texts: Make objects reflect from separate view layer 2.8

texts:
My last post of this was marked as a duplicate for glass shaders. I want to make explicitly clear, I am NOT asking for glass shaders.
I'm doing a bit of archviz for a buddy's bathroom remodel, and I want the windows and reflective surfaces to show a background without it darkening the scene. In 2.79 you could set the object ray visibility, but that seems to have been removed. (As shown in this post; Plane to only reflect object?) I know I could use view layers, but next to a window is a glass plane that reflects the environment, and I don't know how I'd composite that in. I've also added in an external ground plane to get some ground color bounces. By the end result, I want the brightness afforded by the background plane NOT being there, but have it appear in the final image and reflections.
Note the reflection in the glass

For a simple demonstration, I made a plane and some glossy spheres with an HDRI, I need the light to pass through the plane and reflect off the lower sphere underneath it, without it also creating a shadow from the plane. In the scene I have the light should be passing through the plane without the plane casting a shadow and darkening the scene.


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I followed Royal Skies' rigging/weight painting tutorial to get this far but when I try to move the bones in pose mode only the ones that aren't directly connected to the tail of another bone are able to move, the rest are only able to rotate. I know this has been asked many times but i've been looking through the answers for the whole day and none of the solutions seem to work for me.
I've tried both painting the weights myself and automatic weights and neither works. Auto IK is off. Location isn't locked, its simply greyed out for the bones that can't move.
Another thing is that the bones don't follow the mesh, as can be seen from the screenshot below.
And finally using CTRL-ALT-S to scale the bones in place doesn't work. I can see the numbers increasing or decreasing, and I can change them in the little box at the botttom left but absolutely nothing happens.
Thanks in advance
Blend file:


texts: How to add Displace Modifier from height map

texts: Im trying to add Height to my subdivided plane based on heightmap texture. I found this solution(how to use displacement maps on Eevee Blender 2.8) and its exactly what i want. But for some reason i dont have the option to "open" or add texture. Did the work flow change or im missing something? Im using blender 2.83.2.


texts:
It has always bugged me that Blender add-ons (in this case the Sapling add-on for generating trees) have a wall socket as their icon in the Add menu, instead of something more custom. I would like to be able to set this icon for these add-ons and for the scripts that I write.

Is it possible to change this icon, either through a custom build of Blender, or by modifying the Python script in any way?


texts:
I could not find an example for the Bmesh function:

bmesh.ops.transform(bm, matrix = matrix, space, verts_extrude_b1)

What is the matrix argument and what do you pass it?


texts: How to give my armature skeleton a body?

texts: i have done a armature skeleton but now i have to give it a mesh, is there any option to do it automatically ?


texts: Glossy reflection using Principled BSDF is much rougher, why?

texts:
Here's an example with the simplest possible node setup:

For some reason, all glossy materials using the Principled BSDF are super rough when viewed in a mirror.

I'm using Blender 2.79. Have I encountered a bug or am I completely missing something else?

I'm using the Cycles Renderer with a GTX 1070.

The blend file is here: https://i.peterwunder.de/mirror_test.blend


texts: Retopologize mesh to achieve uniform face size

texts:
I am trying to use Blender to remesh a vtk/stl file to create uniform face size- I have failed using paraview, meshlab and MIRTK tools- all result in substantial errors on remeshing!

I am very new to Blender, and the answer may be obvious. Is there a way to achieve a uniform remeshing?mesh of left atrium


texts: 3D View Render Preview not in sychronization with texture paint, Cycles Render appears correctly

texts:
Blender 2.83.2
Cycles Render Engine
If I have both an Image Editor and a 3D View in Texture Paint
User Experience for Different 3D View Modes

3D View Solid Mode Interactive.. 3D View is updated and Image Editor Updated
3D View Material Preview Interactive... 3D View is updated and Image Editor Updated
3D View Render Preview  [ Not ] Interactive... 3D View is NOT updated and Image Editor Updated ⚠

Transparency was my emphasis today. Brush Erase Alpha and Add Alpha
Does the dependency mechanism ...topological sort and texture painting .. allow correctly updating in the 3D View ... for the bullet point marked ⚠ ?  I do see work occurring in the 3D View.  I do not know what is the correct expectation.
If I nudge and poke Blender by switching render modes in the 3D Viewport
Shading ..
from Rendered Preview.. to Material Preview .. back to Rendered Preview... then
I can see the correct results in 3D Viewport.  ⍖ File Save Required.⏻
An image on disk and a mask image and Shader Editor are used.   One static on being modified in texture paint. The mask image ..which is just and image with Alpha is used .. it does not have a special designation.  I have saved the modified file which is a mask.  For interactivity I would not want to save it all the time.
This appears in the console .. I am not sure if it is related.
Unsupported mode: OBJECT
As well my GPU is now rejected by Blender. So I would expect slower updating.


texts:
I'm not well versed in scripting and I'm trying to write a script that involves converting grease pencil to curve, I have discovered that the operator

bpy.ops.gpencil.convert(type='CURVE', use_timing_data=True)

needs the 3D view context to work, however if i set the correct context Blender crashes without any crash log

i have tried these two options

import bpy

area = bpy.context.area
old_type = area.type
area.type = 'VIEW_3D'

bpy.ops.gpencil.convert(type='CURVE', use_timing_data=True)

area.type = old_type

and

    import bpy

    win      = bpy.context.window
    scr      = win.screen
    areas3d  = [area for area in scr.areas if area.type == 'VIEW_3D']
    region   = [region for region in areas3d[0].regions if region.type == 'WINDOW']

    override = {'window':win,
                'screen':scr,
                'area'  :areas3d[0],
                'region':region,
                'scene' :bpy.context.scene,
                }

bpy.ops.gpencil.convert(override, type='CURVE', use_timing_data=True)

How to explan the crashing and is there maybe a different approach for creating curve from grease pencil?


texts: How to render the shadow of an invisible object?

texts: Say I wanted to make a render of a ghost. The ghost must be invisible to the camera, but it must still cast a shadow on the ground. How can I block light from passing though an object that is invisible?


texts: How to speed up Blender Video Sequence Editor rendering?

texts:
When rendering a simple video in FullHD right now (one video track, one audio track), the encoding process takes about one second per frame. Let's say I'd like to render a 5-minute clip in 24fps:

5*60*24 = 7200 frames

1s per frame = 7200/60 = 120 minutes of rendering time.

It seems very slow to me. Is there a way to speed up this process? Mabye use different codec? Or maybe I should render to RAW file and then encode it using an external tool? Right now I'm using x.264 coded with default settings.


texts: DOF in cycle render shows in solid view but not in render

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Hi I'm rather new to blender and have seen a lot of tutorials now on Youtube and done a thorough research here on the topic Depth of Field. I also created the first renders but have a problem applying depth of field.

I inserted an empty object called FocusPoint and set up the camera details with focus on FocusPoint and an aperture of 5.6. When switching on DOF for viewport in the properties panel under shading I see a DOF in camera view with solid texture. When switching to rendered preview or when rendering with F12 the DOF is not visible. BTW also when changing the aperture afterwards nothing changes also in solid view.

All the tutorials on applying DOF do just the same but it seems to work for them. I am using Cycles Render.

I don't understand what I didn't get. Do I need to do another customization?

I have stripped down the file to just a box and set the FocusPoint to the upper front edge.
Here is the screen showing both views:
The blend file lies here


texts:
I'm working for a company and they have to optimize 3d scenes to be rendered in virtual reality. The problem is that the people who are modeling the scenes are really bad at doing that. I've seen scenes where small objects had a really large amount of vertices (imagine a scene where a building has, let's say, 100 k vertices, and only one lamp has 15 k vertices...)

I want to write a script that decimates the geometry only for those objects that have an insane number of vertices but, how do I detect them?

I was thinking about computing the volume for each mesh and compare it with the number of vertices, but this would be really expensive and I'm not sure It's a good way to detect such meshes.

Any suggestions?


texts: Rigify Generate -- Deformation Bones vs. Armature?

texts: Why should I use deformation bones instead of just parenting w/ automatic weights straight to the armature? The octahedrals act as bones while adding keyframes... However would deformation bones possibly lessen the possibility of import export errors especially to UE4?


texts: How to reduce how much area is affected when manipulating vertices?

texts:
I want to be able to reduce the amount of green area effecting the edges when manipulating the vertices that are selected.

If someone could answer how to do that I would greatly appreciate it.


texts:
"Global Undo" in User Preferences -> Editing Keeps unchecking itself.

As a result, I'm not able to use ctrl + z

I'm not sure when it happens - maybe after coming back to my computer after putting it to sleep the previous day.

When I re-enable it, it undoes (only God knows how many) previous steps. My models go back to "some other" stage they were in before.

Not good!

Any ideas?

Cheers.


texts: Why does my blender 2.8 not recognize the gpu?

texts:
I have AMD Radeon R5 M430 in my system and the blender version that I am using is 2.8 still it does not recognize the gpu.

At most of the places it is written that this gpu has GCN 2nd gen. The 2.8 version of blender support 2nd and above generation.

So why is this happening?
Has anyone else faced the same problem?


texts: Rope material stretching along long faces

texts:
Trying to make a rope material. Granted I am still learning this, but my result seems to be stretching in strange ways....
This is how the UV is unwrapped and this are the nodes being used

any thoughts on what I am doing wrong here?


texts: SVG from illustrator doesnt fill correctly

texts:
Blender is not filling correctly the SVG file imported from illustrator even after trying all the options for SVG exporting on illustrator. On the attached photo, you can see the area referred with the blue arrow doesn't fill until I delete the red areas.

The filling before deleting the red areas:

The filling after deleting the red areas:

Would you please help me sort this out?


texts: How to edit a glass shader to make it look like bumpy frosted glass

texts:
I was wondering if any of you had any ideas on how I might setup a shader to look something like this (in Cycles):

It's a little bit frosted, but the main thing that I'm trying to acheive is the "bumpy" appearence.  Thanks!


texts: Unable to render more than 135 samples or gets hung

texts:
Seems I'm only able to render 135 and no more, if try then get stuck on 2 sampling.

135 samples takes about about 4-6 minutes. I have memory, see image of OS info, Memory info. Thank you.


texts: How To Prevent a mesh from overlapping into another?

texts:
What is the best way to prevent this:

Obviously, these are pages in a book, and there are also a stack of pages beneath these, so I've got to make sure there are no "gaps".  Should I utilize adjustments with shrinkwrap, make the pages thicker, add subsurface, etc. or......


texts: I can't enter edit mode when this happens, and the material preview becomes weird as well. How do I get out of this?


texts: How can I create an object which masks and cuts into other objects?

texts:
I'm looking to create a object that masks and cut into other objects. So far this is what I have.

 The second object in that image needs to be transparent and will take a chunk out the first cube.

To give you a idea on what I'm doing the second object will have location keyframes and will slowly eat away at the first cube.

I'm finding it hard to put this into words so I've made a image to try and show you. This is what it should look like, rendered.

This is what it would look like if you saw the wire frames of all the objects.


texts: If I click the bone and press g, and press ctrl, it creates an orange line and aligns in a strange direction. Why is that? It was originally arranged at right angles by pressing the ctrl key.


texts:
Currently we have the operation “Make duplicates real”… I was wondering if there was the reverse of that operation “Make real objects duplicate” or something, turning objects into empties, keeping all transforms?

I know this could be somewhat achieved via dupli{verts,faces} or via particles or particle instance modifier, however I was looking for an operation that didn’t involve all those.

Thanks!


texts: How to find image coordinates of the rendered vertex?

texts:
I have a simple mesh of a cube.  I would like to know what are the coordinates of each vertex in the rendered image (i.e. for each 3d vertex I'd like to know it's pixel coordinates).  Is there a way to do this?

Clarification:

I'm experimenting with a pose estimation algorithm (i.e. finding out the 3d pose of the object) from a (set of) 2d image(s).  Instead of taking an image of a real object with a real camera I synthetically render the image of a cube using blender.  In this way I know the pose of the object and the intrinsics of the camera, so I can easily validate the results of the pose estimation algorithm.
Pose estimation algorithms usually require to provide them with world points on the object and the corresponding image points.  So what I'm looking for is a way to produce a dump of correspondences of the 3d point <--> image point as a byproduct of the rendering procedure.
Thanks,
Alex


texts: How would one go about creating a genetic algorithm and/or neural network for blender?

texts:
Where would I need to start? I am just about able to code genetic algorithms and neural networks using Python, C# etc so that is not primarily  the problem.

Is it just a case of importing modules into the blender script? Does anyone know and is able to explain in rough detail how GAs/NN would be implemented in blender?

If you can, many thanks. I've seen someone do it before, but I suppose they're too busy to give feedback.

Edit:
Due apologies if my English is bad, it is not my native tongue.


texts: Can I limit what IK bends? Need bones to only move certain way

texts: I was working with a model of a robot arm type thing, and wanted to use an IK constraint with an empty as the target to assist in posing. I abandoned the idea because: The IK constraint seems to run over any kind of angle limits I put on the bones it affects. Though, that was back in 2.80, or maybe 2.79. On the chance that it hasn't changed, what can I do?


texts: Blender Game Engine - Jumping help for 2.76

texts:
so I am trying to make a 2D platformer game, but I can not get the jumping right at all. I have tried using Linear Velocity, but all that does is jump slowly and I can't seem to speed it up and have full control over the physics.

What I am trying to do is make a jump using Dynamics in the game engine that will be so you can just TAP the space bar to jump and the longer you hold it the higher you jump until of course you fall back down like always, that way you can make smaller jumps basically. Linear velocity can do that but the problem is that it takes way too much to fall down and I can't seem to speed any much of the physics up, it's really slow.


texts:
I've been able to use the User Preferences, Themes to change colors in my Blender inferface but I can't find the place to change the menu text color in the info bar.

I need to change "File," "Render," "Window" etc.. so that I can see them more easily. Perhaps to white or perhaps by changing the background to a lighter color.

Thank you for your help!

Sabi


texts:
Here's an image of what's happening:

I can't change any of the things. Restarting Blender does nothing. This has never happened to me before and I'm unsure to why this is happening now. I saw other people with this problem but they just said that restarting would help but it didn't.

Anyone experienced this problem before or knows how to fix it?

Thanks in advance.

UPDATE:

Also tried re-installing which didn't help. Tried deleting all addons which also didn't help. Also found out that when I try move something to another layer I can't use the numbers on my keyboard which is another thing which randomly changed recently.

UPDATE 2:

Turns out there was an answer. Just had to search other terms into google. If anyone else is having the problem then go User Preferences, Editing and then enable global undo. Don't remember disabling it but I must of at some point. Here's the question where I found the answer. Sorry for wasting anyone's time if they were writing an answer :/


texts:
I am having a bit of a hard time understanding why the STL export differs from what I see in my model.

Currently I am trying to create a 3D printable mould to create beeswax foundation. I have created a small example of the problem I am facing.

In Blender my model looks perfect, each hex has 3 edges meeting in the center of the cell, the mid point is then moved up 1mm to form the indent in the mould.  Here is what it looks like in Blender, you can clearly see the three faces.

However when I export as STL and pull it into Prusa Slicer, I end up with 6 faces, which is not what I am after.

You can find my blender file here

Any suggestions welcome.


texts: Event key for "TAB" and "TAB + shift" on add-on modal?

texts:
I am finalizing a Blender add-on and I have an issue on the modal part with 2 events triggered by TAB or TABSHIFT.

Here is the actual code:

# TAB event
elif event.type == "TAB" and event.value == "PRESS":
    ...
    return {'RUNNING_MODAL'}

# TAB + SHIFT event
elif event.type == "TAB" and event.shift and event.value == "PRESS":
    ...
    return {'RUNNING_MODAL'}

The first event TAB works perfectly but the second event TAB + SHIFT does not work at all (never triggered).

So, without any success, I tried to:

group the event condition such as: ( event.type == "TAB" and event.shift ) and event.value == "PRESS"
replace event.shift by event.type == "LEFT_SHIFT"
remove event.value == "PRESS"

Any idea?


texts: How can I delete the NLA track without deleting my rig?

texts:
I have a model of a bird using Blender 2.9, which is animated on the NLA track. I want to continue my project by making animations manually (with manual keyframes), without using the NLA track. When I delete the NLA track from my outliner, my entire rig is deleted as well. I can't remove the NLA track from my outliner without deleting the rig.
So how can I delete the NLA track without deleting my rig, so I can continue my project without the use of the NLA track?


texts: Trying to make a simple glass but the shading is clearly off (for reference it's similar to IKEA's POKAL glass). To add thickness I didn't use a solidify modifier because the outside geometry is a different shape to the inside so thought this was too much hassle and I just added geometry on the inside manually and joined them. It's a simple lighting setup with just one point light, I tried an hdri but that didn't improve things at all. The only material settings I've changed from default are the roughness (which is all the way at 0 but I've experimented with other values) and the transition (which is 1). All normals are facing the right way and there are no out of place faces/edges/vertices. Changing the number of light bounces doesn't seem to have an effect.


texts: How Do I stop the Red and Green Cylinder from moving

texts:
I don't know how to stop the cylinders from MOVING here's a video to show.
https://vimeo.com/282056594

How can I stop the green and red cylinder from moving back and forth?


texts: Is there a option or addon that allows you to change the colors of clips in the VSE, so it is easier to categorize them, for instance changing the 1st clip to red then changing another added video(the 2nd clip) to yellow. I'm working on a project that will borrows from tens of mp4 files and I don't think regular naming will categorize them.


texts: In Texture Paint mode, is there a way to paint a desired color over another color in ONE click/stroke?

texts: I'm new to Texture Painting and I've realized that trying to overlap one color with another in ONE click/drag will result in a shading effect that gives you a slightly weaker version of the intended color unless you overlap the color multiple times. Here is an image to better illustrate what I'm trying to achieve (the red circle).


texts: How Do I Make an Object Look Two-Dimensional, But Have The Rest of My Project 3D?

texts: I have recently had an idea of having a three-dimensional background and landscape, but all the people to look two-dimensional. I know you can enable freestyle rendering, but that affects everything and doesn't have the right look. I want to make something like the Disney short, Paperman. They used 3D software but made everything look drawn. I want to do this but only on a few objects. I am currently in the planning process, so I don't have any .blend files or images. I hope this is enough information. Let me know if you need any more details! Thanks!


texts: how do I prevent the belt from clipping my model (I've used data transfer to transfer the weights)

texts: I don't know how to fix this can anyone please help me? I'm at a beginner level. I can provide extra information if necessary.


texts: I am having trouble installing animation nodes

texts:
I am trying to install the animation nodes addon on my mac, but I keep getting this error message

I cannot find the specified folders on my mac and would really like some help if anyone knows what the heck to do.


texts: Controlling the "strength" of cycles' Bump node

texts:
What is the correct way to control the strength of the bump node?
What does the Distance Input on the bump node in cycles do?
The manual does not make it clear.

  Distance Input
      Multiplier for the height value to control the overall distance for bump mapping.

So if the Distance Input is meant be used to control the depth or strength of the displacement, then what does the setting the Strength setting above 1 do?


texts: BI how to use the Defocus node with images as plane

texts: In blender internal, there's seems to be a problem when using the defocus node with images as plane.  The Z-pass doesn't see the alpha of the image.  How can I fix this?


texts:
If you set up render layers in blender and you have them all ticked wouldn't blender render all of those layer for you all at once one after the other with all the associated maps that have been ticked ready for comping in an external application other than blender?

I feel like blender should do this already and thought it did?

I'm using blender internal


texts: How to make grease pencil stroke full opacity?

texts:
I've been trying to use blender (2.80 - from Ubuntu repositories) for 2d animation. The 2d animation screen I'm presented with guides me towards using the grease pencil for drawing. But now to the problem.

My grease pencil stroke appears to be about half-opacity and I can't find where that gets set. I've found I can change both the stroke and fill properties in the "Materials" pane. When I set them both to solid black, then the fill will appear black as expected, but the stroke will appear grey both in the viewport and in the render output. If I change the color to 100% red, it will appear unsaturated red.

I did find that if I change the world background color to blue and the stroke to red (in materials), then the stroke color will appear purple. And having multiple strokes intersect will increase the opacity. So I'm pretty convinced there is some default opacity (effectively anyway) for strokes (but not fills) somewhere that I haven't found. I suspect it's probably somehow due to the "lines" layer being different from "fills" layer, but I can't find any differences!

I've never really used blender, but I have tried do mess around with it in the past - maybe I changed some ancient setting years ago to make this happen?

I went through all the options I could find on all the default panes in the 2d-animation workspace and disabled any custom colors (or set them to black) and set all the opacities for everything to be 100% (IDK what onion skinning is, or what the viewport display controls) and none of that seemed to work. I searched Google for variations of "blender grease pencil stroke opacity" and only found more complicated issues (eg: a bug from a few years ago with grease pen on top of 3d geometry) - not instructions about this apparently basic behavior. Even in the documentation seems to just talk about how you just set the color to what you want - but not so for me!


texts: Blender 2.8x Outliner - Manually Reorder Objects within Collection

texts:
In my Blender project I have collections like so:

And I would like to manually reorder the objects within the collections. For example, within the collection named Fat Donuts, I would like the order to be:

Letter D...
Letter O...
Letter N...
Letter U...
Letter T...
Letter S....

I cannot get those items to change order using straight drag-and-drop. I did notice that the order is initially based upon the order in the items are placed into the collection.

I have turned off sorting as you can see here:

I know it is possible to manually reorder elements within collections, but I cannot figure out how to do it.


texts:
Summary of Problem
I would like to be able to move vertices, without deforming the surrounding mesh or edge, while snapping to another vertex or move it by a specified unit distance (Not percentage). I am doing my first archviz project and am doing a modern house that has many angles that aren't standard. This means that following the X or Y axis isn't suitable most of the time. Of course, I have done my best to conform to the grid and the axis's
Attempted solutions
In an effort not to cover things I've already investigated, I will outline what I've tried below. Many solutions are almost there but have one glaring drawback that makes it entirely unsuitable for me
Edge Loop and Slide
I have tried "Ctrl + R" to make an edge loop and then slide it, as well as "GG" to get the same end result. This isn't suitable to me as I can only specify a percentage and not the units that are being used everywhere else. You might think, why not just use math to get the same result? Because I want millimeter precision and when dealing with non-even numbers you're going to get some discrepancy. I have looked everywhere to see if there's some way to do this, but oddly it seems to not be a feature of blender. I have no idea how people do any kind of archviz work without a feature similar to this
Temporary Geometry
I have tried creating another object to act as a "ruler" to draw a straight line from the vertex I'm wanting to align to. The problem arises when I want to snap the vertice to the ruler (remember it's at an odd angle to the geometry I'm dealing with). If I was to edge slide as close as possible, there's still a slight deform that occurs when I snap to the ruler (In line with vertice, not to edge). The problem with this idea though, is the moment I want to rotate it to match an angle, it seems there is no snapping with rotation so it will be slightly misaligned no matter how hard I try.
Transform Orientations
I've figured out that you can slide vertices along the normals orientation axis's, which is very useful. I also have used the viewport view in conjunction with "Shift + Num7" to align my view with faces. This would almost be the perfect solution if used with the temporary geometry, but if I try and snap it to a vertex along the ruler, it will snap using the same orientation as is being used to move it - so it will be way off.
Knife Tool
I thought instead of moving the vertex, I could just cut it to the right position from the beginning. For some reason, I can't get the knife to snap to an existing vertice on the initial cut - only after that. I also can't specify the length of lines created so it's pretty much useless to me
Measure Tool
I thought that I could use some sort of "mark" to snap a vertice to when edge sliding, overcomming the lack of ability to specify a measurement that isn't -1, 0, 1. But no, of course when I think I'm there it seems as though the measurement disappears the moment you go to edit vertices. I hope I'm missing something here as it would be a bit ridiculous to not be able to see it in this context. Also, snapping to the measuretool seems impossible - again I hope I'm missing something because this seems like an incredibly basic feature any 3D software should have
I really hope someone can help me. I've spent easily 24 hours on this project and have achieved nothing, as I get so far and realise the misalignment is throwing everything off to an unacceptable degree. Tearing down my work over and over is just driving me insane and making me question my decision to learn Blender... but hey I guess I learn something each time I go through that process.


texts: Can we mix CPU, Cuda GPU and OpenCL GPU for Cycles Render Farms

texts: We have a few machines sitting around, some are cpu only machines, while other have nvidia or AMD gpus. Can I get all these machines hooked up and use the fastest rendering method on each machine for Cycles? Basically, it will use gpus (either Cuda or OpenCL) and if there isn't a gpu, it will default to cpu? Thanks.


texts: I am trying to use speech bubbles in BGE. I have them in another layer and I want them to appear in a specific position above a character. I used a near sensor so every time you go near that character they appear. The problem is that they appear in the center of my character and rotated in the wrong way. I don't know how to change their position so that they would appear where I want them to.


texts: Problems with Transparency when rendering with Volumetric shaders

texts:
When I render it in viewport then it looks normal:

For the fire, I just youse a normal Principled Volum shader that is plugged into Volume of the material Output. I render with two layers one for the fire and one for the ground. In the fire layer, the ground collection are contributing with Indirect Only and for the ground layer it is the same but here the fire collection is contributing with Indirect Only
My problem now is when I render end export each layer on their own then the fire looks weird:

And when I want to combine them later in gimp everything is messed up:

but in the blender Compositor with the alpha over node only thos parts of the fire without a background are messed up:

In Blender in only turned the transparent mode on and turend the Sample count to 256 for the renders.


texts: How can I get a particular editor space in python?

texts:
Right now, to set the current action before rendering, I am doing this to find the dopesheet editor space:

dope_sheet = None
for space in bpy.context.area.spaces:
    if space.type == 'DOPESHEET_EDITOR':
        dope_sheet = space
        break
else
    print('CANNOT FIND DOPESHEET_EDITOR IN bpy.context.area.spaces!!!')
    return

Is there some easier way to get the dopesheet editor than searching spaces for it?


texts: Alternative way to Reset to Original Pose

texts:
I just started weight painting
And have been rotating alot
I dont want to manually rotate it back

I know that you can just use Alt+R

But theres a problem it brings up AMD Settings

I dont have a PC of my own
So ive been working in this project in
A Internet Cafe

Is there an option to press on the Menu?


texts: How to displace an object with a texture radially?

texts:
I tried to make something like in this tutorial
but my result is like this :

how can I change the deirection of displacement?
-----edit-----------------------------------------------------------------------
Thank you for answering my question Martynas Žiemys.
I mapped this grayscale image.

But my result is

Grayscale image have positive values between 0 and 1
but I think normal vector needs to have negative values to deform radially.
Is there any way to make an image which has negative values?


texts:
I need to save out keymaps as I update shortcuts. In case I make a mistake, I want revert back to a previous update and not the default settings.
I'm in the Export Key Configuration area in the Preferences window, and I don't know what I'm looking at, some sort of windows explorer system, with no save option.
It says I have to save a Python Script file...
I'm not sure what that means, I'm not sure what that should look like, I can't tell what custom explorer file system does or how to save a file with it.


texts:
I have a scene with a shop and I am struggling to create realistic sunbeams coming through big windows. I have seen many tutorials about it too. But, creating a sunbeams with a lamp is not really fitting in my mind. So, I went for sunbeams in compositor. It gave me the desired look someway but not like I have expected.

Like you can see in 1st image that sunbeams are coming inside and they are looking foggy. It's the kind of look I want but the sunbeams are not at the correct angle comparing to HDRI sun's angle.

In 2nd photo you can see that Foggy look is completely destroyed. There are lines in it, don't know why. I want that foggy look in 2nd image too. And If anyone can suggest me any improvements in my renders please suggest me. I feel like I am still missing something to achieve realism. I am sharing the blend file For blend file click here


texts: How to open a .glb or .gltf file in blender?

texts: My question is about opening .glb or .gltf files in Blender. I don't see these extensions in the Import options, although Export allows me to create files with either of those extensions.


texts: Ik go wrong in render animation, but fine in viewport and render image

texts:
After I set my keys, I render the scene (shift+f12 Render animation), the result has a weird shaking and displacement on IK. But it was okay if I render every single frame by myself (f12 x 40time).
Render animation mp4
Render by me, every single frame. mp4
It feel like blender forgot update ik location or render before ik moveing to the right spot.
Is there a way to solve this problem so that I could render automatically when I go to sleep?
Here is my blender file, I am using 2.90.1
Sorry for my poor English and thank you for the reading.


texts: What has caused this f-curve to be inactive?

texts: The f-curve for the Y location is still there, but it isn't working. I must have clicked or pressed something without realizing, but I can't find what. It shows up in white with all its keyframes intact, and the object isn't moving when I scrub.


texts:
I have a series of meshes (created elsewhere) that represent a surface deforming over time, each mesh representing a particular point in time (in .ply format).
Can I import these numerous meshes into Blender to render an animation of the deformation?

All meshes have the same number of vertices and faces -so its kind of like a cloth animation

Thanks in advance


texts:
I'd like to know how the Cloth Stiffness Scaling option works. It can be found in the Cloth Modifier's Physics Panel; however, the manual doesn't mention this feature at all. How does the Cloth Stiffness Scaling option work?

More specifically, I'd like to use cloth simulation to model a shirt with a stiffish collar. I tried weight painting the collar and setting stiffness scaling to use said vertex group; however, I didn't see any change in the simulation. Additionally, the simulation doesn't prevent the intersection of itself and the collision mesh. Are there any tricks to improving this result?


texts:
I want to create a ui button in blender, after clicking on it, specified bone controls should get selected in pose mode!
REASON- i am learning animation and some group bone controls needs to be selected repeatedly which is very tedious. That button should select my specified controls!
Please send me code!


texts:
I have a question about animation "best practices": If I want to render my animation at 24 fps, does that mean I also need my animation preview/playback window to run at 24 fps?

Some details: I've created 15 second walk-cycle scene that I want to render at 24 fps. However, when I use the animation playback feature (alt-a), the highest framerate I'm able to achieve is 16 fps. As a result, I've prepared an animation that looks reasonable at 16 fps but is much too fast at 24 fps. Of course, I could rescale my keyframes to compensate for the difference after I've finished the animation, but I'd prefer to see something close to the finished animation the whole time.

Some optimizations I've tried to increase the playback framerate:

Sync Mode set to "Frame Dropping"
All objects except my character and camera are set to be invisible
All subsurf modifiers are set to their lowest level
The shading mode is set to "solid" or "wireframe"

Are there additional things I can do to increase the playback framerate? Or do I just need to work around my current 16 fps playback framerate?


texts: Editing all faces of a cube with one plane (with identical copies of the plane)

texts:
I've over complicated it with background. I just want to edit one side (or face) of a cube (or a proxy side of that cube) and Blender to automatically edit all of it's sides in the same way, with a mirror modifier applied to each side, mirroring on each individual side's normal orientations of those sides, with a subdivision surface modifier applied to the whole object, on top of that. However, something that does the same job is good too, as long as it allows for real time previews of the outcome.

This is what I'm looking for:

The mirror modifier applies to only one side of the currently unmade cube.
[![enter image description here][1]][1]

The mirror modifier is applied and copies of that side are joined together to form the cube.[![enter image description here][2]][2]

The subdivision surface modifier is applied to the completed cube after doubles are removed.
(Not enough reputation, of which 10 is required, to post more than two links, such as images. Sorry.)

The thing is, though, that whole process is automated and happens within a tenth of a second after the base mesh (the original side) is edited and is repeated as it continues to be edited (with the necessary cleanup of objects, etc.).

Maybe programming for task automation is the solution, but I would have thought Blender would have a way of doing this without programming. (I came to Blender from Python programming, so it's no big deal to me if it requires Python programming).


texts: Why are my leaves dissappearing and turning black

texts:
So I have a leaf material with transparent alpha, and I used a particle system to put it on an empty tree to make it look like it has leaves. The texture I used had a transparent background so I used a transparent material to make it actually transparent.

But this is what happens when I convert the particle system and join it with the tree. It's so annoying, it's happened once before when I tried to use the array modifier to an image with a transparent background and the background turns black despite having the right material. What do I do?

EDIT:

I'm pretty sure it now has something to do with UVs because I unwrapped the leaves again and the leaves were messed up. Is there like a short way to do this? When I join the leaves and the tree the UV resets.


texts:
When working in the scripting workspace I often move back and forth between the text, command window, and info editors. But what trips me up is focus follows the mouse. So If I'm working in the info editor but then try to ctrl+c something from the info editor while the mouse is over the text editor it does the ctrl+c on the text editor. I don't like this.

Is there a setting to keep editors in focus until another editor is clicked on?


texts:
I am new to blender .
I sculpted a character then pressed shift A, then edit mode but there was not a single rig bone showing.. Went on to even select Infront under viewoint display...
Still nothing.

But the Armature and pose options are showing on the right hand side..

I'm using the newest version of Blender.
Help!


texts: How do I stop the UV map from changing while adding bevels?

texts:
Im uv mapping a simple block, and I want to make it so the Square UV map stays and just wraps around the bevels. I will post pictures to show you what I mean.

I want it to keep the square UV map when I add the bevels, and I want the square part to just wrap around the bevels.

But when I add bevels, it messes up the uv map. I just want it to stay the same.


texts: Is it possible to change viewport draw mode when navigating?

texts:
I'd like to write a script to automate viewport draw mode switching when navigating the viewport.  Could this be done with, say, a modal operator? I haven't written any modal operators before, so before I go all Don Quixote on this thing, I'd like to know if this is even possible.

So, can view3d.rotate(), view3d.move(), etc., be intercepted in such a way as to change the viewport to bounding box draw mode automatically whenever the viewport is being navigated?

Also, I've looked at the documentation on modal operators and I couldn't really understand it.  Maybe someone could help me understand the functions and how they work together?


texts:
One of my bones is simple not symmetrizing with the rest of its compatriots. I have  tried symmetrizing it by itself to no avail. It simply refuses to cooperate.

Anyone had this problem &/^ found a fix/work around?


texts: Blender changes the vertex groups name automatically

texts:
I had been rigging my mesh using riggify but it assign wrong vertex groups to the bones, so i decided to use the armature and assign bones to groups myself by naming the bones and vertex group same but when I finished my work and restarted blender before parenting
when I opened it changed the name of my vertex groups like the one with name mouth became leg or foot Or something else
How can i prevent this


texts:
I am following this Blender Guru tutorial for micro-displacements

I follow every step. However, when I apply the Subdivision Modifier, the geometry does not change.  The plane remains flat, whereas the geometry displaces in the tutorial.

This happens whether I use Supported or Experimental features.

I am using Blender 2.79

Does anyone have an idea what would prevent the geometry from displacing?

Thank you,

Nathan


texts: Audio not detected in Transparency Supported Video Format(VSE)

texts:
On importing a transparent .mov Blender Animation file (Quicktime - PNG/QtAnimation- AAC/PCM/Mp3) , the audio is not detected by the Videoeditors (BlenderVse / Powerdirector17 / < Davinci Resolve17 doesn't support the above format> ).
Eventhough Blender/Powerdirector support  these formats, the audio doesn't play (https://help.cyberlink.com/stat/help/powerdirector/18/enu/05_01_01_support_file_formats.htm).
Which Transparency supported Video formats + Audio formats combinations are commonly supported in Videoeditors ?
Videofile - https://drive.google.com/file/d/1wH7mjHJko7L4w7-YC9l7ppLG3SXAwXjP/view?usp=sharing
BlenderVse

Powerdirector


texts: Sculpt brushes behaving strangely in X direction

texts: It basically looks weird when I drag the brushes in one direction as opposed to the other, attaching an image as an example


texts: Removing white artifacts from composition

texts:
I'm trying to compose two layers into a single one. The first layer contains the image itself and the second one the lines from freestyle. Here are my nodes:

I want the first layer to have some lower opacity while the second one to be completely opaque. However whenever I join both layers some white artifact appear around the lines. How I convert then to the color of the line itself? If I connect the freestyle layer to viewer it seems correct.


texts: Eevee world AO disappears behind other objects

texts:
I have a project, where I need a big area evenly lit. I imagine a big room with a lot of top lights but the shadows just look like 20 independent hard shadows on top of each other and I can't get it to one smooth shadow.
So I use a HDRI. The Problem there is that this wont cast shadows, or I don't know how.
If there is a way to do that in eevee, this would be perfect.
So I tried use global Ambient Occlusion, which works good, but...
When ever an object passes in front of the AO-shadow, the shadow disappears.

the shadow of the table is missing on the left and in the hole of the cube
And I can't find anything about this. I use 2.83 but in 2.91 is the same problem.
I also tried Irradiance Volume but that won't work for all of the moving parts I want to add.
Does someone know what I am missing, or what I could do to lighten such a scene?
Here is the blend file. I added the cubes as placeholders.


texts: Where to set up in Blender if I want the rendered picture to be 300 PPI when view in PS?

texts:
If I want the picture I render to be 300 ppi when I open it in photoshop. How to set up in Blender?

Thank you very much for help.


texts:
I have been trying to model a fancy birdcage, similar to the one seen below, but I have run into a problem: I have created the bottom and the bars, the problem is I want to place the bars in a perfect circle and placing them by hand is tedious and often leads to inaccuracy. Is there any way I could, for example, place the bars along a circle curve? Or is there any other way that I could place the bars in a perfect circle?

I have not included a .blend file or a screenshot of my setup, because it is a very simple setup, just imagine the bottom as a default cylinder and the bars as the default bezier curve.

Thank you in advance!


texts:
dumb newby question: Is there a single website one can visit to do a search for an addon that does a desired effect? For just an example, to do a search for a modifier that adds window shutters to a wall.

thanks!


texts:
I am totally new a pictures and blender therefore I dont know how to ask. I want to add rocket plume but I am not interested with animation. I need to add like texture.

Reference image:


texts: When rendering animation, the render freezes midway through the animation

texts:
I am working on a Blender animated short film, and have very recently started encountering a problem in which the render freezes on a specific frame midway through the animation. When I would check the render in the morning (I usually render overnight and work during the day), it would be frozen on a certain frame with no signs of progress. I tested this by halving the samples, and it rendered twice as many frames before freezing. I thought this was a bug in Blender 2.90, because I had very recently switched over, but I encountered the same problem when I went back to 2.83. I suspect that this problem comes from running out of VRAM or something, because it is a very large project file (roughly 4 million verts).
I am using the Cycles render engine, and I am using the new Denoising data render pass and the denoise node in the compositor.
I have a pretty beefy PC (Nvidia GeForce 1660) but I still use very low sample counts (between 8 - 32).
I would really appreciate any help solving this :)


texts: Why is Eevee animation render different from a single image render?

texts: I'm trying to render an animation of a scene that I have previously rendered an image of successfully but the animation render is ignoring keyframes and some of the shader nodes but not all. When I play the animation in the 3D viewport it works perfectly, just not in the animation render. How can I fix this?


texts: How to avoid deformations in Make Human imports?

texts:
I am importing and posing characters (started with Blender 2.76b a week ago) from Make Human (V1.0.2). However frequently I get some awful deformations mainly at the shoulder and wrist - see screen shot. It is almost impossible to pose them with their hands behind the head.

Any ideas or hints? Please!


texts: Make a Blender script run an external program

texts:
I'm making a script to share data between Blender and After Effects: i created an addon in Blender which exports a .txt file in the After Effects directory (or a custom one) and I created a After Effects script (which uses Java) with ExtendScript ToolKit that reads the file and import the data.

To improve the user's experience I wanted to execute the Ae script from Blender (if Ae is already open), and maybe share some info with it, like the path to the .txt file, the current version and some settings needed in Ae (I could generate another .txt in the windows Temp folder, but a direct connection would be better, I think).

Is it possible to do so?


texts: how to extrude an edge that stays connected with the face?

texts:
I'm trying to extrude the face to create another wall. It works out well but the vertex and edge are not connected to the floor even though it's level. Anyone know how to extrude so it stays connected with the face? If it's even possible.

Thx

Screenshots:


texts: On blender 2.83, my 'enter' does not seem to work?

texts:
I saw tutorial saying, press 'S', 'Z', '0', followed by 'enter' to set selected vertices Z coordinates to "ground" (zero).
On my blender 2.83, when I do the above sequence, I see the 'scale' window open with Z= 0 (on the left bottom of my screen) but pressing  does not do anything.  The vertices don't move, their values stay as before.  That 'scale' window does not have any confirm button either so I am not sure how to 'complete' the change.
Is there a mode of some sort that I changed by mistake or perhaps my keyboard 'enter' is non standard?


texts: Use Filebrowser in a node for the Animation-Nodes-Addon

texts:
I am working on a new node for myself for the Animation nodes Addon. I need to open a File-Browser via that node, similar with what happens in the "Bake Sound"-Node.
I looked at the code and have figured out how to add a filebrowser. What I can not figure out is how to get the path from the file browser for use in the code.


texts: Determine the indices of the element.values() list

texts:
Is there a way to obtain the indices of the values() list obtained from elements that have the typical attributes items(), keys(), and values()?

I have a list of custom objects that have matching ID strings (with those in keys() and items()), and would like to record the array element index locations of all items in a specific element.

Would the order of the keys() list always be the same as the values() list? For example, can I use the keys() list to find the indices like this?

idx = 0
for id in object.keys():
    custom_objects[id].vindex = idx
    idx += 1

My reason for wanting this is to be able to quickly iterate and assign the values of this specific object without searching/iterating for each entry.


texts: Boolean modifier difference not engraving correctly

texts:
I am trying to make some custom chess pieces.

I am just trying to engrave some images onto the chess piece but when I use the boolean difference modifier, the piece goes crazy and doesn't really engrave it properly.

It seems to cut out faces weirdly and I also have to align the pieces up a certain way, or it won't even apply the modifier at all.

I am trying to figure out how to attach the blend file, but I can't find the button.

Any help with this would be great please!! Complete blender newbie here :(


texts:
When I paint my model made from Blender in Substance Painter, always uv seams is visible and interrupt textures like this:

Reason of asking here because I don't sure this caused from Blender or Substance Painter(I also asked this in SP forum).

Anyway I think this caused from my UV map, so I tried to add some padding between islands or triangulate all quads but none of them worked.

Here's the UV map of my model:

Note that all faces are smooth shaded.

This issue always happens to me and I really want to fix this in this time. As you can see in the UV map, I just added seams and unwrap all together.

If this caused from my UV map, how should I avoid this problem?


texts: Access for Shortcuts or Quickselection for Advanced Selection: new, extend, invert, intersect

texts:
Is there an GUI way (e.g. Assign Shortcut) to have quick access to advances selection methods?
Or if not, is there an existing script or addon for this?

I'd like to get it into Hotkeys, PieMenus or QuickAccess.


texts: Is filmic log used for better color grading?

texts: I know it might sound like a stupid question, but I was wondering what is the best workflow for color grading and overall post-production using blender. When I work with video footage or photos I usually start with log footage, though I'm not sure if it is the correct way to go with blender, or any rendering software overall. Does anyone have insights on the topic?


texts: How to copy F-Curve Modifier(s) from one object to multiple objects in Blender 2.8x

texts:
I have an object that animates to float up and then starts slowly rocking in mid-air.

I achieved this by using the Noise modifier for the different location/rotation values and it looks good, my only challenge now is somehow copying all those different modifiers to 30 different individual objects but as far as I'm aware Blender doesn't support this functionality natively, so I looked online and came across this old post but I'm not sure entirely what I'm doing and if it even applies to 2.8x

If anyone could help me execute this efficiently I'll be so thankful!


texts: Can I use a property defined in a script as an input to a shader network?

texts:
I have a script with a property settings group.  It defines a FloatProperty called grid_unit_size.  I'd like this property to be used as the input to a shading network.  Is there a way to do this?
import bpy

class DrawShapeSettings(bpy.types.PropertyGroup):
    grid_unit_size : bpy.props.FloatProperty(
        name="Grid Unit Size", description="Size of a single grid unit", default = .1, min=0, soft_max = 1
    )

def register():
    bpy.utils.register_class(DrawShapeSettings)
    bpy.types.Scene.draw_shape_props = bpy.props.PointerProperty(type=DrawShapeSettings)

def unregister():
    bpy.utils.unregister_class(DrawShapeSettings)
    del bpy.types.Scene.draw_shape_props


texts: How to achieve realistic snow roll over?

texts:
I was trying to create a snow simulation(where a ball of snow rolled through a snow field displaces the snow and the snow ball gains weight/volume as it moves along i.e gets bigger in size).So,I added a plane,subdivided it numerous times to get fine vertex,and used dynamic paint with displace property.But,the problem is that the ball(brush) was able to displace the mesh but it didn't increased in size as I wanted.So if any of you guys have any idea,please suggest.Thanks.Here's an example of what I would like to do.
https://www.youtube.com/watch?v=o9FTax-mxZc


texts:
So I watched a tutorial on how to make fog and it showed just to add a volume scatter node, but when I do this nothing shows up, it's just blank. I'm basically trying to recreate the PS2 intro fog and need to be able to see it from a far distance looking downwards.
There are screenshots from my project:


texts:
I am trying to change my rig to be dynamic so it can stand on top of the static floor.
I tried all the tutorial solutions and I can't solve it. Why does my character fly off screen, and not stand on the floor?

The file is here:


texts: Python: how to duplicate collections by listed names?

texts:
I have a list with collection names
collection_names = ["Collection", "Collection 2"]
and I want to duplicate this collections.
How to do this?
Thanks!


texts: Is it possible to set the Output name based on the current Timeline marker?

texts:
I've got a scene with timeline markers. Example: "Bob", "John" etc.

I want to set the Output file name to match these markers, so that I can hit Render Animation and have Blender change the output file names to match the timeline markers.
So when the playhead reaches the "bob" timeline marker, the output filename is changed to "bob.png"

How would I go about making a Python script to automate this?


texts: Is it possible to edit the size of a Sun lamp in Blender 2.8

texts: I've noticed upon switching the lamp types in the new release candidate for Blender 2.8, that the size property for the Sun type is missing. Is that feature removed?


texts: Rendering engine BLENDER_RENDER not installed?

texts:
When I run:
render_args = bpy.context.scene.render
render_args.engine = 'BLENDER_RENDER'

I get the following error:
TypeError: bpy_struct: item.attr = val: enum "BLENDER_RENDER" not found in ('BLENDER_EEVEE', 'BLENDER_WORKBENCH', 'CYCLES')

I am using Blender 2.91.0 Alpha.  Why is 'BLENDER_RENDER' missing and how do I fix it?


texts: How do I make a glass texture with an outline?

texts:
I am using cycles as my output for my creation, and currently, I am working on trying to make a glass ball with a white outline. I already separately tested the methods, however, when I try to put them together (by changing the solid material into a transparent, glass material), the outline will fill the entire shape instead of creating just an outline.

If there is a way to make glass with a real-time outline, please let me know! Thanks

The picture with the color wheel is the picture for the setup of the outline. For the outline, I used an addon called "Outline Helper" since many of the other ways to make outlines crashed Blender for me.


texts:
I want to add a text to an object, soft of like a label.
The thing is, when I do it with python, view_align=True doesn't work. The text keeps it's original orientation.

I'm not writing a plugin or anything, I have the script in a text file in blender and just run it.

I'm thinking that the view isn't active when I run the script and because of that the text doesn't know what view to orient towards.

Maybe I could find the rotation of the camera and use that to set the rotation of the text object.


texts: Affect explode modifier with force field

texts:
I'm trying to explode an object gradually with the explode modifier. I used the "quick explode" to get the initial setup. Then I turned particle physics off so that the the pieces stay in place. My plan was to now create a force field object and use it to gradually move the particles away from their initial position. I can't seem to get a force field to effect the particles in any way though.

Is this because I turned physics off? Am I approaching this wrong? How could I make the explode modifier explode my object in a gradual and controllable manner, for example from top to bottom?


texts: How can child reach parent object position and stick on it?

texts:
I'm going to make an animation of the stone golem creation. Each stone on the ground flies up and reaches parent's position. I mean one stone should be placed on foot, another on arm etc etc. I want to every stone smoothly reach specific place on the armature while golem wakes up.

How can I make this kind of effect?


texts:
I'm still fairly new to Blender and I have a question I cant seem to find the answer to. I'm trying to make this low-poly bonsai tree by creating leaves with Metaballs but I can't seem to set the material for the Metalball groups.

As you can see, the material field is blank. I don't know if I'm doing something wrong, or I haven't turned on the proper settings. Please help! Thanks :)


texts: Blender noise texture scaled in z axis by default?

texts:
Can someone confirm if this is normal behavior? It appears the noise texture by default is "squeezed" in the z axis. Below I am showing it as default and with scale up by 0.5 applied to lengthen in the z axis.

Default:

Corrected?:


texts:
I have a hand simulator running at a constant speed. Hand opens and closes according to EMG data from USB connection. I added the project running at constant speed below. I have to make this simulator running at variable speed depending on EMG amplitude. I have the mathematical model of the hand in my hand. The Input is EMG amplitude and Output is hand speed. The model that generates output speed depending on input EMG is:
Output(k) = 0.6Input(k) + 2Output(k-1) - Output(k-2)
So the formula will be in my code like that:
Velocity(k) = 0.6emg(k) + 2Velocity(k-1) - Velocity(k-2)
I've thought adding this model to Action.py script. I generated the code as below but it did not work. I think Blender runs scripts over and over so my variables do not store.What do you think?  I would be very happy if I could get suggestions from you.
import bge
cont = bge.logic.getCurrentController()
own = cont.owner

if cont.sensors['action_true_prp'].positive:
    own['action'] = 0

    try:
        print(bge.logic.line)
        #emg_1, emg_2 = bge.logic.line.replace(',','.').strip('\n').split(' ')
        emg_1, emg_2 = bge.logic.line.replace(',','.').strip('\n').split('\t')

        own['ch1'] = float(emg_1)
        own['ch2'] = float(emg_2)
        own['velocity'] = 0
        own['velo_before'] = 0
        own['velo_2before'] = 0

    except:
        print("error 003: parse error")
        print (bge.logic.line)

    try:
        # CH1 ACTION control
        if (own['ch1']>bge.logic.globalDict['ch1_emg_threshold']):
            own['velocity'] = 0.6*own['ch1'] + 2*own['velo_before'] - own['velo_2before'];

            #opening
            if (own['time1']<190):
                own['time1'] = own['time1'] + own['velocity']
                if (own['time1']>190):
                    own['time1'] = 190

        # CH2 ACTION control
        if (own['ch2']>bge.logic.globalDict['ch2_emg_threshold']):
            own['velocity'] = 0.6*own['ch2'] + 2*own['velo_before'] - own['velo_2before'];

            #closing
            if (own['time1']>100):
                own['time1'] = own['time1'] + own['velocity']
                if (own['time1']<100):
                    own['time1'] = 100

        print ("CH_0:%7.4f  CH_1:%7.4f  STEP:%+3d  TIME:%+4.3f second"% (own['ch1'], own['ch2'], own['velocity'], bge.logic.delay_t))
    except:
        print ("error 008: undefined error")
        pass

    try:
        scene = bge.logic.getCurrentScene()

        Finger1 = scene.objects['Finger1E']
        Finger2 = scene.objects['Finger2E']
        Finger3 = scene.objects['Finger3E']
        Finger4 = scene.objects['Finger4E']
        Finger5 = scene.objects['Finger5E']

        Finger1['Finger-Prop'] = own['time1']
        Finger2['Finger-Prop'] = own['time1']
        Finger3['Finger-Prop'] = own['time1']
        Finger4['Finger-Prop'] = own['time1']
        Finger5['Finger-Prop'] = own['time1']
    except:
        print ("error 004: undefined error")
        pass


texts: How to associate Driver with scene active camera?

texts:
I've got two cameras in my scene.

When they are switching via timeline markers, Driver which is based on distance between some object and camera1 goes crazy, because at this point I am filming with camera2.

Can I perform switch from camera1 to camera2 inside Driver in the same time, as cameras are switching on the timeline?


texts: Water like simulation through pipes without using fluid physics and baking data

texts:
Can someone please tell me how to create this fluid animation without using fluid physics properties in blender. Baking data is lengthy process.
Want to avoid that to show such kind of fluid animation.
Just want a fluid simulation.
It doesn't has to be real.
If you Can please tell me how to create such simulation.


texts: Texture paint - can paint in UV editor but on on the mesh in 3D view port

texts:
I am struggling with texture paint mode.

I have terrain model mesh (50K polygons)
I followed several tutotorials more times on 2 different PCs, but the problem is I can paint only in paint view in UV editor but I can`t paint directly on the mesh in 3D view port in texture paint mode.

When I paint in UV editor, it is displayed on UV image and also on the model/mesh but when I pay in 3D viewport on the mesh nothing happens at all in both views (3D viewport/UV editor) :(

I have flipped normals already
I have image selected in CANVAS in "slots" tab in texture paint mode
I unwrapped the model in UV editor (edit mode in 3D viewport, selected all faces, pressed U --> Unwrap or Smart UV unwrap)
I created new image in UV editor, saved it and, reloaded it before painting, I can see it on the model when I turn on texture paint mode.
I created textures in general properties (N) where I loaded images.

I have blender render mode on
I have multitexture settings on in general properties
I have "space" selected in brush/stroke options

Obviously I miss something or doing something wrong. Please help, I am really desperate :(

I went through all videos and forums on the net but nothing helped yet.

Thank you ! :)


texts: Why my bubbles particles stop working at frame 11

texts:
I'm working on a fish tank and so I would like to create air bubbles which go up until the surface. I have put 600 frames in the render. And as you can see on the image, I put settings. But my particles die at 11 frames. Do you know the reason? Did I put wrong settings?

thanks for help ;)


texts: Check if node socket's default value is animated

texts:
I want to detect, from Python, whether the default value of a given node socket is animated. This includes keyframes/F-curves, but also drivers - anything that could change the value over time (except scripts 'cause that's not really possible to detect).

As far as I can tell, there is no animation_data on a Node or NodeSocket, only on the NodeTree. I'm not sure if it's possible to get the data for a specific NodeSocket from that, or how to do it if so.


texts: How to center multiple objects automatically before exporting?

texts:
so I have a seemingly obvious question.

I am needing to export multiple meshes in the same scene one at a time, and as they are, the meshes are placed all over the space. It seems to me that I need to move each one to (0, 0, 0), before I export them (as fbx) or else they import to Unity with the random location transforms. Is there some way that can automatically do this zeroing out process upon exporting? This way I won't have to move them one by one just before export.

This is an example of my scene :


texts: Can I make an animation in the blender game engine but still move the object how I want?

texts: I'm making a go kart game and I need an opponent. I tried some things but they where all too difficult for me. Now I want to give the kart an animation so that it succesfully drives over the parcours. But I want to be able to push the kart around with mine so that it can be pushed of the road but that it tries to align itself again.


texts:
I am designing some parts for 3D printing and I have been banging my head for several days already trying to accomplish the following:

I have a "frame" that looks like this:

I am trying to create a surface inside the frame that has a nice organic, smooth spherical shape similar to the top shell of a computer mouse.

Here is a close illustration of what I am trying to get:

Unfortunately I am unable to achieve an acceptable result. I have tried curving a surface, using NURBS surface with modifiers, but still nothing.

What are the options for achieving this and having optimal control over the curved surface profile while it still clamps exactly to the "frame"?

UPDATE:
Here is my blender file with the frame that needs to have the surface along with a sample curve that I want for a profile for the surface.

Any suggestions?


texts: No settings appearing in the Properties Editor

texts: I have the object selected in Object Mode but the Properties Editor is not showing me any settings/options in order to allow me to add textures, modifiers, materials, etc. It's as if nothing is selected yet the object is selected. Switching back and forth between Object and Edit mode makes no difference. Cycles Render is selected. I'm running version 2.79b. I'm thinking its got to be something simple that I'm just overlooking but for the life of me I can't figure out what the problem is.


texts: How to balance a heavy object on top of cylinders

texts:
The blue cylinders are a scaffold. The orange circle is supposed to grow on them which means that the cylinders in contact with it should be bending towards it. Can this be created using a force field on the orange object?
I use particle system to make the grid. I have seen armature being applied to bend one cylinder, but I kind of want all the neighbouring cylinders to bend and towards the cell.
Also, the cell looks quite circular and I want to make it look more like a starbust but quite uneven.
The blue thing on top of it should be connected to the orange body.
Any help will be appreciated.


texts: Baking Blender textures to object and importing the objects into unity

texts: I have several objects which are close to one another but not joined to "one object" They  all have their separate UVs unwrapped nicely and I would like to export the objects with the textures and materials attached to the object into unity without sacrificing the quality of the texture or making any difference in the way light reflects off of the UVs, could someone guide me through this process please?


texts: How to Automatically Get Weights from Parented Object to Vertex Groups?

texts:
Is there a Script that makes vertex groups and then rigs the object that you selected to it?
I know about the Automatic Weights, But it doesn't work the Right way I needed too.


texts: Is it possible to branch a Bezier curve randomly?

texts: I am trying to make custom plants, and am wondering if there is a simple way to split/branch a curve, procedurally would be best. The Sapling addon doesn't really do what I need, but is the general sort of thing I want to accomplish (the Branch Splitting part).


texts: bpy text attributes: how to set, how to discover

texts:
I have got this far with generating text objects (this code is embedded in a loop in which the value of c is being set to different strings and i is incrementing as you might expect)...

    bpy.ops.object.text_add(location=(i*1.05, 0, 3.0), rotation=(0, 0, 0))
    tx=bpy.context.object
    tx.name = 'Letter_{}'.format(c)
    tx.data.body = c
    tx.data.font = fnt
    tx.location=(i*1.05, 0.0, 1.0)

so far so good, but now I would like to deepen or extrude this text object preparatory to meshifying it and trying to incise it into a cube face using a boolean operator;  I have seen examples of this extrusion but they seem to be using a completely different api -- such as this snippet:

localTextObject = Text3d.New(myTextName) #Create a text object.
localTextObject.setText(myTextValue) #Set the copy for the text.
localTextObject.setExtrudeDepth(0.01) #Give it some depth

So:  my question is... given the api I'm using, can I set the Extrude Depth for my text object, and if so, what's the syntax?  and how, more generally, can I discover all the options that can be set in tx.data for example?  I have been googling for weary minutes and have not yet found the right reference, manpage or whatever that would show all the settable options.  Is the api introspective enough that I can dig into it from the python console?  if so, syntax please...

UPDATE:  at last I found the right keywords to retrieve this answer
Documentation for accessable object properties

I am happy now :-)


texts:
I'd like to create an animation of squares falling down (1) to form a chess board.

The squares would be falling in sequence and once at field level a chess part will emerge from it resizing from 0% to 100% (2) and (3).

So, here's my question:

I'm currently animating square by square and part by part. Is there an easier way?
I was thinking maybe particles or solid bodies would help...

I've seen tutorials where you can model/animate a group of objects and then use particles to populate a world, but so far I've only seen random worlds, nothing as structured as a chess board (8x8 squares). If I use rigid bodies and let the squares fall all of them fall at once and once they hit the ground they bounce a bit so it does not look perfect.

What would you do? is this a 100% manual task?


texts: Make the camera go and return on the path?

texts:
I would like to introduce a character by showing a round trip on a part of him to make like a gif. Anyway there's my problem/question :

How can I get the camera to go back and forth on the path ? like this :


texts:
i am new to the Python API for Blender.
I'm currently trying to write an addon which connects each vertex to the two nearest vertices.

If I just go to edit mode and hit F there will be one big face. I want there to be triangular faces so I just wrote the following code:
import bpy, bmesh

class CloudMesher(bpy.types.Operator):
    """Fill cloud of vertices"""
    bl_idname = "mesh.vert_cloud_to_mesh"
    bl_label = "Vertices cloud to mesh"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        bpy.ops.object.mode_set(mode = 'EDIT')

        obj = context.active_object
        verts = obj.data.vertices

        for j in range(0, len(verts)):
            distances = []
            for i in range(0, len(verts)):
                dist = verts[j].co - verts[i].co
                distances.append([dist.length, i])

            distances = sorted(distances, key=lambda d: d[0])

            verts[distances[0][1]].select = True
            verts[distances[1][1]].select = True
            verts[distances[2][1]].select = True

            bpy.ops.mesh.fill()

            verts[distances[0][1]].select = False
            verts[distances[1][1]].select = False
            verts[distances[2][1]].select = False

        bpy.ops.object.editmode_toggle()

        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

It actually selects the vertices correctly but when trying to fill the selected vertices it says: RuntimeError: Error: No edges selected
Does anyone know how to select and fill the vertices correctly?
Sorry for my bad english and thank you for your help!


texts: When I texture paint when I repeat and tile brush to get smaller it gets worse?

texts:
I'm texture painting, I've created a 2048x2048 brush. It's a nice brush, however I wanted to wanted the pattern the brush to create to be smaller. So I repeated in the texture mapping panel and the quality deteriorates.

I'd expect this when I'm making the texture bigger, however I wouldn't expect this to happen when making the  original brush smaller? And ideas if there's a fix to this?


texts: What is the name of this item and how to get it back?

texts:
I think I pressed an unintended keyboard shortcut and this cursor thing

in 3D view disappeared. What is the name of it and how to get it back?

I am already in object mode, not in edit mode.

Edit

From the comment, it seems that it is called "manipulator". However, pressing Ctrl+Space does not show it.


texts: Do I need to start with a cube to make a rigged model?

texts:
Right now I'm not worried about the rigging so much as I am the way it's being made.

I want to make some kind of nessie thing, but I am worried because I didn't start off with the cube, I started off with the UV sphere, because, it seemed easier to work with.

Anyway, it has all these weird angles on it. And when I render it alone they show up. So I'm wondering if I've made a mistake starting with the sphere, and if I should just give up at this point and use the cube?

I seriously don't know how any of this works.

The reason I started with the sphere is because I usually use the sculpt tool to shape things and I couldn't get that to work on the cube for some reason.


texts: How can I make a separated piece of my mesh not move while i'm proportionally editing another piece?

texts: I am editing mesh that has separate pieces but I want want to use proportional editing at a certain thresh hold to edit my mesh, but when I do, other pieces near it (that are not connected) move. What can I do so they won't move?


texts:
I've rendered an animation in two series of images, with different lighting, and I wish to use the compositor to produce from these series of images the frames to be used in video sequencing. The image series have been selected to Image nodes and the output of compositing is plugged to a File Output node, with the directory for file output assigned.

How do you execute the writing of image files when compositing an image sequence? When I press Animation or Render in the Render Panel, it gives the error message "No camera found in scene".


texts: Placing mesh in the scene renders it white

texts: As you can see in the render, that area is white, where the mesh cuboid was placed. It's in second layer.


texts: Does anyone know how to make an expanding smoke with an almost "tendril-like" appearance?

texts: I'm working on a cover for my book and I can't figure out how to make the smoke shape into "tendrils". I know how to do it with hair but with smoke; not so much. Please help and be as detailed as possible or I won't be able to follow. Thanks]1


texts: When I rotate my legs using the assigned bone, it weirdly makes the legs thiner, any solutions?

texts:
For some reason when I rotate part of an object it makes the legs thiner

Without rotation

With rotation

Anyone know how to fix this issue?
I have parented the object to the bones with empty groups


texts: Blender lag everywhere when interacting with UI (Win10/GTX 1070)

texts:
I'm trying to use Blender v2.78 on my new notebook which has the following config:

CPU - i7-6700HQ (4 cores)

Mem - 16G

GPU - GeForce GTX 1070 (driver is updated to the latest 376.09)

OS  - Win10 64bit family version

Immediately opening the software, I'm experiencing lag everywhere interacting with the software UI, almost lag for every basic operation with mouse/keyboard.

I did some search on the web and tried several things:

a. changing user preferences -> system -> window draw method (as well as some other parms that look possible to help for me)

b. setting up 3D parameter via my Nvidia control program, turning on whatever possible for blender.exe

c. running a previous blender version, say v2.77/v2.76b

But the problem still there, not smooth not at, very frustrating.

What's interesting (and somewhat ironic) is my old laptop which is a ThinkPad x1 carbon (win7) with just integrated graphic card can run the software smoothly, no lag at all when operating or editing in the UI though its performance is too low to render the scene quickly and beautifully.

I'm not sure what to do to make it work well for my new notebook. Appreciate if anyone could suggest and help on this.

Thanks very much!


texts: How to create a minimap with independent movement?

texts:
How can I adapt this script to the following needs?

I want to be able to...

move camera only
camera travel a long the mini map shows the map in a litle circle in a
corner of the screen
without Character
press a button to back to start place
parent camera again to the character and walk with the camera follow the character

the following script is very simple in terms of operation, the camera follows the character and you see the mini map with your route, how can I modify it or how can I create this from scratch?

# Script HUD Mini Map FPS

from bge import logic, texture

scene_main = None
for scene in logic.getSceneList():

# Declarar nombre de la escena
    if scene.name == "Level1":
            scene_main = scene
            break

# Declarar nombre de cámara para crear la textura
mapcam = scene_main.objects["map_cam"]

cont = logic.getCurrentController()
own = cont.owner

# Declarar nombre textura: IM + (nombre de la imagen creada )
matID = texture.materialID(own, "IMMap")
map_png = texture.Texture(own, matID)

source = texture.ImageRender(scene_main, mapcam)
source.background = (20, 20, 20, 255)


texts: Looping through selected objects one at a time?

texts:
OK, from the selected objects, I need to join one selected object with the active object and execute some other code. Then from the others select the next selected object and then execute the code again. I thought the following would work ,but it does all at the same.

import bpy

SEL_OBJS = bpy.context.selected_objects
ACT_OBJ = bpy.context.active_object

#Join one at a time and execute more code
for OBJS in SEL_OBJS:
    bpy.ops.object.join()
    #More code here

Got my code working with the following.

import bpy

SEL_OBJS = bpy.context.selected_objects
ACT_OBJ = bpy.context.active_object

#List of all objects but the active object
SEL_NO_ACT = [o for o in SEL_OBJS if ACT_OBJ != o]

#Deselect list objects
for OBJS in SEL_NO_ACT:
    OBJS.select_set(state=False)

#Loop list objects
while len(SEL_NO_ACT) >= 1:
    OBJS = SEL_NO_ACT.pop()
    OBJS.select_set(state=True)
    bpy.ops.object.join()
    #Run code for each object after joining


texts: Background movie clip does not show up in render

texts: I did some tracking in Adobe AE and then ran a script to import it into Blender. I set a background image in the N menu, but I can only see it in the viewport, I can't see it when I render. Any help would be appreciated. Blender 2.79b, cycles render.


texts:
I need a way  to flip the UVs in a material depending on the angle of the viewer.

I'm creating an NPR character that looks like this:

The eyes and mouth are textured billboards:

They look incorrect if viewed from the wrong side of the face:

I want the UVs to automatically flip when viewed from the left side.
I had some limited success by cross-multiplying the normal and view vector, but that works per-fragment, not affecting the object as a whole all at once:

I think to make this approach work I need both the angle of the view/camera, and the angle (world coordinates) of the mouth object. But I haven't been able to find a way to input them into the material nodes.

Any clues at all would be appreciated!


texts: My 'hide selected object' script is not working

texts:
i have few object selected in my viewport. When i manually press 'H' key they are gone like they shoudl be.
But whenever i copy and run this hide script

bpy.ops.object.hide_view_set(unselected=False)

Below error is shown

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "C:\Program Files\Blender Foundation\Blender\2.80\scripts\modules\bpy\ops.py", line 201, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.hide_view_set.poll() failed, context is incorrect

```


texts: Creating shape keys of armature's preserve volume

texts: Since preserve volume doesn't export out of blender, I was wondering if I could convert it into corrective shapes. Is there a way to isolate preserve volume's deformation after posing a bone and make a shape key out of it?


texts: How can I cut an arc into a square plane? The gif above shows what I want to do, but, in another software.


texts:
When exporting to STL blenders scale range is limited between 1000 and 0.01.

But in script/addons/io_mesh_stl/__init__.py it states:

102     global_scale = FloatProperty(
103             name="Scale",
104             soft_min=0.001, soft_max=1000.0,
105             min=1e-6, max=1e6,
106             default=1.0,
107             )

How can one increase what looks like a hard limit inside UI, to get the whole scale range? In particular, I wish to be able to export at scale 0.001 without resolving to change the global scene scale.


texts: I was trying to make a patio with support beams, I started with a cube for the house. I extruded the front bottom edge to become the patio surface. Then I wanted to create evenly spaced squares along the front edge to become the beams. Is there a better way to do this? I wanted to create a 4x4 square at the vertex of the patio, then Shift+D, grab, Shift+R repeat it across the patio


texts: Why does memory and file size increase when objects are joined?

texts:
Why does memory file size increase when objects are joined?

As you can see from the pic I am working on a building.
When the objects are not joined file size is 50MB

When I join them the file size goes up to 80MB.

Is there a way I could conserve the original file size or even reduce it after joining?


texts: How to animate small water surfaces in structures?

texts:
I would like to model a so-called stormwater overflow (used within a sewage system) which is a concrete chamber in which the water level is rising during a storm inflow until the crest of an overflow weir is reached. Then, the water forms a small waterfall. I would like to have some waves on the water surface and one should see the water "falling down" at the overflow. It should look like this:

The use of the FluidSimulator of course would be straightforward, but it did not work properly in some first tests and was also very time-consuming. To complicate it a bit, the weir should be movable, going down while the water is overflowing, so there will be changing geometry.

So I ask whether there would be some way to "fake" the water. Ocean modifier plus some additional modifiers?

Greetings from Germany, Tschöbbel


texts: How do you change where an object is placed when it is created?

texts:
When you add an object in blender (cube, plane, etc), it always positions the object at the 3D cursor. I know you can move the cursor or snap it to another object, but I wanted to know if there is a way to pick where objects are positioned when added, such as always placing them at the active object's origin (I just want objects to always be placed at the center when added, without having to snap the cursor each time).

I did a quick look through the preferences/manual and didn't find anything. It's not a big deal, I just wanted to ask because it seems like something that would be configurable, and it's been bugging me for a while now because I accidentally move the 3D cursor constantly, and it gets annoying if you're adding alot of objects.

Edit: found a good alternative a while ago in case anyone ever needs this. I've just started using 'alt + g' in order to reset the translation, which quickly places the object at the origin.


texts: Why is Shift+D Duplicate creating linked duplicates?

texts:
So I've been learning Blender for the last week or so and have been having a blast!

I did stumble onto a very frustrating problem though. Whenever I duplicate an object using Shift+D, it creates a linked duplicate as if I had used the command Alt+D instead. I first noticed this during a tutorial where the presenter duplicated an object several times and then rotated each one individually. Mine would all rotate together. I thought I might have enabled an option accidentally while following tutorials so I tested this in a brand new scene with just a cube. Sure enough after making a couple of duplicates (Shift+D), any changes made to the original were instantly copied to the duplicates.

I'm not sure if I'm missing something very obvious here, I don't think that is the normal behavior for the Shift+D function. I'm kind of at a loss. Any help would be greatly appreciated!


texts:
Im trying to use a wireframe node to influence the height of a bump node, but it dosn't seem to have any effect:

As you can see in the second image, the wireframe node is behaving properly because it influences the diffuse colour perfectly:

Any solutions to this problem?


texts: NO cycles in the render properties tab(Filter addons off)

texts: There is no cycles render option in the render engine list , i had a look on another questions but there was mentioned to turn of filter addons but i already have done it , my cycles is enabled in the preferences


texts: I'm trying to add a color adjustment to a strip in the VSE and got that working fine, but I'd like it to fade in and out rather than hard stops and when I add the cross or gamma cross, it just fades to black rather than to the strip below it. I've tried playing with the settings (add, subtract, alpha over, etc.) but none of those do what I'd like it to. I have successfully done crosses between regular strips and to color strips so I'm fairly certain I'm doing it correctly, but the adjustment layer is hanging me up. Is there something different I need to do for an adjustment layer?


texts: Blender 2.,8 does not apply texture properly

texts:
Following this tutorial:

https://www.youtube.com/watch?v=scPSP_U858k

at 06:58 after the texture's been applied I get:

Why are some of the faces missing? They appear in solid view mode.

This view is obtained after auto UV unwrapping.


texts: When I'm trying to import this mesh into UE4 (the mesh is a wooden chest). I keep getting missing faces and I've seen people say it's due to Blender and that I should try going in edit mode and select everything with A then press CtrlN, but when I get in edit mode and press A, it only selects the lid or the base of the chest. The part not selected is underlined red so I'd assume it's related.


texts: I made the model in blender 2.77(a soccer room locker). The main problem is with the texture, it's textures aren't imported. I want to know how to do that, exporting UV maps and using them in unity. i just don't know how to do it. Can anyone help? Please be a bit detailed.


texts: First of all sorry for my english. I'm trying to make physics based short animation in blender. I'm using molecular addon but simulation isn't correct. It always pass the collision even at 16 mol_substep. When i try to do it in C4D it's tottaly awesome. But i should use blender for gpu rendering. I have a decent gpu and bad cpu. Anyone can help me ? (last image is a c4d - i want to achieve that with blender)


texts: I have to use control+left click to move an object using the 3d arrows

texts: Part of why this is an issue is that when I hold down the control button and use the movement arrows it turns on snapping for that object. I also have to use control+left click to connect things in the node editor. I've tried resetting the settings, deleting the folder blender is in then reinstalling it, restarting my computer and updating my graphics card and any outstanding drivers, but nothing has fixed it yet.


texts: Create a low poly mesh with high detailed textures?

texts: Could anyone explain how you can create a low poly mesh while the texture details are high? I have been searching for quite a while now and I can't seem to find anything about it.


texts:
After a boolean operation, I had a quite "broken" object, reverse sides which weren't fixed by "fix normals" etc. I decided to create a fresh object, in a hope that it will turn out better this time (the cube to the left). But these two objects are somewhat linked.

For example, why selecting one of these objects selects also the other one? Why there is only one "Cube" in the menu?


texts:
Having difficulty importing .FBX files into blender.
i select .fbx file and hit import and nothing appears in the editor/scene.
must be a pretty silly question but ive never had this difficulty before.
if anyone has any pointers they would be greatly appreciated.
thank you!


texts: how to automatically render the next project without having to click on it?

texts: I have multiple projects that need to be rendered. I will not be at the computer all day to click render on each project as the last one finishes. I could get through these alot faster if i could do more than 1 a day. I cant do a render farm because my projects are way too big in file size and they are motion tracking scenes with multiple layers. I feel like there has to be some kinda technology or addon for this right?


texts:
For those who monitored questions in this site, I read this one: Rigging character, mesh not following bones
I doesnt solve my problem. Many similar question posted on the internet doesnt solve the problem.
I cant rig my character here, I followed the tutorial from the official blender channel in here https://www.youtube.com/watch?v=cZ3o5tjO51s&list=PLa1F2ddGya_-UvuAqHAksYnB0qL9yWDO6&index=30
I did exactly what he did, go to object, select mesh, select armature, ctrl p, with automatic weight
in pose mode, the mesh wont follow the bones
Also edit mode is sometimes inaccessible, for some reason
here is my file: https://www.mediafire.com/file/fw7ppz5aewtcj4b/failed_rigging.blend/file


texts: Relationship between PBR texture and mesh normals

texts:
I'm using the cloth filter to create a padded wall shape and I've fixed it so that I have mirrored it and formed an array using a square mesh. However, the PBR texture applied has some anomalies at the edges and joins which I assume are related to the mesh

Below is what the mesh looks like. The different resolutions are because I've tried to fiddle it better... its only worked a little bit to improve it

What I am unsure of is how the PBR texture get applied to the mesh and how to prevent stretches in the PBR.
Much appreciated!


texts: I modelled a character but in the uv editor only the gun in the holster seems not the other objects.I dont know whats the problem.


texts: Bake Cycles Ambient Occlusion Straight Line

texts: I am trying to bake an Ambient occlusion map. But when I do it for through the middle of one of the uv islands on the image I get a straight line and irregularities. I searched online but I could't find a solution. Any help is appreciated.


texts: Create animation videos from 3D joint positions

texts:
In continuation to the discussion to this question on Stackoverflow sambler suggested me to switch here since the questions got more Blender specific.

To sum up, I have to create a Human animation, given frame by frame 3D joint coordinates. Following the answer to my previous post, this is what I have done ->

Opened blender and deleted all the already present objects in it.
Created a new empty and named in 'myrig'
Ran the following code ->

import csv
import numpy as np
import bpy

mocap_data = {} # The mocapdata dictionary is properly created here, I checked that

scn = bpy.context.scene
objs = bpy.data.objects
rig = objs['myrig']

for m in mocap_data.keys():
    o = objs.new(m, None)
    scn.objects.link(o)
    c = rig.pose.bones[m].constraints.new('CHILD_OF') # Line 34
    c.target = o

I got the following error,

  In line 34 - AttributeError: 'NoneType' object has no attribute
  'bones'

What went wrong? As I said in previous post, sorry for not understanding every aspect of the code but I am on a deadline right now. Thanks for the help.


texts: Why does my sculpt deform when adding another subdivison?

texts: I have a multires modifier with four subdivisions and everything is fine. Once I add a 5th one, points statrt sticking out of the head of my sculpted model. The don't go away until I reduce the preview to 0. Can anyone tell me why this is?


texts: Hair particles final render is different to render view

texts:
Hair particles do not appear straight as like in the render preview. The mesh doesn't have any subdivision modifier and hair dynamics has no effect.
Render Viewer

Final Render (Note the distortion on the streams)


texts: Blender 2.91.0 Broken Material in Material Mode and Render Mode?

texts:
thanks for checking in.
So I was making this in Blender 2.91.0
But when I go to Material Mode, it becomes like this:
If I rotate the camera while in Material Mode, it becomes this, the background leak into the model or something:
The material is the default material. I made a new one but it's still the same. Changing the properties don't do anything. And this is how it looks like in Render Mode:
And the render result:
I'm using AMD Radeon RX 570 for VGA with driver version 20.12.1, does that mean anything?
I haven't use Blender for texturing since I got this computer, so I don't know when was the last time it worked. Before I changed computer though, it work just fine.
I've tried reinstalling Blender, redownloading, repairing, nothing fix it.
Anyone know what's wrong?
Thank you.
u.u


texts:
Blender newbie here.

I've created a really simple scene consisting of a subdivided and smoothed sphere, then applied a texture and created a Sun light. Rendering in Cycles I'm experiencing a very odd looking shadow edge. Anyone encountered anything like this? From Maya I'm used to be able to increase the sample of individual lights but I can't seem to see a similar option.

I'm in 2.8 by the way.

By comparison the shadow is actually looking pretty decent in Eevee without changing anything.

Thanks for all your expertise!


texts: (Blender 2.9) Viewport Cycles render progress bar

texts:
Since I installed the latest version (2.9) and render with cycles in the viewport, the progress-bar at the top is no longer there. Is it moved/removed or where can I find it?
Best regards
Olle


texts: New to UV maps and unwrapping in general, need help

texts:
I'm trying to unwrap a simple model so I could texture paint it. However I really don't understand the process of how to unwrap a model, especially the whole marking seams thing. I only use Project From View, which I think is not optimal when unwrapping certain models (especially complex ones). I've watched tutorials and can't seem to get the gist of UV unwrapping. I'm trying to unwrap the inside of the model, but it gives me weird shapes and sizes. Can anyone tell me how can I unwrap the inside of a model? or better yet, unwrap in general? Thank you!

Here is the picture for reference:

Here is also the .blend file in case anyone wants to show pictures of properly unwrapping this model:

House WIP.blend