texts: How to create Dict from Collection Property in Blender python?

texts:
I want to get a dict from a collection property which will be used for exporting a json file.
I completely have no idea how I should do it, so I don't have any code for it.
Thanks for helping me.
I have a propertyGroup-
class Favourites(PropertyGroup):
    label: StringProperty(
        name="Label",
        default="",
    )
    idname: StringProperty(
        name="idname",
        default="",
    )
    icon_value: IntProperty(
        name="Icon value",
        default=0,
    )
    index: IntProperty(
        name='index',
        default=0
    )
    is_preset: BoolProperty(
        name='Is preset',
        default=False
    )
    mode: StringProperty()

And this property group is registered as Type of a CollectionProperty in register def
bpy.types.Scene.favit = CollectionProperty(type=Favourites)

I want the list of data in bpy.context.scene.favit  to be stored in a json.


texts: I am having issues subsurf-ing my object, part of it is deformed

texts:
This is my object:

As you can see, the right side has a weird protrusion, and where the project meets the mirror, it seems to kind of go up rather than remain flat.


texts: 'Limit selection to visible' button missing in Edit Mode

texts:
If you see the image, the icon to enable 'Limit selection to visible' is not there.

Am I missing something?


texts: Under what conditions does "select non-manifold not show up in the select menu?

texts:
I use blender to create designs for 3d printing.   I use select non-manifold a lot to look for problems as I work on a design.   I see that sometimes select non-manifld doesn't show up in the select menu.

I don't know if it's just for the more complicated designs or not, so I'm wondering if anyone knows under what conditions select non-manifold is not available.


texts: animating a transforming elephant's trunk

texts: I have a rather simple 2D model of an elephant. However I want the trunk to behave in very specific way. As it honks, I want the trunk to bend upwards, but then in the second half of the animation kind of transform into a "pipe-structure" as the the very tip evolves into a horn (as seen in the picture I'm attaching). Can this be done by a relative newbie such as myself?


texts: having consulted How can I extrude a dome from a circular face?, I realize I could probably use that method to achieve what I'm looking for (a stool cushion). However I already have a curve with the wanted form and was wondering if there's something like a circular extrusion.


texts: Making a completely transparent object a light source?

texts:
Down below is a rendered image of what I'm modelling (please excuse the fire flies). There is actually a RED spot light shining into the cube, and the refracted light shining into the cube is shined onto a jellyfish. The problem is that the light refracted by the cube and onto the jellyfish is WHITE not RED.

What I want to do is make a transparent material, like the the glass cube in the rendered image, that refracts so much light and color, in this case the red light, from its environment that is basically acts as a light source while still being completely transparent.

How would I go about doing this?

Here are the nodes that I used.


texts: How is a normal stored as a vector value in Blender?

texts: Specifically, when using the geometry node like this and applying a separate XYZ node to it, what does the Normal output node output?? I'm using it to show a texture only where the normals are facing up (snow on a mountain). But I don't understand what is actually going on as I am following a tutorial. Like, is it an XYZ array of angles? Like {X (45 degrees), Y (-15 degrees), Z(20 degrees)}? Thanks in advance!!


texts:
With the inbuilt turn around camera addon. I set my camera and selected a mesh and click on the turnaround button the camera flips. I have focus my camera position front view. So that it rotate the mesh from front and turn around all the way. But click the turnaround button the camera flip to side view. It starting from side view. I want my camera start from front view.

Any solution why its flipping. I cant apply rotation and scale to camera.


texts: Can I copy grease pencil from UV/Image Editor to 3D View?

texts:
Perhaps there is another easy workflow for this. Just trying to get relative measurements for something in the UV/Image Editor by drawing a few lines with the grease pencil. Then I want to copy the strokes to the 3D View and then rotate (2D) and scale them as needed as a guide to designing objects.

I know I can load images into the 3D View background or load images into a plane in the 3D view, trace things with grease pencil, convert grease pencil to geometry, etc... But for my workflow it would be much more convenient to be able to quickly transfer grease pencil strokes (as strokes or geometry) between views.  It would be nice if this was generally available between all views.


texts: the vertices of my mesh change position irregularly

texts:
Everytime I think im done with my mesh I find out that its vertices change position and it gets ruined. How to fix this please.
I


texts: So I'm trying to do a simple simulation where a have an object with a cloth flying over it and during that the object change texture. the problem i'm having is when the texture changes the cloth somewhat explode and fly straight up into the air. Is there anyway to fix this or should I just do a bake on another similar object without texture and then place the texture object after its baked?


texts: Create island mesh grid with drawn vertices?

texts:
I am trying to create some terrain, specifically in the shape of an island.

I drew an outline of the island with a single vert. I want to create a mesh so there can be different levels of height on the terrain.

Vertex Outline Example:

What I tried first was using a plane that was subdivided many times and then intersecting the plane with my filled vertex outline with the Boolean modifier. This worked to some extent, however I ended up with a bunch of ngons around the edges of the outline. Secondly, I read here saying to possibly try the grid fill option, but I believe the geometry isn't setup to work with that as it did nothing.

What is a good way to generate a custom shape mesh in the form of an island so that I can apply and shape terrain on the top surface?

Update In Regards to Mr.Zaks Answer
It's importing into Unity 3D as one mesh, but in pieces. This is because Unity 3D has a 64k vert limit. You can correct this by either lowering the vert count or creating tiles of your mesh into 4 pieces. Hopefully this helps someone else in the future!


texts: I have downloaded and installed Blender 2.78 several times, and noticed that the Dynamic Spacebar Menu missing and instead there is Dynamic Context Menu. Sometimes, in many tutorials Dynamic Spacebar menu is used, but I couldn't download it.


texts:
I am traying to make a mirror modifier popup, and i'ts working for the most part, but is saving the ''previous operations''
When i call it the first time it works as intended, i can choose the axis that it will mirror, but after if i call it again and press any button it will apply all the settings i have choosen previously. Can i reset it everytime or something?.
Also, isn't there any better way to make modifiers popup instead of having to make all of it manually?

class DC_MT_popup_mirror(bpy.types.Operator):
    bl_idname = "popup.dc_mirror"
    bl_label = "Mirror Popup"
    bl_space_type = "VIEW_3D"

    def execute(self, context):
       pass

    def invoke(self, context, event):
        wm = context.window_manager
        return wm.invoke_popup(self, width=100)
        return {'FINISHED'}

    def draw(self, context):
        layout = self.layout
        row = layout.row()

        layout.label(text="Mirror")

        row = layout.row()
        row.operator('3dview.dc_mirror', text= "X").x_axis = True
        row.operator('3dview.dc_mirror', text= "Y").y_axis = True
        row.operator('3dview.dc_mirror', text= "Z").z_axis = True

        return {'FINISHED'}

class DC_OT_mirror_add(bpy.types.Operator):
    bl_idname = '3dview.dc_mirror'
    bl_label = 'Mirror Axis'

    x_axis : bpy.props.BoolProperty(name = "X Axis", default = False)
    y_axis : bpy.props.BoolProperty(name = "Y Axis", default = False)
    z_axis : bpy.props.BoolProperty(name = "Z Axis", default = False)

    #pos_axis :bpy.props.IntProperty(name = "X Axis", default = -1)

    def execute(self, context):
        ob = context.object
        #x = x_axis

        if "dcMirror" not in ob.modifiers:
            ob.modifiers.new(name="dcMirror", type='MIRROR')
            ob.modifiers["dcMirror"].show_on_cage = True
            ob.modifiers["dcMirror"].use_axis[0] = False
            ob.modifiers["dcMirror"].use_clip = True

        if self.x_axis:
            ob.modifiers["dcMirror"].use_axis[0] = self.x_axis
            ob.modifiers["dcMirror"].use_bisect_axis[0] = self.x_axis

        if self.y_axis:
            ob.modifiers["dcMirror"].use_axis[1] = self.y_axis
            ob.modifiers["dcMirror"].use_bisect_axis[1] = self.y_axis
            ob.modifiers["dcMirror"].use_bisect_flip_axis[1] = self.y_axis

        if self.z_axis:
            ob.modifiers["dcMirror"].use_axis[2] = self.z_axis
            ob.modifiers["dcMirror"].use_bisect_axis[2] = self.z_axis

        return {'FINISHED'}

classes = (
    DC_MT_popup_mirror,
    DC_OT_mirror_add,
)
register, unregister = bpy.utils.register_classes_factory(classes)

if __name__ == "__main__":
    register()```


texts: How can I fix the non-stitched seam that is present after applying mirror modifier?

texts:
I've followed the same tutorial I mentioned in the question I asked yesterday and my boat hull looks pretty good.  The process is to make 3D B-Splines increase the resolution and then convert them to Mesh Elements.  Then you make a plane and cut it in half along the "Y" axis.

I followed through the process and see a couple issues that I would like one of you to address.  First, I see that the normals are not correct.  The inside of the hull is not important but the outside needs to show materials.  Also the hull is not stitched together along the keel.  I don't know how to do that on a mesh that has had the Mirror Modifier applied to it.

Anyone care to help?


texts:
Just tried Blender out for the first time. I wanted to animate a fluid but when I bake it nothing happens. I would really appreciate if someone could have a quick view over my File to see what I did wrong.
Here is the File: https://www.dropbox.com/s/zphmslbdgaebrm3/winewassserthick.blend%40?dl=0


texts: how can i make a low poly render on blender internal viewport render

texts:
long story short, how can i make this kind of render in the viewport render (blender internal)

p.s   : i am open to any suggestion, so don't be shy and tell me about it :D
p.s.s : i am not a native speaker so here is a forefront apologies if there is any misconception, or hard to understand part of this question.

Thank you :]


texts: Render separate "back part" and "front part" so I can place something in between in other program?

texts:
Imagine a spinning rings like the animation in this page http://en.wikipedia.org/wiki/Gimbal_lock

If I planned to have my 2D character floating at the center and apply some crazy effects with After Effects, since that program is not a 3D program, I must render the scene as a sequence of images to further process it in After Effects.

To place something in-between I think I should have 2 set of images which is in the front and back of specified Z value. My character will be at that Z so when some part of the ring spin over it will occlude the character correctly. Is there any way to separate rendering into 2 parts like this? (Or any better way?)


texts: BGE Snake Game make objects follow the leader exactly?

texts:
I have a basic BGE snake game, with the parts of the snake being spheres. It works, except I can't get the tail spheres follow the head... I have the original sphere moving and spawning spheres when it collects the red spheres, but I don't know how to make them follow in the exact path which the original sphere took...

Here's a link to the file:

https://drive.google.com/open?id=0B6_5f6jmSaHOWThxMHQ2MkJnWFk


texts: Opened viewport now project has no colour

texts: I opened a viewport and couldn't close it again so I closed my project. I've loaded it up again and my project has no colour. Can anyone help? Am I still in a viewport? How do I close it because it's the whole screen.


texts: While I'm modeling in 2.8 I will be using a tool, like the "extrude region" tool.  Is there a key command to drop the tool and be back to the original selection arrow tool?  If I use "b" for box select, I can change my selection, but I'm still in the "extrude" tool.  How can I drop a tool?


texts: How to create 2 distinct objects from a single object with 2 Vertex Groups? (python)

texts:
I created this example, where I only have 1 object that contains 2 cubes (mesh).
These cubes respectively have a vertex group,1 UV Map and share 4 materials.

Vertex group "Cube1" white and green
Vertex group "Cube2" red and yellow

I was wondering if there was a way to create 2 new objects.
I found this example to iterate at the vertices mesh of a respective group of vertices, but I was wondering if it was possible, to create 2 new objects, iterating also to the materials, since it is necessary to iterate the C.object.data I would have everything I believe available.
Anyone have any suggestions of how to do such a thing?
Keeping in mind that I would like 2 items with 2 materials and its UV map per item as a result.

I add a detail that I had omitted but I took for granted.
Objects must be separated according to the group of vertices


texts: Where is the render display mode setting in 2.8?

texts:
In 2.7x and earlier we have a setting which controls where the rendered image is displayed when F12 was pressed.

The setting can still be set via the python api (bpy.context.scene.render.display_mode), but I can't seem to find it in the gui anywhere. Is it still there? If so, where is it?


texts: Masking out parts of video footage so 3D object can appear

texts:
I have built a residential area in 3D in Blender that appears on some drone footage. The residential area is partially hidden behind some other buildings. I would like to mask out that part.

Below the arrow I would like to add a mask in the red square to hide the 3D block of apartments behind the real building


texts: Struggling to model irregular rounded shape, any recommended tips/tutorials?

texts:
I've tried to search for tutorials on modelling irregular/rounded shapes but they seem to all be for symmetrical shapes.
I've been trying to recreate an object by using a subdivided plane and following the shape of the object by using sizing and movement with proportional editing. I also tried to re-create the object by using a cloth simulator, which obtained the wanted shape but I had the same problem as I am having now.
The object I am trying to re-create:

This method has been a little bit fiddly and I assume there must be a better way to achieve this, if there is any advice that can help with my modelling I would be grateful to hear it.
The problem I am having is bringing in the plane to fit nicely on top of the original object and to have the vertices lined up. When I bring in the plane it crinkles and loses the smoothness of the original object.
It may be possible to continue with this method but I feel I'm on the complete wrong track.
The problem:

Thanks


texts: How do you change the default directory for saving/opening files?

texts:
When saving my projects the default directory sometimes opens to C:\ but I have my blender projects saved in my D:\Blender Projects directory. Is there a way to make this directory the default so that I don't have to manually type it in every time I want to save something?

This would apply when opening files as well. My reference files are saved in a similar location D:\Blender Projects\References but to access them I have to type the D drive in manually because it default opens the C:\ drive every time.


texts:
I rigged and skinned a model with default bone roll.
Then I changed the bone roll to things like 90, -180, etc. (trying to fix something in unity)
However, I then found that bone roll is effecting the T-pose when it is in pose mode.

I don't get it. Shouldn't the roll not effect pose mode since it is the "0" rotation?


texts: Bones losing their weights in random parts. Can't figure out why

texts: so when I put the rig in my character and did automatic weights everything worked accordingly. But since I started messing with my vertice groups and adjusting the weights, it all started messing up. My right side arm completely disconnected from the characters arm and the upper part of the thigh is disconnected to. I've been going back and forth from the mesh to the weight painting and vertice groups and can't figure out why. Any help?


texts:
I was just wondering why these weird lines/gaps/spikes happen to waveform and histogram as soon as a modifier is used? Can something be done against this?
And why is the Histogram in the preview so incredibly tiny and pixelated?


texts: Baked normal map with empty patches where UVs are

texts:
I have been trying to bake a normal map of a keyboard. I have this base low poly mesh, and what I want to do is emulate the buttons of the keyboard with a normal map. But when I bake the high poly mesh into the low poly, my normal map turns out purple in the parts of the image where there are no UVs, and it looks completely empty in the parts where the UVs are located.
(Now, in the never ending research I've been doing today I discovered that maybe a normal map is not the correct way of achieving what i want, so I would like to know if that's the case if possible. However, I think the problem that I have is independent to that, and what I should be getting is a completely purple image. Please correct me if I'm wrong.)
Thank you.


texts: How do I bake a flat texture in Cycles? (2.79)

texts: I've been looking on how to bake a texture from my material colors. I found a question from the past saying that there would be a bake option for "Diffuse Color" but I don't see that in the dropdown menu. Any help is greatly appreciated.


texts: How to copy extrude/bevel data across multiple curve objects?

texts:
I have imported 100 SVG objects (curves), these objects all need to have the exact extrude and bevel amounts.

I am not able to use CNTRL + L to link object data or text data without changing the actual object.

Does anyone know a quicker way to do this to all my objects?

Perhaps a python script (or any other way that is quicker than manually doing this)?


texts: Can't pack blender file for rendering on a render farm

texts:
Still really new to blender, I'm trying to upload a blender project to a render farm as my computer too slow, i am having trouble packing my "images as planes", i click on external data>pack all into .blend. When i try rendering online there are no videos as textures that i have on the planes as shown.

Also tried making all paths relative and absolute. All video files are on my desktop. The video files are 323MB, 516MB and 476MB.

So everything else is rendering fine but not the video screens on the "neon buildings" any help is appreciated.

The result of the render with missing video files as textures for the planes.


texts:
I'm trying to use the ANT Landscape, and the item does not show in the Mesh object list. I went to the user preferences and saw this:

I unchecked the box and tried to check it again, and got this:

I also uninstalled Blender and reinstalled it. Same problem.

I'm using a 64-bit PC, Windows 7, 8Gb RAM.
Blender version: 2.79

Help?

Regards,
2Hawks


texts: Procedural textures not showing in Material view

texts:
I have a very simple node setup as shown below in cycles.
Rendering is not a problem but I would like to preview the material in Material View.
Does anyone know if this is possible, or not?


texts: How to remove unintentional distortion from geometry?

texts:
Maybe this question already has an answer, but I'm uncertain of how to ask this question in a good way, so here we go.
My geometry seen below is rendered quite funny with a distortion that seems to be added across the geometry that can't be removed by replacing old vertices with new ones. There are no vertices duplicates in the mesh and I have reset the normals (funny thing the distortion moves around whenever I reset normals).
Is there any way to remove this distortion that I have missed? I am using Blender 2.83.


texts: I am unable to extrude this plane along z-axis.Why?

texts: I saw in youtube video a guy extruded a plane along the z-axis but I couldnt do it.


texts: Cannot execute boolean operation with imported SVG

texts:
I imported some SVG objects, extracted them and converted them to a mesh. When I tried to perform a boolean difference operation between them, I saw the error message "Cannot execute boolean operation". When I looked in the console, I saw these errors:

uncontained hole loop does not share vertices with any face loop!
CSG failed, exception /build/buildd/blender-2.72.b+dfsg0/extern/carve/lib/triangulator.cpp:898  "didn't manage to link up hole!"
CSG failed, exception /build/buildd/blender-2.72.b+dfsg0/extern/carve/lib/triangulator.cpp:898  "didn't manage to link up hole!"
CSG failed, exception /build/buildd/blender-2.72.b+dfsg0/extern/carve/include/carve/csg_triangulator.hpp:330  unpaired.find((*i).first.first) == unpaired.end()

Here is a link to the file that I'm trying to use. I'm trying to subtract the 'QR' object from the 'BG' object. Is there something wrong with the meshes resulting from the import/extract step? What's going on here?


texts:
I'm trying to model and animate the tying of a bow-tie.

I'm using an armature to deform a mesh for the bow-tie. My biggest trouble is controlling the armature carefully enough to get a good result, especially the knot itself.

This is a part of the animation:

I thought I might use some simple meshes as guides to which I could snap individual bones. But it looks like bone snapping in Pose mode adds inherited rotation. For example, trying to snap a bone to an edge doesn't put it on the edge (since the bone inherits rotation from its parent):

If I disinherit the parent rotation, I can snap right to the edge, but then re-inheriting the bone moves it away again.

Is there a better way to do any of this?


texts: Material doesnt show up in rendered view

texts:
The material of certain objects in the scene doesnt show up. Also the scene is tainted dark, is this related to the sky texture as background? How do I correct this?

Material view: Mountain and beach texture is there.

Rendered view: Mountain and beach texture is not there. River tho.

Node Setup for the material of both mountain and beach.

World background set as sky texture.


texts: How to display armatures in front of the object?

texts:
In every tutorial I found the armature renders in front of the object regardless of its depth or mode. In both Edit Mode and Object Mode the armatures are solid grey and always visible.

But my armatures sinks into the object just like any regular object. This makes it impossible to adjust unless I turn on the wireframe mode, which is still difficult due to armatures and model's mesh having the same color until selected. How to make the armatures renders in front of everything?


texts: strange black lines on object when rendered

texts:
ive encountered a similar problem to a lot of other people i saw in forums but none of them were the same as mine.

the object was made using a cube with a path and array modifier to create the curved shape. the problem persists whether or not the modifiers have been applied. there are no materials and even when i do add a material the lines are still present. the lines don't seem to change shape or position when the camera is moved around. i have tried removing doubles and recalculating normals but it hasn't helped.

any help much appreciated


texts: Emit particles as vertices and then creating a convex hull out of this

texts: I would need to convert the particles which I emit to vertices. Then I can select all vertices and create a new object with a convex hull. This would be really interesting but I can't find a way to convert the created particles to vertices. Any idea?


texts: How can I convert multiple faces of an object to light?

texts:
I have create this spiral LED lamp.

The cylindrical part of spiral has six faces.

Four of them (back) are the non-transparent part and the rest two (front) supposed to be the plastic cap of the LED strip.

At those front faces I have add a material with an emission surface so to look like lit LED strip.

What I want to do is to make all those front faces to shed light to my scene. But not just to look glowed like first image. Is that possible?


texts: Import Toon Shaded Character to an outside program?

texts: I made a character and added toon shading but I can't see it. After some research it seems that toon shading is only visible if you render the image with a camera in the blender scene. I want to import the cel shaded model to Unity so I have to need for a camera or light source since I will have to use Unity's. Is it possible to export a "cel shaded" character?


texts: How to prevent my lamp shining through materials

texts: I have 2 Walls and a lamp in between them. The walls stays close to the floor, there is nothing between but the light is shinning through which is completely nonsense. How to prevent this behavior?


texts: How do I save my output blender render file as a mp4? (Blender 2.80 Beta)

texts:
So I was rendering on Blender 2.80 beta, and I don't know how to save the render files from an a animation.

I setup my input and output areas and still no output file from the animation render.

I'm also using EEVEE


texts: Mouse wheel view rotation not working in 2.73

texts: I am using the Logitech G502 Gaming Mouse, when I try to rotate the view with the scroll wheel, Blender doesn't respond.  I recently updated to 2.73, but the mouse worked fine with 2.69.


texts: Setting normals using Python API causes normals to reset

texts:
I have an extremely peculiar issue.

Basically, as a test, I tried to set my mesh's custom normals to themselves. Nothing special. Should result in an identical mesh.

However -

This is what my mesh looks like before I set the normals through the API:

And this is what it looks after I set the normals to themselves:

And the code:

import bpy

context = bpy.context
ob = context.object
me = ob.data

normals = []
for v in me.vertices:
    normals.append(v.normal)

me.normals_split_custom_set_from_vertices(normals)

For some reason, this simple code actually resets the normals of the mesh. (I checked, these "new" normals depicted in the second image are actually identical to the default generated normals)

I think this is because v.normal doesn't return the actual custom normal but the generated normal of the mesh, but only on this mesh in specific. Why?

If it matters, the custom normals were made using the built-in Copy Vectors and Paste Vectors tools. I can't tell if I'm doing something horribly wrong or if those built-in tools just break my mesh for whatever reason.

Help would be incredibly appreciated.

You can download the file here, just select "Typhlosion" object then execute the "set_normals" script in the Scripting tab to see the effect.


texts: How to duplicate Weights to different Bones WITHOUT painting?

texts:
Foreword: I picked up Blender like a week ago, tops, specifically for this model.

Summary: I want to take pre-existing weights from one half of a model, and mirror them to their counterparts on the other side of the model. Not painting new weights, which is the only thing I could find info on.

I'm working on fixing a model for XNALara because it's the only one of its kind and its rigging is 20 flavors of messed up on the right half. However, no amount of googling or experimenting with any and every "mirror" or "symmetry" related option I can find has helped me replicate the "mirror painting with .L and .R bones" effect with existing weights.

This was something that was incredibly easy to do in 3ds Max when I had access to that in college, so the fact that I can't find any instruction on doing it in Blender baffles me slightly. What am I missing?


texts: How to make object A a parent(keep_transform) of object B via Blender's Python API?

texts:
parent keep transform??

  objects = bpy.data.objects

  a = objects['Cube']

  b = objects['Cube.001']

  b.parent.keep_transform = a

CODE:

import bpy # sin esta libreria no funcionan los comandos en blender
techos = bpy.context.selected_objects

for i in techos:
    #bpy.ops.object.empty_add(type='PLAIN_AXES',radius=100,location = i.location) = o

    empty = bpy.data.objects.new( "empty", None )#crea un empty y lo guarda en una variable
    bpy.context.scene.collection.objects.link(empty)#agrega el empty a la escena
    empty.empty_display_size = 3 #da un tamaño al empty
    empty.empty_display_type = 'PLAIN_AXES'#determina la forma del empty
    empty.location = i.location #la locacion del empty es la misma que la del objeto seleccionado

    i.parent = empty#el objeto seleccionado es hijo del empty
    i.matrix_parent_inverse = empty.matrix_world.inverted()

    #i.parent_set(i,keep_transform = True)
    #i.parent_set()
    print(empty)

I found a solution, putting the object "I" on both sides, however I can't understand it well


texts:
I wonder what would be the best way of animating multiple 2 dimensional lines in blender.

Lets say I have lots of line, that are parallel and have some sort of rule, kind of like a PCB board with hundreds of circuits.

The starting frame would be when nothing is visible and during the animation the lines would slowly build up from nothing all the way to the end forming the finished lines.

I have a couple of ideas that might work, but all include heavy hand animation, like:

grease pencil animation, drawing them one by one, converting to curve, then build up modifier
some dynamic paint hack

There maybe other more efficient methods that I don't know of and if so, please let me know.


texts: Is there anything like Meshmixer's “Attract Tool” in Blender?

texts:
In Meshmixer there is a tool called "Attract" where you designate a target mesh and an object mesh. With that tool, the object gets attracted to the target. This is a way to snap one mesh (very irregular and deformed) to another irregular and deformed mesh. Is there anything like this in Blender?

I need to clarify this even further: suppose you have a real object with a hole and want to create a piece, using 3D printing, to fill the hole and fix the object. For example: a plastic bottle with a hole in the lateral surface. Then you scan it to get a mesh into an .stl file. The "hole" in the mesh can be very irregular and the border edges are rounded, so the mesh does not behave as fine as in the built in meshes of Blender. So, I think in designing a piece that have "more or less" the form and shape of the hole and try to accommodate (deform) it to the form and shape of the hole in order to fit "exactly". The problem is that here you work with a mesh comming from an .stl file and the object can be very iregular, so is its hole also. I believe that this can be done in Blender, but... how? How do you create a mesh that fits the missing piece?

Here's a video of the tool in action: https://www.youtube.com/watch?v=oxTBTMJvUxw


texts: Is there a way to add a shadow/drop shadow to one object in a scene?

texts: I wanted to add some sort of drop shadow to the letter G (which is an object) in Eevee but I'm not sure how to.


texts: Shader node link connector invisible blender 2.82

texts: I downloaded Blender 2.82 its good, but my problem is that the shader node link is invisible while dragging to connect another node. Any solution?


texts:
My properties tab on the right is only showing the World tab and nothing else.

I'm new and don't know how to solve this.


texts: Creating a half tone like pattern with cylinders using Geometry Nodes

texts:
I want to create a pattern consisting of different cylinders.
I definitely could create them row by row, but I am also planing to animate them - getting bigger and smaller and so on.
In the next step they should also react (collision).
Is it possible with Geonodes?
I tried but I had to make them real. (using 2.93 or will it be added in future maybe?)
I watched like "every" tutorial to get a clue how I could achieve it. found some but not on 2.93 or 2.92 and their nodes look way different, and every time I try some things it freezes Blender.
My workstation should be good enough, I think I just use them wrong.
I just duplicated these to get more rows, I need way more.


texts: Can I show frames in dope sheet for rig bones not selected?

texts: I'm trying to animate a set of four bones that form a tail.  I'd like to set their keyframes so that they all align - however, I'm finding this difficult since I cannot see the frames I've set for bones once I click a different bone.  So if I set keyframes for bone #1 and then switch to bone #2, there is no indication for the locations of the frames I already set for bone #1.  Is there a way to show them?


texts:
Hat and other objects are joined to the main body.
After adding armature deform with automatic weights my model gets broken.
Head runs away from hat and some parts of model are left behind when I move him in pose mode.

Character in edit mode:

Character in object/pose mode:

Moving main bone in pose mode:

Bones:

Is there a way to fix it or should I start from stratch?
I have tons of animating to do but I am stuck trying to fix this armature problem.


texts:
There is a similar question made two years ago but seems like the solution I am looking for wasn't found, so will ask again.
I need to render each frame with different resolution, and aspect ratio.
If I render with a python script, all works great, loop sets resolution, executes render, and goes to the next frame.  This is not an optimal solution as I have tons of frames to render, and I would like to render it on the farm.
I tried to work with blender handlers they work on playback, if I press render, then the resolution is changing, but rendered images all have one resolution. it looks like when the render job is started it sets resolution and ignores changes given to resolution on each frame.
Is there a way for the render job to check for resolution every time it goes to the next frame?
import bpy
import sys
import json

sys.path.append('.')

resolution_path = bpy.path.abspath("//blender_input/data.json")

scene = bpy.context.scene
render = scene.render
output_path = render.filepath
output_nodes = bpy.data.scenes['Scene'].node_tree

resolutions = []

def set_frame_range():
    scene.frame_start = 1
    scene.frame_end = len(resolutions)

def get_data_from_json():
    with open(resolution_path, "r") as json_file:
        data = json.load(json_file)
        for res in data['resolutions']:
            resolutions.append(res)

get_data_from_json()
set_frame_range()

def set_output_resolutions(self):
    width = int(resolutions[scene.frame_current - 1][0])
    height = int(resolutions[scene.frame_current - 1][1])
    render.resolution_x = width
    render.resolution_y = height

    if width > height:
        render.pixel_aspect_x = 1
        render.pixel_aspect_y = width / height
    elif width <= height:
        render.pixel_aspect_x = height / width
        render.pixel_aspect_y = 1
    print(scene.frame_current)

bpy.app.handlers.frame_change_pre.append(set_output_resolutions)
bpy.app.handlers.render_pre.append(set_output_resolutions)

if I run the following loop, then it works, but as mentioned above, this won't work on the renderfarm:
while frame_current <= scene.frame_end:
    width = int(resolutions[frame_current-1][0])
    height = int(resolutions[frame_current-1][1])

    scene.frame_set(frame_current)

    render.resolution_x = width
    render.resolution_y = height

    if width > height:
        render.pixel_aspect_x = 1
        render.pixel_aspect_y = width / height
    elif width <= height:
        render.pixel_aspect_x = height / width
        render.pixel_aspect_y = 1

    render.filepath = output_path + "." + str(frame_current)
    print("rendering frame: " + str(frame_current))

    bpy.ops.render.render(write_still=False)

    frame_current = frame_current + 1
render.filepath = output_path

many thanks!!


texts: Can't get displacement to work Properly in 2.91

texts:
I want the displacement to displace outwards using the normals.
That is not what is happening, see picture:

You can see the bounding box, and you can see that the displacement is happening along one axis, pushing the whole thing up and to the side. It's like what used to happen when they first moved over to using the vector displacement node and people still tried to use just the multiply node.
I can achieve the result I want if I use the displacement modifier, but then I can't use adaptive subdivision (or can't figure out how to), so I have to subdivide the shit out of my object to get anything like the detail I want.
this is the setting I have in the subdivision modifier


texts: Add ons not installing/showing up in Blender 2.91.2

texts:
I'm using Blender 2.91.2 and I've been trying to install this add on that I bought. I tried to install it in User Preferences, but nothing ever shows up/reacts when I do. I've tried installing just the .py file and copying the unzipped folder into scripts/addons, but still nothing shows up. I've also tried enabling Developer Extras. I've tried this with several other add ons and none work.
I'm trying to make an animation move to sound, and there doesn't seem to be a default add on that does that. If I can't get this add on to work, are there other methods of making sound sync to animation?


texts: Detect walls and prevent player from jumping on them

texts:
My main goal is to have the best jumping experience - (Keep jumping up and down when spacebar is held down, longer jumps when spacebar is held longer), where there is no wall jumps.

Currently, minus a few features I kinda wanted to have, you can only jump (With the Force Motion) only when the spacebar is pressed, in a collision with an object (Walls too). This creates the ability to wall jump, which I do not want. Removing the Collision sensor makes things worse, where you can keep jumping in the air to space.

My question is, how do I use the collision sensor (if it's a good way), and to detect/prevent the player from jumping up walls?


texts: How to make a rotating propeller and a helicopter body as one object? Is it possible to use shape keys to combine the two into one helicopter?

texts: How to use python to combine a rotating propeller and a helicopter body into one object? I want to use the combined helicopter as a particle instance.


texts: Can i open the linked object to another blender session from current scene?

texts:
I imported (link) another .blend files into my scene. To view those link paths, in outliner , i change the display mode to 'blender file'. There's a path list there, but :

how do i know which one is which? If i select any object (the linked object), there's no indication in the outliner to show which blend path it is.

How can i select the linked object and open it in other blender session ? so i can modify/edit the master file. I don't want to append. I want to edit the source without manually find it in explorer.

Thanks


texts: I can't figure out how to make physics run in viewport in AV-Sync. Any object that I add physics to in No-Sync is fine and they work, even if I switch to AV-Sync. But, if I switch to AV-Sync and then add a new object with physics they don't work. A simple cube with rigid body physics doesn't drop as it's supposed to. Instead it just hovers and slightly moves up and down.


texts: Use texture + color ramp to set density vertex group for particle system

texts:
I created a landscape of diffuse shaders, e.g. for meadow and rock and combine them with a Noise Texture + ColorRamp as factor of a Mix Shader:

Now I want to apply objects, e.g. trees to the area where the meadow is. Therefore, I would create a hair particle system with a density vertex group. This vertex group can be created by weight painting, but the information about the density is already there, in the output of ColorRamp in the material setup.

How can I use this directly to control the particle system without weight painting manually? Or in other words: How to convert the ColorRamp to a Vertex Group?


texts: How to apply a repeating texture to a model so that there is no stretching and lines up?

texts:
This is the pattern I'm thing to use

I got close by using project from view but as expected the top and sides are stretched, what is the best way to apply this image?


texts:
When I hit F12 to render an image and zoom in it is quickly pixelated.
How can I render a higher res display? I have looked through the settings and couldn't find a solution.


texts: Can I influence the direction in which fire and smoke dissolve?

texts:
I know how to control fire/smoke particles but flames and smoke always appear to be drifting upwards (i.e. positive global Z-axis) regardless.

I'm actually trying to create a sun-like fireball, i.e. I want the flames to emit outwards in all directions from a sphere. My particles are already doing this but the flames emitted from those particles are still drifting upwards only.

Is this possible at all with the latest release of Blender (2.69 at the time of this writing)?


texts: what is the easiest way to paint train railway?

texts:
I've build this railway:

I want to paint it this way:

to paint the wood which cut the railway brown.
and the rest of railway with gray color.

How could I do that?
If I add a material it will paint all the railway the same color.


texts: Rock PBR Texture Creation within Blender (Procedural) for export in game engines

texts:
I've seen in Blender Docs that there are some of the procedural textures in Blender like Voroni/Clouds/Noise etc.

I've seen Substance Designer which is a good alternative to create textures for game assets/rendering. I wanted to ask if it's also possible to recreate Materials/Textures in Blender like Substance Designer?

I want to create a rock material like here -

with heavy Bump Detailing like here -

Substance Designer just mixes textures/noises/patterns to generate materials, which I think is also possible in Blender.

There are many tutorials to create a procedural rock over the internet, even one by Andrew Price, but they are of no use here, because I want to create a rock surface (not entire rock using Blender)

From Rock Surface, I mean to create Displacement, Albedo and Normal Map which is fully procedural to create a rock which looks like the 1st image above

The first image of the Rock is what I want to recreate using Displacement, Albedo, and Normal Map

Other tutorials/blogs/ Videos are not helping me because they are not the type of rock which I want to create. Also, they show how to make a rock using Displacement Map. I want the recreation of Displacement/Normal/Albedo map, both three, not only just creation of Rock!

What do I want to create? not a rock, but a rock material, because rock material can be used to create more and more shapes and sizes of rock with different Maps

What type of rock I want to create?
this type -

not this -

Can anyone show me a way to do this and please share the .blend file with the community?

Thanks :)

Ps - if you need any additional info or have any doubts regarding questions, just comment, I'll edit and provide additional info.

There are a lot of time lapse videos by designer which you can also use as reference while answering the question.


texts: How to straighten and rearrange UV Islands? (hair cards)

texts:
This is picture is so you can see what I mean. Reds are the same, and greens are the same and I want reds to be an island and green to be a separate island.

In the tutorial linked below, you can see that after he finished the hair in ZBrush and he created the UV layout, he then imports it in Maya and creates islands out of the similar hair cards (Step 8 and 9).

How can this be done in Blender?

https://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/


texts:
Is there a way to rotate an object a specific number of degrees if you are in edit mode? When I am in edit mode, I can't find a tool to rotate.
Is there maybe a feature I have to turn on? I just started working with Blender.


texts: Mesh looks wrong after import to Unreal Engine 4

texts:
I have imported a mesh into Unreal Engine 4 but for some reason the character's eyes aren't visible. Sometimes one shows from an angle.
They aren't separate objects or anything so I don't understand what the problem is.
He doesn't seem to be smooth shaded any more either. Maybe it's connected?
Also, he has lost his specular colouring and just has basic material.

EDIT:
Still no luck. I recalculated the normals but doing that did strange things to parts of the mesh. I then checked the normals with the blue lines and they all seemed to be facing outwards anyway.
I realised I hadn't done a UV unwrap. So tried that and then exported again.
Doesn't seem to have changed anything.
I noticed that the eyes are there but only one has the correct colour, and that they disappear when I apply an animation to the character.
Does this shed any light?


texts: Spinning gears, need object to spin about 3.5x faster

texts:
Pretty new to Blender and have been struggling with even getting this to work, but now it does. A big gear is parent to a smaller gear and, via drivers, I have them both spinning the same direction and at same speed.  Thing is, I want the small one to spin about 3.5x faster than the big one.  Of course, this is just part of my project, but one step at a time.

I followed the YT below as to how I got to this point. Start @ 2:44. I had to slow it down big time and pause it, rewind, etc.  Days later, I'm to the point where I am trying to vary the smaller gear's rotation speed.

https://www.youtube.com/watch?v=M2P1JR2ko6I

My big gear is 50t and smaller one 14, and I have a chain to connect them. My objective is to have it all in sync. In case it matters, its supposed to be a motorcycle chain and sprockets.

Thanks.

Here is one of my feeble attempts at getting the big gear to drive the little one. Rotate the axis in center...they both turn.

Dang it!  I can't post a link with what I hoped the finished product would be like...but its like Paul's response..just my gears and a motorcycle chain.


texts: How can I stop the 'bloom' effect shifting direction in eevee?

texts:
I have a short space scene that I've included some camera shake on. Everything looks great, but the bloom effect I have on the sun shifts direction with the camera movement!
Have attached a short gif that demonstrates the problem, first at normal speed, then frame by frame.
Any ideas on how I might reduce or get rid of this?
Thank you in advance!


texts: Getting the Dyntopo Vertex Data Detected even after removing all UV maps

texts:
I am familiar with why this warning bugs you and disables Dyntopo, but I have gone through every object in the scene and removed all UV maps and it is still complaining. Are there any other properties or modifiers that trigger the warning?
thanks


texts:
I am doing a simple texture paint. The problem is that, in the texture paint image, there are parts where it is completely white. This makes it pretty much impossible to see the brush outline unless I bring it out of the border. (I mean that little circle that shows how big your brush is). Is there a way to change its color so it is more visible?
Here is a gif for better understanding:


texts: Is it possible to apply modifiers to multiple objects at once?

texts:
You can copy modifiers from one object to other objects with CtrlL> Make links > Modifiers, or the Copy attributes addon.

However, is it possible to apply modifiers to many objects at once?


texts:
The corners that would usually allow me to drag and create new areas from (along with joining or swapping them) isn't working. No marker shows up when I hover over the corners, and I only get the resizing options.
I checked to see if the controls/keybinds were messed up, but nope..  it's still "ActionZone Area" ..
Any fix to this?


texts: How would I go about making the cloth wrap around a weapon handle like this? Cloth sim or something else?

texts: Hi I was wondering how I could achieve this cloth effect for a game asset I'm making. Would it be smarter to model it or use cloth simulation or should I use curves?


texts:
I'm currently working with xsens motion capture remap on a rig from character creator 3.
Feet of motion capture being FK and sliding on the ground I'll like to transfer mocap on IK.
Quite new in blender, and being not a rigger, I've seen some post about taht with no real answer.
I looked this tutorial (and more but this one look closer from the answer than others) but it seem to works only if the rig already have FK/IK from start.
-> https://www.youtube.com/watch?v=6vdHwHSMeRQ
No solution looking clear and trully functional till now.
Does anyone have a clue, or a working pipeline to do that ?


texts: Hotkey (or other quick way) to insert a keyframe for only one component of a vector-valued property?

texts:
I want to keyframe only the x-value of the rotation while the y and z are being animated independently. (If you want to know why, I'm making the camera continuously revolve about the z-axis at the center of the scene and using the x rotation to change the polar angle at one part.)

I can achieve the effect using the dope sheet to delete the y and z keyframes after I use the I hotkey to create a keyframe for all three values, which is honestly not so bad, but it seems like there should be a Ctrl + I or some other way to have more fine control of keyframes without having to open the dope sheet.


texts: How do I keyframe transform and rotation values whilst moving and object on a path using 'Follow path' contraint

texts:
thank you in advance
I've been banging my head for the last week trying to solve this issue. I need to export my files in a specific way and require my NLA animations made a specific way as im using my gltf file within a web framework.
I am aware that we can create keyframes and move cameras on paths and capture keyframe values of the offset, but how do I record keyframes for transform and rotation properties? when I keyframe said properties, no values are recorded as these do not change whilst the object is constrained to the path.
I have tried everything I know of and cant manage to solve this problem.


texts: Add Manual and Python Reference Links for Custom Operators

texts:
I would like to use Blender's interactive help functionality for my custom operators, i.e. RMB an operator's button and choosing Online Manual or Online Python Reference to link to my own manual and code documentation.

So, is there a way to set custom links for a custom operator's help options?


texts: Baked Texture is Darker and uglier than the render

texts:
I'm new in blender and searching for the answer of my problem anywhere but I got nothing
heres my problem, when im bake the object, the result seem ugly, darker, and dissapointing. dosnt even close with my render, here the screenshot

and here when i put the image texture and see it in the material viewport (it should look same with the render view)

and here when I put the baked texture wall in unity

what did I do wrong guys?? ty for your respond
(sry english is not my first language).


texts: Camera in Blender 2.8 only rendering the background

texts:
I am currently modelling a kitchen bench and sink, and I went to make a test render, but it just showed up as the background color. no matter how I aligned the camera the render stayed the same.

I am currently in rendered view.

Any help would be appriciated, and if you need me to clarify anything I would be glad to.


texts: How to apply a uv map texture to a mesh when looking from the side, rather than for the whole mesh

texts: I want to apply a UV - texture just to the side of a mesh, without it covering the whole model. When using the Image texture nodes, the texture distorts on the actual model. Example of the texture:


texts: Vertex group selecting face OUTSIDE the group!

texts:
I've just started learning Blender 2.8 but I'm having trouble with what seems like a glitch.

I have a shoe mesh which I have used knife on to create three stripes so that I can assign materials. I have created a vertex group for all the faces of each stripe.

When I select each individual stripe, the selection is fine, and I can select stripes 1 and 2 together. But when I select stripes 2 and 3, an extra face between the stripes is also selected.

I've tried breaking up this face, deleting it and re-making it, breaking up the adjacent face in the stripe, all kinds of things, but I cannot stop this behaviour from happening! As I'm so new to the software I keep thinking it's something I've done wrong, or neglected.

But I've removed the vertex groups and re-made them (several times) but the same behaviour occurs.


texts: Mirror an object so that key framing is possible?

texts:
I would like two sphere objects, one mirrored from the other in the Y axis, such that when I keyframe the movement of the "master" object (in object mode, for animation) the mirrored one behaves as a mirror of it.

Must be a simple thing I'm missing? At present it seems possible to only mirror inside edit mode, within the object. Then when I keyframe the object it moves both accordingly, but not mirroring the "subject".


texts:
I'm new to blender and have only spent about two hours on it.

I drew an animation and it went out just fine in preview, however after I rendered it, all shadows are gone (shadows below the object & shadow of the object) which made my animation of the block flat
I only set the background plane orange but the whole output seems to be filled with some orange atmosphere

What am I doing wrong?

Blender 2.8 on MacOS


texts: Weirdly shaded faces after triangulating

texts: I triangulated the faces from this particular part of my mesh using Ctrl+T and everything turned out ok, except these faces which ended up with weird shading.


texts: I am kind of new to Blender Cycles and I don't know how to make hair with the particle system thinner. I am looking it up everywhere and cannot find an answer.


texts: It is there any way to export the foam data generated from ocean modifier to use it in other render engine, like LuxRender? The manual says that the foam data is stored as vertex color data, but there isn't a way to access the vertexColor data. I know that can be accessed from Cycles from attribute's node. LuxRender supports vertex color and I tried to bake the texture to vertexColor and an image but only get a plain black texture.


texts: Is there a better way to extend a Bezier Curve?

texts:
It seems very tedious and therefore slow to extend Bezier curves while creating them in Blender. The docs say to select two control points and W > Subdivide. This makes extending the curve unreasonably difficult, since after adding an additional control point (which is where you need the new point to be) you must then manually move both the end point and the new point into their desired positions, adjusting their handles, etc.

When extending the curve, even moving the current end point to where you want the next point to be (prior to subdividing) is odd and difficult, requiring many adjustments after subdividing to get the new point. Is there a better way?


texts: How can I make road follow the curve smoother as seen in question "Why doesn't road follow the curve?"


texts: No Solution Is Working. Bone Heat Weighting Failure. I've Tried Everything

texts: I have a crab that I'm trying to connect to an armature and nothing is working. I have no non-manifold, no corner doubles, I tried separating and rejoining and I also tried re-scaling my mesh.


texts: Been racking my brain and google trying to figure out how to delete the vertices highlighted without putting a hole in it or messing up the mesh. Any ideas? Thanks


texts: Cycles diffuse bake always has seams/light bleed between intersecting/close geometry regardless of texture resolution

texts:
I really hope to get some help because I'm at my wits end trying to get Cycles bake to work with me here. For context, our team is using a mobile game engine to run a 3D explore-able world. The world is mostly geometric/architectural so nothing crazy. Unfortunately when baking diffuse for lightmaps (in secondary UV using SimpleBake with Denoising) there's always, ALWAYS distracting seams between close geometry
(including instances of light bleed):(and many more similar examples)
As much as I wish this were a simple UV bleed problem, there's ample padding between islands and the baking margin is pretty generous (but not enough to bleed into neighboring islands of course). regardles of how I generate the UVs (done this 10s of times at this point) the seams are always in places where geometry get close or intersect. I use Smart UV project as the unwrapping method then use PackMasterPro V2 to pack them as efficiently as possible.
Some troubleshooting:

Increasing lightmap size (to 4k): Nope.
spreading across 2 lightmaps, doubling lightmap resolution (2 4k
maps): Nope.
Optimizing UVs to use as much texture space as possible: Nope
Removing all unseen geometry and making sure all surfaces minimize intersection: Nope.
Supersampling the bake resolution then downsizing resulting maps: Nope.
Triangulate meshes so tris are consistent: Nope.
Disabled all displacement modifiers and materials: Nope.

My last reprise at this point is to re-do the mesh so it's watertight and there's no possible place pieces of free geometry can get close or intersect anywhere. This feels like an excessive solution for such a seemingly simple problem. We haven't had a problem close to this when using Unity to bake lighting... am I missing something?


texts: How to popup simple message box in 2.8 or 2.9?

texts:
I just want to pop a 'hellow world' in a simple message box. Is there a builtin function to use now?
From an old post (How to popup simple message box from python console?), i have to create lines of coding to make a custom popup window class.
For example in nuke. i simply type :
nuke.message("test")
nuke.ask('test')


texts: Creating Divided Highway using Nurbs Curves?

texts:
I am wondering if there is a way for me to create 3D divided highways in Blender using Nurbs curves?

Here is a sample image of a divided highway, as shown in the interchange:


texts: Cut mesh into two objects along selected edge

texts:
I want to cut the mesh along the blue line,I've tried different ways, with no luck

If I select the 4 edges then press P, then I get a Square shape rather than a mesh, I saw tutorial says edge split in Edge Menu can do the job, but I'm using blender 2.9 there is no such item in the Edge Menu, I dont want to use a plane cut either cause the mesh I'm cutting is a rare case that the edges forms a plane, I want a more universal way of doing this in case of the edges does not falls into a plane.


texts: Wind gets weaker at the end of the animation?

texts:
all!
I was working on trying to add wind to a wheat grass scene. However, no matter the force field, whether it be harmonic or turbulence, the wheat's bobbing movement always seems to be strong at the beginning and then weaken at the end which I do not want. The strong beginning is probably because it is just gravity doing the work on the wheat's cloth physics. If anyone has any suggestions, please let me know.


texts: How to resize an ellipse into a circle (or a rectangle into a square)?

texts:
I created a volume by intersecting a cylinder and a cube which were not perpendicular. I obtained a tube with an elliptic section. I want it now to be a true cylinder.

The longitudinal axis is global Y, and the section lives in the XZ plan.

(Initial situation: X=2*1.05=2.1, Z=1.875*1=1.875)

I was expecting it could be done by setting dimension X and scale X equal to dimension Z and scale Z. I first changed the scale Z value to 2, this changed the dimensions Z value:

(After equalizing scales: X=2*1.05=2.1, Z=2*1.067=2.134)

Then I tried then to to set dimensions Z value to the one for X, but actually it also changed the scale Z value:

(After equalizing dimensions: X=2*1.05=2.1, Z=1.969*1.05=2.067)

I've 3 questions that are linked and actually boil down to: How object size is managed?

How Blender did choose the new value of the scale on Z?
Is it possible to lock the scale while setting the dimension (I was expecting this was done using the padlock, no luck)?
What is the proper method to get the result I want?

I would appreciate the answer to the last question, and if possible to the two other.


texts: I work at a relatively high application scaling, due to which I cannot see the current vertex/face/tri counts in the application header. At the same time I find myself never quite needing the Layout or Scene selectors. Is there a way to remove these, so I can have what I need and lose what I do not?


texts:
In 2.9x, on Linux, I have no keymap for selecting brushes in Weight-Paint.. a while back, it was the keyboard numbers, I thought. But not now. Is this a shared experience, or have I overridden it somehow?
Is there a way to revive the shortcuts in preferences? I don't know how I'd find the operator name, if there is one. Alternatively, a keymap for flipping between 'Add' and 'Subtract' Blend modes would help.


texts: Why won't Rigify deform my High Poly Mesh?

texts:
probably sounds like a silly question that has already been answered 1000 times, but I've read through previous forums and none have been able to answer my question.

I recently downloaded a free high poly 3d mesh of an astronaut from a royalty free 3d model site. The file was already saved as a .blend file and I'm intending to use it in a film I am currently working on, rigging isn't my strong point and I followed several simple tutorials using blender rigify and blendrig, however every time I go to connect the mesh to the bones using automatic weights, nothing happens when I go to pose mode, the model remains stiff and does not move. I've tried several different rig setups.

I've joined the seperate meshes together and tried with and without the vertice groups, but no matter what I do the mesh won't deform in the slightest, I was wondering if this is a bug with rigify in Blender 2.79 or because the mesh is so high poly? ANy help is much appreciated. I've included a link to the original file as well as the file I have with a metarig set up.

Thanks again, regards Nathan.

https://www.dropbox.com/s/ufss6yyqu4b2usf/ASTRONAUT.rar?dl=0

https://drive.google.com/open?id=15oooEuGrDG6xpSfs68FY8ibhwt9CxBxZ


texts: How to make a simple plane slightly transparent?

texts:
I've got the following Octant Cube and would like to make the planes slightly transparent so that I can see what's behind them.

I've gone to Plane > Plane > Color Blue > material section of the Navigation Bar. There, as you can see in the previous image, there's a Surface: Background with a specific color.

Tried in a brute force way changing the Surface to different values other than background and shifting its properties to see if in at least one could get that slight transparency but no success yet.

How to make a simple plane slightly transparent to see the other planes behind?

As per Frederik Steinmetz's suggestion, I've created a new material called Transparent and assigned but can't see any difference.

As per Emir's feedback, I've gone to View > Area > Select Vertical Split. On the new new Viewport, went to Editor Type and selected Shader editor. Inside the Shader Editor Press Shift + A then S and Type "Transparent BSDF". Shift + A Then S again and now type Mix Shader. ConnectED the Transparent Node to the mixer and also  connected the Principled BSDF, making sure alpha has 0.750. Connected that Mix Shader Node to de output.

Just did gone through the same process again and still didn't get anything transparent

In order to see if the problem was due to me joining the planes before, created them again and follow the procedure mentioned by Emir but still no success in making it transparent.


texts:
In fluid in a glass it mentions using a volume absorption node. Below are the settings suggested for red wine in the answer from @gandalf.

Any clues re  what settings, particularly  density, to use  for whiskey?


texts: Cycles Toon shader size effects diffuse direct value

texts:
Here are three monkeys lit by the same sun lamp. They have only a Toon Diffuse shader set to color of 0.2 value, and size of 0.8, 0.5, and 0.2 respectively. But it can clearly be seen that their lit areas are displaying very different colors. When rendered, the difference shows up in the Diffuse Direct pass.

Does anyone know why this works this way, and what is going on mathematically? I want to make an adjustment to the color going into the shader based on the size to compensate for this and bring them all back to the same level of brightness in their lit area. Is it intended for the Toon shader to behave this way? Is this a bug?


texts: Attaching a curve by its endpoints to two spheres

texts: Is it possible to attach the endpoints of a curve to two spheres, so that the endpoints would always move with the spheres even when moving the spheres independently of each other? Optimally it should also stretch and compress as the spheres move further apart and closer to each other. I'm doing animations of chemical reactions where I'm depicting the bonds between atoms with a curve which should stay attached to the animated atoms and I'd rather not calculate the transformations for the bonds separately.


texts: Array modifier with object offset, rotate and scale at the same time

texts:
I'm trying to use an array modifier on an object such that each copy is rotated 2° about the z-axis from the previous one, and then translated along the x and the z axis.

This is what I started with (the Empty at the origin is used to rotate and translate the object):

This is what happens after I rotate and translate the Empty (pivot point is set to median point) (doesn't matter whether I translate or rotate first, It still turns out like that):

The problem in the diagram above is that the translation on the x-axis does not happen; only the z-axis and the rotation is done right.  If the x-axis translation is done correctly, the track should align exactly, like in the diagram below.

This is the effect I want to achieve:

Here is my Blender file, if it helps.

Thanks!


texts: "No suitable context info for active keying set"

texts:
I m trying to make an animation using keyframes.When I press on "I"and location nd rotation,this error comes up no suitable context info for active keying set.
Plz provide a solution in a simple manner.I am new to this,so I need a descriptive answer.I need to know exactly what to do,what to press,where to find.


texts:
I'm making an iris texture, and I need to make distort the texture coordinates, I'm looking for a radial texture coordinate system which works with either object, generated, or UV coordinates, that doesn't need some special deformations (no using a deform modifier to make a doughnut)
My current design (please ignore the coordinate noise):


texts: How do i fill in void space's with poly's?

texts:
I am poly modeling a head and I was wondering if there was a shortcut to insert poly's into this blank space.
I have tried watching video tutorials but I dont see anything useful.


texts: is there a way to "associate" Actions with Armatures?

texts: i have several slightly different armatures (copies of the original one with rescaled or added bones) and numerous actions. some actions are supposed to be shared, some will be used by only one of the armatures. is there a way to sort of associate certain actions with certain armatures to make it easier to find out which armature supposed to use which action? armatures will be exported, not used inside Blender.


texts: Difference between a mist pass and a normalized z-buffer?

texts:
In Cycles there are two different render passes which seem to give some kind of depth information: the Mist pass and the Z-Buffer pass.  I know that the z-buffer gives the actual distance (thus producing values >1) while the mist pass's range is [0,1].  But even after normalizing the z-buffer pass the two are still not the same, the mist pass is darker.

Here is a comparison (starting with the standard render).

So what is the mathematical difference between a mist pass and a normalized z-buffer?


texts: I'm New to Blender. I found a model a few days ago, but when I realized that there wasn't an armature in this one, I made an armature for myself, but when I try to combine the model with Armatur, I encounter a problem called "Bone Heat Weighting: failed to find solution for one or more bones". I would be very grateful if you could help and explain what i should do.


texts:
I am working in compositor and VSE and find that Blender does not seem to understand image-sequences named like 120311_115058__001.jpg?
What are the rules for naming img-sequences?
Thanks


texts: How to fix an animation project from overuse of particles

texts:
I am working on an animation and I have a scene where I needed to have one character blow snow at another character.  I tried using a particle system to do this, but I  made so many them blender became unresponsive.
I managed to deal with it at first, and when I was done with the work for a while I closed the animation and quit blender.  However, now when I try to open it it won't respond at all. How do i fix this?
I tried using the recover button but unfortunately it saved the blend file that was broken.


texts:
i'm currently making a game in 3d and i wondered how to make grass.

I've take this image as example

I would like to do something similar to this but i don't understand what exactly this kind of grass is. I always seen grass and leaves as 2d images. So is this a hd 2d images or a 3d object?

In both cases, i guess you need to make your grass repeat on a plane. Is there a function you can use for such stuff or you have to populate the whole thing manually?

Any link for tutorials that explain that, or documentation are welcome. Thank you for your help.


texts:
I sculpted a kind of awful model and wanted to make a little scene out of it. After retopologizing and rigging, frames from my animation look like this:

The JPEG compression is pretty bad (sorry, my original file was way too big) but the shadows follow the topology of the mesh to the point that they outline the polygons and individual ones are visible.

Why are the shadows following the mesh while the texture is mostly indifferent? I've added a subsurf modifier, but the problem only shrinks a bit and the lag grows a ton. Thanks for any help you can provide!

Edit 1

Sorry, my other image demonstrating the problem was not great... Here's another one (scaled 200% with no interpolation).


texts:
I am unable to save my blender user preferences.

Mac OS: 10.13.3 High Sierra
Current blender build: 2.79.0 daily build

When I go to save, I receive an error saying I can't save due to a 'read only' permission. I've manually made sure all users have read & write permissions and am still receiving this error.

I thought about moving my blender folders to a different location (outside the applications folder) but my OS doesn't seem to allow it. It'll only create shortcuts if I try dragging them elsewhere.

I don't have this issue with my PC, so I assume it may be related to the OS?

Any ideas?


texts: Does Cycles' GPU support Intel HD Graphics 3000?

texts:
I'm currently planning on buying a Macbook Pro 13-inch from an acquaintance which uses Intel HD Graphics 3000.

While I was doing some research, I've read that there are people who say that Cycles' GPU only supports NVIDIA, but other's say that there are ways to make it work for Intel HD Graphics e.g. using Cycles AMD OpenCL or CUDA.
If they do work, how can I install them?


texts:
I'm having trouble with getting my mesh deformation to work how I'd like it to for clothing. I would assume that this works fine; since it's effectively the same mesh + same weights, but unfortunately it seems to deform differently from the body where the vertices of the sock & body don't exactly line up. (Even after Data Transfer!)
The issue is that I'm trying to make every part of my clothing modular since it's for a game; however I'm struggling to grasp how I'd do that when it comes to two intersecting pieces of clothing. As an example; wearing the sock in my picture with pants on. My first thought when doing this is to just simply remove the mesh underneath, but then I realize that if I do that; I'd need to remove the sock too since that would have the same deformation issue. Meaning I'd need to make a mesh of every single combination of clothing; which sounds like that's probably the wrong way to approach this.
If anyone has dealt with this issue before; I'd really appreciate some advice on where to go from where I currently am. Thank you!


texts: Is it possible to change the size/scale of a mesh based on the object's velocity?

texts: I have a mesh sphere, being moved by keyframes, that moves at different speeds over time. Is it possible to find the speed/velocity the sphere is moving at, and then use that speed to change the object's scale? I've seen something like this done with particles, but I'm not sure if it would work with a mesh being moved by keyframes.


texts: Blender render engine is rendering just part of an object

texts:
When I zoom out in the view window, my object is not being shown entirely.

Can anyone help understand why this is happening and how to fix it?

My Hardware specification:
i7 2.80GHz
NVidia GTX 1050 4GB
8GB RAM
Windows 10


texts:
Hello friends this is my first post here.. I just started my own project after tons of procrastinating, and after maybe 2 horus of Blender tutorials, i made a model. It's a submarine, i know it looks like a bomb but it's just the basic version, and it looks somewhat fine on Blender (and it's not finished yet).

Now This is how the imported mesh looks on Unreal.

How it looks on UnrealEd Now the problem comes when importing it to UnrealEd, it seems like it smooths out the edges of the Mesh. There msut be a problem when exporting right?

It looks ok if i uncheck the Apply Modifiers box, but it only renders half the submarine (Considering Mirror is a Blender modifier) and if i leave it checked it'll end up looking like pic 2. Even when selecting faces (which was the recommended option in the tutorial)

tl;dr Mesh looks ugly on unreal what should i do?


texts: Can i add a cube to the top of every selected face of an object using Python?

texts: I was hoping i could add cubes to random faces of a terrain, then link their object data and sculpt a tree to easily populate a scene. Would this be possible with Python scripting?


texts: How to create a growing bacterial colony?

texts:
So, I've been trying to create a short 3D animation of a bacteria dividing|splitting itself multiple times like this

I adjusted some shape keys for it, but I think it would be too overwhelming to adjust it over and over...
https://gyazo.com/943601d25fe2386b553a701dd7b3b098
I've also tried using the particle system with the molecular script but I still didn't achieve what I expected to, it's sort of making a particle splits into 2, then they split into 4, and it goes on, any possible way to recreate this? A reply would be great!


texts: Is it possible to design a surgical (dental) implant guide in Blender 2.80?

texts:
I would like to know whether Blender 2.80 has a function/procedure/addon according to which a dental arch can be replicated in negative (by a predetermined offset) to design a custum impression tray or surgical guide.

I use the Boolean difference and it worked well, however, I would need a final object that has more the shape of a dental arch (rather than a cube) and of constant thickness.


texts:
Here's my problem with applied displacement modifier:

As you can see, when I apply the displacement modifier, the surface is uneven as the texture is streched across every face differently. The only solution so far was to use Remesh on the object, so it divides the whole object to small even squares, but i don't like this solution since my pc runs of out memory.
I've unwrapped the part, and applied it on the displacement. However it does not work!

Here're the settings:

What can I do to have the displacement texture spread evenly across all different-sized faces?
Purpoise is to have this texture on a 3D print.


texts: Simple Blender script in VS Code causing EXCEPTION_ACCESS_VIOLATION, but works in Blender

texts:
I'm trying to use Visual Studio Code to develop Python Blender scripts, and I've run into an odd problem.
I already had Visual Studio Code installed (1.49.3) on my Windows 10 box, so I downloaded Blender (2.90.1) and the latest stable version of Python (3.9.0). I also installed Jacques Lucke's Blender Development extension.
I was able to connect Visual Studio Code to Blender. But when I ran the following test script:
import bpy
bpy.data.objects["Cube"].data.vertices[0].co.x += 2.0
bpy.ops.mesh.primitive_cube_add(location=(1, 0, 0))

Blender crashed, and I got the following error message:
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF6091405F3
Module  : blender.exe
Thread  : 00002968
Writing: C:\Users\aschn\AppData\Local\Temp\blender.crash.txt
The terminal process "c:\Program Files\Blender Foundation\Blender 2.90\blender.exe '--python',
'c:\Users\aschn\.vscode\extensions\jacqueslucke.blender-development-0.0.12\pythonFiles\launch.py'"
terminated with exit code: 11.

However, the script works just fine when I run it directly in Blender (in its Scripting workspace).
So, I tried eliminating the line that creates a cube:
import bpy

bpy.data.objects["Cube"].data.vertices[0].co.x += 2.0

This script works fine from Visual Studio Code.
In short, from Visual Studio Code I can manipulate existing objects but I can't create a new one.
Any idea what's going on? I found a bunch of posts about the EXCEPTION_ACCESS_VIOLATION error, but the code that was causing the problem described in these posts was far more complex.


texts: How do I make hair particles color independent from emitter?

texts:
I'm quite a newbie to Blender and I'm making my first face modeling. I'm having a real hard time on the eyebrows.

I'm using a particle system to make them, but my problem is that to change the color of the particle, I have to assign a material but it looks awkward.

As you can see in the image, to make the hair brownish, the only solution I found is applying it to a material. But it does not look great.

So my question is, is there a way to change hair particle color without being obliged to assign a material?


texts: 2.8. background image doesn't show up in final render

texts:
I added a background image with ADD>IMAGE>BACKGROUND
The image appears in viewport but when I hit F12 to render, it does not show up. What did I do wrong?


texts: I was modeling something, and when I tried to undo, it made the "skin", as you could call it disappear, and I can't see what I've already drawn

texts: Initially when i tried to undo, the answer google brought up was outdated, and I pressed ctrl+alt+z, then I did a little more digging, and pressed ctrl+z, that STILL didn't revert to any earlier edits, so I went to the edits menu, and looked through my edit history, when I pressed edit, something happened and my model looked something like this:


texts: Trying to make the earth - don't see the Mapping sub-menu

texts:
In the "Realistic Earth" Blender Guru video by @andrewprice there is a handy submenu in Texture called "Mapping". It has "Sphere Projection" which allows an image to map to a UV sphere "automatically" without UV unwrapping. I'd like to try but don't see it in my Texture menu. 2.74, tried both Cycles and Blender render setting.

what can I do to get that "magic button"?
is there a better way (without UV unwrapping)? - although it's a classic, the video is almost
4 years old.

I'll treat UV unwrapping separately.

IMAGES:

Left: from YouTube (How to Create a Realistic Earth in Blender, Blender Guru),

Right: my screenshot


texts:
I'm trying to simulate an inflatable mesh by applying a force field to a cloth. As air pressure always acts perpendicular to a surface it might be a close enough approximation when pushing all vertices along their normal vector with equal force.

Blender's shrink/fatten-tool (Alt-S) won't do the trick as it doesn't create the neccessary creases in the mesh when there is excessive material available. Think of a cloth laying on a sphere, where the excessive material gets pushed out and creates these folds and wrinkles. It's kind of similar to the case I'm trying to simulate, but instead of gravity pulling the cloth down on the sphere, thus having little force acting on the horizontal parts of the sphere, the air pressure pushes equally on every surface.

Is there a way to simulate a force field this? I think the weight of the mesh and the air are negligible in my case.

Edit: Example image added.


texts: Should I weight paint a character's jacket or use cloth modifier

texts:
I have a character that is wearing a jacket. I wish to pose him for still renders. Because I want him to bend over, reach high and be in wind, I want the jacket to respond to gravity.

If I weight paint, it deforms with him and hugs the body. I use a cloth modifier, then pose him, the jacket falls to ground.

I have tried weight painting the sleeve and collar and pinned to character's shirt in T pose, then posed him and the jacket remains in T pose and when animation starts it falls to ground.

Is there a method of attaching a jacket, with cloth modifier so that it follows the character's pose, and remains with him to obtain the natural look?

Thanks in advance for any advice. I am clearly not approaching this right.


texts: The Rendered Image has bright white pixels

texts: After hitting F12, the rendered image looks pixalated, even if I change the resolution setting to 200%. ]2


texts: How to avoid float texture limit for GPU rendering

texts:
In developing a relatively simple scene, I noticed that detail from normal maps were not being displayed for some objects. All of the maps were generated from Substance painter as .png (16-bits max).  Further investigation in the console showed that loading the normal maps was being skipped due to a float image limit of 5 textures.

Through Google, I found bug report T37264 which indicated that this was due to a limitation in CUDA.  Indeed, switching the render from GPU to CPU cleared the problem (even in the viewport render, which was surprising).  Also, the problem went away by using .jpg for the normal map textures.

So, my questions are: Are these steps the only solution for this problem?  I was not aware that I was even using float textures.  Is .png acutally a floating point format?  What about the other .png maps used for color data--are they also count against the floating point texture limit?

Edit to add: I found that 8-channel .png works ok, so I guess that would be my lossless solution.


texts: Mirrored simple colored material doesn't render while BGE game

texts:
It happens always!
But only today i noticed that this is exactly because i used mirror modifier.
Why it works ok in Shift +Z, but doesnt work at all in the game?

How to fix this horror? Multitexture doesnt help, Recalculate normals doesnt help, Remove doubles doesnt help...

One screen - render Shift Z

The other - render BGE Game engine

the third - render Flip direction applied BGE (wrong view from the front of the building disappeared, but still other sides have it

Uploaded the file (without cleaning doubles or recalculatig)


texts: How to have vertical stripes across whole object?

texts:
I want to have vertical stripes across my sofa model like in the reference photo. I have used UV editing on object seams (the model is all one object) but the stripes on the arm of the sofa appear as horizontal. Any ideas on how to fix/make them vertical?
Thanks!


texts: How can I export my Blender shape-keys to Xcode? I have one shape-key that I would like to export and I am somewhat new to Blender. Xcode uses an .SCN format and I don't know how to get the shape-keys from Blender into that. When I tried enabling shape-keys in export options and exporting to Collada (.dae), the shape keys did not appear in Xcode. The shape key doesn't have any animations, it is just saved as a shape-key.


texts: How to get accurate colors with Filmic Blender

texts:
I'm loving Filmic blender for the wonderful dynamic range. But I am not able to get accurate colors - it always looks little washed out. I understand that it's due to the wider dynamic range of the image while using Filmic.

Is there a way to get accurate colors while taking advantage of the Filmic Blender's wide dynamic range?

Edit: After reading the comments I realized that I framed the question wrong - what I meant is the Input colors (imagemap or RGB color slot in the shader) is more saturated than the render output.

Is there a way to get the same (or almost the same) color as the the input slot color/image map?


texts: How to change the stroke placement of the grease pencil in the UV window?

texts: I want the lines to be fixed in a position not to the view, but every time I start drawing the stroke placement mode changes automatically from cursor to view.


texts: Getting a dynamic object's velocity to behave like it's rolling

texts:
I have been working on a skateboarding game. Until this point the character/board have been controlled by a control cube with it's physics set to dynamic. Alignment is done with rays depending on if it's on the ground or in the air and how high. The problem with this of course is the player slides rather than rolls. I have tried a few different ways of adding multipliers to the linear velocity with terrible, unrealistic results.

Recently I have been using vertex parents for a few other things in the game. I didn't understand these when first setting up the control cube, but now I am thinking it should be possible to use a rigid body cylinder or sphere as the "control cube". However, my initial testing is not going well. It seems like I would need to calculate the forces to be applied on the global access, instead of local, which is beyond my mathematical ability.

So my question is, is there a better way to do this? Is there a magical formula that will help me calculate the proper rolling type forces on the dynamic object?  Should I scrap the dynamic object and use a different physics type? Any other suggestions or completely obvious solutions I'm missing?

Additionally, I played with a few car scripts a while ago and couldn't extract anything useful. My player also walks, so I need to switch the behavior back and forth.


texts: When I disable snapping and try and move a point it still snaps to another vertex

texts: I'm trying to move a vertex. I turn off the snapping icon. But when I move the vertex, it still snaps to another vertex.


texts:
I'm following this tutorial: How to Create Realistic Trees

When I set up the IK Bone and move it, the branch stretches and moves, but the end bends sharply:

The steps:

Select the tree with the Skin Modifier.
In the Skin Modifier Panel, click "Create Armature."
Select the Armature
Enter Edit Mode
Open Data Panel -> Display Group -> click "B-Bone" display.
Select the end bone.
Shift-D to duplicate the bone. Alt-F to switch direction.
Open Properties Panel. Scroll to Item -> Bone Name, rename it by putting an ".IK" at the end.
Select the (original) bone you made a copy of earlier (not the one with the IK in the name).
Enter Pose Mode
Bone Constraints Panel -> Add Bone Constraint -> Inverse Kinematics. Target: Armature | Bone: Find the one with the ".IK" at the end | Length: set to the number of segments to the tree base (e.g. 4)
Move the IK bone and watch the rest of the branch move.

Problem: Warping.

Any suggestions?


texts:
If I have multiple SVG files forming (the outline of) the silhouette of an object from varying different angles, is there a simple way to combine these to create the object (to the limit of the information present in the silhouettes)? I assume it could be done manually by creating extrusions of each to some arbitrary depth, and then manually aligning and boolean-intersecting them, but that's fiddly (especially if the silhouettes aren't from axially-aligned perspectives).

To be clear - I am not interested in single-silhouette extrusion. I want to be able to take multiple silhouettes from varying angles and produce a single model with a minimum of manual work beyond specifying the angles.


texts:
Is there a way to quickly replace the middle mouse button click with something like mouse button 5?

I looked around and found this middle mouse key alternative.
It would be nice if I could change the emulated: 3 Button Mouse from Alt + LMB to mouse button 5.

Is it possible to change a button or shortcut program wide?


texts: How can I set a parent of an object in the BGE using python?

texts:
I have two objects

A a box

and

B a sphere.

I want to make B A's child.

how can this be done in the BGE, using python?


texts:
I am facing difficulties to use Poly Reducer script in current Blender version (v2.71). When I selecting my mesh Edit Mode, I do not see any "Script Window" options inside Mesh menu. I also found in Blender Wiki that this script is included only in versions 2.42a - 2.46. Unfortunately v2.46 is not supported on my Mac (I tried that).

So I was interested if there is a way to use Poly Reducer script with current Blender version? If yes, how? If no - are there alternative options in Blender to reduce polygons?


texts: In BoxCutter, how do you control distance of cutter from object?

texts:
I'm trying to do a simple cut of an object in BoxCutter. How do you control the distance of the cutter from the surface of the object? (See images below.) For example, when I'm in front view and I do a simple box cut, it seems fine, but as soon as I rotate the camera, you can see that the cutter is a good distance from the surface. I want the cutter to be as close to the surface as possible.
I've tried BoxCutter Surface settings like "Local", "Nearest Edge", and "Longest Edge" but this doesn't change anything. I've also tried adjusting the Shape offset and spacing and this didn't change anything.
Sometimes the cutter starts really far away from the object, and then it's a pain to resize it. Is there a setting that controls how far away the cutter starts from the object?

FYI, I'm using Blender 2.92 and BoxCutter 7.17.16.


texts: How do I select a set of Blender elements with a common characteristic?

texts: I'd like to be able to select in one operation a set of blender elements (vertices, edges, and faces) with a common characteristic, for example a certain value (or range of values) on a particular axis, or a set of elements which lie a specified distance from the designated pivot point. I know some particular instances can be accomplished by existing tools, for example, going to front or side view, one could use box select to obtain a set of vertices with a certain value of Z-axis co-ordinate, but I'm asking more generally. For example, to be able to select all edges of a certain length, or faces with a certain area.


texts: Order of operations when calculating object transform matrix (matrix_world, viewport channels, OpenGL model matrix)

texts:
With its Python API, Blender allows us to directly assign the transforms of objects, using matrix_world attribute.

Under the hood Blender renders objects via OpenGL using a so called model matrix for each object that is their world transform.

Blender composes a transform matrix from the tweakable channels available in the viewport (location, rotation and scale). Now if we assign the matrix_world attribute via python api, the channels in the viewport are going to get the decomposed values of this matrix. So in the first case the transform matrix is constructed from individual channels, and in the second case the reverse is true, the channels are constructed from the transform matrix.

My question is what the order of those operations are when we assign matrix_world directly. Would it be alternative (1) or (2)?

matrix_world attribute -> decompose to viewport channels -> create OpenGL model matrix from channels (1)

matrix_world attribute -> use directly as model matrix
                         -> retroactively decompose to viewport channels (2)


texts: How do I remove the numbers displayed for lines on a mesh when you "A" a mesh?

texts: Alright, so I've created mesh files before. For some reason I keep seeing numbers on all the lines when I select my mesh. How do I remove that display so I can't see it?


texts: How can I get only textures (with out shaders) from rendering image in Blender 2.8?

texts:
I want to get Only texture with out shaders from rendering image.

In my rendering image.

I want to output a texture-only image like displayed inside the red frame of this image.

I want an image that looks like Solid in Viewport Shading and the colors are from textures.

Screenshots are not an option, because I want to match the size with the rendered image.

I can write Python, so I'm more glad if I can get it with a script.


texts:
Pretty inexperienced in blender but I make some basic designs to print on my 3d printer. I created 2 puzzle pieces, One with a hole, and one with a male end. I put some text on top of each, extruded it and made it a mesh. I used Boolean to cut a cylinder hole  through a cube and attached the cylinder to the second cube and joined them, making 2 cubes total. Everything looks correct in both shaded and wire mode.

I extracted them to my 3d printing software, I use CURA. And it displayed differently. One is just a cube, no hole, and the other is correct.
However when I printed, the opposite problem happened. The cube with a hole was correct but the other did not print the cube+cylinder piece, just a cube.

I am so lost on what could be happening. Any Ideas?


texts: GPU rendering on AMD Radeon HD 6800 series

texts: My graphics card is AMD Radeon HD 6800 series. Can it rendering on GPU? And if it so, how to do it? Rendering animations on CPU it's veeeeeeery for a long time. 1 frame ~ 7-15 minutes & it's only 100 samples.


texts: Objects in outliner out of order when importing?

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Why does blender import files into the outliner in the following pattern: object1, object11, object2, object3, ...

Instead of object1, object2, object3, ... object10, object11?

Objects seem to be out of order when they are imported in the outliner. Is there any way to fix the order to follow the numbers?


texts: How to make a sphere which number of faces is divisible by 5?

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Hy all,
I am a beginner in Blender, I get all things I want done eventually, but this one is a total mystery to me, either it is too simple or simply to hard :):
Original or default UV sphere mesh has 32 faces which make circumference of the sphere (x,y direction), but I want to make a sphere which number of faces are divisible by 5, I+ve tried everything, subdividing, decimating...but can not get number divisible by 5. Merging or dissolving edges is not an option since I want even faces.
Does anyone have any suggestion? Or script perhaps?
Thank you,
Tasha


texts: How do I prevent my rigged hair object and rigging from intersecting the head?

texts: I'm kind of new using Blender and I'm struggling with movement of the hair of my character because it is quite weird and i don't want hair intersecting the head either to floating.


texts:
I am wondering if there is a way to delete un-seen mesh with Blender. Here's an example. I have a cube, and it has 3 cubes inside of that cube.

Is there a way to delete the mesh inside of the cube without selecting the cubes manually? This would clear up lots of extra mesh and speed up my render engine. I am using Cycles, so if Cycles has an option to not render hidden meshes, that would be good too. (although deleting them would be better). A Python script would also do. :)

Thanks!


texts: Automated vectoring or knife tool / autotracing

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I use the knife tool in Blender to create holes in the object geometry (trace the assigned texture). This takes a lot of time.

Is there a function or a software product to autotrace the assigned texture in 3D (like potrace for 2D)?

Thanks for help.


texts: I have a .bvh file which has only one root bone, and when I import it through blender it doesn't appear. I don't know how I can make it appear so that I can see the animation.


texts: What is the workflow for compositing Fire/Smoke with Cycles

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Since fire/smoke is currently only supported in the internal renderer, what are some good workflow ideas for bringing fire and smoke into a cycles scene.

My current idea seems too labor intensive:

Rendering out the Cycles frames, then duplicating the scene, setting the renderer to internal and changing all of the materials to masking alpha. Then compositing the frames together.

Is there a better way until volumetrics are added to cycles?


texts: how to check what shape key connected to bone?

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i'm quite new to use the shape key drivers so here my question,

by clicking the object that have shape key drivers you can know which bone connected to it by seeing the drivers tab

but how can you know what shape key drivers connected to the bone you clicked?