texts:
I am painting the default cube through vertex coloring. I paint the bottom four vertices as (0.25, 0.25, 0.25) and the top four vertices as (0.75, 0.75, 0.75).
When I inspect the result in VERTEX PAINT mode (using hotkey S to get the color), the bottom of the cube is indeed (0.25, 0.25, 0.25) and the top is (0.75, 0.75, 0.75).
However, the middle point of the cube is not (0.5, 0.5, 0.5), it is ~(0.56, 0.56, 0.56). Somehow the gradient is not linear. I don't think its an issue with sRGB vs Linear, because otherwise the bottom and top values would also be wrong, but it's just the values in between. So what is the issue here? I really need a linear gradient.
EDIT. related issue: https://developer.blender.org/T71835 This says it has something to do with how the vertex colors are stored (8-bit sRGB apparently).
Code to reproduce this issue:
"""Script that checks vertex color interpolation error on the default cube.

run command: `blender --python gradient_error.py` (opens blender)
"""

import bpy

# Set up scene
sce = bpy.context.scene

# Select cube
scene = bpy.context.scene
for ob in scene.objects:
    ob.select_set(False)
    if ob.name == 'Cube':
        ob.select_set(True)
obj = bpy.context.view_layer.objects.active

# Get cube data
mesh = obj.data
vert_list = mesh.vertices

# Get the color map
if mesh.vertex_colors:
    color_map = mesh.vertex_colors.active
else:
    color_map = mesh.vertex_colors.new()

# apply colors
i = 0
for poly in mesh.polygons:
    for idx in poly.loop_indices: #vertices
        loop = mesh.loops[idx]
        v = vert_list[loop.vertex_index]

        z_coord = v.co.z

        # Paint bottom 4 vertices 0.25, top 4 vertices 0.75.
        if z_coord < 0:
            color_map.data[i].color = (0.25, 0.25, 0.25, 0)
        else:
            color_map.data[i].color = (0.75, 0.75, 0.75, 0)
        i += 1

# Give it this new material
mat = bpy.data.materials.new('vcolor_material')

# Deactivate shadows
mat.shadow_method = 'NONE'

# Apply material
mesh.materials.append(mat)

# Set Flat lighting and show Vertex Coloring
my_areas = bpy.context.workspace.screens[0].areas
my_shading = 'WIREFRAME'
for area in my_areas:
    for space in area.spaces:
        if space.type == 'VIEW_3D':
            space.shading.light = "FLAT"
            space.shading.color_type = "VERTEX"

bpy.ops.object.mode_set(mode='VERTEX_PAINT')

print("\nRan succesfully.\n")


texts: is it possible to make light not follow object geometry?

texts:
I made a character that has abnormal eyes shape, and set a principled BSDF material for the lights to reflect a round white dot over it. But in some corners the light gets distorted due to the abnormal faces of the mesh. Is it possible to make the light not follow the geometry of the eye, and just display a round dot in every part of it?
Here is the file:
https://www.mediafire.com/file/ojmqwbeqhpsikvh/zzzzzz.blend/file


texts: Smoke (mist) not working for existing file

texts:
I'm doing my first project in Blender. I started in 2.82 and am now using 2.90. I'm making a frost sword where I want a nitrogren mist to fall down from the blade's edge defined by a vertex group. I succeeded in that while modelling, but then I did some changes to the model, and now I can't get the mist to work again. Even if I add completely new simple object to the scene and do quick smoke and bake, nothing shows up. If I open a new blender file and do quick smoke, it shows up fine, so I assume some scene setting has been messed up. It's been driving me nuts for hours now, so any help will be greatly appreciated.
Model file here.


texts: Game Engine: Cube won't move on negative x

texts: In the Blender Game Engine, I used servo control to move a cube along the x axis when "W" was pressed. That worked fine, but when I used the exact same settings (except for direction, of course) to make it move on the negative x axis when "S" was pressed, it wouldn't move. I even tried changing the direction to the positive x, and that worked fine. But when I switched it back, it didn't work again. And I don't think that it is because of directional friction, because this same thing happens when it is on a different platform, or even in midair. Also, it works fine when I don't give it an x limit, but even if I give it a limit of 10000 it wont budge. And I really need that limit on it. Does anybody know why this is happening? Thanks!


texts: Importing .fbx with Animation and Textures. Textures Broken

texts:
The original seperate .blend file looks good (first image). I need it in my NEW comp scene so I tried importing it in (second image). Example below. I AM ABLE to important textures/ animation.
However the bump/ normal & transparency maps seem to be missing on my shader. This is a big shader connection that is missing. Should I be baking? Is there any solution to this? I appreciate the help :)


texts: A Soft body (Nurbs Circle curve) collides with a Plane but doesn't do it with Cube & other objects

texts:
The case is this:

A soft body (Nurbs Circle curve) falls on the floor and on one more object. The floor is a Plane mesh, the object is a Cube mesh. Collision physics is enabled for both. The soft body collides with the plane, but goes trough the cube. Somebody advised me to increase curve subdivision for achieving collision with the Cube but it did not help. The Cube is not parented. No other modifiers are applied.

Please advise how to resolve this issue!

Thank you.

Regards,

Peter


texts: Pick random option in particle settings?

texts: It is under "Render" when you select the "Group" option. How does this work? I cannot see any meaningful difference when I turn it on. It looks like it only randomizes the particles a bit differently, like a different seed.


texts: Which is better multiple weak GPUs or a single strong one?

texts:
Assuming all GPUs have the same vram
Does having multiple older GTX cards out perform a new single strong RTX card?


texts:
I'm following an Andrew Price sculpting tutorial and at around 26:00min he uses the smooth brush to smooth out the horn of the anvil. When I try to do this, I get some artifacts instead of smoothed out geometry. Any reason to why this is happening?

I have tried retopologizing my mesh (which I suspect consists mainly out of triangles (dyntopo)) with ctrl+f > tris to quads, but when I tried the smoothing brush on this model I got the same result...idk

Does anyone know a solution to this?

Thanks in advance.


texts: Integrating CG imagery with footage from cameras using ACES

texts:
As a Corollary to this question (Using Blender with wider gamut than 709 primaries (like ACES)). How can I use blender to integrate CG, and footage from cinema cameras using ACEScg?

My goal would be to convert the footage to ACEScg in Resolve, generate and composite in blender and return to resolve without having to re-grade the images. Is that workflow doable?


texts: Blender isnt letting me import any SVG files

texts: I'm very new to blender but I've recently watched hundreds of tutorials showing me how to import svg files.  It seems very easy, a simple 1, 2 step posseces but for some odd reason I'm having no luck getting it to work.  At first I thought maybe I'm not saving my file correctly so I when on google and seached SVG files formatted down to the t.  I still have NO LUCK at all even gettin one out of the 20 professional svg files to work.  I'm starting to think maybe blender file might be corrupted.  Is there anyone eles who has had this problem where they were unable to get a single SVG file to import into the program.  I would love to hear how I can resolve this issue so that I can enjoy making countless of projects I have in mind


texts: search for unknown operator (bpy warning in custom script)

texts:
I'm calling one of my operators within another operator. The code worked fine until I tried it on a new file.

search for unknown operator 'MYPLUG_OT_update_list'

I'll try to simplify the code here

class login(bpy.types.Operator):
    bl_idname = "myplug.login"
    bl_label = "Login"

    def execute(self,context):
        ....

        bpy.ops.myplugin.update_list()

        return {'FINISHED'}

class updateList(bpy.types.Operator):
    bl_idname = "myplug.update_list"
    bl_label = "UpdateList"

    def execute(self,context):
        ....
        return {'FINISHED'}

def register():
    bpy.utils.register_module(__name__)

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == '__main__':
    register()

Any ideas? I'm debating whether I need to preregister the dependent Operator or call it with some other convention.


texts:
X mirror works perfectly for editing geometry, but when wanting to extend / extrude areas, x mirror no longer continues mirroring.

Are there additional tools or options one should check in order for it to respect extruding, cutting etc


texts: How to animate a camera to follow an object

texts:
I am creating an animation that is mainly focused on an moving and rotating object, the objects animation speeds up and slows down based on the music I plan on adding. I have the object animated the way I like but I need the camera to follow the object. I tried parenting them together and setting a track to but the problem then is that camera also follows the rotation of that object.

Is there anyway to like set just the camera's x location to be the same as the object's x location animation so that the camera follows the rotating object without actually rotating it's self?


texts: Meshing the path traced by an object moving along an axis

texts:
Extruding a face creates new topology containing the volume that the face passed through during a translation. Is there a way to 'extrude' a whole (3D watertight) mesh so that (3D watertight) topology is created representing the volume that the mesh passed through during a translation?
For example, a coffee mug 'extruded' along the negative z-axis would still have a rim and space for coffee, but would have a very thick base. The same mug 'extruded along the X-axis would have less (or no) room for coffee.
I've tried using the extrude tool for this, but the extrude tool simply duplicates my mesh without creating any connecting faces. Blender also seems to run into issues with boolean operations when extruding creates co-incident faces.


texts:
I am trying to make a keyframe pair where an object like this:
Becomes an object like this:
I tried to keyframe the two shapes with any frick keying set but it's either useless or "no context info available".
The initial shape is a plane that i extrude with Object Edit mode and then move two vertexs to make the end result. Anybody knowing how to fix this?


texts: How to change the color of clipping border display?

texts:
Clipping border (Alt B) makes a dark box around the selected area:

Setting the background color to the same color as the box doesn't work if you have Only render enabled.

How to make the box transparent instead?

Related BA thread.


texts: How to specify the size of a text box in a panel?

texts:
Please consider the following image:

The text box with the value "127.0.0.1:56661" is just too big, it occupies a considerable percentage of the row in the panel leaving small space for the label "Some parameter". How can I specify the text box size?


texts: hello . how to get rid of this grey plane that hides my interior. in 3d view it doesnt appear but when i rendered it shows. I try to make some changes in render then camera setup.  please can anybody tell what to do.


texts: How to connect this, without changing the geometry , can I use snap?

texts:
I have watched many snap tutorials, and I am not geting it.
For those that have used a 3D cad program might understand my confusion.
The only part I do understand it works totally different.
What is snapping in Blender ?  Is it the origin of an object, snapping to something like a face?
I made a piece of corridor. Copied it, rotated it over 180 degrees and now want to join those two parts. Can this be done with snap?
The parts have the size I want, I don't wanna change the dimensions.
My workflow is like how I would do it in a 3D cad program, but I wonder.
Is there a better Blender way for what I want ?
( I am making a corridor to do something like this:
https://www.youtube.com/watch?v=mxUupHWoMLI )


texts: Does Blender support importing/exporting REDlog color format?

texts: I'm a VFX supervisor for a student film, and they are filming with a RED camera with REDlog.  I haven't found a sure answer anywhere, so I want to confirm: can REDlog video/color be preserved when imported into Blender (as the effect background) and exported with the effect applied as an image sequence?  If so, what methods do I need to do to ensure that that happens?


texts: How to join multiple separate faces into one mesh

texts: I imported a model into Blender and all faces are separate. Nothing is connected together except the three vertices of each triangle. Is there any way to join all of the triangular faces at once in a logical manner? This is the model with one face separate for demonstration purposes.


texts: should a "lamp" object ever be used in cycle?

texts:
Friendly greetings !

So, i'm kind of a beginner in blender. Used it for many many year (since before v1.0) but on an extremely irregular basis. (a few times a year)

When cycle came out i assumed that every light should be an object with an emissive shader. Make sense, right ?

Now i realize it's actually :

possible
may not be totally stupid

... to use a "light" object (point, sun, spot, hemi, area). Or is it ?

What are the pro and con of using a light object when using cycle ? when/why do you use it if you do ?

rendering speed ?
temporary placeholder ?
debugging lightning ?
firefly/noise ?
easier "light modeling" ? (eg : spot shape (blend/size))
accuracy/realism ?

Thank you <3


texts: how to bring up the menu at the bottom left

texts: hello everyone I have a little problem, how do I bring up the menu in the circle? when I select another object the menu becomes non-existent


texts:
I do not really know how to start off, I am just introducing myself to Blender because of a personal project.
I wanted to combine the 3D Printing with Blender. I am not actually trying to write a printing software from scratch but I am trying my best to work with what's out there since there is much good printing software.
My problem is now that for this purpose I of Course also need to create a "Printing View" with a Printing Bed where the 3D Models will be placed on, but I really do not know how to achieve this Printing View in Blender. And I also do not know how to actually integrate the Printing bed, which I also have to model in Blender.
I am really thankful for every little help or idea.


texts:
I have to add special effects once the game is completed.
Like medal popping out or confetti when the winner is declared.
The game is simple wrestling game in which two players are controlled using keys on keyboard.
Do I need to use python script for medal popping effect or confetti once the winner is declared ?

If yes,How can I achieve this?


texts: How to render an animation as video in Blender?

texts:
Yesterday I was working on a simple animation, an animated logo.

Here is an image of the progress:

I already have the animation working and everything is okay with the project, but I can't figure out how I can render the animation and turn it into an AVI format video.

How do I render an animation in Blender?


texts: Linked scene copy, unable to remove objects from rendering in that scene [Blender 2.90.1]

texts:
I am not sure if this is a bug or a "feature". When I create a linked copy and try to disable some objects from rendering, it disables them globally in every scene unless I make new scene a complete duplicate.
See the gif for what I mean..


texts: BGE: How to make a minimap that shows the player's position?

texts:
How would I go about making a map that shows the player's position in world?
Similar to GTA types of games.


texts: How can I make a desert with sand that interacts with a car?

texts: I want to make a scene with a car in a desert, starting off on pavement then going to sand. How could I make the sand "kick up" behind the car, on the pavement and on the sand? And is it possible to have it leave tire marks in the sand? I have pretty much no clue how to do this. I was thinking maybe a particle system with rigid body. This is pretty much what I want https://www.youtube.com/watch?v=8GaBm26mUMM.


texts: Change the image of the UV/image editor with python for 2.8

texts:
i want to change the active image of my uv/editor with codes, i dont know how to do this in 2.8

could someone help ?


texts: I am a true newbie to Blender. I tried installing an addon and every time I try to install it, it fails to show up in the addon bar. The addon that isn't working is MMD Tools


texts: How to achieve inward folding after extrude

texts: as shown on the right side of the picture


texts: How to generate a full sprite sheet automatically

texts:
I've been wondering how to render all animation frames at once for a full sprite sheet, instead of having to change the camera manually 8 times and render each direction (with the file manipulations that ensue).

I've learnt how to rotate easily the camera by parenting it to an empty objet at the center of the set (cf. How can I export a blender model as a sprite sheet?) and rotate that object with discrete steps of 45 or 90°.

But is there a way to tell Blender something like, for example : "render frames 30 to 52 of the animation, then rotate the camera 45°, then render frames 30 to 52 again, and so on until the camera has rotated 360°".

Maybe a Python script is necessary ? But I don't know Python at all and I've no idea where to start...


texts: Invert the rotation value in all keyframes on X and Y axis

texts:
I'm trying to find a way to invert all the the rotation values on the X and Y axis on all the keyframes on certain bones.

Is there any scrip/function that would allow me to do it all at once?

I have for example X -350 and Y 50 on the hand bone I would like to change them to X 350 and Y -50 and do the same in all keyframes without having to do it manually one by one but only on that bone.


texts: How can use draw tool in sculpture mode? (red line)

texts:
It looks like this, without any error messages.
But when I click & drag, the red line appears and draw tool isn't working.
I tried changing tablet api and it was not helpful...
How can I fix this? Is there anybody having a same problem?


texts: How to let mirrored half move independently

texts: I created a model using RPG Graphics tutorials, and was about to begin weight painting.  However, when I move one side of the armature, the other side mirrors its actions (model shown in tutorial does not do this).  I would like to be able to move the sides independently.  The right side of the mesh is mirrored from the left side.  In edit mode, vertices appear only on the original side.  Mesh on the original side bonds to armature, but that on the mirrored side does not; when I move the left arm, left arm mesh follows it, and right arm mesh mirrors it, but right armature does not follow.  I have tried selecting all, pressing 'p', and using the separate options.  Does not work.


texts: How do I enable the Flip Active/Selected Bones options?

texts:
Flip Active/Selected Bones with Armature in Pose Mode.
Currently the options are disabled. The goal is to get them enabled and functional.  The options respond to hover movements but mouse click has no effect in the panel UI or the 3D View window.

Click Image for larger view. Composed image. OS is Windows 10.

How do I get the options enabled?

Active Only
Extend

If I run the following script from the text editor window it is successful.

In related contrast,  the similar feature does works fully with options in

[Edit Mode].

[Edit Mode] successful.  [Pose Mode] not successful.

Its slightly interesting that the menu names are different in pose mode and edit mode.  The panel titles are the same.

link
https://www.blender.org/api/blender_python_api_2_69_4/bpy.ops.pose.html

  bpy.ops.pose.select_mirror(only_active=False, extend=False)

  Mirror the bone selection

  Parameters:

  only_active (boolean, (optional)) – Active Only, Only operate on the active bone
  extend (boolean, (optional)) – Extend, Extend the selection

Thanks.


texts: Flat shaded mesh - missing separate colours/normals for connected vertices?

texts:
I recently got started with python scripting, so I am still very new to this!

I am trying to set the vertex color of vertices looking'up' to white, otherwise set it to black.

I use a dot product to determine whether a vertex is pointing upwards or not (vertex.normal.dot(Vector((0,0,1))) > 0.9)

I run my script on the default cube, and it doesn't work correctly. I noticed that even though I have flat shading enabled, the vertices are all connected and 'share' a normal and color. For this reason, I can't make the 4 vertices that define the top of the cube white and the vertices that are a part of the sides of the cube black. They share the information. Here is what I get when I run my script:

If I separate the top faces and run the script again, the colouring is correct as expected. But whats strange is that if I remove duplicates to reattach the vertices back together again, the colour information is retained! This is what I expected it to do in the first place. Here is a screenshot. In the left image, the faces are still separated - you can see that the upwards facing faces have their own normals pointing straight up, as they are not attached to the rest of the mesh. In the right image, I have run the 'remove duplicates' command to merge everything back together. The normals on the corners now look like they are merged again, but the colour information is retained.

I was wondering how I can define this extra colour information via script, without having to detach the faces first (which defeats the purpose of the script)


texts: Fluid domain becomes a solid block with fluid's material

texts:
I just started using Blender in the last few days and found some of it an exercise in frustration.
I've watched a heap of YouTube tutorials on creating EEVEE fluid and I think I get it (for the most part).
I can create the Domain and a Sphere as the inflow etc, and it all seems to work. I change the material to glass, etc, and I have all the EEVEE refraction settings set up to work. It all seems to look OK in Replay mode. I even can set up an HDR background.
The thing is, is that if I view the fluid animation in Replay mode, it's fine, but if I go and change the Mesh Generator to 'Final' then the whole cube that is the Domain suddenly takes on the material properties of the fluid and just becomes one solid block of glass. And when I play, it just sits there as the block of glass.
The same sort of thing happens if from the very beginning I start with 'Modular', and bake the data, particles, mesh etc separately - it all seems to work, but then if I free the data to change something, again, the Domain becomes a solid block of material, and even though it still has Domain properties etc, I can see that in wireframe mode it does not have that little cube in the lower corner that domains seem to have.
The whole thing just not seem very consistent. Can anyone help?


texts:
I saw tutorial in youtube that in POSE MODE , all of bones had box around them and when the bone was moving, parent bones also moved.how to do this?

this is a tutorial link


texts: How to set camera rotation on local Z axis to 0

texts: I am using MouseLook.py to make a game in BGE but I noticed that over time the camera will "roll" from left to right, my idea was to continually set the rotation on the cameras local axis to 0, but I realized that I have no Idea how to do this.


texts: How to render in cycles volume with camera inside

texts:
I know there were tricks like cutting inside the volume object with another object with boolean modifier (this one I'd like to avoid) and another with putting the camera inside some sort of a bubble with inverted normals. The latter is the one I'd like to use, however I can't set it up properly.
Does the "bubble" object need some specific material or is there something more I need to know? Or that doesn't work anymore?

Well, seems like there is a fix on the way, as pointed out:
https://developer.blender.org/D794


texts: How to copy Posable Models With textures

texts:
How can i copy a posable model with Actual image textures (A Robot, Clothed human,
Wizard, The character in the picture below, ECT.) from a running instance of blender, Over to another instance with CTRL C CRTL P?. (An enviroment, Room, ShowStage, ECT.)


texts: How do I export .dae models with color? When I export it, it ends up black and white.


texts: How to iterate an image texture and save the iteration with python

texts:
What I have so far is this, and of course doesn't work yet.

import bpy

class TestSaver(bpy.types.Operator):
    """Save Image Increment"""
    bl_idname = "image.save_increment"
    bl_label = "Save Image Increment"
    bl_options = { 'REGISTER', 'UNDO' }

    def execute(self, context):
        scene = context.scene
        original_type = bpy.context.area.type
        bpy.context.area.type = 'IMAGE_EDITOR'
        #bpy.ops.image.save_as(copy=True)
        bpy.ops.image.save_as(save_as_render=False, copy=True,
                             filepath="test_save2.png",
                             relative_path=True,
                             show_multiview=False, use_multiview=False)
        bpy.context.area.type = 'FILE_BROWSER'
        bpy.ops.file.filenum(increment=2)
        bpy.context.area.type = original_type

        return {'FINISHED'}


texts:
I am writing a script for applying a particle system on Blender. In the options I want to set a solid primitive cube as the duplicate object, however I can't figure out how to do it without creating a cube in the scene first. Is there a way to do this or must I create the cube as well? If so, I want to be able to delete it after applying the transformation. This is the code I have that does not work:

settings.dupli_object = bpy.data.objects.get("Cube")

If there is no "Cube" to reference in blender's database, what would the syntax be for creating it with the name "Cube" and then deleting it after the transformation is applied?


texts: Extrude face down without disturbing adjacent surfaces

texts:
I am new to Blender.

I am trying to make a neck for my character's head, by extruding a face on the underside of their head.

I am trying to achieve this:

But when I press e to extrude, or drag down with the transform tool (orientation set to Local), I get this:

So I set the transformation orientation to Global, and I get this:

My character head currently:

Could anyone please guide me in the correct direction?

Many thanks.


texts:
I have been working on simulating hair and cloth on this model. The Headscarf in the image is a cloth with collision physics and works perfectly.
The hair have dynamics enabled but they pass through the headscarf. I have tried baking again and again and tried solidifying the mesh but that also doesnt work.
I would be highly grateful to anyone who can help me out with this!!
Reference:


texts: Inherit particle animation birth time in particle systems in 2.90-3.0?

texts:
Basically, I have shape keys for rain drops, splats etc all done in shader mapping. Whenever I pick these animated objects as particles then animation starts globally meaning that on frame 1 all of the animations start simultaneously.
How to make these particles inherit their birth time? Are there other any options rather than installing Animation Nodes?
upd:
I have tiled drops and splats so the only option to animate I've found was to import image as plane then animate mapping to make a loop. I've used constant interpolation so it animates as a sequence. Then I wanted to add numerous splats so particle system was used which emits my animated planes without gravity. However all of planes have same looped animation which starts globally. Meaning that splat loop does not start on birth but keeps playing from frame 1


texts: How to update a damped track bone constraint?

texts:
I'm implementing a bone constraint for a racing game, to make the characters in the audience look in the direction of the leading car. I have it working in the character file (the character's head is following the empty target position) and when I lilbload/add the characters (and parent the targets to the car)  the heads are correctly oriented. But as the game progresses, the bones never update, the characters heads stay in the same place as I move the target around...? And no error or warning in the console output...?

I made sure my target is correctly libloaded and parented to the real moving object (the car) with:

for people in logic.getCurrentScene().objects['People'].childrenRecursive:
    render.drawLine(people.worldPosition, target.worldPosition, [1,0,0])

And sure enough, a line is connecting each character to the moving object. The target works.

What I tried :

An "always" sensor (w/ or w/o "pulse") to an "armature" actuator, running either "run armature" (?) or "set target" or both
An "always" sensor (w/ or w/o "pulse") to a python module running logic.getCurrentScene().objects.get('Armature').update() at every single tick
Replace the "Damped Track" bone constraint with a "track to"
Removing all animations in the character file in case a keyframe is preventing the bone from moving

But nope, the characters head do-not-move as I move (applyForce) the car. Is there something like applyConstraint that I must use?


texts: How do I prevent cloth from exploding and growing continuously? (Blender 2.91)

texts:
I am having a hard time attaching a cape to my character. For some reason, when I press play, it continuously expands the mesh. I messed with the collision settings and tried applying all transforms to the mesh. What I am doing wrong?
Here are reference pictures:


texts: Change the brush of a grease pencil object

texts: Is it possible to change the brush type of an already drawn grease pencil object? For example, I drew a line with the airbrush and I'm happy with the shape of the line but would like to have it drawn with the ink pen instead. Is this possible?


texts: So I want to make a wall similar to this one.I want to have squares on the walls with small lines between them that have a bit of depth(hence why I am not using UV-Mapping) and that actually show up in the render.How can I make these lines?


texts: How to manage the shapekey's position faster?

texts:
In a Vertex Groups panel there is a possibility to move the selected group (which lies on the bottom of the list) to the top by clicking the 'down arrow', but in the Shape Keys panel there is not such option.

I've made a model which has over 200 shapekeys. You can modify every part of a body- from the top of the head to the toes.

The problem is when I try to add a new shapekey to the upper part of the body. It appears on the bottom of the list and I have to click the 'up arrow' over and over again to place it higher. Is there some way to place the new shapekeys on the top faster or add a new shapekey to the specified position on the list?


texts:
I am currently modeling a type of gun known as the Scar-L. I am having trouble with this though, I extruded a piece out that will later connect to the magazine.

As you can see, I want the selected orange lines to scale, based on the y axis, down to reach the blue lines. I have tried this by selecting the sides faces, pressing s, then y, but it will stretch. Like shown in this picture:

I am trying to figure out how to avoid that and only scale inwards the selected meshes and not the entire thing. Any help would be appreciated! :D


texts: extrude, intersect, slice complex shapes?

texts:
I have a 3D dragon (from Spyro 1) that I want to transform into a glass decoration for my home.

Before proceeding, i need to eliminate the 3mm thickness from every face, obtaining a shape that can be used to properly cut the glass pieces.

This could be useful to every artist who wants to do Tiffany glass works.

It's been two days I've been trying day and night, and still not found a good way to obtain what i need.

First, i separated every face of the model.
Mesh > Edges > Mark Sharp, Edge Split modifier, split angle 0°, sharp edges checked. In edit mode, select all, Alt+S scale planes by -0,03, (because the glass I am going to use is 3mm thick)

When the angle between faces is bigger than or equal to 180° it's OK. The scaled faces don't overlap, and they will be printed and cut as they are, but if the angle is smaller than or or equal to 180°, then the planes will intersect, and here comes the problem.

I have 160 different faces to intersect, and I am trying to do the job manually. It's a hard work, and Booleans do what they want. I am going crazy with them.

I have tried a second alternative, I extruded every face (vertex normals, -0.03), turn them into separate objects, then I used Booleans to subtract their shape from the dragon (it was like peeling an orange), but Booleans agreed to do it only on 90 of the 160 objects. Rage and frustration.

Should I insist with Boolean operations and extruded faces? Is there some magic that allows to do batch Boolean operations, or is there some trick or command that I don't know? (I am a total newbie)

I've prepared a file with the head of the dragon and two examples one for the scaling method, one for the Boolean method

drago di cristallo

I hope my explanation is clear enough.   :P


texts: How do we duplicate and rotate multiple copies, as when modeling an aircraft propeller, given the template blade

texts:
I tried this, given the template propeller blade mesh already drawn, but see no copies:
j = 1          # count 1-to-n blades
while j<= 3:
    bpy.ops.object.duplicate_move()
    obj = bpy.context.active_object
    bpy.ops.transform.rotate(value = j * 2 * pi / 4, orient_axis='X', orient_type='GLOBAL')
    j=j+1


texts:
I need animated box, so it jiggles like jelly. I tried everything I found, but I can not get the solution. I need to export it to .dae (collada), so I would be able to add it to Xcode - SceneKit. I tried to animate it by simulating physics, but collada does not support that, so I tried to animate it with skeleton aswell, but blender collada export does not support skeletal skin animation, so that also does not work. Could you please anyone help me find any solution for that?

I look forward to your answers.


texts: My background plane disappear when I use game engine

texts:
This is my blender project before game engine

This is the blender engine result as you can se the plane disappear

this only happens when I use the game engine I can render without proble ms

How I can fix that?


texts: context is incorrect error in async method probleme

texts:
hey guys i'm trying to use some blender commandes inside a async methodes, but it seemes like blender commands don't work insisde async methodes, i will apreciate any help:
from bpy import context
import asyncio
import time
import datetime
from spade.agent import Agent
from spade.behaviour import OneShotBehaviour
from spade.message import Message
from spade.template import Template

class ModeChangerAgent(Agent):
    class ModeChangingBehav(OneShotBehaviour):
        async def run(self):
            print(f"Mode Changing Agent : Mode Changer Behaviour is running ... at {datetime.datetime.now().time()}")
            print("Mode Changing Agent : Mode Changing ... ")
            for obj in bpy.context.scene.objects:

                bpy.context.view_layer.objects.active = bpy.context.scene.objects[2]

            obj_act = bpy.context.view_layer.objects.active

            if obj_act and obj_act.mode == 'OBJECT':

                bpy.ops.object.mode_set(mode='EDIT')
                bpy.ops.object.mode_set_with_submode(mode='OBJECT')

            else:
                pass

            print("Mode Changing Agent : Mode changed to edit mode.")

            #********message to the face changer agent*******************

            msg = Message(to="anotherAgentJID@XMPPserver")     # Instantiate the message
            msg.set_metadata("performative", "inform")  # Set the "inform" FIPA performative
            msg.body = "you can start the face changing!"  # Set the message content
            await self.send(msg)
            print("Mode Changing Agent : message sent!")

            msg = await self.receive(timeout=30) # wait for a message for 10 seconds
            if msg:
                print("Mode Changing Agent : Message received with content: {}".format(msg.body))

        async def on_end(self):
            await self.agent.stop()

    async def setup(self):
        print(f"Mode Changing Agent : Mode Changer Agent started at {datetime.datetime.now().time()}")
        b = self.ModeChangingBehav()
        template = Template()
        template.set_metadata("performative", "inform")
        self.add_behaviour(b, template)

if __name__ == "__main__":
    #execution**********************
    modechangeragent = ModeChangerAgent("agentJID@XMPPserver", "password")
    future = modechangeragent.start()
    future.result() # wait for receiver agent to be prepared.

    while modechangeragent.is_alive():
        try:
            time.sleep(1)
        except KeyboardInterrupt:

            modechangeragent.stop()
            break
    print("Mode Changer Agent finished")"""

and this is the error i get every time and i didn't find a solution:
Mode Changing Agent : Mode Changer Behaviour is running ... at 13:51:51.036063
Mode Changing Agent : Mode Changing ...
Exception running behaviour OneShotBehaviour/ModeChangingBehav: Operator bpy.ops
.object.editmode_toggle.poll() failed, context is incorrect
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\python\lib\site-pa
ckages\spade\behaviour.py", line 264, in _step
    await self._run()
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\python\lib\site-pa
ckages\spade\behaviour.py", line 253, in _run
    await self.run()
  File "\Text", line 27, in run
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\modules\bp
y\ops.py", line 201, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.editmode_toggle.poll() failed, context is
incorrect

Mode Changer Agent finished
```


texts: Trying to create a material for to apply a texture on a game model

texts:
I've followed a guide to import an SFM model into Blender. I've got the .MDL decompiled and into Blender, but I just cannot find a way to apply the texture that comes along with it onto the model. I've tried hitting the texture button and adding a texture, but that doesn't work.

The skeleton doesn't have that ball icon for me to click to make a new material so I can put the texture on. The only other thing that the model came with is are the VTA vertices, but they don't help in the way of putting textures on the actual model.
So how and what do I apply a texture to?


texts: "track to" object under "parent" constraint

texts:
I work on this project for which we have a robot arm (6 servos), a camera attached to its extremity which tracks a physical object, and we wish to set up the experiment in Blender. We used an armature to model the robot, and rotations are blocked to mimic the real robot.

We want to be able to provide the position of the camera (which targets the object) and we want to obtain from that the rotation of the servos at each extremity of the bones of the armature.

The first problem we have is to constrain the camera to the last bone (to which it is attached), but at the same time we want it to target an object. We tried to use parenting, copy location/rotation, but in the end the camera keeps moving (and ignoring at least one of the constraints)

Do you have any idea of how we can fix that?

Once this problem is solved, I hope we can extract the kinematics of the robot.

link: blend file

Thanks,

--
Matt


texts: Does anyone know how to make scripts appear on the left?

texts: Trying to get it to work but is not working.


texts: Hide tools in 3D viewport on Blender 2.8

texts:
I was wondering if there is a way to turn off these four tools on the 3D viewport:

Thank you!


texts: I know I can set the render border with Ctrl+B and dragging a box.  But is there  a way I can exactly specify the border dimensions?


texts:
I have a single camera. I've set it up in camera view and it looks perfect. When I render, the view is skewed to the left. The scene has just a few objects in it.

Any ideas?

Camera View:

Render Output


texts: Particles have a strange flickering issue

texts:
I was trying to create some effects with particle (simple cube) + emit + bloom, but I get a very strange effect: my particles are flickering very quickly. For example here are two frame that are next to each other:

As you can see for example in my red rectangle, in the first frame the particles are very bright, and in the next frame the two particles are very dim. I tried to render a video out of it, and I get the same result, so it's not a problem of preview. I also baked my animation, so not sure what is the issue. I also tried to replace cube particles with spheres, I don't see any difference.


texts: rigid body simulation - unwated spaces between objects

texts:
I've been trying to play with a rigid body simulations.

I prepared a project of a building made of domino tails. I've placed all objects very tight, but as soon as I start animation it looks like there was some tiny gap between objects, so they all fall down a little bit. For a high building it leads to a construction disaster as the whole building colapses.

Here is an example: https://www.youtube.com/watch?v=4seYWa1g53s (I'd suggest to use 0.25x speed).

How can I fix it?


texts: How to get matching voronoi texture in 2.8?

texts:
I have seen this tutorial and i don't know how to get matching settings in Blender 2.82.
Blender 2.82 has different Voronoi Texture node, and I can't follow the instructions.

Old (2.7x) Voronoi texture


texts: Blender 2.8 Evee - weird Shadow/Outline?

texts: On any other object shadows and outlines look soft and normal. Why is it that this object has these black outlines? And on the bottom there are white outlines.


texts:
I have a cube and added some modifier on to it. When i add boolean 95% it make difference to some area its not.

Mark in red are the area where its not working. May i know reason why its ignoring that part. I remove doubles and normals yet its not working. Any suggestion or help.

Blend file


texts: Keyframes Disappeared but Character Still Moves

texts:
The animation i have made is missing keyframes in an area but the character still moves. Usually i would highlight the bone i want to move in the rig and i would see a yellow dot appear in the Timeline that I can move or delete. For some reason the yellow dots have dissappeared for a portion of my animation. Does anyone know how i can get those keyframe dots back?
Here is a video of the issue: https://drive.google.com/file/d/1ckUdxYzPHcn0J_IB4O667vk1fI9VBba7/view?usp=sharing
Here is a link to the file: https://drive.google.com/file/d/1wmejOSPaK5cCQ_t4hOdLMI9JPibNOEOR/view?usp=sharing
Thank you!


texts: Best way to get a list of modifiers in Python?

texts:
How can I get a list of modifiers for Blender in Python? I know about bpy.types.SomeModifier(), but isn't there something to use to get a list of all of the possible modifiers?

I know the list isn't too long to make by hand, but I really don't want to hardcode it if I don't have to.

Is this possible to list out with bpy.types.Modifier()?


texts: Override all materials' color but not transparency

texts:
The situation is as follows: I would like to create an image where the pixel values (RGB) correspond to the position (XYZ) of the point in space (world coordinate).

Create a new material, like in this post How to render world position pass, seems to be a good idea. And I could render a scene with this new material overriding all materials in a scene. However, this does not take into account the current material of the object, which defines its shape using transparency. For example, a leaf is usually a rectangle with leaf texture (which composes of both leaf image and transparent parts). So this way, a leaf in Position-Image will appear as just a rectangle, and it is not desired.

I am wondering if there could be another way around, ideally a render pass that would output such XYZ values, or a way to incorporate this material with the current material of a object. Manually do so for all object is not a good idea as they are so many.


texts:
I'm trying and failing to get a procedural texture to emulate this real life grass. The "grass" purchasable packs are not much use, as they're not so very tight cut as this is. It will be too big an area for actual hair modelling of the blades.
Anyone here a nodes whizz that can get close with bump and colour?


texts: Clock with single hour hand to show current local time on running script?

texts:
It's a clock with only one single hour hand. 360 radians turns the selected handle the whole circle, but how to script it to read local time and calculate the degrees and assign it to the handle? I know there are quite a few steps to get there, but maybe some advice where to start?
import bpy
import os
import math

bpy.context.active_object.rotation_euler[2] = math.radians(0)

Q: Is it possible with bpy?


texts: Sculpting: Brush size keymap to alt + rmb drag like Photoshop

texts: Is it possible to assign brush size to alt + right mouse button drag to change brush sizes? This is the way Photoshop handles brush size changes and I would like to mimic this in Blender.


texts: Hey guys so I was watching a youtube tutorial on basic animation (I'm just starting out) and then apparently my blender version is newer than his. So one thing he had was an animation tab in the properties panel. I don't seem to have one, is there anything you guys can do to help?


texts: How to make a hair look normal or not blocky

texts:
So...hello, i'm new in both blender (started using blender 2 weeks ago) and this forum, and currently i'm trying to edit/posing a 3D model from any game
I've succeeded in a few renders, but now i want to try something new
Currently, i'm trying to add textures and getting the model ready, but there's something that i don't know how to do
As you can see, this is the model that i'm preparing to pose, but the hair seems kinda blocky and not a normal smooth hair. I read in the comment section of that model and the creator told a person it has to do with alpha mapping?  Can any of you please help me? Thanks in advance.
The model: https://www.deviantart.com/crazy31139/art/Final-Fantasy-7-Remake-Cloud-833037551
How it should look:


texts:
I have a case, and I want to close its lid.

However, when I set the rotation, the lid doesn't close as I expected, but instead rotates in a weird way, and I don't understand how to change this.

Here is what I'm experiencing. The last image shows the result:

Thank you for the help.


texts:
I don't know which title suit my question the best. But essentially what I'm trying to do is to create an indentation inward for each piece of wood that encircle my barrel. The only solution I find so far is to manually edit every single edge, but there must be another way to do this for all the edges at the same time.
So the first image is what I need the edges to look like:

Here you can see how the edges look like without my manual scaling:

So as you can see from the first image, I need to scale the edges inwards themselves(?) Is essential for me to create this kind of indentation but each edge has a different angle so when I scale them I get a crazy result.
Also, I should apply this for each edge that encircles the barrel.
The barrel is like this:

And this is the shape of the edges:

I hope I was able to explain the problem I have.
I really hope that you can help me find the solution, I don't use Blender often, I'm a beginner and sometimes I feel overwhelmed.
Thank you in advance for your help.
EDIT: I'm doing this operation while using the mirror modifier on the Z-axis


texts: EEVEE seem not to benefit from multiple GPUs for rendering

texts: Recently I have built a new workstation PC with dual GTX 1080 Ti. I know that in Cycles, each GPU renders 1 tile but I'm not sure about EEVEE. I tested it and it seems that even if I have checked both GPUs in user preferences EEVEE still uses only 1 GPU. I tried opening 2 instances of Blender 2.8 and set different GPU in each but the result was same; it keeps using one GPU only. This might not be implemented yet or SLI bridge might be required, I am really not sure. Do you guys have any experience with it? Has anyone done some rendering using SLI?


texts: copy custom object properties to multiple objects

texts:
blender 2.9
I have a custom object properties that need to be copied to ~1000 objects. I have done some research and using the script editor I am able to assign IDs to all of the objects and get a list of the properties I need to assign, however, I am a novice to python and I am stuck there.
Of course if there is an better way (addon?) to copy custom properties to multiple objects
Any help would be appreciated
Here is the script I used to assign the ids:
import bpy

objs = bpy.context.view_layer.objects.selected

numb = 1000

for obj in objs:
    obj["ID"] = str(numb)
    numb = numb + 1

for obj in bpy.context.view_layer.objects.selected:
    obj.select_set(state = True)

These are the custom properties I need to add:
Shake_Influence - 5.0
Shake_locX - 1.0
Shake_locY - 1.0
Shake_locZ - 1.0
Shake_rotX - 1.0
Shake_rotY - 1.0
Shake_rotz - 1.0


texts: Blender 2.8: units of scale, grid, and default size of objects

texts:
I have installed the 2.80 of blender and trying to make sense with the changes in the GUI and the mindset. Most of the changes I like; some of the changes I still need to get accustomed with. I am modeling with blender for 3D printing and am still in the beginning phase to learn things.

My unit system is in meters, and the unit of scale is in centimeters. My "universe" is driven by the bed size of the 3D printer (which is about 200mm). So I adjusted the units in blender so:

I also adjusted the grid:

If I place an object (say a cube or a plane), the default size is still in meters, which means 2000mm (which is huge):

Questions:
* Is it possible to make the default size to 2cm?
* How can get zoomed in to area of 10cm by default (when I open blender, as well as when I press shift-C


texts: I've created a 3D text with no animation, just text, and want to use it in my OBS when streaming. I don't know how to export it from blender to add it to OBS. Any help or suggestions would be appreciated. Thanks


texts: How to match orthographic camera to orthographic view (get information about current view)?

texts:
I'm trying to make a simple WYSIWYG viewer addon for 3D objects in blender and I want to match the output of the camera to the view in the window so it's easy to position the object for rendering.

For simplicity I want to use only the orthographic view. So what I need is to set the orthographic scale to the same value that what it's currently used in the 3D view and set the resolution in a way that it matches up with the current aspect ratio. If I also set the camera to current view it should match up.

But I cannot figure out how to get the current aspect ratio of the 3D view and the current orthographic scale.

Is this possible? If so what what are the objects for those values?

And would there be a similar way to do this using the perspective view and camera?

Thanks a lot


texts: What do you do with the metalness input when using a specular workflow?

texts:
I'm working with some imported assets and trying to set them up for PBR materials. They contain a specular texture so I'm setting up the Principled BSDF following the specular workflow. However, with diffuse/specular/roughness/normal inputs all connected, the metalness input still affects the output material.
As I understand it, a specular workflow means the metalness input is not used, since the reflective properties of metals/insulators can be defined perfectly well using specular and roughness inputs. So when using a specular workflow, should the metalness value be set to some default value?
EDIT: Similarly, what should be done with the specular input when using a metalness workflow?


texts:
My question is: How to show the number of indices so that I can add a fixed constraint to certain indices at physical simulation.

It works for a simple cube, but not for this mesh


texts:
In this tutorial by Blender Guru, Andrew re-unwraps his plane (because he changes the UV to be a 2*1 aspect ratio and so it stretched his UV). He also mentions that with cycles, it won't re-unwrap it. You have to be in blender internal to re-unwrap it.

In Blender 2.8, there is no  blender internal anymore. (and with EEVEE and Workbench it doesn't sucessfully re-unwrap it either)

How do you re-unwrap an object and have it be the same scale?


texts: I am trying to create eyelashes for my character and have tried a few tutorials, yet most are hard to follow, are there any ways to do this with minimal use of the particle system.


texts: Add a new mesh object while also specifying its vertices count during creation (in 2.8 and later)--yet how to edit that same vertex count afterward?

texts:
For example:
Object Mode!Layout!Add!Mesh!Cylinder.  Then, in lower left of the viewport, the dropdown Add Cylinder!Vertices is where you can change the number of vertices on the curve that comprises the cylinder before the creation of the cylinder is finalized.
But once the cylinder (or other curved object) is added, where is it possible to come back later and change its number of vertices?


texts:
for some reason, blender locks the view rotation. I can pan with middle mouse, but i can't rotate the view. Neither the rotation with the rotation gizmo (new in blender 2.8) in the top right corner works. Clicking on a Axes-Point to rotate to front, left, top, ect. works, but drag and rotate don't. I also tried to lock the view to the camera and rotate via middle mouse or gizmo, but with no success.
This problem happend some days before. Only solution was to load factory defaults. But i don't want to reset every time my settings, only to rotate the view.
Maybe I hit accedently a shortcut that locked the view.

Has someone an idea how to solve this?

thanks
Lukas

file:


texts: Can I reuse a character to multiple characters in one scene with the link feature in Blender 2.8?

texts:
What I want to do is look like the image above.

In fact, I posted the same question about Blender 2.79

In the meantime, i have heard static override of the 2.8 version.
Therefore, I thought the above operation would be possible.

But today I tried one collection multiple linking & make proxy in Blender 2.8 and it failed.

I tried to create a separate proxy for the linked objects, but all the objects are controlled by the last proxy I've created.

What did I miss?

Dan's method: failure

I tested Dan's method.
(Operation in the following order: link → make proxy → link → make proxy)
However, the result is that the last-generated proxy controls all linked objects.


texts: Video Editing (NLE): Time results of rendering in non-native resolution

texts:
I understand (I believe) that when I select a resolution smaller than my native, pixels are dropped from each frame. I'm wondering how much of a burden this is on my CPU.

I have a 1440p monitor, options to downscale resolution in Dxtory (recording gameplay), and options to downscale resolution in Blender when rendering. Would it be best for me to downscale when writing to file from Dxtory? Or perhaps, to downscale when rendering in Blender? Or (doubtful), would it simply be less hassle to write to file and render in 1440p?

Essentially, if I'm only going to do one (which I assume is the best method), when should I do it?

Thank you.


texts: How to get to FCurves from specific strip?

texts:
In my script I get access to all selected strips using below code:

selection = [ seq for seq in context.scene.sequence_editor.sequences if seq.select and seq.type == 'SPEED' ]

Now, this gives me a list of speed effects from the selection. I want to modify (basically remove and insert new) the FCurve for the speed_factor property.
However I can't see how can I access the FCurves for this specific property.

I see than I can access all scene FCurves through bpy.context.scene.animation_data.action.fcurves. However this seems to have at least two problems:

I don't know how to properly create data_path having only SpeedControlSequence instance (the only thing I can think of is some string concatenations, but it doesn't sound like right solution),
even if I had data_path value I am looking for I would have to scan through all FCurves for the whole scene to get to the one I want, which doesn't sound very efficient.

How can I access, modify and replace FCurves if I have specific instance of Sequence?

edit:

One solution seems to be:

seq = # code to get one sequence instance
f = None
for f in bpy.context.scene.animation_data.action.fcurves:
    if f.data_path == seq.path_from_id("speed_factor"):
        break
else:
    f = None

However it seems to be highly inefficient way of approaching that issue. Is there a better way to do it?


texts: Two 3d view windows: one in edit mode, one in object mode

texts: I want to display two 3d view windows at once. But I want one to be in Edit Mode, and the other in Object mode. However, when I change the mode of one window the other 3d view window automatically changes. How can I make it so changing the mode in one window does not affect the other window?


texts: How do you customize Rotate, Scale and Grab?

texts:
I was doing some work on blender and I ran into a couple of problems.
1. You know Rotation and Scaling is a point. It usually rotates/scales from the center of the object. But mine now rotates about the 3D cursor.
2. Usually in Edit Mode you can go wild. You can change and modify points(vertices), edges or faces. But in trying to move a point or an edge, the whole object or very large parts of the object move.

I'll like that you help fix these problems. And when I started this project everything  was in place and worked according to how I was used to it. I know it changed because I clicked or pressed a button by mistake.
I tried to load factory settings, it instead  opened a new file.
Blender version 2.79


texts: Cannot Edit the Length of VSE's Transform Efffect

texts:
I am new to Blender: So I have a video clip in Blender's VSE. I would like it to zoom into a specific part of the video for about 100 frames. I found that you can zoom by adding a transform effect strip to the video. However, I can't change the length of the effect (it spans the entire video and the "length" parameter in the side menu is greyed out) What can I do? Thanks!

[AV]


texts: Colors from UV Editing do not show in Layout

texts:
So I am a beginner in Blender and I created a character in UV Editing tab while using a Color panel.
Now I want to animate and export that model, but when I click on the layout tab the character lost all colors. How can i get back my colors back onto my character?


texts: Imported a model but the uvs are too big and way far off. Is there a way to like focus on the uv map? right now its all grey in the uv editor.


texts: Are there some default grid pattern textures in blender?

texts:
I'm looking for a texture like this one:

Or the grid on the ground here:

Are those already implemented in blender internal? Or else in Cycles ?

I searched for "grid textures", "color grid textures" (on google) to get the images and apply them as image textures but I didn't find them.

Is it possible to generate them procedurally (in python)?


texts:
I'm trying to configure gdal within blender using the information here: https://github.com/domlysz/BlenderGIS/wiki/How-to-install-GDAL. I already have blender totally configured and the correct gdal .whl file downloaded but, when I try to install pip (python.exe -m ensurepip) using the command window, I get the following error.

I check that \2.79\python\Lib\site-packages\easy_install.py' but there isn't that "easy_install.py" file there.
I tried to reinstall blender but still the same result.

Any idea to configure gdal for blender solving or jumping this step ?


texts: How to select the other vertices/edges after rip/rip fill

texts:
If I select vertices or edges and use rip (same for rip fill) Blender creates copies of them and choses one set which is then selected and can be translated. How do I select the other set instead?

Example: Select one edge of standard cube:

After rip and some translation it is obvious that the edge belonging to top face was chosen:

How to select the edge belonging to front face instead (without performing a translation and for more complicated meshes of course)?


texts: Selecting objects with the same property values (without Python)

texts:
I want to assign various properties to objects and then select all objects with a certain set of values for those properties.

The objects are graphs from tests (created with CSV Mesh Importer, so they are lines, not solids). They all have a value for, for example, length and width (not of the Blender object but of the object the test was done on). I want to then select all objects that have, say, length 5.3 and width 3.8.

I already found that I can group objects and then select the grouped objects. But for that I have to select one of the objects first. But I want to select the properties, and a set of them, and then select all objects that share that set of properties.

I also found Custom Properties, but I can't figure out how that works, and most explanations use Python, but I want to do it in the GUI. Also, I want to set the properties just once, and that is not what it seems to be meant for.

I can select objects based on a property now. But after 2 hours of searching, I still haven't figured out the first bit, how to assign a custom property. I tried this:

for obj in bpy.data.objects:
    obj.addProperty("length")

but then I get:

Attribute error: 'Object' object has no attribute 'addProperty'

And that's just assigning a property (I want to assign this to all objects). Next I'lll have to set the value (for objects I select by hand).

I have given up on Custom Properties and decided to set the z-values of various vertices to the values I want to give the graphs. I managed to make that work for one graph, but not for all selected graphs.

This is the relevant section of the code I wrote:

for obj in bpy.data.objects:
    if obj.select:
        print(obj)
        bpy.ops.object.mode_set(mode='EDIT')
        bm = bmesh.from_edit_mesh(obj.data)     # get bMesh representation
        for vertex in bm.verts:
            for var in vars:
                if vertex.index==var[0][0] and var[0][1]==1:    # If the vertex is on one of the var-locations and that var is marked to be set.
                    vertex.co[2]=var[2]                         # Set the vertex's z-value to the value for that variable in the variable-list.
                elif abs(vertex.co[2]-var[2])<precision:        # If the vertex's z-value already has one of the variable-values, that might be confusing, ...
                    vertex.co[2]=0.0                            # ... so set it to 0.
        bpy.ops.object.mode_set(mode='OBJECT')

Again, this works for the first graph, and in the console (from the print-line) I see the names of the first and second graph. But then I get 'the mesh must be in edit mode'. In the 3D view I see the first graph still is in edit mode, so apparently the line

bpy.ops.object.mode_set(mode='OBJECT')

doesn't work.

Correction: with this code it got stuck the first time, on the line bm = mesh....., whilst previously this only happened on the second pass. I must have changed something. Sorry, I always get lost in programming.


texts: What modifier or plugin does uneven mesh division?

texts: I know that this is a very strange question, but few mounts back I somehow made a box with uneven mesh and I don't remember how I did it. Probably used a modifier or plugin following a tutorial. Does anyone recognize or know what does that mesh division?


texts: How to turn off pressure sensitivity for grease pencil with a tablet?


texts:
I'm told you cannot texture and object in Blender and then upload the textured object into Second Life.
My work flow is Object > Unwrap > UV Map to Photoshop for Textures > Assign UV Map to Object > Export to Collada, selecting SL/OpenSim Static > Upload to SL.
Of course, the textures do not follow.  Am I missing a step?
If you can't upload a textured object, what is the use of the Operator Preset?
The other related issue is that when I upload an object to SL, in edit, I cannot select an individual face to apply a texture to.  It applies the texture to the entire object, regardless of selecting "Select Face."
I have mapped, not mapped, mapped each individual face, textured, untextured.  It always applies an texture to the entire object.


texts: Exported blender animation into unity is in the sky

texts:
I exported my animation into unity and when i viewed the animation it was 5000 feet in the air, so whenever i assigned it to a controller and the controller to the character in Unity, the character would go 5000 feet into the air and start playing the animation
https://gyazo.com/18ead471c9d3f6c1ad11f93ddf073765
Why is it doing this? All my other animations didnt do this so why now


texts: Blender for online human-movement visualization

texts:
I would like to know if I can use Blender to visualize human motion in an online manner.
In my setup, I will have motion capture system which will provide the position of some arbitrary marker (attached to a human subjects).
My goal is to use these marker position (given that I know where they are placed on the human subject) and use IK and visualize the human model on the screen.
I know that in Blender, we can import human models (made by MakeHuman) and play around with FK and IK.
My question: is it possible to run Blender continuously (for visualizing purposes) and use python script to send IK constraints (continuously) to the human model?
I know Blender/python allows for Socket communication. This way I can pass the position of the markers from motion capture to Blender. But I don't know (if possible), how I can set IK constraints.
I would appreciate it a lot if you guys could share with me some simple examples.


texts: Cannot see original object after using a blur node in compositor

texts: I am trying to make a blur (or a kind of haze) around a sphere using a blur node in the compositor. Currently, there is a blur but the object itself isn't visible. Is there a way to make the object visible? Thanks in advance!


texts: Is there a way to (Cycles) render fire with no emission?

texts:
I made a model that uses fire but i want the fire to be just a fire but wont emit any light on the other models. I'm using a Cycles render if that helps in any way.
thank you!


texts:
This is how I sofar define a class for a panel inside the tool shelve.

class ObjectLayer(bpy.types.Panel):
    bl_label = "ObjectLayer"
    bl_idname = "ObjectLayer"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Claas"

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

        obj = context.object

        row = layout.row()
        row.prop(obj , "layers")

Then I got this amazing script in how to show the modifier stack in the tool bar but it uses a very different format for declaring a class

import bpy
from bpy.types import Menu, Panel, UIList
from bl_ui.properties_data_modifier import DATA_PT_modifiers as PT_MOD

@classmethod
def poll(cls, context):
    return (context.object is not None)

def make_panel(name, poll, funcs):
    overwrites = {
        "bl_space_type": "VIEW_3D",
        "bl_region_type": "TOOLS",
        "bl_label": "Test",
        "bl_context": "objectmode",
        "bl_category": "Test",
        "poll": poll,
        "draw": getattr(funcs, "draw")
    }

    for f in dir(funcs):
        if f.isupper():
            overwrites[f] = getattr(funcs, f)

    return type(name, (Panel,), overwrites)

RigPanel = make_panel("OpenStudioAddRigPanel", poll, funcs=PT_MOD)

def register(): bpy.utils.register_class(RigPanel)
def unregister(): bpy.utils.unregister_class(RigPanel)
if __name__ == "__main__": register()

This is what I tried:

import bpy
from bpy.types import Menu, Panel, UIList
from bl_ui.properties_data_modifier import DATA_PT_modifiers as PT_MOD

class ObjectLayer(bpy.types.Panel):
bl_label = "ObjectLayer"
bl_idname = "ObjectLayer"
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'
bl_category = "Claas"

def poll(cls, context):
return (context.object is not None)

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

ob = context.object

layout.operator_menu_enum("object.modifier_add", "type")

for md in ob.modifiers:
    box = layout.template_modifier(md)
    if box:
        # match enum type to our functions, avoids a lookup table.
        getattr(self, md.type)(box, ob, md)

def make_panel(name, poll, draw, funcs):
overwrites = {
    "bl_space_type": "VIEW_3D",
    "bl_region_type": "TOOLS",
    "bl_label": "Test",
    "bl_context": "objectmode",
    "bl_category": "Test",
    "poll": poll,
    "draw": draw
}

for f in dir(funcs):
    if f.isupper():
        overwrites[f] = getattr(funcs, f)

return type(name, (Panel,), overwrites)

RigPanel = make_panel("OpenStudioAddRigPanel", poll, draw, funcs=PT_MOD)

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

def unregister():
bpy.utils.register_class(ObjectLayer)

if __name__ == "__main__":
register()

Traceback (most recent call last):
  File "C:\Users\info\Desktop\untitled.blend\Text", line 58, in
  File "C:\Users\info\Desktop\untitled.blend\Text", line 52, in register
AttributeError: expected Panel, ObjectLayer class to have an "draw" attribute


texts: Is there a way to remove hair particles in particle edit mode?

texts:
Is there some way to fully remove hair particles (e.g. with a brush) while in particle edit mode?

Ideally this would actually remove the particle, instead of e.g. making it tiny with the cut brush. The problem with cutting particles until they are invisible is that they will still affect child particles:

The above example uses interpolated child particles.

Blendfile


texts: Trying to replicate the threads on a jar for the company i work for. How to extend length of the wrap

texts:
This is our jar. Im trying to replicate those threads exactly. I did a screw modifier as a separate object.

Here is my model in blender

heres the file


texts: How to overdrop a video with black backgroud in the video editor?

texts:
everything is in the title ;).
How to make blender use black as alpha?


texts: Can not export animation that is not skeletal animation to Ogre

texts:
There are some animation in my .blend and there is no armature in it. So the animation in it is not skeletal.

I used "OgreDotScene Exporter" tool and NLA Hijacking to export my .blend into .mesh and .scene for Ogre using. But what I got is just .mesh.xml(can convert to .mesh) that not included animation.

Dose the "OgreDotScene Exporter" tool can only export skeletal animations? How can I export my animation mentioned above?


texts: Get Geometry Position in shader before armature is applied?

texts: I'd like to use the Position output of the Geometry shader node as if an armature has not yet been applied.  In the image below I'm trying to extract the z position to input into the wave texture node to make a ribbed tube, but I want the ribs to follow the armature curve instead of staying z aligned.


texts: Snapping doesn't work when moving UV Vertex to 1001/0-1 range

texts:
I'm trying to move a group of vertices to the 1001/0-1 range.

In a tutorial I've read that I could make the vertices snap so that I can't move freely. This is what I tried to enable.

To do that, I checked the option "Display->Normalized".
However, I can still move the vertices freely, in the screenshot you can see that it's for example at X: 1.313, Y: 0.325

How could I make it snap well? I think a snap of 1, 1 could be good.

In the screenshot you can see that I tried other values, for example 100, 100, but that had not effect, I think.

Could anybody tell me how to enable the snapping that I'd need?


texts:
Does a way exists to change the view of a batch render preview generated ? according to the documentation, It seems not but I missed maybe something ?

Especially I would like to change to an Orthographic representation with a different angle.

I'm previewing 2D Elements which are flat


texts: Can particles affect objects they collide with?

texts: I have set up particles that collide with a cloth object. That works fine, but the particle collisions doesn't deform the cloth object or affect it in any noticeable way. Is that something blender can't do or am I missing something?


texts: How to randomly assign color to objects in an array

texts:
I have this stack of 1610 bricks. The stack was built by starting from one brick, and then applying 3 consecutive arrays on it (3 dimensions).
I want each brick to be randomly assigned any of 4 fixed colors, but the node I came up with (picture) only seems to assign a single color to the entire stack.
What did I do wrong, or what is an alternative way?
PS: I want to keep the Arrays (if afterward I want to adjust the distance between the bricks, or the dimensions of the bricks)


texts: Hair particles are not fitting my fractal ground

texts:
I created an object composed of 6 different forms and I want it to simulate grasses and my plane that contains "mountains" and a generally altered surface (so its not a plane any more ^^).

When coming to add particles, my object does not fit the ground. If I use rotation and altered my Y axis object, I don’t have a pretty natural result, and nothing is sitting on my floor...


texts:
so weird issue, when I rotate the object using the gizmo, the object rotates fine. But when adjust the rotation in the transform panel, the rotation is all wrong. Any clue why this might happen? I've tried to fix it using copy rotation constraint but that didn't work. Please see gif and image for help ^^

https://imgur.com/gallery/dKYGMHt


texts: Alpha texture images appear lighter than the original image

texts:
I drew a cube in the 2D drawing tool and printed it out as a png file, and imported it into the blender using the Shift + A, Images as Planes function.
But here is the problem.
The imported image is lighter than the original image.

Please see the attached screenshot.
The image opened in Paint on the right is the original.
The Reference object next to it accurately displays the original image.
However, the three Image as Planes objects on the left are displayed lightly.

Perhaps the texture responds to the environment, but I wonder if even objects with shadeless and emit options react to the environment.
How can I solve this problem?

To help you write your answer, I have uploaded a blend file containing png images.

Screenshot for additional questions about Leander's answer :
The Color Mnagement> View Transform> Raw option causes the black and white alpha textures to appear the same as the original image, but for color images, the colors appear darker.


texts: Blender cycles glow on transparent background

texts:
I am trying to make an image similar to this one: https://i.imgur.com/EYI0mty.gif?noredirect

But with this model:
(removed link so I could post link to blend file)

However, I would like it to have a transparent background. I have found this question on here:

  Glow effect invisible on transparent background

And I implemented the second answer with the blue glowing cube, but this isn't the effect I'm going for. What I want is just the glow on the outside of the sign, but the above method generates a glow that also affects the black letters and outline, and gives it an "out of focus" or "squinting" look.

To achieve the red and white animation I am using a background plane and moving it from right next to the sign to far away, so the glow gets bigger. What I would like is to somehow keep this glow in the render but loose the plane and have a transparent background instead.

I would like to use blender for this because it's what I'm sort of familiar with, but since this a 2D image and not a model maybe it would be easier to render without the back plane and use GIMP or add the glow through post processing? I'm a total noob when it comes to nodes so any help or pointers would be appreciated. Thanks!

Here is the blend file:


texts: please give me an advice on how to add an attack animation in a middle of a running animation?

texts: How you guys do it? I created a running animation already but I wanted my character to attack while in a running animation too so do I still have to isolate the animation or do I create an attack animation inbetween the running animation keyframe?


texts: Rotation stabilization resulting in weird effect

texts:
I'm using version 2.92 of Blender and recently started learning it with the help of tutorials. This is what led to my problem:

I set up two track markers on an imported image sequence in the "Tracking" workspace.
I successfully perform the tracking of the markers all the way through the image sequence.
I successfully perform a "location stabilization" using the two track markers. This results in the video left/right and up/down on screen in order for the point between the two track markers to stay in one place on screen.

This to give some context.
Now, when I try to preform a "rotation stabilization" with the same two track markers, instead of the expected result (which, I assume, would be the image tilting to and fro to keep the rotation angle between track markers constant) I just get an empty image. Interestingly enough this image changes color when I scrub back and forth on the timeline.
What am I doing wrong? I haven't found any info so far about this anywhere.


texts:
Thanks for reading this. I'm working on an animation in 2.8 and am seeing something I've never seen before. It must be a setting I turned on without realizing it.

In the image below, you can see the playback head is on frame 128. However, when I move an armature bone, the keyframe is added to frame 158. I can't understand it for the life of me. I'm used to just making changes and they get recorded where the play head is.

Edit: a clue, if I click on frame 158 with the right mouse button, the playhead moves to frame 128. There's some kind of offset happening...


texts: 2.80, depsgraph, how to iterate over instances invisible in viewport

texts:
To my understanding, suggested method of iterating over instances in 2.80 looks like this

depsgraph = context.evaluated_depsgraph_get()
for ob_inst in depsgraph.object_instances:
    # smth

Unfortunately this method omits objects invisible in viewport (eg. hide_viewport property). How do I iterate over all renderable objects and instances?


texts: How to make an object emit light in Cycles?


texts: My character is rigged and armature works well except its unstable

texts: Some bones occasionally move in directions (basically middle spine bone out of three spine bones(pelvis included) which has IK applied) and it is different or not happening every time I view it, it also shows in renders. It is immediately fixed if clicked on another bone. happens a lot when scrubbing through timeline fast. Mesh is fairly high poly. This is kinda ruining the animation.


texts: How to tile a texture over a cube in cycles?

texts:
My issue looks like this:

The wood simply tiles improperly. I have given it a smart UV unwrap and basic texture coordinates and it is looking pretty bad. I want it to tile properly, as the texture should, and not in a random way as you can tell from the picture.
This is my node graph:

How do I get the wood to tile seamlessly?


texts:
I have a spaceship I have designed and want to import this in to Unreal Engine.   Unreal engine requires the ship to be pointing down the X Axis at the moment, mine is pointing down the Y axis.
How can I change the Axis so that the ship is pointing down the X Axis?


texts: 2.90 "keyword "apply_as" unrecognized" - Error

texts:
Using 2.90.0 Beta, I get a
TypeError: Converting py args to operator properties: : keyword "apply_as" unrecognized
I believe this is coming from a Boolean modifier:
    context = bpy.context
    scene = context.scene
    tX = scene.objects.get("tX")
    tCut = scene.objects.get("tCut")
    if tX and tCut:
        bool = tX.modifiers.new(name='bool', type='BOOLEAN')
        bool.object = tCut
        bool.operation = 'DIFFERENCE'
        bpy.ops.object.modifier_apply(
                {"object": tX},
                apply_as='DATA',
                modifier=bool.name)

What's interesting is it's mentioning two other python files:
Error: Traceback (most recent call last):
  File "C:\Users\"user"\Desktop\Blender2.90\2.90\scripts\startup\panel_sidebar.py", line 131, in execute
    modifier=bool.name)
  File "C:\Users\"user"\Desktop\Blender2.90\2.90\scripts\modules\bpy\ops.py", line 199, in __call__
    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
TypeError: Converting py args to operator properties: : keyword "apply_as" unrecognized

location: <unknown location>:-1

The panel_sidebar.py also contains the boolean function, but it wasn't being utilized. It throws a different error when it is utilized:
Error: Traceback (most recent call last):
  File "\panel_sidebar.py", line 125, in execute
    bool = tX.modifiers.new(name='bool', type='BOOLEAN')
AttributeError: type object 'tX' has no attribute 'modifiers'

The ops.py has never been touched. All of this has been working fine in 2.82 & 2.83. Thank you


texts: How to make custom easings and interpolations?

texts:
So I am editing an animation i am currently making (it's a house design plan, just if that helps describe a bit more about what im going to ask). So i have made the internal walls 'float' in, after a certian amount of time (at 50 frames). It looks great but when it stops it stops to fast, and doesn't look good. I can't provide a video showing what it looks like, but I'll try to describe it. It comes in and when it stops it just stops unnaturally, making it look really bad.
So I want to slow the animation down for when it comes to land, but I can't find out how to edit interpolations (I know it can be done, I've done it but in an earlier version of blender).
Thanks,
Artificial Engineer


texts: Part of model disappears when zooming out

texts:
When I go into camera lock mode and zoom out on my model. The distant parts grey out and disappear. Why is that?

Kind regards,

Maarten


texts: Rigged low poly charector deforms when moving

texts:
Whenever i try to move my Armature on my moddel it just deforms (See Gyazo underneath)
https://gyazo.com/7e69fd15d5ac351e89e700787c42935a
This is my first blender creation so there is a good chance i made a mistake while making the character


texts:
In Blender 2.71, I am trying to use the Blur compositing node to make some blue emitting lines have a glow around them.

Here is the render without the blur:

This is what I am getting:

This is what I want (blur done in GIMP):

So what is going on? It honestly looks like the Blur isn't sampling every pixel of the rendered image and is skipping large chunks. Is there any way to fix this?

Oddly, the cycles autorendered image does it correctly. Just not when I click the Render or Animate buttons.

Edit:
Here is the Blur Node I am using:

I'm actually using 3 of them, combining them with Add nodes. The three nodes have, for their X and Y, 10, 15, and 20.

I've tried all the other types of blurs beside Gaussian that are available in the drop-down. I've tried clicking all the check-boxes in the node. I've tried reducing the Image Size. Every attempt has had some form of patchy blur.

I did discover that if I increase the image resolution to 4 times that of normal HDV resolution, I can almost make the patchiness go away, at the expense of taking a very long time to render.


texts: As a present I got the Asus Geforce 210. I know that it is a very cheap graphics card, but is it possible to use it for cycles rendering?


texts: How to switch the object's parent from one bone to another? (grab, hold and drop object)

texts: I have a character wearing a mask, so at this point the mask is parented to the face bone. The hand will grab it from the face so essentially the parenting will transfer to the hand bone. How do I do this?


texts: Calculating edges and polygon indices in python numerically to build mesh

texts:
I can calculate the vertices and faces but how does one calculate edges and polygon indices numerically in python?
import bpy
import math

def parametricfunc(val1):

    # mesh arrays
    verts = []
    faces = []

    # mesh variables
    numX = 50
    numY = 50

    # fill verts array
    for i in range (0, numX):
        for j in range(0,numY):
            # nomalize range
            u = 8*(i/numX-1/2)
            v = 2*math.pi*(j/(numY-1)-1/2)

            x = 2*math.sqrt(1+u*u)*math.cos(v)*(val1/12)
            y = 2*math.sqrt(1+u*u)*math.sin(v)*(val1/12)
            z = 12*u/(val1/12+0.01)

            vert = (x,y,z)
            verts.append(vert)

    # fill faces array
    count = 0
    for i in range (0, numY *(numX-1)):
        if count < numY-1:
            A = i
            B = i+1
            C = (i+numY)+1
            D = (i+numY)
            face = (A,B,C,D)
            faces.append(face)
            count = count + 1
        else:
            count = 0

    return x, y, z, verts, A, B, C, D, faces

x, y, z, verts, A, B, C, D, faces = parametricfunc(val1)


texts: Fade soft body modifier off an object slowly?

texts:
I am nearing the end of a project, but I have run into a hurdle that I have been trying to solve for ages (sweating face emoji)

In the video a dragon has had a spell cast onto it making its body into a floppy 'soft body modified mess'

What I now need to do is fade this effect out, as by this point it has been healed.

It will be in free fall this whole time. Ideally it will just be a shape key or something like that I can insert keyframes for...  going from 1 soft body full affect to 0 soft body no effect.

I have tried using drivers and shape keys but nothing is really working and it is a bit beyond me I think.

reference:

Thanks!


texts:
I have this jointed arm model in this blender file.

First of all I am joining "left_arm" and "left_arm_ring_in_part" with ctrl+j after selecting both of them.

After that, I am selecting my new joined object "left_arm" ,switching edit mode and click on "remove doubles" button it gives "Invalid clnors in this fan!" warning twice after removing doubles. It doesn't seem problematic now but sometimes it gives that error almost 200 times repeatedly (e.g. while using "3D add-on" on this left arm for make manifold operation).

Does anybody know how to solve that ? Thnks in advance.


texts: Anyone knows the correct way of parenting the mesh to the rig?

texts: So, I got myself a robot and rigged it a bit, but when I parent the mesh to the rig with "automatic weights" it goes all laggy, so I think that automatic weights isn't the correct way of parenting this kind of robot, but what is?


texts:
I am working on an animation and am rendering it out as an image sequence, currently .png. However, .png loses a lot of the information native to the render, such as render pass data and so on. This makes compositing the image sequence after the fact a bit tricky.

What image format can I use to preserve this data so I can have all of the same options for my image sequence as I would for the Render Result?


texts: I want to render in square proportion. When i go to setting and adjust it never set in square. Always go in rectangle direction. How can i set my camera in square so that it render fast in that area only. Any suggestion or help or what setting i can use to set in a square.


texts:
What to setup if the emitter should take the objects based on the color where it comes out?

Sample: Icosphere should take the color of where it emits on cube.

There is one solution for images. How to setup this with color ramp?


texts: Front Flip Animation Messed Up Due To Quaternion

texts:
I made a front flip animation for my character however when I play the animation, the character goes to the keyframes, but once it gets past the second to last keyframe and goes to the final pose, it rotates all the way back around the opposite way.
Now I was told that its due to the bones on the rig being set to quaternion and I needed to set them to euler, however, I have found when I did that it messed up the animation.
What could I do?
https://streamable.com/kphuab


texts: Is there a way to smooth lighting/emission?

texts: Ive rendert in Eevee with 1000 sampels and 4k res but my lighting seems to be idk just not smooth? what do i need to crank up so that it is smooth? (sry for my bad english btw)


texts: I baked a smoke / fire simulation and then created this animation. After that I rendered an image of one frame and that image looked ok. After that I wanted to render some other frames and each time the rendered image was unsharp. I am not aware that I changed something and I also did not Free Bake. how can this happen ? This is one of those unsharp images.


texts: Get light position in shader for 2D lightning

texts:
I'm trying to replicate an effect/shader I've seen used in Ori and the Will of the Wisps, a videogame. Basically it's a 2D game with real-time lightning. The lightning in 2D is achieved by having various versions of the sprite with light drawn-in manually at various angles and then based on the position of the light source, two or more drawings are blended together to create the final lit sprite. This effect is not normal map based, so just dropping a light in the scene would just give flat lightning to everything. I wanted to replicate the effect in Blender because I think it would be interesting. I was thinking about trying this in both Cycles and Eevee.
From my googling and trying stuff in the shader editor though, I haven't found a way to feed the light position in the shader. I've seen the Light path node, but from my understanding it's just a boolean that says if a ray is of a certain type or not, without info on the location where it's coming from.
Is there any way to achieve this?


texts: problem with random scale of texture in object

texts:
I am having a problem with the texture scale.
I'm starting my studies with blender and I'm trying to create a brick texture. But I am unable to insert a standard scale for the entire object.


texts: Blender Python: Access Selected Collections?

texts: How would I go about accessing the list of selected collections? It seems as though the selection state of collections is something specific to the Outliner? But I can't seem to find anything in the API docs about a selection list that would contain collections.


texts: How to keep a mesh in the same location relative to its parent mesh?

texts:
I am currently doing the donut tutorial and I'm trying to model M&M's for the particle lesson. The M&M's are modeled using a cylinder and a text that is converted into a mesh, with the text (the "m") awkwardly placed in the center of the cylinder:

However, when grouped together and used as particles it results in:

How do I make it so that the text mesh is in the same location relative to the cylinder mesh; I don't want to join them because they result in the connecting vertices distorting the text a little. I think I have to use an object constraint but I'm not sure which one is appropriate for this example.


texts:
I am pretty new to blender and it looks like i have "killed" some default settings. I have no idea how to fix this.
i just marked an object, press s to scale...and just some axis are scaling but not the sphere!? what happened? what did i do!?
movie here:
https://www.dropbox.com/s/cet24v9jfekajud/sphere_not_scaling.mov?dl=0


texts: Diffuse baking - extremly weird result (cycles)

texts:
I try to bake the diffuse map of my box model in cycles render engine, but I get extremly weird results:

I made a short video:
https://youtu.be/bwoLJ8psZ2E

This is my model:

it is a model which consists of multiple smaller models which I have joined at the end, thus it has multiple materials:

First I created a new UV-Map and choosed Smart UV-Layout.

Then I created a new texture in the UV-Panel

Next I hit bake:

This is the result:

...and if I select the original UV-Map then it looks like this now:

I am not sure why this does not bake as expected.

If I do the same method with another model which has only one material, then it works without problems.


texts: How to select linked flat faces directly?

texts:
Usually we must select (at least) one face

and then "Select Linked Faces" to get selected like this

Is there any way to select linked flat faces directly once you click on face?
like Alt + LMB to select edge loop quickly.
[EDIT]
Here the example that what I mean,
that is selection feature on rizomUV.
but its possible to do that in blender?


texts: Rendered image/video loses material and lighting

texts:
The blender model when rendered as an image or animation through the top menu bar doesn't display most material and light elements. (image 1)

Although when viewing the model thought the view-port at the bottom of the stage as a render preview, it show all the correct lighting and material elements. (image 2)

I can't seem to find the setting/s to enable all materials and lighting effects to be displayed during rendering via the top menu bar.


texts: Vertex Normals Not Facing Correct Directions

texts:
I was in the process of modelling a part, but then noticed that the faces were not being shaded properly (smooth shading with auto-smooth normals). Upon closer inspection, all face normals are in the correct direction but the vertex normals do not seem to be correct. Recalculating normals does not appear to fix the problem. How do I recalculate the vertex normals?
I am unsure of the modelling steps that lead to this shading issue and have not successfully replicated the issue.
I am aware that it would not take very long to remodel the part but am curious about this issue.


texts: Applying a material to a model which has preassigned materials

texts:
I exported a model from Cinema4d into Blender. I exported it as an FBX file and in the file, there are already predefined textures:

This is how the model looked when I imported it into Blender:

Any idea on how I assign the specific materials to the specific areas such as the head and the body?


texts:
How do I make a curved surface cube?
Thank you for any help you can provide!


texts: How to get a good lightmap bake in Blender?

texts:
Edit: Thanks to @Leander we figured out that's the right way to do what I'm trying to do is baking 'Combined' and replacing the base color with that. It gives the right results and doesn't seem to take longer to bake. I'll post a better answer once I've wrapped my head around all of it exactly.

I'm looking for some help on baking a lightmap. What am I doing wrong?

This is my scene in cycles:

This is my baking result with a 2048x2018 texture (notice the harsh shadows on the cube and sphere, and the faceting on the sphere even though it's set to shade smooth):

My UV layout (all objects are merged into one, for simplicity):

UV layout (details of the sphere, to show that my faces aren't overlapping and are clearly separated by about 2 pixels):

And finally my settings, sampling is fairly low to reduce baking time, I don't mind having noise for testing purpose, the problem is the harsh shadows and the faceting. Don't suggest subdividing the sphere please, I'm just testing for another project, this scene would work fine in an Unreal 4 light-map bake so it should also work fine in Blender I think. Changing samples won't fix those 2 issues.


texts: (Noob question) preparing the model for sculpting

texts:
I have a very simple low-poly mesh, and I want to sculpt on top of it to add fine detail. I would like to automatically subdivide the mesh to prepare it for sculpting, but the faces of the model are uneven in area, so selecting everything and clicking “subdivide” a few times results in a very uneven mesh, with a very high resolution in places where I would prefer it to be way lower, and vice versa.

What are the in-built Blender tools to control the resolution? For example, if it could subdivide automatically with resolution proportional to the area of each face, that would already be fantastic.


texts: Is it possible to have Blender render rays of light that fade away?

texts: I was wondering if it's possible to have Blender render visible light that fade away the farther it gets from the light source in Cycles render?


texts:
I am a surveyor looking to use drone generated point clouds or 3D pdf's of a landscape and add a visual path or vector to demonstrate an official route through the modelled landscape.

Does Blender allow for the import of a las or 3D PDF simplified mesh file which can then have the path added to it?

I am a beginner to this type of modelling so please bear it in mind when answering!

Many thanks


texts: Merging an array of paths to be used as a curve deformer

texts: I am trying to make an array of paths to create something like a repeating wave pattern. The final pattern will be very long and would be a pain to do manually. What I want to be able to do, is merge the array of paths together, so it can be used as a curve deformer for another array of objects. This picture shows a simplified version of the problem. Currently the array of objects ends at the end of my initial (pre-array modifier) path. I am guessing it is thinking of each path as a separate object, but I need it to behave as if it is just the one. I have tried using the merge option in the array modifier, as well as the weld modifier, but neither have worked. Any ideas how this could be achieved?


texts: What is the most computationally efficient way to make ripples?

texts: I know you can use Dynamic Paint as well as Fluid Simulation with Force Fields to make ripples. I'm sure there are other ways as well. Which way is the least memory and processor intensive of these?


texts: How to display the "animate property" diamond keyframe insert button (2.8x)

texts:
I am making a custom panel for a rig and I would like to be able to easily insert keyframes on my rig properties the same way we can already do in the default properties panel.

I'd basically like to add these buttons:

As you can see, I already tried to implement them but I can't get them to work properly:

Q: How to implement/draw these buttons for custom properties?