texts:
I am having pipes where I have liquid go through it.
I want to simulate/show the water and show some blue to red color animation. Blue for cold, red for heat/warmth.
For best control, it would be great to define some kind of color change areas on the path of the water simulation and when a water particle goes through this area, I want to change the color for this particle. The color needs to be kept, until the next color-change area is there and changes the color again.
So I could control and simulate a heat-transfer simulation.
Any ideas how to do this the best way?
Thank you guys!
EDIT:
Here is a screenshot of the animation. You can see the position by Particial works in general. But I want to colorize the blue particles inside the 3 red circles to the color red and they should in their color. I somehow lost my fluid simulation data, so I can't share the .blend file. Sorry.


texts:
My Blender to Unity work flow includes a texture baking process once a model has been finished. So my model will be built in Blender and textured with multiple textures and once I'm happy with the rendered result I finally bake the textures and shadows onto a 2nd UVTexure.

My problem is that to get the 2nd UVTex to import and show in Unity I have to delete the 1st (master) UVTex in Blender. Now I could do with keeping the 1st UVTex so I can keep tweaking and re-baking as I improve the model.

Question: Is it possible to order the UVTexture files in Blender? So I can swap the 1st listed UVtex with the 2nd (and vice versa)? It seems that Unity will show only the 1st listed UVTex so I would like to move the 2nd (baked) UVTex into 1st place.


texts: Ghost Keyframes - Missing Keyframes that are still working?

texts:
Hello Blender Community!
I've been animating this Llama with keyframes and I also added in some wiggle bones to the ears threw and addon. After I baked the wiggle bones for the ears of the Llama. I went on to animate the two characters. Then coming back to the Llama, I noticed there are no keyframes for the Llama except the wiggle bones.
If I don't touch anything the Llama will animate correctly, but if I add in a single keyframe for any bone, ALL the bones stop working and the Llama is left motionless except the wiggle bones and the keyframes I added prior to the baking of the wiggle bones.
Thankfully what I can do as a workaround is to duplicate the Llama and just create a second scene to continue this animation. (The duplicated Llama has the same problem with ghost keyframes)
Is there a way that I can take this Ghost animation and reinsert the keyframes? or somehow get these keyframes back into the rig?
I do not know if the problem is Blender, Wiggle Bones Addon, or my self because I have not found anyone with a similar issue.
Thank you for taking time to read this.
-Pooka


texts: Can't 3d Print my Model as it's too thin and solidifier just messes it up

texts: So I've tried to get this car body i found on the internet printed so i can make it into a key fob, the 3d printing company has contacted me saying the car body is too thin and it won't print right. I've tried to use the solidifer modifier and checked to see if there was anything wrong with the mesh but nothing has worked, can anyone suggest anything as i'm new to all this and have no clue how to fix it, thanks.


texts: How to make a report bug button in add-on?

texts: When I install a add-on in blender, I want a button to a link for reporting bugs? How can I do it? just like this


texts: How to UV unwrap this object and how to have the same textures resolution for the two objects

texts:
I'm a beginner in UV Unwrapping, I don't find the good way to UV unwrap this part of my object, it's called 'Detail' in the Blend file.

I tried different technics but I didn't get the best results to maintain the same resolution for the two objects, because I want them to share the same UV layout after.
Please, could you help me to find the solution? Thank you in advance :)


texts: Can't zoom close to object with small unit

texts: When working with relatively small units (mm) and small object I am not able to zoom in so I can see the object. It looks like part of the view is obscured (as shown on screenshot).


texts: Can I modify the #frame expression so it switches values slower?

texts:
I tried to add things like /2, /4 or so but it doesnt work like that.
I made a procedural water shader and thus want to get the constant movement, but it is too crazy with #frame.


texts: Where can I download blender screen layout presets?

texts:
I want to experiment with different screen layout presets. Preferably set up by professionals, rather than just the default blender preset screens here.

Is there a download source that has a pack of these or some plugin available?


texts:
What is the best way to render a 2d animated video which is made of imported SVG files from Inkscape? I already set the Environment Lighting (to 1.250) and set the Gather to Approximate. This only gives nice results with an error lower than 0.200, otherwise there are artefacts like gray circles. I am using the Blender Render (should I use Cycles Render?) and would like to have a FullHD Output (1920 x 1080) with 24fps for my 5 min long video. Currently it takes almost a minute per frame (I have a Core i5 6600).
I hope there is a way to improve my render settings...
Thanks.

(Look I want to achieve: https://www.youtube.com/watch?v=WSKi8HfcxEk)


texts: How to correctly use the mirror modifier?

texts:
I have some problems with the mirror modifier.
I think it doesn't mirror in the right way.

as you can see the two outlined objects face in the same direction. I want they face each others.
Is that possible?
Also when i move one outwards they moves in the same direction, instead i want they get far away.
Thanks.


texts:
I'm new to this and I don't know how to fix it, but what I'm doing is converting the script to 2.80. Eventually, I'm in the process where I make it compatible with blender 2.82, and now I'm facing this error when I try to import.
for v in range (len (verts)): bm.verts.new (verts[v])
    for c in range (faceNum):
        id = bm.verts
        ids = id[ind[c][0]], id[ind[c][1]], id[ind[c][2]] #error in this line
        bm.faces.new (ids)
    bm.to_mesh (me.data)
    n = 0
    datnum = me.data.uv_layers[0].data

I search everything on google and I can't find a solution to this problem. Thank you

sorry I made a screenshot of it but forgot to put it here.


texts: How to properly use the Child of constraint with bones

texts:
I am trying to get 2 bones to follow each other using the constraint system.

Trying to get the hand to follow the pump here. Both bones are individually configured correctly...

This is what happens when I add the constraint. Anybody understand the problem here?


texts: How to render a equirectangular non distorted panorama in Blender cycles?

texts:
Hi I would like to render my scene as 360x20 degrees (or 360x30) panorama, but without the fisheye effect.

I'm looking for a way to render it so it'd look like that: Example@Wikipedia

I've been trying with panorama - equirectangular, but It seems like I can't get the parameters right.

How would I go about doing this?.


texts: Background music doesn't play after restarting game

texts: My game has an always sensor connected to a sound actuator that plays the background music. After dying, you have the option to restart (which uses a basic game actuator restart). After restarting, the background music doesn't play that time around, even though all other sounds play fine. (the background music logic bricks are connected to the character btw)


texts:
Version: Blender 2.81

Using the Python API, I want to create a default path and then add individual points to it.

The code below does this. Except that it extends both the beginning and the end of the curve.

import bpy

# kill everything

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

# create curve

bpy.ops.curve.primitive_nurbs_path_add(radius=1, enter_editmode=False, location=(0, 0, 0))

# switch to edit mode

bpy.ops.object.editmode_toggle()

# add new point for curve

bpy.ops.curve.extrude_move(CURVE_OT_extrude={"mode":'TRANSLATION'},
    TRANSFORM_OT_translate={"value":(0, 2, 0)}
    )

In the viewpoint, I can extend the END of the curve by toggling edit mode, and then doing this: double-clicking the last point, and pressing E.

I can't figure out how to use python to select this last point.


texts:
I am looking at how to use python and make a code that automatically detects an empty on a vertex point and hooks them together. How can I do this and add it to the code I already have?
import bpy
from bpy import context
i = 0
c = 8

obj = context.active_object
while not i == c:
    v = obj.data.vertices[i]
    co_final = obj.matrix_world @ v.co
    obj_empty = bpy.data.objects.new("Point", None)
    context.collection.objects.link(obj_empty)
    obj_empty.location = v.co
    obj_empty.parent = obj
    i += 1


texts: How to bridge edges without creating a twist?

texts:
I'm trying to model my first car in blender. I started by creating the front wheel arch and then duplicating it and scaling it to -1 in the Y direction to create the rear wheel arch. I then continued to extrude out the side of the vehicle from there.

Now I want to create a bridge between an edge towards the front of the car and one towards the back so I can model the area above the windows. When I select the edges and create a bridge (W > Bridge Edge Loops) I end up with a twist in the bridge:

I assume the edges have inverted Y axis orientations caused by me when I mirrored the wheel arches by scaling -1. I have tried recalculating all normals and playing with the Twist setting in the Bridge tool but I cant create  bridge without the twist.

How can I fix my model so all faces, edges and vertices have the same Y axis orientation again?


texts: Messed up Topology (Shading?) due to the usage of the Knife Project Tool

texts:
Dear Blender Stack Exchange Community,

After trying to model a sword (after a concept art) I did run into some issues after using the Knife Project Tool. I am trying to add some Screws using the Extrude, Subdivide Command and Proportional Editing. However, after applying the Knife Project, weird Shadings started appearing.

I fixed the middle indent by connecting it to the rest of the geometry. The screw holes were done by keeping the produced geometry (Knife Project) selected and applying the transformation once, for all of them.

Now I did ask myself, whether I'd have to manually connect my screw holes to the rest of the mesh,or whether there is another, smarter way. Because by using this method I lose the accessibility of using efficient and clean loop cuts. I certainly do want to avoid ngons and poles as much as possible.

By the way, never mind my weird Subdivisions in the screw hole, I was going to fix it after solving this Problem.


texts: Binding Removes Particle System Vertex Weight Map

texts:
I am using Auto-Rig Pro and have stumbled into an issue I can’t seem to resolve. I have a model with a beard created with a particle system and utilizing a vertex weight map for placement. When I set everything up in ARP, the “bind” process removes the vertex map of the beard completely and the particle system populates all over the body. I understand what is happening, just not sure how to avoid it?
I thought I may be able to bake or create a secondary UVMap for the beard area, but I just can’t figure it out. I tried the ARP online manual and have searched several blender forums, probably not looking for the correct wording. Any ideas or links to solve this?
Seeing how common this must be, I am going to guess there is a fairly straight forward and simple process to avoid this, I just can’t figure it out on my own. I was hoping I don’t have to duplicate the vertices as a mesh and separate the beard from the body?
Thanks for any help!


texts: Video Editing: Unable to create Keyframe

texts:
I've imported a long MOV file (50 mins, x264) and I want to do some speed control over it.

I deleted the audio track to focus just on the video track.

I have dope sheet and graph editor open too.

In the Sequencer View, I right-click on the track and left-click to a specific frame. I press I and nothing appears in the dope sheet, the timeline or the graph editor at all.

So, I create a strip (speed) and right-click on it and - as shown in the official docs - untick Stretch Input where I expect the Speed Factor box to show the current frame.

It does not. I press I, nothing happens.

Please help.


texts: Step-by-Step selecting and moving vertices to absolute positions

texts:
I'm not sure why this is so hard in blender or perhaps not (I just don't know how to do it).  Please look at the below model:

I want to accomplish 2 things.

1) Drag select all topmost vertices (there are 4 as one is behind another one).

2) Move all of the Z locations to an exact world coordinate (0.2)

Now please tell me in the least amount of steps how this can be done in blender.  In max I can just drag/select all vertices.  I can then update all of their Z values in 1 input box to drop them all down in one operation.

I know that blender is different but I'm used to modeling building block pieces like this and require this kind of functionality all the time.

If there is not an easy way to do this then please tell me how you all model to get accurate building blocks.

Thanks,
- Jeff


texts: Blender 2.79 problems adding Gear Addon on Mac

texts:
I have been going through tutorials online that seem simple enough but for some reason my 'add_mesh_gear.py' addon will not install. I have tried the text editor method in blender and the straight forward install from file and both appear to do something but nothing appears to actuakky install.

There's a message in the top right window that says:

Modules installed () from <my file directory> to <blender addons directory>

The empty parenthesis looks as if nothing was installed and, as I said originally, it does not appear in the addons list either.

Does anyone know what may be the issue?


texts: So I was given a diagram for a lopsided figure eight. The figure eight can be made with two arcs and two tangent lines. I know the angle I'd need to cut out of a circle to make the arcs, and I could calculate the length of each tangent line. But I'm not sure where to start with Blender, I'm really new to it and by that I mean I started using it yesterday. How would I draw a circle with a specific angle cut out of it?


texts: Why the hair particles coming through the mesh. With the hair particles and object as a mesh. Why the particles coming through the mesh. The Ear is separate mesh still the mesh coming through. I weight paint the area. Any suggestion or help how to control it. Thanks


texts: How to rotate all the keyframes of root bone?

texts:
I found an animated character online. I want to rotate this character for all the keyframes by 180 degrees along the Z-axis. This can be done by rotating the root bone. But how do I go about rotating the root bone for all keyframes?

The animation use quaternion rotation.

Here's the .fbx file


texts: Apply all transforms? After qutting edit mode it resets everything back

texts:
In Edit Mode I apply few transforms to a grid (wrap, rotate, change location), but when I got back to the Object Mode - everything's gone, and all I see is my default grid.

What am I missing? How do I stop blender from erasing all changes I've made?


texts:
so i was using latticed eye that works quite well with tracking etc but i have a problem when i change the head pose the eye will follow the head and the lattice wont like this :

i tried parenting the lattice but it messed my eye tracking instead, is there any solution for this?

Blend file : http://pasteall.org/blend/index.php?id=52093

Thankyou in advance


texts: Reading Custom Property from Blender Game Engine

texts:
I'm using the BGE to read a custom property that I set in Blender on the default Cube object. For some reason, the property doesn't show up in the BGE? Am I missing something obvious? All the documentation I can find says I can just access it with obj['propertyName'], but it doesn't work.

cube = bge.logic.getCurrentScene().objects["Cube"]
print(cube['min'])  # KeyError: 'value = gameOb[key]: KX_GameObject, key "min" does not exist'
print(cube.get('min'))  # Returns None
print(cube.getPropertyNames())  # Empty list
print(cube.attrDict)  # Empty dictionary

Version is Blender 2.78; to run the engine, I just do blenderplayer myfile.blend.


texts:
Hello my fellow Blenderians,

I stuck on a project and maybe you can end my struggle. :-)

I made a filament with metaballs (it is more likely a sausage, see the attached pic) and over 100 frames some parts of it increase the volume. Now I tried to achieve a color change for the thick parts. Basically, the idea is: slim metaballs should be blue and big metaballs should be red. (The gradient of color is indicated below the metball-sausage).

I read about metaball families, and that these are always with one material associated. Is there a way to calculate it to a surface and make a colorchange via texture?

Sadly, I haven't found a tutorial which covers that.

Greetings and best regards,
Patrick


texts: I want to take a video of me standing on the right side of the screen, split it, then flip the second half so I'm standing on the left side of the screen. I'm using a green screen, so I'm planning on masking out the top clip. I don't know why I can't find any tutorials on flipping a video. I can only find how to rotate videos. Another side question: how can I add a video in the video editor (which I already did), but be able to access it in the motion tracking view? I would like to cut the clips (and some other basic editing), and then do the masking (duplicating myself)/removing the greenscreen. I really appreciate any help as this is for a school project that is due tomorrow :).


texts: Connect 4 objects with rigid body constraint?

texts: I have a simple question. If I have 2 empties connecting two objects each using rigid body constraints, how could I connect both of these empties? Or how would I make 4 objects connect at one point using rigid body constraint?


texts: "." nor "f" work to viewport zoom on a selected object

texts: I need to have a zoom on selected object working. Old tutorials state it's the numpad period, my keyboard doesn't have a numpad. I saw a post saying that the function has been remapped to F on 2.8, but that doesn't work either. I can't find the command in the keymap settings.


texts: Why does my object remain gray in the 3D View after changing its 'Base Color'?

texts:
I want to create a radioactive torus. First I think I need to change/set a color. I've created a torus and then (in material properties) a changed in Edit mode to green (see the snippet below).
I've also changed Emission to RGB green. Not only that the emission doesn't work, even the change color doesn't work: it's not green but still gray.
What's wrong with my Torus?

EDIT for solid mode


texts: Automating Blender workflow with opening OBJs and rendering them with options

texts:
I have never done scripting in Blender, so I am looking how to solve this task. I have 1000 OBJ files that I have to import in Blender one by one, and to render each one under the same setting. The workflow is roughly like this:

import the OBJ
rotate and scale the object (constant value)
create a plane at z=0
put a lamp at a specific location
render the image
move the lamp to a second specific location
render the second image

And this has to be done 1000 times (for each OBJ).

I am proficient with Python if it helps.


texts: Object hierarchy - scale does not change location

texts:
I am importing a DAE file which has objects in a hierarchy.
When I change the first object in the hierarchy's scale (reducing by a scale factor of 1000), the object becomes smaller to the size I would like.
However, when I view the XYZ location of an object lower in the hierarchy, the dimension scale change, but the location does not. Why is this?
Example:
Before doing anything. Note the Location XYZ

Original scale factor of top level object:

I have now changed the scale for the top level object to a scale of .001:

I'm selecting the object a few down the hierarchy again. As you can see the dimensions of the object changed, but the location XYZ does not change.


texts: How to switch between editors with shortcuts

texts:
I'm tired of pulling out windows to get the UV editor or pull down a menu in the screen sets.
Is there a shortcut, with one key, to get my 3D view to UV editor/node editor?

I have not found a way to edit shortcuts that way.


texts:
I'm playing with Animation Nodes and managed to do what I wanted :

reveal letters one by one by moving an empty ("reveal")
wiggle letters independently ("rotationWiggle")

Now I want to combine those, because with my current nodes setup, only the second animation works.
It seems that I have to change something (connect the two block together ?) so it outputs the two animations at the same time.
How could I do that ?
I was thinking that I could connect the Objects output socket from Object Matrix Output (top right) to the Object List input socket of the Invoke Subprogram node (second frame, top left), but it does nothing.
Thanks a lot.


texts: Is the physics engine capable of reproducing this effect of a ball oscilating due to a water jet? [video]

texts:
So I have this video: https://www.youtube.com/watch?v=yq_qSWZDHHk

I'm wondering, is it possible in a scene to add a water source on top and a rigid-body ball on the floor, and with the correct viscosity and friction between the floor and the ball, would the Blender physics engine by itself be capable of reproducing this effect?

That last part is important. I don't mean if it is possible to reproduce doing the animation by hand, I mean if the physics engine itself is capable of doing the animation just by having the initial parameters.

For this it's necessary for there to be friction due to viscosity between the liquid and the ball, and friction due to surface irregularities between the ball and the floor.

Any comment is appreciated, thanks.

Edit: this question (Physics cross-simulation interactions) was posted on 2013, as well as its answer, and I wanted to see if something had changed.


texts: exporting animated model to unity 5 totally deform the mesh

texts:
I am trying to import a model in unity from blender. But using FBX is a total disaster, collada looks "better", at least I can recognize the arms and legs.
This is the link for the original blend file:
https://copy.com/DHMZ4ACjSoyYroAm

hopefully someone can give me a clue, thanks in advance.


texts: Where do these bright edges come from? Principled Shader Cycles SSS

texts:
I´ve noticed that there are this strange bright edges all around the triangles when using the sss on the standard hard surface Suzanne mesh. Can anyone explain to me how this happens? Is it just a problem between the shader and the geometry?
The same question goes for the dark lines, for example right* to the nose or down-left* to the shadow of the cheek.

*viewer perspective

complete

subsurface indirect

subsurface direct


texts: Euler list output in steps (Animation nodes)

texts:
I try to create an euler list that adds a rotation every so many times. In this case adding 72 degrees every 3 times.
I would be thankful if someone could help me.


texts: Trying to upload two images in sequence in movie clip editor but it only adds one and fills all frames. How do I fix this?

texts:
Ive done it before and its worked. Trying to set up a tracking scene so I can drop a model into the photo accurately. For some reason it has stoped working and only loads in one of the selected images, and then fills every frame with it. I have tried deleting and re downloading blender but the problem persists.
Any help???
Thanks :)


texts: How can I create procedural textures in code and fill in individual pixels one by one?

texts:
When I say procedural textures I mean create a texture in code and fill in individual pixels one by one. I was curious if I could do this in BGE because I am creating procedual terrain and need to generate textures along with it.
Cheers, Keegan.


texts:
I'm trying to render in orthographic view, clicking on the cam, and going to settings choosing type: Orthographic. But when my PNG sequence is exported its still in perspective. What further more settings do I need to do?

Thank you.


texts:
Doing some modeling with Subsurface Div on and there is a hard edge that simply will not smooth.
See imgur: https://imgur.com/a/EynncsB

I've tried all of the following:

-Verified no dup. verts

-Verified Normals Outside & In

-Checked for Clear Edge

-Tried smoothing Object

-Loop cut and added additional loop for potential topology issue...

I'm out of ideas, anyone know what could cause this?


texts: Copy drivers from one Armature to another of the same kind

texts:
I have a mesh/armature combo, which I developed in a good amount of steps.
The first iteration has drivers for bones which drive other bones of the armature. While developing the neither the armature nor the mesh where topology-wise changed.
In the current last iteration I noticed (too late) that those drivers got
lost somewhere.
The first iteration and the current iteration are in two different files.

How can I copy/transfer those drivers from the first iteration of that armature/mesh to the current last one?

PS: I cannot provide a *.blend file. It is not my decision.


texts:
First of all, sorry for bad English...

I got a Problem with the mirror modifier... The origin of my object is set to the 3D-curser, which is in the center (0, 0, 0). When I mirror my object, it duplicates to the other side (as it should) but the position is wrong... Why is that?... (The black line is the line I'm mirroring in)

When you see the objects from the top, It looks like the object is mirrored in a line that isn't even there, as you can see at the photo below, where the yellow line illustrates the unexisting line.

Any ideas what could cause this mistake?


texts:
I was wondering if there would be anyone willing to tutor or teach me to start with blender, and get a decent way into it...I find the wiki and video tutorials somewhat difficult because I'm not very good at self-study. I understand it might not be worth it, as there is no way for me to pay you, but maybe we could work on projects together once we finished or as we go along? I'm also very willing to help you with your projects as I learn new concepts.

Thanks in advance, I appreciate it!


texts: How to make a realistic droplet drop on leaf?

texts:
I would like to have this to be so that the leaf is really getting the weight of the droplet and bending because of the weight of the droplet. And that the droplet really drags on the leaf before falling. So, in other words, as realistic as possible. How to do that?

Wow, got this by editing the .blend of @CLR's


texts: Export UV mapped texture maps to images?

texts:
I have a series of texture maps (such as diffuse map, normal map, etc.) correctly set up in the Cycles node tree.

When I export my model to .obj, I notice the accompanying .mtl file doesn't really specify those maps with tags map_Kd, map_Ks, etc. I understand why this is happening -- you just can‘t really "export" Cycles material. That said, UV mapping is saved in .obj as tag vt.

How can I export those UV unwrapped texture maps out as new texture maps that match with the vt coordinates in the .obj?

I know I can bake the texture to an image, and that image indeed matches with the vt coordinates in the .obj. Although this is almost what I want, it's still different -- I don't need to bake the lighting information, etc. All I need is pixel-shifted-around versions of the original diffuse, normal, etc. maps.


texts: delete one by one the vertices of a curve?

texts: I have a spiral shaped nurbsPath, and i need to delete each vertex from first to last, one for each frame of animation. Can anyone come up with a phyton script to acomplish this? Thanks.


texts: I am part of a digital animation class, and I need to create an ice cream cone following the tutorials by the Blender Nation. However, I'm not been able to curve my ice cream around the bezier curve. I would be grateful for any advice on how to move past this part.


texts: Texture stretching at edge even though UV map says it's fine

texts:
Why is this happening and how do I fix it? I'm still new and following this anvil tutorial but the texture is stretching  over one edge and also sort of looks like I've put a seam where I haven't. It's fine on the other side and both sides are clean blue in the UV map on the right where the edge is selected

Bad side

Good side


texts:
Is there is a way to use a texture on disk and have Blender periodically update that texture if the file on disk changes.

I'm trying to paint layers in Gimp and overwrite the file on disk and get quicker feedback on how it looks in the viewport.


texts: How do I change the location of the "Temp" folder to be a relative path?

texts:
Here are my current User Preferences under the File tab:

I'd like to make the "Temp" folder a relative path, sitting somewhere under the application's directory. So in this case, rather than it being "D:\Applications\Blender 2.79\Temp\", it would be something like "\Temp\".

Surely this should be very simple, but I've tried many combinations like //Temp, //\Temp\, \Temp\, etc, and every time it just resets to the default location.

Is it not possible to use relative paths for the Temp folder (I'm using Windows 10 if it makes any difference)? Thanks for any support you can give!


texts:
I'm currently modifying a mesh using a Python script. I just realised that my mesh have a few t-junctions, which I would like to fix. Is there any way to fix t-junctions in Blender? If so, is it also possible to do this from script?

Clarification: My mesh contains t-junctions where the vertices are disconnected from the opposite face. A script or Blender feature that just 'glues'/connects the vertex would also work fine for me.


texts: Is it possible to add a custom "editor" as an add-on?

texts:
I would like to create an add-on to add a new type of node editor to blender.
but before doing so, want to make sure I'm not diving into something that the current version simply doesn't allow.

Is this something that would require making a custom version of blender?
or can it be achieved via python script add-on? If so, can anyone please shed some light on this?


texts: problem with deformation of curve modifier

texts:
i was want to make cylinder with holes i make this plane
and then i add array and curve modifier as shown :

you can see the mesh is not connected even when merge is enabled
so i apply the array modifier and then merge them manually in edit mode
but the problem when i want to change the size of the mesh by scale the curve
the merged vertices that i connected them (merge) deformed in strange way unlike other vertices    :

so i know it should scale before apply array but i just want to know why this happen  it just  a merge ??


texts: Insert a FloatVectorProperty into a customized interface

texts:
Referring to this question, I am trying to build a custom interface starting from the final model "All in One". The problem is that I want to add into my interface a FloatVectorProperty. So, I inserted that into my "My Setting" class, into the "OBJECT_PT_my_panel" class and I am trying to print its values.
But when I add this FloatVectorProperty, the other parameters just disappear and the compiler says to me that "ValueError: bpy_struct "MySettings" registration error: my_vector_property could not register"

That's how I defined the vector property inside the MySetting class:

my_floatVectorProperty = FloatVectorProperty(
    description="Something",
    default=(0.0, 0.0, 0.0),
    min=(0.0,0.0,0.0),
    max=(100.0,100.0,100.0),
)

Is there a way to fix that so I can add a FloatVectorProperty to the panel and print its values?


texts: Script to add and remove F-Curve Modifiers to multiple selected f-cruves

texts: I want to apply 'Cycles' modifier to multiple selected f-curves to create a  walk sequence. I want to do this with a script. How can I do this?


texts: UV Editing - Unwrap object and display measurements in the view

texts: How can i display the measurements from the 3D-editor in the UV-editor as illustrated in the picture?


texts:
I have a problem to define my script if no active object is exisiting in the current scene. My approach is if no active object is existing then another definition should be happen. Python console says "no active object, no attributes at all".
Please, can somebody help me?
import bpy

act_obj = bpy.context.active_object

for sel_obj in bpy.context.selected_objects:
   if act_obj.name in sel_obj.name:
       ob1_act = bpy.context.scene.cursor
   else:
       ob1_act = act_obj

bpy.ops.object.empty_add(type='PLAIN_AXES', location=ob1_act.location)


texts: What is the difference between a boolean union of two solids and to left them compenetrated ? Visually I see no difference, but if I don't execute the union, internal faces remain.


texts: How to follow animated object in user perspective?

texts:
I have my character moving from one end of the scene to the next. I want to animate them as they move. When I press the period key I am able to focus in on the character however, when I press play my user perspective stays in the same space instead of following the character selected.
Is there any way to lock my user perspective to the character whilst moving?
Any help would be much appreciated.
Thank you.


texts: Make duo-tone illustrations by seperating colors

texts:
I'm working on a workflow to make duotone illustrations. I like to work with emission shaders for this, because they eliminate all lightbounces, thereby it requires almost no rendertime and gives me a vector-like illustration. In the image below I put a Fresnel Node in the Mixshader to seperate colors, but what I actually want is to replace this Node for the information of the lighting in the scene. Got any ideas?
I also tried to use a Toon node and a Glossy node with roughness to 0, but I really like the Emission shader because the color isn't affected by background or lighting. Maybe there is a way to convert a material node to color data and to set a colorramp on that?


texts:
I am trying to submit a render job via slurm on our cluster with blender 2.8, that is, completely command-line based with no way to start the GUI on the computing nodes.

I have assigned 38 CPU to the task (so that the resources are assigned on a single machine) and plenty of RAM. Unfortunately, Blender uses only about 5 CPUs and the whole thing is disappointingly slow, with 5s/frame. (We are not only rendering the scene but are especially saving the motion vectors and depth map, which seems to take it's time).
On a local machine with 2 Geforce 1080 Ti, I got it running with 1.5s/frame.

We also have nodes with 20 CPUs and 2 Geforce 2080 Ti each. How do I configure CUDA on such a job?


texts: Animations Disappear When Loading Up Blender

texts:
So, I was working on some animations the day before, and I saved my file and clicked the F in the action editor next to the ones I wanted saved (There were some other animations that I didn't know how to delete), and went to bed. When I woke up the next day, I started up the file, and all of my animations were gone. Does anyone know why this is? Is there some sort of way to save your animation, or is that what the F does, even though I pressed it?

By the way, I got then back by re-loading my old save file, I just want to know why that happened. Let me know if you need any extra details. Thanks!


texts: Show animation speed in pixels per second

texts: Is it possible to view the speed of a movement in Blender? In other animation software it is usually possible to see how many pixels per second an object is moving at. This is very useful when you need to achieve constant speed between different parts of an animation. Can Blender show the speed of an animation in either pixels or Blender units? I'm aware of the graph editor, but it's only showing me a value graph and I would like to see a speed graph.


texts:
How do I get the list of operations done in blender? Usually Undo/redo are found under edit menu. But I'm not able to locate undo list.

This wiki page says by pressing AltU it should show history. But somehow I'm not able to view it.

Note: I'm new to blender.


texts: How to copy and paste a single modifier?

texts:
I have multiple objects with different sets of modifiers, but I want all of them to have the exact same Array Modifier.

Unfortunately the only way I've found to copy and paste modifiers is to select everything and do Ctrl + L to copy the entire stack of modifiers, not an individual modifier.

Is there any way to copy and paste a single modifier without having to manually re-add it to every object?


texts: So I'm masking in the movie clip editor, and I noticed that the video is compressed on the sides to where its a square now, and When I use the mask in the vse, it comes out stretched out, but still offset. Help please


texts: Rigging and auto weight painting not working

texts:
I have no doubles, my normals are outward, rig is lined up, but the rig isn't actually deforming the model at all and auto weight painting isn't doing anything.

Can someone take a look at my file and tell me what I need to fix? https://drive.google.com/file/d/1w2nGJB_rLT6Ca2_q-DRxv-BcD1DFXZae/view?usp=sharing

I'm incredibly frustrated with this right now and don't know how to fix it.


texts: Is there any way to make random areas of a mesh trasparent?

texts: I am currently making clouds and I was wondering if I could be efficient and make one cloud and let the computer randomly choose where it could make it transparent or do I have to make multiple meshes?


texts: Set active blender area/region in headless python module

texts:
I compiled Blender as python module to be able to do unit testing of a plugin I'm working on. The issue is that bpy.context.area and other context values do not seem to populate so I can't run operators that require a specific area (like bpy.ops.screen.region_quadviews()).

How do I set the active area and region in Blender?


texts: my undo doesn't work in 2.8, except in edit mode

texts:
Since a week, when I undo in object mode, sculpt mode or in the properties panels (in fact in all editors I tested except edit mode), it doesn't undo in the mode, but instead it enter the edit mode of the last object I edited and undo there.

Also it destroy the work I've done since the last time I was in edit mode. So my blender is totaly unusable.
I'm downloading every daily build since a week in the hope it corrects but it doesn't. I also found that my previous 2.8 builds doesn't work anymore and that my 2.79 bender just works fine. So I gess it might have something to do with the user preferences. I have no idea.

I didn't found anyone with a similar problem, and no bug report reffers to it.
It isn't a keyboard problem since I tested to undo by the menues, and ctrl+z just works fine in edit mode. It repeats with every new files I create and in older too.

The one who solve my problem is awesome, and thanks to anyone that gives a gess


texts: How to unhide hidden objects with a Python script?

texts:
Here are a few objects that I have hidden:

I am using the script below to make them visible:

bpy.ops.object.hide_view_clear()

but it does not help.

So what is the perfect script to make them visible?


texts: Increasing text size in top left of viewport

texts:
I found the text size a bit hard to read as my screen is realtively small, so I managed find
Edit/Preferences/Themes/Text Style where I could increase to 13 points from the default of 11 or so.
This was great for editors, menues, widgets etc.

However, the text in the top left corner of the active view remains at the default size. Does anyone know how to increase that font size too? Thanks

Best regards

Trevor


texts: How to remove the face that intersects throught the cylinder

texts: I need to remove the face inside this cylinder intersecting with my cube. I've tried to use the knife, project knife with a circle, tried adding a boolean and union/intersect.. nothing does it. The cylinder is scaled down towards the bottom and there is also an angle to the cube. still not working. Please help ! and all those object are currently a single piece.


texts:
Hi I have a similar problem with texture as other Blender user BUT the difference is that all the solutions posted here on the website(blender beta) are not solving my issue..

(Picture 1)  I build a game in Blender (** built & Works in Blender 2.57 only)** and textures were displaying at first but since 2015 January the engine started to behave strange..

(Picture 2) Each time I load the Game this message pops up "Texface Conversion problem (see error in console)"

(Picture 3) Even after trying the solution you posted... the Game still looks Black in Texture Mode and Total white in Game mode (after presing P)

In the MULTEXTURE Mode the textures appear...see picture below
(Picture 4)

**Lastly.. I only use BLender 2.57 because Latest Versions give me more ERRORS* for example Animations stop working during GAME RUN time*


texts: I have used a plane and a diamond shape to duplicate ths diamond on a plane. It has worked successfully using Ctrl+P and duplication>faces however i want to get rid of the big diamond which was used for duplicating, is there a way to get rid of it? I have tried going into: object > apply > make duplicates real but it makes viewport and render slow again.


texts: Re-directing Help>Manual Menu to Local Drive

texts:
I've downloaded the Manual pages to my Hard Drive and would like to access them via the Help>Manual menu. Is there a way to do this either through Prefs or the source code?

Thanks.


texts:
I want to animate an excavator and the path he makes in the ground while digging in an abstract way. Animating the excavator seems to be no problem but I have trouble with animating the ground cause the shovel is entering it in a radial way.
I used the AnimAll add on to Animate the vertices of the ground to create the digging process but it is a very unsatisfying way.

I hope you have a better idea!
Some pictures regarding my problem

Thank you in advance

Fabian


texts: SSS not working correctly on this model (cycles)

texts: I've been working on uv unwrapping and retexturing this model from Daz, unfortunately, the SSS doesn't seem to work right in Cycles. It seems to be somehow inverted, as the main head is more transparent than the ears, nose, etc. I have it set to Random walk, and have no idea why its acting this way and what could be the root cause of it


texts:
I've only been using blender for three months, so i dont know many things abt it n im trying to learn. But i got a job from lighting shop. I'm modelling lightings for my customer but they use 3ds max and they want everything in a .fbx. How can i export everytihng(model,textures,materials etc.) in a .fbx or another format? Is it possible? Thanks for helps :)
Btw my english is not well sorry for my language :)


texts:
Animations and model looks great in blender. I import into unity and it this deformation happens and I can't seem to get rid of it.The animations all play correctly in unity but the deformation on the hand is always present.
Things I don't know about

This model/rig uses plenty of IKs in blender so I am not sure if that translates into unity although i haven't had problems from it in the past
This model also uses the child-of constraint in blender and in the animations the influence value is changed.

Things I have tried.

Applying and reapplying LocRotScale
Removing re-applying armature
Messing around with unity model settings (i.e. rig from generic to legacy, mesh compression etc.)
Double checked weight painting and all vertices are correctly assigned.

the model can be downloaded here


texts:
I was trying to move a model I had downloaded but when I grabbed it on the z axis this happened.

before


texts:
I have a cylinder which I arrange in a grid, using 2 array modifiers: 1 to multiply along the x-axis and a second one to multiply along the y-axis.
I do this twice, and I can't get around why those arrays have different editing behaviour:

The first array, in Object mode, I can only click-select the base object in the scene, and in the N-menu (item transform), I can change the scale and dimension of that object. It will apply to the array-instances as well. This is the expected behaviour.
In my second array (which is exactly the same, and actually a copy of the first one, but this is now also what happens when I create the array from scratch), I can select any instance of the cylinder in the scene. And the item-transform menu shows the total dimension. I can NOT edit the base object!

Why is there different behaviour anyway? And how am I supposed to edit the base object to be applied for all instances? Obviously, I don't want to remove and re-create the array modifiers, just to edit the base object.
I'm very new (again) to blender, but I think for what I'm doing, I'm quite happy in Object mode. I am aware that I can edit the instance in Edit mode, but this one looks more like I'm not understanding something about the Object mode and arrays.
Updated Details
Here are some more details, trying to explain what behaviour I am looking for, and which is actually the behaviour I sometimes see as described in (1.)
So I'm starting with the default cube, and just to highlight which transform-dialog I'm talking about, it's dimensions are 2x2x2.

When I add an array modifier, I kind of expect to still being able to edit/transform the base object. But when I select, the object size is shown as 12x2x2. And when I transform the dimensions, the whole group/array is transformed.

However, in some cases, when I selected the base object, the transform dialog did show the dimensions of only that object, and allowed me to edit it's dimensions. Which then applied to all array-copies. This is the behavior I actually expected, but most of the times, the selection will be the whole group/array, not the single object.
I can't get to reproduce the "expected" behavior, but it was definitely there. Once, I had an array selected so that I could edit the base object - and then after saving the file, that behavior was gone.
This is unfortunately very blurry and I'm sorry for not being able to provide an example of "the good behavior". From the comments I understand that this actual behavior is expected, which also makes sense. Just confusing, that in some instances I could edit the base object.


texts: Why does a plane with an image texture show as black in Cycles?

texts:
I created a plane and added a Diffuse Material with an image as the texture, and a single lamp above it, using all default settings otherwise. Strangely, the plane appears as black in Cycles. I can't figure out what I could have possibly done wrong.

Do I need to tweak something? (Or is it normal for Cycles to treat a Plane with an image as not being illuminated (if there are no other objects in the scene)?)


texts: How could I prevent repeating textures on an object like floor tiles?

texts:
Blender newbie and still a little confused by textures.

Basically, I wanted to create marble tiles with the array tool and a texture I had gotten off of Poliigon. Problem is that I'm not quite sure how to make it look like it isn't just repeating. I'd like some randomness to it but I'm not sure how to achieve it. Could anyone help with this?


texts: Screw Tool Blender 2.8 no options window

texts:
As described here: How do i use the screw tool in blender 2.8

I tried to use the screw tool. But for me the screw-options-window, that you fill with the axis-values. does not show up?

I'm using Blender 2.82.


texts: How do you add a custom label to a vertex?

texts: I would simply like to put an arbitrary, non-mesh/curve text label next to any vertex that sticks there in a manner similar to the 3D cursor itself. I have not found a way to do this so far, but I would imagine Blender would not be so careless is to exclude the basic capacity for displaying text that even notepad and MS paint are capable of.


texts: How can I remove these lines from my smoke?

texts:
You can see if you look closely that my render is plagued with horizontal stripes in the smoke. These are from where the smoke is colliding with the invisible casing around the device. Currently, my smoke divisions are at 448, which I would think would be more than sufficient, and I can't go over 512 anyway. How can I smooth these out?

I am using high res with one division and a strength of 1 using FFT.


texts: Strategy for creating this model in Blender from scratch

texts:
I'm quite new to Blender and decided to start by trying to model a fairly simple part from scratch, but it is proving to be much more challenging than I anticipated.
I modeled the part in Fusion 360 to illustrate the sort of thing I'm trying to create in Blender, but it's not intended to be used as an actual reference.  Here is a picture of the Fusion 360 model along with the 2D sketch it was extruded from:

The idea is that the faces marked by each color should be the same width as the other faces of the same color.  I don't necessarily care about the exact dimensions of things, so I was hoping to eyeball some of the features and then somehow match the other features to the eyeballed parts when modeling in Blender.
My attempt in Blender started with a cube that I scaled up on the Z axis and down on the Y axis to create the main slab.  Then I created two loop cuts vertically and scaled them along the X axis to form the basis for the vertical pillars as shown here:

This is where the first problem occurs.  How could I go about moving the loop cuts so that the distance from the outer edges match the thickness of the slab (preferably without having to make any exact measurements if possible)?
Once that is solved I think I could create two horizontal loop cuts scaled along the Z axis to form the horizontal beams along the top and bottom.  This is where the second problem occurs.  I'm not sure how to go about creating the inner diagonal beams.  My first thought is that I would select the inner rectangular face on the front and back and then use the "Bridge Faces" command to cut a hole through the slab, but then I'm not sure how to form the diagonal beams from there.  Alternatively, instead of cutting the hole first, I was thinking I could use the knife tool to create a diagonal edge, but then I'm unsure how I'd go about making two edges that are parallel and spaced similarly to the Fusion 360 sketch and then mirroring them to form the opposite diagonal beam.
Any tips on how to get past the above problems or even an entirely different approach would be greatly appreciated.


texts:
I'm working on a rendering project in which I need stereoscopic frames rendering along with depth (in both openexr and normalized png formats).

I need the depth inverted in respect to the blender original format, so I need white for near objects and black for far objects.
I did this with compositing, implementing a node tree that inverts the depth output and does some elaboration in order to normalize the values between a far plane and a near plane defined by me.
I need this cause, as you know, by default the z-buffer uses the camera clipping planes as far and near planes, but I need to use a narrower range between the planes in respect to the range of the camera, and I cannot do this by modifying the camera clipping planes as this would end in clipped objects in the final render.

Now, I animated my camera and rendered the frames but I encountered some issues. When I tried to render on the CPU some of the depth PNG files resulted completely black (actually, they are white at the output of the render layer but black in the file, since I invert the depth as explained above). Same for the openexr files, for which I have some really light files (few KBytes) while the rest are around 1MB.

Then I tried to render on the GPU. In this case there are no black depth files, but I have an even more weird behavior: some of the files seem to be normalized in a different way than the rest (the distance from the camera to the objects in the view doesn't change as the camera only mover horizontally along X axis).
Here are 2 consecutive frames to show you the problem:

Here is an explained screenshot of my compositing node tree

To do the new range normalization, I basically create a mask indicating the pixels that are in the new range (expressed in millimeters) using the greater than/less than nodes and combining them with a multiply node. Then I multiply the mask with the inverted non-normalized depth (lets call RANGEDEPTH the output of this multiplication). After this, I do different operations to get the PNG and the openxer outputs.
For the PNG, I multiply the normalized mask and the normalized RANGEDEPTH.
For the openexr, I multiply the normalized mask and the non-normalized RANGEDEPTH.
I know it is a bit tricky but when I implemented this and tested on a single frame it worked well.

EDIT: in the very moment I finished writing this, I think I understood the reason of the problem with the different normalization.
As you probably understood, the subject of the render is a filled supermarket shelf, and behind it there is just a wall around 5 meters far away.
Looking at all the depth images among the 100 frames I rendered, I noticed that the brighter depth images are the ones in which the wall is visible, while in the darker ones the wall is not visible as the shelf completely obfuscates it. My conclusion is that the "normalize" nodes used in the node tree normalize the depth looking at the maximum and minimum values in the buffer and not looking at the camera clipping planes as I thought.
Is there any node with which I can normalize in respect to the camera clipping planes?
I still have no clue why there are some completely black depth files when rendering on the CPU though.

EDIT 2: doing some research, I found out that the node "Map range" node does exactly what I need without all that complicated node tree. I still have no explanation for the black frames on the CPU.


texts: Self collision breaks or "shrinks" the cloth if the mesh has dense polycount

texts:
I did not upload images to show examples because this question explains itself, and I already know the problem of this, this is caused by a big distance value of self collision to a very lowpoly mesh, but there's another problem.
Even that I put the value of the self collision to 0.001 still it doesn't work if my mesh is too dense, so I tried three tests:

With the geometry added in edit mode to the mesh with 2-3 subdivisions level.

With subdivision surface modifier in above of the cloth modifier (to let the cloth modifier calculate the geometry of the previous modifier)

And was the same result for both, the cloth simulation gets worse, with this "shrinking" issue.

Tried with other original low poly res, and it worked well, but looks awful the cloth.

I realized that this doesn't happen if I maintain the previous resolution (about 1.500 faces for the low poly, and for the subdivided test was 24.500 faces), but the cloth mesh it has awful look, unless I put in it a surf-sub modifier below of the cloth modifier with 2 levels, its looks good enough, but not quite impressive as if could have get with the real high polycount or non destructively with surf-surf above the cloth modifier in my opinion.
I wonder is this a limitation or is there a workaround for simulating dense meshes with self collision at 0.001 (this is maximum minimum value you can add to the option unfortunately, so it could be better if we could make like 0.0001).


texts:
when I try to duplicate grease pencil layers using the "copy/paste" buttons I get a: "keyframe pasting not available for grease pencil mode"
Any idea what I am doing wrong?


texts: Cloth Bake: Save frames in timeline as shape key?

texts:
I've run a cloth bake. It runs from frame 0 to 60. I can see the results in the timeline from frame 0 to 60. I want to save various frames as a seperate shapekey for the cloth. For example I want to caputure the result at frame 20 as a seperate shapekey, and capture the result at frame 40 as a seperate shapekey.
Is there a way to do this blender?


texts: Why have my appended objects lost their rigid body settings?

texts:
I am working on a scene in which a wrecking ball on a chain crashes through numerous glass cubes.

I created the chain and ball in a different blender file to work more quickly, since the numerous cubes made modelling slow. I created materials for the ball and chain and then made rigid bodies correctly so the chain and ball would swing realistically.

Now that I have appended the chain and ball (About 10 individual objects) from my first blender file into my current file with the glass cubes, the ball and chain no longer move when I press play even though they still appear to have their correct rigid body settings.

It seems that importing multiple objects, each with their own rigid body settings is problematic. Is there any way to get my wrecking ball and chain into my file with the glass cubes without having to remake them within the glass cube file?

Thank you for your time?


texts:
I am just starting with blender and am actually in the middle of my first tutorial from Blender Guru.

I just rendered a scene with a coffee cup with coffee in it, and suddenly dark tiles appear in the render image. After a little research, is seems to come from the material volume, that the coffee material uses.

If I delete the volume from the material, everything is fine again.

So it seems like, the CPU, when I follow the tiles, is rendering the tiles darker than the GPU.

My setup:
CPU: AMD Ryzen 7 2700x
GPU: AMD Radeon RX7500
RAM: Corsair DDR4 Vengeance LPX 2x8GB 3200
MB: MSI X570 Gaming Edge Wifi

Is this a known problem and is there maybe a easy fix? Disabling the GPU in render settings does solve the problem, but drastically increases the render time.

Hope somebody can help!


texts: Snap vertex to face along a non-perpendicular direction

texts:
How do I move a vertex along an orientation that is not perpendicular to a target face, and make it snap onto that face?

I.e. I want to move along (constrain movement to) an axis that is not perpendicular to the face, and then snap the vertex exactly where the axis crosses the face.

I'm first create the transform orientation to move the vertex along the desired direction. Then I want to snap it onto the face. The snapping works, in the sense that it will snap the vertex to the height of the face at the location of the cursor, but looking from the same orientation. This does not give me what I want because the face is not perpendicular to the orientation. So basically the problem is that both the movement as well as the snapping is using the same orientation. I want to use the orientation for the movement only, and snap onto the normal of the target face.


texts: Discrepancy between the viewport render and actual render from the render engine.(Grease Pencil)

texts:
There appears to be a discrepancy between what one sees in render viewport and the rendered image. This issue is not specific to me. A fellow blender artist posted similar issue.
It seems that the strokes that are added "afterwards" like colouring to fill gaps left by previous work- are not rendered by the engine as image.
Below is the Screenshot of the viewport:

Below is the image rendered by the engine:


texts: Change size of StringProperty Text Input

texts:
Is there a way to increase the vertical height of a StringProperty? My goal is to have a multi line text entry field.

I have applied a scale_y which works on operator buttons but doesn't seem to work on a StringProperty

    sub = col.row()
    sub.scale_y = 3.0
    sub.operator("render.render")
    sub.prop(scene.video_info,"video_description")

Edit for clarification

My objective is to have a text entry field that can accept an arbitrary amount of user input including multiple lines. I would want it to look something like this:

I know that the Enter key causes the input to be finished. I had made the assumption that could be disabled. If not then this question may be futile in the first place.

The "why" is that I have created an add-on to allow uploading rendered videos to Youtube from within Blender. This would be the description field for a video.


texts: Model visible in Material view and render view but not in wireframe and solid view

texts:
https://imgur.com/a/NFt21X1
here is how it looks. I was modelling on solid view. I switched to Material view and now the models are not visible in the wireframe and solid view.


texts:
I am trying to make something bigger in blender With the S key but it is not working.

So maybe you guys can help me fix this problem, That would be appreciated!
Feel free to ask me question if that helps.


texts:
I want to use the Speed aka Vector pass in the compositor for some motion blur. Currently, it works based on rendering multiple frames. This is time consuming in Cycles. So I am wondering if there are any ways to fake it.

Since the output is a vector, it should just be an RGB or XYZ. Can this be faked with a material? Could you do something like make separate mesh and render it on a different layer with a shadeless material? Or rig up a widget that uses drivers and the position of an object to control a material? Has anyone tried this sort of thing before?

I don't really have enough info on how the speed pass works in order to know what the best method is. Can anyone shed some light on how it works and what would be necessary?


texts:
I've got a bunch of Logitech MX mouses (mice?) which work great for most applications. However for some reason pressing MMB to pan and rotate, causes Blender to zoom in even when I'm not scrolling the wheel. Really annoying.

I'd like to use the RMB or LMB as the rotate / pan selector. So MMB becomes only zoom in / out.

Is this possible? I'm looking through Input but not seeing a remap for MMB -> RMB or LMB.


texts:
Just started using blender, and naturally the first thing I'm making is a minigun. It looks dope.

Problem is, when I applied the subsurface modifier, I ran into a problem.

And without it...
Nothing.
Any help is greatly appreciated.
Heres the link to the .blend files: https://www.mediafire.com/?1iq489br01zej02

Edit: It can be somewhat fixed by changing the number of subdivisions, but this makes it WAY to high quality.


texts:
When rendering, I only get a grey image.

Download files


texts: Why are my model's eyes deforming so badly?

texts:
Hi this is my first time here. Here's a link to my blender file: https://drive.google.com/file/d/15_xVOwmepXe2CiXFKlFMJegP9Y9e_Ay0/view?usp=sharing
So my problem. I have been trying to weight paint the eyes of my rigify-ed character for way too long and it feels like nothing works the way I'm expecting it to. I'm not sure how to explain it, but when I move the controls to test "blinking" the mesh deforms way way too much, as if it's being affected by somewhere else that I can't find? I'm also finding it impossible to get the upper eyelid to deform evenly between the three vertex groups. I feel like I've checked a million tutorials and can't figure out where I'm going wrong.

If anyone could help me out I would be eternally grateful because this is really driving me insane. Thank you!!


texts: Is there a way to move a vertex along an axis for it to then stop when it reaches the angled edge and snap to it. When I try to using the snap tool, the vertex just goes past or does't reach the edge as my cursor slides up and down the angled edge.


texts: Random scale and rotation within range and in circular shape (tree leaves)

texts:
I'm doing some leaves meshes in ver 2.82 and want to know if there is a way to apply a scaling and rotation within a limited range so I won't have to do it on every leaves. I want to create some tuft just like this picture:

I'm trying to create a game with graphics in that style and want to keep it simple with low polygons.

I tried with particle system, but it not ended well lol. I really need more practices with this feature...

Maybe a ball with some leaf particles that use gravity so we can see the upper part of the leaves just like the pictures.


texts:
Is there a way to display UV distortion in the Viewport as a heatmap, like one can do in Modo?
It's NOT a duplicate of another question, which was about showing distortion not in the Viewport, but in the UV Editor instead.


texts: How to optimize render settings to speed up renders of black and white moire patterns in 4k?

texts:
I'm using Blender 2.79b on a laptop with i7-4700 4 core processor with 16GB of RAM with on-board graphics. I'm trying to optimize my render animations to render out in 4k. I don't have a GPU on my laptop. Can someone recommend some render settings that will speed up the render process? The image is black and white. I'm animating different moire test patterns.

Here's a YouTube link to the current animation done in a 480X480 resolution:
https://youtu.be/mVC4ieiLDUw

I know the render settings for 4k (see image below) the issue I have is speed and how can I increase it by turning certain render options off.

I've also included the blend file:

Since it's basically a Black and White animation I'm open to use any render engine, which ever render engine will speed things up.


texts: Align View to Current Transform Orientation

texts:
Is there a keystroke or command to view along an axis of the current transform orientation (similar to Shift+Numpad to view along an object's axis)? Assume there aren't any objects already aligned with the transform orientation.

The best way I've found is to create a dummy object (like an empty), use "Align to Transform Orientation", and then use the old Shift+Numpad keys. It's workable, but it's kind of tedious.


texts: Is there any way of converting the triangle fan found on a cylinder cap into quads.


texts: Jagged edges before subsurf, or rounded corners after

texts:
I am making a boat Hull. And problem is with edges. I am trying to do as much undestructive modeling as possible (less Edge loops as possible). For easier face export lates - lasercut and bend sheet. I use modifiers instead:
When i apply subsurf, sharp edges become rounded, i want them straight. I want smooth overal sides, but I get these jagged corners. Anyway to fix it?


texts:
I was watching a UV wrapping tutorial and got stuck as the version of blender they use is different to mine.

I looked in the comments and people said that the way to fix it was to turn on cycles render. However, they do not specify where to find this. So I'm stuck.

Any ideas?


texts: NLA tracks, how do they work? Why all these tracks?

texts:
I have seven tracks and I don't understand why.

My shape key for my "Body" mesh all have bone drivers so there isn't and won't ever be any keyframes to go with it so why do I see a key track?I don't have a key named Key.001 yet I have a track for that too. Why?
Why does "Body" have a dope sheet track (3 diamond icon) called {no action}?I imported a BHV called carefulsneak, there are 2 tracks with a silver and gold star. Why does it also have a dope sheet track (3 diamond icon) called {no action}?Why is there a carefulsneak.001 and is transparent on a track called NlaTrack.001?

Honestly when I read the Blender manual on NLA tracks I litterally say "What?" to every sentence. Intuitive so far, it is not.


texts:
I need to create a few models for my new game. A cube with a smiling face that gradually changes to a sad face and a cube with melting animation i.e melts completely within 10 seconds.

Is this possible with blender. If yes, then how?


texts: Reflections from a EmissiveTexture and ReceivingShadow

texts:
Ok. I have a setup where a plane has a texture that is set to emission to have a good reflection on a glassurface on the opposite side. But now the Surface did not receive shadows anymore.

so I tried shadow rays, glossy rays etc feed into a mixshader to darken the shadow area, but nothing works.

So how do I get the plane to reflect properly and the shadows on the glassdoor  too ?

here is a Picture of the setting and as you can see, there is no shadow on the glasssurface:

This is what i think the Image should look like


texts: Applying Transform for Group resets rotation

texts:
I have 3 items. They are grouped under "Group001".

I want to rotate the group so that the object appears aligned with the axes.

To do that, I edit the rotation of "Group001".
Then I want to make it so that the current rotation appears as 0, 0, 0.

To do that, I click "Object" -> "Apply" -> "All Transforms".

This however doesn't work as expected: It simply resets the rotation values.

I have recorded a video here.

Can anybody tell me how to do this correctly?
I would like to keep the "Group001" object because it gives me the possibility to rotate all of the objects, and I don't have to do this individually.

Thank you.


texts:
Pressing Shift+Up arrow/Down arrow causes marker to move 10 frames in a given direction. This being in the timeline that is.

What I'd like to have it do is jump 12 frames to accommodate half second intervals.

Attempting to keep robust animations.


texts: Material not copying to other objects in cycles

texts: I have a material for hair that works great when using Eevee, but once I switch to cycles, it only appears to work on one object.  The rest of the objects don't appear to receive anything past the Principled BSDF shader despite sharing the same material.


texts: Deleting islands (lose parts) of mesh with Python

texts:
My Goal is it to remove Islands from an 3D scanned object (3D printer purpose) with python. I was thinking something like:

Getting all vertices
Iterate through all vertices

Save linked vertices and number of linked vertices
Remove all already scanned vertices from iteration
Compare with old maxLinked, if lower delete vertices

If someone could point me to a solution it would be great.


texts:
Learning Blender: so I have a cube mesh in edit mode. I duplicated its vertices and my mesh is technically two cubes now:

It may be redundant, but I would like to combine the two cubes to end up with something like this:

I've searched for things like "merge two meshes" or "combine vertices". In general, the posts I find are:

  Use CTRL + J

But I feel this answers a different question. It just doesn't work.

  Select the vertices, then press X, and select dissolve.

Doesn't work - dissolve removes the geometry since these are two different meshes (and I think it is suppose to be used on a single mesh).

Note: No, I'm not trying to make a rectangular prism (I could simply translate the cube's face). It's just an example - I might want to do this with two spheres etc.


texts: Loop in Parents error even move mesh and rig to world origin

texts:
I want to parent the bones to the mesh so I can move the mesh the way I want. I 1st went to object mode and select the mesh and then shift select  the rig, and then I click on parent, then armature deform, then with automatical weight, but then I got parent in loop error. Some people say it's because the mesh and rig are not symatrical.But here is the problem:
I've moved mesh and rig to world orgin, and the rig I use is the human meta rig. I tried to scale the rig bigger to fit in the mesh, but somehow the mesh and the rig are still not symatrical. Is it because the mesh is just not symatrical? or what's wrong with my steps?


texts: How can I increase the length of the node editor's "name" input field?

texts:
Here's an image of what I mean:

It gets annoying when working with names that are longer than the input box.
Anyone know how to do this?


texts: Is it possible to animate settings of primitives?

texts: In Blender, when you add a primitive (cube, cylinder, etc.), you get some settings at the bottom left corner of the screen, for the number of cuts, the type of cap, etc. However as soon as you perform any other operation, as simple as moving or scaling, those settings are gone for good. I want to make an animation of a cylinder with the number of vertices animated from 3 to say 32, but there's no way to do that with the primitive settings prompt at the bottom left at all. In Cinema 4D, primitives remain primitives until you convert them into a mesh object, and all the settings for primitives remain accessible even after transformation, and even animatable. Is it possible to do the same thing in Blender?


texts:
I have 3D printed this knight

(https://imgur.com/JAk9JUj) (source: thingiverse), and I wish to make a box for it. I would like to mold the bottom surfaces of the knight so that it would fit neatly into place, while leaving blank space above so that the figure can be inserted down into the box.

I'm new to Blender (and modeling in general), so my first thought was to slightly enlarge the knight mesh and then apply the Boolean difference modifier on a cube. However this would not allow for the knight to be dropped into place.

How would I make this?


texts:
I'm a complete noob. I was following this tutorial - https://www.youtube.com/watch?v=mGRt24fYYWU
and nothing happened when I pressed cntrl + 4 so I've been looking for "subdivide" but every tutorial I look for has it in different places that don't seem to exist. For instance it's not in the object context menu when I right click.


texts: How can I make a node setup, where only round emitter glows outside the image?

texts:
How can I make a light source glow and that only this glow surrounds the emitter?

I tried the following compositor setups:
In this setup the emitter (white) is blurred, so that it glows outside the image. But, what I don't want, the red piece is also blurred to outside the image

In this setup, the red piece is not blurred, but the glow of the emitter (white) doesn't glow outside the image either.

How can I make a setup, where the emitter glows outside the image, but red piece doesn't?


texts: why do object particles get created offset from the mesh I have selected for the particles to be on top of?

texts:
I am trying to create a donut with sprinkles, so I selected the icing, selected hair as the particle system and then changed it from path to object and chose the object sphere (or the sprinkle).
the sprinkles get added like in the picture below automatically

I tried weight painting the icicng thinking it would shift the  particles but it didn't


texts:
I like using an empty with an image as a refrence, but the images display blurry when zoomed in.

Ideally, I would like it to look crisp like this:

Is there something in the user preferences or somewhere else to do this?


texts: Image texture is not applied on the hairs when I reopen Blender (2.8)

texts:
I'm trying to texturize the hairs of the 3D character using the projection painting tecnique. At the beginning the hairs are separated objects from the body. Then I spread the texture taken from a picture over their surface and finally I attach them to the rest of the body and I save the file.

But,when I reopen Blender (2.8),the base color is applied,but not the image that I want. I tried to join the objects in two ways. Before I have selected the hairs and then the body and I have joined them,but it didn't work. Then I tried to select before the body and then the hairs and I have joined them,but also in this case the image texture is not applied when I reopen the file. What's the solution here ? You can see what I did going here.


texts:
I have a bunch of materials I created using Material Library VX. Now I am trying to apply them using Python. I tried the following but it doesn't seem to work with Material Library VX.
object = bpy.data.objects[objectName]
mat = bpy.data.materials.get("Metal")

    if object.data.materials:
        object.data.materials[0] = mat
    else:
        object.data.materials.append(mat)

I noticed this bpy.context.scene.matlib.apply within the plugin. https://github.com/BlenderCN/materials_library_vx/blob/master/__init__.py
However, I can't seem to get that to work either. Any idea on how you can apply a material to a specific object name using Material VX?


texts: How do you make the hat transparent but show the parts that are colored in?

texts: I was trying to figure how to make this black part on the head transparent and the one that isn't black not transparent. This is 2.80


texts:
I'm trying to create some hollow intersecting tubes as is hopefully clearly demonstrated in these two screenshots.

In this one, I've selected the internal parts that are hollow. Note that the holes meet in the middle; the same internal space is accessible from all three holes.

There's a Suzanne on the other side to clearly show the hole.

The problem is that I haven't found any good way of making tubes like my example above. I used five boolean modifiers, some undoing and redoing, and a lot of manual removing of geometry to get the above, and I really think there are better ways to do this... Suggestions?


texts:
I have read the manual, watched tutorials, and read forum posts. So far they have all been based on GLSL and using Python. Including multi-texture in my search results in tuts about applying multiple textures, making them one, etc.. However, so far I have not been able to get "Render-to-Texture" to work in 2.78c using multi-texture and appending, copy/pasting, and (in some cases) handwriting code from the video screen and typing it into the text editor directly.

As an RTS the texture (a map) will set inside a frame from an Overlay Scene.

As the .blend is now: Everything is shadeless. I believe that I unwrapped the texture correctly as it was a square picture applied to a square plane and I didn't have to adjust it like in the tutorials (it 'just fit' and it appears in the editor, render, and game play mode). My "Always" Sensor is set to "Pulse-True". The camera is Orthographic at Scale: 80.

Also I did try appending the texture from a previous save to the Game Scene and Childed (?) it to the camera while restricting the visibility, select-ability, and rendering of it in the overlay scene and, also, deleting it altogether. And I have used specular/ shaded materials with lamps (there is an inactive hemi-spherical currently in the .blend).

Wishing to keep the game playable for myself (two years ago I paid $300 for my laptop), I have sought ways that enable this (9 Ways To Optimize...). Plus I'm a noob so coming up with my own scripts and UPBGE or Blender Sensei are not a current option.

A tutorial (or three) or correct search terms should suffice. Perhaps my lexicon did not match the title or is not generating accurate results.

Thank you to you and to those that have already helped make this game. Especially the free to own, play, and modify aspects.

Edit: When I ask fo tutorials I meant those that already exist.


texts: How can I make the waveform in sequencer bigger?

texts: I am using the alpha if that makes any difference, it shouldn't. I looked under view already and I don't see any relevant options, I also tried to box select the audio track and resize with "S" but its not working. As you can see I can barely see the waveform can someone please help me?


texts: how to change how rotation of middle click when viewing model in layout

texts:
I am trying to view my model in Blender and I would like to change the controls a bit.
Right now, when I press down on my scroll wheel (middle click), and then move my mouse left-to-right, I am rotating my view of the model about the Z-axis of the blender-model world frame. When I middle-click and push the mouse up-and-down, I am rotating my view about the view-matrix X-axis (the X-axis if this were an OpenGL window). In other words, it looks as if I am at the top of a hill and I push the blender model down the hill.
What I would really like to have happen when I middle click and drag sideways is to have the blender model rotate about the view-matrix Y-Axis, like you would on a trackball-style mouse. In other words, if I push the model "down a hill", I have a birds-eye-view of the model rolling down the hill.
How do I change the layout model viewing rotation behavior as described?
This looks like what I want, but it is a really old answer. Is there an updated version of this? I use blender 2.90.X


texts: Blender on a macbook pro 2015 Catalina with Intel Iris pro and external Monitor bad performance

texts:
Blender 2.8.2 performance is very bad with an external Monitor - the basic cube stutters when moving. With the internal Monitor it is ok, with blender 2.97 it is ok. So it seems to have something to to with open CL support. Any suggestions what I can do without buying a Windows PC? I am asking for my Son who loves blender and who loves his Mac.
thanks for help
Markus


texts: Creating realistic glass material with control over transparency

texts:
I`m trying to create a glass box with objects inside, basically a display case.
On another thread here I found the setup for a realistic glass material, however the result seems very dark.
The relation between reflections and the objects showing through seems ok, but the wall behind is completely white and the glass seems quite grey. Imagining a glass box in real life it seems to me it should be almost transparent.
I used a simple cube and added the glass material to it. Is the cube rendered as a solid glass body or are only the planes making up the surface rendered as glass. And how would my setup have to look like for either situation (1) solid (2) glass walls.
If this dark grey glass is not due to some mistake I made in the setup, is there a way to make it ligher or more transparent in any way?

UPDATE: I found out that I have to use the solidify modifier to have walls instead of a solid chunk of glass. I now have 2mm thick walls, however the glass still seeems grey. the main change seems to be the reflection which has gotten stronger.


texts: Blender 2.8 problem with textures and or materials

texts:
I've been learning blender for the past two weeks, yesterday I was playing with textures and materials, I tried a few like leather, cotton and stuff like that for the pants of the character I'm making, I did not like the outcome so I deleted everything and saved the proyect. Today I watched a few videos to understand more how this works, proceeded to download a few fabric textures to try the same thing again but this time with more knowledge, to find out that something is messing with the textures of my character. I created a new proyect and added the textures to the default cube to see if I was doing the right thing and it worked perfectly. I can't get rid of the colors/textures/materials I have on my character, any ideas on how to do that?
Thanks in advance.
P.S I have attached a couple of photos in case it helps.
This is how my character looks like with the texture:

This is how it should look like:


texts: Using grease pencils to draw programmatically. Should I have many grease pencil objects---many or one?

texts:
I have the following code to draw a black grease pencil line segment, from the points [0, 0, 0] to [1, 1, 0]:
from typing import Tuple

from bpy.types import GreasePencil, GPencilLayer, GPencilFrame, GPencilStroke
import bpy

def create_gp(gp_data: GreasePencil, name) -> GreasePencil:
    if name not in bpy.context.scene.objects:
        gp_obj = bpy.data.objects.new(name, gp_data)
        bpy.context.scene.objects[-1].name = name
        bpy.context.scene.collection.objects.link(gp_obj)

    return bpy.context.scene.objects.get(name)

def create_gp_layer(gp_obj, layer_name, clear_layer) -> GPencilLayer:
    # Get grease pencil layer or create one if none exists
    if layer_name in gp_obj.data.layers:
        gp_layer = gp_obj.data.layers.get(layer_name)
    else:
        gp_layer = gp_obj.data.layers.new(layer_name, set_active=True)

    if clear_layer:
        gp_layer.clear()

    return gp_layer

def init_gp(name) -> Tuple[GreasePencil, GreasePencil]:
    gp_data = bpy.data.grease_pencils.new(name)
    gp_obj = create_gp(gp_data, name)

    return gp_data, gp_obj

def stroke_polyline(gp_frame: GPencilFrame, vertices, line_width) -> GPencilStroke:
    gp_stroke = gp_frame.strokes.new()
    gp_stroke.points.add(len(vertices))

    for ix, vertex in enumerate(vertices):
        gp_stroke.points[ix].co = vertex

    gp_stroke.line_width = line_width
    return gp_stroke

def create_gp_material(name: str, color) -> bpy.types.Material:
    gp_mat = bpy.data.materials.new(name)
    bpy.data.materials.create_gpencil_data(gp_mat)
    gp_mat.grease_pencil.color = color

    return gp_mat

gp_dat, gp_obj = init_gp("TestPencil")
gp_layer = create_gp_layer(gp_obj, "TestLayer", True)
gp_frame = gp_layer.frames.new(0)
gp_mat = create_gp_material("BlackLine", [0., 0., 0., 1.])
gp_dat.materials.append(gp_mat)
gp_stroke = stroke_polyline(gp_frame, [[0, 0, 0], [1, 1, 0]], 10)

print("Success!")

It produces the following output:

So far, so good. Now, I want to draw lots of different things, on many different layers, each with many different frames, etc. This will require proper management of the grease pencil objects, but since I put together this code by scrounging around on the internet, I do not understand some of the central concepts.

What is the difference between gp_dat, and gp_obj? Both have type GreasePencil, so why is it that gp_dat has a materials attribute, but gp_obj does not? Why do they need to be linked together by the bpy.context.scene.collection.objects.link(gp_obj) instruction? (I learned I must do this from: Creating a Grease Pencil Material in Blender 2.8)

Assuming I have only one Blender scene, how many gp_dat/gp_obj pairs should one create? I think I could do all my drawing using only one grease pencil object, with many associated materials. (Although, I haven't yet figured out how to assign a particular material to a drawing instruction.) So, under what circumstances will I need to create multiple grease pencil objects?


texts: Correctly combining a two layer material in cycles

texts:
I am trying to create a material that has two physical layers. A thin top layer covering the second main body layer of the object, I have drawn a quick sketch of what I mean:

Light interacting with the material can

0) be reflected off its surface
1) be scattered by the top layer
2) be scattered by the lower layer
3) be scattered by both layers
4) be transmitted right through both layers.

My question is, how to combine these two layers. Say I have the properties of each layer set up in an individual shader, will a mix node give the correct results or do I need to combine them in a different manner?


texts: I have a box that appeared and I cannot get rid of it

texts: I accidently fat fingered my keyboard and a box appeared around my object...I guess it's a bounding box or something but I have no clue how to get it to disappear. When I select all objects in edit mode and move the objects the box doesn't move.  I can't edit, or resize it and if I copy my object to another scene, the stupid box goes along with it. Does anyone know how to turn this thing off?  Help would certainly be much appreciated.


texts: How can I change ALL "Context Menu" actions keybindings at once or do I have to manually select each every occurrence?

texts:
My question is Can I set ALL Context Menu actions at once or do I have to manually select each occurrence?
I was adjusting some keybindings (blender calls them keymaps) I quickly realized blender seems to keep the same action as different bindings based on the window or mode the user is. So am trying to set all of the context menu actions to when I release right mouse button and so far is seems it has to be done manually for each and every separated action.
There seems to be about 20ish "Context Menu" actions when you search for that name, and by default at least for me when I went in to change them they were all set to the same keybinding of right mouse press.  So for future adjustments of other actions I am hoping there is a way to change all of these at once so I do not have to waste so much time manually changing each occurrence.

Seems like the answer is no.
For now I ended up just changing only the ones I was trying to use that were not working in a manner that was normal or expected, and leaving other bindings as they were until the day comes I end up using those features.
Assuming I even stick with blender, seems unlikely right now but will give it more time.


texts: Bezier-Model suddenly not showing anymore in Unity

texts:
I'm new to Blender, taking an online course at the moment. So far we created a simple landscape which has some lamps. The lamps were made with a Bezier that wraps around an axis (sorry, i only know the german expression of the method, "Drehmaschine", at least the course called it so).
At first it worked, it showed up in Unity. Now, in a later stage of the course, we got back to those lamps. I didn't like the form anymore and wanted to improve it, so i played around a bit with the position of the Bezier, until i liked it.
I saved it, exported it to Unity, and suddenly all lamps are invisible. I have no clue what went wrong. I tried to "undo" what i did, again played around a bit, but nothing worked so far.
I already know from normal meshes about the problem with the normals, but i don't have them here.
I'll add a picture of it, maybe someone knows what to do. Thanks in advance! :)


texts: Missing tool in the Toolbar (Shading/UVs)

texts:
I'm trying to duplicate a tutorial about particles (making sprinkles).

However, there is a step wherein I have to invert the hair particle, using a button under the "Shading/UVs" tools.

This toolbar does not display in my Blender (I'm using 2.79b) so I'm stuck and I cannot seem to activate it either.


texts:
The question is exactly the same as the title: How can I analyze whether my camera is looking up/down? :)

A bit of explanation: I am writing a script that handles both 3rd and 1st person view, and now got stuck at the point where I want setting a cap to prevent the view from turning around vertically.

For this I made an "if... elif... elif..." statement.
The first branch tests, whether the sight is between the caps, and if so, then lets the user move the view.
So after that, I need to check which direction the user wants to move the view, plus which direction is it stuck to. These do for the 2 other branches.

So this is why I'd need your help.

Awaiting your answers :)


texts:
Admittedly, I am not very knowledgeable of hardware, but I am trying to put together a cheap render farm using the following with my Lenovo Y50 gaming laptop:

GPU: 2X Nvidia GeForce GTX 1050 Ti

CPU: Intel Pentium G4560

Motherboard: ASRock 250M Pro 4

Memory: 16GB DDR4 RAM

SSD: Crucial MX300 275GB

Power supply: EVGA 450W 80+ Bronze PSU

Case: Fractal Design Core 1100

Link: http://www.pcgamer.com/pc-build-guide-budget-gaming-pc/

Is this a workable method?  Most articles I find online from CG artists are very expensive home made setups with render nodes, routing and server cases, etc.

Thanks


texts: Transform manipulator is no longer in center of selection

texts:
I am new to Blender and i have a very frustrating issue. I find it difficult to get used to all the shortcuts so i may have pressed something i didn't mean to :

XYZ axis should be in the center of the object / face / vert (like in the first picture), not in the center of the 3D cursor (like mine is in the 2nd picture).
How can i achieve that ? And how can I return it back ?


texts: so ive gotten good at modeling but as far as the actual shading goes i still suck at it and i cant get what i want. In short i need help getting a shader together that comes out like the images bellow. mainly the edge lining as the freestyle built into blender just doesnt seem to target enough of my models to get the hard lines i want. the reason why i want this specific style is because im wanting to use this style for a game im working on with some friends and want to turn the shader into textures i can throw onto a model in unreal.


texts: Trouble: i have a fresh project and hitting view animation shows a video, i didn't even make anything yet!

texts: SO basically, i installed blender 2.8 a while ago. I am now trying to create a scene using camera momevements. When I go to the view animation function under the render tab, it shows some video that i tried to edit with blender like 4 months ago. How is this in my fresh project and how the hell do i get it out and never have it repeat again?


texts:
My question is quite easy and straight forward.
I'm rigging a low poly dog I modeled in order to give him a "pose" before rendering. My problem is that once created the bones for the right part of the body I duplicated them to the left part of it in order to to avoid to re place them one by one. The paws [front and back] of my dog point to an external object [null] in order to avoid to have them always parallel to the ground.

My problem is that once duplicated them the paws of the other side still point to the pointers of the right side. I tried to duplicate them and link to the bones of the paws but nothing happens.

Is there a way to "unlink" the left paws and "relink" them to the new pointers?
I'm adding the bones I created in order to make my explanation a little bit more clear.

Thank you in advance for your help
Ciao to everyone!

P.s. I uploaded the file on 2shared.com in order to make it accessible to everyone.

http://www.2shared.com/file/gKR5AgUL/bulldog_ricomincia_zampe.html


texts: How can I keep blender from freezing whenever I try to render or bake a somewhat heavy scene in my no good very bad computer?

texts:
Well, I'm trying to render a simple chest, that's all, but it has some high definition textures and the vertex count is very high with SubSurf. I can work fine in the 3Dview, the thing is whenever I try to render my humble chest Blender flips the heck out and starts doing some very time consuming calculations, then RAM use go waaaay up and my whole pc freezes and never comes back A La Chavo del Ocho so I have to turn my PC off and on again. Then I thought, well I just have bake the textures that are causing this and the render will go fine. Well, I was wrong yet again and my PC freezes again, and the weirdest thing, when I use 1000 samples in the bake blender crashes after some time and my computer comes back, but when I use 200 it never comes back. My computer is very bad:
Intel Core i3 3110M 2.40GHz
8gb DDR3 memory(dual 4096 MBytes)
Intel HD Graphics 4000
Windows 10 Pro 64bits Laptop

I was under the impression that the only thing that was gonna happen were very long renders and that would be fine but now i'm afraid and sad that I need a new computer to go on with my studies and right now I cant. What can I do? Do I have to just do simple works while I wait to buy new hardware?


texts:
First it longs about 20 min only showing the terminal window.
Then when blender starts, if i want to import a file, or save a file, it lasts another ~20 mins showing "blender (no responde)"(Blender is not responding) before doing what I asked.

My OS is Windows 7 (64 bit) and i'm running Blender in Spanish. I first downloaded the installer and installed it, then uninstalled and then downloaded the ZIP version. In both versions the result is the same.

Not long ago since I format the pc. And when i first installed Blender (about a month ago) it ran ok.

This monday was the first time i noticed that behavior...

(sorry for my english :) )


texts: Cycles: realistic light refraction for glass lenses

texts:
I found this image somewhere on the Internet:

It was made with Cinema 4D and some special renderer. I decided to try create somethings similar using our favourite Blender and Cycles.

To achieve a nice rainbow refraction I created the following nodes setup for lens  material glass:

And here are my render settings and my best result (with sampling = 48):

I tried to set more sampling (256), but the result doesn't seem to be better, just more noise light:

In addition, I tried to use volume scatter in the world nodes, but this gives only noise in the all scene, even no light is seen through the lens:

Also, my mirror made with simple glossy shader doesn't seem to work nicely too as it can be observed from pictures above – it doesn't reflect light to the left side of the image. It just reflects the scene:

Here there are it's material nodes:

The lens was made from subdivided ico sphere, and the lens, the light, and the mirror (made with a cube) have the same Z coordinate.

So, is it possible to achieve more realism close to the first picture? And how?


texts: Creating a polygon plane with different sections / components

texts:
I'm trying to build a polygon plane exactely as in this video at 5:28, but in Blender, not Maya.

I haven't found any convinient way to do that. I select the edges and extrude it, but I don't think that's a good way.

Could somebody suggest me an efficient way to do that?

Thank you very much!


texts: How to make loop perimeter using Control Bevel operation

texts: I have selected a loop area on my object and I'm doing the control bevel operation to divide up the mesh. But its creating a loop which goes within the mesh on its -Z direction making like bevelled edge. What I;m trying to achieve is like the sample C. Is saw a tutorial with a Blender user having Hard OPS add-on, and he got what I have in Sample C, (which I did in photoshop just for the purpose of showing what result I'd like to achieve).


texts: How do I render a decent swimming pool animation in a reasonable amount of time?

texts:
I making an animation that features a swimming pool. The animation is going to be ~2 minutes, and I would like the swimming pool to splash when the characters jump in it, and ripple when they move. I want the water to be transparent but also reflective, and I also want there to be a pattern at the bottom of the pool from the caustics. I also want the animation to render fast (1-2 minutes rendering time per frame, the rest of the scene is mostly diffuse materials and low poly geometry, HD if possible or at least 720p) on the CPU in cycles. How do I do this? Is there anyway to composite or bake textures of the scene so that the scene will render at a decent speed?

I also want to know whether or not the fluid simulation is the best way to do this. Is there a way to use particles, an ocean modifier or dynamic paint to get a faster bake?


texts: Where can I change the settings for UV unwrap?

texts: Angle based and Conformal for Blender 2.69? Are these still there?