texts: How to give an image or video a TV screen effect?

texts:
I thought it would be interesting to create a .blend that filters any regular video or image with vintage television look.

Edit: Although this question initially arose from my desire to create a vintage look, it has since been pointed out in a comment that all displays use arrays of RGB emitters, so it's not really an issue of vintage or not. How vintage it will end up looking is probably more a matter of the shape, size, and density of the emitters.

Reference images:

Upon examining the structure of screens, the most common seems to be rows of vertical RGB bars:

Here is another type which I believe is common in computer displays - circular dots in a hexagonal grid:

I have been thinking about how to make a screen in Blender that takes its input from an image or image sequence and for each frame converts the RGB value for a pixel (or region) and uses that to illuminate the red green and blue phosphors in the correct ratios so that when viewed from a distance an image is distinguishable.

Do you think this will require python scripting? I made some initial attempts modeling an array of phosphors then using a Light Path node and a Separate RGB node in Cycles but I haven't gotten very far. I would love to hear what you all can suggest.

Thanks!


texts: Controlling ColorRamp nodes with Group Inputs

texts: Is there a way to control parts of a node (that doesn't have inputs) with Group Input nodes?


texts:
I am trying  to calculate the enclosed volume of two intersecting meshes.

From the image above i want to calculate the volume of the solid object that is enclosed by the wireframe cube. Is this a possibility? If so i want to try and get this information using the python API.

Cheers,

Tom


texts:
I have set a cyclic animation(it repeats itself) and I've done the compositor settings.
I want to change some compositor settings but after first repeat of animation.
Second repetition of animation will have for example different color.
So that I don't have to make another renderlayer and change it with new settings.
Can I set somehow the renderlayer so that it renders at different time with different compositor settings?

I hope I was clear.


texts: Object appears in Object mode but not in Render

texts:
Learning Blender 2.8. Frosting with sprinkles Object appears in object mode but not in render. Any help would be appreciated.

Another note is that when I toggle to edit mode on the mug or plate I can see the object in edit mode. But when I toggle to edit mode on frosting with sprinkles. I doesn't show up in edit mode.


texts: When using Blender to modify the Pharah model, how do you make simple bodymorph changes using Shapekeys?

texts:
I'm new to Blender, but hopefully this question won't require complex program functions. The model's creator says I can alter her body using shapekeys, but I don't know how.
Can someone point me to the right tutorial or explain in simplest terms how to, say, make her thigh less thick or her chest larger. I know this might mess us up her clothing, but I'd just like to make simple/small edits to this fantastic model.


texts: Convert files from console using Blender

texts:
I'm trying to import glTF file into Blender and export it as dxf by running a Python script from command line.

I'm able to do this via GUI when I activate both glTF & dxf plugins. I've seen a similar solution for conversion from obj to fbx, which runs fine:

import bpy
bpy.ops.wm.read_factory_settings(use_empty=True)
bpy.ops.import_scene.obj(filepath="D:\\source.obj")
bpy.ops.export_scene.fbx(filepath="D:\\taget.fbx")

However, glTF and dxf are handled via plugins and I've been unable to modify the code since I'm no Python expert


texts: Hey there is a circle around the cross of my cursor how do I remove it


texts: With mesh (stairs) following the curve path. Few stairs are in align rest as it goes up the stairs bending. Rotation scale applied. Tilt is also 0. Whats going wrong. Any suggestion or help Thanks.


texts: My Light is not shining on the lit side of my imported object

texts:
For some reason my imported object is absorbing all the light, it does have some reflected light but none on the side it is lit from. I've tried increasing the light source but it doesn't help.

As you can see the object is sat on a plane and the plane is acting correctly to the light.


texts: I just downloaded and installed the latest version of blender for the first time but every time I run the blender.exe file a window with text similar to cmd opens for a split second and closes. I was able to get a screen shot and here is what comes


texts: Object with multiple materials and multiple textures for color variation mechanic

texts: Hello :) I have an object, let's say a piece of cloth; I assigned a material to that object and a uv map_texture to that material. Now i want to assign another material with another texture to the whole piece of cloth, and maybe a third material with it's own texture. My intent is to export this object to unity with it's three materials each with it's own uv map_texture, so I can code and press certain button to make the object change materials (and textures), something like a color variation mechanic. In blender, when I add a second material to the object, and it's texture to that material, I can't paint that second texture without painting again on the first material. I don't know how to approach this problem, and im not sure im explaining it properly; I don't even know if what I plan to do can be done like that, it's just an idea that crossed my mind. My first approach was to save the object in 3 different files, each with it's own material and color, and just replace them in unity everytime i hit certain key, but my question is: can i do that same thing with just 1 file of the object and 3 different materials (and uv maps)? So I can put in the script: if you press X change the material of the object to the 2nd or 3rd. If so, how can I do it? Thank you very much, I'll also keep looking in more tutorials :)


texts: Bezier Curve as Constraint for Bones? (Rolling garage door)

texts:
im trying to build a rolling garage door. To connect my six panels i used bones. Now i would like to define how they can move. I want to use this for animations or stills in different positions.
I tried to connect my bones to a bezier curve but it doesn't work. I got it moving along the curve as an object but not bending around the curve. How can i make this work?

edit: i tried the curve modifier trick whick is very simple to use.
i might have to use bones instead because of the complexity of my model.
I want the Panels to use the tail which is hidden in the screenshot.


texts: Help with transitioning color with dynamic paint

texts:
I am trying to create an effect where the color (green) spreads from the center and then regresses with a certain path. The only way I have been able to do this so far has been through the dynamic paint function and through using a secondary object as the brush to control where the color is added to the primary object.

In the file found here I have a rounded object which is being painted by an expanding cuboid mesh. The difficulty I am having is with the erase function. Though I have selected "erase paint" with the two lateral rectangles, neither of them is erasing the paint when I examine the bake image result. Their paths are correctly animated towards the center. The only thing that I have found that actually succeeds in erasing the painted color has been to duplicate the original brush, make it 30X its original size and select the "erase paint" option.

Using this method, however does not afford enough control in where the color moves. Color animation does not seem like it should be quite this complicated and I would very greatly appreciate any help you can offer with dynamic paint or suggestions for other ways of achieving the effect located in this video (with the expanding yellow circles). Thank you all, again, I greatly appreciate your help! In essence, I am trying to animate the process of taking a piece of paper, drawing graphite along the surface in a smooth fashion, and then erasing bits of the graphite to reveal the paper below.

I am new to the software and am trying to help my professors make some videos for my medical school classes.

The central cube is the brush as my goal is to have straight edges to the color animation.

This is the render demonstrating the green color being added.

By expanding the central cube, the color has been expanded to the entire surface.

The outer rectangles are then moved in with the intent of removing the color from the outer edges. This is intended to give the effect of the color being removed in the opposite pattern as it was deposited.

Further central movement is intended to remove the color from the lateral edges proceeding into the center.

After the bake sequence is complete and the product is rendered, the color is not being removed by the "erase paint" function. The node I used is also demonstrated; it is a image


texts:
I have such a situation that the names of 3D objects that appear on the scene are display in the panel. If a given 3D object has an appropriate name, its name appears on the panel. Once I have that, I would like to create a button that will appear next to the name of object. Just like on screen.

As you can see, it works. My problem is that when I push a button, it works on all objects. I would like this button to work [on/off] and only affect the object it is next to. The button is quite simple, because it only has to select object / point. I know I should use flags, but I don’t know how to do it.


texts: Texture problem two sides of a face after a solidify

texts:
I have a problem with my blender project.
I modeled a can cut in two to make a kind of boat, but that's not the problem. The problem is that after doing a solidify to give it a thickness, I can not texture only one side of my object, the UV MAPPING is displayed double-sided. I cannot because of the solidify select the other faces inside my can. I put you pictures to better understand the problem.I want a texture in my can and an other texture out of my can. I hope you can help me.


texts: Why does my pose change when I try to change it

texts: I am trying to change the pose of my charachter in pose mode. I am working on animations for a whole week and it worked every time. But suddenly when I try to change the pose in a certain frame, it sets itself back. For example: My charachter has a T-pose in frame 22, when I change the pose to a sitting pose in frame 22 and click on frame 23 and on 22 again, the pose I gave it is gone and the T-pose is back. Why does it do this all the sudden? I need help. If you need a video I can upload it. Thanks!


texts: How to make particles collide on face instead of median point?

texts:
I made a scene where particles collide with a plane, but the particles seem to collide on their median point:

i want it to collide with their faces, so their faces don't go through the plane... is that possible?


texts: why can't i export animations with the mr.mannequin tool?

texts: Im using blender 2.8 and the mr mannequin tool. im following this tutorial https://www.youtube.com/watch?v=Yg6bg6j_fTs but when i try to export my animation the mesh and the rig becames bigger and i get the following error


texts: What is the best way to make a scene look like the inner of the colon?

texts:
ok this title sounds maybe a bit weird so let me explain first.
The gold standard for colon examination is the colonoscopy, so a camera inside you.
But the problem is you can't say the camera pose (location + orientation) at any time.
Thank you, there is Blender, so I try from a CT scan to simulate a colonoscopy with Blender.
It is working good so far, the CT scan is transformed in a pretty good blender-model and the animation is done.
For this a attached a spot light to my camera, it is pointing in the same direction, like in a real scenario. In generall it is fine, but I want to make it as real as possible.
So lets have a look on a real colonoscopy image and my rendered image, before we go ahead.
This is how a real image looks like, it is a random source from the internet
And here is one cycle rendered image:

Those two images will never look the same, because there are no texture informations for blender and there never will be. So please ignore texture details like veins and so on. Even the red color which is made from a simple material is not important. But my point is to get the most realistic light, shadow, reflections as possible in this image.
I am newbie and using Blender 2.79b (because of a tutorial), here are my questions:
I need to know if it's better to import the actual settings of the real fisheye camera or simulate it as close as possible wwith Blender. And currently I am using a spotlight, with a size of 2, max bounces of 50 and white color. But how go I get any specular light reflection at all (Except in the other renderers blender and blender game)? I cannot even find an option for the brightness of the spotlight.
If you have any other tipp or reference to improve the quality of my simulation, I would be pretty grateful.
BR Amgebee


texts: When i press . view goes to center (no matter which object i selected) and not to selected face/object. Is it bug or what?


texts:
I created a Thorus after a Plane.

Now somehow if i move the Thorus, the plane moves with it. I just guess it's because the Thorus shares the Plane's cursor/pivot point/3d cursor.
Why did this happen and how can i 'unhinge/unmerge' the objects?
It seems to me that the Thorus parented itself to the Plane. But that doesn't show in the Outliner Panel?
I would have made a small demo video demonstrating this, but i don't know how. I hope the screenshot snippet will suffice!
Thanks for reading!


texts: How can I combine a pattern texture with a UV map in Cycles?

texts:
I have some limited knowledge of creating materials w/ Blender Cycles, but this issue is a bit out of my level of knowledge.

What I'd like to do is take a repeating texture--a "lizard/snake skin" pattern, and apply it to a mesh. I'd then like to apply a UV map on top of it while preserving the effect of the snakeskin. The end product should look like a colored snakeskin, so to speak. Ideally, I'd like the snake skin to have a "bump map" feel, or to simulate depth to a certain extent.

The image below resembles what I'm going for.


texts: just made some tests on how bevel works on non planar surfaces in blender and maya. I can't seem to find out how to make the same result as in maya, i tried all the width types, transforms are applied. Any ideas on what am i doing wrong and how to avoid this jiggled results in blender?


texts: Why do some objects not show up in the camera view?

texts:
This is a picture of the normal front view. As you can see, you can see all of the cliffs, trees etc.

BUT

I found out that when I go into 'Camera View', the cliffs and the backgrounds would disappear. This goes same for the rendered version.

As you can see in this rendered version (I am going to add lights later), the cliff and the backgrounds have become transparent. It wasn't like this before, but it became like this!

I'm new to blender, so I can't find out what's wrong. I've tried to find the answers for this problem on the internet, but alas, I couldn't.

I really need to fix this because if I don't, then some of the scenes can go completely wrong! Such as landscaoe scenes. If I start it again from the very start, then I might not be able to finish this in time. Actually, I CAN'T finish it in time.

The link for the blend file is in the comments, but I'm not sure whether it would work properly or not.


texts: Appending entire blend file into another?

texts:
Is there a way to append an entire blender file into another one?

I can add everything from each folder with box select but is there a faster way to import everything from a blend file?


texts: How to export .gltf file with UDIM UV tiles?

texts: The question is pretty clear here. I have a shirt model with UDIM UV tiles. I tried to export it to .gltf, but the .gltf only specify the first tile of the UV.


texts: I created a simple eye and I UV unwrapped it and put eye texture on it. Then I duplicated the eye, put it in the same position and scaled it a little and I added glass texture on it. I don't know why but it doesn't look clean and looks like i added some extra cloud texture.Can you help me please. Thank you for any response.. Pictures below:


texts: How can I create a menu with python that toggles seperate objects visibility?

texts:
import bpy

class EXAMPLE_PT_panel(bpy.types.Panel):
    bl_label = "Test Rig"
    bl_category = "Rig Options"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

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

        layout.label(text="Collection 1")
        layout.operator(bpy.data.objects["Jeans"].hide = True)

        laout.label(text=Collection 2")
        layout.operator(bpy.data.objects["Jacket"].hide = True)

classes = (EXAMPLE_PT_panel,)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()

I'm learning python and want to try and make a simple menu that allows a user to click 1 object in menu and have the others hidden until chosen.

For example
select value 1, values 2-5 are hidden.
select value 3, values 1-2, 4-5 are hidden


texts:
I have been using 3DS Max for years in my profession as an exhibition designer, I use extruding spline shapes quite often.
A simple example would be drawing a rectangle to the size I need and extrude to the height needed. This obviously went into more complex shapes with rounded edges etc. I find it easy to create custom walls and shapes that way. Is there something like that in Blender? I have looked but the curve tool is nowhere near as precise and starting with a plane and editing it misses functions such as offset etc.
I know I should use poly modelling or something, but speed is important to me and the spline way is very fast and precise for me. Is there a way to use it in Blender or a plugin I could use?


texts: Properly setting up a height map using nodes

texts:
I am attempting to recreate the output I get from materialize in blender using nodes, but seem to be having an issue. This is the result I get from materialize (node the depth in the joints between the blocks):

And this is the result I'm getting in blender:

The following is my node setup:

Is there a way to recreate this effect using a height map within blender (version 2.9)?


texts:
I'm trying to recreate this render:

But my render is coming out much darker:

I'm using the cycles renderer in the 2.8 beta. It's a sun light with a light gray world color. The colors are just colorpicked from the reference images. I notice that he has very sharp shadows here which would mean maybe using a smaller light source instead of a sun? I'm not really sure. Any help would be appreciated.


texts: Right now, when I parent an object to another object, the child remains in its original place. Is there a way to “turn this off” and have the child instantly snap to the position and rotation of its parent?


texts: Missing import option for 3ds format in the GUI?

texts:
I would like to import a .3ds model into Blender.

I looked at this video, and this thread, both are very old and don't seem to apply to the version of Blender I am currently using (2.76).

I have tried the FILE > IMPORT command, which gave me this menu:

It seems weird that previous versions of Blender (as I suppose was the case because of the links above) would support 3ds and that the import function went away in later versions.
But I'm still new to this, so I might just be looking in the wrong menu.


texts: How can I export a Blender Animation as a Video?

texts:
I am a newbie to blender. As a part of my coursework I have to do an animation video. I have created  a model, rigged him but now I wonder how to export the animation (pose mode) as a video. There was no proper explanation on it in youtube,vimeo,dailymotion,google.

I am not satisfied with previous below question answer

How to save animation as a video format [duplicate] (How to save animation as a video format)

Can someone guide me to a video lecture on this or someone please help in rectifying my current situation


texts: Why are particles instances in Blender rotated by default?

texts:
It's counterintuitive to me that objects rendered through the particle (hair) system are rotated under default settings. what I'm talking about is shown in this image:
The object I made has the appropriate colors aligned to the XYZ axis, but the instanced objects are x-axis up.
Is there a reason for aligning objects in this way? Asset packs from Blendermarket (like the Realistic Nature Asset Pack) come with their objects lying on their side to compensate for this but I think ideally this shouldn't be necessary.
So is there a reason for why particles work in this way or is it just a quirk of Blender?


texts: I am using 2.80 blender version due to system requirement. I want to convert bazier curve into mesh. I applied mirror modifier on curve. When I tried to apply it on object it gives me message first convert curve into mesh.I am trying to convert it in object mode > Object > convert to > mesh from curve /meta/ surf/ text but both options are disabled or grayed out due to which i can not apply it. I am attaching a screenshot. Please do the needful.


texts:
I saw a game demo where a wooden crate broke into planks when it was hit by an object. I want to do something similar. I assume it's done with constraints, and I found a reference to a python function for removing constraints (called removeConstraint()) but I'm unfamiliar with python scripts so I don't know how to call it and I can't find any examples. The reference is this function is here:

http://www.tutorialsforblender3d.com/GameModule/ClassKX_PyConstraintBinding_4.html

Can anyone help me to understand how to use this function, or how else I might create breakable crates?


texts: I don't know how to make my texture appear in the UV/Image Editor view so that I can transform my unwrapped mesh in order to fix it. I am rather sure that there is a simple button that I did not press but I couldn't find it so far.


texts: FK/IK controls in Rigify control too much

texts:
I have my rig set up, but when I move each part, it controls the wrong section of the character; for example, when I move the FK knee of my left leg, it will warp everything around it, actually moving my right leg more than the left. I'm new to this, so I have no idea what might be causing this, but I have a hunch that it's weights. My model was created as one large mesh from a single plane, so it's a single object, and I parented it using Automatic Weights. Any help is appreciated.

BLEND FILE: https://www.dropbox.com/s/ygop2n4h6ba8uem/frogman.blend?dl=0


texts: Video with masked objects that need shadows

texts: I have created simple shadow objects for stills in the past where I masked out the environment around product photographs and the shadows matched fine, using the blam add on. Now I am trying to create shadow objects for a video, but the shadow objects don't match the masked objects for more than a couple frames. The solve error for the tracking is 0.14. Shouldn't objects in the virtual environment match the video almost perfectly?


texts: create normal map and height map for sale

texts:
Excuse me
I wanted to create custom normal maps with Blender software, which I actually wanted to put for sale in online stores, but after the steps I did below, it did not work for me and to test it I used from Substance painter software, which ended up being a dark, poor quality final map. I also used the Cycles engine for a normal baking from the model to a plan, but the result was not suitable(Maybe I could not do with cycles). Anyway, I got a good result with XNormal software, but after inserting the normal maps, it turned out like the last picture on Parts of the model (upper normal map) look good, but parts of the model (lower normal map) show upside down, Or that there is a problem in my imagination.
1- Are Xnormal height maps suitable for sale?
2- How can I solve my problem and create normal maps and height maps from my model to sell them?
3- What are the standards required for these two maps(normal and height map) to sell?
4- In some software, there is an inverted Y channel. What should I do about this problem? Do I have to specify the software used for the destination or not?
steps:

In fact, I used the (baking high poly to low poly )method to create a normal map in XNormal software, and when I apply this normal map to a 3D model, then when I look at it from different angles, or when I change the normal map angle and then insert it on the model, I feel the indentations and protrusions turn upside down.
Please look at the image below. As you can see, I have used a normal map twice (only one normal map), but the left and right sides each have their own bulge and indentation (or it is not related to the green channel at all. And only related to eye vision error)?
The important question I asked is whether when I created normal maps (for example +x , +y , +z) it works for all software without any problems and inversions of the heights or upside down?, or do I have to specify the destination software used to sell them? (For example, I will have no problem using it in Unity or Unreal or Substance Pinter, etc.)?
Thanks by


texts: How can I export a mesh with multiple UV maps?

texts: So I have two UV maps. One is a UV map for my bump map and other texture, while the other is just for the base texture. I want to export my mesh (it's a single mesh) while keeping both UV maps and being able to import the bump and texture maps without having to do anything else. FBX and OBJ are preferably what I want to export as.


texts: problems with the Array tool using Fit curve

texts: I know this question has probably been answered before but I am having some frustrating problems with the array tool. when I select array using the Fit curve tool, nothing happens. I have attached a screenshot of the problem. Both the object and the circle have the same origin point. I am trying to get the object to follow the curve.


texts:
Suppose the duration of the listed strips changed during the project.
You will need to refresh and rearrange the strips.

In Blender, this seems to be a manual task.

But After Effects has the ability to automatically align strips.
(I've attached an example of AE to help you understand what I want.)

I want to know if Blender VSE has the same functionality as After Effects's keyframe assistant-sequnce layers.


texts:
I asked a similar question here Part of mesh goes outside but the solution for merging the faces doesn't work on this model. The model is here:

Basically, the problem with the turtle is in the picture:

The right leg of the turtle gets distached from the main body of the turtle. I tried joining the faces of the turtle like the recommendation in the earlier question I posted the link to, but I get the error message of "could not create merged face". So I need to find what's causing this.

Also on another note, the left leg while it doesn't get detached from the mesh, it still gets deformed in not a nice way.

Thank you in advance! :)


texts: How to detect when object it is on-screen? bge

texts:
I was wondering if it is possible to detect an object when is on-screen/visible to the camera? This feature should NOT detect an object when it's behind another object.

I highly doubt this question has been asked before. Please help...


texts: Why the light in the inside of the room is looking weird when you see it through the window?

texts: This is the window, and in the inside there are two point lights


texts:
So I made this structure by subdividing a plane and elevating parts to make hallways:

Then I realized that I wanted to make the walls have a certain thickness.  Is there a way to do this?  Extruding didn't really work for me.


texts: I imported a video file with a greenscreen backround.  I was able to remove the green and acheive transparency. However when I render I still see the green screen.  Even though I don't see it in the compositor.  Help?


texts: Blender background image stretch fit crop missing?

texts: I'm trying to scale the image x,y but there is no way to do it. A quick google search shows a stretch/fit/crop option which I do not see even after scaling and scrolling through the panel. They are suppose to show up under the Back/Front buttons.


texts: Efficiently creating noise in animations

texts:
Organic animation in Blender looks a lot more convincing when everything has a bit of jitter to it. I'm trying to find an efficient, clean way to do this.

F-Curve modifiers are the obvious solution, but they have a few issues:

I need to apply a modifier for every single channel I want jitter on. This means making at least three copies for X/Y/Z position
With Euler rotation, I can apply noise to the X/Y/Z axes, and that works very well. Quaternions are much less straightforward. I can't predict the impact of jittering one or more of the W/X/Y/Z values; they're interdependent and rather incomprehensible!
Briefly enabling/disabling the jitter is not easy. You can't keyframe or add a driver to the Influence value, and the Restrict Frame Range values similarly static.

Some other answers have suggested using the non-linear animation system. However, I can't find a way to do anything but add jitter to every single channel the strip controls, which isn't viable (even if I wanted noise on every channel, this applies the same noise function to everything). I'd like to have different amplitudes/frequencies on different bones, along with different offsets so the channels aren't all perturbed identically.

I might just be misunderstanding how it works, of course!

I'm considering writing a script to do it for me, which seems pretty viable (input the bone and the jitter parameters, then create the modiifers automatically). However, this is still going to leave a ton of F-Curve modifiers lying around everywhere.

Animation Nodes actually sounds promising - it'd be fantastic if I could just take my original, jitter-free data and add noise to it via nodes, which are easy to create and combine. I'm not sure if this is possible, though.

So, in short: is there a "best practice" for accomplishing this that I've missed, or do I just need to bite the bullet and do some manual work?


texts: How can I easily detect rectangular quads vs square quads?

texts:
From my understanding of topology having square quads instead of rectangular quads often gives superior results when using modifiers, most commonly: subdivision surface as it takes fewer subdivisions to accurately round everything when working with squares leading to a lower poly-count for the required smoothness. Since square quads are better than rectangular quads, I was wondering if there is an overlay that clearly shows how stretched my quads are similar to the mesh analysis overlays to speed up finding and fixing overly stretched quads.
An exaggerated example of uneven smoothing caused by stretched quads when using subdivision:
Front-view:

Side-view:

As you can see the profile in the front view is barely smoothed while the profile from the side view is smoothed much more, as such if I smooth the profile from the front view to the extent I want it smoothed using subdivision surface, it would subdivide the profile from the side view to an excessive amount creating unreasonable and unnecessarily high poly-counts for the object.


texts: Wierd mesh deformation ( maybe a Duplicate? )

texts:
I know there is a problem like this somewhere but i dont know what it is called / what to research so i thought i should ask it here . It is obviously a duplication of a question and i will take it down once i get a link / answer

My question is , why is my mesh getting deformed when i apply weights? Normals are correct , i have removed doubles and it works perfect for the upper half of the body.


texts:
I honestly don't know how fix this problem:
I have modeled a cola can.
I created seams in all the right places. (at list as far as i know.)

and unwrapped the UV
and while they are no distortions on the map. the islands for some reason comes out bent when they should be in a streight line.

so any ideas about what to do?


texts: How to control how transparent a Diffuse BSDF is when using EEVEE's Blend Mode?

texts:
Sorry for the vague title. I'm not sure if I'm asking the right question.

This cube has two materials slots, the faces facing the camera are completely red, and the back faces are completely blue.

When "Blend Mode" is Opaque on both materials, it looks red, just like expected:

(To simplify the problem, I removed the lights from the scene so it's only lightened up by the ambient.)

When the red material's "Blend Mode" is set to Alpha Blend, nothing really changes:

But when both materials' "Blend Mode" is set to Alpha Blend, the red faces become invisible!

So my question is, why doesn't it blend into some kind of purple? And how to control the transparency of these Diffuse shaders so they can blend together, like 10% red 90% blue?


texts:
I have got this beautiful node from free addon. It creates sky and clouds. I want the ground to be move up and down as  my requirement.

So any suggestion how can i rotate the ground up and down. Thanks


texts: How do I make a face between the inside of an outer mesh with the outside of an inner mesh?

texts:
I have a racetrack in the middle of a bounding area.  I would like to join the two meshes and make faces between the square bounding area and the outside of the racetrack.

I have the relevant vertices of the racetrack saved as a vertex group.

Here is my blend file if it is required...

blend file

Or perhaps there is a better approach.  My ultimate goal is to have a plane outside the racetrack that will anchor objects for scenery in a video game.

Thanks for any help.


texts: Scene is being rendered instead of animation?

texts:
I created an animation in blender, exported it as a series of png files, used the blender video editor to merge them as frames in a clip, and continued to add sounds, transitions, etc. to complete the scene.

When I attempted to export the final product to a video file, all of the frames were re-rendered, but instead of the correct color view they rendered as greyscale scene view (essentially not even rendering anything). All of the images were overwritten instantly, and the previous hours spent rendering were wasted.

Now, I'm trying my hardest to re-render the entire scene, but every time I try to render the animation (or even just a still image), it keeps rendering the greyscale image scene as opposed to the actual product. How can I fix this? Also, once this is fixed, what is the proper way to render the final video?


texts: How do I delete a shader node (From Script)?

texts:
I am writing an addon and I need to delete an image texture node from the active material. I know that the python for deleting the node from the editor is bpy.ops.node.delete(), but I don't know how to make this work from the script. I might sound dumb asking this, but I am a beginner to writing addons.

Thanks in advance!


texts: How to control emission, speed, velocity of particles using sound?

texts:
I kind of know current Blender 2.79 Particles limitation (unable to turn on and off or sending multiple burst), but I recalled in the past there was AN video that control Particles emission based on sound high and low. Can someone help me point it out or suggest how to do this?

Would that be involving multiple Particle Systems that is triggered at different time?


texts: Program slider to control camera aperture with python

texts:
I'm very new to scripting in blender, and I'm making an addon to simplify the depth of field process in Blender. I would like to put a slider in my ui panel to control the camera's aperture. I think I need to use a .prop function but I'm not sure. Can I have some help with this? Here is the code for my ui panel:
def draw(self, context):
    layout = self.layout
    camera = bpy.data.objects['Camera']

    row = layout.row()
    row.label(text= "Focus", icon = "CAMERA_DATA")
    row = layout.row()
    row.operator("object.add_focus")
    row = layout.row()
    row.operator("object.remove_focus")
    row = layout.row()
    row.prop(camera, "dof.aperture_fstop", slider=True)

The last line is the one I don't know how to do.
Here is what my UI panel looks like so far:

Thanks!


texts: How can I simulate powder with a particle system?

texts: I want to simulate powder, are particles the best job for this and if so what settings could I use to achieve this in Blender?


texts: Arms detatching from torso on character rig? (rigify)

texts:
i've been working on this model for a while now and just started rigging it with rigify. However, i've run into an error i've never come across before, and i'm not sure how to fix it. I've been having all sorts of deformation problems with the arms from them just looking downright weird when turning them upwards, to them straight up disconnecting from the torso when I rotate it. How can I fix this? I've provided the blend file below. Thank you for your assistance!
image of issue:
https://imgur.com/a/AGbaoWr
Blend file:


texts: Is color mismatch normal when using Texture Paint Quick Edit?

texts:
When I use Quick Edit to transfer a screen capture to PhotoShop, then edit the image, save it, and Apply it back in Blender, the image that is projected on is noticeably darker.  This causes lines to form all over the model where the borders of the projector are.  Here is an image.  Does anyone know how to work around this?

EDIT:  The image to the left is using Perspective View and the image to the right is using Orthographic View, There is a visible color bleed from the edges of other models that overlap for the projection.

I didn't add a .blend file since I restored Blender to the default settings before doing this.  Both images were made using 2048x2048 textures for both the Bake and for the External Edit settings.


texts: How to have color in your blend file preview

texts:
So I am suffering from a TREMENDOUS amount of Blender files! I currently have about 1000 on my machine and organizing these in certain folders helps a little but it does not really solve the issue. I kept thinking I really need to get color in these grey previews and then one day I spotted this ...

One file in hundreds just randomly has a little bit of color ... I have since tried everything to recreate this result somehow but have failed and I was just curious if anyone knew how to make these file previews colorful and easier on the eyes.

Thank you !!


texts:
Assume you want to put a green screen overlay at the end of a longer video clip. Blender doesn't allow to do this in the compositor mode, because the overlay is placed at the beginning.

Is it possible to easily add the overlay at the end of the video?


texts:
I am trying to use the scipy.interpolate.interpn function within blender. I assumed the only way to do this is to utilize the sverchok addon, so my first attempt at using this function is with the sverchok addon, but let me know if there is a better way to do this.
Although I have some basic knowledge of python, I think I am a bit out of my depth here. Nonetheless, I tried writing a script to use with the Scripted Node Lite node in sverchok:
"""
in in_points v
in values s
in xi v
out out_values s
"""

import numpy as np
import sys

from sverchok.utils.logging import exception, info
from sverchok.data_structure import zip_long_repeat

try:
    import scipy
    from scipy.interpolate import interpn
except ImportError as e:
    info("SciPy module is not available. Please refer to https://github.com/nortikin/sverchok/wiki/Non-standard-Python-modules-installation for how to install it.")
    raise e

out_values = []

for everypoint in xi:
    new_values = interpn(points, values, xi, method='linear', bounds_error=True, fill_value=0)

    out_values.append(new_values)

Here is what I get when I try to use the script as a scripted node in blender:

error screenshot
here are the files I am working with: https://drive.google.com/file/d/1a2a0l3rghzAbP91JEAb-mZXQZYpiLEsG/view?usp=sharing
If anyone could help me utilize this function in blender, or have any improvements for the script above, I would greatly appreciate it! Thanks,


texts:
I need to find the intersection curve between two (open) meshes, and I can do that interactively with the knife tool. In search for a way to do it from a script, I came across the following highly relevant question:
Using knife_tool from python api

There is one answer, which simply refers to the BMesh API. However, I find no immediate candidate for the knife_tool from bpy.ops.mesh in bmesh.ops.mesh. Is there a way to script mesh intersection cutting from bmesh, or at all?

The attached screendump illustrates a cut in the cylinder mesh from the intersecting sphere mesh. I obtain it interactively with the cylinder mesh edges selected, then by Ctrl+F and choosing "Intersect (Knife)".


texts: Where is the color setting for disabled menu items?

texts:
I somehow changed to color of disabled menu items, so that they are not grayed out unless you hover over them.

As you can see, the Search and submenu entries should be grayed out, but are only grayed out when hovering over them.

Changed color theme on the left and, the default color theme on the right.

What did I change that did this?


texts: After applying transform, face snapping no longer working

texts: After I applied the transform, then I duplicate this cylinder the snapping behaviour goes strange(sideways), I guess it's something wrong with the local axis, but I don't know how to fix it


texts: Completely hide armature influence temporarily

texts:
I've modeled and rigged a character, however I want to model different sets of clothing for that character.

Because I'm using IK on the bones, even if I reset all the bone's positions via a -> a -> w -> Clear User Transforms (All), the character's arms and legs are slightly offset from the model's default position in edit mode.

How do I completely remove the visual influence of the armature from the character without having to parent it again (because I have custom weight paint fixes I don't want to lose)?


texts: How to learn to move objects by means of a script in python?

texts:
I'm learning how to handle the blender program. I do not know anything at all. I would like to know how to draw the panel and most importantly, how to control objects using a python script, and the video game engine blender game logic; Where can I get the information?

i like to do this

https://www.youtube.com/watch?v=sVtZPQGt5PM


texts:
I'm currently learning Blender,exploring Skyrim 3D objects and wondering whether I can place my images directly on an object.

Or in other words, is it possible to add like a picture of a star, or coke bottle directly on an object (like a cube) and have it draw it's self on the object? ATM the only way i know how to edit the textures is directly with the draw tool.

I'm sorry if i'm not being clear enough, i'm still very new to blender.


texts: Linked objects ? two objects in the view port. but one has no properties of name why?

texts:
I have a Piston object composed of two parts. The piston container has a name in the outliner qa.001.a. but the second seems to be totally invisible in the outliner and can only be selected and manipulated from the viewport.
How is this possible?  How can I make the second invisible object a true object with its name in the outliner?


texts:
I have a subdivided tube with an inner and outer wall. The inner wall is pushed out by a sphere upon contact. My script does this by calculating a movement normal for every vertex in the tube, and whenever it is in contact with the sphere, moves the vertex along this normal until it no longer collides:

I would like the outer wall to follow along too, being pushed along the same normal. The catch is that the final geometry will be far more complex and irregularly varied (eg, a gnarly tree rather than a perfectly smooth lamppost), so I need a way of mathematically finding vertices which are 'behind' the vertex and in the direction of its normal to affect. The functionality that I am looking for is roughly similar to the proportionate editing tool, except it would only look for vertices that are in a certain direction rather than any that are within range.

I'm thinking something along the lines of

for x in range(len(deformed_verts)):
    for y in range(len(verts)):
        dir = normal.dot(deformed_verts[x], verts[y]) #probably wrong because my vector math is rusty - expecting closer to 1 = closer to being straight out along the normal, closer to 0 = farther away from normal and splayed out to the sides, < 0 = wrong direction
        if dir > 0:
            distance = (deformed_verts[x] - verts[y]).length
            if distance < threshold * dir #less likely to affect verts out to the sides rather than those along the normal
                #affect vert

This seems to be way too sensitive and causes the tube to explode into an enormous, uniform size. Am I even thinking along the right path, or is there an easier way to do this? If not, is the math sound?


texts: how do i make the rotation and scale for the X,Y,Z, red, green, blue in the object properties window like in the layout menu instead of it being grey


texts: Baking shadows onto a plane with no image texture in cycles?

texts: I'm in cycles render and I made a scene with a bunch of lightbulbs (see Blenderguru's tutorial. I did the same thing) and I have a Mac with not so decent specs, and I want to speed up the rendering. I am wondering if I could bake the shadows and light onto the plane that all the objects are on. It has a material but not a texture.


texts:
On eevee engine, has anyone experienced the same?

It looks normal on Solid Viewport. This also happened in 2.82, but it was worse. Solid is basically transparent, while render is basically the same as current version, hence why i updated my blender.

My rig if anyone needs it : Ryzen 3 3200G, 16Gig RAM, RX 480 4GB. I swear it never runs anything else with a problem. Blender was working fine a few days ago too. Cycles works on render viewport, but material preview still bugged out.


texts:
No matter what lamp I put in or how strong I make them the shadows on this file don't seem to be affected at all?

I've tried changing the shadow settings but nothing really seems to be working. If I move any lamps the shadows on the model stay static in that they're completely unchanging and don't move in response to the changing of the lamp tool.

It's almost as if the shadows themselves are painting onto the model but even if I strip the material the shadows are present on the model itself and are still unaffected by any change in lighting.

Absolutely no difference in shading despite repositioning on lamp.

I'll post the file as an example so whoever's curious can take a peek. Here's the file


texts: Blender 2.8 - No xyz arrows on vertices in edit mode?

texts:
I stopped using blender for 2 years. Back then with 2.7 everything was cool. But now they changed so much, that I don't understand anything. Everything feels so weird, what did they done to that masterpiece?! In Blender 2.7 there were arrows on the vertices in edit mode:

Where are the arrows now? They were very useful


texts: Why should I use an empty instead of just animating a model?

texts:
It seems as though if people want to animate a model (without deformations) instead of just animating the actual model itself, they parent the object to an empty, and then animate that.

Why is this? Is there a reason? It seems a bit redundant just in my opinion.


texts: How to make a circular set of verticies square

texts: Is there any way to take my circular vertices, and make them square so that they match my cube? I want it to be a cone with a circular base and a rectangular top.


texts:
So I uploaded a valve left4dead common_infected to blender, I wanted to upload to Roblox to edit animations and create a youtube _source video.
I have a problem importing to blender correctly when I import the character is facing upwards correctly in object mode but in edit, the character back is downwards and when I import to Roblox, unity, etc the animation get all messed up.. how can i fix this to prevent that.
Here is object&edit scene image, the mesh move after I switch between the two.. I don't know what to do, I tried to reposition him through edit, it just messed up the animation.. :(


texts: Need help with creating a globe in Blender

texts:
I'm a beginner, and I'm trying to create a globe like in this gif

http://pitchinteractive.com/images/projects/details/brexit-detail-gif.gif

But I don't know where & how to start, right now I only have some basic knowledge about Blender. Please show me the direction or steps to create it, I really appreciate it.

Thanks


texts: Can I get vertex's coordinates result of cloth simulation?

texts:
blender version==2.9.
I want to get vertex coordinates result of cloth simulation(with python script, if I could).
Now, although I could get the vertex coordinates, they are before cloth simulation.
v_world = v.co @ obj.matrix_world
bpy.ops.object.empty_add(
                 type='ARROWS',
                 location=v_world)

can anyone help me? Thanks in advance!!


texts: Is it possible to pause rendering in blender 2.8? I have a laptop with a 1050 TI and it takes a good while to render stuff.


texts: Combine F-Curve Modifiers with baked Sound

texts:
I have a Particle System on a grid with an X Velocity of 200 and a Tangent of 60. The Tangent has a keyframe with a sound baked to the f-curve.

The problem is the Tangent get set around 1 instead of 60. I want the sound curve to modify the 60 by a factor around 1.25. That way the Tangent moves between 60 and 75. Also I want more particles to be emitted when the sound is loud.


texts: Can't combine render layers when compositing

texts: I'm trying to add a glowing sun effect to my scene for an animation in "Blender Render". I put the sun in its own render layer, and the scene in its own. In the compositor I had the sun render layer go through its nodes, and then combine with the regular scene at a mix node. When I plug it in to the output, I get either the sun with its effects, or the normal scene blurred when I change the active scene.


texts:
I'm doing a fbx ascii export on Blender 2.78 to 3ds max 8. This is for Neverwinter Nights 2 models. I notice fbx has added an additional bone, I think it comes from the armature container in Blender, this causes problems with the animation. Is there a way to only export actual bones? On a max nwn2 mdb import the body mesh and bone goes to the scene root in 3ds max(using nwn2utilsmaxplugins).

Thanks,

Rick


texts: FK dubble knee joint controller circular dependency

texts:
I want to add a controller bone that is positioned by its parent bone witch is also constrained to it.

I know that this create a circular dependency but is there a way to get the controller to follow the lower bone without creating this circular dependency?

Since the controllers position is locked and not effected by input it should be possible for the position to be controlled by a constraint without creating a circular dependency.

[EDIT]
By disabling Inherit Rotation on the controlling bone I get a more stable result, and that makes sense. If I use Clear User Transform, it still doesn't reset as it should.


texts: How can I retain original dimensions after adding thickness?

texts:
After scaling (3D prep), the clean object (0 NonMan) has the dimensions as expected:

When applying solidify modifier with thickness 1mm, the entire object (lid) is scaled up:

Original sizing (close to) is retained with thickness 0.05mm, however this would not be reasonable since I need some minimal structural strength.

Is there a clean way to retain the original geometry without rescaling everything?


texts: I'm not able to leave a certain selection tool

texts:
I did, somehow (think I pressed a hotkey), end up with this circle around the mouse cursor, which could select multiple vertices. I do not know how to leave this mode/tool, and I'm not able to do anything but to use this certain tool. I can't use shortcuts, for example cmd+S to save. I cant open any menu, I cant rotate the view, I cant do anything but to change the size of the circle (using the scroll wheel on the mouse) and to select vertices using it. No view hotkeys works (1-9)

This is what the tool looks like:

Would love to at least get to know the name of the tool I'm stuck with, so that I could ask a more accurate question. Since I can't save the file, I don't want to close it. Therefore, if I could get some help soon, that would be very appreciated.


texts:
I am trying get the state of the checkbox in my animation subpanel and would like to set myBool to it's state.
Here is my code:
import bpy
import os
from bpy_extras.io_utils import ExportHelper
from bpy.props import (StringProperty, CollectionProperty, BoolProperty, EnumProperty)
from bpy.types import (Operator, OperatorFileListElement,)
import textwrap

class WorldOriginExport(Operator, ExportHelper):
    bl_label = 'Export'
    bl_idname = 'object.world_origin_export'
    bl_description = textwrap.fill('Moves each selected object to the worlds origin and exports them as a gltf separate', 80)
    bl_options = {'PRESET', 'UNDO', 'REGISTER'}
    files = CollectionProperty(name = 'File Path', type = OperatorFileListElement,)
    directory = StringProperty(subtype = 'DIR_PATH',)
    filename_ext = '.gltf'

    myBool = False

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator
        return operator.bl_idname == 'OBJECT_OT_world_origin_export'

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = False
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

    def execute(self, context):
        bpy.ops.export_scene.gltf(filepath = folder_path + os.sep + sel.name)
        return {'FINISHED'}

class GltfSeparate_PT_Panel(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = 'glTF Separate'
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator
        return operator.bl_idname == 'OBJECT_OT_world_origin_export'

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

class GltfSeparateAnimation_PT_Panel(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = 'Animation1'
    bl_parent_id = 'GltfSeparate_PT_Panel'
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator
        return operator.bl_idname == 'OBJECT_OT_world_origin_export'

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

class GltfSeparateAnimationAnimation_PT_Panel(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = ''
    bl_parent_id = 'GltfSeparateAnimation_PT_Panel'
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator
        return operator.bl_idname == 'OBJECT_OT_world_origin_export'

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

    def draw_header(self, context):
        scene = context.scene
        self.layout.prop(scene, "use_gravity", text = 'Animation2')

def register():
    bpy.utils.register_class(WorldOriginExport)
    bpy.utils.register_class(GltfSeparate_PT_Panel)
    bpy.utils.register_class(GltfSeparateAnimation_PT_Panel)
    bpy.utils.register_class(GltfSeparateAnimationAnimation_PT_Panel)

def unregister():
    bpy.utils.unregister_class(GltfSeparateAnimationAnimation_PT_Panel)
    bpy.utils.unregister_class(GltfSeparateAnimation_PT_Panel)
    bpy.utils.unregister_class(GltfSeparate_PT_Panel)
    bpy.utils.unregister_class(WorldOriginExport)

if __name__ == '__main__':
    register()
    bpy.ops.object.world_origin_export('INVOKE_DEFAULT')


texts: after each action, the program writes "not responding"

texts:
I make a winter forest, but after adding particles to the trees, after each action the program does not want to work.
Then you need to wait five minutes after each action until it loads!
Help me please! I can’t work like that.
MY PC:
i5-9600k,
HyperX fury 2666mhz 8x2,
Gtx 1660 super,
Nvidia studio driver 451.48.


texts:
I am using Blender 2.8 with Eevee  and there is a light source behind a window, if I hide the window the light works but not with the window. I tried to change the material setting but without success. How can I solve this?

EDIT: today I opened the file and it works, I didn't change anything from the last time, so strange...


texts:
When I click "Execute Fracture" and then Alt+Z to see how it looks this happens.
It seems to break itself apart and disorient the broken pieces.


texts: Freestyle not rendering at all in copied scene (2.8). What am I missing?

texts:
What I want to do: I would like to get started making some freestyle renders in Blender 2.8 and have been using a demo file from this site: Blender demo files. For a start, I would like to make a full copy of the scene and insert my own model instead of the sample.

Problem: However, in the full copy of the scene, the freestyle lines are not rendered. I can't upload the file here, but you should be able to reproduce the problem by downloading the demo file with the ATV buggy from the link above and make a full copy of the scene.

Does anybody know why this happens and what I can do to make it work?

Alternatively, I could setup freestyle rendering in my own blend file, but I haven't been able to make it work and I feel like something's missing, hence why I tried the demo file.

Any suggestions are welcome. Thank you.


texts: How to make textures in Blender without any flat work with a painting program? (3D painting)

texts: I've made a complex model, what would be a nightmare to texture in gimp. So I'm asking you, if there is an option to paint in Blender itself, watching my 3D creation? It would be a lot easier and faster that way. If you need the model, just ask for it. Oh, and I've added armature to it. Will the texture follow the body while it is deformed?


texts: I am modeling the monstercat character but when I look at what I have, I can see the inside of it instead of outside. How can I make the outside of the mesh show instead?


texts: How to texture paint across all objects that share the same material/image?

texts:
This is a greybox project, so we shouldn't take in account detail or sustainability. Just something that will "work".

I have several objects that share one UV map and one material. I used Smart UV project for all of them so that it would pack them in the same space. I made a new image and applied it to the material.
I can texture paint each object just fine. However, I need to paint across all of them at the same time, in the 3D viewport (not the image editor). As it is, I need to select each object, then go to Texture paint and I can see my previous strokes, but I need to see them all at the same time (I'm making relationship lines etc). How to do this?
Also, my texture doesn't appear at all in material mode, although I have connected the texture to the diffuse channel.


texts: More lights = darker object? (see Pictures)

texts:
So, I rendered a scene and I was very happy with the lighting, but I wanted more to the image, so I moved things around and added a background object. Now the lighting is totally messed up. No matter what I do the Logo Shape won't light up the same way. The face just won't light up. Here are some pictures:

And here is the most recent render:

Here is the blender file: https://drive.google.com/file/d/1bLsiB4DCggrthn-skXoKDreGBCGBQ4a9/view?usp=sharing

It's missing some textures, but it should be the same otherwise.


texts:
Please see the .blend file attached.

I want to 'sweep' a profile along a path to create a solid that can then be exported as an stl file for 3d printing. Unfortunately, I have several issues...

the ends of the resulting 'solid' are uncapped. While it's easy to select and alt-F the end vertices, it seems there must be a simpler way
I construct the 'solid' using the bevel modifier. But, regardless of what method I use, I always end up with overlapping meshes - as highlighted in the following image. The resulting stl file has 'bad edges' and I think this may be a reason:

Finally, the resulting mesh seems to have far too many faces, but I can't see an automatic way to reduce this. Again, this results in a large blend file and a huge stl file.

I know it's bad form to post multiple questions, but these are in a way all aspects of the same problem: How to construct a valid stl file.

Anyway, as always, any thoughts on resolving any of the above hugely appreciated.


texts: Freestyle rendering out of sync with pose 2.8

texts:
I am running into this issue where the Freestyle outline that is rendered is not in sync with the pose of the character being rendered.

Things that I've tried:

Applying the Armature's transforms to be zeroed on the mesh
Applying the Mesh's transforms to be zeroed on the origin as well
Freestyle's settings are default and haven't really been touched
Re-Applying the rest pose
disabled the pose library

It appears the pose is getting multiplied, but I have no idea why, and why it is different than what is rendered solid.

What else should I check?  Is this a bug?


texts:
I was wondering: is it possible to assign two bevels instead of one to the geometry of a curve, and maybe "warp" through them using weights?

Basically I have a loop curve that has a circular bevel (above curve, left), but at certain points it should gradually become an oval shape (above curve, right, selected) (or whatever shape i decide to bevel it with).

Thanks for the wisdom, peace


texts: How can I control which borders are affected by the insetting tool?

texts: I am trying to modify geometry in a model I am working on. I want to inset one of my forms but only want the border at the top and not the sides as I want to extrude it inwards. I have tried with the boundary and individual options "on" but I can't get it. Am including an image. I must be close, but would need a hint as to how I can do it. Thank you.


texts: My mesh goes nuts when I try to move points

texts: In edit mode I select a row of edges (alt+click), when I try to move the row with "G" it pulls points that aren't selected. I have tried to fix this any way I know how. (Including changing the origin of my object. I am getting ready to yeet my computer out the window. Please help me


texts: How to create realistic lighting at night in Blender Cycles

texts:
I'm modeling a simple night scene (with buildings, traffic lights, etc) to simulate you actually driving down the road. The rendered image looks like this.

The lighting in this image doesn't seem to be realistic and the building is too dark. I would want the buildings look like the one in the following image(with light coming from the building):

I tried to add light sources in the building, and make the material of the building glass as glass, the light is not visible. How do I create realistic lighting for the buildings? Thanks in advance for your reply.

. I changed the road material to be a solid color so I didn't have to worry about uploading texture images with the .blend file.


texts: Export/list out object information as text format

texts:
Is there an option in blender to export (or list out) certain properties of all (selected) objects?

My case is: I have modelled a furniture using real size, metric measurements. Now I want to hand a list of sheet sizes over (x-y-z dimensions of objects in blender) to the carpenter so he would be able to cut the correct sheets for me.

I am looking for an option to do all inside blender, if that isn't possible, an option of some kind of export would be acceptable.


texts: How to repeat an Image Map in blender 2.8

texts:
In Blender 2.79, there is a way to repeat images in a tab:

Whenever I try to apply this in Blender 2.8, in node form, I don't get the same results as mirror x and y in Internal. I know it is the Mapping node, but how do I get a repeating option like these examples:

Without the repeat

With the repeats

Here is the current node being used in EEVEE:


texts: How can you rotate a procedural material?

texts:
I'm modeling our church sanctuary to assist in a lighting design and I am reusing a procedural wood material from the wood pews to kind of simulate the laminated beams that hold up the roof, but those beams are vertical, not horizontal like the pews.

I've tried just adjusting rotation in the vector transforms, and I've tried switching the scaling to favor the z-axis rather than the x-axis.  Neither attempt has worked.

(This procedural wood is courtesy of an old thread on blenderartists.org)

The horizontally striped beam is the test beam (on the right, in the light)


texts:
Quite the noob since I'm trying to learn how to use Blender for the first time (Sorta). That said, I've been experiencing a weird problem with the shrink/fatten tool as it appears to be shrinking one object, and fattening the other, even though they've all been selected, as shown in the gif within the link: https://imgur.com/a/whfT0

Don't know exactly what could be causing it, but possibly an easy solution can fix it.


texts:
i'm not too sure if i worded it right, but i'm looking for a way to make hair look more spares in some areas so it has some stray fly away hairs

the first image is the look i'm going for, while the second is my current project file and what i've achieved so far. i've tried fiddling around with a few settings but i can't seem to find the right one just yet.

is there anyway to easily achieve this, or would they need to be added and styled by hand?

2.8 blend hair file on google drive


texts: How to export an FBX file with textures linked?

texts:
When I export the selected image plane as an FBX. file and re-import it.
All the textures are linked EXCEPT the alpha texture.
Any ideas where im going wrong?


texts: Part of Object Goes Through Plane When Falls

texts: I am using Blender 2.81a and just doing a Domino Animation. But faced a little problem. When the last domino falls, it kinda goes inside the plane and the comes out. But I don't want that go through. Any solution?


texts: How to align 2D UV map for wood slat ceiling

texts: Forgive me if this has been answered before, I am trying to align a UV map for a wood slat ceiling as you can see in the bottom image. I have tried aligning the UV map manually by rotating 90d but the slats don't align properly. What am I doing wrong?


texts: Object doesnt look as it should in shading

texts: I cant seem to figure out but my model looks al wierd and washed out. it should look like the left one but it doesnt and i cant seem to find anyone else who has  this problem.


texts: Fluid simulation not baking, no fluid input object in the scene

texts:
I keep getting the no fluid input objects in the scene error every time I try to bake please help, I'm just trying to bake a simple text

I'm using blender 2.78c on windows 8.1


texts: Animation with modifiers wont export properly

texts:
I animated a Mobius strip similarly to this video (https://www.youtube.com/watch?v=pF91ExiRkko). So without bones, using keyframes and modifiers. However, when i export my mesh with the animation, it either doesnt have the Bend/Twist modifier i used, or the modifiers are permanently applied. This wont work since i am animating the progress of the modifiers.
Is what i want even possible? Is there a different file type i can use? Or maybe a fix using bones?
If you could provide tutorials for/similar to your fix that would be great i started using blender 4 days ago and am dying inside.
Thanks in advance.


texts: Whenever I assign a material to the selected faces of a cube, it paints the entire cube. I've seen questions like this, and I've done everything they say to do in the comments, yet nothing seems to work.


texts: What is the difference between the trackball and turntable style view modes?

texts: Blender has two methods for model navigation using the viewport, namely turntable and trackball, with the default being turntable.  When I use trackball instead, I can feel that something is changed, but I can't seem to be able to explain the difference to someone who has never tried it before.  How can I explain, in a technical or non-technical manner, the difference between the two rotation modes?


texts: Modify a block face to a true circular path

texts:
In the picture, I beveled a block similar to the top block but it is not a true circle shape - it has a kind of shoulder and the top is flat.
I don't know how to take a block and modify it so the width and height stay fixed but it follows a true circular path - I do know the radius of the circle I need, but don't know where to go from here.


texts:
What is a good way to make a repeating wave without having to manually select every other face and drag it along an axis? I'm trying to make a very long wave and it would save me a lot of time on this project.
I'm trying to make something similar to the metal part of this image but a lot longer and more curved.


texts:
I'm currently playing around with unity and tried to create a room in blender and import it to unity. The room is a non-manifold mesh (on purpose) - because nobody is going to see that room from the outside and I wanted to save polygons.

The render result looks nice in blender, but in unity the room looks pretty ugly and I realized that the normals are wrong (if i recalculate normals in unity it looks OK)

I tried to recalculate the normals in blender but it started to flip around faces and calculated the wrong normals (for flipped faces).

Now my question: Is there a way to recalculate normals without blender trying to "fix" (flip) some faces or is blender not designed to work with non-manifold meshes (which are pretty usefull in games)


texts:
I'm trying to create a 3 meshes. Each mesh has it's own curve modifier so I can bend them how I want.

How can I connect the middle mesh to the outside meshes with face shown on picture and keep 3 curve controls for each mesh?
Another thing is that I want keep the 45 angle of the middle mesh so it looks like arrow even if I bend the outside meshes along their curves.

This is just an example but I want to repeat the middle mesh every meter so there will be few of them.


texts:
I´d like to know if it is possible to rig an asymmetrical mesh avoiding the tedious weight paint process.  I want to automatically weight my mesh.
I used the automatic weight option to a fairly symmetric mesh and it worked perfectly,the thing is that when I added some asymmetries the program didn't include those asymmetries so they remained in its place without being affected by the deformation.


texts: I tried to put an object that was animated (quick effect- smoke- fire) over a video (.mp4) and in the compositor section, I am sorta lost as to what is supposed to go there (I followed a tutorial), and the fire is all that rendered in the final animation.


texts: How to make a curve segment perpendicular to a face?

texts:
I need to make a curve that "exits" straight out of (perpendicular to) a face.

I can manually make it perpendicular by manually manipulating the handle (Bezier) or the first segment (Nurbs) but I assume there is a simpler way to do it.
I've been fiddling with this for over an hour but could not figure it out.
I did figure out how to make it exit parallel to the surface (by snapping the handle or segment to the face) but not perpendicular.

Can someone show me the way, please?

I'm interested to learn how to do it both with Bezier and Nurbs curves.

Edit:
I figured out how to do it when the face is aligned with global axes (snap a handle to the face, then translate it along the axis perpendicular to the face), however, I still cannot figure out how to do it when the face is not aligned with global axes.
I suppose I need to find out how to align to local axes of that face while editing the curve. Is that even possible?

Edit 2:
This is how it looks (and how I meant it to be) with Duarte's third method (notice the snap options and transformation orientation option being Local):


texts: VSE-Background image behind foreground video. Alpha over, alpha under don't work

texts:
A png image to be used for background.

A video sequence of numbered png files ( which were rendered in Blender with alpha.) is to be the foreground.

Selected backgound png, then video sequence, add effect strip alpha over. No background visible. (Tried every combination I could think of. If use alpha over the background is the only image visible. Use alpha under the foreground is only image visible.  display is sRGB)

Tried with single .png file as forground. Same results.

I am wondering if the video sequenced pngs have lost the alpha channel. On the video display there is no checkerboard as there was within the 3d scene for the background. (The black part of the video looks solid black on the display rather than checkerboard)


texts: What's going on with the scale/length here in edit mode?

texts:
I am working on a 3D model for printing. I have my scene set to a Unit Scale = 0.001 and Length = Millimeters. This makes it the correct size for the printer. I also updated my scale on grids to 0.001.

I'm trying to make a box with a 3mm thick wall. I added a box to the scene and changed the dimensions to what I need.

Then I went to the top face and did an inset. If I'm in the top view and use the numbers I can type 0.03 and see that it is three grid squares (i.e. 3mm) inset but in the info header it says 3 micro meters. Not sure what's going on there.

Then I set the origin of the box to the bottom face and did an extrude of the inset to bring the top face down leaving 3mm on the bottom wall too; as evidenced by the 3 grid squares. This results in the Z position of the points being "0.066667" mm. Shouldn't it be 3mm?

I really don't understand what's going on with the units on the box. Does it have something to do with the "scale" on the box being not "1"? Should I have changed the dimensions of the box a different way?


texts: Can't see the complete statistics on info panel

texts:
Here's the screenshot of my blender.

Some words and numbers are only shown like "...", so I can't see correct numbers of statistics .

Can anyone help me to solve this problem, please?
Thanks


texts: Adding Thickness to a 3D Textured Plane in Blender

texts: I created a 3D textured plane in Blender and I want to increase the thickness so that I can 3D print it. So, I just need to basically extrude it so that in stead of a rectangular plane, I will have a cube/rectangle (three dimensional) with the 3D texture on one face.


texts:
I can model fine from reference images but if I try to create a big scene I just get lost. I model in real world scale so my objects will look right.  for grid if Im trying to make a large landscape for camera animation how would I turn the grid into 1 mile?

and if I do this does the camera settings need to be adjusted or do I use regular default settings?  any info would be appreciated. I model in imperial using inches and feet.


texts:
I'm unable to find the show gizmo move keybind. So what I specifically want is to see the XYZ-arrows when I press G to move, just like they show up when I press Move on the toolbar to the left.
Apparently it was shift+space+g in Blender 2.8.
When I try it, shift+space starts some animation frame instead.
I searched in the keymaps but theres nothing relevant on "gizmo", so that leaves me overwhelmed.
I found this thread but its not the answer Gizmo missing in version 2.90.1


texts: Part of object disappears when viewed through a transparent material

texts:
When using the Blender Game Engine, the parts of the model viewed through the windows becomes transparent and it's not a clipping problem. If I select a glass object the model viewed through the glass object shows up properly.

I have tried both solidify and double sided and it doesn't help. If I select a transparent object, the object then shows the model through the object. When I press play, then everything works right. In the image I have selected the 'glass door' on the left and the object can now been seen, but not through the other windows. I hope this is alright to answer like this, as I don't see away to include an image in  my comments.


texts: When import OBJ the edge becomes 'strong'

texts:
when I import OBJ file. The edge becomes 'strong'.
some edges are good, but most of them are like this in picture.


texts: Shader that is only visible when the face normal points up

texts:
I'd like to create a shader that is completely transparent except for top faces that are parallel to the floor (face normals being parallel to the global Z axis). Used on a cube, only the top face would be visible.  I don't intend to rotate the object, so local and global Z are identical. But the shader should not care for the camera position.

After Brenticus' great answer I came up with this solution: it shows only faces that are reasonably parallel to the floor and face towards the camera:

While Suzie is truncated above and below, only the upper plane is visible. Switching the southern math node to 'greater than' would show only the bottom plane.


texts: Upgrading an Old Python Script : Change all Image Paths at once

texts:
I found those script i Think it was for Blender 2.49 to change all imagePath at once,
but I cant get it to work in Blender 2.8...
Can some one help , it would be very handie for flies with lots of images?
import bpy  #Original import Blender

from bpy import context, data, ops
#from ORIGINAL from Blender import Texture, Image, Material

#insert the path which should be replaced
oldpath = "C:\\OLDpath\\"

#insert the new path which replaces the old one
newpath = "D:\\NewPth\\"

image_count = 0

for tex in bpy.data.textures.get():

    image = tex.getImage()
    #print image.name

    filename = ""

    if (tex.getType() == "Image"):

        if (len(image.getFilename()) > 0):

            i=0
            while i < len(image.getFilename()) :

                if image.getFilename()[i:i+1] == "\\" :
                    filename += "/"
                else :
                    filename += image.getFilename()[i:i+1]

                i+=1

        if (oldpath == filename[0:len(oldpath)]):

            temp = filename[len(oldpath):len(filename)]
            temp = newpath + temp

            image.filename = temp
            image.reload()

            image_count += 1

print ("image path's changed:")
print (image_count)

I did a few changes, but cant find the rest od my errors.
I thing some stuff is now depricated but I cant find the 2.8 Version
here is the Path to the ORIGINAL Script
https://blenderartists.org/t/script-to-change-paths-for-all-images/460733


texts: True relationship between bones/armature and rigginh

texts:
Is it true that the armature/bone structure really only depends on the Head of a bone, in particular with regards to rigging/skinning a model?

I am using niftools to import models into Blender, but several of the bones are pointing in the wrong direction. The location/rotation of the head of the bone is fine, it's just the tail is positioned incorrectly. However, when the model is used in-game (Morrowind), everything appears to be functioning properly.


texts: Duplicating object aligned with and on faces

texts: I'm trying to duplicate the cube in the image on the center of the faces of the torus facing inwards. I've tried a few things with curve deforms and array modifiers but couldn't get anything to work. Also I might want them to scale with the size of the face.


texts:
I'm still very new to blender and i'm capable of doing some weird shapes but for the life of me i can't figure out what i need to do to obtain this shape. I almost had it but not quite and forgot to save, now i'm puzzled again. If someone could please give me some advice on how to get this shape i would GREATLY! appreciate it as it's vital to my model [I suppose every shape is lol].I've included a pic of the shape and a pic of the model I am working on
P.S  i'm not even a modeler  this just a hobby i recently got into and I'm loving the process of learning and creating.


texts: Can the full features of Blender be used with a trackpad?

texts: I'm not interested recommendations for the best hardware, but whether Blender's full functionality-- all that zooming and selecting stuff-- can be realized with only a trackpad.


texts:
im trying to create a script that does basically what the array does.  My code only moves the active object but does not duplicate and move the duplicate.
import bpy

 def createcircle(curve, number):
    for x in range(number):
        duplicateobject = curve.copy()
        duplicateobject = bpy.ops.transform.translate(value=(0, .1, 0))

 createcircle(bpy.context.active_object, 10)


texts: Can i duplicate this Hallway then join it on end of current hall at a 45deg angle as a continuous (short video of render in post)?

texts:
Im new to Blender (and modeling), sorry if im not using the correct terminology.

Here is the render/model in question:
https://www.youtube.com/watch?v=tLf0lAGD8WM

I created this hall following Ducky 3D's https://www.youtube.com/watch?v=pwFGNNbNMvg how-to. It has a few cubes and some NurbsPath's.

I would like to make a copy of current hall and place that copy on the end at a 45deg angle (or 90deg). Ive tried this by placing the copy at the end having the outer corners touching each other so there is no gaps, then tried to use the knife tool ( K ) and cut out the over lapping inner walls. It worked to a degree, but does not seam like the correct way to do this. Also tried to add a Boolean Modifier, but could not get that to work at all.

Any help or proper keywords i can use to search with would be great...

Using Blender 2.8

Here's a link to the hallway: https://www.youtube.com/watch?v=tLf0lAGD8WM


texts: Blender stopped opening for me on windows 10

texts:
When I open blender, the command box pops up, goes away, a grey window opens and then closes immediately with no error message or anything. Even when running as administrator. From following some other posts on the issue I did manage to get an "exception_access_violation" error when running in cmd.

I've completely reinstalled blender multiple times now (always going in and manually deleting anything left behind after each install in AppData and program files) I've tried both of my hard drives, both 64 and 32 bit, both zipped and installer. I've tried reinstalling my graphics driver and running the intel processor updater (though it said there was nothing to update)

I've tried downloading a new opengl32.dll but putting it in the blender install directory did nothing, and when I try to replace the system32 one it says I need permission even after granting administrator permission.

I very recently completely wiped my entire computer and installed a fresh version of windows 10. and Blender was running fine for a while. The only thing I can think of that I for sure did between it working and not working is that I updated my graphics card driver (Nvidia GeForce GTX 1070. Now ver 416.94)

Anyone else having this problem? Any suggestions on fixes? I'm banging my head against a wall here.


texts: file browser : how to always turn on the display thumbnail?

texts: When trying to load image from file browser, the default mode always back to 'list' . Everytime i change it to thumbnail, it wail always go back to list mode . This is so annoying. Is there any setting i can make it permanent ?


texts:
What does the Fresnel node (in cycles) do? I know that it kind of does rim selection(similar to rim lighting), but I'm not exactly sure what it's doing. I've seen it used in many tutorials, but I can't find any clear explanations.

What's the explanation, and which situations make sense to use it?


texts: How best to combine blender cycles for rendering with sketchup for construction

texts:
I really love the intuitiveness of Sketchup as well as its structured data structure, which enables me to create pretty complex shapes in just a few seconds, while doing the same job in blender might take me several hours. This may be due to my lack of experience using blender for construction of course, but this "workaround" combination of Sketchup and Blender Cycles really works fine for me using the Collada (.dae) format for import/export between the two systems.

Now I am looking for some good advice. Should I stick to this method rather than taking the time and effort to learn how to work more efficiently using only Blender Cycles from scratch?

Has anybody had any practical experience with relation to this question?


texts: When rotating video 90 degrees is there a difference between using the Rotate vs. Transform node?

texts:
I'm converting some iPhone portrait oriented videos to Image Sequences using Blender. I noticed Blender doesn't load my iPhone portrait videos correctly. They are displayed at a 90 degree angle. So I'm using the Compositing view to adjust the video and create a correct Image Sequence.
To rotate my videos I can both use the Transform node's Angle property or add a Rotate node. What is the best choice for rotating? The angle is exactly 90 degrees (or -90, depending on the source), so in theory that should be easy. So use the Transform node or the Rotate node?


texts: How can I add control points to a NURBS surface

texts: How can I add control points to the default 16 control points of a NURBS surface?


texts: how to edit the custom shape of te bones in blenrig

texts: In the BlenRig Add-on, I need to edit the custom bone shapes for the controls. I can't find the widget shapes that the controls refer to. Any Help pleas.


texts: I have two render camera objects in the scene, about to be three, I'd like to know how to switch between them as when I hit zero, it only enters the view of my frontal camera(the first one I placed.) is it possible to switch between them?


texts:
Im Making a Cosworth BD Series Engine and im having an issue in aligning the Teeth on the timing Belt Without altering the rotation of the crank and camshafts or their Pullies.
The Belt Used has 146 Teeth on it and I just cant seem to get it to work the toothed pullies in question are 40, 40, 40, 22 and 20 (Cam, Cam, Distributor, Water Pump and Crank) with 2 Idler Pullies.

Can someone assist in my Mechanical endeavour


texts: Parent object to bone latency (lag) issue

texts:
I'm using Pitchipoy meta rig and have come across instances where I need to parent an object or objects to a bone - I can't be the only one. Every time I do I get a latency issue where the child will lag behind the transform of the parenting bone which gives and undesired deform result.

This occurs when I use my mouse scroll wheel to scrub through the timeline. It also renders like this. It also shows when I scrub the timeline and prior to releasing the mouse button and once I do release the child snaps to the desired location.

What is the proper method for parenting objects to a Pitchipoy rig?

I'm thinking that there may be a hack where I can take advantage of parse order to cause the child to snap to its intended transform, like it does with the mouse button release, that I can do prior to rendering.

v2.76


texts:
Hi.
I'm having such a hard time trying to fathom the dimensions of this object I just imported:
x 54.6m
y 169m
z 79.8m
It would seem to me that the height(z-axis) would be 3-5 times greater than the width or the length( x- or y-axis).
thx


texts: I am trying to upload a character autorigged with animation in the mixamo to Roblox Studio, but the armature origin is down between feet, so when I import it into the roblox, the engine creates a HumanoidRootPart at that origin, how do I change the origin in blender so it will be up at the chest so the armature will still be connected to the mesh and the animations will still work? Please help me


texts:
I have a specific shape (curve), the height of that must be adjusted to given dimensions, on an exact 1.4-2mm scale. However, its width should also be adjustable. At the moment, there is nothing wrong with this, as I can easily change its size.
However, I divided the curve into 3 parts with defined ratios (e.g., 1: 4: 1). Since I have three separate parts, I can't uniformly resize its height or width to fit the numbers above, but only one by one, not very accurately.

I tried to place the parts as child objects under an empty object, but I couldn't measure the dimensions of the empty object, only its scale, so I think this solution didn't work well for me.
I want to ask for help on how I can scale multiple objects at once with a given value. (E.g select the three objects and set them to the specified height of 1.6 mm, while making the part of the line 7 mm wide)


texts: Generated Previews - low-resolution and dark shading fix?

texts:
(2.79 - Blender Internal)

Generated Previews is very handy feature for previewing assets when importing / linking, I would just like to know if there is a way to:

Make thumbnails lighter to match the actual model shading (uses Shadeless materials)
Increase thumbnails resolution (or let a user to choose from variety of resolution presets) to get more clear preview when using large thumbnail view in the explorer


texts: Can Python Operator Presets be shared between Operators?

texts:
I am currently working on an Add-on that makes use of the Preset system. As outlined here, Presets in an Operator can easily be defined using the bl_options = {'PRESET'} set. Those presets are then stored in BlenderPrefsLocation\scripts\presets\operator, named after the operator they refer to. Fine.

What I'd like to do is: Operator A has created a preset called file.A. From operator B, I'd like to re-use said preset. The property structure matches, so technically it would be possible.

At the moment, my only way of achieving this is to duplicate the folder file.A, and name it file.B, but I'd need to repeat this every time a preset is created.


texts:
How to merge particle hair guides into one particle system ?
There is an addon called Hair_extension_toolkit on blender market that seems to have the function.
https://s3.amazonaws.com/markets-rails/uploads%2F1602637387000-6.gif


texts:
When I call edge ring from a custom panel operator and then try to do some more editing I get an error that says "No edge rings found"

The error does not happen when I click on edge ring from the menu or when I call it straight from python without having it on an operator in a panel.

here's an example of the steps I do.
1 - select one edge
2 - click on the custom operator edge ring
3 - go to edge - subdivide edge ring
4 - as soon as I try to modify a parameter of the subdivide edge ring it breaks, my selection is reset and I get an error in the log.

anything wrong with my code maybe?

import bpy

class SELECTION_OT_ring2(bpy.types.Operator):
    bl_idname = "selection.ring2"
    bl_label = "Ring"
    bl_description= "Select a ring of connected Edges."

    @classmethod
    def poll(cls, context):
        if context.object is None:
            return False
        if context.mode != 'EDIT_MESH':
            return False
        if context.active_object.mode != 'EDIT':
            return False
        if len(context.selected_objects) < 1:
            return False

        return True

    def execute(self, context):
        # The actual command
        bpy.ops.mesh.loop_multi_select(ring=True)

        return {'FINISHED'}

# simple panel from the template examples
class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.operator("selection.ring2")

def register():
    bpy.utils.register_class(HelloWorldPanel)
    bpy.utils.register_class(SELECTION_OT_ring2)

def unregister():
    bpy.utils.unregister_class(HelloWorldPanel)
    bpy.utils.unregister_class(SELECTION_OT_ring2)

if __name__ == "__main__":
    register()

Thanks!


texts: Not a problem per se, but a client noticed a file I worked on was much smaller than the one they sent. I figured it was because I packed it, does packing delete stuff too?


texts: Lasso select not working, but box select is?

texts:
For some reason - randomly - I am no longer able to lasso select objects in my scene.
See below gif:

I am able to box select, but not lasso. I've checked that my objects are selectable in the outline panel. I have no clue what I'm doing wrong - or how this even happened to begin with.
Any thoughts are appreciated
EDIT
I currently have "Select Box" chosen as my selection method, and do CTRL+RMB for lasso. Though, I get the same issue with lasso not working regardless of which selection method I choose (including lasso)


texts: This is my first blender project. I am creating an ad for a phone. Everything looks OK in object view but when rendering in cycles there are white patches where it should be black. I thought the subdivided was causing it but  I removed the subdivide and I am having the same issue still. Here is a screenshot and the blender file. If anyone could help that would be great.


texts: How do I make a delay between when a sensor is activated and when the controller activates?

texts:
So I've been working on this car game and want the level to restart when you hit the ground outside the track.

I have a collision sensor on the car looking for colliding with an object with the property "Ground" Next, I have that running through an and controller into a scene actuator that restarts the level.

The problem is that the level restarts as soon as you hit the ground outside the track. How do i add a delay between the collision sensor and the scene actuator?


texts: Action For Empty Object Appears Not to Play in Game Logic Layout, DOES Play In Default Layout

texts:
.blend file has:
      - two Rigid Body Mesh Collision Proxies (A Foot: Ankle to Ball & Toes)
      - A set of 5 Empty Objects That Are Animated to Control the Collision
        Proxies.
      - Two of the Empties have Locked Track Constraints...(is this the issue?)
      - A rigid body plane (Tile Floor) to act as ground
      - a few (650) rigid body 'Sand' particles intended to simulate the
        behavior of sand.
      - Short color-change Python script

Issue: In Game Logic Layout, the actions for some of the Empty Objects
       appear NOT to play, while in Default Layout everything works as
       intended.

Fixes Tried: Everything I can think of, so it's probably something obvious!

Goal of project: To help beginning trackers learn to read tracks.  The 'foot'(collision proxies) are to be animated, and should leave a realistic track in the 'sand'


texts:
I want to transform 3d objects like grid transformation in photoshop. I have some meshes that I would like to give them curves and shape them into place. I could do this in photoshop by using grid transform, but I cannot find something similar in blender, only complicated procedures that need days of work to do what grid transform in photoshop can do in seconds..

Is there something similar in blender? Is there an easy way to transform meshes and give them curves?


texts: How can I make the shadows more defined?

texts:
I have this project where some of the shadows are failing to show up (ex. the shadows that should be cast by the bars on the window).

How do I go about making the shadows appear?

External lighting setup:


texts: How to display properties when selected from enum

texts:
I am trying to create a UI panel. As a part of this when an option is chosen from enum, the corresponding properties should be displayed in the panel. I have the following code so far. so with the selection of "flash" from enum. the properties like "flash distance" are to be displayed. Could anyone please guide on this...

def initSceneProperties(scn):
    bpy.types.Scene.MyInt = IntProperty(
        name = "Integer",
        description = "Enter an integer")
    scn['MyInt'] = 17

    bpy.types.Scene.MyFloat = FloatProperty(
        name = "Float",
        description = "Enter a float",
        default = 33.33,
        min = -100,
        max = 100)

    bpy.types.Scene.MyEnum = EnumProperty(
        items = [('Eine', 'Flash', 'One'),
                 ('Zwei', 'Fountain', 'Two'),
                 ('Drei', 'Split', 'Three')],
        name = "Manuevers")
    scn['MyEnum'] = 2

    return

initSceneProperties(bpy.context.scene)

#
#    Menu in UI region
#

class UIPanel(bpy.types.Panel):
    bl_label = "Property panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

    def draw(self, context):
        layout = self.layout
        scn = context.scene
        layout.prop(scn, 'MyInt', icon='BLENDER', toggle=True)
        layout.prop(scn, 'MyFloat')

        layout.prop(scn, 'MyEnum')
        row = layout.row()
        row.enabled = False

        layout.operator("idname_must.be_all_lowercase_and_contain_one_dot")

#
#    The button prints the values of the properites in the console.
#

class OBJECT_OT_PrintPropsButton(bpy.types.Operator):
    bl_idname = "idname_must.be_all_lowercase_and_contain_one_dot"
    bl_label = "Print props"

    def execute(self, context):
        scn = context.scene

        printProp("Int:    ", 'MyInt', scn)
        printProp("Float:  ", 'MyFloat', scn)
        printProp("Enum:   ", 'MyEnum', scn)

        return{'FINISHED'}

def printProp(label, key, scn):
    try:
        val = scn[key]
    except:
        val = 'Undefined'
    print("%s %s" % (key, val))

bpy.utils.register_module(__name__)