texts: Importing webm video with transparency to the VSE removes the transparency

texts: In an effort to cut down on file size, especially for archiving purposes, I've attempted to render out my old project's PNG sequences into .webm files with RGBA selected because of the transparency.  Problem is, when I load the new RGBA webm file into the Blender VSE, the alpha channel is replaced with black, and I can't seem to figure out how to get it to recognize the alpha channel.  Is this is a bug in Blender?


texts: How can I programmatically insert a new grease pencil object (svg) at coordinates/rotation

texts:
I'm trying to create and place a series of sketches from a tablet to a blender file. I know where they should go in 3d-space. I am trying to construct a python script to input a file name and coordinates then place thing at location.
From some code I found (https://blender.stackexchange.com/a/166492/2586). I think this is very close. The script leaves off at allowing the user to draw. Instead I want to import a file.
import bpy
context = bpy.context
space = context.space_data

# Create material for grease pencil
if "Bright Material" in bpy.data.materials.keys():
    gp_mat = bpy.data.materials["Bright Material"]
else:
    gp_mat = bpy.data.materials.new("Bright Material")

if not gp_mat.is_grease_pencil:
    bpy.data.materials.create_gpencil_data(gp_mat)
    gp_mat.grease_pencil.color = (1, 0, 0.818649, 1)

# Add grease pencil object
gp_data = bpy.data.grease_pencils.new("Bright Pencil")
gp_ob = bpy.data.objects.new("Bright Pencil", gp_data)
context.scene.collection.objects.link(gp_ob)
if space.local_view:
    gp_ob.local_view_set(space, True)

for ob in context.selected_objects:
    ob.select_set(False)
gp_ob.select_set(True)
context.view_layer.objects.active = gp_ob
bpy.ops.object.mode_set(mode='PAINT_GPENCIL')

# Assign the material to the grease pencil for drawing
gp_data.materials.append(gp_mat)

next instead of bpy.ops.gpencil.draw(wait_for_input=False)
can I do something like bpy.context.image_paint_object or bpy.ops.object.load_reference_image
or otherwise import an SVG image and set the rotation of it? can I add a frame number for animation?


texts: How do you execute bpy operations in the python console that requires you to hover your mouse over the 3D view port?

texts:
I just want to enter bpy.ops.view3d.snap_cursor_to_center() in my python console just to see how it works.

I am getting the error:

"RuntimeError: Operator bpy.ops.view3d.snap_cursor_to_center.poll() failed, context is incorrect".

I know I have to make sure my mouse cursor is hovering over the 3D viewport to execute this, but if move my mouse cursor over to the 3D viewport I can't press enter on the python console. This question sounds super stupid I know, but I just can't figure it out.


texts: Help with shading error (NPR material, EEVEE shader + png texture overlays)

texts:
[rendering on CUDA. GeForce RTX 2080ti + AMD Ryzen 9 3900X]

I'm having an issue with a ganon model I'm making for a friend. I have this weird pixelation overlay on certain parts of the model. I can't find if it's an issue with the model itself, the NPR material that I have transparent images overlaid onto or something else. I'm relatively new to this whole thing. I tried to omit the png overlay textures from the node tree but the pixel overlay still happens. The nips are a png texture (that also is overlaying weirdly with a white border,) and the scar on his sternum is made with a normal map and a png.

The pixel overlay I'm talking about is on the right part of the chest, lower lip and extends to the abdomen.

Here's a dl for the .blend file.

Also I'm really sorry how terrible my model alterations are, UV's and my texture work, it's still a heavy work in progress. I would start all over but I'm really happy with how I edited the MakeHuman sculpt so I'm overly hesitant to do so.


texts:
I was looking at this post (How to add a Particle Texture?) and was wondering if it were possible to set the particles to random image textures such as playing cards.

Currently, I have a particle emitter that just shoots out card shaped cuboids. Do I
need to add each individual card texture to the particle texture tab and add texture randomisation there or do I need to set up the Dupli Object (render tab of textures) to randomise the textures? Ether or I'm not sure how to achieve texture randomisation. Is there a way to do this?


texts:
im modeling a robot and want to have a hydraulic jack on the back of the leg
how can i rig that?


texts:
Brand new blender user with no experience, trying to map a texture to a single side of a cube for an animation. I am having an issue where the black areas of the image end up looking white when applied to the object. The preview of the texture looks correct, but the material preview, as well as the actual render do not.

I have tried messing with all the settings, but no luck. What am I doing wrong?


texts:
Is there something like cage mesh deform, but instead of the cage being larger, it is smaller than the mesh to deform?

The only similar effect I know is the envelope deform that armatures can have, but ideally a mesh of any shape would emit this envelope.

Note — Not shrinkwrap, I don't want volume loss or snapping to surface.

EDIT

Adding more detail:

An example could be a Skin/Skull set up. I want the internal skull to influence nearby skin vertices. Shrinkwrap wouldn't work as it would collapse the skin down to the skull shape. I know shrinkwrap has vertex groups to isolate the effect, but that is far more work and this is the best example I can think of.


texts: Blender Particle system within another particle system

texts: I want to place trees on a landscape in Blender using a particle system. The problem is that the trees already have a particle system for the leaves, so it does not work together. What can I do to solve the problem?


texts:
I mean something like

I saw an animation, in which every text has multi-layers, and every layer rolls to a cylinder at different speed

thanks


texts:
This seems to be a pretty typical problem. But reading many threads did not yet help me to find a solution.
I want to model a supposedly simple object. Unfortunately, the attached image is magnified. I have no idea how to make the image smaller. Looking at a smaller image makes it easier to understand the form.
I first tried to subdivide a base cube and model the cutouts, but this was not very successful.
The closest I came was using a boolean. However, I am not able to bevel the borders of the cutouts, regardless of the order of the booleans. When applying the boolean the geometry does not look too bad, but I still can't bevel the borders of the cutout, neither using a modifier nor directly.
I attach two .blend files: one with the boolean present, and one with the boolean applied. The design sketches can be found as empties in the .blend file.
Edit: @Chris. Your proposal did not help. This was my first idea as well. But if you look at the resulting topology after applying the boolean does not look too bad. I added another screenshot.

.blend files


texts:
I'm sure this is a fairly common issue, but I have yet to find a similar question to my plight- and I am also extremely new. So I have this model I made entirely in edit mode, and I rigged it using the rigify addon with the metahuman option. I connected the rig to the model with the automatic weight option. Everything works perfectly, even the fingers, but the legs for some reason distort and break whenever I try to pose them. As you can see, the model rig in resting position...

...And then after that, the model with the leg posed.

Is this an issue with my mesh, my rig, or maybe my weighting? It's not too urgent, but I would like to see it resolved.


texts:
So, I have a VRM that I've exported into a GLB file as of now. Issue is, the eyes iris or pupil isn't movable because of it's pupil being flat, and it's a texture. I've looked up ways to fix this like AnimAll but I don't get it, and it's not really helping.
Anyone know how to fix this?
--
The thing is, I'm new to the software so I don't know where it is.

I'm in UV Editor, But I have no idea where the UV Warp is, I'm very new to it.


texts:
This is how my Textures look in Default Mode:

and this is how they look in Render mode:

how can i get my textures in Render Mode as sharp as they are in Default Mode?

I've Read that you can change the interpolation of textures somewhere, but i can't find them. I'm using Blender 2.79b.


texts: How to Make an Eye Target Bone Move Eye Bones? (Flat Eyes)

texts:
First let me start by saying something that might help get rid of any confusion.  I made all the bones look like curves.  I will be calling these "bones" rather than calling them curves for this post to also help get rid of any confusion.  Please refer to the photo to help you understand what I'm doing.

So, I need the character's eyes to look at the target bone.  There are some things that I do not want to change so please don't share a method that will require me to change one of the following:

1.) The pupils are flat cylinders that I want to move around on the lens.  I want them to be cylinders, I know there are other ways of creating pupils on a character but this is what I think is best for this character set=up.

2.) I want the eye bones to be close to his eyes so I can move them easily when I don't need the target in certain situations.  Actually, controlling the eyes with individual eye controls and being able to switch between that and an eye target is a common thing in rigs.  Anyways, I want to keep the eye bones.

3.) I want the target bone to move the eye bones, but parenting is not how it should be done because if you want the character to look far left or right and move the target to where it the character would be looking, the pupils will actually go out of his lenses.  So there needs to be some kind of thing, if the target is far away from the eyes and the target moves a lot, it will only move the eyes a little, but if the target is close to the face, it will move the eyes almost as much as the target gets moved.

You see what I'm trying to do?  I just want the character to look at the target when I'm animating with the target, but the target moves the eye bones.  When those eye bones move, that moves the pupils on the eyes.  That way I can choose to animate the eye bones themselves, and/or the target, to move the eyes.

Does anyone know how to do this?  Thanks.


texts: I've been having a problem in the software recently, and it's been bothering me a lot.  I accidentally either opened this console or expanded it from the top, (currently empty as I just reopened the file, didn't help, ) and it wont close or shrink.  (see picture below)  I've looked at other guides similar to this, and nothing's helped.  The main problem I've had is that any time I try to merge it, it just creates a new ribbon with file, render, etc., and no guides cover this topic.  I don't know what to do, and can't find any guides, so I hope you can help!


texts: How to setting nodes for making a shop sign (lighting)

texts:
This is the model I made

How to setting nodes for making shop sign if I want the shop sign lighting in the dark .Like the picture down below

So I don't know how to let my texture light.
Thanks for helping me !!


texts:
I have various bounding boxes (lets say 1000 boxes) to which i want to copy my geometry. How do i possibly do this?

Its similar to copying objects from two points. (like moving from centroid of this object to the centroids of the bounding boxes.


texts: material distributed based on mesh and not on vertex

texts:
My Question is about materials. I want to create a T-Shirt, who has this pattern on like show in the Picture. My Problem is, that want to have the "Image Texture" based on the mesh, and not based on the density of the vertex. So that the Pattern is evenly distributed.

Here the pattern is evenly distributed

Here it isn't
(In the two pictures I showed you two times the Note Editor. I did this because you only need the first three Nodes, but I thought, perhaps do you need all.
edit 1:

Here you see the unequal spreading of the pattern over the T-Shirt
(After UV-Mapping(@Bruno)
edit 2:

I finally approche to the result that i want to have. I have to us smart uv protection. But as you can see in the image, it has a few places, with not perfect patterns, as under the armpit. How can i fix them?


texts: why does my smoke animation shown in the viewport shading but not shown in the render shading

texts:
this is the tutorial that I followed https://www.youtube.com/watch?v=k8lHVnQdtSA&t=615s
I did everything on the blender 2.8, but I did not see the buttom that enables the volumetric render, and I dont know if that is my part of the problem.
Here is some setting that I took, and the screen that shows the volumetric render option but not the buttom that can enable it


texts: Move packed images to external library with Python

texts:
I have blend file with packed PBR materials loaded into node-groups.
I'd like to transfer all images (about 2GB) to external file and only keep material + node groups + displace modifier with link to new file. (Or transfer material with link to current file with images).
I tried something like that:
def save_lib():
    data_blocks = {*bpy.data.images}
    bpy.data.libraries.write("Textures.blend", data_blocks,relative_remap=True, fake_user=True)

but this not replace existing images with linked (nodes and textures in current file).
Next I tried
def save_lib():
    data_blocks = {*bpy.data.materials,*bpy.data.node_groups,*bpy.data.textures}
    bpy.data.libraries.write("Materials.blend", data_blocks,relative_remap=True, fake_user=True)

But it not transfer images links to current file.
Heave You any idea how to transfer this data between blend files?


texts:
Coming from 3ds Max I was wondering if it's possible to inset a group of faces. The result I would like to achieve (using 3ds Max):

This is the result I get using the inset tool in Blender:


texts:
I was wondering if it is possible to automatically cut an object depending on the transparent parts in it (alpha map)
Is it possible to be cut automatically without using a Boolean mod or knifing?
I was searching on YouTube and Google but couldn't find anything, even searched on this website, I can provide screenshots of what I want to do if needed.
Thanks in advance!


texts: So i'm following CGMatter's tutorial on procedural lava, but when I put the displacement on the sphere, the top is weirdly twisted, and also the rest of the displacement is pointed in one direction, not uniform. I have adaptive subduvisions enabled for the sphere.


texts: What does scene.objects.unlink really do?

texts:
From the Blender Python API:

  unlink(object)   Unlink object from scene

  Parameters: object (Object, (never None)) – Object to remove from
  scene

Does the object directly get removed from the scene or rather the ObjectBase which links to the Object and hence the Object gets removed too?


texts: python subprocess to ffmpeg/ffprobe errors

texts:
i'm having difficulties on an addon to help importing and organizing files in the VSE timeline. Basically, i want a little function to retrieve media informations, and return them. I found a lot of piece of code to do that online, but they all returned same kind of errors... Here's my code function :

import bpy
import subprocess
import shlex
import json

# function to find the resolution of the input video file
def findVideoMetada(pathToInputVideo):
    ffpath="C:\\Program Files\\ffmpeg-3.3.1-win64-static\\bin\\ffprobe.exe"

    cmd = ffpath+" -v quiet -print_format json -show_streams"
    args = shlex.split(cmd)
    args.append(pathToInputVideo)
    # run the ffprobe process, decode stdout into utf-8 & convert to JSON
    ffprobeOutput = subprocess.check_output(args).decode('utf-8')
    ffprobeOutput = json.loads(ffprobeOutput)

    # prints all the metadata available:
    import pprint
    pp = pprint.PrettyPrinter(indent=2)
    pp.pprint(ffprobeOutput)

    # for example, find height and width
    height = ffprobeOutput['streams'][0]['height']
    width = ffprobeOutput['streams'][0]['width']

    print(height, width)
    return height, width

file="C:\\Users\\tonton\\Documents\\TAF\\CODE\\work Blender Edit\\test sequence\\test_002.JPG"
print(findVideoMetada(file))

And here's a screenshot of the error,

i tried to put raw strings, to do several things to avoid spaces in the cmd launched by the subprocess, but it doesn't work...

Any idea about a solution ? :)
Thanks a lot !


texts: How can Blender be augmented to display color critical and accurate results?

texts: If I need to use Blender within a colour-accurate workflow, what do I have to do to set that up (including hardware calibration, etc)?


texts:
I am trying to create a scene in SOFA (Simulation Open Framework ) in which I require to specify  a .msh file(mesh topology)  for a .obj file(model).

Is there any way to generate a .msh file  in blender or a way to convert obj to .msh.

torus.msh


texts: Why does Blender crash when trying to place objects with 'threading.Timer()'?

texts:
I'm trying to make a simple program where 15 spheres are randomly placed into a 20x20x20 volume, then after two seconds it clears all the spheres and places another 15 randomly.

It will place the first 15 spheres fine after two seconds, then after another two seconds blender closes.

Any help with this is much appreciated.

import bpy
import random
import threading

def place():

    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete(use_global=False)

    for i in range(0,15):
        x = random.randint(-10,10)
        y = random.randint(-10,10)
        z = random.randint(-10,10)
        bpy.ops.mesh.primitive_uv_sphere_add(location=(x,y,z))

        bpy.ops.object.modifier_add(type='SUBSURF')
        bpy.context.object.modifiers['Subdivision'].render_levels=0
        bpy.context.object.modifiers['Subdivision'].levels=0

        timer = threading.Timer(2.0, place)
        timer.start()

    return None

place()


texts: How can I fix an unintended hole in my mesh?

texts:
I've created a hollow object with a Boolean Difference, but it has left a hole in the mesh that I can't seem to fix. There are no vertices on the periphery of the hole itself, and it extends across two faces at right angles to each other.

When I look inside the hollow (as far as I can), I see that there are "shadow" connections between vertices that I would have expected to be unrelated.

I've tried manually reducing the NGON faces to quads and triangles, but it's had no effect on the hole. I've tried Mesh > Cleanup > Fix Holes, also with no effect. I've tried to Beautify the affected faces, again with no effect.

I've attached a link to the file in a state prior to my messing around trying to fix it (approx. 10MB)

Link to the .blend file, approx 10MB


texts: Is there a way to set up a ‘rain’ of cubes (randomly varying in size, starting location etc.) to fall one after the other?

texts:
I would like a steady stream of cubes of different scales, starting positions, and rotations to fall one after the other for at least a minute. Is there a way to set this up without manually placing 1000 cubes above my scene and timing their individual falls?
(All cubes will also be rigid bodies and will be interacting with one another as they land, ultimately ending up in a big pile.)
Thanks.


texts: After having converted the grease pencil strokes to a mesh I can't add any texture in texture paint mode

texts:
I've watched this tutorial about grease pencil in blender 2.8 by Paul Cageggi and I've got the idea to apply over the car a texture of a real car found on internet using the projection painting tecnique.

In Object mode, with the stroke object selected I hit the W key and then I selected the option "convert to mesh",as suggested in this post.

As soon as I have converted the strokes to a mesh,I have switched from layout to texture paint and then I tried to add a texture,as suggested by this tutorial,but surprise,I can't do that. I have no "texture paint" option and I can't add any texture,as you can see below. Can you explain to me why ?


texts:
I am trying to create three toggle widgets to work together.  The workflow I am trying obtain is when one toggle is clicked the other two toggle widgets get their states set to False programmatically.

import bpy

def toggle_ui(a_bool=True, b_bool=True, c_bool=True):
    bpy.data.scenes['Scene'].type_a=a_bool
    bpy.data.scenes['Scene'].type_b=b_bool
    bpy.data.scenes['Scene'].type_c=c_bool

def tgl_a(self, context):
    print("my test function", self)
    print(self.type_a)
    # toggle_ui(True, False, False)
    bpy.data.scenes['Scene'].type_b = False
    bpy.data.scenes['Scene'].type_c = False

def tgl_b(self, context):
    print("my test function", self)
    print(self.type_b)
    # toggle_ui(False, True, False)
    bpy.data.scenes['Scene'].type_a = False
    bpy.data.scenes['Scene'].type_c = False

def tgl_c(self, context):
    print("my test function", self)
    print(self.type_c)
    # toggle_ui(False, False, True)
    bpy.data.scenes['Scene'].type_a = False
    bpy.data.scenes['Scene'].type_b = False

bpy.types.Scene.type_a = bpy.props.BoolProperty(update=tgl_a)
bpy.types.Scene.type_b = bpy.props.BoolProperty(update=tgl_b)
bpy.types.Scene.type_c = bpy.props.BoolProperty(update=tgl_c)

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_context = "object"

    def draw(self, context):
        layout = self.layout
        layout.prop(bpy.data.scenes['Scene'], "type_a", text="a")
        layout.prop(bpy.data.scenes['Scene'], "type_b", text="b")
        layout.prop(bpy.data.scenes['Scene'], "type_c", text="c")

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

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

if __name__ == "__main__":
    register()

Whenever I run this bit of code and click on any toggle widget, Blender explodes. It would be great if some one can nudge me in the direction on how to set this up properly in Blender.

Thanks in advance.

A.Kal


texts: How does blender really save a blendfile?

texts:
While working on a blendfile that is approximately 1GB and consists of many different objects, groups, materials, particle systems, etc.
When saving your file, does blender overwrite the entire 1GB blendfile or does it simply add, change or subtract certain data to the repository?


texts:
I am building a simple python script that creates a plane with an image (image as plane addon). I call blender by the command line :

blender -P pattern_blender_smartphone.py

Here is the content of pattern_blender_smartphone.py :

import os
import bpy

def initScene():
    file = os.path.abspath('C:/Users/John/PycharmProjects/untitled/cowboy_bebop.jpg')
    bpy.ops.import_image.to_plane(
        use_shadeless=True,
        files=[{'name': os.path.basename(file)}],
        directory=os.path.dirname(file)
    )

initScene()

When i execute blender by the command line with this script i get these errors :

========================
   SCRIPT STARTING
========================
Error: Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons\io_import_images_as_planes.py", line 320, in execute
    self.import_images(context)
  File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons\io_import_images_as_planes.py", line 333, in import_images
    self.set_image_options(img)
  File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons\io_import_images_as_planes.py", line 449, in set_image_options
    image.use_alpha = self.use_transparency
AttributeError: 'NoneType' object has no attribute 'use_alpha'

location: C:\Program Files\Blender Foundation\Blender\2.75\scripts\modules\bpy\ops.py:189

Traceback (most recent call last):
  File "<string>", line 1, in <module>
  File "<string>", line 43, in <module>
  File "<string>", line 11, in initScene
  File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\modules\bpy\ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons\io_import_images_as_planes.py", line 320, in execute
    self.import_images(context)
  File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons\io_import_images_as_planes.py", line 333, in import_images
    self.set_image_options(img)
  File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons\io_import_images_as_planes.py", line 449, in set_image_options
    image.use_alpha = self.use_transparency
AttributeError: 'NoneType' object has no attribute 'use_alpha'

location: C:\Program Files\Blender Foundation\Blender\2.75\scripts\modules\bpy\ops.py:189

Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons\io_import_images_as_planes.py", line 320, in execute
    self.import_images(context)
  File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons\io_import_images_as_planes.py", line 333, in import_images
    self.set_image_options(img)
  File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons\io_import_images_as_planes.py", line 449, in set_image_options
    image.use_alpha = self.use_transparency
AttributeError: 'NoneType' object has no attribute 'use_alpha'

location: C:\Program Files\Blender Foundation\Blender\2.75\scripts\modules\bpy\ops.py:189

location: C:\Program Files\Blender Foundation\Blender\2.75\scripts\modules\bpy\ops.py:189
Read new prefs: C:\Users\John\AppData\Roaming\Blender Foundation\Blender\2.75\config\userpref.blend
found bundled python: C:\Program Files\Blender Foundation\Blender\2.75\python
Saved session recovery to 'C:\Users\John\AppData\Local\Temp\quit.blend'

Blender quit
AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead

I have already tried to execute a blender instance and run the script with the GUI and it works but when i launch it by the command line i get errors.
Have you guys any ideas why it doesn't work?


texts: I made this character with a mirror modifier (I just mirror the whole character), and now I have added an armature inside of it. But the weight paint is also mirrored. I want to make my character move in a none symmetrical way, but everything I do on one side, is always mirrored on the other.


texts: Double simulation time to achieve 0.5 speed effect (slow motion)

texts: I have a rigid body simulation set up, but I would like to double the simulation time; each frame in the last simulation, should last 2 frames now. I keep the same frames per second, to achieve the 0.5 speed effect (so actually scale time by 2. Does someone know how to do that? Thanks :)


texts:
I have been advised to download cuda and I downloaded nvidia cuda version 6.5,yet the cycle compute showed none. what should I do?  Help me please.
I'm using windows 7  im trying to enable graphics card nvidia geforce 320


texts:
Bendy Bones is an impressive tool but i can't export it to UE4.
Do you have any alternative way ? If you have it, can you explain me ?

Thanks !

Here's my file.

Link - File address

I tried something like this but the Beziercurve doesn't follow in pose mode.

PS: i would like to create an animation and then export it to UE4.

Thanks !


texts:
I am currently working on a Lamborghini as an assignment, and while I was working on the textures for previewing, I encountered an issue with the glass. For some reason, the objects in the interior have their position and shape warped by the glass, as seen in the example below.

Another issue this causes is that when there are multiple windows within view, the parts of the interior objects don't appear as if they would actually connect to eachother.

So far, I have tried adjusting the lights, adding thickness to the glass (which didn't work, so I removed it), and altering the material for the glass, but nothing I've done so far has worked. I'll provide my node setup for the glass below, and you can download the blend file here. Thanks for the help!


texts: assigning multiple shape keys to drive multiple shape keys

texts:
I am doing facial motion capture for a short animated film. The captured model of the actor has a bunch of shape keys that then drives the shape keys on the character model. This works great but it is very time consuming to set the drivers manually for all the shape keys when there are 40 of them. Not ideal for making a quick change to see how it looks. So I am wondering if there is a way of selecting all shape keys and assigning them to all shape keys on the character model. I have seen this function in other programs that works if you have all the shape keys labelled with the same names. Do you guys know of a way I could do this in blender?
Very much thanks


texts:
I've weight-painted my modell, but have problems with some vertices. I don't find the bones, which do the deformation of some vertices.

Is there a way to find and select vertices and see the weight, and with which bones it is linked?

Thanks

Michael


texts: Using Particle systems on an Array Modifier's Cap

texts:
I'm new to Stack Exchange, but I've been using blender casually for the past year, or so
I'm currently working on a city, for the purpose of learning and fun.
To save myself from building a lot of buildings to fill it with, and to give it some nice variety, I've built an organic Building, in a way, using the Array modifier, I have 5 floor types, capped with  roof and first floor.

This has worked very well for my city purposes, so far, but I've run into a problem and I'm stumped.

I've been using a particle system emitting a lot of hair, which renders as a random building from a group of buildings, on vertex groups to create the city, and I thought I'd transfer that system to the roof cap, so to make each building have a semi-random roof. It works!

Except, it doesn't. Since I've been using an Array modifier to make the buildings, it would appear as though no particle systems are transferred to the cap, similarly to how Materials are not stored, only Material indices.

I've been playing around with it, but to no avail, my roof caps have no Maintenance Entries.
Is there a way around this? Preferably one that won't eat my already low-spec PC into the ground.
Am I doing something wrong, maybe?
Any help would be appreciated.

Update:
I've since discovered that adding a particle system to the array object allows the maintenance shaft to exist on it, however, it's placement is completely unpredictable and uncontrollable.

Adding children to it seems to grant a small amount of control, however it's placement is still largely mysterious.

I'm including a test file with 3 basic buildings on a block using the same system as my city. There is extra info about the systems within it.

Update #2:
I've since managed to get the maintenance entries to appear on the roofs of the buildings. I've done this by adding the particle system to each building, as well as changing the original vertices to faces. I then assigned the vertex group with index 2 to the particle system.

For some reason, the lone vertices and single edges behave strangely, but faces are predictable.

However, the city generation system still does not show them.

Attempting to apply the same system used on the building group, to the city, results in this:

A lone Maintenance entry on the same location as a building.

This is a new file with my progress added:


texts: Environment texture having very low resolution in reflections

texts:
I am using a 3600x1800 environment texture to cast reflections on a completely reflective sphere, but all the reflections show up in very low resolution. If I turn on "Rendered Viewport Shading" and pan around I can see the background as having the correct high resolution.

What do I need to do to get the reflections to show properly?

Update: after both increasing the resolution and turning on smooth shading on the sphere, as was suggested in the linked answer and comments, I was able to get the desired result.


texts: Cannot implement a group of keyframes into an new action then import it to another blender

texts:
I am trying to create some kind of game with blender but when I save it to an action it is being saved as a string in the photo:
it is working fine when it is at the dopesheet
How can I manage it to save without those "string errors"?
you can reach the file on my drive; gregg.fbx is the file with animations
https://drive.google.com/drive/folders/14lVnU25SHnXu35srAR5XETN8wWuJJXr3


texts:
I've been working on a piggy robot model in Blender for some time, and I'm having some issues texturing in Cycles, specifically with the normal map.
For some reason, Blender inverts half of my normal map on the model, which make the seams that are supposed to go inward are now sticking out (every line on the texture/normal map is supposed to be an indentation, like this, but without the lines being black, if you know what I mean:

And this is what happens when I try to apply the normal map:

Now I've tried to invert the green(y) and red(x) channel of my normal map in photoshop (with help of the nvidia plugin) but it turns the normal map slightly transparent, so when I use the png in blender, the whole texture becomes much darker (the material should be a glossy plastic material).
After that I tried to see if maybe changing the normal map node from 'tangent space' to 'blender object space', and that made the seams work, but also darkened the texture again, like this:

I'm kinda lost as to what I'm supposed to do now.


texts: Cycles Materials: Listing shader nodes in a consistent way

texts:
Is there a way to re-arange the listing of shader nodes? It seems like they are listed in a random and inconsistent way, so that finding the shader you need is not very efficient.

Examples:
Choosing from the material tab in 2.71 I get this list of shader nodes:

In the node editor by pressing ShiftA I get the shader list appearing in this order:

'

In 2.70 I get:

It drives me nuts! Is there a way to shuffle the list in alfabetical order or in a more rational way?


texts: Why does a child object move off of it's axis when keyframes are put in?

texts:
I am trying to remake the Pixar Animation Studios logo in Blender 2.79. I tried using an armature to animate the lamp, but that was useless to me because of the abnormal deformities it caused, so I tried using parent-child animation instead. Now, when I try to move the lamp's head, the bottom of the lamp, or any other piece, it either moves or rotates much more, rotates back to where it was before, or even goes off of the place it's supposed to be in.
Can you please help me fix this with a solution that is helpful and easy?
Edit: I have finished it and saved it, but now I have used the technique of adding keyframes to Max rotation limits in Object Constraints, allowing me to animate the lamp like never before.


texts:
I want to arrange ellipsoid-shaped particles shown in the picture filled inside a sphere.
In the same way aligned from one pole to other (bipolar)
How can we do this using particle system ? How to align like this ?

blender file


texts: Cycles Material "Texture missing" in render?

texts:
I spent hours on creating a background with matte textures.

No problem, they show up in the Material and the Texture view:

Everything works.

Solid view:

Now I tried to render it and got this:

Pink textures all over the place. I have seriously no idea why Blender keeps doing this. I double checked all textures in the node trees, they are exactly where Blender points them at.

Here is the material:

but they just do not show up in the render.

I have no post-processing so far.

Here my lightpath settings:

I hope somebody can help.

Thanks in advance!


texts: Drivers only working for Z rotation on some objects within scene

texts:
I'm having a problem rendering a scene with multiple icospheres animated using drivers. I'm using X and Y drivers to move the objects along an ellipse (closed) path. And I'm using Euler Z rotation to rotate those objects on their Z-axis while they orbit. (fundamentally mimicking solar system orbits for the main planets).  The problem I'm seeing is that only Z rotations are working for some objects but not X Y translations.

When I'm in 3d view and hit the play button in the timeline, orbital rotation (around the object at 0,0,0) works fine for each of the 8 icospheres, so they move properly around an elliptical path (bezier curve object) about the sun (icosphere at 0,0,0). The reason the bezier curve exists is that initially I was using a simple path animation, but opted to use drivers to better control the "planet" motions more to scale with reality.

The Z rotations mimicking sidereal day periods also work fine in the 3d view. When I try to render this blend however, there is only the motion on the Z rotations, and all of the XY translations fail to render, so the planets simply spin in their original position.

X location driver code (not working in render)

0 + (sin(radians(frame/rotation_period)) * (major_axis/2))

Y location driver code (not working in render)

0 + (cos(radians(frame/rotation_period)) * (minor_axis/2))

for completeness, these are the working Z rotation driver settings

0 if frame == 0 else radians(degrees(2*pi)/((local_rotation_period/1)/23.5))*frame

Notes:

No errors are logged on any of the drivers in any interface.
the custom  "rotation_period" exists for all objects independently.
it's properly added to the driver interface as a single value.
Initially, I used simple path animations, that's why the bezier curve orbit guides exist (disabled in render), but fundamentally, having them there allows me to know the X and Y drivers are working as expected (in 3d view)
when enabling the driver, I disabled the path animation by disabling the constraint and unchecking the animate path checkbox in the object settings, I cleared the location on the target object (putting it back to 0,0,0 origin, then made the origin the object geometry, there seemed to be an issue properly following the curve ellipses if the object had world origin) , and then attached the X and Y driver setup.

I did some review/checkup and i don't see that I have any of the drivers disabled from contributing to the render output & I don't have any translation channels locked
I also have a set of 4 armatures controlling curve guide fields with a driver manipulating their x/y translation and they work fine in 3d view & rendered. Which makes me suspicious that maybe some way that i'm using the driver specifically for the planet orbit translations is buggy? The driver code which does translations and does work in render view is below:

sin(frame/50)*100

I can really use some help working this out, I've been working on the blend for quite some time and it's become a thing lol. I do prefer the driver based motion to the path animations which were very choppy and harder to tweak given the requirements. I can add any additional details needed, thanks in advance.


texts: How can I create feathered edges on a circle?

texts:
I have a circle mesh that I'd like to be opaque for most of its surface, but slowly fade to transparency at the edges.
My current node setup is this:

But my result is a mostly transparent circle that is more transparent around the edges:

Any small adjustment to the "Blend" setting causes the preview sphere to become either pitch black or invisible. Even if I did find the correct setting, I don't think it'd work properly because I'd like it to be only the edges that fade, not the entire circle.
The end result I'd like is closer to this (badly photoshopped):

Any help you can give is very much appreciated!


texts: NURBS Path not extending all the way to tips

texts:
I have two Path objects that I've joined into a single object here for comparison.

The one above was generated with a Python script. The one below was added the typical way from the menu Add > Curve > Path
The trouble is, in the one above the curve doesn't reach the tip vertices, making it hard to control where the resulting curve will begin and end.
For example, this sphere has a Follow Path constraint on it, but that path begins at an arbitrary point. It's not useful.

What property of the vertices determines this, and how can it be fixed?


texts:
I've been confronted with quite an annoying problem lately. I'm working with a colleague on 3d models, thus we frequently need to pass the models from one computer to the other. Yet is so happens that when one of us exports the model, although its rotation is at 0,0,0, when the other opens it in its own Blender, there's a rotation of 90 in X and -0 in Y.

I've been searching on the internet and I have seen some posts complaining about that problem with FBX export to Unity. I have tried a couple of things such as this: How can I prevent blender from exporting fbx with-90 rotation on the x axis to unity? or this https://unity3d.college/2017/07/08/fix-bad-90-x-rotation-unity3d-blender/  but nothing seems to work.

More precisions:
- we work only with obj and gltf, not fbx.
- I've imported Suzanne on one computer, just exported it as an obj, and on the other computer there's the 90 rotation. If i import this model back on the PC from which it's been exported, there's the rotation as well.
- For the same test, I have exported in GLTF. When I import the GLTF Suzan back on the PC which exported, there's no rotation visible in the Transform and Suzanne is correctly oriented. But when I import it on the other PC, there's still no rotation visible in Transform (except that Y is at 0 whe  it was at 0 on Y on the other computer) BUT Suzanne is not oriented the same way in the viewport! It's totally confusing.

So there, basically I don't understand what's happening, I have exactly the same Blender versions on both the computers, I just would like to be sure that when I export an object from one computer, it can be rightly imported with the SAME axes and rotations on another computer.

Thanks for your help!


texts: How can I adjust background color of blendfile previews?

texts:
Before Blender 2.74, the background of Blender files (not the 3D View, not the rendered picture, but previews in the Windows file manager) have matched the Horizon-Color setting in Blender Render (Properties>World>World>Horizon Color).

Unless you havent set camera on a fullscreen model or scene, all parts of the camera where nothing (no geometry/transparent space) is shown, appear in the color of this setting.

But with Blender 2.74 released, the background color went transparent for overwritten files, ignoring the Horizon setting.

Is there a way to change the color again (without geometry)?


texts: Blender report error during loading: DNA block missing

texts:
During a rendering I had a voltage drop, my UPS didn't work properly (damn, but the battery is new!) so PC shut down.
I was more or less quiet because I saved a minute before start rendering, but when try to load my saved file blender report an error never seen before:

Loading: "E:\path where is the file" failed: failed to read blend file "E:\again path where is located file": Missing DNA block

It is the same, if I try to upload file from my saved folder or I try to recover from autosave tmp folder, or if I try to recover last session or quit session.

The file is not empty, is 66mb

I can load any other blender file without problems.

Any idea? Did I lose the file?


texts: How can I deactivate all the materials before rendering in Cycles?

texts: I made a scene which I now need to render, for testing purposes; is it possible for me to deactivate all the materials without having to loose them? As in hiding them in the render.


texts: Is it possible to repeat modified Shape Key actions?

texts:
so I'm trying to sync a Taurus mesh with some music to mimic the thumping of a bass and have found this video: https://www.youtube.com/watch?v=RWebgsyuaNg (starts around 1:20) which describes using the shape key mixed with a Sine wave modifier that restricts the keyframes I'm using so I can isolate my "wub wub"'s to when the song does the same.

There's a few issues with me doing it this way. For each set of "Wubbles", as we'll call them, I have to add a new modifier (and restrict keyframes) each time.

Now this wouldn't be a huge issue, but I'd like to copy all of this data and repeat its usage when the song itself repeats, but I can't seem to select the Sine wave to Shift+D it and move it down the frame line. Is there a way to do this? or am I just missing the easier way of animating my Taurus altogether?


texts: Is there an easy way to swap a rigged character for an updated one?

texts:
I have a character that's in a scene and I didn't like how he was weight painted and some anatomy needed to be tweaked, now it looks better than before. But I edited the model from its own file where it's just the character and not from the scene he is in. I was thinking there must be a way to update the old model to take over with the new version, considering it's not unusual that when there's a collaboration effort there's a need to update an asset.

Is there something for that kind of situation in Blender?

Manually, it ends up being a real challenge, copy, paste, parent, unparent, unbind, bind. I'm still trying to get it done, so far Blender crashing, not getting something done in the right order having to start over. Parts moving when unbinded as it was moved when binded. Now the fingers aren't bending as the modifiers are in the wrong order. Still at it. It's a real headache.


texts:
Maybe this is an obvious feature, but I am an absolute noob at Blender 2.82a's 2D animation feature and would like to know if we can copy a part of one frame and paste it to the next. For example, I want to animate a vase falling down and I want to do it the traditional frame by frame way. So can I copy the strokes from frame N and paste it to frame N+2?
I've googled it but couldn't find an option like this.


texts: How can I get a random number that is constant per object in a material

texts:
so i have this scene and i want to have the hue per object be random with every object but to remain constant throughout every frame each object moves as well. so the output number must be clamped between 0 and 1.I am using cycles in blender 2.75 and i have a non-composted scene and i am using the nodes. here is what i have for a scene so far:

and can i do this per particle as well? thanks for any help and if you need me to clarify feel free to ask.


texts: Activate Smooth Shading and Subsurf Level with One Shortcut in Both Object and Edit Mode

texts:
Maybe I'm missing something, but I feel like changing the subsurf level and shading needs a lot of keypresses.
Usually, I model in edit mode with subsurf off and flat shading. Sometimes, however, I would like to see (for a moment), how the object would look with smooth shading and subsurf active.

To do this, I have to Ctrl+Tab out from edit mode to object mode, press Ctrl+1 (or 2), right-click on the object, and change to smooth shading.

I believe that it would make sense if when you increase the subsurf level beyond zero (Ctrl+1, Ctrl+2 etc.), the selected mesh would also change shading from flat to smooth. Likewise, pressing Ctrl+0 would change it back to flat. I would also like this to work in object mode.

Is this possible (perhaps with a script bound to a shortcut)?

Update:
I think it’s not possible without writing an add-on.

Update 2:
I'm terrible at coding, never ever used python, but reading the manual and some tutorials I've created an addon, and it works. If someone skilled in python would like to improve the script, please do so :)

So now in both edit and object mode I can use my own shortcuts, or the buttons on the tooltip to change the display of the selected object between

-Flat shading + subsurface 0
-Smooth shading + subsurface 3
This makes modelling for me a lot easier.

The code looks like this:

    bl_info = {
    "name": "Smooth subsurface",
    "category": "Object",
    "blender": (2, 80, 0),
}

import bpy

class MyOperator(bpy.types.Operator):
    """Smooth display on"""
    bl_idname = "scene.myoperator"
    bl_label = "Smooth on"

    def execute(self, context):
        if context.active_object.mode == 'OBJECT':
            bpy.ops.object.shade_smooth()
            bpy.ops.object.subdivision_set(level=3, relative=False)
        else:
            bpy.ops.mesh.select_all(action='SELECT')
            bpy.ops.mesh.faces_shade_smooth()
            bpy.context.object.modifiers["Subdivision"].levels = 3
            bpy.ops.mesh.select_all(action='DESELECT')
        return {"FINISHED"}

class MyOperator2(bpy.types.Operator):
    """Smooth display off"""
    bl_idname = "scene.myoperator2"
    bl_label = "Smooth off"

    def execute(self, context):
        if context.active_object.mode == 'OBJECT':
            bpy.ops.object.shade_flat()
            bpy.ops.object.subdivision_set(level=0, relative=False)
        else:
            bpy.ops.mesh.select_all(action='SELECT')
            bpy.ops.mesh.faces_shade_flat()
            bpy.context.object.modifiers["Subdivision"].levels = 0
            bpy.ops.mesh.select_all(action='DESELECT')
        return {"FINISHED"}

class MyPanel(bpy.types.Panel):
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_label = "Smooth mesh"
    bl_idname = "SCENE_PT_layout"

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.operator("scene.myoperator")
        layout = self.layout
        row = layout.row()
        row.operator("scene.myoperator2")

 #bpy.utils.register_class(MyPanel)
 #bpy.utils.register_class(MyOperator)
 #bpy.utils.register_class(MyOperator2)

classes = (
    MyPanel,
    MyOperator,
    MyOperator2,
    )

register, unregister = bpy.utils.register_classes_factory(classes)
if __name__ == "__main__":
    register()

Thank you, and happy blending! :)


texts: Object says it's zeroed on an axis, but it's not. How do I fix?

texts: I have this object that says it is zeroed out, but it's actually not and I have a reference object to prove it. I believe it started showing this "false zero" because I joined it to another object earlier, moved it,  but then separated it. Is there a way to move this object to the "true zero"?


texts: Is there a way to make volume visible through a glass object in eevee?


texts: Why does my texture image look compressed in the z direction on the side of this cylinder, but look perfect on the top?

texts: I have UV unwrapped my cylinder, and applied all transformations to the object, but I still get distortion on the side wall of my cylinder when I apply a texture image. I thought maybe this was simply because the cylinder's polygons are not actually square, so I tried scaling them in the UV editor but it didn't seem to do anything. I scaled them in the z direction in the scene as well just to see what would happen, but it made no difference. I also messed with the shader options. Changing my texture image mapping to Box helped a lot, before I did that the stretching/compression was much worse. I'm probably missing something rather simple, any help would be appreciated. I know there are other threads about this as well and I read through them and tried the suggested solutions but was unsuccessful.


texts: How to simulate cloth on a fast moving character?

texts:
I have a character which moves and jumps around rather quickly. I'd like to add a cloth simulate cape. However it stretches and snaps around into itself due to the character's fast movements, making a big mess.

What are some ways to get a more realistic behavior when adding cloth simulated clothes to fast moving characters?

I tried slowing the characters animation to half speed. The cape then works better, but I can't find a way to speed up the baked simulation..


texts: How would I approach creating "fall damage" in the game engine?

texts:
To  begin, let me clarify this:

Fall damage is environmental damage inflicted upon a player when he falls from a certain height.

In other words, when my players falls from a certain height, I need the player to take damage. I've thought about many different ways to approach this, but none of my approaches worked correctly. If it helps, I have a property that displays velocity, it uses the following: getLinearVelocity().length. Also, I have an object which is above all the floors in my scene. It has the property "floor" to identify it.

How would I approach creating fall damage?


texts: texture paint isnt working in certain places

texts: I've been working on an axe, the 3D model is complete and I'm working on texturing. Most of it textured no problem but there is little bits that wont texture whatever I do.


texts: How to make particles on specific vertices of a model

texts:
I am rather new to Blender, and very new here.
I have a project which is to make a hangar with a ship inside.
But I am stuck with particles, I would like to make the particles attach to specific vertices, like for instance in this model.
I give you a picture as example.
Thanks in advance for your answer.


texts: Alt-click is not selecting edge loops on a mac.

texts:
I'm using right click but no joy.

It used to work but something has changed and I can't figure out what.


texts: Should I make sure that cloth simulated clothing is correct before I set up the movement of the character?

texts: I have a human model that wears a robe. I want to go ahead and set up the animation of what the model will do (e.g., walking, bending, sitting, picking up items) before I set up the cloth simulation for the robe (I am still learning about cloth simulation and do not yet know how to make it work well on a model that does any action other than walking.) If I set up the movement of the model and later set up the cloth simulation for his robe, will I run into any major problems?


texts: Deselect all objects (also on hidden layers)

texts:
How can I deselect all object on all layers? Key A only works for current layer.

I have 20 layers, with different game buildings and before exporting I need to select what to export. If I forgot to deselect on different layer it will get exported too.


texts:
New to Blender here! I'm trying to build a rudimentary race track with Blender 2.79b which currently consists in:

a square plane subdivided n times to create a terrain which will have bumps
a track modeled using Array and Curve modifiers that fit to a Bezier curve.

What I'd like to achieve is merging the two planes so that:

the track will be correctly rendered
sculpting the terrain will affect the surrounding track

However, I may be going in the wrong direction trying to do this, so I'm grateful for any proposal that is better practice!


texts: Optimizing Face Count by Combining Faces

texts:
For demonstration purposes, let's say I'd like to minimize the number of faces for this object.

Obviously, there are countless ways I can join faces. There are countless combinations of rectangles I can combine to end up with the same shape.

I'm wondering, though, if there's an algorithm to find the best organization of shapes. An organization of rectangles that has the fewest number of faces possible while still maintaining the same shape.

This sort of stuff should be fairly common in modeling. Is there an "official" term for it?


texts:
I can't paint the texture.
Although I can't draw, I can fill it all at once with fill icon.
I have no idea what that means.
I do not understand the relationship between the property panel on the right and the paint screen on the left.


texts: How to select meshes with transparent materials applied to them only?

texts:
I want to select all meshes which a transparent material (e.g. glass) has been applied, when using Cycles (if it matters at all)? I just know how to select meshes with any kind of material applied to them as follow:

bpy.ops.object.select_all(action='DESELECT')
for obj in bpy.data.objects:
    if obj.type == 'MESH':
        for slot in obj.material_slots:
            if slot.material:
                obj.select = True

How can I instead only select meshes with transparent materials? You can also work with nodes. In that case, you may want to download this object that I'm currently using and need to select its transparent meshes. If you want to use the mesh I am providing, select Cycles renderer first and then load the mesh you will get something like this in the node editor:


texts:
So I'm trying to put more work into my character before the power goes out later this week, and I stumbled across another problem.  When rigging the eyes, I tried to use this method.
When I parented the empties to the head bone and applied copy rotation to the eyes like in the video (the guy used a cube to represent the head bone), the eyes would no longer track to the empties I had set up as tracking objects, breaking the rig.  There's probably something about the copy rotation constraint that's overriding the track to constraint, but I'm not sure how else I can go about it.
My character has ovular pupils that I want to stay aligned with the head bone when I make my character cock his head to one side.  What happens now is that the eyes stay oriented to the world z axis and not to the direction of the head bone.
How do I fix this?


texts: Add objects with Industry Compatible Keymap

texts:
Whats the hotkey for Adding mesh using Industry Compatible keymap?

I know Blender keymap is Shift + A  but not sure about the Industry Compatible keymap

Or if anyone could link me how to add hotkey to the Add Mesh operator would be good too.


texts:
I have a problem with the visualisation of a grease pencil stroke.. I create a simple stoke and it appears green instead of black ( and it's the same for all the colors ). When I move in the viewport, it looks glitchy.. I take some screenshots :

https://imgur.com/a/Lgj1pM5

The 2st and the 3st is the zoomed version .

I have a 2019 macbook pro, with a 2,6 GHz Intel Core i7 and the graphic card Radeon Pro 560X 4 Go, Intel UHD Graphics 630 1536 Mo.

I also have a video of the problem : I also have a video of the problem :

https://imgur.com/a/JoLiHR7

Can Someone help me please ?


texts: Where does Blender store the vertex cuts the knife tool is making while it is making the cuts?

texts:
Once the knife cut is finished, the vertices it's created are easy to find. What about when the knife tool is actively cutting something, as in when the cursor has become the knife tool and clicking will cut?
More specifically, what Python module can be used to access the knife cuts while the knife is making cuts?


texts: What is a paint slot (compared to an image with a UV mapping)?

texts:
Learning texture painting mask with the help of Blender official User Manual... nah... just kidding ;-)

In the Texture Paint mode, "painting slots" are displayed in the tool shelf of the 3D editor (1). Entries seems to be images (3) associated with material textures (2), provided they have a UV mapping associated with.

If this is the case, is there a reason for having them listed at two locations under two different names?

I see a possibility to associate a different painting mask to each "painting slot" (masking is actually the topic I'm trying to understand). But as it would be possible to have this mask defined in the Property editor without adding another concept, I'm a bit perplexed...

Using 2.79.

I've read this page, but it doesn't help for this question.


texts: How to Set a Property Value in Blender Game Engine?

texts: How would I set a property value with python in the Blender game engine?


texts:
I wanna make a animation made out of silhouettes (as a solid shape of a single color) like

this,

or

this

or even like

this.

Some people say to not put any material at all, but then that would be a problem if I want to have colored character.

What am I supposed to do?


texts:
I want to align Text to a Curve using the "Text on Curve" option. The strange thing is that it worked on one curve but not one a different one that is the same but rotated 180°.

As you can see does the upper Text work but the lower one seams to be bugged or something. I tried it with a different Text and Curve (same shape) but it always looks like the one on the picture.

You can download the .blend file here:


texts: Go about designing a world map for game engines

texts:
I have been modelling with blender for a year or so and I am starting to work on a pretty large project, something of such scope I have never attempted.

I have created a really rough mock up for a world map I want to create. I am having a hard time figuring out how I should tackle the final product. It is about 2km square with a slight incline and on one side is ocean. I want to eventually import it into unreal or unity.

Should I create a rough layout of the entire terrain and place the roads, buildings and trees on top and add details to the terrain where I need them?  Another way I was thinking was to add the buildings, place the roads, parking lots etc in between and only add terrain where it is exposed?

Or is there a better way?


texts: camera view and hot key changes in blender 2.83?

texts: I just downloaded blender 2.83 and opened one of my recent documents. I then tried to change the camera view and the hotkey ctrl+alt+0 didn't work. is this due to a change in the hotkey? or is this in system preferences?


texts: Partially disable File Output Node in compositing?

texts:
A File Output node like this ...

... will generate several images at once (here: A001.png, ..., A250.png and B001.png, ..., B250.png and C001.png, ..., C250.png, all in folder D).
For reasons involving different render border settings, I would like to sometimes only render A and B, say, sometimes B and C, sometimes only A, and so on.

Q: Is there a way to "elegantly" switch off generation of individual outputs (I think they are called subpaths)? The only way I have found so far is to disconnect the individual inputs. In order to facilitate disconnecting and reconnecting, I already added reroute nodes nearby. More "elegant" would be a checkbox or the like (perhaps even animate-able)


texts: Transferring materials made in Cycles Render to Blender Game Engine

texts:
I have a question about importing objects painted in cycles render to a blender game engine file.

I've just finished my model and want to put it in a game. I textured, rigged and animated it in the cycles render. When I switch to the blender game engine, everything works fine, but my model's textures and material didn't transfer over. Do I have to texture it again in blender's game engine or can I just import the model into a blender game engine file?


texts: Why is my final rendered image brighter than the viewport render?

texts:
I was working on Blender Guru's beginner tutorial.
When I was rendering final image, I found that rendered image is way different from viewport image, in which I was checking for light setting. Render image looks way brighter than viewport's. How can I correct this?

Render setting has not changed from default
Exposure is 1.00
Ambient Occlusion in world setting is off.
Surface strength is 0.8.
Color is HSV 0.78, 0.16, 0.228.
Color management is 0.
Gamma is 1.0.


texts: How to drive the Scale and Position of the Mapping Node to the value of other Nodes?

texts:
I want to drive the scale and position respectively by the value of other nodes.

So say I have to use the value of the green nodes in the second image to control the scale of the Mapping Node and the blue nodes to control the position values. How would I do it?

I have tried drivers but they seem to not be affected by other nodes even though they can be linked.


texts:
I already subdividied the surface, but still getting this raw shadows in between of the spheres.

What can I do?


texts:
Hello I seem to have lost my mesh data upon appending the file. The materials work and load correctly but the model itself is only a box now. I can view and edit the original model fine in the original file but linking or appending the file only leads to a box mesh. The other objects in scene come over correctly... or at least they used to.

I also don't know what happened to the scale, considering I did not change the grid I would have thought they would end up the same size. I had recently applied scale changes to the model and fear by applying the set scale I have corrupted the model.

Is there anything that can be done or what I be better off starting over? I will note that exporting luckily has the model export correctly and at the right scale, though I don't know how to reapply blender materials... As they don't come over with the same materials in a fbx format.

....

It appears if I merely duplicate my board in the original file it imports correctly, does anyone have an idea as to why? I have a second question, is it possible to unlock it so I can rotate it in scene? Linking and appending won't do much good if my models are frozen in place. :/ I suppose I can probably just duplicate the linked files duplicate and use that...

Though I still would like to know the correct way to deal with linking and appending files instead of duplicating things until I'm able to get them to work correctly because with a lot of files this could become very troublesome.


texts:
I'm new to blender and following a tutorial. I finished rigging and set parent with automatic weights but for some reason it doesn't work well for me - the side of the body of the mesh moves when I move the IK_Hand in pose mode.
In the tutorial it moves good and only the hand and its relevant parts are moving.

Can you help me with this?

This is my file: Mushroom

Thank you!


texts: How to move a curve that has an array without distortion

texts: I have an array tied to a curve (and I've also added an empty axis to get a slight twist.) How do I move the entire array of objects without deforming the array? I tried moving the axis as well as the curve both individually and together.


texts: I'll leave an open question here in case anyone knows how to solve it. Direct when I'm using blender and I have to use different Workspaces it happens to me, sometimes I'm editing a video and I have to open the viewport or another window to do another type of work, but I can't render that specific workspace, it always ends up rendering the first workspace I was using, so to get around this I have to close the file and open another one (separate the job, which gets tiring), I have looked in several places but never found anything about it, you can select to render a specific workspace ?


texts: Object appears smoothed after rendering but not in viewport

texts:
I'm pretty new to blender and used it to model a castle and print it.
Now I want to extend the model by textures and render it, but even when I render
it with basic material i get some strange output.

Does somebody know my error? I already corrected the normals and they look fine.


texts: Importing Textures from other .blend files

texts: I recently downloaded a Model from blendswap, and I really like the Environmental Texture(HDRI) that they've used in their scene, but I don't seem to find it anywhere on my computer. Where can I find their HDRI, How can I use this HDRI in one of my own Blend files?


texts:
The figure bleow is the pointcloud imported as .ply file into blender.

However, I would like to perform triangulation on it to produce the surface as seen in picture below(Accomplished using ballpivoting surface reconstruction and poisson disk sampling in MeshLab).

Is there a way to perform triangulation on belnder.
(PS: The purpose is to be able to select each faces/vertices individually to automate further.)

Edit: Question: Is it possible to select the vertex/faces programmatically post triangulation? if so, please explain how?


texts: Marvelous designer to Zbrush to Substance painter to Blender workflow issue

texts:
I've been following the cyberpunk jacket tutorial I got by Travis Davids and everything has been going mostly smoothly until now when I imported my garment from Zbrush and Substance painter to Blender and something clearly is wrong but I'm not sure what it is.
Here is what it looks like in Substance painter

Iray (I think that's what Substance uses)

And here is what it looks like in Blender

As you can see some parts look right but most of it doesn't.
The fact that it looks fine in Substance but not blender makes me think there's something missing I have to do either in Blender or when I'm exporting to Blender.
In the tutorial, he brings it into Cinema 4d to get the final render but I'm using Blender.
I followed this tutorial on how to export Substance to Blender https://youtu.be/EiAQqOZqGHc.
Does anyone have any suggestions? I would greatly appreciate it!


texts:
I wish I was joking. I have this skirt that I want to make it look more like a skirt using the cloth simulation thing but instead of pulling it downwards and giving it some folds, it pulls it upwards and is spiky. Using the cloth presets (silk, leather, etc) don't really change anything. I tried erasing the weight paint at the top and it still didn't work.
I'm wondering if some of the settings I used is making it this way?

EDIT: Added screenshots of the geometry


texts: Cannot select faces that I created already

texts:
Hi I cannot select any of the faces that I created. Below Im trying to select what will be the window of a small room but if I click all big face is selected.

This is the way I did it the window and the rectangular face just on top of it:selecting the top edge of the big left face -> subdivide, after the bottom edge -> subdivide and finally selecting vertices of top and bottom created hit F key to connect.

Do you know what's going on here?

Small update:I moved the face and looks like the edges that I created subdividing the top and bottom edges from this left wall are "disconnected" from the face here the image.

Thanks.
Regards.
Jose


texts: I have applied all transformations but still not working


texts: What is the process of taking a model with several different parts and materials and baking them onto one map?

texts:
I have created a high-poly model of a fighter plane that I would like to export into Unity. While I am able to export the model into Unity it does not come with the details and artifacts I applied in Blender.

My research has brought to understand that the textures need to be applied to a single UV map which then can be applied to the model in Unity. Some of the methods I've tried involve joining all objects into one, creating a duplicate of the model and then doing a diffuse bake. However, this results in the map not baking at all or only producing sporadic little spots of the detail to bake.

My question is what are the steps for taking a complex model and baking several textures onto one map for export? Any advice would be greatly appreciated.

Edit:

I've added a couple of screen shots to give you an idea of how I've attempted this.

I have my model and a duplicate with the black image texture I've tried to bake onto. The node setup is also for the duplicate model.

I also have my bake setting on diffuse..note the sporadic results on the UV map..I have even tried changing the ray distance with no luck


texts: Importing VRML/X3D objects with their original file name

texts:
I'd like to batch import multiple VRML 2.0 files using a script.
However, in contrast to other importers (i.e that for .obj files) the X3D importer add-on rename the imported objects as ShapeIndexedFaceSet.(increasing numbers).

I succesfully modified a script originally doing a batch import of .obj files but since the file names are not specified, this is completely unuseful for me!

Any help to give the object the name of the file from which it was imported will be greatly appreciated!

here is the script

import os
import bpy

# location to the directory where the wrml are located
# if you are using windows style backslashes, you need to cancel one with    another
path_to_obj_dir = os.path.join('C:\\', 'prova')

# get list of all files in directory
file_list = sorted(os.listdir(path_to_obj_dir))

# get a list of files ending in 'wrl'
obj_list = [item for item in file_list if item[-3:] == 'wrl']

# loop through the strings in obj_list and add the files to the scene
for item in obj_list:
    path_to_file = os.path.join(path_to_obj_dir, item)
    bpy.ops.import_scene.x3d(filepath = path_to_file)


texts: Why is 'Shader to RGB' possible in EEVEE, but not in Cycles?

texts:
As a result of @Michael Macha 's comments on, and helpful edit of, this answer, it turns out my understanding of the differences between EEVEE and Cycles is a lot fuzzier than I thought it was. I get that BSDFs are closures? I understand closures to be functions carrying some of the external state that pertained at the time of their creation, waiting to be called with 'live' parameters?
But if BSDFs are closures in EEVEE, too, why is 'Shader to RGB' possible in EEVEE, but not in Cycles? Some indication of how data is shovelled around, and when, would be very helpful.


texts:
First image is before mirror, and the second is after.
As you can see the most left vertices are perfectily aligned on Z axis
But when I hit apply for Mirror modifier, actually they turn out they are not symmetrical.
For example, the distance between the vertices in red circles and the black area has to be equal.
But as you can see in the second image, the left ones are further away than the right ones.
The top right circled vertex perfectly aligns with the border between black & blue object,
whilst the left mirrored does not clearly.
Things Ive tried to fix this:

I chekced the numerical data of position, and they actually match each other \

e.g) the aforementioned vertex that "aligns with the border between black & blue object" has position of 0.8 X, 0.7 Y, -0.3 Z values, and the mirrored one on the right, that is broken, has a position of -0.8 X, 0.7 Y, -0.3 Z. They match each other and so do all other vertices

Applying all transform

recalculating normals though I have no idea what that means

Why is this happening????


texts: My object is not hidden but in any case I can not see the object，The object will appear when rendering But I did not hide to the object


texts: Shade Smooth not working in the render tab (even after recalculating/merging normals)

texts:
This weird flat shading is occurring on the curved surface even after shading smooth and merging normals.
It is a model exported from Rhino as an FBX
No modifiers applied.
Viewport shading and edit mode visuals are provided below.


texts:
Unfortunately I cannot upload the file as I am using a bought model.

I have the animation set at 24 fps. In the viewport it plays twice as slow - 1 second takes 2 seconds to play.

Note: this is not an issue of blender being slow and not loading fast enough - there is not red fps number on the left side when playing it.

I checked the Time Remapping values and they are 100:100 as they should be by default, so I really don't know what to do.

Any ideas?

Thanks a lot


texts: for some reason when I import FBX models (usually from sketchfab) - when I try to render them - the materials look like they are glass. But I finally realized its because it is turning on the mirror option when I import.  Any one know how to disable this?


texts: How do i prevent a transparant image from repeating while exporting?

texts:
I am trying to export this 3D-laptop as a gltf-file. The model contains a png-image, see below:

I applied these nodes to make the png-image transparant on the laptops surface:

This are my export settings:

However, when I export the model, it comes out like this:

As you can see, none of the nodes are applied while exporting as a glb-file. The png-image is not transparant anymore and it is repeated. I don't know why this is the case. May you please help me?


texts: How well does Blender handle multiple instalations side by side?

texts:
I have Blender (latest stable version) installed on my workstation.  I want to install the nightly build so that I can have the stereo 3D features for a project that I am working on.

Are there any known problems that I could have by having both installed/running at the same time?


texts: "Current render engine does not support baking" when calling bpy.ops.object.bake(type='SHADOW')?

texts:
I'm trying to write a script that creates a texture of the shadows on an object. It's supposed to create a new image texture, set the selected object to edit mode, perform a UV smart project, then bake the shadows using " bpy.ops.object.bake(type='SHADOW') "

However, when blender gets to this line, it gives the error " Current render engine does not support baking ". Even though if I omit this line, and click the bake button under the Render properties menu, it works fine.

Also, calling the line " print(bpy.data.scenes["Scene"].render.engine) " just prior to the bake function call prints "BLENDER RENDER", which to me implies that the expected engine is in fact selected.

What should I do to fix this?


texts: Anyone else having wrongly named boolean settings?

texts:
It seems that when I use the boolean modifier it switches the resulting boolean option between difference and union.
This can't be normal right?

I'm using blnder 2.75


texts: blender crashes when opening one specific file

texts:
I was making a scene in blender, and suddenly it crashed, and I couldn’t open the files anymore. I tried to use bootcamp and open the file and it didn’t work, I also tried using a different computer but it didn’t work as well. So I suggest it’s the problem with the file. the crash information said it's segmentation 11 fault. Please help me with this, I spent quite a while on this project, and it would be great if this could be resolved. Thank you.
this is the blender file


texts: Dynamic Paint - "Use Object material" for Brush removed in Blender 2.8?

texts:
Blender 2.79 has the option to use the material color as the brush.
Did 2.8 remove this option? Has it something to do with Blenders internal render getting removed or what's the reason?
My goal is to transfer vertex colors from one object to another, where their volumes overlap.
Transfer mesh data->Vertex Colors didn't work as cleanly as I had hoped, no matter which face corner mapping I chose.
Dynamic paint does what I want, but I can only select one color per brush object with ["Dynamic Paint"].brush_settings.paint_color


texts: What causing these red shadows in Eevee? and how to fix it?

texts:
Hello,
Please to meet you all, I'm a new blenderer just active 1,5 month ago and in fact this was my first time in 3D world (Covid19 made me learn this).
I got this weird issues with EEVEE render where there are some red glowing lines on its shadows, I don't think this is right, I checked my lights there are no Red Light. Even the materials that I used there are no Red color, then world environment itself is black. I'm so confused what might be the cause?
Any ideas guys/masters? (How should I address the forum?)
Thanks.


texts: How do I create a freeze-frame effect with video editing?

texts:
I am using Blender 2.76b.

None of these suggestions have worked for me:

Doing a hard cut. I am doing this multiple times to leave a gap, which I want to fill in with the freeze frame
RMB to grab the right arrow, which I want to extend
Press g and drag it, which will create a freeze frame on the last frame if extended beyond the original size.

I've tried this selection and tried both g and e and neither work. It seems to want to let me either move it or make the clip smaller but not extend beyond its original size.

Any ideas?


texts: Randomizing texture coordinates has no effect on displacement texture position

texts:
I have run into the same problem as this old unanswered question, Cycles displacement material wrong uv mapping
I can shift the vector coordinates of PBR textures on instances of dupliverts to break up texture repetition across instanced objects.  But the displacement node seems to apply the same coordinates to all instanced objects and is out of sync with the PBR texture.
Can I change the material to sync up displacement and PBR textures.

Here is a sample blend --


texts:
I want to ask why my shrink wrap object can't wrap along the depression area?
Thank you guys!
Blender file provided below.


texts:
I'm trying to render out an animation, but I keep running into a lot of fireflies. I would like to try to avoid the denoise addon since Im rendering an animation, but at the very least I would like to get my samples down (I'm using 500). My scene is relatively simple, its two low poly hallways with lights and doorways, and the emission on the lights is cranked up the 60 (I use filmic blender color management so it doesn't blow out the image). The only thing in my scene that I think could cause all of these fireflies is the lights, but Im not sure why as Ive used bright lights with filmic blender before and it worked just fine. Also most materials in the scene are over .5 roughness, and I got rid of the metallic materials in my scene and the fireflies were still there. Any help would be appreciated, thanks!

Blend File:


texts:
I need a material that looks like painted wood in Blender 2.83.
I have attached an image that shows the colour and grain. Any ideas with Shader Editor would be grtefully accepted.
Cheers


texts: Array modifier with varying scaling/scale to curve

texts:
I am looking for a simpler way to create what I have manually done below.

I have a curve in orange and a mesh (the grey sphere) centered at the origin.  I want to array this mesh.  The center of each sphere should be on the x axis, and the size should be scaled so it touches the curve.  It is important to me that each object in the array is exactly a scaling of the original.
I feel like I want to apply a curve modifier to the array'd spheres, but I need to lock the center and allow them to scale.
As an example application: if we want to make a simple ladder we could use an array modifier to make each step.  What would we do if we had a funky ladder where each step had a different length?


texts: How to remove a protrusion from a surface?

texts: Let's say I have a head object and a sword object.  I move the sword so that it is placed through the head.  The part of the sword that is sticking out of the other side of the head I want to delete.  The rest of the sword, including that part inside the head and the contact points between sword and head inside, I want to keep.  How do I do that?


texts: Can i apply normal map & bump map & a texture on the same object

texts:
So I have these

I want to combine them all. Is it possible?


texts: Can I only Render light that psses through an object?

texts:
In the image below I would like only the light that passes through the sphere, in this case the bright dot in the center, to be visible. Is there a way to set this up in cycles?

Thanks,
Tyler


texts: I have used geometry nodes to scatter objects at the vertices of a plane. I'd now like to apply this so it becomes a mesh and then I can export it into other software. Is this possible in 2.92 or any of the experimental builds?


texts: Saving animation with keyframe inserting location and rotation

texts:
While saving an animation clip with keyframe of armature pose, should I select all armatures and insert location and rotation or can I just insert changed armature's location and rotation?

I selected all bones and inserted new pose. Working great. But doesn't seem to be the optimized solution. Character animations are being used for games in Unity.


texts: I have finished my scene but the colors for my objects are not changing. they are still the default color greyish. I finished creating the scene before making color changes, is there a certain order I should follow to change colors?


texts: Problem with normal map ans smooth shading

texts: When I use normal map shading on part of my handle doesn't have smooth shading.


texts: Is there a reason why handler functions are added differently from custom driver functions?

texts:
If I add a handler, I use:

bpy.app.handlers.handlertype.append(captainFuture)

If I want to remove it, I usually use the cheap way out since I still haven't learned to do it properly (I was young and I needed the money):

bpy.app.handlers.handlertype.clear()

Usable hack on a remote island but if by chance any addon or script uses the same handler, then disaster ensues.

Now, with drivers it's so much easier for this addled brain of mine:

Creation:

bpy.app.driver_namespace['curtis'] = captainFuture

Deletion:

del(bpy.app.driver_namespace['curtis'])

Nothing to remember but a string and a location.

Is there a binding reason why both approaches are different? Or asked differently and selfishly: Why not use dictionaries all the time?


texts: When I search for how I can keep a material when removing an object, I only get answers to the opposite question: How to remove the material. I want to remove the object but want to keep the material. Is that possible?


texts: Vertex Weight Proximity Not Controlling Hair Particle Density

texts:
In a scene, I have a Grid with hair particles growing out of it. The grid is a very large grassy field, so I want only the hairs close to the camera to render.
A sphere is parented to the camera, and the Weight Proximity modifier uses it as a target.
The vertex weights work fine with "Length" of the hair, but won't change the "Density."
Why is this?


texts: Blender exported to UE4 Gun Animation Skeletal Mesh is Twisted

texts:
The Summary

I imported this Blender animation to UE4 and the the skeletal mesh is all twisted up. It is just a pistol reload animation that I have been working on. The mesh is comprised of multiple parts that are joined together. At least, I believe so. The armature consists of the trigger bone, the slide bone, the barrel bone, the magazine bone, and finally, the frame bone, which is the root. I made a parent to the hand so that the mesh would move with the hand, rather than having to select all of the bones in order to move the model. I exported the model while the mesh is parented to the right hand. The animation looks fine in Blender but in Unreal Engine 4 the mesh's movement and and the mesh itself is twisted and contorted. I have all of the mesh parts joined together. It might have to do something with the bones, not the mesh parts themselves. I assigned each vertex group to a bone and the vertex groups are weight painted.

In Blender, It looks fine.

In Unreal Engine, in the animation viewport, the mesh is twisted up.


texts: Is there a good way to join these two objects up?

texts:
Blender Newb here. So take with a grain of salt. : )

I'm learning blender for my job so I'm trying to 3d out some of our past work. I've got this monument sign I'm trying to do to teach myself.

In the picture I've got you can see there is the horizontal curved blue object and the vertically curved purple. I'm trying to get these two curved object to meet at the yellow line to form a doubly curved edge.

Is there anyway to do this without haven't to piece the vertices together one by one?

Let me know if you need more info.


texts:
I have a scene where a random left hand can appear anywhere in the world scene and in any pose.  I then adjust another left hand which is stationary, whose palm is always facing a camera, to take on the pose of the before mentioned hand.
For the imported hand, I have the <x,y,z> data points of 21 points, each finger joint and palm joint.  I have then used mechanism bones with stretch and dampened constraint to connect the twenty-one points and form a basic hand.
For the hand in front of the camera, I used copy rotation constraint from local space -> local space on these stretch/dampened constrained bones.
Now for the most part, it works quite well.  The only issue I have is that the palm bones are never pointing in the right direction.  It is as if they are ignoring the local-> local constraint and I wonder if this is because of the initial hand flip.  The fingers and thumb are all functioning perfectly.

As you can see, the hand is near perfect except for the palm bones facing the opposite direction.  Are there any ideas on how to fix this issue?


texts: What's the difference between Normal and True Normal?

texts:
In the Cycles node editor, for materials, you can get some information about the object, which the material is being applied to, by using a Geometry node.

Among others, you can get the objects Normal and... it's True Normal. This suggests that the first is fake or not as accurate, which makes no sense. This leads me to my question - what is the technical difference between an object's Normal and it's True Normal?


texts: Any ideas what's causing those chunks of geometric artifacts?  Argh.


texts: Export geometry with multiple UV maps to PLY

texts:
I want to create geometry with multiple (at least 2) UV maps. One of them will be used to map the base texture (from a texture atlas) and the other one will map a pre-baked lightmap.

I want to export the mesh including both UV maps to a PLY file.

In Blender, I added two UV maps and edited one of them to make them distinguishable:

Unfortunately, only the specific UV map marked as "active for rendering" is exported into the PLY file:

[...]
property float x
property float y
property float z
property float nx
property float ny
property float nz
property float s // u
property float t // v
[...]

As PLY allows arbitrary vertex properties, it is not limited to only one pair of texture coordinates per vertex.

Am I missing something or is this a limitation of Blender's PLY exporter?


texts: Loopcuts ignore surface on messed up mesh

texts: I recently started my first real project in Blender. An AK47. Most parts I managed to model decently. Now I reached a point where I don't know what to do. I got stuck on the parts that are complex and molded from a single piece of metal. The Sights looks good to me now, but if I add a sub surface modifier it screws it all up since loop cuts won't behave in the way I need them to. I tried recalculating the normals, remove doubles. I know that I did something wrong here. I just don't know the "correct" way of structuring this mesh for it to work.


texts:
I'm trying to create a simply script which orients a face towards the other (like a mirror) using the middle point which coords are calculated between their normals positions.
I didn't find a way to do with the provided tools, the only way was manually to rotate around its normal one face (eg commands R Y 35), taking into account the rotation angle and axis, and then doing the same but with minus angle (eg commands R Y 35 -)
Reading script api i found polygons but every polygons has only its normal coords and there is no way to rotate it.
Someone could help 8maybe i missed some tool/editing mode)? Thanx in advance.


texts:
Okay, so I'm a newbie at blender and I'm getting to know the modeling/ sculpting aspects of the program. However, I have run into a major problem, when sculpting, there will be rips created on the surface of my mesh. It is easy enough to simply merge points together or fill, but when I'm creating a extremely high ploy count image like shown below and have massive rips, it takes for ever to correct including the wait time for my computer to load every vertex on every poly.

I was wondering if there is a better way of preventing or easily fixing this problem.


texts: Animation plays in 3fps even in low poly proxys

texts:
Animation plays really slow when animating. we are looking for the reason in the original library of assets and in the animation project. Do someone know a possible reason for this behavior?

Tanks!


texts: How to enable openCL rendering in Blender 2.75 rc2

texts:
I'm using Linux Mint and I was trying to enable GPU rendering, but I still have only CPU option in user preferences...

Linux Mint 17.1 x64
Radeon HD 7850
Blender 2.75 rc2
amd-catalyst 15.5

solved by myself


texts: how to make a 360 video (turntable) of an Object using a python script

texts:
How to make a video of a PLY mesh from python script? I need to place the model in space and rotate it of 360 degrees on an axis.

Here is a ply example: http://156.54.99.175/3d/sodark.zip


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I downloaded a model and the face texture is not showing but im not really sure why,
anyone knows whats up?

Here's the .blend file


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I was looking through some models I download and found the some textures I didn't recognize:

-albedotint

-exponent

-cubemap

-gold

-metal

-lightwarp

Are these types of textures useable in Blender? (The models were originally in SFM format, that's why I ask).


texts: split edge at multiple points without distorting uv or other data

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Here's a bmesh edge:

+-----------------------------+

Say I want to cut it at multiple points, in the middle and 3/4 from the end like so:

+--------------+-------+------+

In which case I can use bmesh.ops.split_edges twice, as it cuts edges exactly in half.

But what if I want to split it at 3/5 from the end just to be awkward, without distorting the uv or other data that may be linearly interpolated between the 2 points?

split_edges doesn't allow this, and neither does loopcut_slide.

The only solution to this I've found is to use bmesh.ops.bisect_plane repeatedly.
It get's messy and rather complex though when I want to split one edge in lots of places, having to refactor the new edges into the algorithm after every cut.

I don't suppose there's a simpler / better way of doing this?


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When in Edit Mode, I find sometimes I want to move an edge, or at least two vertices, in a direction that would be perpendicular to their orientation along their existing edge.

At that moment, the Transformation Orientation selections (Normal, Local, Global, et al) have no vectors pointing in that direction.

How might I, or is it possible to, change the "polarity" of those manipulator vectors (independent of the given selections: Global, Local, Normal, Gimble, View) so that one of them is pointing in the perpendicular direction to the line/edge between the vertices?


texts: Just Appended Model! Only One Animation Works Now

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I've been getting an error when trying to export my blend file from Blender to Unity and someone recommended I try appending everything in my model to a new file. So I tried that. I was able to append ONE of my animations in. I have three.

Now when I go back to the original file, I can only play one animation which is walking. Even if I select my other animations it will only walk forward. The other two are Turn_Left and Turn_Right.

Can anyone tell me why I can't use my other animations now?

Blend File:


texts: Mixing materials using color ramps (and distributing with a random seed)

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I'm creating some procedural abstract art in Blender. My goal is to create a material that mixes multiple shaders, with a seed driving the distribution of the mixed shaders across my geometry.
Right now I think I've got it working, but since I'm pretty new to materials in Blender it would be great if someone could take a look at what I've done to make sure I'm getting it right :) I want to make sure that:

I'm using the color ramps correctly to cleanly divide up my mixed shaders (I don't want any shaders to blend together and affect each other, if that makes sense?)
My distribution of shaders is random, but even.
Even if what I'm doing is correct, there's not a more efficient/better way of doing what I'm trying to accomplish.

Here is my material setup:

Here is the result on my geometry (I'm using ugly colors for now, just so we can see what we're doing):

And here is the random seed in action, affecting the distribution of the mixed shaders.

If what I've done so far shows a misunderstanding of how any of these material nodes should be used, an explanation would be greatly appreciated -- as a heads up, it's entirely possible that I stumbled upon my current solution by accident! Thanks in advance.


texts: Light comes out much brighter when rendering?

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I want the fire in the upper pillar to look like it does in the unrendered image, but as you can see on the pic it's just super bright. I'm rendering in cycles, and the fire is a material I downloaded. The fire in the lower candlestick is looking like it should, anyone have an idea of what I might do?
thanks!
(I know the whole thing is super dark right now, that's about to change)


texts: Blank Texture on Cycles GPU Baking (AMD)

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I'm having problems for baking texture through GPU in Cycles.

  Baking through CPU is working. (Very Slow...)
  Render preview on 3D View through GPU is working.
  Render through GPU is working.

Although I'm using Bake Type Combined, I'd also tried Diffuse and, unfortunately, got the same result.

My GPU is an AMD R9 390 (8Gb) with the last driver version (17.5.2) and I'm running Blender 2.78c on Windows 10.
Really appreciate some help.

My baking options:

My render options:

My User Preferences:


texts: Texture Atlas manipulate uv's from one mesh each

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I'm trying to combine uv maps of multiple objects into one texture coordinate so I can have only one texture map when baking. For this purpose, I'm using the Texture Atlas Addon. I select my objects and clicked "StartManualUnwrap" button, and I see the screen below.

Here, I want to the uv map of each mesh and manipulate it (scale and translate). However, I don't know how I can select the mesh of only one object in this mode. For example, in the picture above, I want to make only one mesh orange. All selected objects seem to be combined in this mode, so I can't manipulate them separately.

How do I select vertices of the same mesh for manipulation?

Thanks in advance.


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I'm fairly new to Blender (and modeling in general), and I have an issue that occurs when trying to join two objects! I'm trying to attach a weapon to the hand of a human, but when I do so, the lighting for either object messes up completely!
I've done this before with similar models without this issue ever happening, so I can't figure out why it does so in this case! I would really appreciate it if I could get some help on this matter! :)