texts: Is there a way to hide parts of an object?

texts:
I currently am modeling a roof and the roof plates are overhanging at the corner. I marked the parts I want to hide.

Is there maybe the possibilty to place a Box or another object on those parts and tell the mesh that all parts of the object that overlap with the Box should be hidden?

Thanks


texts: Bottom "toolbar" is not there; cannot make new material because of it,

texts: I'm quite new to Blender and I want to make a new material using the Texture Node Editor. However, upon opening the Editor, everything is greyed out. Everything. I've tried looking online and a lot say that the toolbar across the bottom of the screen would have "New" or something similar, but my toolbar is completely gone. It looks like this, but Add > Input has everything greyed out. I'm not sure what to do and I would really appreciate help!


texts: Colorize hidden parts from camera projection

texts:
I am doing a camera projection (from a picture onto a 3D object). In the picture I am projecting from, there are some hidden parts of the object due to the geometry of the object itself, and I would like to avoid Blender to "invent" those hidden parts of the texture by repeating other visible parts so I can know accurately and quickly which parts are still needed to be photographed in order to complete the full texture of the object.
My idea is to bake the projection over a green chroma texture but I do not want the UV project modifier to complete the texture regarding those hidden sections of the 3D piece (which is currently doing).
Does anybody know how to avoid that?
EDIT:
Just discovered the image is being projected onto every voxel colliding with each ray from the camera, which means it is being projected onto backfaces where (in my opinion) it should not. Researching deeper in this, I just found a topic which describes my problem and potential solution:
Cycles, UV Project Camera Modifier projects forwards and backwards
It suggests to use object's negative Z coordinates to "blank" those parts of the texture and therefore avoid printing backfaces. Is there any other solution?
Tell me if you consider to remove or to solve this thread or mark it as duplicated in case there is no other possible solution.
Thank you again for your feedback.
Best regards,
maije


texts: How do I use Proxies when compositing strips?

texts:
I am trying to make a video by combining three different sources.  The main source has a monologue and runs in the background.  At certain times, the other videos pop up on the screen.  I need to sync the mouth movements in the small clips with the background video.

The two overlays have no audio.  The audio tracks were deleted.
The two overlays have transforms (offset and crop) applied.
The two overlays are applied as Alpha Over blends.

Everything shows up just fine when rendered, but it has proven incredibly difficult to lip-sync...so I am trying to use proxies.

Proxies are generated and the base video works fine, but neither of the composite strips appear in the preview.

I have tried turning on all options I could find: prefetch, cache composite, cache raw, strip cache, per strip, per project - and have not found a combination that allows me to see the overlays with the background video.

I even tried swapping one of the overlays onto the first video channel (2 - channel 1 is the background clip's audio), but then nothing appeared in the preview.

Oh, and when looking in the file system, the proxy files for each video is present.

Even if I have to hide the background clip, I can lip sync just using the over videos and background audio.

Using Blender 2.82.


texts:
I'm learning how to re-topology and I learn from a tutorial that the best way is to set the new mesh as "in front" so it can be viewed "over" the original mesh.

The problem is that this "in front" attribute creates a "wireframe" view when a part of the new mesh is overlapping itself.

Can you explain me if it's possible to setup the new mesh so it's IN FRONT of the mesh I'm redoing, but not in front of the new mesh itself?

In front ON: I cannot see what is IN FRONT and what is BACK inside my mesh

In front OFF: I cannot see my mesh IN FRONT of the original mesh.


texts:
With default blender or any other addon. How can i export .STEP file. I have download the FREECAD software. Imported the file in Freecad and exported in STEP. It export but in folder no files created. Anyway or how to export step file. Thanks
Video exporting


texts: I am working on a project that's a bathroom, it's supposed to fit real world scale, the size of the bathroom should be 2,50х1,5 and the height 2,2. How am I supposed to use these numbers in Blender in order to get the size right?


texts: Q: Cycles motion blur is resulting in particles that are overshooting the emitters - how can I adjust the scene or blur settings to prevent this?

texts:
I'm trying to render out some particles that are being emitted from three fast-moving objects and viewed by a following camera. The particles positions are correct, but when motion blur is turned on the particles get blurred backward and forward from the current frame instead of from the current frame and backward, resulting in renders of particles overshooting their emitters once put into their comp.

Here's a sample render of what the render currently looks like. The streaks forward of the upward swoops shouldn't be there.

Blender Internal's sampled motion blur is better about the forward/backward issue, but the particles are moving so fast that the 32 sample max is insufficient for getting a smooth blur; the samples are far enough apart to be dotted.

So, is it possible for Cycles to sample backward-only motion blur like BI's sampled motion blur does, or is there something else that can be done to achieve the desired effect?

For those interested, here's a link to the Blend file.


texts:
I'm trying to model a "vent" like on an air conditioner and I am familiar with the BOOLEAN tool... So I know I can make a slab of metal out of a BOX and punch a hole in it using the BOOLEAN tool the make the grates on the vent. But here's the thing....

I need to make them in a 9 x 34 (h x v) pattern, and I'm trying to figure out how to do this without literally using the BOOLEAN tool 102 times and having to place them exactly where they need to go...

There has to be a way to automate this...  I've heard of the ARRAY MODIFIER.   Would using the ARRAY MODIFIER with the BOOLEAN tool be the way to approach this? Do I need to write a script in PYTHON?

Any advice?

Thanks


texts: In 2.92 how do I show the 3D cursor in 2D drawing mode?

texts:
I am trying to rotate a stroke object in 3D space, but I need to rotate at the 3D cursor.  In 2D mode, you never see the 3D cursor, and clicking the 'cursor' Icon doesn't display anything. I can see the location of the 3D cursor is changing in the View details, but I can't see it anywhere in any view.
To reproduce start with a new 2D Drawing, then rotate the view with the number pad and 4,6,8 or 2.
Is there a way to turn the cursor back on???


texts: How can I use blender's python API from a Ipython terminal or Jupyter Notebook?

texts:
I would like to have a python notebook running on my localhost:8000 that i can execute bpy scripts with... and see the resulting change in my other monitor which is running blender.

Normally, I would have to import a script into the "Scripting - TextEditor" view and hit "run script".  Is there a way to bypass this interface?


texts:
First I'm sorry, because I'm going to talk about other software...however, I know that the original problem should comes from the way I've used Blender in order to make this mesh (but I don't know why..), so here is my problem :
I've made an asset and I'm trying to texture it in substance, however things not working as usual and there is what happen for this time :

There is like black shadows lines and I really don't understand why.. this "artefacts"? happens in high poly & in Low poly.
Do you know why guys ? And how to fix this ?
Thanks a lot !


texts: how to import .glb file in blender 2.80 beta using python api?

texts:
I want to import a model of bench in .glb format using python inside blender.

What function am I supposed to use?


texts: Coordinates of the segments of the hair particle

texts: All Hair Particles are based on Vertices. I activated the option in ParticleSystem "Advanced" and switched to Verts. A hair has 4 segments. I would like to read these segments per hair as coordinates. How does that look in Python?


texts:
I have a problem, I want to make a simple engine design.

But whenever I apply the SubSurf modifier, I run into a problem.Here are some pictures:

The corners of the flaps are not positioned well! I found out what the issues is: Surface Subdivision doesn't "bend" the flaps.
(Image where the flaps are a diffrent mesh)

So my question is: Is there a way (other then manually) to make SubSurf "BEND" the flaps?


texts: Make changes in python scripts of addons effective

texts:
I am using blender with an addon called blensor. I have some trouble with this addon and would like to alter its code at some place to see the effect my changes made.
Here is a working procedure:

Edit the appropriate python file of the addon in a text editor and save.
Restart blender
Change is visible when running addon

This however is quite tidious for debugging. It would be nice to be able to reload the addon without having to restart blender. I did some research and tried to following, with no success:

Pressing F8 within blender. Looking at the console I can see that blensor seems to be reloaded but the changes I made are not visible when running it. Maybe the output "addon_utils.disable: cycles not disabled" in the system console means something?
Opening the python script in blender's text editor, changing and saving it and clicking Text -> Reload. Does not seem to have any effect.

Any other ways or idea what I am missing?


texts: How to paint a texture on top of a repeated texture?

texts: I would like to create a ground that has grass and a road in the middle using textures. For the grass, I downloaded an image and set it as a texture with repetition. For the road, I have another texture. Today, I learned how to use Texture Paint mode. It seems that I can paint the road if the grass texture was not repeated. But how can I paint the road texture on this repeated texture? Thank you,


texts: What does the "blend" value do on a spotlight in cycles?

texts:
A spotlight has a setting in the properties window, lamp tab, then under the section "Spot Shape" called "Blend", what does it do?
The tool tip says "Softness of the spotlight edge" yet setting it to zero did not make the lamp's edge noticeably any sharper.

The image on the left the blend is to 0 on the right it is set to .5


texts:
However, blender render does render the plane image. It's just a picture of trees (and an added sun, pointing at the plane, and I made a two second animation, just to see (I'm like really new, still).
So, I decided to try cycles render, to see if there was any difference in the image (and to see how much longer it takes), and it just renders the plane without the image.
I added an icosphere, just to see and both renders it.

Thanks.


texts: Image plane, camera location and real distance

texts:
Suppose I have a situation as shown in the image bellow. A 3D-Object I want to project into a 2D-Image with respect to the real distance. But I don't really understand the connection between the distance to the "camera location" (on the right) and the distance to the image plane.

How do I have to choose the distance between the camera location and the image plane to get a result I would expect in reality?


texts:
Here is what I have so far:

The issue is The candle looks like a light bulb... when I tried to make it more yellow via RGB Curves the whole thing got more yellow:

Can anyone help me out? Thanks!


texts: I have two renders in Cycles and EEVEE, I want to achieve in Cycles the same effect like I have in EEVEE. I don't want to light the entire room. I tried using nodes it doesn't work.


texts:
I have two separate bones, the heads of which I'd like to connect to the tail of a single bone as shown.

Is this possible? Or is there an analogue?


texts:
I have posted this question on Reddit too, but I still have no answer. Could somebody with some node workflow knowledge help me out?

I created this simple node structure to create a grayscale image with internal blur from a png image (with transparent background). I need the blur for the displacement. See below:

Then I have a plane with these modifiers:
-2x subdivision surface (Simple, 6 subdivisions)
-Displace modifier (liked the rendered images from the node structure to it. Midlevel to 0. Strenght to 0.2)
Yet what I get is this:

All spikes. And the surface seens blobby.
I also tried to just create a shader with displacement.  But then the result is very blocky (zoom in on the green and you will see blocky lines clearly).
So I need help. How to get a good looking displacement out of a 2d image?


texts:
What is causing this offending face to turn black when viewed from certain angles? I think its flipped the wrong way but I'm not sure how to fix it.

No manifold errors pop up when I hit ctrl + shift + alt + m. It also looks completely fine when I disable the texture.

The offending face is highlighted above

Texture here

Blender version Used : 2.70


texts: Why is my object culled when I have backface culling turned off?

texts: As you can see in the first image, The object is selected so it has a selected box around it but you can clearly see through it. In the second image, you can see it from the top side. How can I get it so that I can see both sides?


texts:
i am trying to make a glass shader for a photorealistic scene that im making but i have an issue with a glass of water. My glass in real life has some edge loops in the inner part of it. I modelled them and made a glass shader.
But the inner part of it isnt refracting.

This is the best that i could make. But the top part is so bad.


texts: Set material of a vertex group of a certain face

texts:
I have a mesh and I want to know how I can color the whole vertex group of a certain face. I currently can color a face from a list as shown below, but I want to set the material of the whole vertex group of each of these faces in the list instead of just the faces.

for poly in bpy.data.objects['Mymesh'].data.polygons:
    #set material 1 for the whole mesh
    poly.material_index = 0

for a in list:
#set material 2 for some faces - I want it instead to set the material of vertex groups
#of these faces in the list instead of just the faces
bpy.data.objects['Mymesh'].data.polygons[a].material_index = 1


texts: render collections seperately with defined output?

texts:
I would like to set up a blender file with, let´s say, 80 collections (collection01, collection02 ...). Is it possible to render each collection seperately and automated, without switching them per hand on and off? (In maya render layers you could make the renderer in the command line to render each layer seperately ...)
Also, it would be nice to get images in a defined folder that are named according to the rendered collection (collect_01.png, collect_02.png ...)
Any ideas?


texts: Cycles Render Option Not Showing Up In Blender 2.77

texts:
I installed Blender 2.77 RC1 but I only get the Blender Render and Game Engine options for rendering.  Cycles doesn't appear in the pull down menu.

I've reinstalled 2.77 and checked all the preferences, but no joy.

Anyone having the same problem?  If so, is there a trick of some sort to get to the Cycles opation?


texts: Objects with Emission shader emit light but appear gray, not bright

texts:
This happens even if I create a new mesh with a new material. All item with emission appear like that large plane above the building. Emission power is 60.
If I create e new scene, however, everything works fine.

Blender version: 2.76 - Cycles Render


texts: Increasing Emission without Increasing Brightness

texts:
How would I go about increasing the strength/distance of an Emission texture without the texture getting brighter in Blender Cycles?

Lets say I take the following texture and make a light mask out of it. I then mix them equally with the Texture as a Diffuse BSDF and the Mask as an Emission.

With the Strength set as 1.000 the texture looks ok but I feel it just isn't bright enough. But if I set it to something higher (like 100.000) the texture gets oversaturated.

Is there some way I can have the light emit to infinity if I so pleased, yet have the texture remain the same brightness in Cycles?


texts: Cyan Color Origin Point, but Only One Scene

texts:
I have already read Cyan origin dot mystery, so please don't close this question as a duplicate of it.

In the above linked question, Ray Mairlot explains that a cyan origin point can be caused by an object being in multiple scenes. He includes a screenshot of the Properties panel > Object tab, which shows that there are two copies of the object across the scenes. Here is the screenshot:

I have a cyan origin point, but only one scene. I do have multiple copies of the object, though, like shown in the second screenshot. Where is my other copy of the object and how did it occur?

Here is my .blend:


texts:
I'm new to rigging in Blender. I only know the basics like creating bones, parenting to meshes, etc. For my school project, I have to make some animations. Fortunately, I obtained some motion capture data from our supervisors. I searched the internet and found a plugin called "Rokoko Studio Live". I watched a few tutorials and tried to apply what I learned. I created a new armature for my 3D model and I set the corresponding bones to the MoCap bones. But pressing the "Retarget Animation" button did not give the result that I wanted. I don't know how to describe it but my model was doing the animation in a weird way. Like it was hanging on-air while doing the motion. Do you know how can I fix it?
The Motion-Capture Data:

The Result:


texts: Moving user perspective in Blender with Python

texts:
How can I move the user perspective in Blender with Python? I did some research, but I wasn't able, to find anything.

For clarification: I want to move the user camera in the 3D view. I want to achieve the same effect as the user pressing his middle mouse button and moving the mouse.


texts: Blender closes when opened (flashes command window)

texts:
When I try to load Blender, it flashes a command window and gives a failure (very similar to the one described in the link below).  It then opens Blender (a gray screen) and closes it.

More information

When I follow the instructions provided in the linked thread, it gives me an error message (shown below).

Please help, as I am trying to finish a development project and this is stopping me from doing so!


texts: How to receive correct file and directory paths from user?

texts:
I want to receive import and export path from user. From this documentation I've known I can give the string property a sub-type which turns it to a file or directory selector, the problem is that they give a wrong path, some parts are replaced by ".." and some parts are not typed at all.
I want to receive those paths from user to use them later when the user executes an operator (by clicking a button when everything is ready).

this is my code:
class myPaths(bpy.types.PropertyGroup):
    @classmethod
    def register(cls):
        bpy.types.Scene.myPaths = bpy.props.PointerProperty(type=myPaths)

    @classmethod
    def unregister(cls):
        del bpy.types.Scene.myPaths

    fileExportPath: StringProperty(
        name="export path",
        subtype="DIR_PATH",
        description="some description"
    )
    jsonImportPath: StringProperty(
        name="import path",
        subtype="FILE_PATH",
        description="path of .json file to import."
    )
    fileName:StringProperty(
        name="output file name",
        description="Write file name without any file extension."
    )

How can I receive correct file and directory paths form user?


texts: Camera Tracking - How to Reconstruct LocRotScale Marker To Empty?

texts:
I tracked a bit of video footage with a LocRotScale marker and tried to Reconstruct it as an empty but the empty doesn't have the rotating and scaling data.
Now my Question:
Is it possible (and when yes how) to export a LocRotScale marker to an empty with rotation and scale?


texts:
Hey im kind of new to blender and modeling and im trying to fit this barbed wire to my curve but the only result i get is either a wierd shape or a of set line of barbed wires... and it wont even fit my curve.. anyone has had the same problem as me that knows how to fix it?

kind regards Anton


texts: How to get a displaced mesh to orient correctly when bending it spherically?

texts:
I'm making a planet Earth mesh that includes displaced surface according to a height map. So, I start off subdividing a 2x1y1z plane and displacing the z axis of the vertices according to the non-color of the heightmap. This results in a satisfactory result, having mountains in z>0, and sea depths in z<0. Then I bend the plane spherically by using the (bend) simple deform modifier around an empty object with rotation x=90d for 180 degrees, and for 360 degrees around another empty object that has rotations x=90, z=90. The mesh is curved spherically, but the mountains are "sunk in", i.e. it appears as the ocean depths are the heights, and the land surfaces and mountains are the depths. I've also tried setting the rotation of the empty objects to x=-90 and x=-90, z=-90 respectively, to have the plane bend in the opposite direction, but the result remains the same. I've also tried to bend the plane by -180 and -360 degrees respectively, in both permutations of the empty objects with the same faulty result.

An obvious solution would be to invert the colors of my heightmap, but I'd prefer to figure out where the problem lies first.
How can I get my displaced mountains to appear as mountains, i.e. to be further away from the sphere and protrude outwards from the sphere?


texts: How best use a texture image to a large/long object

texts:
Firstly from what I have seen Blender can only work with images which are square eg 512X512 or 1024 X 1024 etc. Is that correct?
I am creating objects for MSFS and my first project consists of large/long objects eg 9 metres long. It appears to me that if any texture image (all texture images I have found are taken close up to the object) is used then it either needs to be stretched to each face of the length of the object thus distorting the 'texture' on the object OR applied in (UV editing) so that multiple occurrences of the texture image are applied resulting in noticeable 'seams' between each image (unless the texture image is continuous ie the right side of the texture image matches the left side such as an image of a brick wall.
Is that correct? That there is no other method?
Just checking that my hunch is correct before completing my project.
I hope that I have described what I mean in a meaningful manner.
BTW now that I am feeling less intimidated by the Blender 'beast' I am gobsmacked by it.
Here is an example of what I mean by having multiple texture images with resulting visible seams.


texts: How to rename bones without renaming vertex groups?

texts:
I'm making a model which is covered with panels that each can move individually, and some of these panels need to rotate, but not all, so some of them need a rotation controller bone at the end. I'm not entirely sure which ones will end up needing rotation, though.

Basically what I'm wondering is: Can I rename a bone without renaming the corresponding vertex group(without deleting and remaking the bone)?


texts: Set the Rotation (in Quaternion WXZY) of a bone using API 2.49

texts:
I am using Blender 2.49b, and I have the following hand structure

I would like to rotate the bones "Bone.001" to "Bone.025" using values (Quaternion WXYZ) given as input from text files.

Although I read the text files, I am not sure how to set the rotation values of every bone.

...
scn = Scene.GetCurrent()
arm_ob = scn.objects.active
arm_data = arm_ob.getData()
bones = arm_data.bones.values()

for bone in bones:
    # use bone here
    for handIdx in handIndices:
        pos = dataStore['Bone'][handIdx-1][frameIdx]
        bone.setRotation(pos[0], pos[1], pos[2], pos[3])
        bone.insertIpoKey(Object.IpoKeyTypes.LOCROTSIZE)

Scene.GetCurrent().update()

setRotation property doesn't work, giving the following error:

AttributeError: 'Bone' object has no attribute 'setRotation'

Could you please help me to find the solution on this manner.

Thanks in advance for your help and consideration.

Best Wishes,

Andreas

PS: If necessary, I can provide the blender file and code.


texts:
I am sure this has probably been asked many times over in different ways over the years.

However with the new iPad Os are there any plays to port or create a cut down iPad version of blender?


texts: Animation relative to previous animation

texts:
I am running into an issue when I try and combine two movement animations. Both animations start at the origin. I am trying to combine them such that the second movement animation plays where the first one ends using relative position. Is there a way doing this without modifying the animation?

Thanks in advance,
Ryan


texts: I deleted half of the mesh and used symmetrize. Only half of the texture map has UV coordinates now even though the entire head of the model is being selected. Is there a way to mirror these UV's back to where they were?


texts:
I can't find the bone mirror option.

When I used Blender about two years ago the mirror option was tucked away in the rig/object panels, but now I see no obvious options.

How can I mirror bones in 2.7+?


texts: Boolean difference modifier merges two object

texts:
i want to use difference in Boolean modifier but actually the result are like it is merged, i want a hole inside a custom shape. beore using difference:

and here is the result after difference is applied, it is like the cylinder is merged instead of subtract:

i have tried this link suggestions:
Using difference modifier on two objects doesn't always work

i am a total beginner so if i am making a stupid mistake please accept my appologies.


texts: How do I deselect using the box select tool? I have read about middle mouse button and some other shortcuts but they don't work for me.


texts:
I'm an absolute Blender newbie and just taking my first steps.
I've created some shape and want to apply coloring and texture now, after placing lamps all around my object to see it, I now can't switch to Edit Mode and I'm not sure why, can anybody help me please?

I only have Object Modein the mode selector:

I'm using version 2.79 on Windows


texts: Using cycles volumetrics to make planet's atmosphere

texts:
I have seen the tutorials involving the use of the compositor to produce an atmosphere, but I wanted to be more authentic.

Since Cycles now has volumetrics support, I have tried using the sphere gradient texture connected to a color ramp (knowing that black is 0 density and white is 1) to get an accurate density falloff (a factor of 10 every 10 kilometers), but the volume density still reaches the outer edges of the mesh.

Any way of doing this?


texts: Can Blender Render on Systems without a GUI?

texts:
Is there any way to get blender to render on systems without a GUI?  Over the network on systems with a GUI?

I know of a service that will let you buy virtual servers that are charged by the hour, not the month, allowing to purchase extra performance on demand very cheaply!

The question itself is OS-agnostic, but in this case you can essentially respond in a any OS you would like.


texts:
I need to animate set of rigid bodies with zero gravity. I don't want to cancel gravity in the scene since I need it for other rigid bodies.
How can I "say" to specific rigid bodies in the scene not to "listen" for the scene gravity?


texts: Why is extruding a bezier curve making these loops?

texts: After extruding one time or subdividing the curve, if I try to extrude again, I get a figure 8 loop. I've used bezier curves before, but this is the first time in 2.9. Anyone know how to work around this?


texts: How to add six PNG Images to a cube in a Python Script

texts:
How can i add six different PNG Images as textures to a cube with a Python Script?
I have a cube and i want to apply an image to each of the six sides.
For example if i would like to render a dice, then i would Need six different textures with 1 dot up to 6 dots.

Thanks for your help!


texts: I am trying to use the Bevel tool to make my cinder block have some slightly rounded edges. When I select the edges or verts and use the tool it makes a weird explosion. Any ideas?


texts: Can Someone explain to me what the bone driver properties do?

texts: I asked this question yesterday, but the person who answered told me to ask the question with more details. Could someone tell me what each thing does here so I know how to use bone drivers?


texts:
Is there a way to display circles instead of squares for vertices in object mode?  In preferences, only Vertex Size can be changed.
Thanks!


texts:
i tried to add the volume scatter to my scene which looks like this

when i render it without the volume scatter i get this view

but as soon as i activate the world node and volume scatter i get this result, an extremely over exposed image

and those are my world settings

I reduced the Density to 0.001 and it got way better, but i still don't know why ?


texts: BGE Animated rig freezes when rig goes off-screen... Can I make it not?

texts:
I have an animated enemy chasing the player. On the enemy's rig, I save the animation's current frame to a property. I use this property to cue sounds.
It works fine when the player is looking at the enemy. However, when the player turn's their back and the enemy goes out of view, the animation freezes. I can tell that it has frozen because the property I am saving the current frame to stops incrementing. When the player looks back at the enemy, the animation starts from the beginning.
I'm assuming that this is something Blender does intentionally for performance reasons. Can I make it stop?


texts:
I would like to know how Blender defines its global reference frame, and if it is possible to modify its definition.
By reference point, I mean the x, y and z axes that we can see at any time when we model objects.


texts:
I was following this tutorial https://youtu.be/WxMwa0njGSM?t=327, at 5:27 we can see that the object is full inside, but when I try to reproduce, it's hollow (1st and 2nd are mine, 3rd is tutorial screenshot)

Searching on google I see that being hollow is normal for Blender, but that doesn't explain how the tutorial author made it solid by default?

Boolean modifier is applied on Anvil (=cube), as Difference with the Cylinder. Also the author has version 2.78.5 while I have 2.82.

Files:
*
*


texts: Is it best to UVW unwrap before or AFTER applying a 'bend' modifier?

texts:
So I'm creating modular pieces and then bending them into a curve to make a corridor. With 3DS Max I could simply tell it to preserve the UV's but I'm not sure if Blender will do that or deform them once the 'Bend' modifier has been applied to it.
I intend to make one modular piece, copy it a few times and then bend it into a slight arc but I'm just not sure if I should UVW unwrap the modular piece before or after using this modifier. It would be kinda pointless to create modular pieces if I need to unwrap each part after applying this modifier.
Any suggestions?
Thanks!


texts: How do I replicate Daz3D Iray skin shading in Blender EEVEE?

texts:
I am trying to replicate this skin rendered with Iray:

Notice the smooth yet defined skin and features, as well as the subsurface scattering, particularly under the eyes and mouth.
This is how I was able to make it look in EEVEE:

(.blend file download)
Not too bad, but a lot of the detail is gone. I have enabled subsurface translucency under the material settings and tweaked the shader. Unfortunately, the more I change, the worse it gets. For example, increasing the Subsurface value makes the skin look blurry. Finally, there is this blue outline where the face borders on the plane below. As far as I know, there is no workaround for that. Please correct me if I'm wrong.
Here are the material nodes:

How do I make the skin look more similar to the Iray render?


texts:
I have been reading about GLSL development and the applicable portion relates to how different shaders pass data between each other. As I understand it once a shader finishes the computed color, normal, depth, and any other information you specify gets passed along to the next shader. In contrast, a path tracer (Cycles) passes information which is meant to be computed later.

Does this apply to Eevee as well? Would it be possible to implement a node which extracts the color, normal, etc... information from a shader/closure/green socket connection? Or does Eevee's implementation of GLSL act more as a computation instruction pass through as opposed to a data pass through?

I'm asking because I read in Eevee's roadmap that Blender Internal material compatibility is something which they are planning on implementing. One of the features of BI which I (and much of the NPR community) find exceedingly useful is the ability to take the color and normal outputs of a material and use them in a different material, allowing for all sorts of NPR goodness. Any insight as to if this is something which would be possible in Eevee (I know it isn't in Cycles) would be greatly appreciated.


texts: Why are my particle paths offset from the particles?

texts:
I'm emitting particles from a mesh off screen and they're falling down and bouncing off of the ground mesh. Everything with the particle simulation looks good, however when I set the particle display to paths, they seems to be offset from the paths the particles take. Like you can see in the image, the paths appear to collide with the ground, but it's actually offset about 0.5m from the ground.
I've tried different integration types with no luck.


texts: How to find the UV vertex count? is there a script to do so?

texts:
While unwrapping for Unity 3D game development "UV vertex" count is an important aspect.

I was reading this GPU: Optimizing Model Geometry
It says "Try to keep the number of UV mapping seams and hard edges (doubled-up vertices) as low as possible"

ie. Every time i create a seam or split UV i double that many nulber of UV vertices. If so ...

How do i find out what is the total and individual object UV vertex count in Blender ?

Is there a script to find UV vertex count?


texts: Blender python interpreter doesn't like cuda: Trying to run cupy

texts:
I'm trying to launch some form of cuda interaction via the blender python interpreter and keep running into Segmentation Faults. After tracing through the code with python's faulthandler, I've discovered it's an inability of blender to call the cuda NVRTC compiler. I've tried many things to debug this, but haven't managed to get around it. I've tried installing cupy in a million different ways and I've tried different python cuda libraries, such as pycuda, but nothing seems to work within the blender python interpreter that doesn't end in a Seg Fault.

One thing that I've found is that if I launch another python instance from within the blender environment (i.e import os; os.system("python test_cuda.py")) it runs without fault. That's obviously not useful when my goal of using the pythonic blender is to hand off the data coming from the application without having to save it for run-time efficiency.

I've also found that certain cupy calls work within the blender environment, but the majority break it. For instance, cp.zeros(3) works, but as soon as you introduce non-zeros values, cp.eye(3), it gives a seg fault. You can get around this by wrapping a numpy array with cp.asarray(), but if you try to manipulate that array in any way (i.e any arithmetic such as addition, etc. or if you try and change any values within the array) it seg faults.

Any help with this would be greatly appreciated!

Here's a link to my github where I've created a Dockerfile that installs everything. This is the exact environment I'm using: https://github.com/sforsyth6/blender_docker

I'm running:

Blender 2.82
Cuda 10.2
GPUs 4x Tesla V100s
Cupy 7.3
Python 3.7


texts: how to make camera moves slower when moving along a curve

texts:
I've been looking for a solution for several hours but got no luck..

Is there a way to make the camera's footstep smaller when moving "follow path"? (camera moves along a curve)

Put it another way, how can I decrease the distance on the curve that the camera moves between two frames? (in python script)

By default it moves way too fast...


texts: Header of brush setting is missing in the grease pencil in Blender

texts: The header of brush setting (Fig.2) is missing in the grease pencil in Blender that it is not able to adjust the setting now.(Fig.1) I tried right clicked the menu but the [show header] button is not able to select. Help!!


texts: Why "Save as" and "Export" is not working in my menu?

texts:
In this small menu example below, I'd like to know why "Save as" and "Export" are not working on my menu?

How am I supposed to save as inside of a menu?

What am I doing wrong ?

bl_info = {
    "name" : "Back Me Up [BD3D]",
    "author" : "BD3D",
    "description" : "Save like you never did before.",
    "blender" : (2, 80, 0),
    "location" : "Ctrl S, Operator",
    "warning" : "",
    "category" : "Generic"
}

import bpy
from bpy.types import Menu
import bpy
context = bpy.context

class VIEW3D_PIE_backmeuptradnormal(Menu): #problem first save and save as ? what ???????????????????????
    bl_label = ""
    bl_idname = "view3d.menu_normal_backmeup" #other id if two pies

    def draw(self, context):
        layout = self.layout
        pie = layout
        pie.operator("wm.collada_export",text="export not working",  icon='BLENDER')
        pie.operator("wm.save_as_mainfile",text="save as not working",  icon='BLENDER')

def register():
    bpy.utils.register_class(VIEW3D_PIE_backmeuptradnormal)
def unregister():
    bpy.utils.unregister_class(VIEW3D_PIE_backmeuptradnormal)

if __name__ == "__main__":
    register()
    bpy.ops.wm.call_menu(name="view3d.menu_normal_backmeup")

-


texts: I'm trying to animate a turret firing sets of two laser bolts, but I want to be able to stop and start the process. I read an answer saying to set a keyframe for the particle system, but I don't know how to do that.  Could anyone point me in the right direction?


texts: How can I use vertex paint with another material?

texts:
I made a new model and i followed a tutorial. I made a texture and I want to add some color with vertex paint. I tried it, but it doesn't show up on the render. What should I do?
Is this possible at all? Sorry, I'm  really beginner.

with vertex colors:


texts: Bone moves one part of mesh but not the other

texts: When I move the bone of the leg it moves everything except for the straps on the boot, I checked the weight and it was at 1. It's very odd because the straps are attached to the boot.(someone said to put a screenshot of the "N" panel.


texts: How does the "Depth" property work in image objects?

texts: What does the Depth property mean and how does it actually work for image objects?


texts:
I'm making a simulation of two fireballs, I've tweaked every setting to my liking and the flame looks pretty good (as in, close to what I want it to be) with 32 divisions as resolution as that's what I used to work, the problem I have is that when I increase the resolution to bake it and make it look crisp, the flames get much much taller. Even at 64 they get a good 50% taller.

How can I get good quality flames without them increasing in height?

EDIT: Blend file added as per request:

EDIT2: Okay, the actual problem is not the height, it looks taller because it's skinier but it's not actually taller, what I need to do is increase the width of the flame without it getting taller.  I outlined the flame with the grease pencil at 32 (black) and 128 (red) divisions and you can see what I mean.


texts: Homography between two planes with rotation and translation

texts:
I generated two camera views using Blender with rotation and translation.
Now I want to know how to compute homography between camera view A to B?

I found how to compute homography for rotation only from opencv tutorials and blender stackexchange but as I mentioned only rotation is considered.


texts: Can Blender's keymaps be used for key (chaining / chords)?

texts:
Some applications support key-chaining, also known as shortcut-chords (MSVC and EMacs for example).

This is where an initial shortcut waits for other keys to be pressed to complete the key-chain or chord.

While Blender's key-map editor doesn't support this directly, is it possible to setup key-chaining in Blender?


texts: How use spaces instead of underscores in file names?

texts:
I'm referring to this "feature" https://developer.blender.org/T45900

It was not happening before, but it is now, and it is messing up the structure of some folders I previously created. Is there a way to disable it?


texts: glossy surface when importing certains meshes

texts:
I'm trying to import into Blender 2.9 some .fbx models exported from a 3D software called Noesis.
The issue I'm facing is that the models, once in Blender, look somewhat covered by a glossy/metallic surface, both in solid mode view and in material preview.
This is what I mean:

while this is what I would expect/like:

This second picture is done removing the material assigned to the object, to understand if the issue was related to the material itself, and indeed it looks so.
This last picture shows (on the left) the object as shown on Noesis (and how I'd like it to be), and on the right how it looks on Blender. As you can see, that glossy feel is there also in material view.

I tried importing the object in an online FBX viewer, and it looks glossy too, so I'd say it's not a Blender problem.
Do you know what it could be, and how I could fix that? (assuming that I can't edit any parameter during the export on Noesis)
thank you
blender file:


texts: What is wrong with my photorealistic procedural chocolate texture?

texts:
I want a chocolate texture with that tiny scratches and crumbs (upper left). After spending some time to copy node by node from this example, I can't barely see any difference to the simple one bsdf (upper right).
What am I missing?

HDRI source: HDRI Haven > Venice Sunrise


texts:
I'm trying to find a way to sort a mesh order by a path from one end to the other.

Basically the end goal is to use the build modifier to animate a generated ivy branch to grow from one point out (up a pillar), segment by segment. The default order for the ivy branches builds out one full branch at a time (so it grows one branch all the way up and then the next branch up etc.) Is there an easy way to select the right order? Or perhaps a better way to create the animation I'm trying to create?


texts: Extruding inwards without creating double faces

texts:
I'm trying to extrude the selected face in Cube #1 by pressing E, left click then move along X axis. The desired result is Cube #3 but what I get is Cube #2. Is there any workaround for this as it seems a very simple problem and I find it weird that this function hasn't been implemented yet.
Thank you in advance!


texts: Blender suddenly wont open/reopen any of my blender projects

texts: Yesterday I made a few projects in Blender 2.8. All day I was able to save, close, and open them. Today, when I try to open I get an error message saying blender previously crashed, do i want to reopen? when i click "reopen" it's just cycles back to the same error message.


texts: Grease pencil - Made a new stroke now old stroke everything is mirrored

texts:
I tried to make a new stroke because I am storyboarding for the first time in Blender and I thought rather than tweening something I could tween the stroke and then board the acting over using the tween of the old stroke as reference. Well I saved and closed and opened and now the old stroke everything is mirrored and it looks crazy.
Is all my work lost? Why is my old stroke mirrored? Also when I try to draw on my old stroke my new stroke disappears completely.
I can make it come back by selecting my new stroke but I can't go back and edit my old stroke and see my new stroke anymore. What is happening?


texts: imported .dae and .fbx, I cannot see this textures on rendered view

texts:
I purchased a city model a couple years ago. I imported the model as .dae and .fbx to my Blender v2.9. As you can see in the screenshot, there are textures on buildings but I cannot see this textures on rendered view.

There is no problem about volume. I canceled it all. There is no problem about engine. In cycles or in eevee there is no change. Everything is black.


texts: How to pass variables in the game engine to a newly loaded .blend?

texts:
I have two blend files, a.blend and b.blend.

I open a.blend, and run the game engine P. A script is then run that uses the function bge.logic.startGame("b.blend"), which starts running the game setup in b.blend.

In b.blend, another script runs. This one needs a value that is in a script in a.blend. How can I pass a var from a script in a.blend to the script in b.blend?


texts: How to export an edited clip into a video file in the VSE?

texts:
I am in the video sequence editor, cut out fragments, combined the remaining into one whole new clip and do not know how to procede from here on in order to obtain a video file (h264, mpeg4).

I tried to click the animation button and all I got was a some pictures I already had cut out.


texts: How to make the camera follow an object's trajectory in 2.8?

texts: Hi everyone i'm trying to get my camera to follow an object, after looking at tutorials I've tried using the constraint "track to" however it only make the camera look at the object not move along with it.


texts:
I would like to add a thickness to a face, but solidify is making it same as extrude would. I need to pull surrounding faces as well.
Is there any way to do it? I have hi-poly scan so anything manual is out of question.

Here is the exact case: I need to add thick face to this loop
Thx!

EDIT: Best way so far.

Select edge loop - bevel -delete faces:
you get two parallel loops
Select one loop - fill
Select second loop - fill


texts: I finished this sculpt a few weeks ago and just came back to it to finish it up, but I don't know the first thing about realistic texturing. Any recommended tutorials? Apologize, very new to this.


texts: Blender game engine Armature mouse control

texts:
I am creating an online shooting game. How do i control my armature arm with mouse like other online games? So the gun will always shoot to the middle of the target. Previously, I successfully done that by seperating the arms and the arms armature and use game logic to set mouse actuator on it.But i just changed my rig to improve the movement . I tried the same method but it didn't work. Here is the file. http://www.mediafire.com/download/rpvgidxbadd517s/Sample.blend
Really hope you can help me with it. Been struggling with this for the whole day.


texts: Why does my mesh get offset when I parent it to the rig?

texts: As soon as I parent my wolf model to the rig it moves the model down slightly. As you can see the bones dont line up with the mesh. I have parented the model to the rig in the past but its just now that it is giving me these problems.


texts: How to use one object to cut a hole into another one

texts:
My issue is that I have 2 objects in edit mode, I want to use the second object to cut the first one to make a hole.

I hope the image can make what I want a little clear because I don't find the right words to explain that.

Thank you~


texts: How can I hide source of spot lamp and keep the emission for the visible part

texts:
I want to make converge the lens of a modeled spotlight with a spot lamp. So as to match the diameter of the lens and the base the spot lamp, I moved the lamp further inside the object but then, I have no emission since the base of the spot lamp is where the source of light is located.
Since there is no way I can change the diameter at the source of the spot lamp, I was wondering if there was a way to mask / crop / hide that part and keep the emission for the visible part.
I tried different ways without satisfying results.
Any help for 2.79 and 2.8 are welcome!


texts:
I want to manipulate an object on two pivots.
Think of it as a long piece of something that is suspended by two pieces of rope. And i I pull up the rope on one side, that end of the object goes up.

I know how to simulate the visual impression of that using rotation and movement. But as it is a simulation of an actual physical process I would like to solve it using only the two upper ends of my ropes.
So I was hanging long wiry objects as soft body or cloth from my manipulating Emties, connecting another Empty on each lower end, It's dangling just fine. But how do i now connect those two lower "knots" to my object so it will freely react to the hight of each rope's upper point?

I was also trying to go this direction. But that only lifted one side of the object with no rotation.
I feel like I don't really look in the right direction. Thank You guys for the help!


texts: How can I apply a ripple effect on the screen/camera (not on puddles or rivers)

texts: I want to find a way to do this. And all I found was about rivers and other stuff. I've recently played sonic generations and every time I boost/speed up there's a ripple effect on the screen I want to do a similar thing in my animations. Any suggestions ??


texts: Bevel not uniform, despite applying transforms

texts: When using the Ctrl + B command, my bevels come out uneven for reasons I don't have the experience to troubleshoot. I have already applied all transforms on my object. My geometry is entirely manifold and the areas that I'm trying to bevel are literally just 90 degree corners, like on a cube. Pretty frustrating.


texts: I just downloaded version 2.9 on my 2010 macbook pro, but all the UI seems to be glitched out. Any UI element that should have a box outline only has a triangle (see picture I don't know how to describe it correctly). Its still usable despite this but its hard to read some of the ui. does anyone know how to fix this?


texts: live unwrap missing form 3d viewport options

texts:
I'm in blender 2.91.0 and in the 3d viewport UV menu the live unwrap option is missing.
any opinions?


texts: Unable to automate converting a duplicated and seperated mesh into a curve with python

texts:
Code:
class CurveCreate(bpy.types.Operator):
    bl_idname = "curve.create_operator"
    bl_label = "Curvecreate"
    bl_description = "Duplicates the selected edges and converts them into curves"
    bl_options = {"REGISTER"}

    def execute(self, context):
        bpy.ops.mesh.duplicate_move(MESH_OT_duplicate={"mode":1}, TRANSFORM_OT_translate={"value":(0, 0, 0), "orient_type":'GLOBAL', "orient_matrix":((0, 0, 0), (0, 0, 0), (0, 0, 0)), "orient_matrix_type":'GLOBAL', "constraint_axis":(False, False, False), "mirror":False, "use_proportional_edit":False, "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "use_proportional_connected":False, "use_proportional_projected":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "cursor_transform":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False})
        bpy.ops.mesh.separate(type='SELECTED')
        bpy.ops.object.mode_set(mode='OBJECT')
        bpy.ops.object.convert(target='CURVE')
        bpy.context.object.data.fill_mode = 'FULL'
        bpy.context.object.data.bevel_depth = 0.15
        bpy.context.object.data.bevel_resolution = 3
        bpy.context.object.data.splines[0].use_smooth = True

        self.report({'INFO'}, "Curve Created !")
        return {"FINISHED"}

Question:
This is what I want to do:

What I want the code to do:

Duplicate the selected edges.
Separate the selected edges.
Go back to object mode.
Select the newly separated edges (this is what I cant do).
Convert the selected separated edges into curve.
Adjust some curve settings.

Now the problem is that when Step 3 has been executed that is, going back to object mode I find that the Active object is actually the cube and not the separated edges. Hence the remaining steps get applied to the cube instead. Both the cube and separated edges are already selected when returning to object mode but the cube is the actual Active object.
How do I set the newly separated edges as the Active object in this case?


texts: How do I solve the white speckles on my blender bake. I have fully retoplogized my figure but cant figure out as to why its not baking right

texts: For a couple of days now I have been trying to figure out what has been keeping my bake from coming out right.I have scaled it, selected to active and have done every step right from all the youtube tutorials but it still doesn't seem to work.


texts: Best way to create Godzilla's Atomic Breath (Cycles)?

texts:
I've been trying to find tutorials out there that at least have a similar result to what I'm looking for, but I've failed to find anything close enough. I have some experience with particles and cycles, but not enough to find a way to do this on my own. I'm trying to replicate this specific variant.

What would be the best way to recreate this? Any help would be greatly appreciated.

*UPDATE- I managed to make this using volumetric scattering and emission. It's close to what I'm looking for, but I need to make it flow in a specific direction, similar to what is shown in the video I linked. I've attempted using particles and smoke (smoke was a massive headache for me), but haven't gotten any successful results. This is for a film project I plan on working in the future, and is going to be used as VFX rather than a still image.

*FINAL UPDATE- I've finally found a result that satisfied me. I abandoned the 2001 style atomic breath and went with the 2002-2004 breath. What I did was create a cylinder, make it have a short shape key, and a long shape key, and use quick smoke. I make the cylinder share a material with the smoke domain to make it "invisible" in the render (could create a new material but I was just lazy.) I used the fire sim, and In the node editor, set the flame emission like so.

Almost done. To make the the breath flow, I created a wind force, running prefectly along with the cylinder, and parented it to it. Adjust the strength to your desire. Finally, I set the flame to dissolve over time. The dissolve time depends on the length of the cylinder, so there's no set number. There is likely a much better for the flowing movement, but I am still very new to blender, and it works for now. Thank you for the tips and suggestions, I will centainly use them for future work. Here's the final result.


texts: Can someone help me understand why my bevel modifier messes up my mesh?

texts:
I'm trying to model this hangboard here: It's the Beastmaker 2000.

I'm doing this for some hard surface modeling practice (I'm not even 2.5 months into Blender). I scaled up and extruded the basic shape with a plane, and added some loop cuts to make sure I had loops that went all the way around the model.

I should note that I'm planning on doing all the holes with booleans (at least, I hope so... hoping that will go smoother than this, ha). Right now I'm trying to apply a bevel modifier so that I can get the nice smooth edges as seen in the reference.
However, when I try to apply one, the top edge gets messed up, presumably because of how I extruded the basic shape? Can someone take a look at point me in the right direction?
Before the Bevel modifier:

After the Bevel modifier:

As you can see, the topmost edge has that really deep crease in it? I don't know how to fix it. Any ideas?


texts: Adding a new edge loop doesn't work on some parts

texts:
Sometimes i try to add a new edge loop but than it doesn't go all the way around. Does anybody know what I am doing wrong? I am using a Mirror modifier. And sometimes i like to delete a line by using x and than disolve edge. Or is this the problem?
Picture:

Thanks for helping in advanced.


texts: How to render realistic glass with refracted shadows in Cycles (as pictured)?

texts:
Is it possible to render in cycles refractive shadows through glass texture (as pictured)?

I have tried varying light bounces, specular lighting and increasing samples, perhaps my setup isn't powerful enough to try the very highest, although I am not sure that will enhance the refraction in the shadows - my current state of rendering (may download .blend file below):

Thank you in advance for your advice and help!
I have attached .blend file if this helps http://www.mediafire.com/file/wqycarzifbql3b6/Glasses.blend/file


texts: Noob Question - Why does my screen look like this?

texts:
Hey Blender Community,

I have a noob question. It's very hard to google my specific question because I seem to lack the correct terminologies to things.

Here is the question. When following a tutorial online, I realized that my render viewport looks all greyed out- not sure if this is the right terminology. From the tutorial, I'm noticing that the backdrop is darker than the file I have opened.

Here is an image of what my screen is looking like.

Here is what another file looks like. As you notice, the background is a "darker grey"


texts:
I seem to have boxed myself into a corner after spending a week of rendering and setting up.

I created a mountain scene with an icosphere (emission material) flying through the canyons, all is fine so far. To get a glow effect on the sphere I used composited with fog glow to get this result.

ORB flying down canyons

At a certain set point the sphere then hovers beside a LEGO castle and this is where I am having terrible trouble. The render is:

Castle is mixed in screen option on mix node

And in my node setup I can see that the screen option on the mix node is the problem.

Node Setup - Castle is mixed in screen mode

So to help speed up rendering I tried to render just the castle and light source and add the landscape in compositing but I just get:

No landscape

Node setup - no landscape

I then tried to use render layers but got nowhere.

How can I render a light source with a composite fog glow but not blur an object? And if possible also use compositing to add the landscape after to cut down on render times?

PROGRESS

I managed to get the castle to render with out the fog glow effect but I still cannot get the background to work. The last mix node is set to mix and if I change it to add the castle looks semi transparent.

Set to Mix

Set to Add


texts: How to make semitransparency on an image plane of a 2D png in v2.8?

texts:
I have checked past questions and this does not seem addressed. Blender 2.8.

How can I add additional transparency to a PNG imported as an Image Plane? E.g. make the entire picture half-transparent including it's normally non-transparent parts. For 2D images, I don't care about 3D at the moment.

Note I am not talking how to display existing alpha in a PNG, I know how that the Blend Mode needs to be set to Alpha for that for Eevee.

Also note that if it was a Reference Image, you can modify the alpha directly, but that does not show up in a render.

How to add additional transparency to a 2d Image Plane?

Thanks


texts: How can I properly unwrap this mesh to fit this texture?

texts:
Sorry if the question is vague but I don't know what other way to phrase it.
I've been working on a model for an eyeball and I've been using this model as a reference.

Not mine! This is Alef itd's!

I had a friend of mine redraw the texture for the retina, but I'm really unclear how to unwrap the mesh to make it match the texture. My mesh looks like this:

The reference I'm using unwrapped the model like this:

But I can't figure out where to put the seams to get this map.
Any help would be appreciated.
Thanks


texts: Problem with armature when importing model - disconnected bones

texts:
I am working on an imported model I found (it's Machamp from Pokémon Sun and Moon). Of course, I am working on it for personal uses, nothing commercial. It's a .dae file, and it contains armature and references to materials and textures. Everything  seems right, except for the bones. These appear to be disconnected, all of them. This makes it impossible to even apply IKs AFAIK (but I am still an amateur in terms of time spent on Blender). I'll provide an example.

As you can see, this does not resemble a skeleton at all. Now, on to the question. Am I doing something wrong? Am I importing it in an incorrect way? Or is it possible that the bones were placed like this from the very beginning? Other models, like Eevee, have some disconnected bones, but the most of them are connected. Thanks in advance, if any additional info is needed, ask right away!


texts: animate pixels (time series) of a raster

texts:
I am new to blender and here for a very specific task. I have a fixed geographic area defined by tif image (geotiff). Each pixel of this image has a height value. I have 100 such images of the same area, but value of pixel varies.

Case 1: Following a tutorial as here (Raster extrusion ) I am able to extrude pixel height for each image.

Now, I would like to add all these images as a sequence with increasing and decreasing heights. And make an animation to export to fbx animation.

Case 2: The second option i thought of is: I would like to animate these pixies based on the values they hold. For example I just keep one image, and for each pixel of this image be able to read a time series data file at different time frames. That is, imagine a text file having pixel ID, pixel height. So timeframe one is value v1, timeframe two is value v2..... till value v100. So the extrusion of pixel value varies on this sequence of values coming from a text file.

I feel the second case will look more elegant because then blender can interpolate pixel extrusion values between these timeframes. And again, I would like to export it as fbx animation that can be imported to unity.

Any guidance will be great help :)


texts: How do I bake to specific tiles in a UDIM

texts:
I am trying to improve a model I made years ago in Lightwave 3D. I've imported it into Blender. It had an awful, messed up UV map. I created a new UDIM and unwrapped the model again. I wanted to bake the textures as they were in the old UV map.

My problem is, I can only seem to bake to the first UDIM tile, 1001. The others are untouched. I looked up instructions on baking textures, but apparently I was doing something wrong. I kept getting an error message, "Circular dependence". After fumbling around, I managed to get the first tile, 1001, to bake the way I wanted, but not the rest. I finally gave up and just used Photoshop to re-do textures.

Now, I'm trying to further refine one of the UDIM unwraps by baking it to another UV map. Again, having the same circular dependence error, and my UDIM texture is overwritten, not the new image I created for the bake. I put an image texture node in my surface and selected the new image before baking, which I thought was the "bake to" image, instead it overwrites my UDIM image.

I wish there was baking UI that specifically asks for "bake to" and "bake from" images. The way it is now is not clear at all. I know I'm doing something wrong, but I am following instructions.

Thanks in advance for the help!


texts: How to prevent lights from becoming weaker and noise increases when using multiple objects with emission in viewport

texts:
So I wanted to make a street scene using lights from street lamps and the buildings but when I apply the emissions on the buildings the lights from the street  lamps become weaker and harder to see. The noise also increases.
Here is the viewport scene eithout the emissions from buildings.

Here is the scene from the viewport with the building emission added


texts: Blender is only rendering a composite of a movie clip that I made and not the full scene, which I want it to

texts:
I am trying to render a scene, but when I render I'm only rendering the keyed footage that I composited initially in the project. Please refer to this video link where I show my project and break down the issue more in-depth.
The gist is: I want to render a scene that has more objects and an HDRI added, but Blender is only rendering a composited video clip.


texts:
I have completed modelling the mesh and i want to make lines on the mesh. How can i make the net lines on the body. I do not want to have texture reason i want that lines to give some volume and make thickness. Any suggestion that i can make quick lines on the body. Thanks

Below File with face and shrink wrap

with the reference image i have


texts: How to lock an object so is always showing the same face when rotates

texts:
I'm trying to animate a bicycle and I have a question related to the pedals. Using drivers on the gear and the wheels I have got the automatic rotation of the bicycle as it moves through the y-axis. The thing is, the pedals rotates just like the rest. How can I make an object (in this case, the pedal) rotates always showing the same face locked parallel to the ground.
Thanks in advance.


texts:
I have a new project i'm working on that involves a lot of character transformations, I was wondering the best way to go about this as a blender apprentice, I've gotten pretty good with armatures, mesh creating, shape keys, and some physics. Im wondering is there a way to make a rigged armature transform in to a similar rigged armature. Like a human arm transforming into a monster arm, on the same body. I feel like shape keys might be the way, but how does that incorporate armatures and color/ texture changes?

http://static.giantbomb.com/uploads/original/13/132031/2025184-sc5_nightmare.jpg

Nightmare's (from soul calibur) arms is what the end product will be similar to, and from a normal human arm.


texts:
I am NOT looking to factory reset my ENTIRE blender, i am just looking to reset the default key map,  i did something, an option popped up to change binds and before i could react i mis-clicked and am stuck with deleting by right click instead of selecting by right clicking, ive looked around but so far, only factory resetting? has popped up which resets my entire blender, which i'm not looking to do. i feel that i have to repeat that because all i have found is to factory reset.

i am running 2.79 sorry i didnt specify


texts: I've linked a (collection with armature) of an animatable character from blender cloud. I have made a proxy of the rig and am able to pose the character, but when I save it and reload the .blend-file the characters pose is reset! Why isn't the pose saved. I thought by making it a proxy it is not anymore linked to the original character file and savable!?


texts:
I'm trying to figure out how this 3D artist modelled the F-holes in this violin model.
I have traced out the violin, and also the F-Hole Shape, I was curious to see how a Boolean operation would look, in case I can clean it up, merge it with vertices, but its very condensed. I tried to see some 3D violin modelling on YT, but they're all time lapse videos, and this particular section on the violin is not shown. So any suggestions seeing the 3D mesh, how the artists made the F-shape?


texts: No shadows cast/shown in viewport Material View for Blender Cycles

texts:
Please have a look at this comparison. I wonder if I'm missing something or if Blender can't currently cast shadows within Material View in the viewport if I'm using Cycles. As you can see, on the right, shadows are cast on the side of the object that's not being hit by light. That's not happening with Cycles (on the left). This is using Material View. If I change to Render View, it shows them, so it is not a wrong setting (I mean, it's just the startup setting, just changed the Sun into another kind of lamp).

It's my first time getting into Cycles, but this is stopping me. And I have already searched everywhere for an answer and failed. I mean, I took the time to search well because I wouldn't think this could happen, but apparently nobody else in the web asked for this.

The point here is that I need to work using the Material View. It is faster for modeling and texturing. It's what I've always used within Blender Render. But that won't work with Cycles, and I don't want to use the Render View "live" because it is slow and the constant render destroys my CPU. Even if I switch to GPU the processes are high resource users and use a lot of RAM (not with a cube btw, this is just a quick test). My whole pc would be constantly busy with this only program and I don't get why, if until now, using Blender Render, I was able to do tons of stuff at the time without making my pc suffer because of Cycles. My pc's specs are not the problem: 16GB Ram /i7 8cores 2.5GHz /Geforce GT 650 2GB. Everything works here, of course a constant render doesn't properly, but I see no point in having a constant render unless I need it for feedback.

Here's the .blend file:


texts: Is it possible to store rigid body cached/baked data into an external folder?

texts:
Is it possible to store rigid body cached/baked data into an external folder, instead of directly in the blend-file so that the file-size is not too large? I feel that storing the data externally seems more convenient, as then I have more control to bake in chunks.

This is an opposite question to Is it possible to bake fluid simulation into blend file?

Similar to rendering an animation to individual frames and convert to video afterwards, so that it is possible to render in chunks.


texts: How do I make shadows through glass and liquid more transparent and less opaque?

texts:
Andrew's glass:
My glass:
Light paths settings: None of these seem to change the shadow (or rather the cup's?) see through
What settings can I possibly fiddle with? the more the merrier! :)


texts: How to make a complex shape with round elements with parametrically adjustable dimensions?

texts:
I got the following  parametric sketch from SolidWorks.
It's an oval shape with the end and bottom cut of, in the corners there are radii.

Can I make this shape fully changeable with shapekeys?

Basically I want to change every dimension I put on the picture in a non destructive way but changeable, by shapekeys or other means

Bottom picture is the body that with the dimensions that can be changed, keeping its relations intact.


texts: Am using an iMac the period key won't work for me to jump back to the center of the 3d viewport after moving and rotation the 3d viewport want is the hotkey for iMac


texts: Make "gaussian laser beam" (object with variable radial emission profile)

texts:
Laser beams are usually not cylinders of light, but instead they have a smooth beam profile, where they are brighter in the center of the beam and dimmer towards the sides. The cross section typically looks like a Gaussian function, do they are often called "gaussian beams".

Consequently, in illustrations, the lasers are often rendered such that they are most intense in the center and fade out towards the sides. I have achieved this using a blur effect in the compositor, but since Blender can handle most of the other physics in the world, I would like to include realistic laser beams directly.

Here is what I have come up with so far, but I am not quite happy with the results:

The blue beam was created using the node layout described in this post, except that I swapped the order of the colors in the color ramp. This still displays very sharp edges and they do not match the natural background color.

For the green beam, I tried to do the most realistic thing possible: I combined a volume emitter with a volume scatterer object. In reality, it is the scattering of the laser beam by particles in the air that allows us to see the beam, so I thought that this was the most appropriate. I added a set of nodes (yellow) to control the longitudinal intensity of the emitter in order to make the beam brighter near the focus (right side). Then, I included a set of nodes (red) to control the radial intensity of the beam in order to give it a nice soft edge. However, I just scaled the intensity along the radial coordinate, but did not take into account the fact that the beam is getting smaller. So, there is a nice gradient of intensity near the left side of the beam, but it's still very sharp towards the right side.

So, I suppose the question is how do I scale the intensity of the emitter while taking into account the width of the beam?


texts: Where are the Blender program files in Ubuntu 14.04?

texts:
Can anyone tell me where the .blender directory is in Ubuntu 14.04?

I cannot find the .blender directory in my Ubuntu 14.04 system.

I need to know this location so I can put the MakeHuman add on sub-directories there.


texts:
Im not sure how to put this, but the faces are flipped on one part om my mesh.
Is there any other way of correcting them without doing it manually?
Recalculate doesnt work.


texts: Face that doesn't exist is being rendered

texts:
I'm not sure if this is the right place to be posting .blend files and asking people to help figure out problems with it, let me know if it's not allowed.

I am making this fire extinguisher, and I have run into a problem with the gauge portion. Blender is rendering a face that doesn't exist, if you look in solid mode there is no face:

But, when rendered, a red face appears out of nowhere, I can't see the face in solid, or wireframe mode, I'm clueless as  to what is happening:

Here is my .blend:

 Thanks in advance!


texts: Render Blender's object with size defined in pixels

texts:
Let's say I have a 3D scene in Blender - I need to make an orthographic image where 1 Blender's unit will be exactly 1 pixel. Camera from above the scene, looking down (vector (0, 0, -1)).

Please don't offer post-processing scaling in the another 2D editor - that will break the quality and accuracy will not be good enough.

How can I achieve this?


texts: Light-emitting object on transparent background, rendered as .PNG has "low bitrate" artifact in video. What can I do? [EEVEE]

texts:
I'm making a horizontal frequency-visualizer in Blender Eevee (because it's fast and it has a nice bloom effect, which will be important later) using the Bizualizer add-on.
Since I intend to put it on a video, I figured that a PNG with transparent background would be the easiest to do. Since I wasn't familiar with Eevee, I looked up how to make the world transparent in the render, while maintaining the bloom effect. I ended up using these nodes, and it worked (not my screenshot).

I rendered out some frames for testing, imported the pics into Premiere Pro, And what I noticed was that the "bloom-part" of them had this weird "choppiness"

which I know happens when an image has a bit-depth of only 8 bits (or at least I think that's what it is). So I tried to render it out in 16 bits, but the result was roughly the same. Then I tried adding some dither in the mix, but it didn't really make it better.

Now, I guess I could just do the whole thing in Blender, I mean, I could put the visualizer on the video inside Blender, but it would be easier for me to just render it out as images and then do the rest in Premiere. And also, I'm simply curious what could cause this issue.

Thanks!


texts: Cannot import an FBX model that I downloaded from Unity

texts:
I am completely new to Blender so it is possible I have missed a simple step so bear with me.
I downloaded a character asset from Unity but the rotation for the mesh collider is different to the actual model. So I downloaded Blender 2.91.0, planning on adjusting it there as I can't do it in Unity (I don't think) but when I try to import the FBX model, I receive this message
Python: Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_scene_fbx\__init__.py", line 216, in execute
    if import_fbx.load(self, context, filepath=path, **keywords) == {'FINISHED'}:
  File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_scene_fbx\import_fbx.py", line 2613, in load
    _(); del _
  File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_scene_fbx\import_fbx.py", line 2612, in _
    fbx_item[1] = blen_read_material(fbx_tmpl, fbx_obj, settings)
  File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_scene_fbx\import_fbx.py", line 1473, in blen_read_material
    blen_read_custom_properties(fbx_obj, ma, settings)
  File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_scene_fbx\import_fbx.py", line 372, in blen_read_custom_properties
    assert(val >= 0 and val < len(enum_items))
AssertionError

location: <unknown location>:-1

Any help would be greatly appreciated!


texts:
I'm following a tutorial to learn blender, and I've been doing the same tutorial a few times now without any problem. But suddenly my keyboard commandos just stopped working, for example I can't press Shift+A to add in either Shader Editor nor the 3D Viewport (nothing happens) and when I try to move around my project with Shift and Right Click all I do is zoom. However, I can go to Add in the Shader Editor and add new nodes.
How do I get my keyboard to work again?

I'm on a MacBook pro with a wacom tablet and I've enabled emulate 3 button mouse and num pad.

I've seen people saying not to be in pose mode but I don't think I am?


texts: I am doing a table and need to make a cutout, but when I use the loop cut tool it doesn't make a straight line, but a curved one. How can I make a straight one?


texts: Object goes same color as the world color

texts:
I don't remember changed any settings, I am using Blender for a few months now, but three days ago this is suddenly happen:

It's default cube, the material color goes same color as the world color.
When I change material color it still that way, but when the world color it's changed, the cube also change.
This when I render the cube
I tried to load factory setting, re-installing Blender and update GPU Driver it didn't solve this :(
Anyone have the soulutions? Thank you.


texts: Animate Object to appear 1 layer at a time

texts: I am trying to animate an object so that it appear gradually one layer at time as though it was being 3D printed - almost like a timelapse of the object print


texts: Weight painting not moving model as expected

texts:
I am trying to weight paint my model but no matter what weight I paint or assign to the verts, I can't get the skin stretching effect I want. They all act as if they have full weight and only the verts next to the ones I painted stretch.

Add verts to head and then rotate to test. Only the faces next to the verts selected stretches.

I go into edit mode and assign the line of vert's bellow at a very low weight but when I go to rotate, they move as if assigned at full weight.


texts: When you choose automatic weights does it have settings?

texts:
The automatic weights are pretty good but I wish it had a more shallow reach per bone. Or reach by surface instead of volume.

Stuff like that?


texts: What is the workflow to create animation in Blender?

texts:
I am very new to Blender, and into CGI for that matter.

I started with Sculpting, can form decent human face, and now into sculpting body structure.

It's true that there are lots of materials scattered around for learning Blender. But they are not structured for a beginner to learn from.

My question (it might be off-topic, but please bear with me, as I really have no clue about Blender) is what is the work flow to create animation in Blender?

I know a few -

Modeling - Box modeling, sculpt modeling.
Texturing
UV Wrap/Unwrap
Material
Lighting
Rigging
Animation.

But there are other topics also, like weight paint etc. I just want to know the topics for successful completion of a video file from scratch.

I'm asking this because if I know the topics, I would search for those topics and would be able to learn Blender fast.

Please help.


texts: How to set rotation of an object on a specific axis?

texts:
I am currently using the following to rotate my object:

eul = mathutils.Euler((math.radians(10), math.radians(10), math.radians(10)), "XYZ")
own.localOrientation = eul.to_matrix()

This seems to work just fine; it rotates the object by 10 on x, y, and z. However, I am only looking to set rotation on y and z. I have tried eul.order and other various ideas, but none have come upon success. How can I rotate an object with a specific set of axis?


texts: Cycles: Adding / Installing a Downloaded Material made for blender internal

texts:
I just downloaded an aluminum material and saved it to my desktop.

http://matrep.parastudios.de/index.php?action=view&material=655-brushed-aluminum

I tried installing it by opening the object I wanted to apply it too and went to File > Append > Material and Clicked Append from Library... But.. Hmmm. But now what? I don't see a Library button to find the new aluminum material. How do I get that onto my object? Did I not install it right?

Thanks in advance.
Marc


texts: I want to select a faceloop by using Alt +  RMB, but if do that, Blender selects all the faces of my mesh. What could be wrong? Are there other ways to select faceloops?


texts:
How to I deal with unwrapped UVs orientation?

Delete the default Cube.
Add a Cylinder
Edit mode and edge select the Top and the Bottom and a single connecting edge.
Make them into seams
UV Unwrap (standard Unwrap mode)

The unwrapped UV now shows two circles above a row of quads. I can save this and open it in an image editor and paint over those areas and get the texture to align on the cylinder back in blender.

But, the pattern(just happens to be text) that was inserted in place of the row of quads is now upside down on the model. Any attempt to flip or align just makes things worse, from upside down to mirrored or the Top/Bottom not aligning.

So my real question is how could I have known that the quads represented an upside down view of the world?

Do other blender users export UVs and mark them with arrows and colours just to see how they align on a model before actually painting for real?

I tried selecting the edges in step 3 in different orders before making them into seams and it made no difference.

I also looked at the Normals but they appear to be only Inside/Outside not Up/Down.

Blender 2.70


texts: Any object modelled, is transparent and wont clear flags? Im not sure even how to describe this issue

texts:
When i go to put a material on an object or even have no material the cube in material preview mode looks like this:
Material Preview

Solid mode

In the shading tab it does a thing where the cube is sort of transparent but the surface is textured with the background?

I've tried going back to factory settings and uninstalling and reinstalling. I was initially using 2.8 and then updated to 2.9 but the problem still persists, so perhaps it's an issue with my computer (windows 10). I hope I explained it well enough because I'm not really sure even how to, also sorry if this is a duplicate, but I struggled to even find the terminology required to describe the problem.
Anyway thanks in advance.


texts: Is there any way to export the last frame of a physics simulation from command line?

texts:
I have a basic rigid body physics sim, but I want to export the last frame of the simulation. So far I have tried setting the "current frame to the last frame of the simulation and exporting it that way, but that doesn't work.

#Select all objects other than the suitcase
bpy.ops.object.select_all(action='SELECT')
bpy.data.objects['Suitcase'].select = False

# store the location of current 3d cursor
saved_location = bpy.context.scene.cursor_location.copy()  # returns a copy of the vector

# give 3dcursor new coordinates
bpy.context.scene.cursor_location = (0.0,0.0,0.0)

# set the origin on the current object to the 3dcursor location
bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
bpy.ops.object.origin_set(type='ORIGIN_CENTER_OF_VOLUME')

# Randomly place objects in the air
bpy.ops.object.randomize_transform(random_seed= randint(1,9000), use_delta=False, use_loc=True, loc=(12.0, 8.0, 0.0), use_rot=True, rot=(360.0, 360.0, 360.0), use_scale=False, scale_even=False, scale=(1.0, 1.0, 1.0))
bpy.ops.object.select_all(action='SELECT')

#Runs physics simulation
bpy.context.scene.frame_set(1)
bpy.context.scene.frame_current += 1
bpy.context.scene.update()
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.visual_transform_apply()

# Define Directory
dir = bpy.path.abspath('//stlexport/')

# Create Directory (If Necessary)
if not os.path.exists(dir): os.makedirs(dir)

# Export STLs
bpy.ops.export_mesh.stl(filepath = dir, batch_mode = 'OBJECT')


texts:
I seem to have 2D tracking and camera tracking in After Effects licked. Blender tracking, however - is foxing me.
I prepared my shot - putting mini beanbag tracking points down. The shot involved my walking in a 'shallow semi-circle' - I will later add a parked spacecraft to the scene. Despite the excellent contrast my ground tracking points gave, the tracking markers just would not stick to them for the duration. Naturally, I made sure all the markers remained in the shot the whole time. I had wall tracking points too.
I feel Blender as a 3D prog would have coped better with the changing perspective. I tried Location, Perspective, Affine etc - but the only thing that seemed to help was increasing the tracking marker margin area - but still my track was lost. I'm using the correct sensor size and all that stuff.
I'll appreciate any suggestions. It's going to be really frustrating having to limit camera movement because I have trouble tracking anything too adventurous.
Many thanks.


texts: Remove sequence Text strip in Blender 2.80

texts:
In 2.80 I can add a Text effect strip with the following:

    effName = "eff" + tCStr[-3:]
    effName = sequences.new_effect(
        name=tField,
        type="TEXT",
        channel=tChan,
        frame_start=fStart,
        frame_end=fEnd)

That works fine.

However, I also need to remove the strip.

I can remove Image strips with:

sequences.remove(image_strip1)

And I can remove Sound strips with:

sequences.remove(sound_strip1)

I have tried all of the following to remove the Text strips with results as shown.

I'm sure there is a simple way to do this, or failing that, at least some way to do it.

Notes:

• effName is set to a range of values from eff000 to eff010

• tField is set to a range of values from Text0000 to Text0010

• xName is set to either effxxx or Textxxxx

sequences.remove_effect(xName)

AttributeError: 'bpy_prop_collection' object has no attribute 'remove_effect'

sequences.effect_strip_remove(xName)

AttributeError: 'bpy_prop_collection' object has no attribute 'effect_strip_remove'

sequences.remove(xName)

TypeError: Sequences.remove(): error with argument 1, "sequence" -  Function.sequence expected a Sequence type, not str

sequences.remove(eval(xName))

File "<'string>", line 1, in
NameError: name 'eff000' is not defined

sequences.remove(eval(xName))

File "<'string>", line 1, in
NameError: name 'Text0000' is not defined


texts:
I'm adding a mask to a video but the mask starts at frame 626 (that's where the video was so I could see the changes live) so the mask works as long as I put it in absolute mode. If I change it to relative mode, it doesn't work.

So, how can I move all the inserted keys of the mask to the first frame?

As in the image below, instead of starting at 626, it should start at 1 (or 0)

Thanks!


texts: How can I save a dict in a scene propertyGroup?

texts:
I want to save a dict of random information to the scene, per .blend file, the dict updates fine but on reload it is back to its defaults.

    bl_info = {
    "name": "Test",
    "author": "Test",
    "version": (1, 0),
    "blender": (2, 80, 0),
    "description": "",
    "category": "3D View"}

import bpy
from bpy.app.handlers import persistent

region_3d_settings = (
            "view_location",
            "view_distance",
            "view_rotation",
            "view_perspective"
        )

class Test_Variables(bpy.types.PropertyGroup):

    startup_settings = {"clip" : {"start" : 0.01, "end" : 100},
                          "viewport" : {},
                          }

@persistent
def pre_save(scene):

    self_vars = bpy.context.scene.test_vars

    for a in bpy.context.screen.areas:
        if a.type == 'VIEW_3D':

            for setting in region_3d_settings:
                self_vars.startup_settings["viewport"][setting] = getattr(a.spaces[0].region_3d, setting)

            for s in a.spaces:
                if s.type == 'VIEW_3D':
                    self_vars.startup_settings["clip"]["start"] = s.clip_start
                    self_vars.startup_settings["clip"]["end"] = s.clip_end
                    break

classes = (
    Test_Variables,
)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    bpy.types.Scene.test_vars = bpy.props.PointerProperty(type = Test_Variables)

    bpy.app.handlers.save_pre.append(pre_save)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)
    del bpy.types.Scene.test_vars

    if pre_save.__name__ in [hand.__name__ for hand in bpy.app.handlers.save_pre]:
        bpy.app.handlers.save_pre.remove(pre_save)

if __name__ == "__main__":
    register()


texts: I am syncing an animation with a sound file and I used to mark key notes from the partition to drive actions in the animation.  I would like to save the time line with the markers to build a new animation using new objects based on the same partition and keep the time line and the markers as they are.  I could not find a way to do so?  Is it possible?  I tried to link or import the time line but could not find out how..


texts: How to start webserver for blend4web in blender 2.80?

texts: I started to play around with blender 2.80. I "installed" and activated blend4web CE but i cant find the button to start/stop it in blender 2.80. Where can i find it?


texts:
I am sculpting my first Character and i have to do Retopology since I reached + 3M Polycount.
The character is mosty symetric containing some asymetric parts. My Idea was to do the retopo on a symetric version (Generated with Automirror). And manually adjust the asymetric parts later on.
I am using Blender 2.91 and Retopoflow 3.00.2.
Here is where I got stuck:
If i start Retopoflow and turn symetry on i cant see a symetry line. The Whole Object turns red instead and none of the tools works.

If I switch symetry of everything  works as expected. Also, symetry works fine with the monkey face. It seems something is wrong with my Object, but I cant figure out what it is. I tried lowering Polycount (350k) which did not fix the issue. I really would like to use Retopoflow and I dont know how to move on. Please Help!


texts: Cycles rendering all grey or transparent

texts:
I was rendering a fairly complex scene and cycles was rendering all grey. I tried setting up render layers and now it renders one layer, but it is all transparent.

Any help would be appreciated


texts: How do I export a .dae so that textures are included when I import it?

texts:
I've recently used Blender to work on a model, and I need to export it as a dae file, but after I export it, I find that the textures don't import with the model, for some reason.

Just so you know, yes, I have these options checked.

But, no matter what program I try to import the model into, the textures do not import.


texts: Project Video onto Sphere in Video Editor

texts:
I have a specific request where I want to project a video onto a sphere, or simply put: warp a video so that it seems like the camera is inside a sphere.

The goal is to emulate a VR experience for a concept video, where I want the actions (menus and interactions and such) to be "sphere-projected"/warped and overlayed on to the camera where the actor interacts accordingly.

Here is an example of what I mean with spherical projection:

Can this be  done with some sort of simple effect and inside of Blender so everything stays in one piece ?


texts: How to Offset Geometry of a Text Converted to Mesh

texts:
I have a text object that has been converted to mesh. Recreating it as text is not ideal. I need to do the geometry offset of the characters (on $X$ and $Z$ axes).
Scaling wouldn't work as it doesn't scale the stroke but the shape overall. For example: I have an 'O' character ($20$m x $30$m) and I need the outer oval to get smaller and the inner oval to get bigger both by $0.2$ .
It is less straight-forward with characters like 'C' or '3'.


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I have 100 pngs images having a transparent background, and I need to render them in an animation - mp4-h264.
I did that in blender but the default background color for the rendering is black, while I need it white, and I'm not able to find anywhere an option for changing the alpha channel (there is the option if I want to render just an image, but not the whole animation).

Any tips?


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I'm sure there's something simple I'm missing here. I'm new to Blender and I am following a short tutorial on Youtube regarding vertex groups and hair particles. (https://www.youtube.com/watch?v=EqRgaHMgf9g)

I follow the tutorial exactly, starting with a simple UV Sphere, giving it a color (Cycles Render is selected), creating vertex group that includes all of the vertices on the sphere, and assigning a weight of zero.

My problem arises here: he goes into the particle system settings and adds the vertex group to the Density control in the particle system's Vertex Group(2:03), and no hair particles show on the object. When I complete the same steps, the particles never go away. My vertex group has a weight of zero, and this is confirmed in weight paint mode, as the entire object is blue, but the particle system seems unaffected by the added vertex group. What am I doing wrong?


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i'm new to blender so please be nice.
I imported a SVG (Logo) from Illustrator and want to bevel the edges, but it creates strange connections in the corners.

I didn't do a double extrude. After importing I changed it to a curve, then to a mesh and back to a curve (not to get weird faces) and then I used F to fill the shape.
Then I apply clean up.
Next I extrude my shapes and apply bevel edge cut.
sorry If the question is already answered somewhere but I couldn't make it work.


texts: UV mapping seems to have created these black outlines. They're only visible when I zoom out. They're also more visible in rendered mode. Anyone know an easy way to fix this. I've redone the textures multiple times just to get the same results.


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I was renaming animations and organizing my things, and I had nothing selecting while doing so. When I've finished, I've noticed that all my objects had changed their scale and form. How can I fix this? Thanks!

EDIT: It seems that the problem is in the rig, not the object. If I put the correct animation back, it won't fix itself.


texts: How to Export Cycles Rendered object for Three.js

texts: I have created a model that I want to use in my THREE.js web application. However, I can only get it work when I export the Blender file while using the Blender Renderer. Does anyone know how to successfully export with the Cycles Renderer to JSON for THREE.js?


texts: Can't get physics scene to bake all dynamics all of the sudden

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Using Blender 2.83.1 I can't get my physics scene to bake. It was working perfectly fine a couple minutes ago and I'm not sure what I did but it's not working all of the sudden.
When I push "Bake All Dynamics" on the softbody sphere it just says, "0 frames in memory (0 B)."

I've tried removing and re-adding the rigid body world to no avail, can anyone help me?


texts: Having trouble installing animation nodes addon

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Im trying to install the animation nodes add-on to blender but I cant see the zip file when I click install. I know i'm in the right location, the file just doesn't show up.
This is probably a total rookie mistake but I am a total rookie.
Any ideas?


texts: Selecting object show nothing in info pane

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I am using blender 2.81.

If I change into "Default" view and then manipulate objects then the Info pane shows the Python commands associated with those manipulations.  This is very helpful.

But when I select objects it does not show the equivalent operations.  Specifically I am trying to associate the bones with the mesh and parent them with automatic weights.

It is quite frustrating as I am trying to write a script to automate the export of a rig.


texts: Adding materials to parts of normal maps

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I recently came across the idea of normal maps, and I've begun baking them and using them in my work. However, I can't seem to figure out how to apply different materials to different parts of the normal map [by elevation, etc]. For example, I have this model here
 and I want to bake its normals and apply it to a low poly mesh. Then, I want to texture it according to its normals, so that different parts have different colors [indentations, the rod, etc, are all different materials]. Is this possible with a normal map, or do I need to bake the base color map as well?


texts: Using Animation Nodes with the expression node with equation starting with x(n+1)=

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I'm trying to animate the variables for various strange attractors using animation nodes and it's expression node.

The equation I'm trying to animate.

I can create the equations and animate the a variable in Octave / Matlab (but as you can see it's not a great image see animated gif below nor does it have the "whispy shear stocking" look).

I originally thought of using Blender 2.8 and using a python script.  See original question:

Then realized that animation nodes has an expression node that may make it easier to animate and allow the changing of the expressions without knowing how to code python. Video Tutorial

I can create part of the expression but I'm not sure how to get the Xn+1, Yn+1 values to work with the expressions node.

Background on the Clifford attarctor.
Some more info with Python code

I've attached a blend file with a working parametric Epitrochoid equation.
 I'm just not sure how to get it to work with the Xn+1 and Yn+1 values

I'm using Blender 2.8 in Ubuntu 18.04 running Animation Nodes 2.1.4