a problem, be it either:

The simulation is too varied between frames and looks psychodelic.
Simulation has too much of a “ladder” effect (cranking up sampling substeps doesn’t help)
Simulation is jittery and “noisy”

After hours and hours of fiddling with parameters, this (link to youtube) is the best result that I managed to achieve. And it is absolutely terrible and unusable. (don’t look at the compositing, it is just a render of the simulation)
These are the settings used for this simulation (the scene is in 30FPS, no wind force is used, blender 2.82):

So, how do I fix it? Obvious and most crucial problems are:

It is jittery af.
Trail of smoke that character leaves after them is too disjointed (especially noticable in the first second of the video).

Thanks for help in advance.


texts: Particle System, want to emit a particle AND a lamp

texts:
I have made a mesh of a submarine. I have parented it with a lamp, like a headlight on a car. I have made a particle system to created BOIDs of these submarines, as if they were swarming around. Only the submarine mesh gets rendered in the system. Does anyone know a way of making the lamps appear with the mesh in the particle system too?

Any help would be massively appreciated! Thanks guys.


texts: How do you cut a clean hole into an object that has been subdivided?

texts:
I can't get it to work using any of the existing answers to this question. I have a box that has been subdivided.

I want to cut a square hole into it. I've tried using Knife Project and the Boolean modifier to cut the hole but I get the same kind of result. In both cases there are weird artifacts in the hole.

In the other questions about this type of problem they were saying something about how the subdivision modifier works better with quads but I'm not sure what that means. They were trying to cut circles and I'm trying to cut a square and a square has four points so I was hoping it would just magically be a quad or something.

Can you advise on how to cut this hole?


texts: FBX exporter changes weights on some bones

texts:
I am having an issue where exporting an FBX causes the weight to change on certain bones. It seems that it is setting the weight to 1.00 on most of the verts assigned to those bones. This issue doesn't happen with collada files but my shapekeys aren't exporting with those so I need to use an fbx.
This is what the weight for the shoulder looks like in Blender:

And this is what the weight for that same bone looks like exported into Maya:

And it's not a Maya problem -- it looks like that elsewhere too.
Any help would be much appreciated!


texts: Why does blender select an adjacent face when I click on a specific face

texts:
When I click the face as indicated in the picture, I it also selects the adjacent face which I don't want.
I appreciate the help and apologies for the entry level question here, still learning.


texts: Motion track image does't appear in render

texts: I make sure the transparent checkbox was hit, but the only thing it appears in render is this.


texts: Change circle segment depends on diameter

texts:
I want to program a tool for checking radial parts of a mesh.

The idea is:
You push a button, the scripts add an object (circle) to the scene.
Then you grab it place it and when you scale this circle it changes segments depending on the diameter.

I'm stuck on this for now

import bpy
import bmesh
import math
import mathutils

class OPA(bpy.types.Operator):
# Make a new BMesh
    bm = bmesh.new()

# Add a circle XXX, should return all geometry created, not just verts.
    bmesh.ops.create_circle(
        bm,
        cap_ends=True,
        cap_tris=True,
        diameter=2,
        segments=8)

# Finish up, write the bmesh into a new mesh
    me = bpy.data.meshes.new("Mesh")
    bm.to_mesh(me)
    bm.free()

# Add the mesh to the scene
    scene = bpy.context.scene
    obj = bpy.data.objects.new("Object", me)
    obj.show_wire = True;
    obj.show_all_edges = True;
    obj.draw_type = "WIRE";
    scene.objects.link(obj)
    obj.location = bpy.context.scene.cursor_location

# Select and make active
    scene.objects.active = obj
    obj.select = True

    #while True:
        #if obj.select == 'True' and scene.objects.active == obj:

bpy.utils.register_class(OPA)


texts: Is it possible to play the rendered animation backwards continuously via the built in player?

texts:
I have recently been using the various commands for the Ctrl+F11 (Play Rendered Animation) window, and it's great. However I have noticed that pressing the → key will keep cycling through the rendered frames, and that pressing the ← key (reverse) will result in the playback stopping at the first frame (0001).

Is it possible to change this behavior? And if not, does anybody know why it is set up this way?


texts: Compositor viewer node output never updates when rendering via Python script

texts:
Based on this answer, I am trying to extract the per-frame RGB and depth arrays of some animation scene.
However, the compositor render layer and viewer node setup that I am programmatically building does not appear to work. I am connecting 2 outputs of the render layer to 2 inputs of the viewer node, but any call to render() does not actually change or update the pixels field of the viewer node -- the render process itself works (for example, it shows stuff when storing to an output file), nothing happens in the context of the compositor. All output values are always zero.
In fact, even the size/shape of pixels is incorrect (262144) and does not depend on whatever input resolution I pass to the render engine.
Here is a minimal example to reproduce the problem:
import bpy
import numpy as np

width = 640
height = 480

bpy.context.scene.render.engine = 'CYCLES'
bpy.context.scene.render.resolution_x = width
bpy.context.scene.render.resolution_y = height
bpy.context.scene.render.resolution_percentage = 100

bpy.context.scene.render.use_compositing = True
bpy.context.scene.use_nodes = True
tree = bpy.context.scene.node_tree
links = tree.links

for n in tree.nodes:
    tree.nodes.remove(n)
rl = tree.nodes.new('CompositorNodeRLayers')

vl = tree.nodes.new('CompositorNodeViewer')
vl.use_alpha = True
links.new(rl.outputs[0], vl.inputs[0])  # link Renger Image to Viewer Image
links.new(rl.outputs[2], vl.inputs[1])  # link Render Z to Viewer Alpha

# Render
bpy.ops.render.render()

# Get the pixels and put them into a numpy array
pixels = np.array(bpy.data.images['Viewer Node'].pixels)
print(len(pixels))

width = bpy.context.scene.render.resolution_x
height = bpy.context.scene.render.resolution_y

# Reshaping into image array 4 channel (rgbz)
print('pixels:', pixels.shape)  # (262144, ) even though 640*480*4 = 1228800
print('values:', np.min(pixels), np.max(pixels))  # 0.0, 0.0
image = pixels.reshape((height, width, 4))  # Error

I am using Blender 2.83.6 LTS, and am running this command to execute the script:
blender --background --python .\minimal_blender.py

I feel like I am overlooking something simple (I am a beginner to Blender after all) but I cannot determine what?
Note: I am aware that --background could have something to do with it, but I am unable to disable that option, because doing so introduces a whole range of RuntimeError: Operator bpy.ops.wm.append.poll() failed, context is incorrect errors all over the place in my other script, which I have no idea how to fix. So I guess this question is essentially how to force the viewer node to update when running Blender in the background.


texts: Why is my FK-rig behaving weird when animating?

texts:
My new FK-rig is behaving weird when animated.

It's primarily the arms that behave weirdly. This is the starting pose:

And this is the end pose:

So far so good, but the animation between the poses moves weirdly:

Why is it doing this, and how can I fix it?
I've only keyframed and have a Bézier Interpolation. The desired movement is a straight line, from pose to pose.

It seems to only apply for the left arm. The right arm seems to be working fine.


texts:
How does one use the angle returned from mathutils.geometry.box_fit_2d?

For example, in the image above the face is selected & the following is run in the console. (There is no transform on mesh object, so vert coordinates are global coords)

>>> bm = bmesh.from_edit_mesh(C.object.data)
>>> points = [v.co.xy for v in bm.verts if v.select]
>>> points
[Vector((39.5, 125.0)), Vector((40.25, 107.0)), Vector((107.0, 163.0)), Vector((80.5, 159.5))]
>>> a = box_fit_2d(points)
>>> degrees(a)
50.00498629110601

The plane (the square) is rotated 50.005 degrees.

I've found a couple of example usages generally for UVs http://www.programcreek.com/python/example/56195/mathutils.Vector.


texts: Getting os.system to work in Python Console?

texts:
I do this in the Python Console in Blender 2.64 on Ubuntu 11.04:

>>> import os
>>> os.system('ls')
0

>>> os.system('ls /')
0

>>> os.system('echo aa')
0

If that 0 is return status, it implies the command should have executed successfully - yet nothing is printed to the terminal? However, if I do:

>>> os.system('echo aa > /tmp/test.txt')
0

... then there is a /tmp/test.txt file created, with the expected contents ?!

So, the problem is apparently getting the stdout of the system shell routed to the Python console. Is there any way to get this done, so I can see the output of, say, ls or echo in the Python console?


texts: Splitting giant action into many sub actions via python?

texts:
I am currently working on integrating some assets into a custom engine. The engine relies on each animation being a separate action. The asset files I am working with however have all 50 animations "baked" into one singe "DefaultAction". I have resolved this issue in the past by simply copying the giant "DefaultAction" for every animation and removing the frames for the other animations. This however is rather tedious and time consuming.

I was wondering if the python api provided by blender contains the functionality required to be able to automate this task? For example, could I select the "DefaultAction" and then create multiple other actions based on the frames inside of "DefaultAction"?

Not looking for anyone to write this, just looking for confirmation that it is theoretically possible, and if so maybe a link to the classes of the api that could be used to do this. If it's doable I will see what I can put together and provide source for others as I believe this would be a valuable asset to have (since this isn't the first time I've run into this issue I suppose others have as well).

EDIT 2

I have given this a shot and think I'm close, but am having dificulty finding the right method/procedure to use to actually remove the keyframe_point from the fcurve of the action:

import bpy

base_action_name = "bend"

sub_actions = [
    ("sub_bend_001", 0, 14)
    ,("sub_bend_002", 15, 29)
]

for a in sub_actions:
    new_action = bpy.data.actions.get(base_action_name).copy()
    new_action.name = a[0]
    for fc in new_action.fcurves:
        i = 0
        for kfp in fc.keyframe_points:
            if i < a[1] or i > a[2]:
                kfp.remove(kfp) # AttributeError: 'Keyframe' object has no attribute 'remove'
            i = i + 1

Anyone know how to remove keyframe_points from an fcurve?


texts: Mesh imported from DazStudio always render as pure black

texts:
I´ve imported a Dforce hair from DazStudio as a *OBJ and although it seems all is fine (other meshes work fine) the Hair mesh (multiple strands) always render black (Cycles and EEVEE)with any material i apply to it.
It doesn't matter what type of material i apply to it, simple or complex, it always render as pure black...
I´m kinda new to Blender as I'm in the first steps of learning it so, any light on the matter would be greatly appreciated!
Link to the sample file


texts: How to set up custom controls - Pan using Mouse 4 + MMB

texts:
I would like to change my user preferences to pan the 3D view using Mouse 4 button + Middle Mouse Button and dragging it. This is the same as SHIFT+MMB. I would like to use Mouse 4 instead of shift.

I am using a Logitech G5 mouse which has 2 extra buttons on the side and I would like to use them. The buttons are recognised in Blender, that's not the problem. In Blender it is referred to as Button 4.

In User Preferences under the Input tab under 3D View I have created a new shortcut. I have tried multiple possibilities but none seem to work.
I tried copying the same as the shift+mmb entry and replacing shift with Button 4 but that doesn't seem to work. I have tried using view3D.view_pan (as in the shortcut using ctrl+mouse wheel) but that also doesn't seem to work. I have tried the press and click and numerous other options, also changing Middle to Move instead. none seem to work.

I have saved my settings as default and am using a custom preset.
Am I missing something?

edit: I am using a new custom preset. Besides this new entry, everything else is set to default.

updated picture: expanded view3d move modal

Settings for default shortcut SHIFT+MMB

note that the shortcut says "Button4 Mouse Middle" as opposed to "Middle Mouse". I don't know why. This might have something to do with it.
Or as mentioned in the comments, maybe Blender does not support mouse buttons as modifiers.


texts: I've just started learning blender and I don't know how to change the particle position. I wanna move the hair to the other side. How do I do it?


texts: How can I map two dissimilar objects to the same UV border?

texts:
I am trying to minimize texture seams and distortion in order to use a tiling detail normal map on top of a diffuse map on a humanoid mesh for use with Miku Miku Dance.  I believe that if I use two different UV maps sharing the same silhouette, I can avoid visible seams and that the distortion will be acceptable.  I have separated my model into a front and back half (two different objects) rather than seaming it in Blender while trying different solutions.

Because the front and back half have dissimilar surfaces (but share a border), Blender UV maps them to different silhouettes, which will create visible seams on any map tiling over their surface.

Is there some easy way that I can get Blender to use the same silhouette for both halves?  I would prefer not to join and reseam my mesh, but if that's necessary, I'm willing.


texts:
Please Help
Why when I render my 200 frame animation everything is the world color and not the animation?  I have fully created the models and environment and when I run the animation in the UI under material it works fine,  when I try to animate the animation is just gives me grey frames.
I cannot figure out why it wont render the actual animation.

http://youtu.be/A5J8y4uCtsU


texts:
I am currently working on a research project where we are making full sized models of Mars and the Moon. I am looking for the best way to wrap a landscape (preferably given through a height map) around a sphere. The user cegaton answered this in a pretty general way as seen here:
(How can I project an object to a sphere) but I was wondering if anyone could provide a more step by step instruction process for I am a new user.

Thank you all very much.


texts:
I just simulated and baked a fire simulation and was wondering if I could somehow move the fire somewhere else. When I move the emission object now, the fire stays behind.

I understand if there's no way to do this, but any help would be appreciated!


texts: If I have a cylinder that is 1 inch tall, how can I slope the top from the front to the back down to, say, a quarter inch evenly? If I select all the edges or all the vertices, they just move down together. Not sure if that makes sense.


texts: How do I get 2 meshes to join without joining the texture, along with another question

texts:
So I'm making the tree, I used the skin modifier to make the base of the tree. When I join the leaf mesh and tree mesh together they lose the skin modifier and the leaf mesh goes all crazy like only some parts of it were inverted. The leaf mesh is made out of Icospheres.

The tree mesh also goes back to its bone. I'm new to Blender so I don't know the terms for things, but the tree goes back to where it looks like a disfigured stickman. So how do I join the meshes without them changing texture and without the tree turning into a stickman who got in a car wreck?


texts: Trying to make character for UE4 - Need guidance

texts:
I have made a knight character, and I want to give him a skeleton to throw him in UE4, though I have a few things making that less than simple. Mostly, I want to be as accurate to an existing skeleton as possible (the default UE4 skeleton) but importing that into Blender has some major issues.

So I've started making my own skeleton as close to the UE4 one as I could, I've got UE4 on my other screen. I don't know about a couple of things. First, there's "twist bones" on the upper arm and upper leg, as well as a "root". I don't know how those should look, or if I even need the twist bones (I know I need the root).

I need to know:

What do I do for the root?

How can I mirror what I've done  to the other side?

Can I do without the twist bones?

Strangely I can't find much if anything for making armatures specifically for UE4, or without using Rigify, so maybe I'm just doing it wrong. I could use some guidance.

Here's the hierarchy I've got so far, it perfectly matches UE4.

And just for fun, here's what I'm trying to get animated.

Help and advice greatly welcome and appreciated.


texts: how I can make this flat? I want one flat surface at the bottom of this car. Any help? Thanks


texts: Convert a curve to a mesh with a user defined resolution

texts: I know there is a setting that controls the curve resolution but it seems you can't set some precise value to get, say, a mesh replica with exactly 15 verts for example. Is there any addon capable of doing so if Blender can't do that out of the box?


texts: Texture masking problem, wall becomes transparent under cracks?

texts:
Hi I want to make a texture combining a plaster texture with an alpha-masked cracks/weathering texture. It works if I mix them but I don't want the cracks to be everywhere so I added a pointiness node to make the cracks only appear on top of the wall (or anywhere else where the pointiness masks the wall). I can't seem to work it out I've been trying for over an hour and I can't mask it without the plaster wall texture disappering from under the cracks where I masked it with the pointiness node.

See node setup and example screenshot to understand it better.


texts: Animation loop issue with Bezier and snapping issue with linear

texts:
So I have an idle animation of my skeleton 160 frames each rot/pos is 40 frames apart, and I am trying to get it to smoothly go between each set of frames and also loop smoothly. I have my first and last frames set to the same values, my start at 1 and my end at 159. Bezier is causing my animation to flow smoothly between my first and last frame, but causes it to pauses when it loops back from frame 159 to frame 1, while Linear causes it to loop perfectly from frame 159 to frame 1, but causes my frames in between the beginning and last frame to snap very quickly which makes it look jerky.

Any help is greatly appreciated!


texts: Character drops through Floor in Game Engine

texts:
My character always falls through the ground in my game. I put character physics on it, so it falls, but it always goes through the floor.

I tried to make it land on a skateboard when the game starts, but the skateboard just slips away and they both fall. There is character physics on the skateboard, too. So why does this happen?

Also, sometimes it won't even fall to the floor and will just shake  and hover above the ground as well as the skateboard. Why will they either fall through or not even touch?


texts:
Hey guys I'm trying to make a tree simulation using cloth physics.
I want to know is it possible to connect one cloth to another cloth and have them influence each others movements?


texts: Background reflected in glossy glass, but I didn't set it

texts:
I've made a roughness 0 glass pane, when I'm in lookdev mode it's reflecting a background that I didn't put there. I know I could just ignore it, but I'd rather be able to see what it'll mostly look like when I'm in the later stages. I also just want to know how on Earth I managed to set this background without realising it

Reflection completely ignores any objects I put in front of it. If I placed this glass inside my house, it would still just reflect trees (This is the point where I felt I couldn't ignore it - reflections are going to play a big part in my project and I don't want to be in render mode all the time)

The nodes are the default glass BSDF, except I set roughness to 0

The glass is set to 20mm thick, if that makes a difference

The background moves with my perspective and moves when I relocate the glass

I have a few HDRI's on my PC, but none look remotely like this

Also, I'm using cycles as I find Evee buggy as hell


texts: Smooth shading doesn't work in final Cycles render, why?

texts: I'm trying to fix this unexpected behavior of Blender, where smooth shading works everywhere, except the final render. I've read and tried all other Q&A I could find, but nothing really applies. Any ideas?


texts: Can a realtime webcam image be displayed on a plane through scripting?

texts:
Setup: Blender 2.82

I want to display my webcam in real-time on a plane.

I managed to render images from my computer on a plane here.Can a image be render on planes through scripting?

However i did not manage to find something useful to try to capture in real-time my webcam continuously via a python script. So to open the camera and to display the image on the plane

Any help will be much appreciated.


texts: How to create this wavy animation in Blender?

texts: The following animation was created in Cinema 4D. How to do this in Blender?


texts: Is there way to make an object gravitate or lock to the surface of another object?

texts:
For example, if I want to make an controlled object move on the surface of a sphere (or a cube, or whatever else) and not fall off, what should I do?

I don't need it to jump, so I don't need "sphere gravity", just to "glue" it (but if there's a simple way for sphere/cube gravity, you can tell me).


texts: Switching to IK and FK with the riggify addon. In stead of dragging slider from 0 to 1 and 1 to 0 it takes time. How can we have a button to just switch on off. Anyway to make a button for it. Thanks


texts: rigging problem connecting two bones at the tail

texts: how can I connect the tail of a bone to another tail of a bone?


texts: Is it possible to write a script that changes multiresolution based on a camera distance?

texts: I am trying to create a relativly big scene for my computer and when I try to render blender gives a cuda error, but if I the multires resolution on the objects it is rendering, because this is going to be short film project, my scene is going to be rendered from everywhere. I wonder if it is possible to write a script changing the multiresuliton proporties based on camera distance? I think this is going to help for cuda error.


texts: How to change math function after closing "Add function surface"

texts: When I choose to add Z or X, Y, Z function, "Add function surface" menu appears in the bottom-left corner. But once I click outside the object it disappears and I can no longer change the function. So how do I open that menu again to change the function or where can I find menu to redefine the function without adding new object whenever I want?


texts:
Blender can read Apple ProRes video files.

Is there any way to write to that format?

I use a video workflow with Final Cut Pro X and used Blender for some retouching and compositing and would like to send the clips back to FCP.


texts: Everything displaying as wireframe in fresh blend file

texts:
I recently started up a new project and had not booted up blender in about 2-3 weeks so I'm unaware if any major update has happened or something, but no matter what I toggle my view to, everything seems off?
This is what a fresh scene looks like right off boot, no settings have been altered, anything I add becomes this wireframe-esque object that becomes invisible if I de-select it. Any idea on what might be up?


texts:
I wanted to texture paint this high poly object (left).  I've created a low poly version (right).  My question is; do I have to UV unwrap it first then bake the normals... and if so do I unwrap the high poly or low poly version?

Been searching for a while on the best way to do this so any tutorials would be much appreciated.

Many thanks


texts: My camera view is not right. i'm new in blender so i dunno how to fix it, i have tried everything but can make it right the camera view on the right seems to have like a lens that makes it look that way, Thanks


texts: Check if a mesh has an UV Channel in Python

texts: I want to create a script that checks if the selected mesh has an UV Channel, if not it does a Smart UV Project.


texts:
I'm drastically displacing a mesh (with procedural textures) and due to the displacement being rather big and practically "vertical" there aren't enough polygons and it starts to look very stretched:

Is there a way to get more polygons for these vertical walls? I know that Vector Displacement allows to move polygons in all directions, so I guess I could use the polygons on the bottom of these wholes to "line the walls" but how would I achieve this?

(PS: I'm creating this for Nodevember, that's why it's all on a simple sphere. Obviously, if it was for anything else, I would simply model this shape)


texts: Limit object info node random behaviour?

texts:
I ran into a problem with the random node, I'm hoping I can find an answer too.
Does any body know if it is possible to have the "object info> random" node not effect stacks of objects? so it would only give a random value to objects with different X & Y positions, but not randomize the value objects stacked in Z?

Or maybe I could group the object stacks and is there some way the random node could effect objects by group rather then mesh?

I'm including a image of a simplified version of the problem I'm having.

I would like the Random node to give each tower a random value, but I want the value to be the same for all the vertical objects up the tower. so ideally I want this to be 3 towers, of 3 blocks, and each tower should be the same value for all 3 of its blocks, but each tower would have a different value from the other.

Here is the hard part, I need the random value to come from the random node, not the Position or Location node (although its fine if either of those are used to help limit the random node), and I can't combine all the blocks of a tower, as the center blocks have array modifiers giving them their height.

Any help I can get would be greatly appreciated.
Thanks


texts: Why is it important to align bones to view axis?

texts:
I'm watching a tutorial on Youtube about leg IK rigging and this menu gets pulled up to align bones to view axis.

What is this menu called and how can I access it without hot keys?
Why is this important?  Are there additional resources I can read to better understand? It was difficult to google.


texts: Rendering depth of field through transparent objects in blender render

texts:
i’m New to blender and I’ve had a dabble with rendering bokeh. I have made this image with transparent orange blobs in blender render using refocus node.

In the image the orange blob is in the foreground and the background is nicely blurred from the defocus node. Unfortunately where the background passes through the orange blobs the defocus is not rendered. The orange blob has transparency frezel applied. Anybody know how to get it to render bokeh through objects? Thanks!!


texts: Seamless Procedural Texture is stretching

texts:
I'm using procedural texture coordinates with applied scale for the textures.
How can I avoid horizontal distortion?

thanks!


texts:
I’ve been doing research for a while to do that PS1 retro graphic style look.
But there are only basic tips for starters. (Low resolution, low polygons etc…)

So I’m not looking for “wobbly” vertex effect anymore.
I just want to know how can I do that Unity PSX Shader Shadow/Lighting effect “Color Precision” on Blender.

Exactly this is what I want --->

I made a few attempts with “ShadertoRGB” but the results are not looks what I want.


texts: Blenderkit addon is stuck on login? Blender 2.80

texts:
Since I run a 32-bit pc and have blender 2.80 I got enabled the blenderkit addon from the preferences bar.
image of addon that I enabled:

Then I went to the browser and signed in, it said I could exit out of the browser window:
Then it stayed on this the whole time:
I'd appreciate it if you could help.


texts: Transparent BSDF cause noise in depth layer

texts:
I have system that consumes depth and RGB output of Cycles renderer.
I can observe noise in depth maps when I use transparent BSDF with Mix shader and RGBA texture. Let's look at sample simple shader:

That shader is giving material that is transparent with level of transparency given by alpha channel of texture.
I am not happy with depth image, especially on edges (white dots):

Two factor has to be present to "depth" noise appears:

There must be some other object behind the part that is transparent.
The noise seems to be absent when alpha channel has only value 255 or 0.

A this moment I found some solutions:

using mist pass
using material override

First solution seems to give depth values in some bizzare scale (I need it linear in meters, like Z-pass) and the noise is still present.
Second solution is not acceptable, because removes desired feature.


texts: Rounded corners for 2d rectangle with Python

texts:
in my addon I have a 2d shape (polyline) for which I want to add rounded corners (step-wise, like the bevel does, when added edges for the bevel).

This means I want to decide that I add for example 2, 3, or any number of points like this:

And then connect these with my polyline.

Does anybody no the algorithmn for this?


texts: Starting and Stopping Rigid Body Simulations

texts:
Given a rigid body simulation, can i pause it in the middle, move a camera and start it again?

Kind of like a bullet time effect

This is what I want it to do:
http://imgur.com/dQbhNP4 (sorry about the quality)
but with keyframes

Thank you


texts:
Hi guys I want my camera to display vertical bokeh stretch instead of horizontal. The rotation option in DOF settings of camera, doesnt rotate the bokeh.

Horizontal stretched bokeh (low res render just to illustrate)

What I want:

Maybe there is a simple solution to rotate it?


texts: How can i make an edge wear mask in eevee?

texts:
Is there a way to make a worn edge effect in eevee with nodes and procedural textures? I know it can be done in cycles with pointiness, bevel or ambient occlusion node but those seem to work only in cycles and not in eevee.
I've heard about using cycles to create the mask, then bake it as an image and use it later in eevee as mask but i was wondering if there was a faster way to do it directly in eevee without having to bake.


texts: Blender GPU compute render preview crash

texts:
I have an issue with Blender that makes the application crash after rotating and zooming in 3D (middle mouse button/rotate view button). It crashes in roughly 30 seconds or in-between after doing that resulting in a “Not Responding” text at the top of the screen. Waiting doesn’t do justice, and if I render preview with my CPU instead it works perfectly fine, but it’s a lot slower.

I’m using Cycles to render preview and I don’t know much about the settings as I am a beginner.

I opened up a project file made from Blender (the one with the BMW model) and it seemed to work fine, so maybe it’s something with the project I am working on?

Please if you know anything about why it crashes I would be extremely grateful to know what’s causing this, I want to continue the project. I can send any information needed regarding the project to help fix this, thank you!

Specs:

-Blender 2.8

-NVidia GeForce GTX 1080 8GB

-Intel i7-6700k 4.00GHz

-16GB RAM


texts: Recreating the background for retouched photographs

texts:
I removed a person from some photographs.
How can I use blender to re-add the background and body parts of other people behind the missing person?

If you guys have any suggestions on how I could do this in blender or whatever other programs I may want to look at instead I would really appreciate it, thanks!


texts: How to create one object per frame from csv file?

texts:
I recently started Data visualization with Blender and Python,
so my current situation is that I can create Objects (cubes and spheres)
with a x,y,z Position and a certain Size from my Data.
What I would like to achieve next is that the Objects are created within a new frame for every row in the Dataset, whereby the old objects "stay" and in the end all data objects are visible.
import csv
import bpy

with open('/FilePath/Blender_Test2/data2.csv') as stock_csv:
    stock_ob = csv.reader(stock_csv.read().splitlines())

stock_header = []
stock_data = []

for v in stock_ob:
    if not stock_header:
        stock_header = v
    else:
        v = [float(v[0]),
             float(v[1]),
             float(v[2]),
             float(v[3]),
             str(v[4])]
        stock_data.append(v)
        scale_factor = 0.07
for i in range(len(stock_data)):

    v = stock_data[i]

    if v[4] == 'plus':
        bpy.ops.mesh.primitive_uv_sphere_add(location=(0,0,0))

    if v[4] == 'minus':
        bpy.ops.mesh.primitive_cube_add(location=(0,0,0))

    bpy.context.object.name = 'row-' + str(i)

    bpy.ops.transform.resize(value=(v[3]**0.5*scale_factor,)*3)
    bpy.ops.transform.translate(value=(v[0], v[1], v[2]))

    activeObject = bpy.context.active_object
    mat = bpy.data.materials.new(name="MaterialName")
    activeObject.data.materials.append(mat)

    if v[4] == 'plus':
        bpy.context.object.active_material.diffuse_color = (0, 0.7, 0, 0.5)

    if v[4] == 'minus':
        bpy.context.object.active_material.diffuse_color = (0.7, 0, 0, 0.5)

For me it would be also possible that the objects receive their frame number from the dataset.
I tried some code from different sources but most of them used a "hide" option (i.e. fcurve = cube.driver_add("hide")), which seems not to be supported within my Blender 2.91.0 setup.
Example of the Data:


texts: How to get to face select mode in Blender?

texts: How I get in face select mode in Blender?


texts: Object Selection options not showing in 2.8

texts: I am using Blender V2.8. I am a novice user. The options to Add, Subtract from selection which is supposed to be shown below the top bar are not visible on my interface. What am I missing?


texts: Using realworld body sensor data for model animation

texts:
Characters in movies are sometimes animated by using the movements of an actor who wears several sensors on her body which record the movements (e.g. "Gollum" in Lord of the Rings).

How can any type of sensor data be applied to animate models with "real" movements?

(Now, I've to admit I'm so unaccustomed to Blender that I do not even know what to search for to get decent help / docs / tutorials.)


texts: How to Create Shaving Foam in Blender 2.8

texts:
I really need to create a shaving foam shot for my final university short film, if anyone can help me with some professional techniques here are the storyboard images :

Thanks in advance,
Best regards.


texts:
Is it possible to retrieve the vertices's of every face in a mesh?

Also is it possible to get the normals of those faces?

I want to store them in a csv file


texts: When rendering hair, it doesn't follow the particle edit path

texts:
I have Blender 2.69.

I have been following this on Youtube.

The .blend file on google drive.

This is what it does...


texts:
How do I crop an image loaded from a file in Blender (using a Python script). The standard Python's Image.crop() function doesn't seem to be available in the Image class.

UPDATE:

I wrote some code by myself, which copies specified pixels of the original image but the output image is somehow screwed up.

This is the original image (some gfx from deviantart): http://postimg.org/image/xegpwy0ur

This is the image after processing - i took a 100x100 fragment (first 10000 pixels of the original image): http://postimg.org/image/c57j2vvjp

And this is the code: http://pastecode.org/index.php/view/5045500


texts: Children moved when importing a FBX in Blender

texts:
I found this question Blender FBX Import messed up which describes really well the issue i'm getting, where each child object is moved on import (I cannot post my file, due to NDAs).
The answer that person provided was : "The mesh parents were off center, and were fixed by moving them to the 3d cursor.". Unfortunately this does not work at all for me, especially since my file has several levels of parenting.

Do you know a fix for this?
EDIT : The only "workaround" I've found so far is to use the ungroup function in 3DSMAX, right after unlinking all objects. It's far from ideal but it does work.


texts:
I am having a problem mapping a texture.
I am new enough to texturing so excuse me if this is a simple question
I am trying to texture a modular wall part. I am not using uv mapping, I am mapping the textures using Generated Coordinates.The problem I am having is as follows:

I can get the texture to look ok in the zx plane but not in the zy
plane.  In the zy plane the texture is blurred and not sharp.

The original texture png is file attached for reference. screen shot of the mapped texture also showing the mapping settings is attached.

Is there any way of improving this mapping so that both planes are equally sharp?

The model is a plane (for a wall) with the wood face extruded in y+ve  direction, The strange thing is that if a insert a separate cube and scale it in edit mode along the z axis, the textures map fine. See attached image for details
What am I doing wrong?

I managed to figure out the logic of transforming the image, but thats not helping

Any help would be greatly appreciated
Thanks
chris


texts: Impressing a spiral on the surface of a cone

texts:
I'm attempting to model a hybrid French-Turkish drop spindle and have most of it modeled out from a sketch and prototyping a simple Turkish style model first. The only difference I'm aiming for is a spiral impressed shaft top for the French addition.

Example of a French spindle top, this is my goal.

Example of the Turkish shaft and the cone base I'm using to create the French shaft.
I've tried using a boolean modifier to create the spiral using spiral bases I've found on Thingiverse (allowing for the CCs to do so of course), but this hasn't worked and frankly I don't like relying on someone else's work to accomplish my own, I'd rather have an understanding of how something is achieved.
I'm very new to 3d modeling and I suspect this problem may have a simple solution, but I lack the technical vocabulary to find what I need just searching online. If anyone can help me understand what functions would be useful in this case from a modeling perspective it would be deeply appreciated!


texts: How do I use python to get the dimensions of a text object immediately after it is created?

texts:
I'm creating a text object using Python and I'd like to do a non-standard align (something other than left/right/center).  To accomplish this I need the dimensions, but the dimensions.x is 0 at the time the python is running.  It becomes non-zero later

import bpy

name = "text1"

t1 = bpy.data.curves.new(name, 'FONT')
o1 = bpy.data.objects.new(name, t1)
o1.location = (0,0,2)
bpy.context.scene.objects.link(o1)

t1.body = "Hail Bob!"

c1 = o1.constraints.new('TRACK_TO')
c1.target = bpy.data.objects["Camera"]
c1.track_axis = 'TRACK_Z'
c1.up_axis = 'UP_Y'

if False:
    t1.align = 'RIGHT'
else:
    print (o1.dimensions.x)
    t1.text_boxes[0].x = o1.dimensions.x * -0.3

Is there a blender API that will trigger a calculation of the dimensions property of the object so that I can use it before returning control to the UI?


texts:
So I want to animate multiple "cables" (witch are curves), i want to animate the bevel start (or end) and add a random offset to this value. I could put some keyframes and offset them manually but i got a lot of curves.

Is there is a more efficient way to do it ?
Is it possible ?
Is it possible to create drivers for an object with pyton ?

I've made a blend file with my progress so far : curves+python blend file

Thanks for any help

Edit : I could create multiple cable object and add to each object a curve modifier (how to link it to one object ?)and offset them randomly (I know how to do it), and animate them.


texts: Rigging Error "Bone Heat Weighting: Failed to find solution for one or more bones"

texts: I want to connect bone with the mesh with automatic weights but when I press Ctrl+P->With automatic weights it brings me this error , I tried to remove doubles but the error hasn`t gone .


texts:
I'm using blender 2.79 and I want to change the render layer output path of a scene.

I have a lot of scenes to render and the output path for the beauty can be controlled via command line. I wrote a batch script, this script set an environment variable for the path, where the render layer has to be stored.

Inside the blender file everything is set, but not the render layer path.

How can I change the path?

I used this script, but if I run it, it creates a new fileoutput.001 and 002. I only want to change the existing one though.

import bpy

scene = bpy.context.scene
nodes = scene.node_tree.nodes

render_layers = nodes['Render Layers']
output_file = nodes.new("CompositorNodeOutputFile")
output_file.base_path = "//my/folder/"

Also, I import the environment variable using:

slicepath = str(os.environ.get("basepath")

And I get:

S:\Clients\Blender279\scene1a\

But I think blender wants:

S:\\Clients\\Blender279\\scene1a\\

Kind regards, thunderbolt


texts: Vertex Ordering Messed up on exported .ply file

texts:
I'm fairly new to Blender and 3D modelling in general. I segmented 4 different structures from a CT scan, three lymph nodes and the the surrounding skin surface. I imported these models into Blender and applied some remeshing and smoothing.
After that, I'm exporting the models as .ply files and reading them inside my OpenGL program. I implemented my own PLY-parser which seems to work perfectly fine for the three lymph nodes, however the vertex order of the skin seems to be totally messed up.

I couldn't find any errors in my code and I'm pretty sure there is something wrong before exporting the skin model from Blender.

Any ideas what could be different for the skin model and the lymph nodes??

These three are images of different draw modes in OpenGL (Points, Lines and Triangles):


texts: Difference in rendered texture and model texture

texts: So i applied a smart uv unwrap and the image texture seems to be different in rendered and non rendered. The first view is perfect, but the linked image below is still completely buggered. Any ideas?


texts:
I want to activate the biggest face by a script.
It's no problem to locate and get the data, but how can I activate it in Editor?

# Activate biggest face exclusivly:
import bpy
import operator

# List of Polygons of (first) selected object:
pgList = bpy.context.selected_objects[0].data.polygons

# sort and get biggest face:
pgMax = sorted(pgList, key=operator.attrgetter('area'), reverse=True)[0]
print("{0:} Polygons, largest = {1:.2f},   selected = {2:}".format(len(pgList),pgMax.area,pgMax.select))

# How do I activate this Polygon?
# The results are very random. Sometimes selected, sometimes not, sometimes Blender chrashes.
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode = 'OBJECT')
pgMax.select=True
bpy.ops.object.mode_set(mode = 'EDIT')

#Later i'ld like to create a TransformOrientationSystem. But this will be next problem.
#pgMax ....  .transform.create_orientation(use=True)
# erzeuge dazu ein lokales Bezugssystem

```


texts: How to ensure the selection direction using Alt Select

texts:
When you use alt select on say a sphere. The selection can go one of two ways. It can either select the latitude or longitude route around the sphere. How can I choose which way I want the selection to go, please?  Or is it totally random and you just keep clicking until it goes the way you want it to?
Cheers
Dave


texts: How do I apply an emission modifier to the inside of a cylinder only?

texts: I created arches using an array of cylinders with solidify and bevel modifiers added. I'm using an emission modifier because I want only the inside of the arches to glow -- but when I apply the modifier, the entire cylinder glows instead. I tried selecting only the faces inside the cylinder, but even then the modifier applies itself to the entire thing.


texts: When you press the "3" key on maya with an object selected it will smooth the object pretty much "merging" all the faces to look like one, even curving the edges. Is there an option like this in Blender I've tried Smooth Shading and Vertex smoothing and subdivisions modifiers. but nothing really gets that "single face" look. Any help would be appreciated.


texts: Textures that load automatically in 2.79 do not load in 2.8

texts:
I downloaded a .blend file from NASA (https://nasa3d.arc.nasa.gov/detail/tess-jpl). When I load it into Blender 2.79, it correctly loads all the accompanying textures:

In Blender 2.8, however, the textures are not loaded:

I am new to Blender, so I don't know how I'd even begin to go about troubleshooting this problem. I could work in 2.79, but since I'm a novice I thought it made sense to try learning the new version. Any help is deeply appreciated.


texts: Color correction in the compositor from the video editor

texts: How can I connect clips from the timeline in the video editor to the compositor to add some nodes-color correction, rgb curves etc., to every single clip, or to all of them at once?


texts: Active meshes keep bouncing and slipping away from passive meshes

texts:
Attached here is a link to a video of a problem that I am addressing.

https://youtu.be/GE4nFNFLEZA

I am working on this render, and I applied the "passive" rigid body tool to both the ground and that holder thing that I created. And I applied the "active" rigid body tool for my spheres.

When I baked the physics and played it after the baking, the spheres seem to bounce around and slide away unnaturally.

I'm not sure how I can solve this, and I bet you guys can help me out with this.


texts: How do I set up a 3rd person character with multiple animations in the Game Engine?

texts: I am using the Blender Game Engine to make a 3rd person game. I want the main character to have separate armatures/animations for the upper body and the lower body. For example I'd want my character to be able to jump, crouch, and run while shooting and aiming a gun. I have tried to make two armature modifiers but only my leg armature deforms my mesh.


texts: Is it possible to set all characters in a text object to capital regardless of input?

texts: I am currently using an addon to serve the value of a .txt file to two different text objects, which works great. I want to force all characters to capital though, and am unsure about how I would do that given the current data flow. I am open to using a completely different addon/script to do this, sadly google didn't turn up any results.


texts: Adding realistic deformation to rigged clothes

texts: I've managed to rig my character and clothes with automatic weights however even though the clothes follow the character, everything seems to be robotic with very little clothes deformation e.g. sleeves rolling up the arms when the arms are raised, creases and folds. How do I do this?


texts: I have 2 objects that collide, how do I have one of them not collide with anything and still be dynamic? My two objects are a body and a controller, I want the controller to be dynamic so it can fall, but not interfere with bullets; moreover, I want my character to be static so it can collide with bullets.


texts: Damped Track constraint issues. Bone twists at a certain point

texts:
Having issues with the damped track constraint here. I want to be able to move it all the way around and have the arm follow it. However, at a certain point, this weird rotation thing happens.

I don't even know where to start

Hopefully someone can help

Thanks


texts:
I have some problems about animating multiple objects since they're not moving at the same speed and because of that it doesn't seem like the objects are connected during the animation but only in the two frames ''locked'' the
It seems like it's because they have origins in different spots, so I set all origins to the 3D cursor in the absolute center, but as soon as I move the objects the origin follows and leaves the 3D cursor... Is it possible to lock the origin to the 3D cursor so it stays there even when you move your object?

I know that I can just move the object and then replace the origin back to the 3D cursor, but then the animation goes crazy, so another idea?

Pic 1) This is what I'm starting with. All parts have to be animated, but since the white parts only move up and down, there's no problem, but the blue parts have to be rotated, and that's when it goes wrong during animation...

Pic 2) This is where the animation should end. Notice that the spikes marked with a red dot never leave the standard plane (the red line).
It looks fine in the first and last frame of the animation, but the time in between go crazy.. doesn't move at the same speed, rotate around, and the spikes aren't at the red line through the whole time.

Pic 3) The blue parts are just connected to the white part as you see it in this picture... The blue ring just has du stay around the white peak, and don't break the laws of physic by moving in between or through the object.

Pic 4) This is just the full ''product'' so you have a better idea.


texts: How to get a object mask as part of the alpha channel?

texts: I am trying to get the middle sphere to render as a part of the alpha for the image. In the image below where I have the test grid image at the moment it really should be transparent. How do I do that?


texts: Need help with modelling a cylinder with a piece cut out?

texts:
I need to model a cylinder with a piece cut out (a quarter of it), but I can seem to get it with nice edges:

Test 1: Even with the a bevel added, the middle part is distorted.

Test 2 Added more mesh to the top to 'fix' it, but the mesh at the bottom is ruined.


texts: I seem to have trouble switching between modes. I have to open and start a file in sculpt or I can't use the sculpt feature. For example, I start model and get the basic shape then go up to modes, choose sculpt. My object is there but nothing happens. I can't use any brushes or anything. But if I open a new sculpt file, the sphere is there and I can use all the brushes on it. What am I missing?


texts: blender openexr produces low pixel values

texts:
I am rendering few scenes in blender and saving them in openexr image format. I read the exr images using python opencv2, and print out the minimum and maximum pixel values. It is a bit strange that the maximum pixel value of the images are extremely low, some of them are even less than 10.0.
Is it really poossible or am I doing something wrong while rendering? Any help would be really appreciated.

My code is pretty straight forward:

import cv2
image1 = cv2.imread("path to my exr file/hdr_image.exr", cv2.IMREAD_ANYCOLOR | cv2.IMREAD_ANYDEPTH)
print (image1.max())
print (image1.min())

kangkan


texts: I want to slide an edge but the vertices is also slips


texts: How could I avoid UV maps when combining procedural Textures?

texts:
I would like to have a transparent material like:

What I have so far is

How could I get rid of the Texture Coordinate and Mapping Nodes? (I just did this because I don't know better)


texts: Subdividing and smoothing part of a mesh

texts:
Does anyone know, is there any way to subdivide and smooth part of geometry in mesh (in example picture necessary polygons(not all i need) are selected) without effecting  other parts and not creating weird shapes.

I append my blender file:
https://drive.google.com/open?id=1MpRbmkZtTWSo28E2p-hI0R3K8L5u8xAx


texts: How can I copy one side of a rig to the other?

texts: I need to mirror the half part of the rigging of my character, I remember it was something with the scale or rotation.. does anyone know which was the right solution step-to-step?


texts:
I'm following this Gleb Alexandrov tutorial :

Blender tutorial: How to Create a City, Covered with Fog

Go to minute 4:52,under the particle system/render tab,you will see that he chosen as Dupli Group "Group.001". Where/when he took/created this label ? I don't have it on my side. He also has 2 others label : g_antenna and group. I imagine that g_antenna is related to the mesh of the antenna that he got somewhere,but I'm not able to understand where,and the other label,that's group,I don't know what is this.

I add two screens. The first is what I see on my side and the other one is what I see on the particle system/render tab of the Gleb Tutorial.

1)

2)


texts: How to determine whether a python script is hostile?

texts:
In a recent release of blender a safeguard for python scripts has been introduced. This is to prevent python script from doing any damage to the system. Although I doubt that there are any blender users that want to wreck havoc. Blender now has a built in system for protecting against malicious scripts. I do not trust this system though. How can I determine if a python script is hostile manually?

So far this is what I have come up with:

import os there is no reason that a python script for blender needs this module, this allows the user to run cmd/terminal commands.

What other things are there to watch out for?


texts: Molecular Script Add-on: Why does this simple particle system blow up?

texts:
This particle system with Molecular Add-on blows up even though there seems to be more than enough space between the particles. Any idea why is this happening? I'm using Blender v2.81.16.

Here is the file

Frame 1:

Frame 2:

Particle System rendering settings:


texts: Gloss, reflection and normal maps not exported in gltf2.0

texts: I used the new gltf 2.0 exporter available in blender 2.8 to export a model with three separate elements two of which has gloss, reflection, and normal maps attached to it via principle bsdf one model has gloss value. The problem arises after exporting. The model with custom gloss value works fine but the ones having gloss and normal value through maps appears to have no gloss or normal value. Also I have combined the several separate models into one. I exported the models using. glb extension.


texts: Is it possible to dock the annotation layers window?

texts:
I was hoping that it's possible to dock the layers menu somehow. I use the annotate tool quite a lot; drawing where I'm going to place vertices and then build as I'm going.
I use layers for this, different colours for different parts. It's quite frustrating that accessing the layers window requires being in the annotate tool though, rather than being able to switch different layers on and off while modelling.
Anyone know a workaround? Thanks.


texts: Render Border constraining model in all viewport shading modes except Rendered

texts:
Quite new to Blender. I'm using 2.75 and was working on this lamp (part of a Udemy course). I was using the Render Border tool (Ctrl+B) to constrain rendering to part of the model and somewhere in amongst cancelling/redrawing that and moving the camera around my file now only displays a minimal part of my model in both Object and Edit modes when using anything except Rendered Shading (see images).

I got to that point where I'd pressed a bunch of keys and couldn't remember quite what I'd done, couldn't undo it etc. It looks like a bug to me tbh, but if anyone knows which shortcut I may have pressed to limit the viewport like this I'd appreciate it!

If there is anyway to host the .blend file somewhere if anyone wanted to take a look, then please let me know.


texts: Is there any way to insert f-curves keyframes by script?

texts:
I'm writing a python script for animation in Blender and I'm looking for a way to insert keyframes automatically.

So far I have:

import bpy
import mathutils as m
import math
import random

armature = bpy.data.objects['Armature']
curves = armature.animation_data.action.fcurves

def add_curve():

    action = bpy.data.actions.new(name = 'Test')
    curves = action.fcurves

    keyframes = [0,10,30] # defining keyframes for insertion
    for c in curves:

        for k in keyframes:
            c.keyframe_insert( data_path = ??)
            # Is there another method ?

Thanks !


texts:
I hope someone here can help me out.
So, I'm switching from zbrush to blender because of licensing issues and I'm having a bit of a problem with simple sculpting work. I already increased the resolution of my model with the multi res modifier and tried different types of dynamic topology modes but I always get weird artifacts with most brushes ( see image below)
Does anyone know what the problem is and what I can do to fix it?
Thanks in advance!


texts:
I don't know why is this tearing kind of maze thingy on rendered view on AMD renderer
why isn't the view clearer my GPU is AMD RX 580
the view is fine on cycles render I don't know what am I missing cuz I'm new to blender
any help would be appreciated


texts: Beginner Rig Problem - Model spinning around root bone

texts: I'm not quite sure what's changed, since I didn't have this problem a half an hour ago with the same bone. Except for my "root" bone, each of my bones deforms the surrounding model correctly according to its weight paint. The root bone, however, while painted, moves or rotates the entire model when posed.


texts:
When viewing face normals as lines + Subdivision modifier + toggling Subdivision cage, there's a weird glitch where the face normal lines appear in random locations / shapes:

https://youtu.be/aA-IgXhRU8E
Happening in 2.90 and 2.91.2
Any ideas what might be causing this?


texts: Why is the letter 'm' not displaying correctly in the interface in Blender 2.82?

texts: Recently something happened in my Blender and I  noticed that m is not displayed properly. Can someone tell me reason for this? Only small m is not displayed properly, Capital M is displayed ok. Even when I rename something small m is displayed like show in below picture. What I did last was, I installed Hardop 0098 Add-On.


texts: Rigging mesh with vertex weights: different weights have the same influence

texts:
I'm trying to rig a simple plane of few vertices with one bone, such that different vertices would deform with a different amount when moving the bone. I assigned different weights to the vertices, but all vertices are influenced as if they have full weight, and I don't know what I'm doing wrong.

Here is what I did:

1. Create a simple plane:

(I applied scale and rotation, if that's important)

2. Create armature with one bone:

3. Parent bone to plane with empty vertex groups:

(In object mode: select plane, shift select bone, Ctrl+P, With Empty Groups)

4. Paint plane vertices with different weights:

(select bone in Pose Mode, select plane in Paint Mode, and paint)

5. Rotate bone around Y axis (in Paint Mode or in Pose Mode - same result):

and all vertices are rotated exactly the same amount. I also tried assigning weights directly to each vertex:

any weight of 0.0001 or above influence like weight 1.0, and below that has no influence at all. Here, for example, I assigned 0.00009 to the two leftmost vertices:

Do I miss something in the process?


texts: How To: 1 Bone Moves Entire Arm, While IK Bones Can Bend Arm

texts: I am trying to make a very simple character who has two IK bones in his arm (Besides Target and Pole) to move and bend it. At the moment I am to move his arm, bending it "realistically".  However, I am also wanting to be able to move the entire arm without it bending, like a Minecraft character.  How do I do this?  It wold be preferable if I could do this without creating a new armature.  Is that possible?  I am also trying to keep my armature(s) simple, if possible.


texts: Is there a revealing mask on blender VSE? Or other way to solve my problem

texts:
I'm working with 3 image.

pic1 - background

pic2 - object

pic3 - object with transparent background

So pic1 will be under pic2 but I want to use pic3 to hide part of pic2 and show pic1.

I used Synfig Studio before. They called this as Revealing/Hiding Mask.


texts: Trying to flip pose along x-axis does nothing

texts:
I'm follow Sebastian Lague's RPG Graphics Tutorial for rigging and character animating (https://www.youtube.com/watch?v=gFf5eGCjUUg&t=173s).  I've done everything up to weight painting except i've hit a road block when I noticed I couldn't flip a pose along the x axis.  Trying to Copy a pose and Paste a flip X-Pose does absolutely nothing.  However, I've noticed that if i select everything and then flip along the axis, it reverses everything along the x axis, but along both sides.
Before:

After:

I'm seriously stumped, I've followed all tutorials on here. Don't wanna go through all the weight painting over again :(
Blend Link:
EDIT:  So i restarted blender and now it can reflect along x axis perfectly now?  I am very confused.  If someone can give an explanation, I would be love to learn why this fixed it.


texts:
After adding image as planes and use as a particle, size of File and used by ram is increased from 35MB to 568MB.

Ram used 350MB to 10GB

Even if i add ivy file size is 35MB.

Only 3 textures are used (5MB).


texts:
I was trying to make the sims hair CC.
But I can't open any texture image!
I tried all sizes and all type of image but it just can't be opened.
when I try to open it,it stoped working and my cursor turned into loading color wheel.
other applications are all normal and working.only blender crashed.(maybe)

I hope some one can help.

I'm using MacBook Air (13-inch, Early 2015)

2.2 GHz Intel Core i7

8 GB 1600 MHz DDR3

Macintosh HD

Intel HD Graphics 6000 1536 MB

and blender 2.78


texts: how to change a mesh given by mathematical function with time i.e. how to include the time parameter in the mathematical equation?

texts:
I am trying to make an animation in which a mathematical function changes as a function of time. Given below are two images which are z math surfaces(from the "extra objects" add on) whose equations are:

$\sin x+\cos y$
$\sin x-\cos y$

The first image should change in the other for which the mathematical function can be given as $\sin x+t\cos y$, where $t$ varies from $1$ to $-1$

This is a simple mathematical surface parametrized in $t$ ($t$ obviously is a function of time and in our case a function the frame number).

Here I have picked up simple equations just to get the idea of implementing it and I actually intend to use it for more complex functions and even for the XYZ math surface.
How do I go about it?
(I would prefer a way without scripting but if I have to use scripting then please tell me in detail as to how to proceed with it.)


texts: Using Armatures with Grease pencil object

texts:
Are there any tutorial or help regarding using armatures with grease pencil object?

I found this video on Vimeo by Daniel M. Lara, its great but it does not explain how to go about with armatures.: https://vimeo.com/channels/greasepencil/173325517

There is a blend file available from the video on the cloud as well: https://cloud.blender.org/p/gallery/577ce46cc379cf0814b0ce50

For someone who is new to the blender and from the 2d background, it would have been great if there was a detailed walkthrough available (at least for cloud subscriber).


texts: Out of position meshes imported from FBX

texts: As you can see from the picture, I'm having trouble importing a static fbx mesh from 3ds max into blender. I find out it's because linked meshes into 3ds Max. Is there a way to avoid this without unlinking those meshes into Max?


texts:
I can add and manipulate a mask on an object while sculpting.  The mask behaves as if it is present, but the mask itself is not shown in the display area.  I would have expected the inactive region to be shown as dark or differently colored, but it doesn't display at all.  See below.

As you can see on the left, there's no indication that there is a mask on the object, but when sculpted it behaves just like one is there.  How can I get the mask to display?  What are some reasons it might not be shown?

I can not find any of the masking options out of place.


texts: Intersection Boolean Modifier doesn't work

texts:
I am currently trying to apply Intersection Boolean Modifier on a Superman model with a Plane.

It works fine for most of the plane positions but at that point on the picture, it cuts all parts and doesn't find any intersection.
I also tried to apply triangulate modifier to plane, solidify modifier to model, removed doubles and recalculated normals but the result still was not satisfying. (I can actually can do it with knife tool but since I am trying to do this operation via python script, knife tool cannot help me I think)
Here is the blend file :


texts: Is it possible to have seamless material blending on two separate objects?

texts:
I'm looking for a way to make more seamless joints between separate objects when rendered with cycles.

I've noticed that joining multiple meshes will create a seamless edge, even between different material types. I'm hoping to accomplish this effect without having to destroy non-mesh objects, such as paths.

Here's a demonstration of the issue:

The top left is three separate objects, two paths and a sphere.

In the bottom right, the paths have been converted to meshes and joined with the sphere as a single object.

Here's what it looks like when rendered:

Is it possible to get these more seamless edges without having to join everything into a single mesh?


texts: I have a plane (one face). I have an Image texture. How do I make a bone that moves the image texture along the plane?

texts:
I'm trying to rig a very simple eye.

The white of the eye is a plane (the plane is in Circle shape).
The image texture is my pupil.

How do I get the Pupil texture to move correctly along the Plane with a bone controlling the pupil movement? The method I've found online involves Cameras and that sounds insanely complicated for what I'm trying to do.


texts: Blender 2.8 Front and Back Background Images

texts: I have two reference images, one for the front and one for the back. I want the images to be slightly transparent, but then I will see both images which will be confusing. How would I make it so that an image only shows up when I'm in front view, and the other only shows up when I'm in the back view?


texts: Why can I not use the Make Segments command on my Surface NURBS Curves?

texts: I followed the tutorial on the Modeling/Surfaces/Skinning wiki page, and then I created a simple test. I created a Surface NURBS curve, made 3 copies with space between them, selected all, and hit F, but nothing happened. No error or any indication that F is supposed to do anything was displayed. I am new to Blender and am using version 2.70, so not sure what I am doing wrong. Any ideas?


texts: I have a plane and object. Got some settings to a level and stop and now i want to convert that particles so that i have separate objects. When i click the convert button the particles disappear but i can seen in the out-linear where they have gone.


texts: Where do I start on fixing my messy topology?

texts: So I am new to subsurf modeling and I have spent the last week or so working on this model pack. I am pretty happy with where I got so far, and was able to make all my models with quads only (EDIT: I noticed the middle section is a giant n-gon, I fixed that right after posting). The problem I'm having now, is that my topology seems bad. I have read that models should subdivide evenly, and mine does not. Apparently it's also necessary to have square quads. I don't think there is any other way to model this, all my supporting edges are necessary. The bottom picture is my model with 3 levels of subdivision and as you can see, it's not even. Getting decent reflections when subdivided is nearly impossible. I should also mention that the outlets and the plate are separate objects, I just joined them to show my topology. How far off am I from an acceptable topology that  can be distributed and what can I do to fix it?


texts: Where is the Alpha Convert Node in python?

texts: I do not want my alpha premultiplied when saving images. In blender you can use the compositor Alpha Convert Node to convert from Premultiplied to Straight. I can't seem to find this node in the Python API.


texts:
I haven't tried Archipack previously but anyways, after going like this:
and when I click on Windows it shows up this black patch in middle of the viewport:
I tried Wall and it worked well as it added a wall type mesh, but in this case windows aren't showing up, that black patch covers my viewport..


texts: make soft bodies stay inside another soft body

texts:
I have a cube, with a transparent surface, and make it a soft body and drop it.  It's transparent because in it are some red balls.  How do I set it up so that the red balls inside the cube bounce around from the cube's bouncing and stay inside the cube and not travel outside of the cube?

For example, how did they get the red balls to stay inside the cube in this video?

https://youtu.be/qdusMZlBbQ4?t=33


texts: how do I organize the materials? joining two seperated objects after editing

texts:
I used P and from the pull down menu seperated a selection as indicated in the picture. I labeled the new object EAR and added a material I made the object EAR black and added backface culling by individually setting the direction of normals in my transform window while editing the ear object. I am also using a mirror modifier. As this is supposed to be a harbor seal. It only has ear holes no ears on the outside of its head. The back face culling is merely for editiing purposes so that I can set the placement of the ear correctly while I work on making vertices groups and shape keys ect.
    I can select both objects using shift click in the Outliner. However I am having trouble getting the vertices select mode to show up on both objects at the same time. only one of them at a time. I know that I can join the two objects into one by selecting them in the outliner in this way by pressing cntrl J. What I don't know is whether or not, this will allow me to keep my original diffuse color. If so how do I organize both colors? because both objects will then become one in my Outliner right? so can I join the vertices while keeping seperate objects?  I am almost sure this is going to pose a problem simply hitting cntrl J. So I am going to wait for a while to see if anyone is able to answer my question. I have some smoothing to do on my mesh in the meantime, and I can work on other things I suppose.
   Also it may be relevant that I have added vertices and moved them around just a bit after seperating the selection. I hope I am not too confusing, here is my harbor seal so far.


texts: why are the edges of uv unwrap blurred? and how to fix

texts: i used smart uv project and then baked and this is what happened