texts: No shaders or lighting appearing in render view after camera tracking

texts:
Finally got done tracking my camera, but now I can't get any of the objects in my scene to take on shader properties.

I've Tried changing the shader settings on the object and adding a light right next to it.

I've tried changing the color and strength in the world properties.

I've turned on and off the background images in my camera properties.(Which causes this weird thing to happen)

I'm pretty stumped. This isn't my first go round with camera tracking, and I've never encountered this problem. I'm sure I just missed something dumb, so any help would be great!


texts:
my UV map is completely incoherent, pieces are spread all over the map without bigger sense, on the left is my model when all I wanted to color were eyebrows and nose

I first modeled my model, then I tried to add textures, but then I realized she has no eyebrows, co I join them, I wanted also modify a bit her nose to be easier to color

When I return to textures, eyebrows were added ON the map, causing this weird coloring

I would like to know if there's a way to re-create the map so the pieces won't lay on one another
I didn't apply the mirror and sub-surface modifiers and my model has every part (like eyes, scarf, T-shirt etc.) in an another "layer" (that thing on the top right). I'm writing this if it can help.

I'm a lil concerned, it's my first 3D model and I don't want to re-model the whole thing :/


texts: How to Flatten a vertex path (a list of connected edges) into a straight line while keeping distances?

texts:
I'm trying to develop some custom close-body clothing for my characters.
For that purpose I tried to "flatten" some half circle (meshes) into straight lines that can be easily extruded then sewed to other parts of the clothing.
However the only method I have is the "Scale to Axis" method which is just a projection.
A projection does not preserve the original distance between the vertices.
Is there a (simple) method for flattening a half curve into a straight line while preserving distances?
if not can someone suggest a python script that can achieve the same thing?
NB: here's an article on the subject:
Addons to straighten edges in Blender
However, the above article is old and the tools it mentions (LoopTools, for example) just perform the classic Scale to Axis flattening.
EDIT 1 (some screenshots of the "Bad" Scale to Zero flattening technique:

As you can see in the last picture, Scale to Zero DOES NOT preserve the path length. It's just a projection!
Thanks in advance.


texts: How to invert a value in animation nodes?

texts:
Do somone know how to realize that: I want to control the value on the light strength of my shader in the my node tree with the amplitude of a sound file. This works perfectly fine in the animation node Plugin.
But now i would love to invert the light strength. That means when the light goes on, on the first (original) material, the light on the inverted material should go off.

Is my question understandable :D ?

I hope so.

Greets and ty 4 all replies


texts: Mesh is not visible in viewport or render

texts:
I am missing mesh from the viewport/ final render.

Tried recalculating normals as I have looked into the other questions before asking and that was not the issue, I have the eyeball and camera enabled as seen on my outliner.

The Faces are still there, but not visible as seen in the 2nd picture also the cycles settings are there too.

Also have hair particles on the mesh that is the only thing that is visible and that is the only modifier I have on that mesh

no physics enabled

If there is any other information that is needed please let me know and I will provide it

Thanks


texts: Can't animate location of characters in text individually

texts: Here's the blend file: http://pasteall.org/blend/index.php?id=44670. If you keyframe the location of the letter "I" at a different location and then move the greenbar the rest of the letters will follow its origin. I've been looking for answers on the internet and can't find a solution.


texts: I have a trapezoid shape and I want to make loop cuts. but the problem is, is I want the loop cuts not to go across the shapes... "normal"? I guess is what you'd call that. How can I get the lines to be evenly spaced out and the gaps between the lines be parallel no matter what the shape is? (Also, I can't use the knife tool because I need to make a lot of lines).


texts:
I know this has been asked before - I've looked through and tested them all, and none works.
I'm using Blender to create a medical implant for 3D printing. I need to make the inner and outer casing fit exactly, and have been using Boolean Difference to "subtract" the inner volume of the casing from the outer casing. Normally, Boolean subtract works, but in this case, it either gives the error message "Cannot execute boolean operator", or simply deletes the whole upper casing (see overview figure - can't attach more figures currently).

I've tried:

removing duplicate vertices (edit mode A, W > remove doubles)
recalculating the normals (edit mode CtrlN)
applying scale/rotation (object mode CtrlA)

Yet nothing works.
I know this has been already asked a lot, but I have yet to found a go-to guide to systemically troubleshoot to find the problems with Boolean operators. Any thoughts? Blender file attached.

blender file


texts: What is the differance between "Texture View" and "Material View" in BGE or BI?

texts: I use BGE a lot and when I play games, I find it's useful to be in texture view or material view versus solid view, because otherwise you can't see anything. What is the difference between these two settings? sometimes they seem different, but sometimes they look the exact same. In texture view, occasionally everything looks "shadeless" This happens when there are no lamps in the scene. But when there are lamps, both views are identical.


texts: I am trying to create an animation of a vector field for my university Physics project. I ideally would like to create something like this https://www.youtube.com/watch?v=gcQuqxYU-UY so with moving arrows / vectors and possibly also smoke. I have been experimenting with Blender for a few weeks but I am still unsure how to start, or even if this is possible in Blender. Any advice or guidance on how I can create this sort of animation would really be appreciated. Thank you.


texts: If I use denoise and render it crashes, with no denoising it renders fine

texts: I use blender 2.79 on windows 10 and every time I press denoise it always crashes while its rendering. But when I don't press denoise it renders fine and it doesn't crash.


texts: How create perfect mask using ID Pass ( "clown pass" in Photoshop)?

texts:
Has anyone looked at the tutorial? regular ID Pass so that later in Photoshop it will be easier to select the necessary objects. But what I don't understand is that even if you have this ID Pass (Clown Pass), you still can't make perfect masks, the first picture shows how bad everything is. How did the dude come out of the video? How? He has perfect masks in the channel, perfect, how simple? How? (second picture - ideal masks that I'm talking about)
Video Tutorial i am talking about


texts: .OBJ Mesh not importing correctly into Blender

texts:
I recieved a Sketch up file I'm trying to import into Blender. I watched aa tutorial that said using obj was the best, so I exported the scene as a obj and tried importing it into Blender.
This is what the scene looks like:

I export as is and when I import into Blender this happens:

Can anyone help me please?
I'm attaching a link to the Sketchup file, my internet is slow so can't upload the obj.


texts: Creating a static smoke, saving it and making it interactable

texts:
I've created a smoke simulation using quick smoke, I adjusted the values to my liking and ran the sim. (plane of smoke with a collider cube piercing it and the smoke being moved by the cube.) The sim runs about 250 frames and I saved and baked the smoke. What I don't know and cant seem to find any info on is
 how to save the frame 200 where the smoke looks the best, stop it from continuing the simulation, and use that smoke as a different object in another scene. Basically creating Cumulonimbus cloud,  like this https://i.stack.imgur.com/O2s15.jpg Then I'd like to have the cloud be interactable again as a smoke cloud with a plane flying through it. If anyone can help with how I can achieve this I would greatly appreciate it.


texts: How to ignore backfaces when doing a raycast?

texts: I am using a raycast (just like in the template "operator_modal_view3d_raycast.py") to get a face index. The object the ray is cast on is a cube with inverted faces (directing inwards). Unfortunately the ray returns the index of the first face it hits although it is a backface. How can i make the raycast ignore backfaces so it returns the index of the first frontface it hits?


texts: I am making a node group for a procedural texture, and want to create a node that has a setting that defines which color value to use, and can be toggled. basically the exact same thing as the switch node, but that doesn't exist in cycles material editor. Is there a way to do this?


texts:
So, I used to use Blender a lot in the past for photography/game development purposes. I've recently decided to start using it again, however it feels so very different from when I last used it roughly a year ago...

Is it going to be easy to pick up from where I left off or am I going to have to re-learn the program from scratch?

Thanks,
Cam.


texts: how to control splines trimming in animation nodes

texts:
I was following tutorial on youtube.
Its about to animate trimming of many splines generated from random particles points.(first picture)

I could come up to generate arc splines, but at animation part, the video said to loop objects in group,
but  in 2.8 I use collection instead of it.
and also "Curve Object Output" node seemes changed from then.(second picture)

to compare, the third picture is from youtube which i try to study.
I could generate only one preferable spline in fourth picture. but only one.

How do I loop curves inside collection to create trim animation using each of them?
I would appreciate it if someone could give me advice. thank you.


texts: How do I get flat texture projection on a object without distortion?

texts:
I tried using Window Texture coordinate, but it changes scale if I zoom in or out. The Camera Texture coordinate works in with orthographic camera but gets distorted if I use perspective camera.

I want the texture to have a fixed scale and not be distorted like on orthographic mode.


texts:
I usually use After Effects for my compositing but thought I would try and give Blender a chance (since I really like the glare effect).

I have no clue why my renders keep coming out blank. What am I doing wrong?

I rendered out a 300 frame animation as an EXR. I then created a new scene and loaded in those 300 images as an image sequence. My node setup is below.

This is the outputted image sequence:

Does it have something to do with this node?


texts:
I've Knife Projected a shape onto my object which I want to extrude inwards, however once the shape is projected on the mesh shows dark spots and clear deformation in wire frame mode, I tried Alt+F fill but that only intensified the dark spots.
Removing doubles had no effect either.


texts: Python- Adding menu button to add duplicate of active object at 3D cursor

texts:
I'm attempting to learn Python, and figured the easiest way to learn would be by studying code snippets, and expanding from there. So to start with, I want to slightly modify the "ui_panel_simple" template so that instead of adding a primitive object at the 3D cursor, it will add a duplicate of the active object at the 3D cursor.

The full code is as follows:

import bpy

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Add object duplicate"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

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

        obj = context.object

        row = layout.row()
        row.label(text="Add duplicate", icon='OBJECT_DATA')

        row = layout.row()
        row.label(text="Active object is: " + obj.name)
        row = layout.row()
        row.prop(obj, "name")

        row = layout.row()
        row.operator("mesh.primitive_cube_add")

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

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

if __name__ == "__main__":
    register()

If I change row.operator("mesh.primitive_cube_add") to row.operator(bpy.ops.object.duplicate(), then I lose the newly added button in the custom panel. I can freely change 'cube" to any primitive object and all works as expected. What am I missing?


texts: How do I export an object from blender and import in Maya?

texts:
I need a way to export a specific model from my Blender scene (for example a textured table) and import it in an already created scene in Maya.

Example case to be more specific:

I created a classroom in Maya and a bedroom in Blender. I want to export the desk I created in Blender and import it as a desk in Maya. How can that be achieved?


texts: I'm trying to animate an animal walking, but when I do, it creates these sorts of clones with one another. I've tried changing the position of the armature modifier, but it won't work.


texts: I upgraded my version of blender to 2.76, and to my horror, quickly discovered it replaces spaces in the file names with underscores. Is there a way I can turn this off?  Even a script would do!


texts: Why does Blender warp UV pelt when unwrapping tight geometry?

texts:
Often when I am modeling something I need to add some very fine detail to certain areas of the mesh so I add some very tight loop cuts in that area.  However when I go to unwrap it, even if it is very simple square geometry Blender will severely warp the pelt.

For example, if I have a simple cube and unwrap it it looks fine:

But if I add a few very close loop cuts the pelt is horribly distorted:

Here is another example:

In both these cases the geometry is very simple and box-like, all quads.  But it becomes distorted when I unwrap it and I have to waste time manually aligning all the edges in the UV editor.  This also sometimes happens when I have many proximity cuts for use with a subsurf modifier.

Why does Blender do this and is there a way of preventing/fixing it?


texts: Convert flat roundish meshes to angular meshes

texts:
I extracted road markings using Open Data and Python. In the attached screenshot the road markings are still rounded. Since road marking is usually not roundish but angular, I would like to design the meshes also angular.

The attached screenshot is a. svg image imported into Blender. Would it be possible to convert all surfaces into splines and then widen them to create rectangular road markings?

Is there a solution in Blender?


texts: I am developing a simple rpg steampunk game. Can anyone tell me how do I make, with logic bricks, a simple key (for example C) switch to a second camera view? I have 2 cameras placed in different angles in the scene. I can not program python. If it is of course possible only using logic bricks.


texts:
I working on a MouseLook script, but the Cap system doesnt work great (When i move too rapidly to the Cap, the camera does ugly jumps).

I explain, my cap upper is set at 160 degree, my camera start at 90 degree, when i move rapidly my mouse up, the camera goes over 160 degrees (more speed, more excessive angle)and rapidly after, the script set the angle at 160 degree, its verry ugly, i dont want the angle goes over my cap value.

i will give you my script for better details.

Maybe the rotation system i used is not correct...

Does someone know how exactly work the cap/rotation system of the MouseMove script by Riyuzakisan?

Here is my faulty script:

import bge, math
from bge import render
from mathutils import Vector

def main():

    cont = bge.logic.getCurrentController()
    own = cont.owner

    # Inclure l'objet "Camera" dans le script.
    camera = own.children['Camera']

    # Props
    cap = True
    capBas = 20
    capHaut = 160

    # Prendre le sensor "Mouse".
    mouse = cont.sensors ["Mouse"]

    # sensib = Propriété "Sensibilite".
    sensib = own['Sensibilite']

    # Recuperer la taille de l'ecran.
    x = render.getWindowWidth()//2
    y = render.getWindowHeight()//2

    # Definir le centre de l'ecran.
    centre_ecran = (x,y)

    # centre = Centre de l'ecran.
    centre = Vector(centre_ecran)

    # Definir la position de la souris.
    position_souris = Vector(mouse.position)

    # Définir la rotation a effectuer.
    offset = (position_souris-centre)*-sensib*0.0002

    if mouse.positive:
        # Récupérer la rotation de la camera.
        Camrot = camera.localOrientation.to_euler()
        Camrotx = int(math.degrees(Camrot[0]))
        print(Camrotx)

        # Appliquer rotation verticale camera.
        camera.applyRotation(( offset.y, 0, 0), True)

        if Camrotx > capHaut and cap == True:
            Camrot[0] = math.radians(capHaut+0.99)
            camera.localOrientation = Camrot.to_matrix()

        if Camrotx < capBas and cap == True:
            Camrot[0] = math.radians(capBas+0.01)
            camera.localOrientation = Camrot.to_matrix()

    # Appliquer rotation horizontale joueur.
    own.applyRotation((0, 0, offset.x), True)

    # Garder le curseur au centre de l'ecran.
    render.setMousePosition(x,y)

main()

I dont want to use the Mouse Actuator for MouseLook.

Thanks.


texts: Linking external data back to the blender file after moving

texts: I want a friend to render my 6400 frame short film I made on blender... And it has a lot of image textures for materials... I have all the images, music, and pretty much everything that is in the animation in one folder, including the actual blender file... But it seems the destination of the files will change because the folder would be installed on his computer and he would have to go and change all the matierial image texture file destinations to the same folder on his disk... Is there a way where he can just link up to all of the files without the hassle? Thanks


texts: OnEditFinished listener or something equivalent?

texts:
I'm looking for a sort of event listener that triggers after a transform has finished.
So far i found this:

def scene_update(context):
    if bpy.data.objects.is_updated:
        print("One or more objects were updated!")
        for ob in bpy.data.objects:
            if ob.is_updated:
                print("=>", ob.name)
bpy.app.handlers.scene_update_post.append(scene_update)

I need to add something so that the print only happens after the translation of a vertex is completed (not while i'm still dragging the vertices around).
Any idea what ?


texts:
This is all my data I used to make a material like MatCap , any way to bake and export material as MatCap ?

like this MatCap that I exported from Zbrush even I don't know how to use it in blender :)


texts: Attempt at fire jet peters out after a single puff

texts:
(Possibly related to Fire sputters out)
Hi all,
I'm trying to create a sustained jet of flame using Quick Smoke; I'm using most of the default options but I've set the scene gravity to zero and I've set an initial velocity for the fluid in the z direction.
With these settings, a single puff of flame is emitted and vanishes within the first few frames. (On the other hand, if I set the initial z velocity to zero and give it a normal velocity, I get a ball of flame expanding heartily for the duration of the simulation.) I've tried messing around in pretty much every way I can think of and nothing seems to help.
Does anyone know what's going wrong here, or what I should be doing instead to get the effect I want?


texts: How to remove self intersecting parts of model after Bridge Edge loops?

texts:
I want to create a tight bend, i foutn that i can use Bridge Edge Loops to do so. But this creaates some self intersection. How can i remove the selfintersecting part and make the mesh cleaner?
Image illustrates the issue.


texts: Blender 2.8 - cycles render settings problem

texts:
I am fairly new to Blender and started modeling a dinosaur from the course, which I bought. The course is for older version of Blender and I have 2.8. This model has multiresolution modifier and I want to bake a normal map from it.

I checked how to do it on some Youtube videos, but the problem is that the Cycles render settings disappeared as it is shown on the print screen.

I don't know why this happened, but when I open a different file or just create new,
everything is back to normal and there are all the settings (including "bake")

What is wrong with this file?


texts:
I'm new to this, have seen some tutorials about unwrapping box...but when I unwrap it, final result doesn't seems to be in proportional rate.
What am I doing wrong? Please see in the attached picture.

Thank you so much for your help!
J.


texts: Create an object that emits smoke only from specific faces

texts: I would like to draw an object, e.g. a cube, that emits smoke from the top face only but not the rest of the faces. How can I do this?


texts: Modifying the Character Collision Bounds

texts:
In the screenshot above, I have Suzanne as a character with cylindrical collision bounds. However, this is too large for me, and I want to make it narrower (along the X and Y axis) so she can go through doors and such.

I'm aware that I can parent the green cube to her and have that as the collision bounds (with the box itself having cylindrical bounds of course), but this will cause it to glitch out and flying away due to Suzanne and the box colliding with each other (Suzanne has a character physics type, and the box has a dynamic physics type). I am aware of the workaround by assigning all the game logic to the cube, and parent Suzanne (as a dynamic physics with "ghost" activated) to the cube.

My question however:
Is it possible to edit the size of the cylindrical collision bounds of Suzanne directly? Without parenting Suzanne to another object that will behave as the collision bounds? (The collision bounds of Suzanne is the octagon in wireframe around her).

Those who are familiar with engines such as UE4 and Unity know what I'm talking about here.


texts: Mesh is almost entirely black in rendered mode

texts:
I am currently trying to set up a character that I ripped from a game, which until now has been relatively painfree.

However after placing the textures and uv mapping it has become apparent that the character is basically just black in rendered, and I just can't find a way to fix it.

Here is the file: https://www.dropbox.com/s/rxh4i6zhr05x691/9S.blend?dl=0


texts:
My sphere moves on its own. Whenever I place a cube next to it, it shoots off into the distance. When the cube isn't there, it just falls to the ground. I don't have any keyframes to my knowledge. What am I missing here?
I've just started learning blender so I imagine its something obvious. Ill attach my file.


texts: Volume scatter not working in 2.8 build for the Mac? I tried plugging in the volume scatter node to the world output and checked the volumetric box. But nothing happens in Eevee! Please help.


texts:
I have this problem when I am rendering in Cycles, the render takes the time to process the denoise tiles, however, I have unchecked the denoising filter in view layer tab.

I also turned off any render compositing in case that was the issue.


texts:
I'm trying to learn how to smooth/round a edge of a model, currently I have a very simple case I can't achieve:
I created a sphere and cut it using the bisect tool, thats the result:

Now I'd like to round the top edge of this figure so it gets less shard, more rounded.

How can I achieve this? Tried selecting the top face and using the Bevel tool with no success =(.  (I'm a total beginner with blender) But it was near


texts:
I have a plane with an object coming out of it. No materials are assigned. I placed a Point light in front of the scene, illuminating the whole surface. You can clearly notice a difference between the two surfaces.

How can I disable those differences? I am building a virtual model in which no light scattering should be present. I want the materials to behave equally if exposed to the same light (like a perfect projector).
I tried with different materials with no success.
EDIT: I am projecting some light pattern onto the surface. So I want the material to evenly reflect the pattern, without any scattering/shadow.
If I usa a RGB input (thanks to @Christopher Bennett) the material does not interact with projected light. E.g. the central object does not reflect the yellow chessboard pattern like:

Instead I want the chessboard to be "stamped" on the object, again with no other light effect.


texts: Automatic weight not working on valve rig

texts:
I am trying to use rig my mesh with a rig made for valve games however the automatic weights is not working for my mesh.
 i have been following the tutorial shown below that tells me that i am suppose to separate parts blender would have a hard time finding a solution for.
 however this does not seem to be working for me is there anyway to fix this and keep it from happening again

Video:https://www.youtube.com/watch?v=yMARsirE99I&t=7s


texts: What is the best course on materials and texturing?

texts:
What is the best texturing / materials course you've ever seen? (photo realistic, not stylized and of course using nodes, not actual photoscanned textures).
I've seen a few but I feel like I'm still missing a good approach when trying to recreate a material from a photo reference.
Paid / not paid - doesn't matter as long as the author is able to get actually photoreal results.


texts: How To Attach A Model To A Pre-existing Animated Rig So They Sync With No Lag?

texts:
I am trying to attach/replace a model that I bought online to a pre-existing rigged character that is animated from a competition on youtube, but I am struggling to get it to replace the rig properly. I have tried rigging the purchased model with Rigify but when I try to retarget my rig to the animated rig using the Rokoko plugin, the purchased model lags behind, it was suggested to me that it was because my new rig was in an A-pose at rest instead of the T-pose of the target but when I changed the rest pose to T I still had the same problem.

This is the model I am trying to use

This is the model I am trying to make look like a ww1 soldier

The model starts to lag behind when the animation plays
This Gif shows the problem with the animation in motion
It seems to be a relatively basic concept, but because I am still fairly new to blender I don't know where I am going wrong or what a more usual workflow would be.
Any help that you can provide will be greatly appreciated.


texts: How are particle emitters affected by objects behind?

texts:
I am attempting to build a light beam and so far it works as long as there is no objects behind. Once it steps over an object that is behind, the intensity seems to diminish its power depending on the qualities of the material behind.

I would like this not to happen, as I need a homogeneous streak. How could elements be influencing this scene and how could I change it?

Blender file: http://we.tl/H7hwWtIqLL

A visual example:


texts:
I have a problem with my text.

When I press the TAB key I can not change the text from "CINEBRICK STUDIOS" to "******* STUDIOS". It just shows like a wireframe. The text was previously converted to a mesh.

I watched the video and imitated everything perfectly. At first everything went well. I could change the text with the TAB key. However I want to change it again, which does not work. It was a long time ago when I imitated this video. Original video link (YouTube): https://www.youtube.com/watch?v=do0jF3zb5_U

Here are a few pictures of the current situation.


texts: Image Isn't Rendering Object When Rendered

texts:
This is my first project, I have a plane that acts as a flag and it blows with the wind fine. I have dragged an image onto the flag, placing an image onto it. The image shows up, as wanted, on the plane and when I play the animation everything works as intended. However, once rendered, the image does not show up and its left the standard silver grey.

Why is my object not rendering correctly?

https://imgur.com/luUmFqL

Image Link
https://imgur.com/XVIpcqk


texts:
Yet another newbie material not rendering question. I apologize, but I've due-diligenced myself to death looking for the solution.
I couldn't solve this problem in my actual model, so I've set up a bare test model that consists only of the cube present by default in a new model.
I've set the material as a reflective metallic object, as shown in the Material Preview.
I've put both a light in the scene, as well as an HDR environment to have something to reflect.
The rendered image shows just like the preview in the upper window.


texts: Hey so basically the problem is that i have a scene with a campfire and a panda, and there is a light coming from the bewlow the panda and i dont know whats causing it, i dont have any source of light other than the campfire. Any ideas to solvate the problem?


texts: Why im getting single verts when separate selected

texts: With the array modifier i created 12 mesh and applied the modifier. And now i want to separate them to make them 12 mesh. But it creates a single verts only. Is there any other way or whats going wrong why i cannot create 12 mesh from it by the selection option


texts: How to get rid of the jitter of softbofy rubber band

texts:
I am currently trying to get a basic slingshot to work.

It consists of two simple poles and a softbody hooked in between as rubberband. It works so far.

But I cannot get it properly animated.
I just tried to use a basic collision object (which I had planned to make invisible later) to use it as a drag item. Strangely the rubber band acts as if the drag object was magnetic and gets pulled towards it. Additonally it gets crumbled very weird (jittering) during drag phase. I tried several settings in the softbody settings, but could not get it done properly.

I posted the same at blender artists where I could add the blend file.
BlenderArtists

Does anybody have an idea?

Alternatively, is there maybe a better solution to do this.

Thanks in advance


texts: Quickest way, from UV mapped shape to painting on the shape

texts:
Adding texture from an image file is easy. But I have to paint over it?

What is the quickest way to go from a shape with a UV map and use the texture paint tool?

Forgetting how to add a texture I fiddled around, now I'm painting a texture over gray?
How did I do that?


texts:
I'm interested in creating a dust/flare effect using the Compositor something along the lines of the below:

To be honest, I'm still quite new to the compositor, and don't really know where to start with this!

All help is appreciated in advance,

JkyCosten


texts:
What is the difference between Imaging Mapping, texturing and baking?

In sculpting workflow, I have learned that a high-poly mesh needs to re-topologize for avoiding hassle. Then the baking process starts.

My question is:

Do we UV-unwrap high-poly model and bake it to low-poly model that we get after re-topology process?

Is there any good tutorial for these?


texts:
I would like to know how in Blender 2.90 do I set Cycles in Camera and Eevee for the rest.
This is due to render time of course.


texts: I cannot create a mesh (the dimensions are all set to 0 whenever i do try and create one)

texts:
have am doing a 747 400 currently I have done all the bits up till the engines.

I keep on trying to add a new cylinder to make the engines of the 747 but it doesnt work in either edit mode and object mode, the dimensions are set to 0 on all axis and whenever I try and change it it wont let me for the cylinder.

However when I try and add a cube, it somewhat shows the cube and not the cylinder.

Here's the link to show all the dimensions are set to 0 and I cant change them.
https://gyazo.com/b4d058ce91745538a1c97e88cd8e2fbd


texts: weight painting one side of my model affects the other side in a strange way

texts: When I'm weight painting at the right side, it acts strange on the left side. What am i doing wrong?


texts: Game Engine: Cube is rolling instead of moving forward

texts:
In the Blender Game engine, I used servo control to try to get a cube to move. Instead, it rolled. Below are the settings for the servo control actuator:

And here is a picture of it rolling:

Also, the yellow cube (Character being controlled) has rigid body physics, and the ground (white) is static.

How can I stop this?


texts: How do I align a component to another like in maya or max?

texts:
I'll be more specific so it's easier to understand my question :

Let's say that Vertex 1 is at coordinates X:0, Y:1, Z:0
and Vertex 2 is at coordinates X:1, Y:0, Z:0

I need vertex 1 to be aligned with vertex 2 on the X axis. Is there a shortcut/key/tool to do that or do I have to get into the vertex's coordinates each time i need to align?

In Maya, i'd just click on the desired axis, then hold V and translate vertex 2 towards vertex 1 and it would align perfectly.


texts: How to get illumination pass from a Smoke Sim with Cycles?

texts:
Cycles can now render smoke and fire simulation but for compositing need, I want the illumination pass from the fire. The aim is to composite this pass with a tracked footage.

I already try with the diffuse indirect pass but there is the ground plane with it so it's hard without alpha to get a proper image.


texts:
I am trying to bake a normal map from a hi poly to a low poly model. Everything seems right but there are two strange artifacts that I have no idea where they come from.
One of them is right below the face, the otherone is at the middle right of the map.
On close inspection, both artifacts look kind of similar since you can see a hand.
Any idea what is causing this?
Thanks!


texts:
I'm confused with this, when I have the arm in my desired position (the rest position A1) the upper arm doesn't bend to meet the IK target bone, see A2.

But with the lower arm rotated in B1, when I move the IK target upwards, the arm bends to meet it, see B2.

Why is that? What can I do to fix?


texts:
I am using Blender 2.69 in Ubuntu 14.04 32-bit
and Three.js Exporter.

While exporting shapekeys and keyframe animation using three.js exporter
,the exporting works fine.But unable to animate the model.
That is using
'mesh.morphTargetInfluences[1]=value'

not working.

am using dat.gui slider to change the value so as to control the morph  manually.

Suggest a working version of three exporter for blender
or compatible Blender or Three Exporter .

Thanks in Advance .


texts: Particle Morph Transition between two objects

texts:
Basically, I want to disassemble 1st Object to assemble into the 2nd Object via individual extruded faces or solid blocks like cell fracture that are manipulated like particles guided a path for its destination. A good example is the particle transformation in Transformers 4. Two other examples are from Starlord's Helmet animation in Guardians of the Galaxy and The New Power Rangers Movie Trailer when particles were assembling into Jasons suit at the end. I've investigated a few options but haven't found smooth particle transition. The Expolsion modifier was good for disassembling like the particles using volume but the transition to another object isn't smooth especially with Cubes as particles. The Add-On: Particle Morphing Tool showed the best promise:

https://vimeo.com/50176510

However, the download no longer exists and the developer isn't responding. So If there is any advise to accomplish this transition please let me know. Thank you in advance.


texts:
I was wondering what the best approach might be to replicate the dents found in the following picture?

Any help would be appreciated!


texts: Blender hair particle objects flip when emitter is rotated

texts:
So I'm using blenders hair particles to try and make a flock of seagulls circle this island I've created, I gave them a super simple flapping animation and then a quick mesh to emit them in a random way and finally parented that mesh to an empty to control the rotation of the flock.

Problem is, specifically around 90 degrees they flip orientations upside down, and when it keeps rotating it flips again come ~270 degrees and it repeats for every rotation, I have no idea how to prevent this from happening, but this is the best way I have found to get random yet easily loop-able distribution of the birds and this is the only issue preventing it from being perfect.

Any help you can offer will be greatly appreciated, I've been using workbench to render this and blender version 2.83.0.


texts: Removing internal geometry of complex mesh object

texts:
I am fairly new to Blender so realise I may have made an earlier mistake to end up with a mesh like this.
Below i my mesh object, it's basically lots of random cylinders joined together and then intersected with a Boolean modifier to give the circular shape.

Is there a quick way I remove all the internal geometry within the mesh?


texts: How to deal with this kind of geometry after a boolean operation?

texts:
FIXED: I'm going to put it up here, because people keep don't seem to read all the way down and keep telling me this is an exact duplicate of another thread while the solution proposed there (using edge split or auto-smooth) did not fix my issues. In the end I reconstructed the model using the shrinkwrap modifier to cut holes and then manually merge and readjust the vertices of the outside hole for perfect smoothing. Thanks @Cegaton for the video that featured the shrinkwrap modifier.

Images of the reconstruction:

[ORIGINAL POST]

After two Boolean difference operations the model's geometry looked like this:

I guess it won't be a surprise that it resulted in this kind of crappy shading:

I know it's because of the ngons, but I don't know how to best fix or prevent matters. I've tried by making the geometry more complex, by subdividing existing edges and faces, and I've tried by making the geometry simpler, by snapping and joining dead-end vertices onto other ones, while respecting the shape of the model and keeping faces planar. Both these methods still left me with bad shading. I also tried doing the boolean operation with simpler objects, with fewer subdivisions, but that gave me similar issues.
Or is my whole approach wrong-headed from the start and I need to go about creating the shape in another way?

PS: the issue is not fixed by using edge split modifier, to be clear.


texts: I want to use blender to teach calculus with the python math, can this bpy ver. do this?

texts: Derivative and such Integral Calculus symbols etc. available in the math utilities or can they be imported from one of the many available?


texts:
I just came over from Blender 2.79. I do a lot of work with characters I have created. A while ago I found an addon that allowed me to mix poses from my pose library to create something in between two poses.

This is the addon I used in the past. It is not available for Blender 2.8.

https://github.com/TheDuckCow/pose-tools

Edit: I make a lot of animations for character models. Having the ability to create the first and last pose in animation and than mix those poses to create the in-between saves me a lot of time.

In 2.79 I used an addon that allowed me to choose the percentage of two separate poses and make a pose that was in-between the two poses I had made.

Hoping there is something like this in 2.8, either a function I have missed or an addon I am unaware of.

If anyone has any suggestions or addons that handle pose mixing let me know.


texts: What are the intentions of the different forms of Armature/Bone Parent/Child relationships?

texts:
Hello to every blender user,

AFAIK I can parent a bone to a part of the mesh (in the specific case the teeth.t bone and the upper_teeth_boy) in two ways :

1) I go under the object tab and I chose rig.boy on the parent field and teeth.T bone under the bone field. But it didn't work,because the upper_teeth_boy takes a strange angle

2) instead,if I select the upper_teeth_boy first and teeth.T for second and then I press CTRL P and then set parent to bone,it works.

In the attached video,I have parented upper_teeth_boy and teeth.T using the procedure explained on point 2) and then I removed the parent and I did the same but using the procedure explained on the point 1) but it didn't work. Why ? Thanks.

demonstration video 1

blender file

I didn't use the "Keep transform" option. This behaviour appears also if parent has default loc/rot/scale,as you can see from this video : demonstration video 2


texts: How to join different objects (different modifiers)

texts:
What I would like to do is a merge of two objects without applying their own and distinct modifiers.

In other words: the first object has Sub.Surface modifier active but not applied, the second one does not have any modifier. Can I somehow join them without losing the sub.surface of the first object and avoiding the second object getting that modifier as well? (I wouldn't like to apply sub.surface before joining them)

Thanks


texts:
I am attempting to add a hat to an animated character. The correct procedure outlined in the answer here:

Parenting an object to a bone not working

"The correct procedure to parent the empty to the bone is:

Select the empty

Shift select the armature

Go to pose mode

Select the bone you need as parent

Press Ctrl P and choose "bone" option."

This does not work. Note attached video.

I have tried to parent via "bone relative", I tried the hip (master) bone. I tried to parent to the head (which is not the correct process). Nothing is working - I'm stumped.

You can see from the video that in rest mode the hat is correctly parented. Could it be that I was attempting to attach it rest mode rather than pose mode? That's a bit harder....what is the correct process?

Parenting to Bone not Working


texts: Blender freezes when rendering,building the last samples

texts:
Out of sudden the Blender freezes when rendering on Cycles.Always at the same moment.When the image is almost done,that is to say Path tracing title is done 135/135 and it's building up samples,at the last point it stops working.I made all the updates to mac OS and using the last 2.78a version,even though it started on 2.77

I thought it was the project's problem so I opened different project and it does the same thing.I'm completely stuck and unable to render anything.Sometimes it renders one frame but the following gets stuck again.
Is anyone else experiencing this? I have no idea what it could be?
Thanks so much for any help.


texts:
I am modeling a watersoftener.
So far so good, but I need to have a curved "cut" on the surface.
It represents where the hood can be lifted.
I really have no clue how to do this withouth messing up the mesh.
Above the gold there is a curved small cut-out.


texts: Object gets darker when I zoom in to the object

texts: So I have a sun in my scene and the point of that sun is to give some moonlight to the scene. I have the sun on grayish color with the intensity of 40W but when I zoom in to the object effected by the light it becomes dark. Does anyone know why?


texts: How to draw curved symmetric lines within a shape

texts:
So, what I have drawn in the grease pencil above is generally what I want to create with lines inside the rectangle. I want them symmetric about the Y axis (and the pattern around the x axis inside the shape as well), so obviously a lot nicer than what I've drawn, but that's the basic pattern.

I will also be taking these lines and thickening them inside the shape after I've drawn the pattern and making them into meshes.

Any ideas on the best way to do this? I've been experimenting with curves and linking them and whatnot, seems a little rough when I do it. Any ideas appreciated!

***I tried uploading the .blend to pasteall.org but it said error repeatedly - definitely not too big, so don't know :(


texts: Render animation in png's give same frames

texts:
When I render an animation in multiple png's blender outputs all the frames. The only problem is, all the png output files are the same.
Thanks in advance


texts:
I'm trying to do a happy birthday video for a friend, he is a fan of How I Met your mother, and my hope is to make a nice remake of the main intro, with pictures of our group of friends. The first thing that I noticed is that the shapes of the main characters are cut as in collage.
I don't know how I can cut the plane irregularly following the shapes of people in a photo.
LEGEN ... waiting for your suggestions ...DARY
If you need, you can watch the intro here: https://www.youtube.com/watch?v=-DUV2oAL11A


texts: How can you curve the faces of a hexagon?

texts:
I'm quite a noob at Blender (this is for 2.8 by the way), and I was hoping somebody could help me figure this out. I've been trying to make a 3D hexagon with the side faces curved inwards to sort of look like a six sided star, but I can't quite figure out how to do it. I've tried to delete the top and bottom faces, loop cut the side faces, add an empty plane axes, and then add a simple deform modifier to the side faces with the empty as the origin, but that didn't quite work out properly. The idea was that it would curve all faces in equally and then I could add the top and bottom faces back.

Here's kind of the shape I want. It's not quite symmetric since I'm not very good at drawing things, but I'd like for the actual result to be symmetric. Thanks for any help!


texts: I'm working on a game, im exporting and model and i encounter a question: in a dialog scene, does a character has unique facial expression animation to each sentence, or is it a stackable long animation?


texts:
I have two slightly overlapping meshes and I want to use soft body physics solve the overlap between them.

Most of the time this works fine, however I'm finding that occasionally it goes completely wrong. In the attached .blend file, I have an example of two meshes set up with the physics I use and then when I move the animation forward one frame, all of the vertices that can be affected by the simulation just disappear.

If I do the same thing using a script and save the result to .ply files then I end up with all of those missing vertices placed on the origin, completely destroying the mesh as shown below.

Any ideas that might resolve this?


texts: Blender VSE is SLOW on new laptop as well as changes audio pitch after rendering

texts:
So I've been using Blender as a video editor for a while now (with an older laptop) and it's worked fine. But on this new laptop, not only is the actual editing playback extremely slow and difficult to use (and sync audio with) but after rendering out a sample to check the audio sync, the audio in the VSE is now raised in pitch!?

Changing the pitch does nothing, I have to completely delete the project file and start new for it to stop doing it, only for it to do it again!

Tell me if I missed any info and I'll include it.

My new laptop: https://www.amazon.com/Acer-Aspire-E5-574G-52QU-15-6-inch-Notebook/dp/B019G7VOSO/ref=sr_1_2?s=pc&ie=UTF8&qid=1470591931&sr=1-2&keywords=acer+aspire+e15

That should be the Core i5 variant.

Thank you for any help. I'd like to get back to editing ASAP.


texts: Use the controller object's geometry to influence hook

texts:
As far as I'm aware, the Hook Modifier (when a mesh is used as the controller object) only uses the transformations of the mesh rather than its geometry. I want another mesh's vertices to be hooked to the controller object's vertices (think point A' of the other mesh is the same location as point A of the controller mesh). Is there a way to do this with the Hook Modifier?
Note: I cannot combine the meshes because the controller mesh is involved in a cloth simulation and there seems to be no way to exclude certain faces from collision, so I had to separate the hooked mesh from the controller in order for it to not collide. As such, I want the vertices of the hooked object to hook to the controller object's vertices.


texts: Solidify thickness doesn't correspond to specified scale although scale of object is applied

texts:
I have the same problems as described in this thread, but the object to which I'm trying to apply "solidify" to has it proportions all set to "1"

What is causing this ?


texts:
I got a lot of related questions about render passes in Cycles lingering for a while now and apparently I can't figure it out myself.

When it comes to render passes, this manual page with the image below is all the official reference I have found on this topic. This image surely helps, but it is heavily outdated by now. Missing passes:

Shadow, AO - How do they affect the final image?
Subsurface Direct/Indirect/Color - I thing it will behave like the other pass types, but where did this information go previously?
Volumetric - Volumetric information just doesn't show up as a render pass at all, but is still contained in the final image. Why is it missing?

Passes are categorized into lightning passes and data passes. To my understanding lightning passes are somehow encoded in the final image where data passes are only additional information for compositing. Additionally, image passes are noisy by nature and get less noisy with increased amount of samples, where data passes are not affected by samples at all except that they get anti-aliased with increasing samples amount. Am I correct? (related to this question)

Perhaps my biggest question in terms of understanding: How do these passes get generated? AFAIK, Cycles shoots one ray per pixel and sample from the camera where it bounces off from geometry until it hits a light source or gets killed by the Light paths settings. This results in one ray-traced color value per pixel and sample and the colors of every sample get more or less averaged together. Having one color per pixel calculated, where do the pass data come from?


texts: How can i edit a follow path constraint with the graph editor?

texts: I made a follow path constrait with a curve, does it already have a linear interpolation so i can edit it on graph editor? i need the linear interpolation.


texts: How to import Zbrush brushes(files .ZBP) to Blender

texts: I wonder if there is an add-on to use Zbrush brushes in Blender sculpt mode.


texts: How to conform a mesh ontop of another mesh?

texts:
I wanted to give my character a circle of differently colored belly fur, so I tried to place a circle onto the body.

I was having trouble figuring out how to attach this to the main body, snapping didn't seem to work to actually conform everything onto the body mesh, and moving manually is far too fiddly.

After searching for solutions I tried a Shrinkwrap modifier, but if this is an appropriate method I can't seem to make it work.

I would appreciate suggestions for how to make this work, or an alternative that might work better.


texts: Create Cross Sections and 2D planes in Blender

texts:
I have a model of a canoe in Blender that's about 12' long - I wish to break it up into 12 sections so that I can print out each individual cross section and set up the forms so that I can cedar strip my custom canoe! Is there a way to break up my model into these cross sections?

Also, I would really appreciate if somebody could show me how to take these cross sections and get them onto paper somehow, or maybe I'm asking too much now? Sorry

EDIT

Can't figure out how to attach Blender files in comments but here's what I did

My canoe :

I actually went a different route and decided it would be way easier to make a Stand Up Paddleboard, so I modified the canoe (shrunk it) and played with it a little until I got the shape I liked

Then I used the method outlined by AliasGuru to create the cross sections!

I'm going to put them into Photoshop and resize them to what they should be, and then export them as PDFs so I can print them on a large size plotter.

I can only post two pictures because I don't have enough reputation, but it looks really nice! Currently trying to get Blend Exchange to work so I can post the actual blend file.

Thanks for the help !

EDIT 2:

Got it:

Be aware that the cubes are not correctly numbered.

Still can post only two links so I'm going to have to get rid of another picture, sorry!


texts:
The color an object appears can be set using a Black Body node, which accurately simulates the color an object should have. This is however relative to the color balance/white balance used. An object will appear blue if it's "temperature" is 6000K if the image is balanced at 4500K (and 4500K appears white); If, however, it's balanced at 8000K, the same object will appear yellow/red.

Is there a way to adjust the color balance temperature?


texts: How Can I Control The Normal Pass In The Compositor

texts:
I am trying to change the bump value inside the Compositor just like the other pass,like Direct indirect color glossy diffuse.
i search on the manual i did not find how u combine  all pass with the Normal pass
can some one help understand how i can use the Normal pass and what is it for ?


texts: How can I specify filenames of animation renders as [SCENE NAME] + [FRAME] when rendering an image sequence?

texts: I'm rendering out products from different angles. I set up keyframes to rotate the product to the desired angles, then I'm doing an image sequence animation render for each angle. Is there a way to specify the filenames to the scene name followed by either a custom name, or the frame number? Thank You!


texts: Estimating GPU memory requirements for rendering a scene

texts:
I am trying to render a scene with my NVIDIA GPU (4GB memory) but getting an error:

CUDA error Out of Memory in cuMemAlloc( device_pointer,mem.memory_size)

Most likely the heavy textures are to blame here, but I was wondering if I can estimate roughly what and by how much I need to cut down.

Is there a way to estimate the GPU memory requirements for a given scene?


texts: Merging seam borders when using 360° Spin Tool

texts:
/Users/stephanepras/Desktop/Split Glass.png

I made a nice glass by spinning a profile 360° around Z axis with Spin Tool. Then when playing with Smooth modifier I see a split appearing along the seam!

This means both borders of the seam (i.e. the 0° and 360° vertices) never merged, despite I clicked AutoMerge Editing. Of course if I "Apply" after having used Smooth modifier, I get a glass with a slit…

How can I "weld" both sides of the seam after a 360° spin and avoid that ?


texts: Grey tinge when viewing the animation in rendered view

texts:
hey im quite new to animating, i was trying to make an animation of skullkid from majoras mask and when i go to render view it all appears to have a grey tint and barely any colour can someone please help me! i want it to look flat textured a bit. im trying to mimic the Zelda Majoras Mask 3d atmosphere

also if anybody has any tutorials that could help me out it would be great thanks!

skullkid
also what happens if the transparent textures turn white in render? iv seen someone else do a video showing they had it but dont know how that fixed it


texts: Bulk renaming armature bones after already creating them?

texts:
I'm trying to create an animation rig with quite a few armature bones. I'm modeling a bug, which has a total of 14 legs, and each one of those legs has 5 armature bones. The legs are identical, except they are in different positions with different rotations, so to set up the armatures I simply created an armature for one leg and duplicated it to the other legs, rotating and repositioning it as needed. However, I named the front legs FrontLeg.L and FrontLeg.R. The other legs, since they're just duplicated, are, for example, FrontLeg.R.007, etc etc. I can easily rename the parent bone for each leg, but this becomes tedious very quickly to do this for all of the children as well.

Is there any easy way for me to rename the parent bone to, for example, 2ndFrontLeg.L and have all of the children automatically be assigned names 2ndFrontLeg.L.001, 2ndFrontLeg.L.002, etc, after they've already been created? I'm completely ok with using addons as well


texts: What happens after dragging and dropping a texture directly on an object?

texts:
I am new to blender and as an experiment I dragged and dropped a texture from the file manager directly to my object in Blender. Now I see a texture on it in when Solid or Texture Viewport Shading is selected.

However, after switching to Rendered Viewport Shading there is no texture. The object is gray.

As you can see on the screenshots, the object has no materials or textures in the corresponding panels.

My question is: what happened to the object? Why is there no material/texture when the texture is visible in Solid mode? And how do I delete that "ghost" texture so that my object is gray again in Solid mode?


texts:
I'm using Blender 2.83.1, and one of the objects in my scene won't UV unwrap. Every other object in the scene is ok, except the one. I've:

Applied Rotation, Scale, Position
Cleaned up the mesh
Removed Doubles (merge by distance)
Set the Origin to Geometry

Every other object in the scene and new objects all unwrap with no issues, so I don't think it's my UV settings. I've removed all modifiers and textures and shaders, but I still can't unwrap it. I know the object in question is one that I could easily recreate, but I'd like to know what happened before it happens to a much more complex object not so easily remade. I'd be grateful for any advice on this!
Here's a link to the file (thanks Batfinger, for telling me about this!):

UPDATE:
Thanks for testing the file, everyone! It helped me narrow down the problem (my nooooobishness) once I knew the file or Blender wasn't corrupt. For all of the other objects in my file, I could mark a seam in edit mode, click "A" to select all, and click "U" to unwrap the object in the UV editor. For this object, I had to click "UV">Unwrap to unwrap this object. I'm not sure why this object was different than the rest, but that's 'cause I a noob. I'm sure I'll learn what I did in time! Anyway, thanks again, everyone! –


texts: Fill Brush makes streaky lines to image origin

texts: Using a fill brush on my character gives me the above result.  There are no UV points at the origin, and painting the character with a non-fill brush does not give me these results.  Every piece of the character I try to fill leaves me with these streaky lines converging at the image origin.  What could be causing this?


texts: How to transfer scale direction and magnitude of rotating object to another in world space with Animation Nodes or Sverchok

texts:
I was trying to figure out the following problem.
If given two objects A and B, A is scaled non uniformly (i.e. scaled along Z axis), B have no scale transformation - can B object be scaled according to A worlds scale direction and magnitude, which additionaly can be modified by rotation.
I already did somewhat succesfull attempt using directly python, here is an example:
https://twitter.com/Syziph/status/903380750619299840
but I am curious if this could be done in Animation Nodes or Sverchok easily.
A little clarification

In the first state the scaling object (red arrow) has orientation 0 and scale of 1 i.e. it has no effect on the target object (black rectangle).
In the second state - the arrow is rotated 47 degrees CW and scaled by factor of 2. The rectangle is scaled in the direction of the arrow.
The third state is similar to the second just different orientation and scale of the scaling object.
Basically it is like Rotate object by angle X  - apply rotation - Scale object on single axis by given factor - apply scale - rotate back by angle -X - apply rotation.


texts: Why doesn't the Grid Fill Tool work on this mesh?

texts:
I would like to create faces within the selected edges that match the geometry outside.
In case that is not possible at all using Grid Fill Is there another way to do that?

For me it doesn't look too different to the situation shown in the documentation:

.blend


texts:
My problem is that I downloaded an fbx file and it already came with an unwrap uv map, the case is that I modified the body of the model that I downloaded in blender and when I did the uv unwrap, try to select some edges and check the seam , coincided with the original uv unwrap and the png, but the shape of the unwrap is different, different from the original, I would like to know if there is any way to solve it, I like the shape of the hands of the original, and I want to use the base png that gives the color to the original model, and modify it in photoshop and place it for my new model, do not modify the hands (in case there are doubts).
Original and what i want
What I have:

Sorry for my bad English, my level of blender is also a little basic.

Doubt, my big problem:
Quite apart from this question, will there be any other easier way to put all my textures (base color and image) together in a single uv map .png without doing it again as I try to do it now?

What happened is that I downloaded this fbx file. (I am talking about above) I modified it in blender and I did it with different bases of colors and images, and when I finished it I needed all the parts to be in one .png uv map and I did not know how to do it (maybe I should do the unwrap first and the textures later, but I did not know much about blender so I did it my way, but to upload this file to a page I need all the textures and colors to be of a single image, something like this for example - attached image ).

When I selected everything, and made uv unwrap all the textures were combined (images and base colors), each uv island had a different position, one on top of the other and I did not know how to put the textures together in an image, I want my uv unwrap of all my I model this in a single image, I heard about baking, I know very little about blender so this was very difficult for me.
So I created a copy of my file, and then deleted all the textures (all my effort and now to restart everything: / sad). Now I try to unwrap the entire model with my modifications and then put all my textures (images and base colors) on it by modifying them in Photoshop with some parts of the original png - from the fbx file I downloaded - which have good textures like hands and face ( but the unwrap of the hands does not come out the same as the original, this is my first doubt). If you have the solution to this problem (my second question, I am talking about this last paragraph) you can also share it, but if you do not have it, you can answer the question you came to answer (which is the main one).

Thanks in advance for reading. And again, sorry for my English.


texts: Where do I find a button "Lock Layers and Used Camera to Scene" in Blender 2.92.0?

texts: Where do I find a button "Lock Layers and Used Camera to Scene" (the lock icon in a 3D viewport) in Blender 2.92.0? Rendered Picture is not what active camera shows


texts:
I am a bit confused how to manage my problem.
I have got a setup of a building site with several cameras and about 150 objects. Now I want to emphasize one of these objects by using freestyle.
Due to the many objects I created a new scene with only lighting, the emphasized object and another one that I turned to holdout. To exclude all objects except the emphasized one from freestyle by using the collection option is set. This works fine so far.
But I try to assemble one file using the compositing nodes from the emphasized rendering and the rest of the site witout freestyle in just one render.
The problem is, when I switch in th object properties the mask option holdout it is set over all scenes.
How can I fix this to decide in which scene the holdout should be used?
Thanks in advance
Lutz

This is what I expect to get but I can only get the result while changing mask settings between rendering.

And this is what I get when rendering both scenes with compositing. The black area is supposed to be transparant in my resulting picture.
compositing setup

And here is the *.blend file:


texts: Animation not showing correctly in final render

texts:
I've been doing some animation tests to improve my blender skills, and so I designed a looping abstract design. I have a set of four particle systems running, two to simulate each looping effect. (Have one start at -n/2 frames and end at n/2, other starts at n/2 and ends at 3n/2) When I look at the animation through the view port, it is a perfect loop, but when I render it, the animation doesn't start at the -n/2, and the particles randomly spawn at the center of the screen even though I baked the particle system.

This is what the first frame looks like rendered.

This is what it should look like. (screen shot, so it wasn't composited etc.)

As you can see, the particles form a blob in the middle for the first frame of the animation. I wanted to figure out a way to get around it. I'm sure it's something simple, I just can't find what it is. Thanks for the help!


texts: Is it conceivable to create a Freestyle thickness modifier that multiplies by vertex weights?

texts:
I'm quite new to Freestyle but I can imagine using it for great many things. One feature I could really use would be to finetune line thickness with vertex weights, for example masking areas where lines should be visible or just tweaking the thickness of specific sides.

Looking at the current modifiers, closest thing I can find is the Material modifier, but working with textures brings an unnecessary layer of complexity, I feel. And Vertex Colors (if they can even be used for this purpose) are limited to three channels, whereas there can be an arbitrary number of weights.

The python source (parameter_editor.py) looks like it could be used to cut something together to fit the bill, but before dwelling too deep into it I thought I'd ask if anyone knew if it's something that could be done in the first place, or am I running towards a dead end?

Can't answer my own question, so edit.

It seems my timing was rather poor as Freestyle is undergoing a number of tweaks and fixes that might provide tools for what I was after.

  Support for vertex groups in feature edge selection and line stylization.

Source: http://wiki.blender.org/index.php/User:Kjym3/DevFundProject/Proposal#Appendix:_Future_work

  Some hours were also spent for code reading to investigate different options for better Python scripting integration into the Freestyle interactive GUI in Blender. The idea is to allow artists to write Python expressions to build custom line styles.

Source: http://wiki.blender.org/index.php/User:Kjym3/DevFundProject/2014#Python_scripting_integration_into_Freestyle_GUI


texts: What is the best solution to separate uv's?

texts:
I made a light saber but I made only two parts, 1 hilt and 1 blade.
The blade is good together since it has around 300 edges, but since I want to add a lot of detail on the hilt, I want it to be separated to somewhere around 4-5 different parts so the uv's itself can be separate.
Or should I just leave it together and work on it like that?


texts: Rigify - restart/reset to initial/default state

texts:
I have a generate rig by rigify

I can apply some animation and change custom properties, for example neck follow in the chest "bone"

I can delete the animation and restart the transforms with  Pose / Clear Pose Transform / All menu (or Alt+G, Alt+R, Alt+S to clear location, rotation and scale)

but I can't restart o reset to initial state the custom properties, for example neck follow in the chest "bone" don't change to inicial value.

How can I restore the initial configuration of all bones and controllers, values, visibility and other properties?


texts: How do I only render what I see, excluding what I have hidden?

texts:
It will be a stupid question but I really don't know how to render the current scene with only the objects displayed in the viewport, as although you normally hide them with H, in the render they are the same.
I thought about creating another scene by deleting those objects, but is it convenient? or does the project weigh me down? moreover, from one scene to another it makes me copy only the single objects and not the collections, is there a way to bring the groups?
So how can I render only some of the objects in the scene without having to go crazy?


texts: Adding new objects in visible plane( not default XY plane)

texts: Blender adds new objects in XY plane ,however if one is  working in other planes(eg. XZ,YZ etc), this can be quite irritating having to transform the object to the desired view everytime a new object is added .Is it possible to  add a new object in the visible plane?


texts:
I've been using Blender to create a dataset for a machine vision problem. My current method is randomising the bone rotations of a hand for each frame (using Fcurves with the noise modifier), and hoping to use the Fcurve data and the rendered hands as input and output data, so that I could train a neural network to take in an image of a hand and estimate the rotation of each joint.
The image generation worked fine, but unfortunately I can't find a way to get the value of the Fcurves at each frame. I would be fine with either saving them all as matrices (with a value for every Fcurve at each frame) or save the formulas for them, but I'm not sure how to do either. I've been trying to have a look at developer.blender.org and I've found how noise in the Fcurves are implemented (https://developer.blender.org/rBS4b025d68657c197b302516b96f69405aa957accf) but I don't understand how to read that code, I only work in python and I think it's some sort of pseudocode anyway so I really don't know how to access the functions its referencing. I've been trying to work on this for a while but have gotten nowhere. I would be really grateful for any insight.
Thank you.


texts: Get bone rotation in pose mode using Python

texts:
I want to get angles of joints in armature in pose mode, see the picture below. I tried to get local rotation of bones, but I can't find a way to do this.

I tried:

bone.rotation_euler()   # everytime returns [0, 0, 0]
bone.matrix.to_euler()  # everytime returns some constant value e.g. [2, 0, 0]

I can rotate bone, but values don't change. How can I get actual rotations of the bone?

Also I find out a strange thing:

If bone has Rotation Constrait I can rotate it to constraint and it stops, but in Transform panel I see that angle is stil growing
If I use IK and move bone, location and translation in Transform window doesn't change.

Maybe this is relating to my problem. What is actually displays the Transform panel?


texts: So I'm having a problem with creating clothes. The main problem is that I cant understand how to make a good looking on mesh collar on a shirt for example, or for another example the beginning of sleeves. Other than those parts everything looks fine. I have an idea to use boolean or shrinkwrap but not sure it will not create other vertices I don't need.


texts: Modelling plane with irregular corner radius - how to model this shape?

texts:
I'm struggling to figure out how to create the following shape without ending up with loads of triangles or shading problems. I've tried using an extruded SVG, which is fine for a flat plane, but ill need to make an extrusion and spin the lower edge at some point, which means converting to a mesh, however the resulting mesh is really untidy.

IF the corner radius(es?) were all the same number of vertices that would be fine, I could model that, but the different corners are posing a real problem to me!

To summarise - how does one go about creating a mesh for the following shape?

Many thanks in advance :)


texts:
I am using simple Metaball objects to create a very simple key-framed animation where two objects collide and "stick" to each other.

The natural elasticity and stickyness of Metaballs makes it very simple and quick to setup an animation. However, I would love for the two shapes to be more "sticky" together, such as the effect you get when you eat melted cheese for example.

Changing Threshold makes the "Joint" area very big and it doesn't look like the desired effect:

This is what I want (without changing object size or distance to each other):

How can two Metaball objects "stick" with each other more than the default setting?


texts:
I want to snap my object (cylinder) like this

But what i got

I use snap to face, snap with closest, and the align rotation & project individual element is on. I tried to move the main point (the yellow point) but still not work. I'm trying to use another object like cube and it works. Can someone tell me where did it go wrong please? Thank you


texts: Python API: Transformation from `Bone` bind pose to `PoseBone` using SQT

texts:
I am trying to understand the Blender Python API, more specifically Bone and PoseBone types and how they fit in with skeletal animation.

This is how I understand it so far:

The Bone type holds the transformation matrix from the bone's local space to its' parent object's space in its' matrix_local property.

There is one PoseBone for each Bone in a scene for each frame of an animation. Another way to put it is: There is a pose for each frame of the animation and this pose's skeleton (for the current frame) is made up of PoseBone objects.

Each PoseBone holds the transformation matrix to transform the position of the bone in its' bind pose to it's position in the current frame. This transformation can be accessed through the scale, rotation_quaternion and location properties. If I apply these to the position of the bone in its' bind pose, then the bone will be moved to its' correct position for the current frame.

Each Bone has a head and a tail. As I understand it, the head is the origin of the bone's local coordinate space. So the "position" of the bone I mentioned earlier is also the position of the bone's head.

Am I correct in my understanding so far?

I am trying to create an animation system where the bone is initially in its' bind pose. There is a 4x4 transformation matrix to transform from object space to bone space. We use this to compute the origin/position of the bone in its' bind pose.

For each frame of the animation, the scale, rotation_quaternion, and location are used to transform the position of the bone from its' inverse bind pose to the pose in the current frame.

One thing that is not clear to me is what the rotation_quaternion represents here. How do I use it to compute the position of the bone in the current frame?

There is something else unclear to me. I understand that for skeletal animation in Blender, each vertex of a mesh has a list of bones that its' bound to, with an associated weight for each bone.

How is the final position of the vertex computed for each frame? Can I make a transformation matrix from the scale, rotation_quaternion and location properties, compute a weighted average of the matrices for each group, and use that to transform the vertex's position from its' bind pose? Again, I am not sure how to fit in the rotation_quaternion here.

As well, does the tail of the bone matter at all for the vertex skinning? As I understand it so far, all I need to know to compute the final position of the vertex for the frame are the SQT transforms of the relevant bones.

I am stuck on this and would appreciate someone helping me straighten this out. The documentation is appreciated but I think I am missing some essential details for what I need to do that I can't find in the documentation.

Partial answers and hints will still be appreciated.

Thanks,

YUNG PROGRAMMER


texts: How to sequence actuators to perform two or more tasks in sequence

texts: I am new to the Blender Game Engine. I am trying to create a simple game.  I have an object (enemy) that I want to move forward then rotate 180 degrees and then repeat, so that it is moving back and forth along a straight path.  I can create the actuators to move it forward or to rotate, but not one after the other.  Does this require a python script?  Or is there a way to do it just in logic bricks?


texts:
I saw this 3D printing plugin lately, but I have never printed anything with Blender. Do you have any experiences with this?

https://i.materialise.com/blog/blender-3d-printing-plugin

Cheers,
Lythna


texts: Baking multiple materials into one texture

texts:
If there are multiple objects with different materials that have been combined into one object, UV unwrapped together and texture baked, the result is glitchy at best. Here is my process:

I start out with everything as a single material with a single UV map and multiple materials. There are three separate pieces in the combined mesh:

I create a new material, a new 4096x4096 image, and a new UV map (through smart projection) that doesn't overlap. I select the image, the new material, the new UV map. Every piece of magic I can think of since I don't know exactly how the bake knows what to bake where:

I click bake, with the sample size set to 256. Nothing is baked to the image I created and selected:

Some stuff baked, but not all of it, and what little was baked was baked to two new images it created:

I don't know what's going on here.


texts:
After baking from the photogammetry mesh I've got the normal map wich has areas that need to be corrected. Can I edit the normal map in Photoshop as the ordinary image - apply patching, bluring, clone stamp and other similar tools?
I'm worring about the fact that the normal map encodes the normalized vectors and after editing these vectors will became denormalized and any artifacts can be appeared...


texts: Trouble Painting Vertices with Fill Brush

texts: I'm new to Blender. I am trying to paint on a 3d imported OBJ via the vertices in my UV unwrap. I am able to paint just fine freehand, but I wanted to also be able to select vertices in "Edit Mode" and use the fill brush to fill those in.  I've followed people's instructions online for how to do this, but it does not seem to work for me. I took screenshots of my selected vertices in Edit Mode and then my screens when my 3D View is in Texture Paint mode and my UV Editor is in Mask Mode. I am clicking on my same selected vertices on my UV Editor and nothing is happening. Any insight on what I'm doing wrong would be greatly appreciated!


texts: What would be the most efficient way to retopo this mesh?

texts:
Should I just make the low poly version by removing the modifiers then bake, or start from scratch like how most people retopo a human?
edit: I'm going to use it as a video game asset.


texts: Texture ColorRamp not scaling as expected

texts:
I'm attempting to create a constant gradient over an array of squares along the X-Axis, but I can't seem to align the ramp correctly.

-Object Details:

-The Squares are 20m x 20m (I switched to Metric from None in hopes of an easy fix)

-The origin of the square is the origin of the world

-The Array is Constant set to X: +20m, and Y: +1m (To see the Material effect each square)

-The Empty position is -10m on the X-Axis and the scale is 20 on the X-Axis

-Material Details:

-The Texture Coordinate & ColorRamp are in a group because I have other materials that change the group on other objects (Slight HSV change)

-I've changed the scale of Y-Axis & Z-Axis to 0

-Question:

I know several workarounds to this issue, but I'd really like to know what's causing this.

-Pictures:

Ramp 1

Ramp 2

Node Group Setup

Overview using Ramp 1

Overview 1 Close-up using Ramp 1 (Left Side)

Overview 1 Close-up using Ramp 1 (Middle)


texts: Geometry Nodes sample texture attribute and materials

texts: Using Blender 2.93 Geometry Nodes; I have a sample texture attribute used for scaling multiple point instances. Is there a way to use this "scale" to control the material color(s) on these multiple points? I am unable to find a similar example in tutorials and any help is much appreciated..


texts:
Recently I notice the weird behavior of sheepit renderfarm client. It appears when the client works within a couple hours.
"Project to check rendering capabilities" For half an hour render time?! I know its sound paranoid but its looks like mining.


texts:
anyone know if there's a way to avoid this while vertex painting?

Thanks


texts: Is there a way to set objects' origin points to be separated from each other at certain distance in Particles System(Hair)?

texts:
While I was watching Blender Guru video for 2.8 Blender, he set the origin point of 5 different sprinkles in Set origin to geometry. And it occurred to me that the overlapping problem with particle system could be solved by using a script to restrict or block any particle from spawning within a set distance of a particle. For example, a sprinkle on donut has a distance of 5mm from another sprinkle, with both the origin points from two sprinkles as the radius to determine the set distance.
So the question is - If it's possible to make code for origin point and particle system and set restriction for within a certain distance of "first" particle so newer particles won't spawn within it but any other area than that, then can you show the code with this instructions in mind?
If not, then is there any other workaround methods for Blender 2.8?

PS: Setting origin points of objects to geometry could tremendously help with the question I have in mind.

PSS:If I commit any errors, I apologize in advance for lack of my knowledge.


texts:
I have the blueprint of a room in my flat as a planar 2D vertex, example:

I want to add walls to it that are going into the Z direction. I have tried several modifiers and searched with Google, but i have not come up with a fast and easy way to do it. Currently my method is to create a new, second vertex and measure all edge lengths, then recreate the shape and extrude it into the Z direction. There surely must be a better way, maybe with a modifier -- but  how?


texts: Update callback of API defined property not called on keyframed property

texts:
I have created a custom property (NeighborDistance). When I keyframed the property the update function is not called back. Is there any way to get the changed value each time for a new keyframe. Could anyone please guide me in this aspect. Thank you in advance.

def change(self, context):
    scne = context.object
    print("hello")

def initSceneProperties(scn):
    bpy.types.Object.neighBor = FloatProperty(
        name = "Float", max = 1.0,
        update = change)
    scn['neighBor'] = 0.7
    return
initSceneProperties(bpy.context.scene)

class UIPanel(bpy.types.Panel):
    bl_label = "Maneuvers"
    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"
    bl_context = "object"
    def draw(self, context):
        #global g
        layout = self.layout
        scn = context.object
        col.prop(scn, "neighBor", text="NeighborDistance")

if __name__ == "__main__":  # only for live edit.
    bpy.utils.register_module(__name__)


texts: Rigged Shape Keys on Models With Mirror Modifier?

texts:
Sorry if this is a noob question, I'm very new to 3d modelling and animation.
I modelled a humanoid character with a mirror modifier.
I want to use a shape key to realistically animate the elbow when the forearm is rotated.
I created the shape key on the left side and used the left forearm bone as the driver.
The problem is, that if I rotate the left forearm, the shape key is also applied to the right elbow, even though the right forearm bone isn't moving.
Is there a way to use a separate driver for the right side? I don't want to apply the mirror modifier, as I will need to do some additional modelling later.


texts: Weight painting on low poly model acts weird

texts:
i've been trying to weight paint this simple model for a while now because the automatic weights didnt work that well. The images below indicate the places where it went wrong, even though i have duplicated the arms and legs and the opposite limbs work perfectly, those limbs are completely red. As you can see when i weight paint i cant select some vertices without fading into opposite one. If you dont understand my point, heres the link for the blend file:

https://drive.google.com/open?id=11rx-Kgh_FhNLNz8_GN3mrIYPPevsmrno

below are the pictures


texts: Loop through a collection of bezierCircle [Python]

texts:
I have this code:
import bpy
import numpy
import math
import os

from mathutils import Euler
from bpy import context, data, ops
from math import radians

#Shortcut for the scene
scene = bpy.context.scene

#Select everything
bpy.ops.object.select_all(action = 'SELECT')
#Remove everything in the scen
bpy.ops.object.delete(use_global = True, confirm = False)

#***********************Circles************************
#Definition of constant parameters
Circle_radius   = 1
number_circle   = Circle_radius*4
Circle_location = (0, 0, 0)

#Defnition of the rotation for the first circle
Circle_rotation = (radians(0), radians(90), radians(0))

#Creation of
for i in range(number_circle):
    #Definition of the geometry of the circle
    Curve = bpy.ops.curve.primitive_bezier_circle_add(radius   = Circle_radius,
                                                      location = Circle_location,
                                                      rotation = Circle_rotation)
    #Defnition of the rotation for the other circle
    temp = Circle_rotation[0]
    temp = temp + radians(45)

    #Create a collection with only circle components
    Circle_rotation = (temp, radians(90), radians(0))

#***********************Camera parameters************************
focal    = 3.04  #focal lenght (mm)
sw       = 3.68  #sensor width (mm)
sh       = 2.76  #sensor height (mm)
eul_mode = 'XYZ'

#Define the number of camera we want
#number_cam = number_circle + 1
number_cam = number_circle

#Add camera in the scene with the location and rotation wanted
for count in range(number_cam):
    #Creation of the camera as a camera
   cam_name = f'Camera{count}'
   cam      = bpy.data.cameras.new(name = cam_name)
   cam.sensor_fit = 'HORIZONTAL'
   cam.lens       = focal
   cam.sensor_width  = sw
   cam.sensor_height = sh

    #Creation of the camera as an object
   cam_obj = bpy.data.objects.new(cam_name, cam)
   cam_obj.rotation_mode  = eul_mode
   cam_obj.location       = (0, 0, 0)
   cam_obj.rotation_euler = (radians(0), radians(0), radians(0))
   scene.collection.objects.link(cam_obj)

   cam_obj.scale = (0.5, 0.5, 0.5)

    #*****************Clamping **************************
for cam in [obj for obj in bpy.data.objects if obj.type == 'CAMERA']:
    #Definition of the tracking parameters (target and who is tracking)
    target = bpy.data.objects['BezierCircle']
    Camera = cam

    #Add a constraint
    tracking = Camera.constraints.new(type ='CLAMP_TO')

    #Add a target
    tracking.target = target

    #Definition of the axis
    tracking.main_axis  = 'CLAMPTO_Z'
    tracking.use_cyclic = True

    #Select the object on which the constraint is applyed
    bpy.ops.object.select_all(action ='DESELECT')
    Camera.select_set(True)

    #Apply the constraint
    bpy.ops.object.visual_transform_apply()

    #Influence = 0
    Camera.constraints.get("Clamp To").influence = 1

And I would like to loop through a collection of bezierCircle to change the target of the constraint.
Do you know how I can do that? Thanks for your help


texts:
I've used this script before and had no problem but now when I try and run it I either get unsupported audio format or file not found.

import bpy

#Iterate through however many bars you want
for i in range(0, 64):
    #Add a plane and set it's origin to one of its edges
    bpy.ops.mesh.primitive_plane_add(location = ((i + (i*0.5)), 0, 0))
    bpy.context.scene.cursor_location = bpy.context.active_object.location
    bpy.context.scene.cursor_location.y -= 1
    bpy.ops.object.origin_set(type='ORIGIN_CURSOR')

    #Scale the plane on the x and y axis, then apply the transformation
    bpy.context.active_object.scale.x = 0.5
    bpy.context.active_object.scale.y = 20
    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)

    #Insert a scaling keyframe and lock the x and z axis
    bpy.ops.anim.keyframe_insert_menu(type='Scaling')
    bpy.context.active_object.animation_data.action.fcurves[0].lock = True
    bpy.context.active_object.animation_data.action.fcurves[2].lock = True

    #Set the window context to the graph editor
    bpy.context.area.type = 'GRAPH_EDITOR'

    #Expression to determine the frequency range of the bars
    l = i**2 + 20
    h = (i+1)**2 + 20

    print(str(i) + ' ' + str(l) + ' ' + str(h))

    #Bake that range of frequencies to the current plane (along the y axis)
    bpy.ops.graph.sound_bake(filepath=r'/home/tyrone/Downloads/BAD BAWI.wav', low = (l), high = (h))

    #Lock the y axis
    bpy.context.active_object.animation_data.action.fcurves[1].lock = True

This is the script I'm trying to run in ubuntu but the only difference is the file path, and also the only problem I seem to be having. Other then possibly not having ffmpeg working with blender properly in Ubuntu.


texts: Help with cursor (circle) orientation while sculpting

texts:
I'm following a sculpting tutorial and I'm having a little trouble replicating what the instructor is doing. When he is altering the mesh, the cursor is orienting itself to whatever part of the mesh he's working on. For example, if he's working on the top, the circle will change its orientation to indicate which part of the mesh is being affected.
How can I get my cursor/circle to do that? It stays the same irrespective of which part of the mesh I'm working on.
Thanks in advance.


texts: Why do the particles in my keyed particle system not hit 2 of the 8 faces of the target mesh?

texts:
Why do the particles in my keyed particle system not go to 2 of the 8 faces of the target mesh?

I made the target mesh by duplicating the original 1 face 8 times and rotating them so they'd all be in a circle.

They all appear to be one considered 1 object by Blender when in Edit mode, but when in Object mode, 2 of the 8 faces are not:

Then, when I play the animation, particles do not go to those 2 faces (except for that one lone particle that goes to the uppermost face):

This is even weirder: if I duplicate a face that is getting hit by parcitles, move it very near some of the faces that aren't receiving particles, then those faces start getting hit!

Here is my blend file.


texts: How do I avoid quads appearing as triangles when twisting a mesh?

texts:
Is there a trick to avoid that the triangles are visible in the reflection when I do a twist with a deform modifier?

See the file:


texts: Make a hole with Boolean but without 'fill cap'

texts:
Here's a question. I'm dissecting a paprika based on a reference image. Now I'm 'slicing' the paprika with the Boolean tool, but this has an automatic fill-cap function. What I mean by that is that it fills the mesh instead of leaving me a hollow paprika, as I desire. Please check the attached images for more clearity.
Is it possible to disable the fill-cap (like at the Curve Modifier)? Is there maybe a better/different non-destructive method than the Boolean Modifier?
Oh, and FYI I'm using this non-destructive way of modelling because I'm not sure how thick or thin I want my paprika slices to be and I'd probably want to keep tweaking it 'till the end.


texts: Halo does not stick to particle system but fills the whole domain object

texts:
Please find attached my .blend file
I'm learning blender and at the moment I was playing around with the Halo effect and found several tuts explaining the same for version v2.9+

Use an emitter object where you want the Halo effect around.
Assign the particles system
Use a domain object that contains the emitter and its particles.
Use Point density node --> density output as input to --->
Strength input of Emission node and put that output to input of volume of the domain

But I just cant get it up and running. I see the particles and I see my domain cube is glooming like hell, but no matter what I change or play around with all the possible settings. The halos will never stick/substitute the particles of the emitter.

Can anybody have a look into my .blend file?
Thanks in advance.


texts:
So I have this rig of a Minecraft character walking and im trying to rotate the chest of her back and forth, but the chest stops rotating halfway through and seems to snap weirdly. Is there any way I can fix this, does it have something to do with my keyframes?
The chest rotations are at keyframes 1, 13, and 25, the chest seems to snap to it's original position midway and it looks bad.


texts: Problem where 5 Face Flows are Meeting at 1 Vertex

texts:
I Think Images WIll be Best... SO those goes... .blend file - Google Drive
You can see How the Mesh is getting Bad where that 5 face Joint vertex is....
I don't wanna describe anymore, you can see for yourself in the image... and in the blend file
But it is Like I can't post the question


texts: How to distribute an object to a hexagonal grid?

texts:
I want to create a hexagonal Array (in other name: honeycomb) of this object:

It is very important: I don't want to "join" the distributed objects, I want to leave them as dynamic as possible (so I prefer modifier-like solutions), but I also want blender to treat them as one mesh-object, just like the Array-modifier would do, when I click on the merge checkbox. So when I add a Subdivision-modifier to my object it will look like this:

NOTE:

The sample object I provided here is a simplified object of the one I'm going to use for this purpose: so the Wireframe-modifier and the Skin-modifier is not an option in my case. Also distributing with a hexagonal grid particle system or duplicate object to vertices of a parent object are not options, since the "final" object won't be "merged" as a single one.

Thanks in advance!


texts: Editing Normals To Define the Solidify Modifier

texts:
below is a picture of a shell after the solidify modifier has been added.
Is there a way to edit the normals individually to make the slot parallel?
Preferably in the python API. (note: I am already able to select each individual point already)
Thank you! I've been stuck on this all day


texts: How to deal with 45deg angles and sqrt2 multiples?

texts:
I'm trying to make modular walls. It's working fine, except that I wanted to make 45degree angled walls too. If my wall is X units in size, the 45 degree wall, must be square root of 2, times X (as it is the hypotenuse of a square with side X units).

What can I do about that? I'm very afraid of using floating point numbers, as they introduce errors, that can add up and misalign the grid.


texts: So, I have a video that I tracked in the movie clip editor. I put that data into a camera and added a cube, and the cube keeps drifting to the left. If this doesn't make sense, I can send you the .blend file. Click here to download the file.


texts:
I'd like to change the centering of the loop cut (Factor 0) from a right click to a keyboard shortcut, say, 'Cmd Return'.

In 'User Preferences > Input > 3D View > Mesh > Loop Cut and Slide', I cannot see an option to change the input for the Edge Slide Factor.

Blender 2.78, OS X.

Thank you!


texts: I need to simulate the interference of two sinewaves

texts:
My ultimate goal is to simulate the interference of two sinewaves. They do not have to follow at the moment any specific physical requirement (the wave modifier could be OK).
I thought to proceed by steps and first trying to render 1 sinewave and then 2. For each sinewave I would like to have a 2D representation, like a wave modifier seen from above (e.g. concentric circles on a water surface). I first tried using particles and let them arranged by  a force field emitted by a mesh plane with a wave modifier. Seems ok, but it is very heavy on my PC. So I thought I would stick to the wave modifier only and find some way to render depths and peaks with different colors (a normal jet color map could be OK). I am not an expert so I wonder whether you could suggest a quick way to do this.
After this, I would like to simulate the interference of two waves, just visually, without any matematical calculation (again, imagine the example of drops of water falling on a water surface).
Ultimately, my plane would be to convert whatever I managed to do in 2D, in 3D (say on a spherical surface).
I would appreciate any input :)
thanks !


texts: How can I discover the author of a blendfile?

texts: I know how to set the "Author" attribute for the blendfiles that I create, using Blender User Preferences > File.  However, I have not found out how to view the author of a blendfile.  How can I do this?


texts: Is it possible to make the f-curve noise modifier's scale into a variable?

texts:
Normally the scale value in the noise modifier is a constant. It cannot be animated.

Is it possible to make the scale value decrease over time.
Something like the picture below:

Any idea or suggestion would be appreciated.
Thanks.


texts: How can I prevent force fields from affecting hair or other particles?

texts:
I want the turbulence force field to only affect my smoke sim, but it's also messing up my hair particles. I've tried setting Effector Collection to the collection the smoke simulation is in (the hair is in a different one).

EDIT: project file - https://drive.google.com/open?id=1O7bqU8FNCZyATB6S46CRcYuGLIb2OSEb


texts:
when I try to render separate layers I have no transparent background reason for volumetric scattering.
is there a way to solve this?