texts:
I want to make a handle like the picture;

The highlighted one is made from a path and the one behind it is made with extruding etc. The one made with the path looks the best but I'm very new to blender and I want to make sure that my poly count isn't too high.

I'm making an armoured vehicle and as you can imagine this is a tiny object compared to the vehicle. I can't make all the details with a lot of polys because that will kill the server that has to run the vehicle (or I think that's how it works?)

Is there an actual disadvantage/impact to having a lot of polys when you make something for a videogame? How heavy is the path-handle on polys? All it shows are the verts I used to make the path, not the amount of faces etc it used to fill it up.


texts: How would I move these wheels closer together? They're one object, should I split them into 2?

texts: I'm making wheels for a character design and I'm not sure how to move these wheels inwards closer together as one object. Should I just split them to different objects? I plan on making animations too so is it good to work with a lot of separate objects for that?


texts: I'm new to Blender, and I want to save the texture to my PC for a mesh in a game, but I can't figure out how. Can someone help me, please?


texts: Displacement using UV map affecting all maps, not just the one selected

texts:
I'm relatively new to Blender and so I may just be missing something obvious.  What I'm trying to do is apply different displacement modifiers to each face of an object from image textures.  For example, taking the default cube and displacing each face with a different texture using UV maps.  The problem I'm getting is that adding a second UV map seems to affect the area covered by the first UV map as well as the area covered by itself.

Here is what I'm doing:

Start with the default cube and switch to edit mode and UV editing view.  (image)
Select one face of the cube and then open the image to be used as the UV map.  (image)
Unwrap > Project from View (Bounds).  Adjust points on image as necessary.  Subdivide several times.  (image)
Switch back to object mode and default view.
Add displacement modifier using the same texture image.  Set coordinates to UV and select the UV map.  Adjust the strength as desired, and apply.  (image)  (image)
Create a new UV map by going to Data > UV Maps and clicking the +.  (image)
Switch back to edit mode and UV editing layout.
Select the new UV map from the dropdown at the top.
Rotate the cube 180 degrees and select the face opposite of the first one mapped.  (image)
Open the image to be used as the second map/texture.  Unwrap and subdivide.  (image)
Switch back to object mode and default layout.
Apply displacement modifier the same way as before, this time using the second UV map which should cover the opposite face.  (image)

Now what happens is that the second displacement modifier correctly affects the second face of the cube, but it ALSO affects the first face as well.  (image)

My question is, how do I get the second displacement modifier to cover ONLY the second face?


texts: Same mesh with different cloth properties

texts:
I'm trying to make clothing for a character, specifically a wool jersey in which the neck, hip, and wrists have sort of a thick wool ring, and I wanted those to have different cloth properties so that they were more stiff than the rest of the clothing.
If it wasn't clear enough, I'm talking about the element below the strips, the one that surrounds the shoulders.


texts: How to move only the position of the parent object

texts:
What is the best way to change my parental position after I've set up all of my parental relationships?

I am now disconnecting the relationship between the parent and the child, then fixing the position of the parent and setting up the relationship again.

But my method seems cumbersome.

There seems to be better manipulation.

Please let me know.

Thank you.


texts: Delete part of an imported obj model in Blender?

texts: I've made a model in Magicavoxel and exported it in obj format. I then import it to Blender to change pivot point. My problem is that i have to export it from Blender in two parts. My question is how do i delete a part of an obj import?


texts: How do I choose a specific vertex to be extruded with Python?

texts:
I am a newbie here. I tried to write python script by copying and pasting commands from the top scripting window in Blender. I met a problem when trying to extrude an object programmatically. Here is my sample code:

bpy.ops.mesh.primitive_cube_add(
      radius=2.5, # The initial radius is the radius of starting point
      view_align=False,
      enter_editmode=True,
      location=(1,2,3),
      layer=mylayers)

bpy.ops.mesh.merge(type='CENTER')
bpy.ops.object.modifier_add(type='SKIN')
bpy.ops.object.modifier_add(type='SUBSURF')
bpy.context.object.modifiers["Subsurf"].levels = 4

bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"mirror":False},
                             TRANSFORM_OT_translate={"value":(0, 0, 0),
                             "constraint_axis":(False, False, False),
                             "constraint_orientation":'GLOBAL',
                             "mirror":False,
                             "proportional":'DISABLED',
                             "proportional_edit_falloff":'SMOOTH',
                             "proportional_size":1,
                             "snap":False,
                             "snap_target":'CLOSEST',
                             "snap_point":(0, 0, 0),
                             "snap_align":False,
                             "snap_normal":(0, 0, 0),
                             "gpencil_strokes":False,
                             "texture_space":False,
                             "remove_on_cancel":False,
                             "release_confirm":False})

I first merged the mesh of a cube into a single point in edit mode and added a skin modifier to the point, then tried to extrude this point to create an object similar to this:

However, I realized that there is no such keyword to select the vertex that I want to extrude out the bar from. So I was wondering if anyone knows how to select or activate a specific point (by vertex coordinate?) for extrusion?


texts: Hair particle system, hair particles go down throgh the scalp

texts:
I have looked at other similar topics on this and other forums, but have not found a solution that suits me.

In particle mode, everything looks normal, but in object mode, you can see that a lot of hair goes straight down, and a bald spot forms on the top of the head. In the particle settings set only the vertex group and children to interpolated.

Adding a collision to a character doesn't work either. All modifiers are applied. Transforms were applied.

I may have missed something due to inexperience, and I would be grateful if you could help me and suggest a solution.


texts: How do I add extra bones to rigify armature?

texts: I am using rigify on my blender character, but I added some extra bones because my character has wings. I'm trying to make the extra bone I added become one with the rigify add-on. How do I go about doing that?


texts:
I've watched some tutorials about grease pencil in blender 2.8 by Jama Jurabaev and other blenderers, and I wanted to do the same thing.

But now I have a problem. When I have done drawing and want to convert the lines to curve, there's no "convert to curve" option although they(Jama) easily find it when they hit f3 and type "convert to..." or something.

Of course I did the same thing, but I couldn't find it.
I appreciate it if somebody has any idea.

edit:Thanks for your answer! But I still can't find it in the contextual menu.... What on earth is wrong with my blender? I'm in object mode and selecting the stroke object.


texts: PHP exec() command not completing/working as expected

texts:
$blender = "C:\Program Files\Blender Foundation\Blender 2.83";
$output = exec("cd $blender && blender --python test.py");
print_r($output);

import bpy
bpy.ops.wm.open_mainfile(filepath="C:/xampp/htdocs/avatar8.blend")

This does not work. All it does is open Blender and that's all. It doesn't execute the python file.


texts: simple deform modifier not working properly

texts: I have some problem using the simple deform modifier, for some reason it doesn't rotate on the z axis making a circle but it does the stuff in the image


texts: Is there any easy way to delete unnecessary vertices/trianlges?

texts: In this example, there is a lot of unnecessary triangles and vertices, is there any magic tool that can delete them?


texts:
Is there a way to select all faces with the same vertex color of the selected face? There is an old addon, but it doesn't work in the new version of Blender:
https://gist.github.com/tamask/2590850


texts: Blender alternative tool for 'cut faces tool' of Maya

texts:
I recently watched a Maya tutorial, (Time- 7:47) where a cylinder is cut diagonally using cut faces tool.

I am wondering is there a similar tool that exists in blender?

With the Knife tool I cannot diagonally cut/slice the whole circumference of a cylinder.


texts:
I'm creating a large ocean with the Ocean Modifier for a still render. I need the ocean to be fairly choppy but find that the only way I can get it fairly choppy is if I repeat the texture 5 time in both X and Y direction as per image below.

This makes the texture look very repetitive. Is there a way that I can create a large size ocean with lots of choppy waves that are not an exact repeat?


texts: My spotlights are making weird shape reflections on glass

texts:
I am a Blender beginner and I'm trying to create an interior scene for my exam, but at this moment my lights create a weird reflection effect on the glass.

I imported a spotlight from an .obj file and assigned a PBR metal to the mesh and an Emission Node to the central surface of the spotlight for the light.

I realized it was to weak to light up my scene so I also added a Blender spot. It's probably not the way I should do it, but that's the only one I know to avoid fireflies and get a good result, although on the glass my lights are creating a weird hemisphere reflection, really bright and with sharp edge.

I set the bounces to 1 to check if it was a reflection problem or not and that's the result.

Could you please help me, what did I do wrong? Thank you so much.


texts: So, I'm an absolute beginner. I just started using Blender in order to create 3D objects to import into Unity, and right now I'm trying to create a lightning symbol. I started with the standard cube and I'm trying to reform it into a lightning, but I need to add more vertices to it and I don't know how. I've searched on Google and found a way to add more vertices but it doesn't appear to be working (I'm probably doing something wrong). Any form of help is appreciated.


texts: How to make an object only collides with the terrain?

texts:
I have a question to the the collision in the Blender Game Engine. I made an character (a simple sphere). This character is on layer 2. A empty object is on layer 1. This empty spawns every 5 seconds a character from layer 2 (Add Object). Is it possible to disable the collision
of all the characters? They should only collide with the terrain but not with each other.

I hope you can help me.


texts: Material driver works, but doesn't update in viewport

texts:
I'm on Blender 2.79. When using drivers on node properties the material doesn't update on the Rendered/Material viewports until I force reload it.

My drivers are pulling custom object properties from a parent armature and running it through a scripted expression. This driver's output is then fed into the Y Scale of a Mapping node. It works wonderfully, the value updates immediately, but the viewport doesn't.

Starting point:

After changing the parent's custom property, the driver updates, the node value updates, but the material in the viewport doesn't:

After I hit SHIFT+Z twice to exit and reenter the Rendered mode, the material updates:

Another way to force the viewport update is to make a manual change to the material, like disconnecting a random node or changing the texture location, or to the drivers, as changing the type of a second driver. But automatically? No success so far.

What am I doing wrong?


texts: Is there a start deactivated for particles as well as rigidbodies?

texts:
So I'm using the explode modifier and I would like it if the explode particles only fell when hit with an object with collision. Is there an option for start deactivated or a way you can keep particles still until hit?

Thanks in advance!


texts: Help modelling silicone baby fork (lumpy surfaces, lose of details, adjusting measurements of pins)

texts:
I've been struggling for over a week trying to model something I thought would be simple.  It's a silicone baby fork.  The client keeps sending it back as I cannot get it quite right.  In my attempts to make corrections, mostly using proportionate editing, the fork as now lost some details such as the curve that sort of forms a bowl on the inner part of the fork.  How do I recreate that?
The measurements of the forks pins are incorrect and I can't figure out the best way to adjust it.  I think I'm close but I need to somehow square off the pins so that they are .5 cm thick.
On top of that, the bowl part of the fork is no longer smooth, now it's lumpy.  I've tried smoothing vertices, I've tried using relax in loop tools, smooth modifier almost works, but then I loose details on some edges.

If there is an addon that can help me with all this, I'll buy it.
Any other tips would be greatly appreciated!  I have less than 3 days to complete the project.
Here's some other photos that may help:


texts: How To Bevel A Single Edge To A Flat Surface?

texts:
I want to make this edge to like beveling to a flat surface.
I don't know if i got the term right.
See the image below:


texts: Bones move out of mesh when changing from Edit mode to Object mode

texts:
I imported a mesh to play around with it and I tried to animate it so it put bones in it. When I am in editor mode everything looks right but when I change the mode the bones of the torso are moving out of the mesh:

I was able to find something in the Internet but it didn't work.
Thank you!


texts: How to make a bannister for a spiral staircase?

texts:
Let's say you have a shape that would act as one stair step:

Then you add an empty and both the object and the empty have the same origin point. Then you add an array modifier to the stair step, and manipulate the empty to make a spiral staircase.

How would anybody make a railing surrounding the staircase?

When subdivision surface is used, the fence not to be straight from step to step, but round.
Here is what I mean:
Not this -

But this -

Edit: The merge option in the array modifier doesn't seem to do a good job

Does anybody knows how can I make a fence that follows the spiral in a perfect alignment with the spiral that follow the stairs and at the same time every part of it to be connected so that when subdivision surface is added to it, the fence to be rounded, like the representation in the 5th image from above?

Edit: I did it as Gandalf3 explained, but I'm having a problem.

What is that line that is visible when subdivision surface is added and how to fix it?
Note: I was having trouble with vertex groups so I duplicated the model and on the duplicate I applied the array so I could use it as a guide to align the vertecies of the end of the cylindar to the begining of the second one ("cursor to selected"-"selection to cursor"). And I edded a hook modifier and made the "Object" to be the "Empty" and on "Vertex groups" I added the vertex group. And I'm not sure if they are now connected. And I didn't parent the empty to the other empty. But they should be connected now right? Here is the blend file if someone would like to check it out -

http://www.pasteall.org/blend/29776

Its my first upload file so inform me if it can't opened.


texts: I'm new to blender, I have a table animation but when I go to render, render result is blank. No cameras are blocked in animation tab, all surfaces are on to be rendered. I'm trying to record from one camera and I just cant get it working. Any help would be appreciated thanks!


texts: Create missing point of a rectangle from right-angled triangle

texts: Assume you have 3 connected vertices, which form a right-angled triangle. Is there any easy way to fill in the 4th point to make it a square? I usually copy the corresponding coordinates, when the triangle is axis aligned. But that is a rather slow workflow.


texts: Can I make a force field that is defined with differential equations?

texts:
Can I make a force field in the xy plane that is defined with differential equations as:

x' = f_1(x,y) (speed in the x-direction is dependent on x,y coordinates)

y' = f_2(x,y) (speed in the y-direction is dependent on x,y coordinates)

So for example we can see a rigid body (such as wind) or liquid flow (such as a whirlpool) as a result of the force field.

Example is a phasediagram:

That is described with the following differential equations:

x' = x(2-x-y)

y' = y(-1+x)

http://systems-sciences.uni-graz.at/etextbook/sw2/ph_plane_analysis.html


texts:
I want to know if it's possible to simulate perspiration on a surface in cycles such as in the following images:

If so what techniques should be used?


texts: The option to select similar area is not available

texts: I have a mesh and I want to find the similar faces. With face selected I click on shift+G and there is no option for similar area option. Where the option gone.


texts: How to convert straight edges to curved edges in blender?

texts:
I am  blender beginners,
but I am experiencing this problem.
I need to build a cap model. I don't know how to build a curved edge


texts: How should I create realistic stitching on my 3D model's leather grip via texturing? I have tried doing so by making threads with meshes and duplicating them as a curve, which is suggested by many online tutorials but that raises my project's polycount too much. Is there a way to add stitching texture on top of my leather material of my model? Any help is appreciated.


texts:
With the reference image im trying to make a groove on my mesh. Like this

With the red mark twisted and turn its having a groove.

I have made a similar mesh and trying to slice it and make a groove. But its not creating a groove. I have given thickness to the mesh yet to know solution. Well i do not know my idea is successful or any other idea or suggestion. Thanks

I tried like this


texts:
Blender is used in our business, in our scenes, there are a lot of objects.
We need to know the name, material...of the objects ... quickly. The only way is to select the object and then read his name and material.

This default operation of Blender is very painful for us because the fact of selecting each object wastes time. I thought to use the raycast to return the information (name, material ...) objects under the mouse and it works fine (I used Templates > Python > Operator Modal View3D Raycast script).

When the modal operation is running, it is not to other operations at the same time. I am looking for a way to stop and restart the raycast automatically. E.g. when the mouse cursor leaves the viewport raycast is stopped and restart when you come back in the viewport.


texts: BVHTree.FromPolygons not accepting vertex list

texts:
I'm having an issue using BVHTree.FromPolygons. It doesn't appear to be accepting my vertex list.

Documentation of the function: BVHTree.FromPolygons

Example:

import bpy
from mathutils import *
from mathutils.bvhtree import BVHTree

# This one doesn't work
verts = [Vector((0,0,0)), Vector((0,0,1)), Vector((0,1,1)), Vector((0,1,0))]

# Neither does this one
verts2 = [(0,0,0), (0,0,1), (0,1,1), (0,1,0)]

# Gives "TypeError: BVHTree.FromPolygons"
print (BVHTree.FromPolygons(verts, [0,1,2,3]))

It gives this very vague error message in the console:

Traceback (most recent call last):
  File "C:\planefromnormal.blend\Text.001", line 9, in <module>
TypeError: BVHTree.FromPolygons
Error: Python script fail, look in the console for now...

Anybody know what I'm doing wrong?


texts:
I recently downloaded the latest NVIDIA CUDA Toolkit 8.0 and I also have the latest update of GeForce installed on my computer. I am trying to render my frames on the graphics card, but it doesn't seem to be working. No error shows up. The textures show up in my material and texture view, but not in the final render itself.

Please Help.


texts: Using Cycles Render engine with AMD GPU crashes Blender 2.83.5

texts:
Very new to Blender. When rendering a project and attempting to switch rendering device to GPU Compute, the program "loads render kernels" for about a minute and then crashes. Using a GPU with a Radeon RX 5600XT chipset updated to the latest driver at the time of posting, with Blender 2.83.5 installed. I have heard of numerous potential solutions including using previous versions of blender and different rendering engines, but thought it would be best to ask separately.
All Components Listed are Recognized:
GPU: RX 5600XT
CPU: Ryzen 3600
Blender: 2.83.5


texts:
How can I sync the zoom level in all 3 perspectives in a quad view?

Currently, when I zoom in one of them (top ortho for instance) the other two are not zooming with it, resulting in an inconsistent setup. I'm used to all perspectives being in sync from other tools.


texts: Changing properties to effect all objects in scene

texts:
How do you change the value of all properties among objects that share the same property?
Warning this code does not work, just an idea.
Example:
baseScale = 1.0
size = 2.0

objName = scene.objects["ALL OBJECTS"]
pName = scene.objects["ALL OBJECTS"]["scale"]

objName[pName] = baseScale

for obj in objName:
  if obj.property == "scale":
    obj.property = size

Basically I'm just trying to find a way of changing one property and having it effect all objects in the scene with the new value.


texts: Where Can I Download Import Image As Plane Add-On For v2.7?

texts: I'm using Blender v2.7 (other program requires that version) and I need the Import Image As Plane, but I can't find the add-on for Blender v2.7.  Where can I download the Import Image As Plane add-on for Blender 2.7?


texts:
Whenever i try to pose my model, it automatically mirrors the pose on the x-axis. Fx whenever i try to lift the right leg, the left leg does the same. How do I get rid of that? I'm using Blender v2.72.
Thankyou!


texts: Blender 2.71 parenting objects transforms objects

texts:
Whenever I parent an object it gets distorted or transformed in some form or fashion when I press "P" in game mode...is there a way to fix this?

See the top picture shows what it supposed to look like...then I press "P" in game mode and we jump to the picture below and objects go megatron on me and are transformed.


texts: can a particle texture influence the particle size on only one axis?

texts: My particles are cubes. I want to influence their size on one axis by an animated particle texture. Is that even possible? Both particle size and hair length seem only to affect the overall size of the particle. Thanks


texts:
I'm new to blender. How do you change the render engine?

According to this video, the button should be along the top. I've searched google, and the blender documentation with no luck.

https://www.youtube.com/watch?v=H_d7aT39mHQ


texts: Trouble Proportionally Scaling with Python

texts:
I'm working with a model of a man. Using imperial units, I want to set the model's height (his z-dimension) to 5' and have his x and y dimensions scale proportionally so he doesn't end up distorted.

I tried using the bpy.ops.transform.resize() operator, but I'm not sure how it works: I know you can set "proportional" to "ENABLED", but how can it remain proportional if you're defining scale factors for all three axes? I'm also fairly certain I've defeated the purpose of using the "proportional" parameter since I'm just passing the "value" parameter scale factors that I hand-calculated to be proportional anyway. (Which didn't work, for some reason.) Despite my efforts, the model still seems distorted.

Here's the code:

import bpy
from bpy import context
from math import sin, cos, radians

# For file manipulation
import os

# Establish context and scene
context = bpy.context
scene = context.scene

# Set units to feet
scene.unit_settings.system='IMPERIAL'

# test height (in feet)
height = 5 # 5'

# Load object
def model_loader(scene):

    # Establish path to model directory
    path_to_directory = os.path.join(
        '/', 'Users', 'jackburker', 'Documents',
        'Code', 'Blender', 'base_models')

    # Establish path to model file
    path_to_file = os.path.join(path_to_directory, "male_keyTest.obj")

    # Print paths for debug
    print(path_to_directory)
    print(path_to_file)

    # Import model
    bpy.ops.import_scene.obj(filepath=path_to_file)
    # Debug
    print("THING TO ASSIGN")
    print(bpy.context.selected_objects)

    # Select user model
    obj = bpy.data.objects['base_human_male_default']

    # Check that selected object is user model
    print("OBJ")
    print(obj)

    # Check current objects
    print("CURRENT OBJECTS")
    for o in bpy.data.objects:
        print(o)

    # Retrieve object dimensions
    obj_dimensions = obj.dimensions

    # Define dimensional ratios
    xz_ratio = obj.dimensions[0] / obj.dimensions[2]
    yz_ratio = obj.dimensions[1] / obj.dimensions[2]

    # Check dimensions and values!
    print("OBJ X, Y, Z")
    print(obj_dimensions)
    print("RATIOS (XZ, YZ)")
    print(xz_ratio)
    print(yz_ratio)

    # Determine vertical scale factor
    z_scale = height / obj.dimensions[2]

    # Print vertical scale factor
    print("VERTICAL SCALE")
    print(z_scale)

    # Define proportional scale factors
    obj_y = z_scale * yz_ratio
    obj_x = z_scale * xz_ratio
    obj_z = z_scale

    # Scale all dimensions proportionally
    bpy.ops.transform.resize(value=(obj_x, obj_y, obj_z), proportional='ENABLED')

    # Get and print post-scale dimensions
    obj_dimensions = obj.dimensions
    print("POST-SCALE OBJ (X, Y, Z):")
    print(obj_dimensions)

    return

if __name__ == "__main__":
    model_loader(scene)
    bpy.data.objects

I have included two screenshots:

one of the model pre-resize,

and one of it post-resize with the camera zoomed out.

(I don't have enough rep to post a third picture showing this, but it's much bigger.)

I know this is an incredibly noob question to ask, in that I'm just doing something (maybe multiple somethings) fundamentally wrong -- no ambiguity about it. But I just started with Blender and python about a week ago, so I've much to learn. Thanks!


texts: Why can't I execute clear/set inverse of CHILD OF constraints with python?

texts:
I have a rig with many child of constraints.

Therefore, whenever I edit the structure of the armature in edit mode, I must click clear inverse and set inverse of the child of constraints.

Since I have done so many iterations so far, I'm now going to automate this with a Python script.

So I tried the code below.

import bpy

name = bpy.context.active_object.name

childOfOwners = bpy.data.armatures[name].bones[:]

for i in childOfOwners :
    bpy.ops.constraint.childof_clear_inverse(constraint="Child Of", owner='BONE')
    bpy.ops.constraint.childof_set_inverse(constraint="Child Of", owner='BONE')

But failed..
The above image is an error message displayed on the system console.

bpy.ops.constraint.childof_clear_inverse(constraint="Child Of", owner='BONE') This code seems to be causing the problem, but I haven't clearly understood what the problem is.

I actually copied and used the code displayed in the info editor when I manually clicked clear inverse and set inverse in the properties editor.
But why is the error occurring?

Thank you in advance.


texts: edit mode show a bunch of weird vertices after loading

texts:
I was working on my mesh earlier today and after loading it tonight, I can't work on it anymore. While Object Mode show my mesh as I saved it, Edit Mode does really weird things that I can't even describe, so here are the screenshots:

I probably did something accidentally, but I have no idea what I did.


texts: I can't switch from Blender render to Cycles render

texts:
I'm having problems by switching rendering. The problem is that Cycles render doesn't appear in the top. There's only Blender Render and Blender Game.

Also when I run the program, a windows opens up in the user preferences and everything that was before is gone. I don't know if I did something to my PC or Blender files.


texts: Emulate Numpad prevents Selection Modes from working

texts:
I'm working in Blender 2.8 on a laptop, so I enabled "emulate numpad" option in settings.

But in this case, the shortcuts for toggling between selection modes (polygon/edge/vert) don't work anymore (because 1,2,3 keys now work as num1, num2, num3).

Is there a way to overcome this problem?
Or how would you suggest to remap the selection modes?


texts: Is cycles fresnel node physically correct?

texts:
Good afternoon.
There have been people in the community saying that cycles' fresnel and glossy BSDF's roughness(i.e the roughness does not affect the fresnel, correctly) are not physically correct. I would like someone, preferably a developer to clarify this please. Thank you.


texts: What is the fastest way to create an array of objects through a script? I want to create a cube made from 10x10 rows of smaller cubes. So far my methods have been too long.


texts: I'm new to Blender and have to make instructional videos for work. I use CamStudio for the screen captures around four per finished video. I use Blender 2.8 and 2.9 for editing. There are a lot of soft cuts to take out audio that I don't want mostly ums. everything is fine in the VSE but when I render and open the file in VLC media player the video plays back faster than the audio. The last one the video was done at 8:50 of an 11-minute video. Frame rates are the set to 25 in CamStudio and in Blender and I match the resolution. AV sync is turned on. I have tried different codecs in both camstudio and Blender, and where the quality of the video changes the video always plays to fast.


texts: How do i make round bottle look more cubic with really soft edges?

texts:
I am a complete beginer. I was trying to model this 5 liter bottle and then realized it supposed be more squire - like in the included image. How do i do it? No way i can figure it out myself...
I know this model is a mess and not perfectly modeled but it'll do for my purposes. Just need it a little bit squared like in the image...


texts:
I am very new to Blender, so please forgive how simple this sounds and is. I am working on a spoof of VeggieTales, and I have a character who is pretty much a capsule, and I want to be able to bend him somewhere near his middle. I thought trying to create an armature in three segments (3 bones) would work for animating him, but I don't know how to connect the bones to each other. Can anyone help with this?

I've tried to connect them by making one a parent of the other, but any time I go into "Pose Mode", and try to rotate them, they simply come apart - as you can see.

Basically, I want the bones to stay together at the joints, and if the one at the bottom moves, then so do all the rest, etc.
Thank you for any help you can give!!


texts: random texture placement in material, based on frame

texts:
I have a puzzle... 100 shapes with 4 separate textures that apply to each polygon.
I want to have the 4 textures cycle in a random manner based on the frame number.
with the option to change the frequency of change...
1 per frame
2 frames then change ( on 2's as explained in animation terms)
3 frames then change
4 frames then change
on through to 8
its important that the 100 polygon puzzle shapes all change the texture randomly of each other.
in my mind I figure it could be done in either the material nodes or the animation nodes.
I would like to use the animation nodes if possible.


texts: Trying to make a menu using multiple modules

texts:
It's not giving any erros when installing it, also tested the operators before and and they were working fin but i can't make the menu show up. I was trying to call it using "DC_MT_macro_menu" in a shortcut.
Mainly use this post as reference, though he is using panel instead of menu.
The init file
bl_info = {
    "name": "Popup Macro",
    "author": "",
    "version": (1, 0),
    "blender": (2, 83, 0),
    "location": "DC_MT_macro_menu",
    "description": "",
    "warning": "",
    "doc_url": "",
    "category": "",
}

}

import bpy
from . macro_menu import DC_MT_macro_menu
from . macro_classes import DC_OT_bevel_subdiv, DC_OT_bevel_second

classes = (
    DC_MT_macro_menu,
    DC_OT_bevel_subdiv,
    DC_OT_bevel_second,

)
register, unregister = bpy.utils.register_classes_factory(classes)

if __name__ == "__main__":
    register()

The menu "macro_menu"
import bpy

class DC_MT_macro_menu(bpy.types.Menu):
    bl_idname = "DC_MT_macro_menu"
    bl_label = "Macro"

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

        layout.operator("3dview.bevel_subdiv")
        layout.operator("3dview.bevel_second")

And the operators "macro_classes"
import bpy

class DC_OT_bevel_subdiv(bpy.types.Operator):
    bl_idname = "3dview.bevel_subdiv"
    bl_label = "Subdivision Workflow"
    def execute(self, context):
        ob = context.object
        bm = ob.modifiers.get("Bevel")

        bm = ob.modifiers.new(name="Bevel", type='BEVEL')
        bm.segments = 2
        bm.profile = 1
        bm.limit_method = 'WEIGHT'
        bm.miter_outer = 'MITER_ARC'
        bm.use_clamp_overlap = False

        return {'FINISHED'}

class DC_OT_bevel_second(bpy.types.Operator):
    bl_idname = "3dview.bevel_second"
    bl_label = "Second Bevel"
    def execute(self, context):
        ob = context.object
        bm = ob.modifiers.get("Bevel")

        bm = ob.modifiers.new(name="secBevel", type='BEVEL')
        bm.limit_method = 'ANGLE'
        bm.miter_outer = 'MITER_ARC'
        bm.use_clamp_overlap = False

        return {'FINISHED'}


texts:
I am using the following script I found in a youtube video, to have video in BGE.

######################################################
#
#    Movie.py        Blender 2.50
#
#    Tutorial for using Video.py can be found at
#
#    www.tutorialsforblender3d.com
#
#    Released under the Creative Commons Attribution 3.0 Unported License.
#
#    If you use this code, please include this information header.
#
######################################################

#import GameLogic
import bge.logic

# get current scene
scene = bge.logic.getCurrentScene()

# get the current controller
controller = bge.logic.getCurrentController()

# get object script is attached to
obj = controller.owner

# check to see video has been added
if "Video" in obj:

    # get video
    video = obj["Video"]

    # update the video
    video.refresh(True)

# if video hasn't been added
else:

    # import VideoTexture module
    import VideoTexture

    # get matID for the movie screen
    matID = VideoTexture.materialID(obj, "MA" + obj['material'])

    # get the texture
    video = VideoTexture.Texture(obj, matID)

    movieName = obj['movie']

    # get movie path
    movie = bge.logic.expandPath('//' + movieName)

    # get movie
    video.source = VideoTexture.VideoFFmpeg(movie)

    # set scaling
    video.source.scale = True

    # save mirror as an object variable
    obj["Video"] = video

    # check for optional loop property
    if "loop" in obj:

        # loop it forever
        if obj['loop'] == True:
            video.source.repeat = -1

        # no looping
        else:
            video.source.repeat = 0

    # start the video
    video.source.play()

Everything works but the video is distorted (or pixelated better). Definitely not the same resolution as the one I have. So what am I missing? Do I need to change camera settings? Add some line of code like the "capsize" that I found in another thread (but don't know how to use in my case)? Change something in the UV editor?

Thanks for any suggestions.

Edit: This is the video with the blend file. If you want to check what I mean.


texts: Can loopcuts be made when Blender is in background with the "-b" option?

texts:
I am trying to make loopcuts on an object in a Python script running Blender 2.77a in the background with the "-b" commandline option. If I don't override the context I get this error:

bpy.ops.mesh.loopcut.poll() expected a view3d region & editmesh

There is an answer for this here on StackExchange:

How do I override context for bpy.ops.mesh.loopcut?

...and the loopcut override works when Blender is in the foreground. But when using the technique in the background, this error comes up:

wmSubWindowScissorSet 0: doesn't exist

...and Blender crashes. Online searches don't help on this, I could find no solution. That leads me to the question - can this be done? How can the context be overrriden so that it will work in the background?

My context override is done like so:

def context_override():
    for window in bpy.context.window_manager.windows:
        screen = window.screen
        for area in screen.areas:
            if area.type == "VIEW_3D":
                for region in area.regions:
                    if region.type == "WINDOW":
                        ctx = bpy.context.copy()
                        ctx["window"] = window
                        ctx["screen"] = screen
                        ctx["area"] = area
                        ctx["region"] = region
                        ctx["scene"] = bpy.context.scene
                        return ctx


texts: If I select mutiple objects, I can only sculp one of them

texts: If I select multiple objects, I can only sculpt one of them. If I go to sculpt mode I can only sculpt the last object that I have selected. The outlines of the last selected one is yellow and the others are orange.


texts: How do I fix the automatic weight problem Ive tried everything I can think of

texts:
I have normals corrected, getting rid of unnecessary vertices. Im trying to rig this mesh and neither of these methods are working. I just want to know whats wrong with my mesh

https://drive.google.com/file/d/1aD8y2sK8-ZztN7K_7bTUqKOVECcxaxIw/view?usp=sharing


texts:
Can you help me with simplyfy this code please? I used operations, but some skillfull user wrote that is not so good idea.

def grow_sel(Aobject,num):
    Aobject.vertex_groups.active = Aobject.vertex_groups[0]
    bpy.ops.object.mode_set(mode='OBJECT')
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='DESELECT')
    bpy.ops.object.vertex_group_select()
    for i in range(1,num):
        bpy.ops.mesh.select_more()
    bpy.ops.object.vertex_group_assign()
    bpy.ops.object.mode_set(mode='OBJECT')
    bpy.ops.object.modifier_add(type='MASK')
    bpy.context.object.modifiers["Mask"].vertex_group = obj.vertex_groups[0].name
    return("growing completed")


texts: Python in Blender 2.8 - testing if two objects overlap in the XY Plane?

texts:
In Python is there a way to test if two objects overlap?

I am somewhat randomizing the location of two objects and I need to make sure that they do not overlap.

I have spent several hours (without success) trying to come up with my own algorithm, but I am now wondering if maybe I can use an existing function instead...

Thanks in advance for your suggestions!


texts: Editing different meshes together -- Bezier curve and Circle

texts:
I've had 100% success finding answers to questions on this site, though, I've finally become stalled on one problem in which I don't even know how to phrase into a search.

I can't seem to edit both meshes at the same time. The first mesh started from a 'CIRCLE' and the second mesh started from a 'BEZIER CURVE' which I converted to mesh via ALT+C --> Mesh from Curve.

I'm trying to knife the intersection and delete the inner faces but I cannot get both of the objects into edit mode (mesh) at the same time? I notice both are on different scenes - "BezierCurve" and "Circle", which I feel has something to do with the problem?

Here are two pictures showing the two different meshes in edit mode while the other one remains in object mode. Any feedback is greatly appreciated!


texts: I have been doing Andrew Price's anvil tutorial repeatedly with quite a few restarts from scratch.  My latest attempt was fine through completion of UV unwrapping.  then I entered sculpt mode and the anvil goes completely invisible.  I deleted the file and restarted, getting very little done before entering sculpt just to see and again the object is completely invisible.  I tried changing matcap and managed to get a dark gray silhouette.  I am linking to my .blend


texts:
I created 2 masks in Blender's mask editor. In 1 frame of my video I created the initial mask points by using Ctrl-Click. In the other frames, I dragged them to the correct position. In the node editor, I used the "Feather" option for both of them (but I don't see any difference with or without it).
Afterwards, I noticed that one mask is anti-aliased, while the other isn't:

How can I make both masks anti-aliased?


texts: How can I add a second colour to an object?

texts:
For the past month or so I have been learning how to pretty much learn blender from scratch so bear with me.
Currently I am trying to add a second colour to the objects I have created. I have worked out how to subdivide and select sections, then assign them two different materials/colours. But this process only allows me to change colours in straight lines corresponding to the subdivisions.
I would like to re create something like the provided image, where the second colour is very fluid and is more like a pattern. Thank you


texts:
How can I eliminate the UV lines that show up as light reflection artifacts in my renders?  What am I doing wrong?

I have uploaded a zip file containing a minimal project (about 12 MB) that gives my output at https://www.randommonkeyworks.com/files/testRender.zip.


texts: How to set camera location in the scene while pointing towards an object with a fixed distance

texts: I want to position the camera around an object using Blender's Python API. Assuming that an object is centered at (0, 0, 0), I want to move the camera around it given a set of known (x, y, z) coordinate values while keeping its focus on the point (0, 0, 0) and its distance to middle of the object to be dist, a constant. I wonder how I can do that in Python?


texts:
I have a problem with my weight painting. Here is the topo when painting my bones I find myself painting them on another bone at the same time and impossible to pass the bar of .5 point influence on the right side.
Let me show you
Here you can see the paint weight I have on the bicept.L

And now I paint it at the max power I can so I can't go further than the green (it's  0.5 if it's correct) and the Bicept.R take is color too.

So I already remove the topology Mirror in the options but the mirror weight paint doesn't work after this, so I was wondering what I going wrong.
Also my radius disappearing so if someone can help me whit all my problems


texts: I am making a cone with a lightbulb in it, and I am not very good at modeling yet, so my "lightbulb" is just a sphere.  I added an emission property to the material, and I made a cone that has a diffuse and translucent property, and the RGB value is 0.74 for all of them.  If I am making a regular lamp, what should I use for the strength of the emission for the lightbulb so I can get regular lighting?  The lamp is supposed to be the key light, and I do not want the cone to be completely white.


texts: Set Freestyle line thickness using python script

texts:
I have enabled the freestyle SVG add-on.  I can set the 'Line thickness' in the 'Render' tab.  But, I would like to change this value using a python script.  I can't find an example of this.

Does anyone know how to change the line thickness via script?


texts: Make blender particles a specific shape?

texts:
I have just followed and completed a tutorial that made a woodchipping effect on the text. this is a link to it:

https://www.youtube.com/watch?v=YFmN7eTNfNw

I would like a specific shape for the particles that come off, though. Is this possible? I am new to blender and stack exchange so please so your help would be much appreciated :)


texts: Copy light location in relation to object

texts:
I am just starting out with blender and could use some help.
I imported an .fbx from Revit and it works great. I have some streetlights in this project and when i change one of them in blender then all of them change.
Exactly like I want. But now I want to add a lightsource to all of the streetlights, and blender won't add them to all streetlights. I set the lightsource as a child of the streetlight. So when I duplicate the streetlight the lightsource will also copy with it's parrent. However I allready have all the streetlights placed (in original model). So this doesn't help me.
Is there some way to copy the location of the lightsource in relation to the streetlight, and then paste a new lightsource to a different streetlight using those coordinates? Or is there a different way to add the lightsources to all the streetlights?


texts:
I am creating a game and was wondering what a good number for the total number of vertices or triangles; either answer would be great.
What quantity can the Blender game engine handle rendering in real time without the frame rate getting too out of control? I prefer a frame rate above 30 fps.
The piece I'm asking about is the terrain I made. It will have 120,000 vertices in total, none of which are moving, and the player will probably see only 1000-2000 at a time (not sure if this makes a difference). I wasn't sure if this would be an issue as I am new to the game engine side of blender.


texts: Switching beetween UV sets across multiple objects

texts:
I have multiple objects on scene with 2 UV sets, first default and second for one shared lightmap.
Now if i select all the objects (they have the same names for UVs) and try to switch between UV sets only active one will change. This forces me to tidiously selecting models one by one and changing UV sets for further edition in multi edit mode.
Is there any way to switch between all object's UVs at once?


texts: Fluid simulation not appearing after baking in 2.9

texts: I made a fluid simulation and the fluid does not appear. I have baked both particles and mesh. I also tried to rebake but still, the fluid simulation does not appear. I also am getting errors like 'Unable to delete the file' and 'Unable to remove the directory' in the blender console. (Note: I am using blender 2.90 stable release)


texts: How to handle creating a node group in a script?

texts:
I am attempting to make a python script that creates a nodegroup based on some scene properties, however the group_make operator needs to be in a node editor context to run.

It seems awkward to try and make a node view temporarily while the script is running, as the plan is to create the nodegroup with a fake user and have the user add it from the add menu in the node editor.

How should I go about this?

Update: I have found that you can create node groups without a node editor with bpy.data.node_groups.new (thanks to ideasman42's comment here), however I still can't figure out how to add nodes to it.

How can I edit the nodes inside nodegroup without a node editor?

I can't find node_tree for my node group. Here is my problem:

eq_node = bpy.data.node_groups.new("Equal", "ShaderNodeTree")

tree = eq_node.node_tree #This gives "no such attribute 'node_tree'". How can I acces the node tree of the node group?
nodes = tree.nodes
links = tree.links

#Create nodes in node group here with nodes.new


texts:
For the past 12 hours today, I was trying to use the Blender Network Render using the Blender Internal Render Engine. Now, I made sure I saved every thing before I started using it, but instead of getting the same result from just using the Internal Render engine like this:

I'm getting an image that looks like this instead.

Both of the images are png files and I have done every thing from making sure I baked the particle system to sending the job and Animating and Baking on the Network. I really don't know here I went wrong. So I'm hoping, yet again, to get some answers.


texts:
I have everything in my scene working fine , but when I render my image is shows up like this?

Camera settings on the right


texts: Link to How-To: Editing footage from multiple video cameras?

texts:
Any links to a how-to on editing footage from multiple video cameras, to produce a single video switching between cams?  I've used NLE before but not with multiple cameras. And am brand new to Blender.
I have video from 3 cameras (1080 at 23.98fps with scratch track) and a separate audio track (96/24).
[I see many how-to tips on rendering from multiple cameras (view angles) in animation... a different beast.]
Ideally I'd like to put a marker at a clapboard sound spike on each of the 4 tracks, align the tracks, use the camera selector and... automagically have a single video.
https://docs.blender.org/manual/en/latest/video_editing/sequencer/strips/effects/multicam.html gives a great overview... but no links to actionable how-tos for someone new to the Blender GUI.


texts: Closing open face created by camera coverage

texts:
This is an extension question of the following question I asked earlier here.
In this case, I have a cube and a camera. I want to extract whatever cube's portion falls inside the camera view. The python script provided below can give the expected output as shown in the image below.

However, the main issue is - there are some cut-out portions into the output object. It is happening as the whole cube does not fall inside the camera view and the excluded portion is clipped from the cube, thus, leaving open sides to the newly created object. Is there any way of closing the cut-out portion with a face without manually selecting vertices and pressing F? Can it be done editing any portion of the following scripts I am using?
import bpy
import bmesh

def camera_as_planes(scene, obj):
    """
    Return planes in world-space which represent the camera view bounds.
    """
    from mathutils.geometry import normal

    camera = obj.data
    # normalize to ignore camera scale
    matrix = obj.matrix_world.normalized()
    frame = [matrix @ v for v in camera.view_frame(scene=scene)]
    origin = matrix.to_translation()

    planes = []
    from mathutils import Vector
    is_persp = (camera.type != 'ORTHO')
    for i in range(4):
        # find the 3rd point to define the planes direction
        if is_persp:
            frame_other = origin
        else:
            frame_other = frame[i] + matrix.col[2].xyz

        n = normal(frame_other, frame[i - 1], frame[i])
        d = -n.dot(frame_other)
        planes.append((n, frame_other, d))

    if not is_persp:
        # add a 5th plane to ignore objects behind the view
        n = normal(frame[0], frame[1], frame[2])
        d = -n.dot(origin)
        planes.append((n, frame[0], d))

    return planes

context = bpy.context
scene = context.scene
dg = context.evaluated_depsgraph_get()
ob = context.object
camera = scene.camera
cloc = camera.matrix_world.translation

bm = bmesh.new()
bm.from_object(ob, dg)

bm.transform(ob.matrix_world)
for n, cf, _ in camera_as_planes(scene, scene.camera):
    bmesh.ops.bisect_plane(
            bm,
            geom=bm.verts[:] + bm.edges[:] + bm.faces[:],
            plane_no=-n,
            plane_co=cf,
            clear_outer=True,
            )

# create a new object
ob = bpy.data.objects.new("Test", bpy.data.meshes.new("Test"))
bm.to_mesh(ob.data)
context.collection.objects.link(ob)


texts:
it is possible to use Python to signal when an mp3 file, or other audio file, has finished playing/reached their end? I know how to play them, as per the BGE code below, but don't how do I check if the are finished?

sound = aud.Factory('audio.mp3') #loads mp3 or wav file
if not 'play' in ow: #will play sound only once
     ow['device'] = aud.device()
     ow['device'].play(sound)
     ow['play'] = 1

Thanks in advance!


texts: so i watched a flip fluid simulation and tried it , but its nothing special , the only thing i think folks download it is to get a fluid dropping , which should technically be possible by the default manta flow features in blender , the question is how?? , i tried to look in the flow settings for the starting of the flow , but cant figure out , i was trying to just make water show up from the inflow object for just 1 frame but cant find the way to do it


texts: Smoothed shading surface looks triangulated

texts:
Surface of my subdivided and smoothed mesh looks triangulated.
The surface isn't flat it's displaced by Displacement output node with the Vertex Paint and some random values.

How to make it look smooth?

Is it experimental true displacement mode issue?

Thanks.

UPD
I made a test with the two meshes and those one that displaced by Displacement output node and Vertex Paint value had a sharp edge. Is this experimental bug?


texts:
So many times I try to use the knife tool and it simply won't grab anything. I move the screen around randomly and zoom in and out and if I'm lucky it will eventually start working. See gif for example. This one actually worked pretty quickly. Other times I have to try for such an extended period of time that It's hardly even worth trying to use. Is it me, or is it some kind of bug?

knife http://www.pasteall.org/pic/show.php?id=70959


texts:
My GPU usage is at around 5 to 9 percent.

I would like to know if it is normal? And why?


texts: What do I need to do to get started making 3D models of aircraft?

texts:
Newb at this, took early retirement and now have a ton of time on my hands. I tried to find a better place to post this, but other options didn't look any better.

I want to start creating 3D models of aircraft of flight simulators.
I'm wondering besides Blender, what do I need to get started, do I need 3 views of the AC I want to model, to pull dimensions or measurements from?


texts: Can I turn a procedural displacement into geometry?

texts:
I was following this tutorial to create procedural rocks: https://www.youtube.com/watch?v=UFsVzDXYOKw

It gives some really nice results (that I admittedly don't fully understand), the only problem is that those results only exist when rendered.  The only thing physically there is the sphere that the many, many nodes get applied to. My ultimate goal is to export the rocks to a game engine, so they need to become actual geometry as at least a first step.  But it's not clear to me how I'd go about this.  Any thoughts?


texts:
I'm planning an animation, and one of the creatures is going to basically have a mouth. It'll be roughly spherical, but... unlike most of the ones you are thinking of, I want the opening to 'bend open' the sphere.

Okay, I'm not sure that's how I'd describe it, but... think Pac-man, then think THIS:

That 'thing/eldritch horror' is known as Chuxtoepose. It's from this game and I want to make that magnificent jaw by cutting into a UV Sphere. Is this doable, and how?

Thanks, Nefer


texts: Append function has a not a library error for my addon

texts:
So I want to append a world but I have an issue. Every time I try to append, it has an error(I already changed the addon init file)
My code is:
class Sky_PT_main_panel(Panel):
    bl_label = "Sky"
    bl_idname = "Sky_PT_main_panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Lazy Felina"
    bl_parent_id = 'Lazy_PT_felina'
    bl_options = {'DEFAULT_CLOSED'}

    def draw_header(self, context):
        layout = self.layout
        layout.label(text="", icon='LIGHT_SUN')

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

        layout.operator("sky.myop_operator", icon= 'LIGHT_SUN')

class Sky_OT_my_op(Operator):
    bl_label = "Sky"
    bl_idname = "sky.myop_operator"

    def execute(self, context):

        bpy.ops.wm.append(filename="Sky", directory=bpy.path.relpath("//sky.blend\\World\\"))

        return {'FINISHED'}


texts: Mesh looks transparent and is streaky in some places

texts: Does anyone know what is wrong with the mesh and how to fix this?


texts:
I would like to move my uv exacly one uv screen space to right. I need it for clean bake without gradiends. This is common trick used in 3ds max. How to achive it in blender?
I was pressing x and 1 but it looks like it does not work. (one uv is about 277.345 units)


texts: Whenever I use the particle system to emit from volume, it just ends up emitting from the faces. Is this a bug?

texts:
I've just started using Blender particle system and rigid body stuff. I've tried to emit particles from the volume of the mesh but they just sit on the surface of the mesh no matter what I try to do.

I want all the particles to be inside the mesh from the beginning and not on the surface. Is this possible?

I was following this tutorial - https://www.youtube.com/watch?v=1gM8yEMFMjg

The particle system with random distribution

Here is the system with jittered distribution

Emit from Verts and faces yield similar results with some particles escaping the mesh in the first frame itself.

Here is the blend file if I wasn't able to explain it properly: https://drive.google.com/file/d/1eRWzE-IprJ0dP3l_zxkEso5sTgC0Vbq7/view?usp=sharing

Any help would be appreciated!


texts: 2.8 textures are messed up when rendered but fine in look dev

texts:
when I try to render this scene in cycles I end up with the textures not coming out properly:

It also has errors in Eevee but not as severe:

But it looks perfrctly normal when I do a viewport render in Look Dev

I have tried this in two different versions of 2.8 including the most recent version and one from the start of the year

the same problem has happend to me on most of my projects in 2.8

I assume that this is a bug but any help would be apreciated :)


texts:
Is there an Add-On that enables GNOME's (also Unity's) native menus?
I mean the menu's in the Info panel like File, Render, Window, Help.

Current Look

Desired Look


texts: Unity flips normal of the some times after Blender export

texts: I'm exporting a low poly character from blender to unity but it flips normals of some items, there's no reason to do that.


texts:
I'm trying to make particles decelerate until they stop, but can't get it to work properly.
I've tried Keyframing the particle's velocity "Normal" option, but that only affects new particles that are generated, not already existing ones.
I've also thought about just making each particle into an actual object of which the location can be keyframed, but don't think that'd be a good idea considering the amount of particles.
Maybe there is a good way of doing this with nodes, but I believe you can only see and use information of a particle, not change it (correct me if I'm wrong).
I can't find a setting that affects all particles at once.
Is there a convenient way of doing this or do I have to resort to just rendering the particles moving very slowly for like 2000 frames and then quadratically slow down the video? (If I just slow down the video with like 100 frames, it wouldn't be smooth at the end)
Thanks in advance!


texts: Can't Select Bones in Pose Mode (Blender 2.8)

texts:
I parented a mesh to an armature with no topology issues or anything. My mesh has been parented with automatic weights, and it's ready to be animated.

However, for some reason I cannot select the armature.

I decided to select it manually from the outliner. I switched from object mode to pose mode. But then when I try to select a bone, the armature suddenly switches to a weird version object mode, which seems to be synched with the object mode of the mesh - even though it looks like only the armature is selected.

Currently, the only way for me to select bones to pose them is by manually selecting them in pose mode from the outliner armature tree, which I feel is gonna get old really quickly. Has anyone else found a solution to this issue? Is it a bug or am I doing something wrong?

Thanks in advance for any help.


texts:
On Blender 2.91.2, windows and linux
Here is my situation:
I have developed an Addon that uses several dependency python libraries.
I first made an "install dependencies" button in the GUI interface of the addon, inspired by this example. On windows this requires elevated rights to run, and doesnt work properly on the windows installer version of Blender(only on stand-alone).
To make it more complicated, some of the libraries are not reacheable by pip everywhere, as they are internal libs. This addon is not intended for public use either.
To get these libs working, I simply added them manually to the "/python/lib/python3.7" folder, which worked flawlessly.
To make it even more complicated, in order to run the addon properly, certain settings are required that are not straightforward to do. The most annoying one is to set the default backend to matplotlib to WebAgg, which requires changing a config file in the library location.
Lots of other settings needs to be set as well (that could be done through the python api with effort).
This led me to the approach of deploying using a full stand-alone blender, with all the dependencies installed and with everything configured. The addon itself is simply put in the internal Addon directory: "/2.91/scripts/addons/"
This brings the new difficulty of handling new addons that the user would add to this version. I would like to have a stand-alone system fully, where new addons would be put in a sub-folder to the folder of stand-alone blender.
This doesnt seem to be allowed. In the filepaths option of blender, one can set relative paths only relative to where blender is run from (where the blend file lies, or from where you ran blender on command line). I would need to be able to set relative paths to the Blender binary.
I would like to know if there is a better approach to the above deployment. Preferrably, I would like to not deploy using a configured stand-alone blender install at all, but at the very least i would then want to get this install to have all addons installed put in a sub-folder.


texts: What are anticipated use cases for Is Diffuse Ray (Light Path Node) in Eevee?

texts:
The Blender documentation says the following about the Light Path node support in Eevee:

Eevee has no real concept of rays. But in order to ease the workflow
between Cycles and Eevee some of the outputs are supported in
particular cases. This node makes it possible to tweak indirect
lighting in the shader.

It further provides a list in which Is Diffuse Ray is indicated as "Supported" in Eevee.
What does this mean, exactly? What are some use cases in Eevee in which Is Diffuse Ray is valuable?
For context, this question was motivated by my noting that I can use Is Diffuse Ray in Cycles to render an object's mesh as transparent but to retain the effect of light hitting the object's mesh and bouncing onto other objects. For example, I have this simple scene:

If I switch to render preview in Cycles with the material pictured below on the sphere, then the sphere itself doesn't appear in the render, but the light scattered through its surface onto the rectangles does:

If I switch instead to Eevee (note: with Screenspace Refraction, and Blend Mode=Alpha Blend set in Material Properties, and with Screenspace Reflections enabled in Render Properties), then in the render preview, the sphere still "disappears"/is fully transparent, but the green light scattered off/through the object's surface and onto the rectangular objects does not appear:

This example left me wondering: this does not appear to be an intended use case for Is Diffuse Ray in Eevee -- but, if that's so, then what are some examples of its intended uses in Eevee? Or, is this an example of an intended use case, and I am missing a relevant Eevee setting(s)? Mathematical/algorithmic explanations of the difference between Eevee and Cycles behavior in this case would also be appreciated, if available.
Version notes: the above was produced in Blender 2.90.0 alpha, but I have seen similar behavior in 2.83 and 2.90 (non-alpha) as well.


texts: How do I stop a smoke simulation on a specific frame?

texts:
How do I stop the smoke domain on certain frame?

I have tried multiple ways it doesn't work at all..


texts: Problem with bone disconnecting during animation

texts:
I have difficulty articulating my thought, so please be patient with me.  I am having issue of child bone disconnecting from parent bone eventhough they are "connected" during animation/posing (ref pic1).  I have tried re-constructing the bone and drivers, but the issue persists.

What are the causes and possible solution for this one?

Any help would be highly appreciated.

Thank you,


texts: How do i make meshes separate from eachother?

texts: All parts work as their own in edit mode, count as one in object mode. Looking to make them all separate.


texts: nylon watch strap material; how to model and node setup

texts:
im a beginner level at modelling in blender and have been working on making a wrist watch. This wristwatch in particular needs to have a nylon strap (or any similar fabric). I would really appreciate it if someone could perhaps help me out. I have attached two pictures with different nylon threading, whichever is easier to model.

Thank you for your time :)
enter image description here


texts: Problem with Boolean-difference modifier – or – How to model a cuboid with two cylindric holes

texts:
Simplified: I want to generate a cuboid with cylinders as holes in Blender.

When I add with a difference-modifier, I come to pretty common problems/limitations.

There are lots of tips or advice like about this theme:
-   Solidify the objects before booleaning them
-   Recalculating normals
-   Close holes
I couldn’t fix the problem with this general advice. I know that these are the limitations of face-based modelling (with Blender) and not volume-based (other software) modelling. But there must be a work around for Blender?
I know a manual fix for this problem:

By manually and step adding the faces (in the Edit Mode by selection one edge and pressing [enter])

Well at least it is nearly a solution…

But anyway, this isn't helpful for a scripted solution...
So what can I do?
Can someone tell me how to code this?

code Example of this Problem for Blender 2.80b (warning, this seems to be not backwards compatible with Blender 2.79):

#code for Blender 2.80
import bpy

def booleanModifierApplyAndDelete(fromObject, removeObject):
        ##Switch to
        bpy.ops.object.select_all(action='DESELECT')
        bpy.context.view_layer.objects.active = bpy.data.objects[fromObject]
        bpy.data.objects[fromObject].select_set(state=True)

        ##addModifier Working
        bpy.ops.object.modifier_add(type='BOOLEAN')
        bpy.context.object.modifiers["Boolean"].operation = 'DIFFERENCE'
        bpy.context.object.modifiers["Boolean"].object = bpy.data.objects[removeObject]
        bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Boolean")
        bpy.data.objects.remove(bpy.data.objects[removeObject], do_unlink=True)

#initial variables:

thickness = 2
width = 5
height = 2
overlap = 0.1

#delete all objects from previous Build
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)

##add mainCube
bpy.ops.mesh.primitive_cube_add(view_align=False, enter_editmode=False, location=(0,0,0))
bpy.context.active_object.name = 'mainCube'
bpy.context.object.dimensions = (thickness,width,height)

#top Rounding/hole
bpy.ops.mesh.primitive_cylinder_add(vertices=64, radius=1-overlap/2*2, depth=width+overlap*2, view_align=False, enter_editmode=False, location=(0, 0, 1), rotation=(1.5708, 0, 0))
bpy.context.active_object.name = 'topRounding'

booleanModifierApplyAndDelete('mainCube', 'topRounding')

#cylindrical hole
bpy.ops.mesh.primitive_cylinder_add(vertices=64, depth=height+overlap*2, view_align=False, enter_editmode=False, location=(0, 0, 0))
bpy.context.active_object.name = 'hole'

booleanModifierApplyAndDelete('mainCube', 'hole')


texts: How do I make fluids "fade away" or shrink with fluid simulations?

texts:
Newbie to fluid simulations here. I'm trying to make a splatter effect with a fluid, and I want it to look similar to RE7's blood effects, where they are baked into 3D.
However, I can't seem to make it fade away like it does in the game (particles shrink). Is there a way to do this in Blender right now?


texts: I need to move one side of a rod along a path but anchor the other side still

texts: I have a long rod object, one side of the rod needs to follow a circular path, while the other side is anchored to another object. I want it to be able to move slightly so that the path following end can go all the way around, but I want it to have to stay touching the anchoring object. I don't know if I can do this efficiently or if I'm even explaining it well. I attached an image to maybe help demonstrate what I mean a little better. It's such a specific question that I've had a really hard time trying to research it, so I simply tried to look into curves, paths, parenting and that kind of thing and couldn't find anything that helped me.


texts: Can I export blender's drawing lines for using in clipstudio?

texts:
I want to find to much easier way to what I make my web comics. so I found blender's surface drawing.
and trying to export drawing line for clip studio. but I can't.
Is this possible? clip studio's 3d object file form is *.fbx or *.obj
I want turn around my sketch lines without limits.


texts: Node get from node_tree.nodes don't have copy property

texts:
How do I copy a node from a node_tree.nodes to another ?
In document, I see the copy property, but when I call it from interpreter, It causes errors :

>> node = bpy.data.objects[0].data.materials[0].node_tree.nodes['Mix.001']
>>> node
bpy.data...nodes["Mix.001"]

>>> node.copy
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'ShaderNodeMixRGB' object has no attribute 'copy'

>>> node.copy()
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'ShaderNodeMixRGB' object has no attribute 'copy'

>>> node.copy(node)
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'ShaderNodeMixRGB' object has no attribute 'copy'

Document : https://docs.blender.org/api/2.79/bpy.types.Node.html#bpy.types.Node

My blender version is 2.79


texts: converting camera view to image / texture without saving

texts:
i'm new in blender python and i hope someone could help me to understand why my code is running like this.
i'm trying do this thing: i've some stencil objects in my scene (with armatures to anim it), and a camera is looking this. and i try to project the image in realtime on a surface in the same scene without saving. at te end, the idea is to change the image at each frame.
in a first time i've try to create a modal operator to test.
i've read this post python get “image” of 3D view for streaming / realtime EEVEE rendering for help.
now i've something not so bad,i can start my operator and the texture is create, but the callback is never stopping, and i don't understand why (but i know the problem is in the last part)
import bpy
import gpu
import bgl
import random, base64, io, os
import numpy as np
from mathutils import Matrix
from gpu_extras.presets import draw_circle_2d, draw_texture_2d
def draw2(self, context, offscreen):
    print ('test 2')

    IMAGE_NAME = "Generated Image"
    RING_AMOUNT = 10
    WIDTH = 512
    HEIGHT = 512

    context = bpy.context
    scene = context.scene
    view_matrix = scene.camera.matrix_world.inverted()

    projection_matrix = scene.camera.calc_matrix_camera(
        bpy.context.evaluated_depsgraph_get(), x=512, y=512)

    offscreen.draw_view3d(
        scene,
        context.view_layer,
        context.space_data,
        context.region,
        view_matrix,
        projection_matrix)

    bgl.glDisable(bgl.GL_DEPTH_TEST)
    draw_texture_2d(offscreen.color_texture, (0, -125), WIDTH, HEIGHT)

    buffer = bgl.Buffer(bgl.GL_BYTE, WIDTH * HEIGHT * 4)
    bgl.glReadBuffer(bgl.GL_BACK)
    bgl.glReadPixels(0, 0, WIDTH, HEIGHT, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)

    #if not IMAGE_NAME in bpy.data.images:
    #    bpy.data.images.new(IMAGE_NAME, WIDTH, HEIGHT)
    image = bpy.data.images[IMAGE_NAME]
    image.scale(WIDTH, HEIGHT)
    image.pixels = [v / 255 for v in buffer]
    bgl.glDisable(bgl.GL_BLEND)

class render_mouth(bpy.types.Operator):
    bl_idname = "render.render_mouth"
    bl_label = "render mouth"

    def modal (self,context,event):
        if event.type == 'LEFTMOUSE':
            print ("test start")
            return {'RUNNING_MODAL'}

        elif event.type == 'ESC':
            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
            print ("test end")
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context,event):
        if context.area.type == 'VIEW_3D':
            WIDTH = 512
            HEIGHT = 512
            offscreen = gpu.types.GPUOffScreen(WIDTH, HEIGHT)
            args = (self, context,offscreen)
            self._handle = bpy.types.SpaceView3D.draw_handler_add(draw2, args, 'WINDOW', 'POST_PIXEL')
            #bpy.app.handlers.frame_change_pre.clear()
            print ("test 3")
            return {'RUNNING_MODAL'}

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

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

if __name__=='__main__':
    register()


texts: I tried to use rigid body in Render Mode and then I have properties such friction and bounciness (restitution). But now I turned to Game Engine and didn't find anything like this useful properties. Can you help me?


texts: How do I make a pure white plane that receives shadows?

texts:
Basically, I just want a shader for my ground plane that receives shadows but is otherwise pure white. I figured this would just be a simple checkbox or two but it's proving to be more complicated. Most of the answers I see out there involve doing lots of complicated node editor stuff but those questions are 2-3 years old so hopefully there's a better way now?

I'm using Cycles.


texts: Is there a way to make blender using slerp on quaternions?

texts:
I'm now working on a blender importer addon.

I have managed to import models and animations extracted from some game into blender successfully. The pose looks perfect most of the time, but at some frame, when rotation is interpolated by blender, the pose suddenly looks very weird.

keyframe and the interpolated result:

I have tried to solve the problem:

calculate the the interploated rotation by SLERP
set and insert it as a new keyframe, then everything looks great

Of course I can calculate every frame by hand, and import all those as keyframes, but that's not what I want to do.

I see that blender python api has a way to do SLERP (mathutils.Quaternion.slerp), so, does blender have some builtin support for slerp ?


texts: How can I even out a set of uneven vertices to form a vertical surface?

texts:
Hey so I'm a Blender newbie who figured out that somewhere during my modelling, I got some parts uneven as seen on this picture from the side:

 .

That vertical part is supposed to be 90 degrees straight. It consists of several vertices. **How can I straighten out these vertices to form a shape parallel to the z axis, completely vertical?


texts:
The playback isn't synced. Audio can not be heard. The frame cursor continously jumps back to already played frames.

Blender 2.79#5db8ac9 (2017-09-11 10:43)

Things I had done with this file.

video editing in the sequencer
executed script with codemanx's addon to set keys on strips
rendered
animation node to display tc with text strip

Things I tried to solve the playback

Frame Dropping instead of AV-sync > works, but I can't hear audio
delete all strips and data blocks
disabled all addons
hide all but one area
reopened Blender, reopened the file
check Blender's playback capabilities in another file (works)

I have lots of editing in this file, which would be difficult to reproduce in a new file. That's why I need a way to fix this.


texts: I need help with lining up some things for my model when using the UV wrap. I have attached what the model looks like and the texture I want to apply to it. Is there an way to do it that a beginner could understand or would it be a bit difficult?


texts: If i scale down parts of my UV unwrap, how can I make the rest utilize the new space?

texts:
For example I have a building to unwrap, i use smart uv project and in the resulting uv map the UV Island for the roof is too large and I can scale it down. after scaling it down how can I make the rest fill up the newly created space? I tried using the "pin" option on the scaled down roof uv island, then clicked smart uv project again, but that doesn't work. Is there any way to automatically make it fill up the new space?
Thanks!


texts: How to find the UI code for a node/modifier

texts: I want to be able to see the UI code for modifiers and nodes, which "edit source" doesn't work on. It instead gives the error "Active button is not from a script, cannot edit source". Is there a directory with the files that generate the UI for these items? I understand that in some of these cases, the UI may be hardcoded in C, but surely not all of them?


texts: Importing 16:9 into 2:1 while maintaining the original aspect ratio

texts:
I am importing a 16:9 video (1920x1080) into a 2:1 edit (2048x1024) and every time I do, the imported video's aspect ratio changes a little making it look stretched. I can correct by adjusting the scale, but then that seems create blocking artifacts in the final render no matter what bitrate I use. Is there a way to import and keep the 16:9 ratio without having to adjust the scale?

Background.  In my case I am using Blender to render Virtual Reality video.  Been using it successfully for over a year with great results. I simply import the left and right eyes into blender (which are two perfectly round fisheye videos) edit and render. I capture content in 16:9 video but in order to use a new VR streaming tool, I need a 2:1 aspect ratio.

Much appreciated.

Source

Output


texts:
I hope that someone can help a newb
At my learning project, I got an mirror modifier acive.
Than I added some cubes and played with them.
To learn something about cylinders I added one - yes firsttime shortcut used correctly.
I marked the top verticies and added a bevil modifier via "CRTL + B"
When I try to morph a sphere, the situation in the screenshot appears.
For me it Looks like I got 2 "Centers" or something but I dont know how that can be fixed.
Already tryied to delete the cylinder and add new one, tried to work with additional loop cuts but Nothing helped :-(

In Edit Mode setup Mirror Modifier in Y and Z.
Add a cylinder on world origin
Scale the cylinder
Add the bevel and try to round up the upper half of the cylinder to
a spherical shape

Then I took the object and moved it to make the screenshot. So bevel was used at starting Point!
This is the result:

The result I would describe as the bevel tries to move each of the vertex and not only the top ones (result of experiment see last rows of that comment) but all the vertex all around the wall of the cylinder. It seems that the Vector of moving is straight to Y axis
I tried that again while only marking the top vertex - doesn't help to get the Right result
26.6.2020
Additional Information as requested
I added an Image of what I want to do.
Take a cylinder, add a bevel at the top, move the bevel straight up to get a sperical top.
This Image was created in a new model but it doesn't work in my target model.
Yes I tried and deactivated the Mirror modifier and the result is the same.
I tried all Ctrl + S  Points for the Cursor but it has not solved my problem


texts: Repulsive force between many rigid cubes

texts:
In order to create repulsive force between the cubes in the figure below, I took the method of "Create a Force force field at the origin of cube and parent it to cube". Simple Python code was written to implement batch processing. When the number of cubes is 16, the calculation result will be obtained very quickly. When the number of squares is 100, it takes 7-8 hours. Do you know how to optimize? Or do you know other ways to quickly set the repulsive force between many rigid cubes?

Python code：

import bpy

for index in range(0,100):

bpy.ops.object.effector_add(type='FORCE', view_align=False, enter_editmode=False, location=bpy.data.objects['Cube.'+str(index).zfill(3)].location, \
                            layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
bpy.context.object.field.strength=100
bpy.context.object.name ='Cube.'+str(index).zfill(3)+'Field'
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects['Cube.'+str(index).zfill(3)+'Field'].select=True
bpy.data.objects['Cube.'+str(index).zfill(3)].select=True
bpy.context.scene.objects.active=bpy.data.objects['Cube.'+str(index).zfill(3)]
bpy.ops.object.parent_set(type='OBJECT', keep_transform=False)


texts:
I am trying to extrude faces of a cylinder along local normals. 3dsmax can do it easy, couldn't find how to do it in blender.

The extrude region option extrudes it as shown in the first example. I want it done like the 2nd example.


texts: How to set minimum and maximum fields of a custom ID property using Python

texts:
I have created a custom property and want to set a minimum and a maximum for it through python; I tried to make it using bpy.ops.wm.properties_edit but it didn't work,so how can I edit a custom property with Python?

Here is how I defined my property:

bpy.data.objects[name of my object]['name of my property'] = 2


texts: how to extend an object just on one side along his own edges?

texts:
lets say i want to extend the object below just on his right side and it would not have the exact orientation at the x-axis like it has at the foto. so in other word: it should extend on the right side along his (long) edges (not at an axis). Is there a way to do that?

the edge slide does a similar thing i want but with that i just can make the object shorter but i want to have it longer on the right side.

PS: that object below is just an example not the one i am trying to work on


texts: How to link a variable of a material to another material?

texts:
Let's say I have two materials "material1" and "material2".
How do I achieve that material1's roughness(or anything else) is the same as material2's and changing material2's roughness will change both?


texts: Normal bake randomly doesn't bake some faces

texts:
I'm having an issue with normal map baking from a hi poly to lo poly object where occasionally, and seemingly at random, certain faces of my object don't have anything rendered to the Normal image.

If I click the bake button again, without changing anything, it will rebake and a different face will be missing from the image. I have my normal map now just from pure luck clicking bake 10 or so times until it happened to bake each face.

Why is this happening? It seems weird that it's at random...


texts:
I was browsing the docs when I ran into something interesting: bpy.types.propertyGroupItem

This is what the doc says about it:

  Property that stores arbitrary, user defined properties

I did a little digging around but couldn't find anything else about it. It sounds very interesting but I have absolutely no idea how to use it. Could someone give an explanation of what this is and when to use it?


texts:
So I downloaded a blend from blendswap and here's the issue. When I load it, it's fine. When I render it, it's initially fine. Then there's something like another layer or something added on top of the render and it becomes very blurry. I am working in 2.8 with Eevee but the same thing is happening in cycles. The original version before the "extra layer" or whatever it is as well as the blurry version can both be found below.

EDIT: I've added a picture of the compositing nodes as well.


texts: Only Vertices/Wireframe in Blender Render and Object Mode

texts:
I tried searching around for why this might be happening, I can only assume I hit some stupid hotkey at some point and didn't realize it. My issue is that my model is only displaying as its vertices in Blender Render and in the 3d Full View. I can see the wireframe in Object mode. It renders fine in Cycles for some reason, and in edit mode, I can see all the faces and whatnot perfectly fine. It's not an issue with Maximum Draw Type, as that is set to "textured".

Render View and Object Mode

3D Full View in Object Mode

3D Full View in Edit Mode

Any help would be great! Sorry if this is a stupid question!


texts: How to move multiple objects to a single point?

texts: I don't really know if I am asking the question correctly. If you notice the picture, the objects are being pulled towards a single point (as seen by all those green lines). It doesn't look like they are using G, R, or S. I'm curious as to the method behind what this person is using.


texts: How do I reset the transforms of an object to the original values?

texts:
I think I accidently pressed something, and now I have the origin of the object away from the origin of the world, although, my other objects are working fine, and they "originate" from 0,0,0.
I tried to reset the origin (Shift+Ctrl+Alt+C, with all options in it).
I tried to move the object to 3d cursor(which is at 0,0,0, and then Origin to Geometry, Geometry to Origin), but still got those coordinates, where I messed up.
I also tried Alt+G, but it moves the object as well, which is not good in my case.
I also tried, to set the Pivot point to all the options in the list(Active, Median, 3D cursor etc).
And I also tried Alt+, to manipulate the center point, but with no luck.

Above, you can see the object is at the 3d cursor(I have the padlocks clicked, but I unclicked them eventually) and at world 0,0,0, but the location is at an offset somewhere.

On this one, you can see, the location is 0,0,0, where it supposed to be.


texts: Animating the development of an organic structure

texts:
I would like to create an animation of how a gland grows during embryonic development. Imagine tweening between these 4 steps:

As you can see, it's not just getting bigger, it becomes more complex, it changes shape, parts are added and sometimes parts are removed.

The techniques that I have discovered so far appear to require that the mesh stays the same throughout, which seems clunky to me. I do wonder if I have been missing a big-picture approach to this type of problem.


texts: How can I get something to crumble instead of explode while using the cell Fracture addon?

texts: I am making an earthquake and I use the cell fracture addon to make my buildings separate pieces but instead of the buildings crumpling like they should, they explode. Please Help.


texts: Does anyone know how to make Blender remember fbx export settings? Specifically Face Smoothing in the Geometry tab. It keeps defaulting to Normal but I need to to be Face:


texts: How would you model 'a sphere with a shell' like object?

texts:
I am trying to model this thing, but the silver cover on top is what I have no idea how to go about.

And the blue-ish reflection I believe is from the sphere being cast on the inner side of the silver bits.

Any help would be much appreciated.


texts: I have 1 Sphere and 1 Cylinder. I try to join them by boolean. when I Join the cylinder with Sphere, Cylinder behaves weird while sculpting however Sphere seems to be normal. There seems to be some issue of either Clean mesh or Normals. But not  sure how to fix that in Blender 2.8. Please help


texts: using the node editor with multiple entry points

texts:
I'm using blend4web and have some different 'switch select' behaviours set up, one moves an object up on click and down on second click.

The other changes the colour of an object based on click of another object.

Both behaviours work independently of each other but not together, it seems that I cant switch between entry points?

Also clicking any other object in the scene (no behaviour defined on the object) stops either entry point working / behaviour being carried out.

can someone point me in the right direction I'm not sure what I'm doing wrong?


texts: Trying to rig iris' of pokemon models, however, I am stumped as to how to do such

texts:
I am still new to Blender, and have been learning areas that relate to what I am interested in. I recently learned how to make, and rig eyes because I don't want to deal with the trial and error madness that is Source eyes. I followed this guide to help me with learning how to make and rig eyes: https://www.youtube.com/watch?v=zX5t3IZdtb8&list=LLjtd0pcB2PhTbK7C2kFxpTA&index=6&t=0s

Here is how things are looking now. This is the Pokekid Girl from Pokemon Sword and Shield. As you can see, her irises are not separate from the png image.

I tried to remove the background in paint.net and then add the texture again, and the result is... well, you can see on eyeball_L in the photo below...

After that unsuccessful attempt, I used the texture I had for the eyes in photo 1 again, and went into the object constant menu to attach the track to modifier like in the video, however, we have a problem, Houston!

Not only are the eyes moved to the wrong place, when I move the armature, it moves the entire eye, not the iris. Again, I want to move the iris instead of the entire eye. If anyone has a discord account and would like to screen share to help me out in real time, my discord is Sonario648#7356


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Hi I am trying to import a height-map and create a 3d model of it, but when I import it the resolution of it is very low. I've seen it done in youtube videos and it seems I am doing the exact same, but their image imports at a much higher resolution and therefore they get much more detail in their model. My heightmap is 2017x2017 pixels. Anyone knows why this is happening?

I am very new to blender. I added a plane, a subdivision surface and a displace modifier


texts: How to create poly cylinders on all edges easily?

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I have a low poly model that I am trying to modify to have a constructed look to it.

The look I am going for is similar to this where all edges are cylinders connecting the spherical vertices: (With the faces filled)

I have managed to get the spheres at all vertices of my low poly model using duplicate but I need to get the cylindrical parts on all edges between the spheres to complete the look.

Is there a way to make this happen programatically/using functionality? I really don't want to have to do this manually.

This will be used in a game engine so needs to be geometry that can be imported so no magic rendering tricks unfortunately.


texts: Outputting emission with transparency -what am i doing wrong?

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im trying to render a laserbeam animation. (In EEVEE)
The beams need to be on a transparent background, as they will be projected over an image/animation for a project.
here is the problem: it looks correct in blender when rendering, the background is transparent, the beams glow. i added a glare node in composite and everything looks fine.

Now when i export the picture as a png or tiff or anything, it wont save the glow/emission , while it shows in the render window. In photoshop it turns up like this: (no glow! - black layer added to show)

Why doesnt it export the glow/emission ? what am i doing wrong? it drives me quite nuts at the moment ;|


texts: Sections of UV unwrap not taking texture painting

texts: I Have bought a model I am colouring and animating, however when i come to texture paint it after UV unwrapping, adding material etc there is a part of it that will not be painted, does anyone have any idea what might have gone wrong?


texts: How to not slide off the stairs in game mode?

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How I can stop in the middle of the stairs without sliding off ?
With the current setup the collision mesh which my camera is parent to slides
down the created stair ramp object whenever I stop halfway up the stairs.

sorry, I find it difficult to explain in English because I use g.translate, I hope there who understand the intent of the question in my image.
thank you


texts: How to make variable transparency hole in a plane with a math function using nodes?

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One way to make a transparent hole in a plane with graded transparency is to uv-map a solid, monochrome image with graded alpha (I assume).

But can I do this with nodes? I've used the Error Function to do this.

Basically transparency is 0.5 * (1 - erf((r-r0)/fuzzy)) where r is the distance from the center of the plane, r0 is the radius of 50% transparency, and fuzzy is about 0.25 * r0. It would be nice if everything would scale, so if I scaled the plane the hole would naturally scale with it.

note: if erf(x) is not available, it can be replaced with x.clip(-1, 1) like this:

I'm not sure how to begin to explain to nodes how to get the plane coordinates, and the erf() function.

Can this be done easily with nodes?

The image below is fake - I did it with matplotlib as an example of a plane with a fuzzy transparency as described above.

This is all I have so far, not sure how to even start to obtain u and v of the plane separately so I can even star to calculate r = sqrt(u**2 + v**2). Using Separate XYZ or Separate RGB seems to give absolute X, Y, Z coordinates, and I just want coordinates within the plane itself.


texts: Inconsistency in Python Interface for Scaling and Applying Transform on Empty Object

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In Blender 2.8.x, using the python interface one cannot scale an empty object and then apply the transform using apply_tranform similar to mesh objects. Does anyone know a way around this?
The issue can be produced as follows:
bpy.ops.object.empty_add(type='PLAIN_AXES')
empty_obj_handle = D.objects['Empty']
# Pick a random scale
# The command below results in a scaled object
empty_obj_handle.scale = (0.1,0.1,0.1)
# Now applying the following command removes the scaling
bpy.ops.object.transform_apply(scale=True)

The empty object can still be scaled and the transform applied to the scaled object using the 'CTRL+A' + 'Scale' GUI hence the inconsistency.


texts: How to make the glare coming from strong sunlight?

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I want to create more or less realistic light in outdoor scenes. I read this question
Lighting for a outdoor scene in cycles

The answer says you should set up the sun lamp properly and use environment texture. However,  don't get specular highlights and reflections of the sun. How do you create such things?

This is the sun highlight I mean:


texts: Problems with my NVIDIA RTX 2070 in Cycles

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I started modelling and animating in blender 2.79 and transfered everything to Blender 2.8 just to render, but my rendertimes are far to high.

At first i thought i just have to many faces in my scene, but the taskmanager of Windows showed me something rather odd: In GPU rendering mode only 3-10% of the GPU is used, but 100% of the CPU.

What could be the reason for that?
Just this night I loaded new drivers for the GPU.


texts: Animation Nodes Crashing and not loading properly again

texts: I was trying the animation nodes features, when I tried to render animation it crashed and, for my surprise, the whole node-set is red and "Undefined Socket" labelled.


texts: Certain shadows don't appear while playing in BGE

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I can't get certain shadows to show in BGE. I have the correct lighting with the sun and hemi lamps.

When I'm editing in BGE, all the shadows show like I want.

But when I press p to play, all shadows still work except for one. The one that doesn't show while playing is a bunch of planes connected together, all of them with the same texture on it to make a clump of grass.

When I was making it on a different layer with the same lamps, the shadow it casted worked while editing and while playing. But when I moved it to a different layer with the same lamps, the shadows only worked when editing and not when I press p to play. I have no idea why. I'm using GLSL if that matters.


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I'm modeling a iMac. I did UV mapping for the in screen image and applied image texture to the screen. Everything looks fine on viewport. But when I render the image in the texture shrunk.

I have tried, removing the edges and adding them back in. I have tried creating new texture. Adding new image. Moving the mesh to a clean file. Nothing works.


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I'm starting to use animation nodes so I can easily make some cool animations at my work to show case some products.

I've been able to move a list of objects and arrange them the way I want, but I don't know how I can make another animation with that.

I've made some objects to gather by the world origin, now I want to move them away, leaving just one in the center of the screen.
 I'm able to do that separately, but I have no idea of how I can make it continuously.

Edit: @Omar:Thanks for your answer, I've been able to make the in and outwards animation, biggest issue that I have is that I'd need to remove one object from the list and move the rest of them. Of course I'm able to do that with keyframes, but would like to learn it using AN
I'd like to do something like that:


texts: OBJ - FBX - From Z brush - Always crashing on import

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I found out Maya LT cant export high res mesh's so got to find a new way to scale my sculpts for retopo, sadly right out of the gate every type of map from OBJ, to FBX. BIN just sends Blender unresponsive, gave it 20 minutes to see if it was just a loading error but nope.
Any ideas?


texts: Object preview not generated for large objects (bug?)

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I have an issue with generating previews using Batch-Generate Previews for objects larger than around 60m. The object's thumbnail appears completely transparent in Blender file browser.

Can anyone confirm this is a bug? Is there a workaround?

I am using Blender 2.79.1.

EDIT: I have reported that as a bug and it is going to be fixed soon.
https://developer.blender.org/T53002