texts: How to get material_index from individual faces in a Blender 2.8 Script

texts:
Did you know, you can assign different materials (eg:colors) to different faces in a polygon?
Before Blender 2.8 you could get a list of the materials used for each Face with:
for aFace in anObject.data.polygons : print ("material: ", face.material_index)

However, in Blender 2.8, I guess 'material_index' is no longer a property of polygons. I'll show you:
>>> anObject.data.polygons.material_index
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'bpy_prop_collection' object has no attribute 'material_index'

How can I walk through polygons or faces and get the material_index for each?
Trying to write a file exporter for faces and their colors.


texts: Can I "Set Active Object as Camera" without also forcing the 3D view to change position? (Blender 2.82a)

texts:
What I want: To align one of several cameras in a scene to the current 3D view, regardless of which camera is currently active, and without leaving the 3D view.

How I am approaching this: I start by selecting a specific camera in the scene. Say I have three cameras, camera1, camera2 and camera3, and none of them are presently aligned to the current 3D view. Only one of them is active, of course. Say, camera1. I select camera2. Now, camera1, is still active, so I need to make camera2 active before I can use the "Align Active Camera to View" option. I know that I can manually change the active camera in the Scene Properties, but I want to do it from the 3D view. No problem. I simply press Ctrl-0 to make camera2 the active camera. But when I do, the 3D view switches to the view of camera2. As a consequence of this, I no longer have the original 3D view available. So I can't now press Ctrl-Alt-0 to align camera2 to the 3D view, because the current 3D view is now aligned to camera2's view, instead of the other way around.

What I'd like to know: Is there a way to make the selected camera the active camera--while remaining in the 3D view--without the current 3D view being changed as a result? This way, I could then press Ctrl-Alt-0, and get the now active camera to align to the current 3D view, which is what I want.

Part of the reason for this difficulty is that there would appear to be no UI-based means to align SELECTED cameras to the current view (or indeed, to anything else). Only ACTIVE cameras can be so aligned. If selected cameras could be aligned to the current 3D view, then the troublesome step which I have described above, where the 3D view is being aligned to the newly activated camera when I don't want it to be, would be a step that is avoided entirely. This would also mean me needing to perform one fewer steps in total. But that's a discussion for another day.

I am aware that several questions on this forum discuss the issue of camera alignment. But so far as I have seen, none of them specifically address the exact issue stated here, which is that pressing Ctrl-0 forces a change in the current 3D view, and I don't want it to do this.


texts: Outline using freestyle missing some parts of the mesh

texts:
I use freestyle to add outline but somehow the hair line takes over the face.
And the face seems behind the hair.
No not just the hair its also behind the neck.
Like somehow face mesh doesnt exist :|

Please help me fix this
I dont know where I was wrong :<
Thank you


texts: How do I draw gp onto video? I have found many of the same question that were answered but there is a teal camera icon that isn't appearing for me, I am in blender 2.90


texts: Anisotropic material no longer appears radial?

texts:
I am building a vault for a project for work. I finished and was ready to render, but, when I looked at the first frame of the render I realized that the anisotropic shader no longer had radial blur. That is the part of the material that makes it look the most metallic, which is what I need.

When I create new objects, my material works as expected. How can I get my anisotropic material to go back to the way it was before?

This is what I want:

This is what it looks like now (which is NOT what I want):

I have removed the material and reapplied it.
I detached the node, and created a new one, in many different ways.
I have created a new object, added a new anisotropic material, and used the boolean operator to make the new object into the one I created. This helped, but the material still did not work properly (i.e. the center of the radial blur was off centered.

Anyway. I am trying to get the radial blur back, and get it centered.

UPDATE: Here is a .blend with a part of the vault, which exhibits the problem I have described.

Here is a screen shot of the material node:


texts: Origins to the down of the object by default

texts:
Is there a way to make the origin of any new object appear by default at the lowest point of that object?

The center of the lowest face for a cube, for example. It's very uncomfortable to transform objects and lose their position on the ground (or anywhere else). Every slight transformation makes me to snap this object again. I know I can move pivot manually or just move the upper face (if any) in edit mode, but it's still more moves than I want. Also there is a "cage transformation", but it often uses wrong rulers for transformation for some reason.


texts:
After looking around and Googling alot I couldn't find what I'm looking for, hence I'm asking here.
I'm looking for a tool that is similar to Lasso Select in some ways, but instead of :

Drawing a line that autocompletes as a loop, selecting all verts/lines/faces that fall fully within the loop

The goal is to :

Drawing a line (that doesn't automatically loop), selecting all verts/lines/faces that touch/cross the selection line.

I have made an example below.
What happens with Lasso Select

While I would like to do the following :

This would make selecting complex geometry that is connected much faster, saving me from having to accurately close the loop each time.
Any ideas if this is possible?
Thanks in advance Blender Community!


texts: Run ModalOperatorTimer automatically on animation playback

texts:
I have the following script. It updates a MixRGB node's factor input to itself to solve some issues with GLSL viewport in textured mode. Anyways, I was wondering if there is a way to attach this script, so that it runs automatically when I click on the "Play" button or press Alt-A and stop automatically as well when the playback is suspended?
What would be the easiest way to go about doing this? Is creating an addon a feasible solution?

import bpy

class ModalTimerOperator(bpy.types.Operator):
    """Operator which runs its self from a timer"""
    bl_idname = "wm.modal_timer_operator"
    bl_label = "Modal Timer Operator"

    _timer = None

    def modal(self, context, event):
#        if event.type in {'RIGHTMOUSE', 'ESC'}:
#            self.cancel(context)
#            return {'CANCELLED'}

        if event.type == 'TIMER':
            mat = bpy.data.materials['Material']
            nodes = mat.node_tree.nodes
            mix = nodes["Mix"].inputs[0]
            mix.default_value = mix.default_value
            print('Current Frame:')

        return {'PASS_THROUGH'}

    def execute(self, context):
        wm = context.window_manager
        self._timer = wm.event_timer_add(0.1, context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.wm.modal_timer_operator()

I'm aware of Handlers in Blender. However I tried the below script with no luck:

import bpy

def refreshNow(val):
    mat = bpy.data.materials['Material']
    nodes = mat.node_tree.nodes
    nodes["Mix"].inputs[0].default_value = nodes["Mix"].inputs[0].default_value
    return val

refreshNow(0)

bpy.app.driver_namespace['refresh'] = refreshNow

def my_handler():
    refreshNow(0)

def register():
    bpy.app.handlers.frame_change_post.append(my_handler)


texts:
I'm using Blender to create models for 3D printing.  Right now I'm using the spin tool to revolve a basic 3D shape around a center axis so that it create a set of overlapping identical units.  Think 24 cubes spun around the z-axis to create a ring of overlapping cubes.

This creates 24 overlapping cubes that intersect one another as a single object.  What I need is to remove the intersected areas and create a mesh that is just the surface of this new shape, rather than multiple intersected units.

So far I have tried using the Remesh modifier on the object, but it has not proved helpful.  I'm not sure if this is the correct tool for this purpose or if I am even using it correctly.

What would be the correct way (or at least "a correct way") to do this and achieve the result I am looking for? (Exterior unified mesh with no overlapping internals).


texts:
Does anyone know the shortcuts to pan a scene horizontally or vertically in the viewport?

In 2.7, holding Shift or Ctrl and scrolling the middle mouse button would let me pan horizontally or vertically, I can't seem to do that anymore in 2.8.


texts: Toon Shader appear to be have gray colour coming out, for the shadow

texts:
When I tried to make toon shading, with diffuse bsdf, shader to RGB, color ramp, and material outputs nodes, it appears to be fine if there is no object covering it with shadow(with only light emit and create the shadow)

(the light is near the floor)
but when there is something blocking the object and create a shadow depend on where the light, it will appear with some gradient

(the light is behind something, causing the floor to have gradient)

(my render properties)
all object have the same nodes, only diffuse, shader, color ramp, and material output.


texts: Why is this bake wrong on one side of the X axis?

texts:
I'm trying to bake down some textures for use in a different engine.  I've got a problem I haven't seen before.

I'm showing a rendered preview so you can see it's not the mat nodes, and a textured preview so you can see that the bake is completely wrong on one side, and one side only, of the face.

Things I've already checked:

It is all one object.  The object has no modifiers.  There is no UV overlap.  Other than the boundaries for the eyes, mouth, and neck, and the fact that the eyelashes and eyebrows are separate meshes, the mesh is manifold (ie, normals are all continuous and facing the correct direction.)  The model has smooth shading, with autosmooth disabled.  I've cleared custom normals.  Rotation/scale/location have all been applied.

The only clue I have is that it warns me that there is no active image for one (unimportant, not really shown here) material, even though that material definitely does have an image texture, referring to the image, as the active selection.

What else can I check here?  http://www.mediafire.com/file/ucj6r1fqypr7dou/bakesFace2.blend/file is the file, although sorry, it is pretty large.

Edit: I've resolved this issue-- I thought, "hey, I should probably stitch those UV halves together" and lo and behold, afterwards, it baked right.  But still interested in why this occurred.


texts:
I'm following the Blender Guru's tutorial Donut series. After completing the modelling part and sculpting I noticed that I had more then one millions of polygons, so I reduce it with using Decimate modifier. After that I can't  Texture Paint on the mesh. There are some lines and  when I try to draw on that part the lines appear on the hall area.
The link of my Blender file  https://blend-exchange.giantcowfilms.com/b/oswV69WD/


texts: Blender 2.79. Cycles Render. Output of animation in PNG Sequence. Level of compression

texts:
Do you use level of compression = 0 when you make output of animation in PNG Sequence?

There is field Compression in Blender. Available values from 0 to 100.

If to move cursor to this field explanation appears:

  Amount of time to determine best compression: 0 = no compression with
  fast file output, 100 = maximum lossless compression with slow file
  output.

I work in Windows 10 Home 64-bit. Blender 2.79. Cycles Render.


texts: Why can't I use put Render Layers in a node group? (Compositor)

texts: When I try to create a node group that includes the Render Layers node, I get an error saying it can't create a group with that node. Is there a reason why or some way around it? I don't want to have to plug the input into every single copy of my node group.


texts: Fill Brush with Radial Gradient not working with Project Paint

texts:
I have modeled a leopard frog with the mirror modifier and unwrapped it, and am attempting to paint the diffuse texture in the 3D viewport. When using the draw brush, painting works fine. When using the fill brush without a gradient, it works as expected.

My problem occurs when I try to use the radial gradient option on the fill brush to paint the spots of the frog. The results are mostly crap. For example, I'll paint the top of the body, and it paints a spot on the bottom as well. Or I'll paint on the side of the body and the spot shows up on the belly instead. Sometimes, the brush won't even work and I have to fiddle with re-unwrapping and making a new image to paint on to get it to work again. I feel confident the problem is not my UV map; I have islands for the legs, body, inner mouth, hands, etc. No vertices are overlapping in the UV editor. When I texture paint from the UV window, I get no unexpected results. For some reason the fill brush just completely craps out on me when I use a radial gradient in the viewport.

I should add that I've tried toggling Occlude, Cull and Normal options in the toolbar to no effect.

I'm really at a loss for what to do here. Is there a better way to paint the spots? Is radial gradient fill just plain broken?


texts: How can I open an image with a Python script in Windows?

texts:
In the script editor in Blender 2.79 on Windows, I can open an image with:

bpy.ops.image.open(filepath="C:\\path\\to\\image.png")

However, if I put this code in a .py file and open Blender from the command line (git bash, in this case), passing the .py file with a --python flag, Blender crashes:

  Error: EXCEPTION_ACCESS_VIOLATION

What's up here?


texts:
I am wondering how I can get a bump map from a high poly mesh in Blender. While using Cycles.
If I try it with Blender Render I am still not getting the results I want.

If this is not possible then how can I create a bump map from a normal map? Maybe with Photosho?

Please Help

Regards


texts: So, the title basically explains it. I am trying to create an animation in which I want to pour liquid from one cup to another but I don't know my way about it. Any help will be appreciated.


texts: How would I rig this mechanism to have the same movements as shown in the video?

texts:
I attempted to rig this mechanism just like the video but didn't really know where to start. Any information/help would be amazing.

Picture of what I'm trying to rig:
The mechanism I'm trying to replicate: https://vimeo.com/359913559

Blender file with the models: https://www.dropbox.com/s/3ycyxw4vhuvvb23/RigAnimation.blend?dl=0


texts: How do I batch render the render layers that I have set up?

texts:
The way that I "thought" Blender worked is that if you had multiple render layers checked, Blender would automatically render all those render layers and then you could switch between those render layers in the UV/Image Editor and save the ones that you want or save all of them.

Now unless I am experiencing some kind of bug, this is not the way Blender works. What I would like to know is how I can set up Render Layer 1 to have Film>Transparent enabled so I get the alpha channel where it is masked and then to have Film>Transparent disabled for Render Layer 2 so I get the background showing and then to press Render and have both render layers produced for me in one shot as opposed to having to setup and render Render Layer 1 and then afterwards, uncheck Render Layer 1 and setup Render Layer 2 and then render again.

Is there a way of doing this natively in Blender or is there an add-on that does this? Is it just me or is it confusing that Blender lets you have multiple Render Layers enabled but it only renders the first enabled render layer?

Thanks to anyone who can clear up my confusion. BTW..I am rendering a single image and not an animation.


texts: Adding Named Objects in Blender with Python API

texts:
Motivation: I would like to add multiple empties with sequential, but meaningful, names using the Python API with Blender.

Issue: I cannot name the objects as I add them.

Question: What can I add to the bpy.ops.object.add() code to give a name, or how can I change the name immediately after adding the object?

So far, to insert empties with (x,y,z) coordinates (1.1,1.1,1.1), (2.2,2.2,2.2), (3.3,3.3,3.3), and (4.4,4.4,4.4):

import bpy

x = (1.1,2.2,3.3,4.4)
y = (1.1,2.2,3.3,4.4)
z = (1.1,2.2,3.3,4.4)

for index,val in enumerate(x):
    bpy.ops.object.add(type='EMPTY', location=(x[index],y[index],z[index]))

They are added with sequential names:

Empty.001
Empty.002
Empty.003
Empty.004

Here is a screenshot of the output:
Screenshot of Blender after running Python script

But, I want them to have names:

SpecifiedName.001
SpecifiedName.002
SpecifiedName.003
SpecifiedName.004

I cannot seem to just add the property name = "SpecifiedName" to read:

bpy.ops.object.add(type='EMPTY', location=(x[index],y[index],z[index])) ###DOES NOT WORK!!!###

If you are curious as to the final outcome I am looking to do, I want to plot several different datasets in x,y,z coordinates. Each empty from each dataset (and cooresponding name) will be linked to an mesh like a sphere or cube. This gives me the chance to animate a flythrough or rotation of 3D scatter plot data.


texts: Objects are not counted in the header and will not export

texts:
I have a scene full of objects that won't export properly (I need either FBX or Obj, it's for Unity but that's irrelevant). After a lot of work I've been able to narrow down the problem to the fact that those objects are not being properly counted.. (see picture, objects counts 0..)
The objects that are being counted export fine. :(

Any idea what is wrong with those objects?...

I have a work-around: joining a problematic object to a working  object, and then separating them again, but there are dozens of objects in that scene, it would take me days to fix all this like that.

Any help would be very welcome. :(


texts: I'm new in blender.. when I'm trying to move my body every thing is move with bones expect the lower leg(R and L)


texts: Odd artifact in mesh only when rendering in cycles, starts at third frame

texts:
Fairly new to Blender, having a confusing problem.

Have added some embossings to this book which was causing me some problems to get to not deform the initial book mesh. Eventually got there with that.

Now when I look at it in the viewport everything is great.
When I render out a 360 rotation animation in Eevee everything is great.
When I try to render out in cycles I'm getting this odd deformation starting at the third frame. Have checked if everything is unchecked, if textures are the problem etc. Theres not even a mesh line there, very confused.

Any help appreciated. Heres the blender file - https://we.tl/t-UuJ7ov2Lhp


texts: 2.8 smart UV-Project does not work as expected

texts:
Hi on the right side I have selected 4 connected faces and (normals are right and there are no vertices on top of each other)
then I select smart UV Project. The Result is quite unusual. Two of the faces are placed left and the other two are on the right side.
I would expect them in a row without any gaps.
Is this a bug, am I doing anything wrong?


texts: Pivot point is binded to the 3D cursor, scale with G only works with Ctrl

texts:
I'm a moron, I know. This is my first real project in Blender I have a goal, and I'm walking through it step by step I'm fighting with Blender, my old crappy pc, I find out not just how to do it, but how to make it with a final render before the end of the epidemic.. and time to time, accidentally I push a combination of keys, and kill the whole software. Pls help, as google doesn't. Now:

The pivo point of every object is the 3d cursor (when I rotate, for example) - nothing is locked on the 3D cursor part of view panel.
Moving with G, only works if I push Ctrl when I'm moving my mouse, after G.

I just want to go back to normal, thanks..


texts: Can't find registered Python addon inside Blender 2.91.2 (tutorial example)

texts:
I have exactly the same issue as here: Can't find my addon inside blender 2.90 (first addon).
But in my case adding the addon Category didn't work.
Following this tutorial https://docs.blender.org/manual/en/latest/advanced/scripting/addon_tutorial.html, after installing Blender 2.91.2 I put the following script in Text editor and run it:
bl_info = {
    "name": "Move X Axis",
    "version": (1, 0),
    "blender": (2, 91, 2),
    "category": "Object",
}

import bpy

class ObjectMoveX(bpy.types.Operator):
    """My Object Moving Script"""      # Use this as a tooltip for menu items and buttons.
    bl_idname = "object.move_x"        # Unique identifier for buttons and menu items to reference.
    bl_label = "Move X by One"         # Display name in the interface.
    bl_options = {'REGISTER', 'UNDO'}  # Enable undo for the operator.

    def execute(self, context):        # execute() is called when running the operator.

        # The original script
        scene = context.scene
        for obj in scene.objects:
            obj.location.x += 1.0

        return {'FINISHED'}            # Lets Blender know the operator finished successfully.

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

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

# This allows you to run the script directly from Blender's Text editor
# to test the add-on without having to install it.
if __name__ == "__main__":
    register()

Then, I look for it in the menu search with no success:

I don't find it in Edit -> Preferences -> Add-ons neither.
I tried putting "blender": (2, 80, 0), like in the tutorial, removing "version": (1, 0), , with no result so far.


texts: Does anyone know how to export a Sims 4 character into mmd?

texts:
I tired using Direct X and exporting it as an OBJ file and a dae then going back into blender to export it as a direct x

When I go into PMD it either won't let me import it or only the legs show up with no color

I got the entire body in their one time but it was still completely grey

I saw a few people  accomplish this. I tired to ask them but they either ignored me

Or told me it was "a secret." Sigh...

Idk if anyone knows what I'm talking about i don't know I'm allowed to post links This is my first time using this website

This is what I'm trying to do
https://www.youtube.com/watch?v=UzM_KOUrl0Q


texts: How do I fix a boolean/bisected surface edge?

texts:
I am trying to slice up my models using the Boolean modifier.

After applying the modifier on my smooth mesh, I get the expected result, a flat dissection to separate my mesh into two.

The problem lies in how I can resolve the visual "jaggered" edge that separates my (smooth) mesh exterior from the flat dissection face.

Is it possible to achieve a smooth-to-flat variation without this artifact?

I tried to alter a mixture of the two but end up with artifacts, or unwanted blocky flat mesh faces around the dissection edge of my mesh.


texts:
I am trying to follow this tutorial: https://youtu.be/CRSm-dNOogE

Slight problem however... It only selects one ico sphere at a time and applies the material to that one mesh. When I try to deselect it only get rid of the highlight. It still remains in the properties. I am clearly doing something wrong. Here's a screenshot that partially explains it.

https://imgur.com/a/gRFvq3x

( I'm at 4:45 ish in the video)


texts:
I need to bake lod diffuse texture for cities skylines. I’m following this tutorial: https://www.youtube.com/watch?v=OhS33IyBtC8 1 but everytime some of lowpoly object’s faces are baked incorrectly. I spent hours of searching what I’m doing wrong. All transforms are applied, uv is unwrapped everywhere, normals are recalculated outside. Changing samples or resolution doesn’t change anything. Here are screenshots and blend file with packed images:
https://drive.google.com/drive/folders/1KJHRt4auGtIiNlZTyE28_0pg0IPxzD43?usp=sharing


texts: Subdivision surface viewport problem - edges buried in mesh

texts:
I'm doing retopology with subdivision surface and shrinkwrap modifiers. In yesterday's project, the viewport behaved like this:

Today it looks like this:

The problem is that the "control points" (actually just the pre-modifier mesh) gets buried inside the mesh and I can't see what I'm doing. In the other file the edges were curved with the subdivisions, making sure they were always visible.

The subdivision surface modifier settings are identical for the two files, so the issue must be elsewhere.

Thank you!


texts: Unwrap UV map proportionally to object size

texts:
Is there any way to automatically unwrap UV map proportionally to object or "world" size?

For example:

I've made two cubes, one is two times bigger than other (scale is applied). Then I unwrapped texture with Smart UV project which will try to span all faces on whole texture space(0 to 1) so bricks on left cube will be bigger than bricks on right cube.

But what I want to achieve is this:

In broader context:

When I import model from Archicad (in form of OBJ) all objects have UV's in some scale (so all bricks have the same size on every imported object). And when I want to create custom object in scene I have to manually scale UV's to adjust bricks size for every new object (instead of scaling to one constant parameter).


texts: Can't apply modifiers with shapekeys on blender 2.8

texts: i have a model with some modifiers on (subdivision surfaces and solidify) and i'm not able to apply those modifiers with the shapekeys on, but i want to keep them, is there any solution beside doing the entire thing again?


texts:
I want to add surface details on top of a surface material with transparency maintained.
For example if i have a bowl with a blue Lacquered surface I might want to add a band of detail that still shows the blue surface in the transparent parts. The detail might be a flower or something like that. I can select a band of faces and assign a new material to that band but i cant find a way to cleanly map a series of small images (1 image tiled around) around the band and cant see the surface underneath.
Hope that makes sense


texts: Procedural polka dot pattern with cycles

texts:
I would like to generate a polka dot pattern using material nodes.
In the meantime I found this script which seems to achieve exactly what I want.

However, when I create a script node, link to the script internally and pipe the color output to a diffuse shader, my object is rendered black.
Has something changed in Blender preventing this to work? Because I get no errors whatsoever.


texts:
My Linux Mint version is 18.3 Cinnamon (64) bit

I'm using Blender 2.79b (Cycles)

This is the path where Gimp.desktop is located:

/var/lib/flatpak/app/org.gimp.GIMP/current/active/export/share/applications/org.gimp.GIMP.desktop

However, when I use the function Edit Images Externally in Blender I get the following error message:

  Image editor could not be launched, please ensure that the path in
  User Preferences > File is valid, and Blender has rights to launch it

Please note:

I've already saved the image to edit externally.
I verified the path where Gimp is located.
I accessed Gimp as root and changed all access values to: READ & WRITE. The execute box is also checked.
I also saved the User Preferences in Blender.

This is not a duplicate because the similar question asked is about Windows whose OS is completely different from Linux.

To discover the real path where Gimp executable is, I was told by the Gimp Team that I must right click Gimp.desktop with a text editor.


texts: I'm just starting to learn Blender so I don't know whether I'm being stupid here, but it seems to me that the Solidify modifier is counting the wall thickness twice. A wall thickness of .5m in a 1m object means no hole surely? (Blender 2.9 on a MacBook Catalina)


texts:
Hope you are doing great.
I am coming across a difficulty with the adding up of layers on VSE.
As you can see on the following video, https://youtu.be/Eopt36z7HH8
Part of the animated characters and part of the ground disappear at some point, which is of course undesirable.
The characters come from Muvizu imported as layer 1 on Blender VSE.
The FPS seems fine most of the time on Blender. I tried several times to reimported the characters as layers but I always get the same disappearing. I see no issue on the Muvizu side, I do not see any on Blender so I just cannot tell where the issue come from?
The only thing I can indicate is that usually Muvizu is 25 Fps that I have to increase to match the rest of the content on Blender but I do not know is this can have an impact of this "disappearing"
Any idea that could help?


texts:
I'm modeling knife handle. I'm using the "Subdivide modifier" on my mesh. Everybody is telling me don't use or make triangles. I did make a triangle but, somehow I changed it to the quad. Is this ok?

But still doesn't look ok, funny diamond shape in the middle. If somebody can help draw lines on the image of how to do retopology.

I need later in modeling top edge(RED) to be sharper.


texts: How to Work around Limited (single precision) FloatProperty for operators

texts:
I have several physically based parameters for creating meshes and materials, that are often extremely small, but make sense in the context they are. For example, in my operator I have something like this:
poly_0: FloatProperty(
        name="POLY_0",
        description="Some description...",
        default=1.26587922531743e-20,
        precision=64
        min=-1000.0,
        max=+1000.0,
        )

The problem is that FloatProperty is just single precision (as opposed to python float type, which is double). The precision parameter effects only the display of the value in Blender GUI, and has no affect above a value of 6. Even the default value entered as parameter, will be automatically truncated here.
All this while Blender happily accepts the code, with no warning.
In my addon, I can currently load the parameters from a json file as well as putting the values in by the GUI. This truncates them as well.
While I would hope for an improvement for this in the future (where we could have both double precision and scientific notation in the GUI of the operators), right now what I really would like is feedback from the community: How do we work around this in the best way?
I am thinking of using multiple floatProperties to store the value, or maybe even a string. All such implementations should be invisible to the users, and a single floatProperty should then be available just for the GUI interfacing.
EDIT: an answer that covers this is found here


texts: how to register objects or collections for importing using python script

texts: i have a template for a add on, that includes the code for importing assets. my question is how do i link my objects or collection to the code so they will import. i'm a beginner to this so any helps is greatly appreciated.


texts: Cloth physics do not work with collision

texts: I have a simple model, a ball going through a basketball net. I want to have the mesh collide with the ball as it goes through but whatever settings I try I cant get the ball to collide with the mesh properly. I'm a newbie at Blender so any help would be much appreciated.


texts: how to stop armature from deforming certain parts of mesh

texts: I'm making a robot character where the model is just some blocks connected to what are supposed to be spring-like joints as the arms, and so I want to make it so that the block parts don't deform but are still affected by the armatures. how do I do this?


texts:
How do I enable draw all edges?  I researched a lot on google and all I got was go to display and check it. However it's not there!

Here is an example of what they told me.

Can someone show me how to do this?


texts: I am trying to bake and ambient occlusion texture to my object but a few of the faces are turning up black. I know the are facing the right direction as I have recalculated the normals and flipped them manually in the shading/UV tab multiple times. IN the picture is hows a handle that I have built quickly  that has the problem. It is not a complex object at all just a spawned cylinder scaled down and extruded a could times and moved to look like a handle. I don't know why just a few of the faces are black doesn't make any sense to me. A lot of the cylinders I have used have the problem. Also the actual .png that has the textures laid out on it does not show the black just the red like it is supposed to be.


texts: How to delete the overlapped vertices in a 3D model?

texts:
As you can see the image below, it is a human head model unwrapped in the UV/Image Editor. The selected vertices should be the overlapped vertices but I cannot delete them just by pressing Delete key. I can just delete it in the 3D View. However, it is difficult to select them in the 3D View. So, I want to ask that how to easily delete those overlapped vertices?

Unwrapped 3D Human Head in UV/Image Editor


texts: Can't see the alpha/texture of sculpting brush when changing size

texts:
Very new to blender, so I don't even know what the name is for what I'm describing, or how to find the name, will attach pictures.
Basically, have been watching some tutorials for sculpting in blender, and notice that when the tutor adjusts their brush size, they can see the alpha(?)/texture projected into in the viewport.
Like this

But when I load up a new sculpt, I can't see the texture, it just looks like this.

Might the tutors have just uploaded a different texture prior to the tutorial, or is there some setting that I haven't found to make your alpha/texture visible?


texts:
I am writing with the help of Google translator.
 In the blender 2.8, the status bar went down (there is information about layers and vertices). How to raise the whole thing up? Is there any addon or customization?


texts: Why is this texture not showing when using explosion modifier?

texts:
I'm new to Blender and trying to learn how to dissolve a textured plane. Using this tutorial, I've managed to get most of the way. I'm stuck on getting the particles to fade though.

The main difference between what I'm trying to do & the tutorial seems to be that a solid colour on a material is used in the tutorial, whereas I'm trying to work with a texture.

Have worked through the tutorial a few times. The problem seems to occur when in the explosion modifier, I add the plane's UV data under the particle UV heading. This causes the texture to disappear.

The plane with the texture isn't visible until midway through the explosion effect, and after that is only intermittantly visible (in texture & material view). Rendering is the same.

Can anyone give me a nudge in the right direction? Thanks for reading!


texts:
I have a principled volume node attached to a cube, to create a bit of "fog" for my small scene. It shows in the viewport, but is absent in the render. For my cube, I don't have anything connected to the surface node - only the volume. Do I have to enable any extra passes or anything? Any ideas?

Thanks! :)
Viewport:

Render:


texts:
I'm trying to shrink a specific section of my design, which originally, I made like this:

When I use the shrink tool, I get this:

But from what I can tell when I open CURA, it's almost like I'm shrinking the inside and not the entire stem of the object? It looks like there's still an outside layer of the stem that isn't being shrunk, and I'm not sure what I'm doing wrong.


texts: How to scale a light's size , and strength proportionally with the rest of the scene in Cycles?

texts:
I have a question regarding the scaling of lights alongside the scaling of a scene in Blender.

Say I have a scene consisting of a plane acting as a surface, and a simple white UV Sphere. Both are at their default size

I have an Area lamp shining directly perpendicular to the top of the UV sphere. The Area Lamp is at a distance of 6 units on the Z-axis, while the UV is at 0 .

I want to scale the entire scene down by a sixth of its original size. I can scale both the plane and sphere by 1/6 to reduce them to a sixth of their size

However, when I do the same to the area light, and reduce its strength and size by sixth in the material editor, it simply does not light the scene the same way as prior to scaling

So with that, comes my question. How do I scale everything in the scene , lights included , while also maintaining the same distance between mesh and lights, proportionally so that they look the exact same as before in the render,  with only the scale values affected?

As you can see in following images,first image  is how it  looks un-scaled. This is how the scene should LOOK

In the second image, Mesh,plane are scaled by a sixth, light strength size scaled by sixth. Still does not look like first image at all


texts: How Do You Have Objects Stay In Front Of The Camera While It's Moving?

texts: In other words, if you set keyframes for the camera, then between the keyframes it's difficult to determine where to (for example) quickly put text in front of the camera while it's moving.  Is there any way to set objects so they are positioned in front of the camera automatically as it moves?  Thanks guys!


texts: Cycles Render does not reflect camera view

texts:
I'm new to Blender, so not sure of the terminology.

I'm having a problem/misunderstanding with Blender 2.73, using the "Cycles Render" engine.

When I render a single frame to a .png file, I am seeing a model with missing detail compared to the Camera view in render mode.  I've looked through and experimented with the setting in the render property sheet, but cannot seem to bring the detail back.  Below are the images:

Rendered Image:

Camera View (rendered):

Original Solid View:

I'd be grateful if anyone can point me in the right direction.  I'm not sure what additional settings I'd need to share.

Thanks
Andrew


texts: Blender equivalent to “select similar” in Max

texts: I'm 3Ds Max user trying to make a move to Blender. I use "select similar" function in Max a lot when I need to group similar objects/ polygons into a layer or group for viewport management result and usually get a satisfying results in Max, but NOT in Blender using Shift+G or Shift+L to achieve the same intention.  Is there any method I did not know I should learn in Blender to achieve the same result like "select similar" in Max?


texts: Using rigid body physics to set objects' initial positions

texts:
I have a problem where I used physics to position a bunch of meshes in Blender and when I try to set the current frame to 0 it resets the position of the meshes that have been positioned with the use of physics.

Here is the blend file.

Here is what the positioning looks like (Frame 300):

Here is what the positioning looks like after I try to set to frame 0 (Frame 0):


texts: Cycles Node to tell Distance from an Empty

texts:
I'm using Cycles to make a procedural texture on an object, wanting to use the distance from an Empty in part of the calculation.  I will use several Empties, in fact.  Which node can provide this distance?

If possible, I'd also like the distance from a line, or other geometric measures involving objects other than the one I'm texturing.


texts: How do I join to actions together (from the dope sheet and action editor) to form one animation?

texts: These videos told me that I need to create actions in the dope editor to make multiple animations on one object. I want two objects' movements to be one animation. I tried animating the second object in the same action as the first, but that just messes everything up. Now I'm just going to animate them in different actions. When I finish that, how do I join them together as one animation?


texts: How to make a proxy (low poly object just for display) in blender 2.8?

texts:
i'm wondering how to make proxies in blender.
in all other software, a proxy object is a low poly object displayed only in the viewport, for replacing a too demanding asset just in the viewport. in the rendered view or final render only the complex object is loaded.

like this example below.

How to do that in blender ? the technique proposed need to work inside of a particle system. display as bounding a boxe is not an option. the whole point of proxies is that it still give an idea of the volumetry your object is going to take in the scene.


texts: Get access to the device type GPU and CPU activation

texts:
I would like to store and load the activation of CPU and GPU in the device types.
In the python console could I find this path:
bpy.context.preferences.addons['cycles'].preferences.compute_device_type

This shows the device type but I can't find the access to the active GPU or CPU.
Any idea?


texts: Missing geometry and UVs when batch rendering through command line and Deadline

texts:
I'm trying to render a scene composed of alembics(cached geometry and transformations) on my farm using deadline, which should itself be using command line rendering anyways. When I try to command line render the scene on windows either via the command prompt or deadline, it messes up some frames, more often than not it renders a good frame and then a bad one, where the geometry disappears and uv's get messed up.

I am using Blender 2.81 on Windows 10.

any light that you can shed on why this is and how to solve it would be greatly appreciated.

I'll attach a sample of a good and a bad frame;


texts: How to add "wrinkles/folds" to tube packaging

texts:
I have this model right here that I created.

I want to add the "wrinkles/folds" to the mesh to make it look like it's been used a few times, kind of like this

Is there a good way to go about doing this? I've tried using the cloth brush but it creates too many wrinkles and doesn't quite look right. Do I just need to change the settings of the brush?


texts: Combining textures and UVs of a multiple objects into one

texts:
I have a scene with many objects with separate materials with textures and UV maps. I need to combine all the textures into one large texture atlas ideally with the current UV maps to save me some work. Is this possible in Blender 2.8? I have found some tutorials for earlier versions where an addon called "Texture Atlas" was available, but this is not in 2.8 anymore.
I tried to create a blank picture and add a disconnected texture node to every material and then bake it in cycles, but the second object overwrites the textures from the first one.
Have I missed something or is this just not possible in 2.8 and I have to manually create the large texture and assign the UV maps again?


texts: Compositor - ERROR : Mask 'Mask' not found when added via spacebar search

texts:
ERROR (in the Compositor):

  Mask 'Mask' not found

CONTEXT: I get this error In any new project, when I try to add the Mask Node in the compositor, (EDITED2403) using the " spacebar " to find the " Add mask node "

When I open an older project(1) using the mask node, the node works.
If I copy and paste it from an older project(1)  in a new project(2) it works (in the same blender session)
In an older project(1) using the Mask Node, I can add another Mask Node without error.
In a new project(2), where I've past the Mask Node from an older project, I can't add the Mask Node (You can see it in the screen capture). But I can copy / paste the Mask Node, and it works.

(1) created with 2.76b

(2) tested with 2.76b, 2.77, 2.77RC2 portable version

What I've tried (without success):

I've deleted all folders and files in the Roaming/Blender Foundation/ folder.
I've un-installed/re-installed Blender (2.77 to 2.76b)
I've un-installed/re-installed Blender (2.76b to 2.77)
Same thing with a Blender 2.77RC2 portable version.
Reset to factory settings


texts: How to uv unwrap and bake image texture (image as plane - alpha) properly?

texts:
I tried following this tutorial : https://www.youtube.com/watch?v=1PslkSUNF6s
after that i tried to uv unwrap and baked once i set the "image to texture" to alpha clip.
somehow, the result comes with black color surrounding the leaf which im not desired?
(as in photo)

is there any proper way to bake alpha texture?

blender version: 2.80.75


texts: Strange Lines in Smoke Rendering with Cycles-

texts:
When I render a smoke with this Domain Settings:

I get Some strange lines in the Render:

As you can see there are some straight lines in this image.
It's not like this image, for instance:

It's like in a worse quality, like there aren't enough subdivisions.

I'm having the same problem in other simulations, I tried to look online for help but I didn't find anything useful.

I tried also to download the file from this video:
https://www.youtube.com/watch?v=HoRPa8OrwHs

And I rendered as It is on my PC with this settings:

Render Engine: Cycles
Device: GPU Compute.

But it turned out different from the one it's visible in the video, why?


texts: How to accurately position the start/end color of linear gradients in blender?

texts:
I have two 2D meshes next to each other in Blender. I plan to scale-animate one of them (with the connecting edge remaining constant). I'd like the two meshes to have a linear color gradient go across them. The following image shows a schematic of what I'm trying to achieve (the 2 rectangles representing my 2D meshes in Blender).

This schematic is drawn in figma, which provides a handy "from-color-1-to-color-2" overlay over the shape to be colored making it easy to coordinate such a color gradient across two shapes because this tool lets you specify the start/end color right at the edges you're interested in.

However, all I have seen in Blender so far when it comes to color gradients doesn't suggest a way to precisely determine the start/end color for any given edge of a 2D mesh. Is this possible? Thanks!


texts: I can't get a photographic image to map to a train wheel

texts:
I've been struggling to learn blender for a year, and it's finally all coming together but for one problem. A toy train features prominently, and every thing llooks great except for the wheels. I can get them looking bright, but not mettalic. I just found the perfect photo on a white backround, but I can't even make the backround transparent in gimp. I need to texture map it to the wheels, and I don't think the node editor is going to cut it. Uv mapping is my last unlearned skill.Any help would be greatly appreciated.
K


texts: How can I apply the same change to multiple channels in Graph Editor?

texts:
I'm a beginner and learning with a video course in Blender Cloud.
I would like to apply the same modification to two channels such as the X Scale and Z Scale in one action in the Graph Editor.
In the video course, Animation Fundamentals, 101 Simple Bouncing Ball (Part02), around 22:55, the instructor edit both the X scale and Z scale at once.


texts: Blender rendering just one frame when percentage scale is >50% (Cycles)

texts:
I have a scene where I just move the camera on a path.
It lasts 96 frames but when I try to render the animation with 100% percentage scale it stops at the first frame as it is a single image.
I've tried changing it at 50% and in that case it works and I have as output the correctly animated video.
I've also tried to render all the 96 single frames as images and then put them in the video sequence editor to create the final video, but it didn't work: it still renders just the first frame and then it stops.

These are my settings:

Edit:
This is the blender file (just the camera and the path with the cube). I don't know why but by appending camera and path in a this new file, the camera moves just a bit along the path (while if I add the entire scene it works)


texts: Boolean to cut a hole in a face does not appear to be working

texts:
I am trying to add a boolean modifier to a cube, cut a hole in a face but it does not appear to be working.

Even though I'm a newbie I'm sure I'm using the modifier correctly.


texts: changing the intensity falloff of light sources using Cycles nodes

texts:
So generally people tend to agree that the intensity of light has a fall-off that is the inverse square of the distance to the light.

Something like:  intensity  = 1.0 / (distance * distance);

I'm fairly certain from what people say that this would be used in OSL/Cycles since it's supposed to be physically based however it's useful to have control over this when a scene is being difficult or even just to give more control when using several fill lights.

I'd like to find a node setup that can help modulate(or replace) the current falloff with something that is a bit more linear.

intensity = 1.0 / distance;

So does anyone have an idea on how to control the intensity falloff using what we have available to us already?


texts: in the selection mode "by pressing button b", how to deselect previous vertices?

texts:
I'm confused by the selection mode triggered by pressing the shortcut key "b".

In this mode, it by default keeps my previous selection, and when I select a new vertex, for example, for most of the time, this new selection will be added to my old selection. But for some other times, my new selection will deselect the previous selection, and becomes the only selected vertex.

I'm curious what alters this behavior. For most of the times, I want my new selection to deselect the old vertices. How do I do it?


texts: Textures Showing Up In Rendered View But Not Texture View

texts:
I was following Blender Guru's tutorial on UV unwrapping.
However, I have a problem: my textures will show in render view mode but not texture view. (Right at the bottom next to the select menu that says Object Mode). In texture view, it looks just like solid view. Also can anyone find a way to keep the whole object lit and visible?


texts:
Till now I rendered my images and took them to Photoshop and did some color corrections there. Made aware of Color Management options in Blender by Rick's answer on this question I am now diving somewhat deeper in Color Management in Blender.

I don't want this post to be a dupe, I just want some basic understanding of color management in Blender. How monitor profiles, color spaces and Blender act together. Like I have some basic understanding how working spaces, monitor profiles act together in Photoshop.


texts: Why does my procedural texture look different after cell fracture?

texts:
I've got a character out of MakeHuman that I want to break apart like a statue. I've applied a procedural stone texture to the character.

I applied the armature modifier, then separated the hand (the part I want to break apart) into a new object.

With the hand object selected, I broke it apart with the cell fracture addon. After the fracture, the new pieces aren't textured the same as the rest of the arm, or the original hand. What am I missing?


texts: How to change shape keys with the same name in different objects at the same time

texts:
In the image below, the “face” object has shape keys “angry_left” and “angry_right”.

And similarly, in the image below, the “eyebrows” object has shape keys with the same names “angry_left” and “angry_right”.

I want to change the angry_left value of "eyebrows" by the same amount when the angry_left value of "face" changes.
In Maya, I can do this with standard blendShape, but how can I do it with Blender?
Can I do it without a rig?


texts: Removing item from bpy.app.driver_namespace

texts:
Was wondering if there is a less vigorous way of removing an item from the driver namespace, perhaps using pop() or popitem()?

import bpy

dns = bpy.app.driver_namespace
dnc = dns.copy()

# clear dns
dns.clear()

#remake with any key beginning with "ST_" removed

for k, v in dnc.items():
    if k.startswith("ST_"):
        continue
    dns[k] = v

Edit

Looks like dns.update(...) is the go:

D.update([E, ]**F) -> None.  Update D from dict/iterable E and F.
If E is present and has a .keys() method, then does:  for k in E: D[k] = E[k]
If E is present and lacks a .keys() method, then does:  for k, v in E: D[k] = v
In either case, this is followed by: for k in F:  D[k] = F[k]

which gives me:

import bpy

dns = bpy.app.driver_namespace
dnc = {k:v for (k, v) in dns.items() if k.startswith("ST_")}

dns.update(dnc)

Both of these are ok for a 'startswith search', but seem overkill if I know the name of the item I want to remove.


texts: Im following a tutorial using the ad-on Bool tool, and there's an option I dont have in my settings. I downloaded the current Blender version, but still dont get this option in my Bool tool option. Solver: Fast- Exact.


texts: I have a physical bullet that spawns and that has an always motion.  When it hits the enemy it does not make him die.  I am trying to have a collision sensor on the enemy to make it end the object with the Edit Object actuator.  Also, on the collision sensor on the enemy, no propertys are in the list even though I added a property to the bullet?  Should the property be in a certain way?  I left it default cause I did not think that mattered.  Please help!


texts: How do I make a curve that goes through a series of points?

texts: This seems simple (to Adobe Illustrator users maybe?) but how do I get a 2D curve to go through say 12 points. Such that each bezier handle is determined by the previous and next point in the row? "Path" in photoshop.


texts: I'm trying to make a horror game and need to get the flashlight to work, but when i use the spot it doesn't show up. I am in BGE, i don't want to use any of the other light sources because they don't give me what i want


texts: Why this error appears "GPUTexture: Blender Texture Not Loaded!"?

texts:
I am performing a material removal from an object, via bpy.ops.object.material_slot_remove() into Blender 2.91
So far everything ok, so immediately after that script, I put a function that cleans the elements of the date, no longer in use.
It seemed to work fine, but in reality I get this error (Sometimes) and Blender crashes:
After various tests, I noticed that if I don't run the purge function, everything goes smoothly, no errors in any case.

So, the script looks something like this:
ob = context.object
mat = ob.active_material
if mat:
    bpy.ops.object.material_slot_remove()

def purge():
    orphan_ob = [o for o in bpy.data.objects if not o.users]
    while orphan_ob:
        bpy.data.objects.remove(orphan_ob.pop())

    orphan_mesh = [m for m in bpy.data.meshes if not m.users]
    while orphan_mesh:
        bpy.data.meshes.remove(orphan_mesh.pop())

    orphan_mat = [mat for mat in bpy.data.materials if not mat.users]
    while orphan_mat:
        bpy.data.materials.remove(orphan_mat.pop())

    def purge_node_groups():
        orphan_node_group = [g for g in bpy.data.node_groups if not g.users]

        while orphan_node_group:
            bpy.data.node_groups.remove(orphan_node_group.pop())
        if [g for g in bpy.data.node_groups if not g.users]:
            purge_node_groups()

    purge_node_groups()

    orphan_texture = [t for t in bpy.data.textures if not t.users]
    while orphan_texture:
        bpy.data.textures.remove(orphan_texture.pop())

    orphan_images = [i for i in bpy.data.images if not i.users]
    while orphan_images:
        bpy.data.images.remove(orphan_images.pop())

    return

purge()


texts: How to snap an object onto a face of another object?

texts:
I have a pentagon with a square inside of it with a very specific position inside the pentagon.

I need to duplicate the pentagon 12 times and snap it into faces of a dodecahedron, which is a solid made up of 12 pentagon (ngon) faces:

How can I do this?
In my image above the way I've done it is turned the pentagon with the square inside it into an image and applied it as a texture on the dodecahedron to use as a visual guide for modelling the squares by hand. Due to texture filtering imperfections and manual nature the results have not been very accurate at all.

Can the placement of the pentagon+square on a specific pentagon face of the dodecahedron be done automatically, for example via snapping? The pentagon+square will need to share both the position and rotation of the penatgon face of the dodecahedron.

Thanks.

PS. This is a simplified example of the problem, before you ask why anybody would want to perfectly position a square like this. The square is actually a fiducial marker and we are using Blender to create simulated camera videos for a OpenCV machine vision project to exclude any issues arising from real world camera imperfections from our tests.


texts: Hiding vertices doesn't work in sculpt mode

texts: I am trying to do some slight model edits via sculpt mode, but only need some parts to be affected. I find it much easier to select and hide the vertices than to use the mask brush in sculpt mode, but hiding the vertices has no effect because when I exit sculpt mode, some vertices that I hid now appear to have been affected by the sculpting. Is there away for the selected vertices to not be affected without using the mask brush?


texts: Split concave into separate convex meshes?

texts:
I know Mesh > Cleanup > Split Concave Faces splits the mesh itself into convex shapes, but I want to split it into separate objects so I can import it into unity.
That's all I really want to know, how can I make it separate objects that I can select and export individually?


texts: Topology question regarding circular holes

texts:
Hopefully general topology questions are ok here. If not then I apologize. I'm still new and trying to focus on topology. I'm working on an insect type model (bee/wasp) and have kept it all quads but have now inserted circular holes for the legs.

My question is: if this is intended for a video game should I use n-gons to "contain" the holes and keep it low poly? Or insert edge loops to keep it all quads? Will having n-gons around the holes cause problems for texturing and animating later? Also I noticed that the edge loops I added makes the model all quads but also introduces 6 sided poles, is that bad? Did I do it incorrectly?

I've attached images with and without the edge loops. Thanks so much for any insight you can provide. I want to be confident in my topology choices.

Image without "extra loops"

Image with "extra loops" (and 6 sided poles :/)

Reference Image (still a ways to go lol)


texts: What's wrong with my high & low poly models?

texts:
Can anyone check my blender file and my models (high and low).
Why i always getting weird artifacts after baking high on low In Spainter and how can i improve them (topology, UV map etc) ? I cant understand whats the problem ....

P.S / Why its so annoying to do this baking process especially normal maps..
Like litteraly every model im trying to bake has some issues in Spainter weird lines, black areas etc ... Can anyone enlighten me what im doing wrong


texts:
I am trying to call bpy.ops.object.parent_clear in blender background mode (no GUI) and it fails with an "context is incorrect" message. I would like to read the source code of the operator to better understand what is going on. I downloaded the source code of the blender 2.74 distribution. The error message indicates where the error occurs:

File ".../Resources/2.74/scripts/modules/bpy/ops.py", line 189, in  __call__
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.parent_clear.poll() failed, context is incorrect

However, at that location one can only find

ret = op_call(self.idname_py(), None, kw)

which is another call. Where do I find the actual implementation of parent_clear?


texts: How do I remove node groups from start-up file?

texts:
I have been trying to find an explanation for the nodes either not saving after being appended, only some being saved, or all being appended when I only selected 1, and I've come up with nothing.

I tried the following link for help for removing appended nodes, but it's not working.

How can I remove a node group from my startup file?

That was after using the help given in the following link.

Why are node groups not being saved in my startup file?

Also, the "less/more slider" node is in the screen cap, but it won't save in the start-up file when appended. A problem that got me started in this whole mess to begin with.

EDIT : Apparently, my question isn't focused or not clear. It's all in my first sentence.

I'm having multiple problems.
1) Can't save all the nodes I appended.
2) Can't remove unwanted nodes.
3) Appending more than chosen.

The pics are referring to what's happening, in relation to the links and their instructions.

I know questions like these need details, but jeebus. Any more and I feel like I would be holding a persons hand while walking through a park...explaining every step we took.


texts: Blender 2.82 Crashes often. What should I do?

texts:
I am getting crashes with Blender 2.82 multiple times a day.  I cannot pin point a specific action.

For example it crashed a few minutes ago while attempting to save an image file.  Is there some actions I should not be taking in 2.82 or are there some known states of Blender which cause these crashes?

From the Blender.org website.

The following builds have the latest features and cool bug fixes. They can be unstable and mess up your files. Use at your own risk.


texts: Undo and redo not working after changing the hotkey

texts: I changed the undo and redo hotkeys from Ctrl+Z and Shift+Ctrl+Z to F1 and F2, and now they are not even working and I have checked multiple times in keymap to make sure the hotkeys are properly set. But still F1 and F2 don't work for undo and redo.


texts: Viewport not going to camera when I click numpad 0

texts:
When I click Numpad 0, The view port normally goes to the camera's perspective

In this picture you can clearly see where the camera is

but when I click Numpad 0 to go to the camera's perspective it goes to the center of the skeleton for my model

If anyone has a way to fix this, that would be greatly appreciated.


texts: Compositor output as texture in Cycles material? Better in realtime?

texts:
If there any way to use Node Compositor output result as texture or image in Cycles material/shader?   Better in realtime?
Or use Compositor nodes in Material Node Editor?
May be any Addon to automate something?


texts:
Q1. I have made 2 material and i want to save the material for life time. When ever i open in the material it should be saved in the material list and when i need i have to just click and use it. Is it possible if yes then how?

Q2. And where the file is store so that i can attach that file to my mail if the blender is corrupt i can again install that material file again.


texts: Blender animations how keep bone transform for current frame

texts:
I'am trying to create push ups animation. I need put down body to the floor, bend elbows, but keep legs and arms in same place.
So, the animation is more complicated, then it looks like, and I really have not idea how to do it. I think I have to create better Ik rig, but i do not which one and how. Do you have any ideas? tutorials?


texts: (Following Blender Guru Beginner Tutorial) Duplicating Object causes Object to be covered in Particles

texts:
I am currently on Part 2, Level 2 of the Blender Guru Beginner Tutorial. He said to duplicate the Sprinkle, however when I do so (using Shift + D) my duplicated Sprinkle looks like this.

My original Sprinkle also has these Particle Settings, which his doesn't seem to have. I don't remember anymore when or how I added them (I'm assuming they appeared when I made them on the frosting), but don't seem to be affecting the original Sprinkle.


texts: How to make trilateral (3-fold) symmetry?

texts:
I know how to use the Mirror Modifier to make an object mirror over an axis, but I don't know how to do trilateral symmetry, like this:

Is there a way to configure the Mirror Modifier to do this, or will I just have to model one part, duplicate it twice and rotate the copies 120 degrees?


texts: Is there a way to "curve" a straight line?  In AutoCAD it was a very simple process.  I cannot though find a way to just take a straight line in Blender 2.8 and make it curved between the two vertices?


texts: That blender would basically emulate a basic google sketchup interface, with grid snapping, mouse bindings, selectable surfaces, and all that jazz?


texts: Is it possible to pack a sequence of images into a .blend file?

texts: I want to pack an animated texture (a sequence of images) into a .blend file, but for some reason, I can't do that. Is it possible?


texts: How do I reset sculpting tools to default? Each click destroys the mesh

texts:
I was following a tutorial. When I got to the Sculpting Tab, every time I tried to sculpt, each click would devastate the mesh.
The sculpting tools were fine yesterday. Really don't know what I've done to ruin it.
This is what happens with one click on the model's face...


texts: bmesh.ops.scale how to scale vert selection relative to active edge, but not along the edge vector?

texts:
I am looking into vectors and matrices but don't yet understand how I could achieve one of my goals for a script I'm making. I want to use bmesh.ops.scale() and scale selected verts relative to my active edge. It would be similar to setting Pivot to Active Element for the regular resize command in blender. The bmesh scale should also ignore the vector of the active edge itself. That would be similar to only scaling on X and Y but not Z for example. So in my case the axis exluded in the scaling would be my active edge vector, instead of Z.

Thanks for help!


texts: How do you animate the Inception spinning top?

texts:
I modeled and textured the Inception spinning top totem .

now I need to animate it like here:

https://youtu.be/XQPy88-E2zo?t=3m22s

I not only need to rotate it around Z but I need it to wooble.
Perfect would be a loop.
What would be the best way to do this ?


texts: How does Blender calculate path normals?

texts:
In Blender, paths may be used to animate objects or to sweep surfaces. Both of these actions require that every point on the path has a normal. If this requirement were not fulfilled, the orientation of the object following the path would be ambiguous and the operations could not be completed.

Curves only have tangents and do not have intrinsic normals. Since normals are required, there must be an algorithm in Blender to generate them somehow. I only know of the following ways to generate normals for a curve:

Use the normal of the plane formed by the tangent and a fixed global axis. Fails when the curve runs parallel to this axis.
Use the normal of the average plane of the curve. Fails when the curve is a straight line.
Use a rail curve. This requires the user to define a second independent curve which never meets the first, and the normal is the line between the two curves.

Blender's path object does not fail when parallel to a global axis or when it's control vertices form a straight line. It also does not require a rail curve. How does it work?

I found this: http://wiki.blender.org/index.php/Dev:Ref/Requests/Incremental_curve_normals_proposal which present another possible solution, but it seems incomplete and may not reflect what Blender actually does at all. It does explain the problem in detail though.


texts: How to handle disabled layers in Multilayer EXR?

texts:
I prefer exporting frames in Multilayer EXR with turned off Compositor to save some RAM. When scene involves disabling render layers, Multi EXR just throws them out.

Here you can see, that layer "2" is unchecked on second frame, and Image node provides next available layer, which is Combined.

This behaviour forces me to add Switch nodes drived in according with renderlayers to replace incorrect layers with empty value.

What can I do to make it work without additional steps?


texts: Soft body cloth meshes being affected differently to each other

texts:
I have created four objects using soft bodies to simulate cloth which are being affected by force fields (wind) but two are behaving abnormally and I do not know why.

I have posted images (click for more)  which show the result of animation and also the settings I have used. I am using constraints to hold the soft body cloth to another mesh, and the soft body cloth also has a wave modifier on it as well.

During the animation process two of the soft body meshes (sail) comes away from the mast. while the other two do not. You can see all of this in the images that I have posted.


texts:
When I select the front face on this object and use the Inset Faces features, I get very weird results in the corners (see second image)

Things I have tried:

Applying all transforms
Merging vertices by distance
Recalculating normals
Manually checking for any weird/duplicate vertices around the areas that are causing problems

Nothing seems to help, but as I'm very new to Blender I assume I'm just doing something wrong (although from googling it and following other tutorials I can't see what). Any suggestions?
Thanks


texts:
As you can see I made ChildObject (sphere) a child of ParentObject (arrow), and in object data of the ParentObject I set Duplication/Verts.

That's looking ok to me, but I would like to edit one of "duplicated" spheres. I can not do this right now, because as far as I know I can edit only the ChildObject which will effect all other duplicated spheres, and I don't want that.

How to apply duplication?

And also how can I render only duplicated spheres? In current situation I have to render ChildObject in order to render duplitates of ChildObject, but I don't want to render that one out of order sphere, I just want spheres in shape of the arrow...

Please Help!


texts: How to use presets for operator properties?

texts: Is there a way to use Blender's preset system for operator attributes? I. e. preset menu inside operator redo panel (F6).


texts: How do you UV unwrap or assign materials without applying formative modifiers?

texts:
I'm trying to model a laptop with mostly modifiers and non-destructive modeling, but now that I'm satisfied with the shapes I would like to start working on the textures, but if possible I would like to avoid applying them, in case I need to make changes later.

Is there a way to assign different materials to constructed faces, or to even UV unwrap to use textures, while keeping the modifiers?


texts:
I am pretty new to 3D modelling and the question might be stupid to some of you.

I was wondering, for example I have three different objects with three different UVs.

Let's say the texture of an object is 2048 x 2048. The texture atlas should have 6144 x 6144? I mean it makes sense, I think.

Thank you guys.


texts: How to export Alembic in selection sequence or batch with Python script

texts:
Currently, I would like to automate some Alembic export tasks, by creating a script. How can I do this?

I know this script (but not sure how to make it happen):

bpy.ops.wm.alembic_export(filepath="Drive/Path/object.abc",
                          selected=True,
                          renderable_only=False,
                          visible_layers_only=False,
                          flatten=False,
                          uvs=True,
                          packuv=True,
                          normals=True,
                          vcolors=False,
                          face_sets=True,
                          subdiv_schema=False,
                          apply_subdiv=False,
                          global_scale=1,
                          triangulate=False,
                          quad_method='SHORTEST_DIAGONAL',
                          ngon_method='BEAUTY',
                          export_hair=False,
                          export_particles=False)

There are more options.

How do I make Blender export Alembic by script on one selection, then another selection after I've exported that?


texts: when I was working with 3DStudio the simplest way to make a conveyor belt was to add a velocity property to a fixed surface. Is there a similar thing in Blender?


texts:
I created a phone stand, but I would like to cut the top.
Is there a way to do the opposite of extrude ?

Tried to select the face and delete but that don't do only delete this part.

Try to created a new mesh and adding a modifier / Boolean in order to remove this part, but don't seems to work neither


texts: Can't get my model out of wireframe mode

texts:
I'm new to Blender and this site, so I apologize in advance if I'm not following any of the proper etiquette.  I'm no artist, but I'm trying to learn Blender so that I have some programmer art for me to work around in Unity.

I followed a tutorial for making a basic human model, I rigged it with rigify, and now I'm starting to export it following yet another tutorial.  The thing is, when I was trying to rig the model, I couldn't get the model to go transparent so that I could see the bones inside the model.  Eventually, I managed to get it into wireframe mode, but I can't get it back into solid mode.

It's probably just a display thing and not a property of the model itself, but I want to be sure.  I'm looking at the display options under the "Figure" pane in Blender, and none of the Display check boxes are checked, including the one that says "Wire".  I don't want to import a plain wireframe model into Unity, and even if that doesn't happen, this is functionality of Blender that I should really know anyway, so I'd appreciate any help that anyone has to offer.  If necessary, I can upload the .blend file, but I'm not sure what site people would prefer that I upload it to.


texts: Motion Tracking: status of tracked pattern in a python variable (tracked vs. not tracked)

texts: Is it possible to have the status of a tracked pattern stored in a python variable (per frame)? For example, a pattern is successfully tracked for some frames, then the pattern is hidden behind something, afterward it is visible and successfully tracked again. Would be great to use the status of "actually tracked" vs. "pattern lost" in my python script.


texts: Blender mesh ray_cast doesn't work, doesn't detect intersections

texts:
In a Blender script I'm trying to cast a ray against my object and see what face it hits. However, ray_cast doesn't work in any way.

You can see in my example I try casting a ray from every angle to the center of the scene. I'm using the default cube that comes with Blender's startup scene. You can easily test this script by opening Blender and deleting everything except the startup cube.

ops = bpy.ops
scene = bpy.context.scene
current_mesh = scene.objects[ 0 ]
scene.objects.active = current_mesh
ops.object.mode_set( mode = 'OBJECT' )

print( current_mesh.ray_cast( ( 0, 0, 10 ), ( 0, 0, 0 ) )[ 0 ] )
print( current_mesh.ray_cast( ( 0, 0, -10 ), ( 0, 0, 0 ) )[ 0 ] )
print( current_mesh.ray_cast( ( 0, 10, 0 ), ( 0, 0, 0 ) )[ 0 ] )
print( current_mesh.ray_cast( ( 0, -10, 0 ), ( 0, 0, 0 ) )[ 0 ] )
print( current_mesh.ray_cast( ( 10, 0, 0 ), ( 0, 0, 0 ) )[ 0 ] )
print( current_mesh.ray_cast( ( -10, 0, 0 ), ( 0, 0, 0 ) )[ 0 ] )

You can see the result of the above script in the screenshot. Every ray cast comes up False:

I also get the same empty, incorrect results if I replace current_mesh.ray_cast with scene.ray_cast.

Why is ray casting completely broken? Since my object is at (0, 0, 0) I don't think I need to translate any of my ray origins, but either way I'm casting from every cardinal direction and nothing comes back.

I'm using Blender 2.77.


texts: Can only add a single bone in object mode

texts: For some reason I can only add a single bone in object mode. I want to add a human meta-rig but it wont even let me select it in the menu.


texts: What's the difference between the various Open Subdiv compute types?

texts: It seems there are 5 different available "compute types". what are these compute types? What's the difference between them?


texts: i  had graphic card of  nividia gforce210 but while I want to enable gpu in cycle render then it show the "none" in cycle computer device please help me.


texts: Everything is invisible in material and in render preview

texts: I am semi-new to blender and just got the new version. For some reason, everything is invisible in material mode and render preview. And this is not just a "you messed up the texture" problem. Even in the default startup file, everything is invisible. I rendered a short animation to see if it was just a viewport glitch, but no. Even when rendered nothing shows except for a few pink objects that have no texture.


texts: Subdividing face doesn't automatically subdivide adjacent face

texts:
very new to Blender (as of about 3 hours ago), so hopefully this will be an easy one. I'm going through video tutorials and I've noticed a discrepancy between the outcome of subdividing on the videos, and on my laptop.

Firstly, I create a new plane. Next, I select the top and the bottom vertices and subdivide them. This causes a new edge to be created between them, with a face on either side of it. Perfect.

Finally, I select the right face and subdivide it. This causes it to break up into 4 smaller faces (brilliant), but the left face doesn't automatically break into 3 triangular faces. I'm pretty sure it should break up automatically to deal with the extra vertex that has now been added in the middle of the central edge. All that seems to happen is that the 'centre point' of the left face moves slightly to the right.

I know that I can hit Ctrl+T to break it up into triangles manually, but I really don't want to have to do this every single time I subdivide an adjacent face.

If it's at all relevant, I'm running Blender v2.76 with Ubuntu 16.04.


texts:
I recorded a video at 1080x1920px resolution, and wanted to crop this video, by removing a little bit from the top and a lot from the bottom.

I went about it by -

Importing the video (drag and drop)
The video was being squished, I managed to fix this by Right clicking on the video -> Movie Strip -> Set Render Size.
I calculated exactly how many pixels I wanted to crop from the top by clicking on the preview and noting down the readings on the Y axis.
I then did some basic math and converted the Y axis readings to the appropriate offsets and used the Adjust -> Crop to enter these offsets.
I then changed the Render dimensions by calculating the difference between the original height and the sum of the offsets.
Ensured the height is divisible by 2.

This was quite cumbersome. Is there an easier way to do this in Blender? Ideally I would love it if I could just drag a box over the desired area and Blender does all these calculations for me.


texts:
I have a blender object for export into BeamNG. Is there a generic lighting scheme or environment that will not create shadows?

To clarify, I am looking for a no shadow environment in Blender 2.8

Grateful for any help.


texts: AttributeError: '_RestrictContext' object has no attribute 'object'

texts:
I'm trying to make an add-on with this code but keep getting this error. I've tried putting this line obj = bpy.context.object in execute but then i'll get another error wich i've sollved by putting this line outside of execute. Any help please?
bl_info = {
    "name": "test",
    "author": "Aziz",
    "version": (1, 0),
    "blender": (2, 80, 0),
    "location": "...",
    "description": "...",
    "warning": "",
    "doc_url": "",
    "category": "Mesh",
}

import bpy

class ReducePolygons(bpy.types.Operator):

    bl_idname = "reduce.polygons"
    bl_label = "Reduce Polygons"
    obj = bpy.context.object

    def execute(self, context):
        bpy.ops.object.modifier_add(type='DECIMATE')
        self.obj.modifiers["Decimate"].decimate_type = 'UNSUBDIV'
        self.obj.modifiers["Decimate"].iterations = 1
        bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Decimate")
        return {'FINISHED'}

class LayoutDemoPanel(bpy.types.Panel):

    bl_label = "test"
    bl_idname = "SCENE_PT_layout"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

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

        layout.label(text="Mesh Optimizations:")
        row = layout.row()
        row.scale_y = 2.0
        row.operator("reduce.polygons")

def register():
    bpy.utils.register_class(LayoutDemoPanel)
    bpy.utils.register_class(ReducePolygons)

def unregister():
    bpy.utils.unregister_class(LayoutDemoPanel)
    bpy.utils.unregister_class(ReducePolygons)

if __name__ == "__main__":
    register()

I've tried putting this line obj = bpy.context.object in execute but then i get this error message on launch:
'NoneType' object has no attribute 'modifiers'

Also tried deleting this line obj = bpy.context.object and replacing self.obj with context.object as  Robert Gützkow suggested but unfortunately i got the same AttributeError.
Any idea on how to fix this?


texts: Any dictionary/glossary resource for VSE?

texts: I am trying to switch to Blender after having a little bit of experience using other video editing software and ideally would not like to spend too much time on watching all the lengthy youtube tutorials, rather I prefer to find brief instructions about common tasks in the Docs. The problem is that every software uses its own terminology, and it took me some time to find, for example, that what I would call a track in another software is called channel in Blender, fragment is called strip, cursor is playhead (what?!) etc etc - it makes it much harder to search for the right keywords in documentation and forums. Surprisingly, in the official Glossary, none of these terms are present! Is there any other resource available for that kind of information?


texts: How do I fix - "CUDA error : Launch failed in cuCtxSynchronize()" and "cuCtxCreate: Launch failed" in cycles

texts:
I'm using 2.78 cycles with experimental and it have been stable until recent when this errors started.

I haven't started to work with the scene, the only thing I have don is setting up the character.


texts: opening unity model with animation into blender

texts:
I'm somewhat new to animation in blender and still in the learning process. I've just bought an animated model from the unity store to help me learn how to get better animations but I'm having issues loading it into blender. The model and the animation itself are two different fbx files. I can import them separately into the same blender file.The animation has only action data and no armature attached. How would I attach the animation to the armature model? I've tried using action editor under the dope sheet, but the animations are broken up by individual body part (ie animation of Left ear, animation of left paw) and I can't seem to apply each individual animation to each bone in the rig.
Hopefully the video below gives you a better idea of what my problem is. Tbh I'm not even sure why the animation is separated from the rigging or what type of object it is. Any help is appreciated. Thanks
https://gyazo.com/d0bbf526dc1d118651b477a3c25b3ad5


texts:
I'm writing a small exporter for my OpenGL project and I want to get UV values for every vertex from a Mesh object. I can get all the other needed values like the vertex position and normal, but not the UV coords.

Can you help me how to find that?

Thanks!


texts: Any methods to show wires in texture paint WHILE face selection masking is enabled?

texts:
Strangely, wires are not drawn on the masked selection (yes, the very selection you've masked off and are trying to paint).  Does anyone have a reasonable workaround for this behavior?

Edit mode: faces selected to mask.  "Wire" and "Draw all edges" checked:

Texture paint mode: Face selection masking disabled:

Texture paint mode: Face selection masking enabled (wires are not drawn on the masked faces):


texts: Receiving error "Can't Detect 3D Hardware accelerated"

texts:
My computer just updated, prior to the update I was able to use Blender but now I am receiving this error from blender when I open it.

http://s21.postimg.org/gaigi523r/screenshot_3.png Also I notice that when I check my Display adapters in device manager they have errors,

http://s21.postimg.org/wvq2xst7r/screenshot_2.png.

Does anyone know why this is happening? Need more info from me just let me know.  I did do some searching before I posted my question but could't find anything that I could understand. Thank You for your time.


texts:
I am trying to make a domino movie, but i got stuck while using this dupliframe feature
It keeps on deforming the object!
I thought this is used when you just want the object aligned and oriented along the path, but not deformed...

http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliFrames

I am using blender version 2.71 did the feature changed during the updates or something??

the highlighted mesh is domino shaped mesh an i am trying to duplicate it along the curve without any deformations as the screenshot shows.


texts:
Okay, so I was watching Andrew Price's tutorial for cycles baking (Found Here)
And I was wanting to do that with the floorboard addon (More on that Here)
And the addon creates a uv layout for wood textures, but it's random for realistic rendering. Anyways, I want to bake the material, but I don't know how to do that with an object that already has a uv layout.


texts: How to conditionally drop frames in the VSE (Video Sequence Editor) based on a dynamic condition?

texts: I have a large body of video (dozens of hours) containing stretches of mostly frozen video. I've been able to detect these sections with compositor nodes resulting in an (incredibly inefficient) all black or all white screen as a Boolean. How can I use this node system to include or exclude frames from my source video set to pair down my data set? (I eventually want to compile these into a time lapse video.)


texts:
I recently did a netrender under Cycles with a hundred frames at five samples a frame with random seeds. However, all of the ouputs ended up the same. Why did this happen?
Here's a screenshot of my sampling options:

I didn't post the .blend because it's over a gigabyte, but if you need it I can. Similarly, I didn't post the render results because they were 214 MB each, but I can.
Edit
I tested it again (both netrender and local) and the netrender again failed to deliver, while the local render worked. Very strange.
Another edit
Problem cured itself. No idea why or how. But it did. Someone with enough power can close this now.


texts: Method to specify the Solidify thickness based on another surface

texts:
I have a set of concentric spheres of varying radii, each a different color (material). I would like to use the SOLIDIFY modifier, and add a thickness to each such that it fills in the distance between the larger sphere and the smaller sphere.

I plan to put this in a script, so I have tried to build an algorithm based on their radii (and the difference of), but something's not working out. A visual example may help. Below is a 1-D model from the outside of the largest sphere (left) the center of the concentric spheres "(center)":

Crrnt:
1.......2...3......4.....5......(center)

Ideal:
1111111 2222 3333333 444444 5555555 (center)


texts: Blender collision export primitives issue

texts:
I have just started learning blender, and I am having trouble exporting a few very basic collision shapes. I would appreciate any pointers where I might be going wrong

I exported to .bullet using PhysicsConstraints.exportBulletFile
1. Cones are exported perfectly (verified by recreating programmatically)
2. Cylinders are exported with the wrong scale
3. Boxes are exported with correct position but AABB only wraps original unrotated shape

I have a very simple Blender scene with two cylinders, a cone and a box:

In Blender:
All have "Add Active" and are green when selected
All have radius = 1.0
All have "Rigid Body"
All have "Collision Bounds" ticked with the correct shape selected

Thanks in advance


texts: Hooking a series of empties along a curve

texts:
Right, so:

This is for a game where you can grind rails, and the rails function with waypoints which I generate from Blender empties. So far so good, I've already got a handful of scripts to automatically place them on curves and certain meshes.

Next though is those curved walkways, made up of multiple meshes and multiple curves. I've already figured out a way to combine each connected curve into one and then place my waypoints from there, but it's kind of inefficient and while technically non-destructive to the meshes and curves, it'll require me to delete and re-generate my grinds every time I move the walkways. What's more, the trick relies on superimposing edge-only meshes onto my walkway meshes, which makes tilt unpredictable.

What I'm looking for is a way to automatically place empties in such a way that they'll follow the curves. I don't necessarily mean an arbitrary number, so long as I can get it to roughly correspond to my rails.

Requirements include:

It must be non-destructive.
The waypoints must be real, or at the very least real once exported to FBX.
They must follow along the curve as it's moved.
They must all be children of one empty separate from the curve.

Possible avenues include:

Secondary empties, if real, can be parented to the curve, and then I can get their location into my waypoints via a Copy Location constraint.
The fake curve meshes can be actual curves. Currently looking into that.
Following that, the curves being followed by the waypoints don't necessarily have to be the same as the walkway. I'll be trying secondary curves following the primary ones.

Thanks in advance.

edit: A visual example from another model:

The grind waypoints move with the model, copying the location of empties parented to the model's vertices. This allows them to be parented to a separate object and each to automatically face the next via Damped Track. What I'm looking to do with curves is either this or, even more ideally, directly influencing their positions via curve.


texts: Rotation not working correctly on round objects

texts: I am trying the make wheels turn on a car. I set a keyframe on the wheel for rot on frame 0. I then rotate the wheel around the axis on the frame of the car 90 degrees (lets just say the x axis) and then set another rot keyframe on frame 10. When I play the animation, it goes from the first to the second position. However, it rotates in other directions too. When i try to set keyframes for the y and z rotations to 0, then the wheel is turned the wrong way. I tried this on other axis's instead of the X and the same thing happens. I use v 2.79. Any ideas? Thank you for helping!


texts: Ways of sharing the same smoke cache datas between two different files?

texts:
I'm working an a short 2min animation, fully smoked based, in order to emulate a kind of ink effect on all my characters, landscape, etc (all the object in the scene are smoke emitters). Obviously, the cache files takes a lot of disk space (I mean : a lot!!), and a lot of baking time.

Basically, I'd like to generate the smoke data once for each type of object, and re-use it every time I have the same kind of object in a (different) file.

For an example, if one of my scenes contains a mountain, emitting smoke, with specific smoke settings, for a specific number of frames etc., and another one contains another mountain, with a a completely different shape. Can I use the generated smoke cache from the first object with the second (assuming that I desire the same smoke settings on both)?

I know that ticking the "external path" option, and giving to it a path allow to reuse the generated smoke data.

But my question is: what will be shared exactly? Can I use the data between two files, containing different objects of different shapes, but with the same desired domain and flow settings, in order to save some disk space and baking time?

Actually I don't understand precisely what kind of exact information is stored in the ".bphys" cache files.


texts: I'm new to Blender. I've been trying to follow BlenderGuru's donut tutorial but I can't seem to add sprinkles. The particles are stuck inside the icing and I'm not sure how to get them on the surface.


texts:
I am trying to print all of the looks that are installed inside of the colormanagement look enum. Currently I have:

for look in bpy.context.scene.view_settings.bl_rna.properties['look'].enum_items:
    print(look.name)
    print(look.description)
    print(look.value)

but what this gives me is

None
Do not modify image in an artistic manner
0

and nothing else.

It does not change from None when you select a different look. How can I make this print each possible value?


texts: Hair particle system moves position when loading

texts:
I am using Blender 2.79b in cycles render trying to create a character model with realistic hair and eyebrows.  I have set up my hair using a vertex group for the scalp, and the eyebrows were placed using the add tool and X mirror.  Standard hair settings;

Hair dynamics unchecked
Velocity settings default
Rotation unchecked
Physics settings default
Render settings default with B-Spline at 6 steps
Display rendered with 6 steps
Children interpolated, display 25, render 25, long hair checked (unchecked for eyebrows)
Field weights default
Force field default
Vertex groups density set for scalp
Custom properties default
Textures default
Cycles hair settings with root at 0.20 and tip at 0 with close tip unchecked

After combing the hair into the position I want, I can render an image and it looks good.  I save the .blend file.  If I close the program and load the file I encounter a few problems.

The hair is now completely messed up and out of position.
Some of the hair parents have moved position, away from the vertex group in random places on the model, and sometimes floating in mid air away from the model.
The eyebrow I placed appears to stay in position, but the mirrored eyebrow is randomly scattered.

Any guidance would be greatly appreciated.


texts: How do I apply delta transforms to normal transform?

texts:
How do I apply the delta transforms of a couple hundred objects (in a collection, if it helps) to normal transform? I can't even find an option to clear delta transforms.

There's the Object -> Apply -> Location to Deltas, option, but no equivalent to go in reverse!?


texts: Artifacts in render, but not in preview?

texts:
I have spent hours figuring out how to do this piece of my object. Starting over with a new mesh a number of times.  I punched the holes manually, after learning the evil that is boolean modifiers.  But I just can't seem to shake my bad luck with this piece!

Many artifacts show in render, but in render preview it looks nearly flawless.  I don't have the option to leave out smoothing..it looks too poly without it.  I have no idea how to fix this. Here is the rendered version:
1
Also notice how the metallic piece to the right (up against the glass) renders just fine, despite the fact that it is made with the same material.

Here is how it looks in render preview:

The mesh in edit mode:

Here is a link to my blender file for you to go nuts with:
https://www.dropbox.com/s/9lh6z9hyeqwneqn/sonicpublic.blend?dl=0


texts: The color of my video is wrong when I input it into "Composition"

texts:
So, I'm tracking a video, then applying a vide on top using "Motion Tracking" and "Compositing" in Blender. My video's colors always came out a bit "whiter" and "higher contrast" than the original, so I fiddled around with the color values and found out that setting the source video's settings to "Raw" (In "Footage Settings" -> "Color Space") fixed it!
However, now, when I try the same thing, it won't work anymore.
In the "Tracking" panel, changing the settings to "Raw" fixes the colors, but if I go into "Compositing" and do the input color (in the "image" node) to "Raw", the video turns much whiter and brighter than it should be. (Changing it to sRGB turns it darker, but still too white compared to the original footage.)
I currently have this node setup (see below), but the video footage is the same color even if I connect the "Image" node to "Composite" and "Viewer" directly.

And THIS is how the image looks in the "Tracking" panel, and how it originally looks:

How can I fix this? What causes the video to get whiter than it should be?
Thanks for the help!


texts: How do you bake a texture without parts of the texture disappearing?

texts: I am fairly new to blender, and I am trying to bake multiple textures into one so that I can export it to a game engine. I followed tutorials, but I kept running into an issue where one texture would appear, then disappear, then another texture appears, than the first texture reappears, then disappears, and then the bake ends. This is the tutorial I was following, https://www.youtube.com/watch?v=MH7Xdol5erw&t=502s.


texts: I was trying to google a way to merge overlapping meshes and everyone keeps saying Limited Dissolve, but it's not working for me for some reason :< ... I just want to make one n-gon without anything in the middle.


texts: transparency texture not showing other object?

texts:
So I have a video and I have the checker texture, and have set it up so that its black and white, and then I put the color into alpha of the output node, so that I have this white and transparent dotted line. BUT, the "transparent" part of the line goes THROUGH an object right behind it.

I'm using blender internal.
help?


texts: How Do I Lower My Polygon Count In Blender 2.8?

texts: I Really Need Help, I Made A Dragon Egg Model And Need Help Lowering The Polygon Count


texts: How do I display a mesh with curved lines?

texts:
I sometimes see relatively low-poly meshes displayed with the lines between the nodes curving to the surface of what I assume to be a subsurfed form. I uploaded a few images to imgur that I found on google that indicate what I mean:

Notice the line coming from the temple and curling around the ear, as well as the vertical lines on the back of the neck.

Look at the vertical lines coming from below the armpits up across the pectoral muscles and the lines running from the shoulders down the arms at the spaces between the deltoids and biceps.

Hopefully, I'm communicating what I mean properly. Anyways, I wanted to know how I can enable these curves.